Learn How to Create Immersive Virtual Environments Written by an award-winning designer with 20 years of experience designing virtual environments for television and online communities, Virtual World Design explores the intertwining disciplines of 2D graphics, 3D models, lighting, sound, and storytelling. It illustrates how these disciplines come together by design in the creation of an accessible virtual environment for teaching, research, and entertainment. The book gives anyone the tools and techniques to design virtual environments that support their message and are accessible by all. With 200 illustrations and 12 step-by-step projects, the book delivers hours of creative challenges for people working in public virtual worlds or on private grids. Using the modular components available for download on the author's website, readers learn by building such things as a virtual classroom, an "all-access" terrain, and a sound-based game. This book can be the foundation for class work in distance learning, simulation, and other learning technologies that use virtual environments.It shows both novices and advanced users how 3D composition, color, lighting, and sound design are used in the creation of an immersive virtual environment.
Preface xvii
Acknowledgments xxi
About the Author xxiii
About the Contributors xxv
Chapter 1 Introduction to Virtual Worlds and 1 (14)
Designing for Them
1.1 Welcome to the Infinite Visualization 1 (1)
Tool, a Virtual World
1.2 A Short History of Virtual Worlds 1 (5)
1.2.1 Visual Theory and Creation of the 1 (2)
First Illusions
1.2.2 Trompe l'oeil, Photorealism, and the 3 (1)
Projected Image
1.2.3 The Birth of Cinema, Electronic 4 (1)
Screens, and the Start of Immersive 3D
Design
1.2.4 Computer-Created 3D Space and Early 4 (1)
Virtual Worlds
1.2.5 Gaming and Virtual Worlds 5 (1)
1.3 How Do They Work? 6 (3)
1.3.1 So Many Worlds, So Little Time 9 (1)
1.4 Who Uses Virtual Worlds and How They Use 9 (1)
Them
1.4.1 Architects/Landscaping Designers 9 (1)
1.4.2 Artists/Painters, Sculptors, Dancers, 9 (1)
Actors
1.4.3 Engineers/Medical Professionals 9 (1)
1.4.4 Designers, Set Designers, Interior 10 (1)
Designers
1.4.5 Scientists and Mathematicians 10 (1)
1.4.6 Teachers in Primary, Secondary, and 10 (1)
Graduate Schools
1.4.7 Trainers and Therapists 10 (1)
1.5 Virtual Environments from a Designer's 10 (1)
Point of View
1.5.1 Defining the Job of a Virtual 11 (1)
Environment Designer
1.5.2 Being a Designer "In the Know" 11 (1)
1.6 Designing in a Preexisting Virtual World 11 (2)
or Making One Yourself
1.6.1 Prebuilt Grids/Hosted Grids 11 (2)
1.6.2 Do It Yourself 13 (1)
1.7 Conclusion 13 (1)
References 13 (2)
Chapter 2 How to Use This Book and Start Doing 15 (6)
Virtual World Design
2.1 Introduction 15 (1)
2.2 How to Use This Book 15 (1)
2.2.1 If You Are Totally New to Virtual 15 (1)
Worlds
2.2.2 Been There, Done That: Old Hand at 15 (1)
Virtual Worlds
2.3 How To Get and Upload the Content for 16 (2)
This Book into Your Virtual World
2.3.1 Where to Get the Content and 16 (1)
Information About It Online
2.3.2 Best Practices for Naming Conventions 16 (1)
When Uploading Content into Your Virtual
World
2.3.2.1 Tab 1有evel of Detail (LOD) 16 (1)
Guidelines to Follow on Upload from Source
2.3.2.2 Tab 2猶hysics Guidelines to Follow 17 (1)
