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Flux Studio is a 3D modelling and animation program which can export in VRML, x3D, and many other formats. Available for free, from the Media Machines website, Flux is an updated version of Spazz3D (which is no longer supported or sold.)How do I get Flux?
Go here to get an absolutely free download of Flux.How does Flux Studio compare to Spazz3D?
IMPORTANT NOTE:
Media Machines also produces Flux Player, a free browser plug-in which enables you to view both VRML and x3D files on the web. Flux Player is an alternative to the plug-ins from blaxxun and Bitmanagement. It's quite cool, but if it is your only 3D plugin, you will have trouble in CT and other blaxxun communities.
Flux Player is automatically downloaded when you download Flux Studio. However, it is NOT automatically installed. Once you have downloaded Flux, open the file to start the Installation Wizard. Accept the default settings until you see the window below. Click "Never Mind" if you would rather not install Flux Player.
An alternative (or fix, if you forgot and let it install) is to install the Player, then reinstall your other plug-in.
Flux Studio has virtually the same interface as Spazz3D, so if you can use Spazz3d, you'll find it easy to adapt to Flux Studio instead. The menus and tool bars are all right about where you expect them to be, and can be customized similarly.NOTE: Using Flux with Vista OS
The first important difference between the two programs is that Spazz3D is no longer sold or supported. So if you want the capabilities of Spazz, and don't already have it on your computer, you'll want to get Flux Studio. Flux is totally free.
The second important difference is that Flux is much more powerful and allows you to export both to VRML and x3D (x3D is the new standard for 3D on the web, which will eventually replace VRML.) Flux allows you to easily produce VRML elements that people formerly needed to handcode in a program like VRMLPad. For example, in Flux, you can easily create cool plane sensors and animate color changes in materials and textures. Flux supports much more of the VRML specification, as well as most of the x3D spec, and provides an easy way to script both. For a full list of features, click here.
There are some differences between the two in the interface. The first one you will notice is that both the Tree Window and the Properties Window (the one with the tabs) are fixed, rather than floating. You can "float" the Tree from the View pull-down menu, and it may be possible to do the same with the other, but I haven't figured that out yet. ; )
Another interface difference is in the Properties Window. Instead of three tabs for Translation, Scale, and Rotation, you'll find just one. Once you are on that tab, you can either enter numbers directly, or click one of the small icons on the far right to determine which action will be performed when you drag your mouse.
Flux also allows you to use "hot keys" (haven't tried it yet), and displays Animation timelines horizontally rather than vertically.
You can visit Media Machines' Developer Forums or the Flux Studio Wiki. Additionally, most Spazz3D tutorials will be helpful for users of Flux Studio. And, of course, we hope to add tutorials on this site (there's one already.) You are also welcome to post additional questions below this one (click the Easy Edit button at the top) or add Comments below.
Layer3D is a special extension node for VRML but is a standard node for x3D. The blaxxun and bitManagement plug-ins support it only when the correct EXTERNPROTO is referenced (and according to rumor, not always then---apparently it isn't possible to use Layer3D in CT at all.)
Why Flux always "wraps" imported wrl's into a Layer3D node is probably best answered by the people at Media Machines, but it is most likely because Flux is directed more to x3D development than towards VRML, which is an outdated standard declared dead many years ago ; )
Dealing with this is easier than explaining why it happens. In your Tree, click the "+" sign next to Layer3D. Manually drag the contents out and up into GROUND until the Layer3D folder is empty. Then delete Layer3D from your tree.
Keep in mind that when you create your own wrl's in Flux, you should save them as .fxw files while working, then export in the format you choose. Avoid importing to avoid the Layer3D phenomenon.
It's hard to be sure, but my theory here would be that the objects previewed contain references to blaxxun EXTERNPROTO's or other VRML extensions which the Flux Player doesn't recognize. Even if you use Blaxxun Contact or Bitmanagement as your default VRML viewer, the X3D preview is provided by Flux Player.
I've had the same experience in Flux, and don't know any way around it. You might try looking at the Command History and selecting a particular stage.
This is another x3D/VRML thing. x3D is the replacement for VRML, and unlike VRML, it has a built-in nurb node. VRML did not, so the ability to use nurbs was supplied by blaxxun extensions. blaxxun recognizes its own nurbs, but not always the nurbs created by Flux. Flux Player, in turn, doesn't recognize blaxxun extensions. Do check though, that blaxxun really won't open it: if you just get a warning, it may open anyway. I'd have to see the tutorial page and how you are using it to help on the coding. CT has blaxxun's nurb extension built-in, I believe, so that it won't be necessary to include it.
Found a work-around to this anomaly. Did some testings and discovered at least one method to use this function. Opened up a fresh Flux and made a couple of different types of extruded texts to export as WRL files. Did this to make sure the texts were in a pristene environment so to rule out the possiblity the software was getting confused by something else in the scene. Yet again though, all these WRL exports failed to open with Blaxxun and with the same reason that Contact didn't know how to process this unfamiliar "Extruded Text Node". So I began to think about ways to simply change the name of these files, and happily I found ways:) I tried mixing these nodes with other nodes, and by trying various manipulations such as Boolean Operations. Both the Extraction and the Union Operations worked. All these text extractions could now be opened by Blaxxun after being manipulated in this manner. The Boolean changes/converts the character of these nodes to Indexed Face Sets and of course Blaxxun can recognize those. One glitch still however, in that Blaxxun opens the altered text nodes, but they are still out of place from where they belong. And I found that I could workaround this last setback by making sure the text node is making direct physical contact with another main node in order to display its correct placement in Blaxxun as built in Flux. So the answer seems to be that you can use text extrusions as long as you alter them into a more mainstream node. And no "hovering". You can attach the text to a thin board or poster and make the board invisible and place the combined unit anywhere after that if hovering is desired:) ...... *Addendum: By further investigation and testing I've found that no special manipulations are necessary to the extruded texts to make them adapt to Blaxxun. Simply right-click any extruded text node and use the "Convert to IFS" command in the dropdown list and that should take care of most problems:)
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