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HTML Image Mapping

Part 2 of 5
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Bryce Camp Image Map Website

Wednesday Night

Wednesday evening we gathered in the lab to get to work. There were more decisions to make, and lots of Bryce work to do.

More Decisions

Since there were several scenes being constructed, we needed to make sure that we were building our scenes to the same size.

The scene size needed to be big enough and small enough—Big enough to show detail, but small enough so that it would easily fit into a browser window and wouldn't be an overwhelming size as a JPEG image.

After a bit of trial and testing with scenes in progress, we settled on 550 pixels wide and 300 pixels tall.

We also came up with a site map with names so that one person could link to another person's file and know what name it had.

Scene Construction

Other than that, Wednesday night was devoted to the creation of the scene elements. Models were swapped.

Wednesday night was filled with scene construction, Brycing until the wee hours (die hards left the lab at 3:30 am!)

It was fun to look at one another's scenes, admire the work-in-progress, make suggestions, and solve problems.

The Egyptian Tomb scene
Peder supplied an Egyptian tomb–a scene he'd already made and was now adapting for the web site.

Kwang generated a hieroglyph map that was applied to the crypt's walls.

An old slide object that Susan modeled found its way into the crypt, showing slides upon a wall (slides are square spotlights with picture gels)

The slides (projected) were mostly nebula scenes generated from an impromptu tutorial given by Sandy Birkholz on Wednesday morning.

The Den
The walls of the den were created from terrains–the result of an exercise led by Chris Casady during the Monday Terrain Magic Class. Many people contributed theirs.

The fireplace was created by Sandy Birkholz a variation on Chris' architectural wall technique.

Susan created the picture frames from the KPT Gradient Designer.

The candelabra candles were created from terrains, a variation on the crumbled column technique taught in Chris' terrain class. The glowing material was created in the Deep Texture Editor, using a variation on the technique that Susan taught in her Deep Texture Editor class (and, incidentally, the DTE online tutorial that was presented in BryceTalk).

Kenn's fishbowl was a multi-replicate tour de force using mostly primitives

Dolphin Grotto
Scott created the basic dolphin aquatic environment from terrains–the home for his psychedelically textured dolphins (the texturing technique was something he subsequently taught on Friday).

Outdoor Garden
Calyxa's outdoor garden scene was created with a staircase and other items she'd made for a previous scene. The Garden included the miracle trees she made in the terrain editor with symmetrical lattices (she also gave an impromptu demonstration of that technique on Thursday.) The scene had a statue of a woman and an armillary sphere, contributed by Renato.

Typical Bryce scene construction problems we encountered:

Since we were swapping around scene files with one another, copying and pasting object, sometimes wayward things occurred.

Objects came into new scenes with keyframes assigned. The day's animation class helped. We'd learned a shortcut for deleting all keyframes from an object: shift-click on the object name in the Advanced Motion Lab to get pop-up menu with the option Delete All keyframes.



In the Advanced Motion Lab, holding down the shift key while pressing mouse on the name for a group, an object, or an object attribute causes a pop-up menu to appear. The menu has the option to delete all keyframes for that object (or object's attributes).

A complex boolean imported with keyframes, causing it to resize incorrectly. Some parts got larger while the others shrank. Once all keyframes for every primitive and group in the complex boolean were deleted, the group resized properly.

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