2.3.2.3 Tab 3誘pload Options to Use 17 (1)
2.3.3 Known Problems with Uploads in Second 17 (4)
Life and OpenSim
2.3.3.1 Licensing Information 17 (1)
2.3.3.2 HOW. fo Use the LSL Scripts 18 (1)
Provided
2.4 Operating System and System Configuration 18 (1)
for Your Computer
2.5 Who This Book Was Written For 18 (1)
2.6 How to Pick Your Viewer for a Virtual 19 (2)
World
Chapter 3 "Build It Once": Optimizing Your 21 (18)
Design Workflow
3.1 Overview: Reducing Repetitive Building 21 (1)
and Increasing Creative Design Time
3.2 Five Basic Steps to Set Your Standards 21 (4)
and Practices
3.2.1 Organize Your File Structure 21 (1)
3.2.2 Clarify Your Terminology, Going Even 22 (2)
Deeper
3.2.3 Standardize Your Resolutions 24 (1)
3.2.4 Streamline Your Upload Methodology 24 (1)
and Test Everything
3.2.5 Create a Detailed Plan 24 (1)
3.3 Lines and Arrows and Charts, Oh My! 25 (10)
3.3.1 "Build It Once" Content Flow System 25 (2)
3.3.2 "Build It Once" Chart of Studio 27 (3)
Skills and Responsibilities
3.3.3 "Build It Once" Project Development 30 (1)
Workflow
3.3.4 Organizational Structure for a Large 30 (4)
Design Office
3.3.5 Organizational Structure for a Small 34 (1)
Design Office
3.4 Conclusions about "Build It Once" 35 (1)
3.5 Project: Getting Your Design Studio 35 (2)
Organized with a "Critical Path" Technique
References 37 (2)
Chapter 4 Concepts in 3D Design for Virtual 39 (34)
Environments
4.1 Introduction to 31:5 Design 39 (1)
4.1.1 A Universal Language that You 39 (1)
Experience Constantly
4.2 Design Elements in Virtual Environments 39 (5)
4.2.1 Line 39 (2)
4.2.2 Space 41 (1)
4.2.3 Shape 41 (2)
4.2.4 Form 43 (1)
4.2.5 Color 43 (1)
4.2.6 Texture 43 (1)
4.3 Compositional Methodology for the Six 44 (6)
Basic Elements in Virtual Environments
4.3.1 Defining the Level of Dimensionality 44 (1)
4.3.2 Establishing Unity 44 (1)
4.3.3 Point, Line, and Plane 44 (2)
4.3.4 Balance 46 (1)
4.3.5 Hierarchy 47 (1)
4.3.6 Scale 47 (1)
4.3.7 Dominance 48 (2)
4.3.8 Movement 50 (1)
4.4 Using Similarity and Contrast in 3D Design 50 (11)
4.4.1 Managing Similarity and Contrast 52 (1)
4.4.2 Spatial Contrasts 52 (1)
4.4.3 Positional Contrasts 52 (1)
4.4.4 Form Contrasts 52 (2)
4.4.5 Directional Contrasts 54 (1)
4.4.6 Structural Contrasts 54 (1)
4.4.7 Size Contrasts 54 (2)
4.4.8 Color Contrasts 56 (1)
4.4.9 Texture Contrasts 56 (2)
4.4.10 Density/Opacity Contrasts 58 (1)
4.4.11 Gravitational Contrasts 58 (1)
4.4.12 Social Contrast 58 (1)
4.4.13 Gaming Contrasts 59 (1)
4.4.14 Interactivity Contrast 60 (1)
4.5 Designing "Flow" into Virtual Environments 61 (2)
4.5.1 First Questions a Designer Should Ask 61 (2)
before Designing Anything
4.6 Education, Serious Games, Virtual 63 (1)
Environments
4.7 Project: Assembling a Modular Virtual 63 (7)
Classroom
4.7.1 Creating a Plan 63 (1)
4.7.2 Setting the Foundation and Learning 64 (1)
about the Parts
4.7.3 Assembling the First Floor 65 (1)
4.7.4 Adding the Door and Window Details to 66 (1)
the First Floor
4.7.5 Creating the Second Floor 66 (1)
4.7.6 Removing the Alignment Cubes and 66 (1)
Creating a "Handle"
4.7.7 Adding in the Ramps 66 (4)
4.8 Conclusions and Take-Away Ideas 70 (1)
References 70 (3)
Chapter 5 Virtual Terrain and Designing 73 (26)
Landscapes
5.1 Terrain Is More than Just Dirt 73 (2)
5.1.1 Fundamental Aspects of a Virtual 73 (2)
Terrain
