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8 New Interactive Features Ebook can now do

Heard about Interactive Ebooks ??

Ebooks are Not meant only for texts and images. With the advancement in the technology of Ebook devices and  the advent of interactive Ebooks, every device is switching to a touch input.

We have managed to summarize a couple of new interactives features that our Ebook is now capable of performing :

1. 3D Model


interactive
Yes ! Ebooks can handle 3D content also. The object can be touched, rotated and zoomed in the 3D space.

The interactivity depends on how good the device hardware is installed.

The files that it can currently take are just .obj format.

This feature can become a helpful tool not only for education purposes but also helps readers relate the element to the text content.

Textures and lighting of the model can also be altered, based on the requirement and compatibility.

2. Image Carousel

slider-icon

Image carousels are  a very effective way in which a number of images can be displayed in a restricted place.

Arrows at the sides can be used to slide from the given image list.

There is an autoplay option available for the image slider.

The images scale accordingly to the device.

 

3. Video

video

 

Including a video in an Ebook is a very good idea of representing media to the audience.

The video can either be from youtube or online stored repository.

Having the video stored in the Ebook comes at the cost of increasing the file size of the Ebook.

The videos can be played fullscreen, paused or even muted.

The autoplay feature can also be enabled on the page load.

 

4. GIF

gif

 

Graphics Interchange Format also know as GIF is getting very popular lately.

It is like a short video with file size properties to that of an image.

These are really eye-catching elements with no requirement to flash player nor does the reader have to interact with this element.

For example : This feature can be used to show different stages of a particular process.

This element can be added just like an image is added because it is a sequence of images packed in a small package.

 

 

5. Audio

audio
Audio can also be used in the interactive Ebooks.

The audio file can either be stored on the Ebook or can be linked to the source on the internet.

Audio file formats vary from ogg,mp3 and so on .

The audio can be set to autoplay as the page is turned to give the content a background music to sset the mood.

This experience increases the readers interest in the story of the book.

 

6. Popup Message Box

popup
Popup can be used for various purposes throughout the Ebook.

A text can be made to pop out a message box when touched or selected.

The text inside the message box comes with various options of formatting.

This feature could be used as information messages to certain words in the Ebook.

Inclusion of the popup does indeed improve the readability aspect of the Ebook.

 

7. Questionaire

feedback
Wouldn’t it be a good way to communicate with your users, if they could respond to your writing immediately after reading your Ebook.

This feature can also be used for educational purposes to evaluate the what the reader has retained.

The questions can be in True/False, MCQ Single Choice, MCQ Multiple Answer and Short Answer type also.

The response to the form can be a self-answer,self-answer with report or even do nothing.

The provision to get the feedback via Email is still in development phase.

8. Widgets

html5

 

Widgets can also be used in an Ebook.

A popup widget or html5 page widget can be used in the Ebook.

The widgets however have to be custom coded and checked for compatibilty over a range of devices.

The widget library is still in a development phase and iterations are been done globally to improve compatibilty.

However, this feature just adds to the things Ebooks can do.

We have an awesome team for Ebook Development. For more details CinnamonTeal Ebook Development Services.

Interested in designing ? Read our article on Smooth strokes using Krita.

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Tutorial-Create a 3D book image using Blender v2.79+

For all the Blender beginners out there, here is a complete step-by-step guide to create a 3D book.

Requirements: Cover image of any book(Front, back and spine as one complete image).

3D book

Software: Blender.

Skill level: Easy (basic knowledge of Blender’s interface and navigation controls required)

NoteBefore beginning with the tutorial, make a note of the cover dimensions (Front cover and spine).

Part 1: Modelling the book.

  • Open Blender and select the cube (it will be our model for the book) and press ‘N’ to open the Cube’s properties panel.  
  • Change the value of X as the width of the front cover, and Y to the height. The value of Z will be the spine.

Note : The cover size I have chosen is 5.5 X 8.5 with 0.5 as the spine.

Properties panel

  • After entering values, select the cube and press ‘S’ and type 0.5. This is to reduce the book size by half so it fits better in our scene.

