3D Studio 3.0 (Student Edition) Help File: Keyframer Command Columns
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    >INDEX
>8001 ( Hierarchy/Link )
Hierarchy/Link lets you link two components together as a 
parent and child by clicking the child object first, and then the 
parent object.  A child inherits the transformations of its parent,
but a parent doesn't inherit the transformations of its child.
>8002 ( Hierarchy/Unlink )
Hierarchy/Unlink detaches a child component from its parent in 
all frames of the animation.
>8058 ( Hierarchy/Link Info )
Hierarchy/Link Info releases the link of a child to its parent on
any axis of Rotate or Scale transformations.  Click the child 
object to select the links you want to release.
>8011 ( Hierarchy/Place Pivot )
Hierarchy/Place Pivot changes the pivot point for the rotation 
and scale of a selected object in all frames of the animation.
The pivot point is the point around which an object rotates, and 
the point from which an object is scaled.
>8003 ( Hierarchy/Object Pivot )
Hierarchy/Object Pivot changes the pivot point for the rotation 
and scale of a selected object and displays its local axis 
coordinate system, as well as its linked parent object (if any).
Right-click, or select another command to restore the original 
viewport display.
>10001 ( Hierarchy/Center Pivot )
Hierarchy/Center Pivot centers the pivot point of a selected 
object within its bounding box in the current frame.  The pivot 
point is the point around which the object rotates and the point 
from which the object is scaled.
>8004 ( Hierarchy/Create Dummy )
Hierarchy/Create Dummy creates a dummy object that you can 
manipulate as you would any other object.  Dummy objects 
appear as cubes with dotted lines, but are invisible to the 
Renderer.  You can use them as parent objects that invisibly 
affect the movement of their children.
>8005 ( Hierarchy/Dup Links )
Hierarchy/Dup Links lets you select an object, and then 
duplicate the last object or dummy object on each branch of its 
subtree.  The result is one or more linked instance objects, 
depending on how many branches the selected object has.
>8006 ( Hierarchy/Dup Branches )
Hierarchy/Dup Branches lets you select an object in a branch of 
a linked chain, and then create instance objects by duplicating 
the link between the last objects in the tree and their parents.
It differs from Hierarchy/Dup Links in that it duplicates the
branching configuration caused by sibling objects at the end of
the tree.
>8009 ( Hierarchy/Inherit Links )
Hierarchy/Inherit Links duplicates the transformation link 
between a selected parent object and its child, and then applies 
that link to other objects down through the subtree.
>8007 ( Hierarchy/Show Tree )
Hierarchy/Show Tree lists all components, including instance 
objects and dummy objects.  Each child is indented beneath its 
parent, and an asterisk appears next to each object that also 
exists in the 3D Editor.
>8051 ( Object/Move )
Object/Move moves an object along one or more axes in the 
direction indicated by the active cursor.  When performed on 
key #1, it moves the object in both the Keyframer and 3D Editor.
When performed elsewhere, it creates or alters a Position key for
the object at the current frame.
>8052 ( Object/Rotate )
Object/Rotate rotates an object about one of its local axes, using 
the location of its pivot point.  (Press Tab to switch axes.)  When 
performed on key #1, this command rotates the object in both 
the Keyframer and 3D Editor.  When performed elsewhere, it 
creates or alters a Rotate key for the object at the current frame.
>18052 ( Object/Rotate Abs. )
Object/Rotate Abs. rotates an object about an axis system that is 
perpendicular or parallel to the active viewport.
>8053 ( Object/Scale )
Object/Scale scales an object along one or more of its local axes.
(Press Tab to switch the axis of scale.)  When performed on key 
#1, this command scales the object in both the Keyframer and 
3D Editor.  When performed elsewhere, it creates or alters a Scale
key for the object at the current frame.
>8054 ( Object/Squash )
Object/Squash scales an object along all three axes 
simultaneously.  It scales one axis in one direction and the other 
two axes in opposite directions, thus creating a "stretch and 
squash" effect commonly used in animation.  Press Tab to 
switch the axis of scale.
>8055 ( Object/Morph/Assign )
Object/Morph/Assign lets you change an object's shape by 
repositioning its vertices (relative to its center) to the 
positions of a second object's vertices (relative to its center).
The second object must have the same number of vertices as the 
first.  The result is an animation in which the first object 
transforms into the second object.