5.1.2 Research and Finding Inspiration for 75 (1)
Making Compelling Terrain Designs
5.2 Methodologies for Terraforming Using 75 (6)
Inworld Tools
5.2.1 Important Settings and Land Tools in 75 (4)
the Firestorm Viewer
5.2.2 Testing the Functionality of the 79 (2)
Built-in Land Tools
5.3 Methodologies for Terraforming Using 81 (2)
Height Maps
5.3.1 Region Controls for Terrain Loading 81 (1)
and Textures
5.3.2 Examining a Benchmark Terrain for 81 (2)
Your Region
5.4 Making Wheely Island, a 83 (5)
Wheelchair-Accessible Virtual Park
5.4.1 Roughing in the Terrain Shapes of 83 (3)
Wheely Island Using the Second Life Terrain
Format
5.4.1.1 Making the Coastline 85 (1)
5.4.1.2 Filling in the Landforms 85 (1)
5.4.1.3 Smoothing the Terrain 85 (1)
5.4.1.4 First Upload of Your Terrain 86 (1)
5.4.2 Refining the Terrain 86 (2)
5.5 Adding Terrain Textures to Your Landscape 88 (3)
5.5.1 Considerations for Making Good 91 (1)
Terrain Textures
5.6 Other Applications for Creating Landscapes 91 (1)
5.7 Designing Access for All 92 (2)
5.7.1 Laying Out the Walkways for Wheely 92 (2)
Island
5.7.2 Safety Barriers on Wheely Island 94 (1)
5.8 Making an "All-Access" Element: The Basic 94 (1)
Sign
5.8.1 Consider the Viewer 95 (1)
5.9 Planting Trees and Other Landscaping on 95 (1)
Wheely Island
5.10 Making Your Own Trees for Landscaping 95 (2)
5.11 Conclusions and Recap 97 (1)
References 97 (2)
Chapter 6 3D Modeling, 2D Graphics, and Data 99 (28)
Visualization
6.1 Spatial Perception and How That Applies 99 (1)
to Three-Dimensional Modeling and Virtual
Environments
6.2 Picking a 3D Modeling Program and a 100 (3)
Methodology for Building
6.2.1 Three Possible Scenarios for 3D 102 (1)
Modeling Methods
6.2.1.1 Scenario 1: The "Basic 102 (1)
Geometry/Basic Textures" Approach
6.2.1.2 Scenario 2: The "50/50" Approach 102 (1)
6.2.1.3 Scenario 3: The "90/10" Approach 103 (1)
6.3 Building with the Inworld Prims 103 (5)
(Primitive Objects)
6.3.1 The Box 104 (1)
6.3.2 The Cylinder 104 (1)
6.3.3 The Prism 104 (2)
6.3.4 The Sphere 106 (1)
6.3.5 The Torus 106 (1)
6.3.6 The Tube 106 (2)
6.3.7 The Ring 108 (1)
6.4 Meshes and How These Can Be Imported 108 (1)
6.4.1 The Basics of Importing a Mesh Model 109 (1)
6.5 Sculpt Maps (Sculpties) and How They Led 109 (3)
to Mesh
6.6 Concepts in Texture Creation, 2D Graphics 112 (1)
6.6.1 Qualities of Great Textures 112 (1)
6.7 Utilizing the Texture Menu in the Build 113 (6)
Editor ,
6.8 Specialized Textures: Animated, 119 (1)
Transparency, and Baked Lighting with Ambient
Occlusion
6.8.1 Textures with Animation 119 (1)
6.8.2 Textures with Transparency: Two 119 (1)
Methods for Creating Them
6.8.3 Textures with Baked Lighting and 120 (1)
Ambient Occlusion
6.9 Project: Designing a Data Visualization 120 (4)
Environment: Your 3D Timeline or R6sume
6.9.1 Make the Timeline Base 122 (1)
6.9.2 Adding Details 123 (1)
6.9.3 Landmarks and Focal Points 123 (1)
6.10 Art and Data Visualization in a Virtual 124 (2)
World
6.11 Conclusion 126 (1)
References 126 (1)
Chapter 7 Color, Particles, and Sensory Spaces 127 (28)
7.1 The Impact of Color and the Power of 127 (1)
Particles
7.2 Understanding the Basics of Light and 127 (3)
Color
7.2.1 Defining the Rainbow and Creating the 127 (1)
Color Scale over History
7.2.2 Basic Color Terms You Should Know 128 (2)
