Future to the fantasy ★ ★
Titania
X3D Editor
Version
3.0

Menus

File Menu

  • New: opens a new tab, when in editor mode it creates a new empty scene.
  • Open: opens and reads a scene saved in X3D and related formats.
  • Open Recent: opens a tab with the recently opened files.
  • Open Location: opens a web location and reads a scene.
  • Import: imports objects from a specified file.
  • Save: saves the scene in X3D format (.x3dv or .x3d).
  • Save As: saves the current scene under a new filename.
  • Save A Copy: saves the current scene under a new filename without affecting the current file.
  • Export: exports the current scene as image. Specify image width and height in the options dialog.
  • Revert: opens the last saved version of the current file.
  • Remove Unused Prototypes: removes all extern prototypes and prototypes that have no instances created in the scene.
  • Properties: edit scene properties like units and world information.
  • Close: closes the current scene.
  • Exit: exits Titania.

Edit Menu

  • Undo: undoes each previous operation in a linear succession. You may "rewind" back any number of steps until you opened the file.
  • Redo: redoes what was just undone, if applicable.
  • Cut: removes the selected objects from the scene, and retains it in the clipboard for further use.
  • Copy: copies the selected items into the clipboard for further use.
  • Paste: pastes a new copy of objects from the clipboard into the scene.
  • Delete: removes the selected items from the scene
  • Clone:
    • Create Clone: replaces the selected nodes by the the master selection.
    • Unlink Clone: unlinks the clone relationship of the selected nodes. The nodes can then be edited separately.
  • Group: collects selected objects under a new parent group node, making a hierarchy.
  • Ungroup: disbands a selected parent object. The selected node is removed and its constituent children become top-level objects in the scene.
  • Add to Group: inserts the selected object into the selected group.
  • Detach from Group: removes a selected object from its parent group and add it as a top-level object to the scene without ungrouping the rest of that group. Hold down Shift-key to detach a node from its layer.
  • Create Parent Group: creates a new parent group over the selected object, retaining its place in the scene hierarchy. This is a good way to insert a dedicated transform node, for example, in applying a jointed animation.

View

  • Menubar: toggle menubar on/off
  • Toolbar: toggle toolbar on/off
  • Sidebar: toggle sidebar with the Viewpoint List, History, Library and Outline Editor on/off
  • Footer: toggle footer area with the Console on/off
  • Environment
    • Browser: switch to browser mode to view and test your application
    • Editor: switch to editor mode to edit arange and compose your content
  • Motion Blur: opens a dialog where motion blur can be enabled to display the scene more realistic.
  • Shading
    • Phong: switch to phong shading (currently not supported)
    • Gouraud: switch to gouraud shading, this is the default shading when opening a world
    • Flat: switch to flat shading
    • Wireframe: switch to wireframe
    • Pointset: switch to pointset
  • Primitive Quality
    • High: switch to highest primitive quality
    • Medium: switch to medium primitive quality
    • Low: switch to lowest primitive quality
  • Texture Quality
    • High: switch to highest texture quality
    • Medium: switch to medium texture quality
    • Low: switch to lowest texture quality
  • Show/Hide Environmental Effects
    • Backgrounds: toggles between showing and hiding background nodes added to the scene.
    • Fogs: toggles between showing and hiding fog nodes added to the scene.
  • Show/Hide Object Icons: toggles between hiding or showing all object icons in the scene; these include objects like proximity sensors and visibility sensors.
  • Display Rubberband: toggle the display of the rubberband when the Walk Viewer is active.
  • Rendering Properties: toggle the display of the rendering properties on/off. This provides you with useful information about your system.
  • Fullscreen: toggle fullscreen, you can leave the full screen mode again by pressing the F11 key

Selection

  • Select All: selects all top-level objects in the scene.
  • Deselect All: deselects all objects in the scene.
  • Hide Selected Objects: hides selected objects from view.
  • Hide Unselected Objects: hides all unselected objects from view.
  • Show Selected Objects: shows all selected objects that were hidden by choosing »Hide Selected Objects«.
  • Show All Objects: displays any objects that were hidden using »Hide Selected Objects«.
  • Select Lowest: toggle between the selection of the lowest level object picked or the selection of the highest level parent group that contains the picked objects.
  • Follow Primary Selection: automatically expand the tree in the Outline Editor to what is currently selected.
  • Static Transform Tool: toggles between static and dynamic Transform Tool. The dynamic Transform Tool has fixed axes. If static is enabled the the axes are scaled depending on the distance of the currently bound viewpoint.