Part 2: Wrapping the cover image on the created model

We now have  to separate the front, spine and back from cube so we can place our cover image.

    • Press ‘TAB’  to enter into Edit mode.
    • Then hit ‘Z’  to view the model in Wireframe Mode.

This is what you should be able to see.

  • Now hit ‘CTRL + TAB’ to open mesh selection type.
  • Select ‘Face’ option.

 

    • Hit ‘5’ to change to orthographic view. Then hit ‘7’ for top view. Select the Top facing side (this will be the front cover).
    • Hit ‘CTRL + 3’ to view the left side, hold shift+right click to select the side which is to be the spine.
    • Then hit ‘CTRL + 7’ for bottom view and Select the face holding shift again.

You should have the following selection of the mesh.

  • Now hit ‘P’ and select ‘Selection’.

  • We have now separated our original mesh into two(cube and cube 001).
  • Go to the Outliner panel on the top right corner of the window, and rename the cube as Pages and cube 001 as Cover.
  • Leave the book cover mesh selected.

UV Unwrap mesh to image

Now we will Unwrap the mesh called Cover so we can place our cover image.

  • Hit ‘TAB’ to go Edit mode again.
  • Hit ‘A’ to select the whole mesh.
  • Then hit ‘U’ and select ‘Unwrap’.

Applying Material to the cover

  • To do that, selectCover’ mesh.
  • Then change the render engine from ‘Blender Render‘ to ‘Cycles Render‘.

  • Select the mesh ‘Cover’ and click on the Materials symbol in the properties panel on the right.
  • Rename the material as ‘Cover’ and select ‘Diffuse BSDF’ texture.

  • Click the Grey dot next to the Color box and choose ‘Image Texture‘ from the menu.

  • Click on Folder icon and import your cover image file.

  • Once the material is set for the cover, next select the mesh ‘Pages’ from the outliner window.
  • Rename the material to ‘Pages‘.
  • For Surface choose ‘Diffuse BSDF‘ shader option
  • For Color, select an off-white color for the pages.

Lets look at what we have now:

  • Click on the mesh preview type and selectTexture’.

Now we can see that the cover is wrapped around our mesh, but the position is a bit off. Lets rectify this.

  • Divide the window and open the UV image editor in the second window.
  • Hit ‘TAB’ to go into Edit mode.
  • In the UV editor click on open and select our book cover image as selected below.

The Editor shows us the the current position of the wrapping.

  • To wrap it properly, we can select individual vertices or edges and move them by hittingG’.

The image below shows us the correct position of our unwrapping.


We now have our book ready and wrapped.

Part 3: Lighting

Before adding the light source, let us position the book at the center.

  • HitG’ and align the book with the grid floor.
  • HitCTRL + S’ and reposition the 3D cursor to the centre.

  • First we will add a floor, holdShift+A’ and from the mesh menu select ‘Plane‘.
  • HitS’ and type in ‘10‘.
  • Name the plane as ‘floor’.
  • Add another plane the same way, but increase its size by 3. This will be our single light source.

The scene we are attempting is fairly basic so we will use just a single light setup.

  • Hit1‘ to go to front view.
  • To position the camera holdCtrl + Alt + 0’.
  • Select the light source and position it above the floor and book mesh.
  • Select the materials from the properties menu.
  • HitUse Nodes’ and selectEmission’ as the shader and set the strength to ’20’.

You can experiment with these values.

Note: Delete the default lamp in the scene by selecting it and then pressing ‘X’.

The image below shows us the result.

Part 4: Rendering

Next we will have to set the render settings.

  • Click on the camera icon and and enter the settings as shown in the images below.
  • Also enter the values for the sampling.

  • I have set the floor material to ‘Glossy’ with a roughness of 0.1. and the world color to an off-white shade.
  • Now hit the ‘Render’ button.
  • You will have the result as shown below.
  • Press ‘F3’ to save the image.

Thats it !! Now you can play around with different camera angles to get your perfect shot.

Are you a newbie to WordPress ? Get started by reading this WordPress Guide : 7 Best Practices.