These worlds and scenes were made rapidly to demonstrate the conversion of Lightwave3D animations to VRML. They are not very good in themselves, but are interesting in that they were output directly from Lightwave3D, with no hand editing or scripts...
Catapult -- Ancient artillery or backyard recreation? You decide!
This seemingly simple scene actually illustrates one of the tricky parts of translating Lightwave scenes to VRML 2.0. Although the arm has the primary motion, it is triggered when its parent, the base, is clicked. The VRML2 plugin actually attaches the trigger for motions to the topmost moving parent of the object. The catapult base is the topmost parent in the scene. Since I wanted the whole catapult to be touch-sensitive, so I had to make the base move. I could have nudged it half a millimeter(or 0) and made another key, instead this thing jumps when it is fired.
(Get the original Lightwave3D scene
and objects)
Friendly
Door -- Just knock, and it will open! This scene demonstrates
the use of the URL tag, on the door insert, and the Navigate and Headlight
tags on the Camera.
Automatic Door -- Approach its ProximitySensor, and it will open!
The proximity sensor node was attached to the doorway by adding a comment
to that object (with the comments plugin) that looked like PROXIMITY=4.0
2.0 8.0. The doorway object has a fake motion, so it is the
trigger object for both glass doors (which also still have their own touch-triggers).
The proximity tag replaces the VRML TouchSensor with a ProximitySensor
which should open the doors when you approach.
(Get the original Lightwave3D scene and objects for both doors )
Xylophone -- Really plays...poorly!
Audio samples are attached to each note by adding a comment to the note like SOUND=tone2.wav. Each note also has a little motion when struck which rings and moves when clicked. This boxy thing is a triumph of extremely low polygon count modeling.
(Get the original Lightwave3D scene
and objects)
Treasure Island -- A tropical paradise to enjoy and explore. Bring fresh water. This scene was saved using the External Objects option, so that the various parts are loaded separately from multiple files, and appear as bounding-box standins before that. This format matches the Lightwave3D paradigm of referring to a library of base objects in multiple scenes, and can save disk space and download time. There is a ProximitySensor somewhere in there so be careful.
(Get the original Lightwave3D scene
and objects)
VR Sushi Bar -- Many polys, but not too filling. The sake is good too, but you should enjoy it while it is hot!