>8056 ( Object/Morph/Options )
Object/Morph/Options lets you select a morph object, and then 
morph materials and smoothing assignments.  When you morph 
materials, 3D Studio transforms the material values of the 
selected object to those of the next morph object, and then to any 
succeeding morph objects.  When you morph smoothing 
assignments, 3D Studio assigns new smoothing groups to the 
selected object based on a specified angle between adjacent face 
normals.
>8060 ( Object/Show Path )
Object/Show Path turns the display of an object's path of 
movement on and off.
>8061 ( Object/Snapshot )
Object/Snapshot creates a new object based on a selected object's 
transformations.  The new object carries the position, rotation, and 
scale -- as well as materials, mapping coordinates, and morphing 
(if any) -- of the source object at the current frame.  However, it 
doesn't acquire the source object's links, for example, to a parent
or child.
>8062 ( Object/Delete )
Object/Delete lets you delete an object, instance object, or 
dummy object and, optionally, all its children.
>12010 ( Object/Tracks/Loop )
Object/Tracks/Loop lets you select an object (mesh, light, target,
instance, dummy) and copy the necessary keys and, optionally, its
subtree from the first keyframe into the last frame, overwriting any
existing keys.  This ensures that the resulting animation loops
smoothly.
>12020 ( Object/Tracks/Copy )
Object/Tracks/Copy copies one or more key tracks from one 
object (mesh, light, camera, target, instance, dummy) to another,
overwriting all keys in the destination object.  You can only copy
tracks that are common between the source and destination.
For example, you can copy a Position track from an object to a
camera, since Position is the only common track between them.
>12030 ( Object/Tracks/Reverse )
Object/Tracks/Reverse reverses the order of all keys in one or 
more tracks of a selected object (mesh, light, camera, target,
instance, dummy).  This causes the animation for the selected object
to run backward when you play it.
>12040 ( Object/Tracks/File Insert )
Object/Tracks/File Insert inserts or appends all tracks from an
object (mesh, light, camera, target, instance, dummy) in a .3DS file
to a like object in the current scene.  You can insert all keys from
the source object, or a range of keys, and optionally, its subtree.
>8008 ( Object/Attributes )
Object/Attributes lets you modify these attributes for a selected 
object: object name, shadow-casting ability, matte properties, 
and external process parameters.  It also displays the number of 
vertices and faces, which is useful when you want to morph 
objects.  When you use this command on an instance object, you 
can only change its name.
>8010 ( Object/Motion Blur )
Object/Motion Blur assigns the current motion blur settings to 
one or more objects.  (You can define motion blur using 
Renderer/Setup/Options in the 3D Editor, and you can apply 
motion blur to the entire scene using Renderer/Video Post.)
>8100 ( Lights/Ambient )
Lights/Ambient adjusts the color of the ambient light.  When 
performed on key #1, it changes the color value of the ambient 
light in both the Keyframer and 3D Editor.  When performed 
elsewhere, it creates or alters a Color key for the ambient light
at the current frame.
>8121 ( Lights/Omni/Create )
Lights/Omni/Create creates a new omni light in both the 3D 
Editor and Keyframer and creates new Position and Color keys 
at frame 0.  The Position key describes the initial position of the 
light in the scene, and the Color key describes its initial RGB 
color value.
>8122 ( Lights/Omni/Move )
Lights/Omni/Move moves an omni light along one or more 
axes.  When performed on key #1, the light moves in both the 
Keyframer and 3D Editor.  When performed elsewhere, this 
command creates or alters a Position key for the omni light at the
current frame.
>8125 ( Lights/Omni/Place Hilite )
Lights/Omni/Place Hilite moves an omni light so that it creates 
a highlight at a specified location on an object, based on the 
current view.  When performed on key #1, the light moves in 
both the Keyframer and 3D Editor.  When performed elsewhere, 
this command creates or alters the light's Position key at the 
current frame.
>8123 ( Lights/Omni/Adjust )
Lights/Omni/Adjust renames an omni light, adjusts its color 
values, or turns it on and off.  If you adjust the color values at 
key #1, it changes the light's color values in both the Keyframer 
and 3D Editor.  When performed elsewhere, it creates or alters
a Color key for the omni light at the current frame.
>8127 ( Lights/Omni/Show Path )
Lights/Omni/Show Path lets you select an omni light and turn 
the display of its path of movement on and off.
>8124 ( Lights/Omni/Delete )
Lights/Omni/Delete deletes an omni light (and all of its keys) in 
both the Keyframer and 3D Editor.