7.2.3 Using the Color Menu in the Texture 130 (1)
Editor for Color Settings on Particle
Systems
7.3 Color from a Designer's Perspective 130 (7)
7.3.1 Who Are You Designing For? Five 132 (5)
Factors That Affect Color Preferences
7.3.1.1 Cultural and Geographic Influences 132 (1)
7.3.1.2 Gender and Self-Identity-Based 132 (3)
Influences
7.3.1.3 Educational and Socioeconomic 135 (1)
Influences
7.3.1.4 Chronological and Generational 135 (1)
Influences
7.3.1.5 Psychological and Experiential 135 (2)
Influences
7.4 Color, Colored Light, and Perception 137 (5)
7.4.1 Color, Perceived Scale, Perspective, 137 (2)
and Progression in an Environment
7.4.2 Color and How It Affects Your 139 (1)
Perception, Judgment, and Senses
7.4.3 Color, Environmental Energy, and 140 (2)
Planning for an Overall Palette
7.5 Color and Design for All: Working toward 142 (1)
an Accessible Palette
7.6 Particles and Their Uses in Design 142 (4)
7.6.1 What Are Particle Systems? 142 (1)
7.6.2 Particle System Basics in Second Life 143 (1)
and OpenSim
7.6.3 List of Modifiers in a Particle Script 143 (2)
7.6.4 Basic Rules for Using Particles and 145 (1)
Instantiation
7.6.5 Textures for Particles 146 (1)
7.6.6 Designing with Particles 146 (1)
7.7 Project: Designing a Colored Light and 146 (8)
Particle Effect
7.7.1 Setting Up the Sensory Space Inworld 147 (2)
Using WindLight to "Set the Scene"
7.7.2 Creating Particle Emitters, Lights, 149 (5)
and Making Them Move
7.8 Conclusions about Color 154 (1)
References 154 (1)
Chapter 8 Lighting in Virtual Environments: 155 (16)
Second Life and OpenSim
8.1 Lighting Is Crucial 155 (1)
8.2 Three Main Jobs That Lighting Has to Do 155 (2)
8.2.1 Illuminating the Meaning (or Purpose) 155 (1)
of Your Virtual Environment
8.2.2 Support the Mood or Emotion of the 156 (1)
Environment
8.2.3 Augment the Visual Style of the 156 (1)
Project
8.3 Spectrums, Color, and Light 157 (1)
8.4 Space to Color to Light: Forming a 157 (2)
Lighting Methodology
8.5 The Three Basic Elements Involved in 159 (2)
Lighting a Scene: Lights, Shaders, and Baking
8.5.1 Light Sources and Their 159 (2)
Characteristics
8.5.2 Shaders and Textures and How They 161 (3)
Make Materials
8.5.2.1 Defining Shaders, Textures, and 161 (1)
Materials in Second Life and OpenSim
8.6 Environmental Menus and Shaders in Second 161 (3)
Life and OpenSim
8.7 The Importance of Shadows 164 (1)
8.7.1 Ambient Occlusion 164 (1)
8.8 Help Your Design Look Great in All Sorts 164 (1)
of Lighting
8.8.1 Making Sure Your Lighting Is Seen 165 (1)
8.8.2 Per Vertex Lighting versus Per Pixel 165 (1)
Lighting
8.9 Project: Lighting Three Basic Scenes 165 (5)
8.9.1 Lighting for a Portrait of an Avatar 165 (2)
in a Daytime Outdoor Environment
8.9.2 Lighting for a Night Scene in a 167 (1)
Large-Size Indoor Environment
8.9.3 Lighting for a Product Shot 167 (3)
References 170 (1)
Chapter 9 Cameras and Collaborative Spaces (the 171 (20)
Ideagora)
9.1 Overview of Cameras, Narrative, and 171 (3)
Social Spaces for Meetings
9.1.1 Presence 172 (1)
9.1.2 Affordance 172 (1)
9.1.3 Participation 173 (1)
9.2 Presenting and Collaborating on Ideas in 174 (2)
a Virtual World
9.2.1 Serious Games in the Workplace 176 (1)
9.2.2 Making a "Storytelling" Place 176 (1)
9.3 Description and Functional Aspects of 176 (3)
Virtual Cameras in a Presentation
9.3.1 What Is a Virtual Camera? 176 (1)