Geometry

  • Combine: combines all selected geometries into one object.
  • Transform To Zero: sets all field of the Transform nodes in the selected hierarchy to their default values and applies the transformation to the coordinate points.

Layout

  • Activate Grid Layout Tool: displays a rectangular grid as construction aid.
  • Activate Angle Layout Tool: displays a circular grid as construction aid.
  • Grid Properties: opens a dialog with advanced properties where either Grid and Angle Layout Tool can be adjusted to fit your needs.

Scenes

  • This menu shows you all opened scenes. An asterix after the file name indicates that the scene does have changes that are not saved.

Help

  • Cobweb Compatibility: enable this feature to force Titania to provide at least exactly the same functionality and rendering effects as in Cobweb.
  • Info: shows version information about Titania.

Dashboard

Examine: navigate in the scene as if in browser mode.

Select: manipulate and edit objects.

Toggle live mode: enables/disables active objects; these includes objects like TimeSensor, Script nodes and key device sensor nodes.

Select parent: Selects the immediate parent of the current selection.

Select child: selects the next lower child objects within the selected group in the hierarchy.

Viewer type menu: select available viewers here.

Straighten camera: click to place your view upright and level in the world.

Look at selected objects: click to move the camera to a position where all selected objects are visible.

View all: click to move the camera to a position where all objects are visible.

Look At: click and then click an object in the scene to go directly to it.

Note: X3D authors can control the visibility of the dashboard.

Sidebar

Viewpoint List

The Viewpoint List displays all currently accessable viewpoints. Click on a viewpoint name to jump to or rebind to the currently selected viewpoint. The currently bound viewpoint is in boldface type.

History

The History displays a complete chonologically list of your recently opened worlds. You can view your complete browsing history here. Double click one item to open it again.

Library

With the library you have quick access to predefined objects, node types, primitives like Sphere and Box, Prototypes, special shaders, materials and textures.

Double clicking one item in the Library imports the item as root node to your current scene. Switch to the Outline Editor to group the imported nodes. Not all imported nodes are visible in the browser surface, especialy when the node is a sensor node or a grouping node like Switch or LOD.

Applying a material or texture from the Library

You can directly apply a material or texture to objects in your scene:

  1. Select the object where you want to change the material or texture.
  2. Go to the Material or Texture folder in the Library.
  3. Double-click one item.

The selected material or texture appears now on your objects.

Outline Editor

The Outline Editor lets you

  • browse and edit the X3D source file for your scene
  • edit field values
  • create routes between fields
  • make precise selections within the scene file

It shows the entire scene hierarchy, including nodes, fields, field values and types, as well as the routes between events. Node type names are in boldface type. Field types and field names are in roman type. Routes are shown to the right of fields and events.

When you select an object in the main window, the Outline Editor highlights the parts of the X3D file that define those objects. Clones (multiple instances) of an object are indicated with the notation [N], where N indicates how many instances of a node have been created in the file. Edits to one instance affect all instances of the object. If you select an object that has multiple instances, all are highlighted.

Each node or field has a small expander arrow to its left. When the arrow is clicked once, the information is in its condensed form. When is Shift-clicked, the information is in its expanded version. Click the arrow next to a node to reveal the fields within that node. Click the arrow next to a field name to reveal the field's values. Each node type has a particular icon that is associated with it.

 

Footer

Console

Displays the X3D console. In the console are errors or warnings shown when encountered in the world. The console also shows JavaScript debugging output from the 'print' command.

Script Editor

The Script Editor allows you to create and edit scripts that run within your scene. With the Script Editor you can easily edit Script and shader source code. Tip: Add, remove and edit Script and shader fields in the Node Properties Editor.

Scripts are written in ECMAScript, a lightweight, platform-independent programming language that is very similar to JavaScript. ECMAScript provides functions that are called when events come into the script, access to fields within the script, logic to operate on the fields, and the ability to send events from the script.

Shaders are written in OpenGL Shading Laguage (GLSL), a high-level shading language based on the syntax of the C programming language. With GLSL you can code (right up to) short programs, called shaders, which are executed on the GPU. With Shaders you are able for instance to write your own lighting model. But that's only one feature of shaders. There are thousands of other really nice possibilities: Shadows, Environment Mapping, Per-Pixel Lighting, Bump Mapping, Parallax Bump Mapping, HDR, and much more!

Keyframe Animation Editor