>8141 ( Lights/Spot/Create )
Lights/Spot/Create creates a new spotlight and target in both the 
3D Editor and Keyframer.  It creates new Position, Color, 
Hotspot, Falloff, and Roll keys for the light at frame 0, and a 
Position Key for the target.  The Position keys describe the 
initial positions of the light and target; the Color key describes 
the light's initial RGB color value; and the Hotspot, Falloff, and 
Roll keys describe the initial hotspot, falloff, and roll angles.
>8142 ( Lights/Spot/Move )
Lights/Spot/Move moves a spotlight or target along one or more 
axes.  When performed on key #1, it moves the spotlight or 
target in both the Keyframer and 3D Editor.  When performed 
elsewhere, it creates or alters a Position key for the spotlight
or target at the current frame.
>8160 ( Lights/Spot/Place Hilite )
Lights/Spot/Place Hilite moves a spotlight (and its target) so that 
it creates a highlight at a specified location on an object, based 
on the current view.  When performed on key #1, the spotlight 
and target move in both the Keyframer and 3D Editor.  When 
performed elsewhere, this command creates or alters the 
spotlight and target Position keys at the current frame.
>8143 ( Lights/Spot/Hotspot )
Lights/Spot/Hotspot adjusts the spotlight's hotspot angle.  When 
performed on key #1, the hotspot angle changes in both the 
Keyframer and 3D Editor.  When performed elsewhere, this 
command creates or alters the spotlight's Hotspot key at the 
current frame.
>8144 ( Lights/Spot/Falloff )
Lights/Spot/Falloff adjusts the spotlight's falloff angle.  When 
performed on key #1, the falloff angle changes in both the 
Keyframer and 3D Editor.  When performed elsewhere, this 
command creates or alters the spotlight's Falloff key at the 
current frame.
>8146 ( Lights/Spot/Roll )
Lights/Spot/Roll adjusts the spotlight clockwise or 
counterclockwise, tilting it sideways.  The effect of this 
command is noticeable only when you use a rectangular or 
projector spotlight.  When performed on key #1, the roll angle 
changes in both the Keyframer and 3D Editor.  When performed 
elsewhere, this command creates or alters the spotlight's Roll 
key at the current frame.
>8147 ( Lights/Spot/Dolly )
Lights/Spot/Dolly moves the spotlight toward or away from its 
target or, conversely, moves the target toward or away from the 
spotlight.  When performed on key #1, it moves the spotlight or 
target in both the Keyframer and 3D Editor.  When performed 
elsewhere, it creates or alters the spotlight or target Position key
at the current frame.
>8145 ( Lights/Spot/Adjust )
Lights/Spot/Adjust lets you adjust various spotlight parameters, 
including its name, its color values, and its hotspot, falloff, and 
roll angles.  If you adjust the color values at key #1, it changes 
the light's color values in both the Keyframer and 3D Editor.
When performed elsewhere, it creates or alters the Color key for 
the spotlight at the current frame.  The same holds true when 
you adjust the hotspot, falloff, or roll angles.
>8148 ( Lights/Spot/Show Path )
Lights/Spot/Show Path lets you select a spotlight or target and 
turn the display of its path of movement on and off.
>8150 ( Lights/Spot/Delete )
Lights/Spot/Delete deletes a spotlight (and its target) in both the 
Keyframer and 3D Editor.  It removes the spotlight from the 
entire animation.
>12110 ( Lights/Tracks/Loop )
Lights/Tracks/Loop lets you select an object (mesh, light, target,
instance, dummy) and copy the necessary keys and, optionally, its
subtree from the first keyframe into the last frame, overwriting any
existing keys.  This ensures that the resulting animation loops
smoothly.
>12120 ( Lights/Tracks/Copy )
Lights/Tracks/Copy copies one or more key tracks from one 
object (mesh, light, camera, target, instance, dummy) to another,
overwriting all keys in the destination object.  You can only copy
tracks that are common between the source and destination.
For example, you can copy a Position track from an object to a
camera, since Position is the only common track between them.
>12130 ( Lights/Tracks/Reverse )
Lights/Tracks/Reverse reverses the order of all keys in one or 
more tracks of a selected object (mesh, light, camera, target,
instance, dummy).  This causes the animation for the selected object
to run backward when you play it.
>12140 ( Lights/Tracks/File Insert )
Lights/Tracks/File Insert inserts or appends all tracks from an
object (mesh, light, camera, target, instance, dummy) in a .3DS file
to a like object in the current scene.  You can insert all keys from
the source object, or a range of keys, and optionally, its subtree.