9.3.2 First- and Third-Person Points of 177 (2)
View in a Virtual Camera
9.3.3 Types of Camera Control for 179 (1)
Presentation Purposes
9.4 Designing for a Presentation 179 (3)
9.4.1 General Qualities of a Good 179 (2)
Presentation Space
9.4.2 Fostering the Ideagota Spirit by 181 (1)
Personalizing the Space for Your Group
9.5 Designing for the Future and Mobility 182 (1)
9.5.1 Internet Trends toward Mobile 182 (1)
Platforms and How They Affect Design
9.5.2 New User Interfaces: Touch, Voice, 183 (1)
and Gesture
9.6 Project: Building an Ideagora for Your 183 (5)
Team
9.6.1 Setting Up the Terrain and Loading in 183 (2)
the Elements for the Ideagora
9.6.1.1 Setting Up the Terrain 183 (1)
9.6.1.2 Loading in the Ideagora 183 (2)
9.6.1.3 Personalizing Your Ideagora 185 (1)
9.6.1.4 Landscaping around the Ideagora 185 (1)
9.6.2 Set Up Shared Media 185 (1)
9.6.2.1 The Screens 185 (1)
9.6.2.2 Editing the Model for 186 (1)
Presentation of Media
9.6.3 Check the Usability of the Ideagora 186 (2)
9.6.4 Emergent Usage of the Ideagora 188 (1)
9.7 A Brief Conclusion 188 (1)
References 189 (2)
Chapter 10 Virtual Goods and Design for Virtual 191 (28)
Shopping Environments
10.1 Why Do People Buy Virtual Goods? 191 (1)
10.1.1 Customization 191 (1)
10.1.2 Communication 191 (1)
10.1.3 Competition 191 (1)
10.2 Consistent Brand Identity from Your Logo 192 (3)
to the Architecture of Your Shop
10.2.1 Architectural Style 193 (1)
10.2.2 Signage/Display 193 (2)
10.2.3 Color/Lighting 195 (1)
10.3 The Physical Aspects of an Effective 195 (4)
Inworld Virtual Store
10.3.1 Store Size and Scale 197 (1)
10.3.2 Traffic Patterns and Types of Display 197 (1)
10.3.3 Shopping and Social Space 198 (1)
10.3.4 Visual and Aural Ambiance 198 (1)
10.3.5 Search Listing and Description 198 (1)
10.4 Setting Up Your Shop in the Online 199 (1)
Marketplace
10.4.1 Logo, Tagline, and Branding Elements 199 (1)
on the Second Life Marketplace
10.4.2 Display Images of Content for Sale 199 (1)
on the Second Life Marketplace
10.4.3 Descriptive Terms and Keywords on 199 (1)
the Second Life Marketplace
10.4.4 Statements of Store Policies and 200 (1)
Mission on the Second Life Marketplace
10.5 Using Social Media and Games to 200 (2)
Popularize Your Content
10.6 Performance Spaces Added to Retail 202 (1)
10.7 Project: Designing and Building a 202 (14)
"Pop-up" Shop
10.7.1 Laying the Groundwork 203 (3)
10.7.1.1 Preparing the Land for Your Shop 203 (1)
10.7.1.2 Setting in the Foundation and 203 (3)
About Land Permissions
10.7.1.3 Setting Up Music for the Shop 206 (1)
10.7.1.4 Setting Up Access and How to Ban 206 (1)
Unwanted Avatars
10.7.2 Building the Shop Structures from 206 (5)
Prefab Parts
10.7.2.1 Setting Up the Shop Floor and 209 (1)
Walls
10.7.2.2 Putting on the Roof and Giant 210 (1)
Lamps
10.7.3 Building Content, Setting Prices, 211 (3)
Descriptions, and Listings
10.7.3.1 Making a Table Lamp Prototype 211 (1)
10.7.3.2 Developing the Product Line 211 (3)
10.7.4 Setting Up the Shop Display 214 (1)
10.7.4.1 Display Layout and Design for 214 (1)
Selling
10.7.5 Adding the Signage, a Simple Shop 214 (2)
Greeter, and a Note Card Giver
10.7.5.1 Branding Your Shop Signage with 214 (1)
the Logo
10.7.5.2 Making a Note Card for Your Shop 214 (2)
10.7.5.3 Set Up an Automatic Greeter and 216 (1)
Note Card Giver for Your Shop
10.7.6 Get the Word Out and Open for 216 (1)
Business
10.8 Conclusions about Virtual Commerce and 216 (1)
Shopping Spaces
References 217 (2)
Chapter 11 Sound Design for Virtual Spaces 219 (18)
11.1 Discovering Sound in Your Environment 219 (3)
11.1.1 Game Sound and How It Is Adaptive 220 (1)
Audio
11.1.2 Considering Movie Scores and Virtual 220 (2)
Soundscapes
11.2 Just a Bit of Sound Theory to Deepen 222 (1)
Your Understanding
11.2.1 Alchemy Sims Storytelling Soundscape 222 (1)
11.3 Basic Qualities of Sound in a Virtual 222 (2)
World
11.3.1 A Bit about Binaural Sound 224 (1)
11.4 Building Basics for a Sound Environment 224 (1)
11.4.1 Types of Sound Supported in Virtual 224 (1)
Environments
11.4.2 Requirements for Sound Files When 225 (1)
Importing Them to Virtual Environments
11.5 How to Control Sound in a Virtual World 225 (1)
11.6 Where to Obtain Sound for Your 3D Spaces 226 (1)
11.7 How to Edit the Sound for Your Virtual 226 (2)
Environment
11.7.1 Step by Step toward a Soundscape 226 (2)
11.8 Project: Making an Audio-Based Gaming 228 (7)
Environment
11.8.1 Preliminary Game Space Layout 228 (1)
11.8.2 The Sound Emitter Setup 228 (3)
11.8.3 Making the Sound Emitters Specific 231 (1)
to Sound and Trigger
11.8.4 Laying Out the Audio Landscape of 232 (1)
the Game
11.8.5 Making the Signage and Entrance 233 (1)
11.8.6 How to Set Up for Play Testing Your 234 (1)
Audio Game
11.8.7 Play Testing and Some Things You Can 235 (1)
Expect
11.9 Final Thoughts about Sound Design 235 (1)
References 236 (1)
Chapter 12 Avatars and Nonplayer Characters 237 (20)
12.1 Avatars and Our Sense of Self 237 (2)
12.2 The Importance of Avatars 239 (1)
12.3 Designing the Look of Your Character 239 (2)
12.3.1 Where to Shop for Your Avatar 240 (1)
12.3.2 Making Your Own Clothing and 240 (1)
Accessories
12.4 Animating Your Avatar 241 (1)
12.4.1 How Do You Obtain Animations? 241 (1)
12.5 What Are Nonplayer Characters? 241 (1)
12.6 Types of NPCs and How They Can Be Used 242 (2)
in Virtual Environments
12.6.1 Setting the "Stage": Proper Behavior 242 (1)
in Your NPCs
12.6.2 City of Uruk: A Sumerian Town Comes 242 (1)
to Life
12.6.3 Roles Those NPCs Can Play 242 (2)
12.7 Designing the Environment for the 244 (1)
Inclusion of NPCs
12.7.1 Key Components to Consider When You 244 (1)
Design for NPCs
12.8 Setting Up and Designing the Look of 245 (1)
Your NPCs in Second Life
12.9 Setting Up and Designing the Look of 245 (1)
Your NPCs on an OpenSim Region
12.10 NPCs and Their Future Development 245 (1)
12.11 Project: Setting Up a Basic Avatar in a 246 (10)
Virtual Environment
12.11.1 Creating a New User and Making the 246 (1)
User Manifest
12.11.2 Looking Over the Clothing Options 246 (3)
and Layers
12.11.3 Editing Eyes, Hair, and Skin 249 (1)
12.11.4 Adjusting the Parameters of Your 249 (4)
Avatar, Shape, Size, and Other Details
12.11.5 Adjusting the Face, Adding a Tattoo 253 (1)
or a Skin Texture
12.11.6 Utilizing Texture Maps to Make 253 (1)
Custom Avatar Clothes, Preparing Attachments
12.11.7 Adding Attachments for Hair 253 (1)
12.11.8 Advanced Avatar Development 253 (3)
12.12 Final Observations 256 (1)
References 256 (1)
Chapter 13 Prototyping the Real World in a 257 (20)
Virtual Environment
13.1 Prototyping and Workflow: Where and How 257 (1)
Do Virtual Worlds Fit In?