>8201 ( Cameras/Create )
Cameras/Create creates a new camera with its target in both the 
3D Editor and Keyframer.  It creates Position, Roll, and FOV 
keys for the camera, and a Position key for its target.
>8202 ( Cameras/Move )
Cameras/Move moves a camera or its target along one or more axes.
When performed on key #1, it moves the camera or target in both the
Keyframer and 3D Editor.  When performed elsewhere, it creates
or alters the Position key for the camera or target at the current
frame.
>8203 ( Cameras/Roll )
Cameras/Roll adjusts the camera clockwise or counterclockwise, 
tilting it sideways.  When performed on key #1, the camera rolls 
in both the Keyframer and 3D Editor.  When performed 
elsewhere, this command creates or alters the camera's Roll key 
at the current frame.
>8204 ( Cameras/FOV )
Cameras/FOV changes the field of view of the camera lens.
When performed on key #1, the field of view changes in both 
the Keyframer and 3D Editor.  When performed elsewhere, this 
command creates or alters the camera's FOV key at the current 
frame.
>8212 ( Cameras/Dolly )
Cameras/Dolly moves the camera toward or away from its target 
or, conversely, moves the target toward or away from the 
camera.  When performed on key #1, it repositions the camera 
or target in both the Keyframer and 3D Editor.  When 
performed elsewhere, it creates or alters the camera or target 
Position key at the current frame.
>8213 ( Cameras/Perspective )
Cameras/Perspective dollies the camera, while adjusting the 
FOV, to maintain the position and size of the camera view 
plane.  When performed on key #1, it dollies the camera and 
adjusts the FOV in both the Keyframer and 3D Editor.  When 
performed outside of key #1, it creates or alters both the FOV 
and Position keys at the current frame.  For a smooth animation 
effect over a range of frames, use this command at several 
interim frames, rather than at the end frame only.
>8206 ( Cameras/Adjust )
Cameras/Adjust renames a camera, adjusts its Roll and FOV 
values, or turns its cone display on and off.  If you adjust the 
Roll and FOV values at key #1, the same changes also appear in 
the 3D Editor.  When performed outside of key #1, this 
command creates or alters both the Roll and FOV keys at the 
current frame.
>8209 ( Cameras/Show Path )
Cameras/Show Path lets you select a camera or target and turn 
the display of its path of movement on and off.
>8211 ( Cameras/Delete )
Cameras/Delete deletes a camera in both the Keyframer and 3D 
Editor.  Deleting a camera removes it from the entire animation.
>12210 ( Cameras/Tracks/Loop )
Cameras/Tracks/Loop lets you select an object (mesh, light, target,
instance, dummy) and copy the necessary keys and, optionally, its
subtree from the first keyframe into the last frame, overwriting any
existing keys.  This ensures that the resulting animation loops
smoothly.
>12220 ( Cameras/Tracks/Copy )
Camera/Tracks/Copy copies one or more key tracks from one 
object (mesh, light, camera, target, instance, dummy) to another,
overwriting all keys in the destination object.  You can only copy
tracks that are common between the source and destination.
For example, you can copy a Position track from an object to a
camera, since Position is the only common track between them.
>12230 ( Cameras/Tracks/Reverse )
Cameras/Tracks/Reverse reverses the order of all keys in one or 
more tracks of a selected object (mesh, light, camera, target,
instance, dummy).  This causes the animation for the selected object
to run backward when you play it.
>12240 ( Cameras/Tracks/File Insert )
Cameras/Tracks/File Insert inserts or appends all tracks from an
object (mesh, light, camera, target, instance, dummy) in a .3DS file
to a like object in the current scene.  You can insert all keys from
the source object, or a range of keys, and optionally, its subtree.
>8875 ( Paths/Get/Shaper )
Paths/Get/Shaper imports the assigned shape in the 2D Shaper 
and applies it to a selected component as its motion path.  3D Studio
replaces the Position keys of the selected component with 
the ones in the path.  This command places the path in the Top 
viewport as it appears in the 2D Shaper.  To achieve a different 
rotational orientation, use Paths/Get/Lofter instead.
>8890 ( Paths/Get/Lofter )
Paths/Get/Lofter works exactly like Paths/Get/Shaper except that 
it imports the 3D path from the 3D Lofter, rather than the 2D 
Shaper.  Use Path/Rotate in the 3D Lofter if you want to change 
the orientation of the imported path.