13.2 Introduction to Worldwide Group 258 (2)
Collaboration and Why You Should Use It
13.3 Math, Molecules, and Military Engineering 260 (3)
13.4 Entertainment Environments: Prototyping 263 (2)
the Performance Space
13.5 Prototyping Games in a Virtual World 265 (1)
13.6 Project: Prototyping a Virtual Space and 266 (10)
Making a 3D Print from It
13.6.1 Making a Maze Pattern 266 (1)
13.6.2 Setting Up and Building the Maze 266 (2)
Base in SketchUp
13.6.3 Setting Up Drawing Guides for the 268 (1)
Walls of the Maze
13.6.4 Drawing the Walls of the Maze 268 (2)
13.6.5 Making a Hanging Tab 270 (1)
13.6.6 Export the Model and Import It to a 270 (3)
Virtual Environment
13.6.7 Looking at the Model Inworld 273 (1)
13.6.8 Sending the Model to be 3D Printed 273 (3)
References 276 (1)
Chapter 14 Scripting Basics for the Designer 277 (18)
14.1 Introduction to Scripting in LSL 277 (1)
14.2 Design Thinking and Scripts 277 (2)
14.2.1 Setting Design Goals for a Scripted 277 (1)
Environment
14.2.2 Building a Reactive Environment 278 (1)
14.3 An Overview of How LSL Scripts Work 279 (1)
14.4 About the Script Editor 280 (3)
14.4.1 Your First Script 280 (2)
14.4.2 The Script Text Editor and Its Parts 282 (1)
14.5 Breakdown: Finding the Parts of a Basic 283 (5)
Script
14.5.1 A Basic Script in OpenSim 283 (1)
14.5.2 A Basic Script in Second Life 284 (1)
14.5.3 Creating a Script Using Autoscript 285 (2)
14.5.4 Review of Basic Script Elements 287 (1)
14.5.5 Some New Script Elements: Constants 287 (1)
and Variables
14.6 Do It Yourself or Hire a Scripter? 288 (1)
14.7 How to Talk to a Scripter about LSL 289 (1)
Scripts You Need
14.8 Scripting and Various Performance 290 (1)
Pitfalls
14.9 Debugging and Testing and the Importance 291 (2)
of Those Tasks
14.10 Moving on to More Complex Scripting 293 (1)
14.10.1 Other Scripts Mentioned in This Book 293 (1)
14.10.2 Major Script Lists for OpenSim and 293 (1)
Second Life
14.11 Conclusion and Road Map for Learning 293 (1)
More
Reference 293 (2)
Chapter 15 HUDs in Virtual Environments 295 (20)
15.1 What Are HUDs? 295 (2)
15.1.1 Attaching a Cube Prim to Your Screen 295 (2)
to Test HUD Alignment
15.2 Types of HUDs 297 (5)
15.2.1 Animation Overrides 297 (1)
15.2.2 Attachment Controls to Customize 298 (1)
Hair, Clothes, Shoes, Animal Attachments
15.2.3 Combat Systems, Spell Casting, and 298 (1)
Spying
15.2.4 Games 299 (1)
15.2.5 Invitations, Announcements, and Tour 299 (1)
Guides
15.2.6 Magazines and Books 300 (1)
15.2.7 Multitool HUDs 300 (1)
15.2.8 Photo Shoot, Camera, and Machinima 301 (1)
Controls
15.2.9 Radar, Location, and Teleport HUDs 301 (1)
15.2.10 Vehicles 301 (1)
15.3 Design Considerations 302 (2)
15.3.1 Design Questions Regarding Immersion 302 (1)
15.3.2 Design Questions Regarding Flow 302 (2)
15.4 Some HUD Design Ideas and How They Have 304 (2)
an Impact on Immersion
15.4.1 Using HUDs for the "Cockpit 304 (1)
Experience"
15.4.2 Using HUDs for Camera Control 304 (1)
15.4.3 Setting the Mood with a HUD 305 (1)
15.4.4 Using HUDs to Play a Game 305 (1)
15.5 Some Things to Remember When You Use HUDs 306 (2)
15.6 Tools to Make HUDs 308 (1)
15.7 Project: Creating a "Favorite Links" HUD 308 (5)
15.7.1 Create and Upload Your Button 308 (1)
Textures
15.7.2 Making the Stack of Buttons and Back 308 (1)
Plate
15.7.3 Inserting the Scripts into Your 308 (2)
Buttons
15.7.4 Setting the Scale and Position of 310 (1)
Your New HUD
15.7.5 Final Tweaks and Congratulations 310 (3)
15.8 Conclusions about HUDs 313 (1)
References 313 (2)
Chapter 16 Machinima in Virtual Worlds 315 (24)
16.1 What Is a Machinima? 315 (3)
16.1.1 The Uses of Machinima 315 (3)
16.2 Defining Your Narrative and Presentation 318 (5)
Style
16.3 Visual Narrative and the Camera 323 (7)
16.3.1 Types of Camera Distance and Their 324 (1)
Narrative Qualities
16.3.2 Types of Camera Angles and Their 324 (1)
Narrative Qualities
16.3.3 Types of Camera Moves and Their 324 (5)
Narrative Qualities
16.3.4 Scripts and Storyboards: Why They 329 (1)
Are Crucial to Your Success
16.4 Tools Needed for Machinima 330 (2)
16.4.1 The Basic Setup for Recording 330 (1)
16.4.2 Basic Editing 330 (2)
16.4.3 Sound and Musical Score Sources for 332 (1)
Your Machinima
16.5 Machinima Policy and Your Work 332 (1)
16.6 Camera Tools and Phototools in Firestorm 332 (2)
16.6.1 Phototools Breakdown by Tab 332 (7)
16.6.1.1 WindLight Tab 332 (2)
16.6.1.2 Light Tab 334 (1)
16.6.1.3 DOF/Glow Tab 334 (1)
16.6.1.4 General Render and Aids Tabs 334 (1)
16.6.1.5 Camera Control Tab 334 (1)
16.7 Conclusion 334 (4)
References 338 (1)
Chapter 17 The Future, Design, and Virtual 339 (6)
Worlds
17.1 Some Predictions for the Future and 339 (1)
Their Impact on Your Design Outlook
17.1.1 The End of Moore's Law 339 (1)
17.1.2 Increased Adoption of Haptic 339 (1)
Technology
17.1.3 Increased Customization of Products 339 (1)
17.2 Emerging Technologies and New Design 340 (1)
Methodologies
17.2.1 Laser Scanning and 3D Model Making 340 (1)
17.2.2 Digital Printing and Fabrication 340 (1)
17.2.3 Augmented Reality and Immersive 340 (1)
Environments
17.3 How the New Technologies Are Intertwining 341 (1)
17.4 When Do We Get the Holodeck? 341 (2)
References 343 (2)
Glossary 345 (6)
Useful Links by Topic 351 (2)
Design for All 351 (1)
Important Blogs and Websites for Virtual 351 (1)
Worlds
Important Websites for Free or Low Cost Apps 351 (1)
Important Websites for Tutorials and 351 (1)
Techniques
Important Locations in the Virtual Worlds for 351 (1)
Tutorials and Examples to View
Resources for Client Viewers and Sound 352 (1)
Equipment
Resources for OpenSim Hosting 352 (1)
Resources for OpenSim Content 352 (1)
Resources for Second Life Content 352 (1)
Resources for Development 352 (1)
Index 353