>8880 ( Paths/Get/Disk )
Paths/Get/Disk works exactly like Paths/Get/Shaper except that 
it imports the path from a .LFT file on disk, or uses a polyline 
stored in a .DXF file.  If multiple polylines exist, it uses the last
polyline in the .DXF database.
>8810 ( Paths/Show-Hide )
Paths/Show-Hide lets you select a component and turn the 
display of its motion path on and off.  The path appears as a red 
line with white squares representing the keys and yellow dots 
representing the frames.  The current frame appears as a small 
yellow square.  If no Position keys exist for the selected 
component, the path appears as a yellow square within a white 
square.
>8815 ( Paths/Hide All )
Paths/Hide All turns off all path displays.
>8858 ( Paths/Follow )
Paths/Follow forces an object to align itself to the path contours 
as it travels down the path and, optionally, to position itself to a
specified bank angle.  With the exception of the Rotate key 
values at frame 0, it replaces the object's Rotate keys with new 
ones.
>8850 ( Paths/Move Key )
Paths/Move Key moves a key on a displayed motion path, 
moving the position of the corresponding object and altering the 
values of the Position key at that frame.  Hold down the Alt key 
to move the entire path.
>8860 ( Paths/Add Key )
Paths/Add Key creates a new Position key for a selected frame 
on a displayed motion path.  The new key has no effect on the 
animation because its values are based on the frame's path 
position, and the interpolation of the key values on either side of
it.  However, once you create a Position key, you can move it 
using Paths/Move Key.
>8870 ( Paths/Delete Key )
Paths/Delete Key deletes a Position key from a displayed motion 
path.  If only one key exists, you can't delete it.  If you delete key
#1, the transformation values in the new key #1 also affect the 
geometry in the 3D Editor.
>8920 ( Paths/Adjust TCB/Tension )
Paths/Adjust TCB/Tension alters the tension of the displayed 
path at any key.  Tension affects the curvature of the spline path 
through the selected key.  Values range from 0 (linear) to 50 
(full curvature), and the specified value affects the path 
segments equally on both sides of the key.
>8930 ( Paths/Adjust TCB/Continuity )
Paths/Adjust TCB/Continuity alters the continuity of the 
displayed path at any key.  Continuity affects the angle at which 
the spline path enters and leaves the key on either side.  Values 
range from 0 to 50, and the specified value affects the path 
segments equally on both sides of the key.
>8940 ( Paths/Adjust TCB/Bias )
Paths/Adjust TCB/Bias alters the bias of the displayed path at 
any key.  Bias affects the overshoot or undershoot of the path as 
it passes through the selected key.  Values range from 0 to 50, 
and the specified value affects the path segments equally on both 
sides of the key.
>8855 ( Paths/Adjust/Key Time )
Paths/Adjust/Key Time moves a key in time on a displayed path, 
as long as you keep it between the keys on either side of it.
When you move a key in time, its Position values are unaffected; 
therefore, the key doesn't visually change its position in the 
viewport.  However, the speed of the affected object changes on 
either side of the adjusted key.
>8950 ( Paths/Adjust/Ease To )
Paths/Adjust/Ease To alters the Ease-To value of a key on a 
displayed path.  The Ease-To value determines the velocity at 
which an object approaches a keyframe.  Values range from 0 
(no change in velocity) to 50.
>8960 ( Paths/Adjust/Ease From )
Paths/Adjust/Ease From alters the Ease-From value of a key on 
a displayed path.  The Ease-From value determines the velocity 
at which an object leaves a keyframe.  Values range from 0 (no 
change in velocity) to 50.
>8510 ( Preview/Make )
Preview/Make creates a draft-quality, grayscale preview 
animation, and then plays it.  It stores the preview on disk using 
the name, PREVIEW.FLI, and places it under the directory specified 
by PREVIEW-PATH in your 3DS.SET file.
>8520 ( Preview/Play )
Preview/Play plays the last preview flic you created.  If you 
created no previews in the current 3D Studio session, it plays the 
last preview in the previous session.  If Check Speed is active in 
the Preview Playback Speed dialog box (which you can access 
using Preview/Set Speed), the system might not be able to play 
the animation at the requested speed, in which case 3D Studio 
alerts you.
>8530 ( Preview/View Flic )
View Flic lets you select and play a flic animation file 
in the .FLC or .FLI format.  Press Esc or right-click to 
stop the animation loop at any time.  The right and left 
arrow keys change the playback speed, and the Spacebar 
pauses the playback.
>8550 ( Preview/Set Speed )
Preview/Set Speed adjusts the playback speed of the preview in 
frames per second and, optionally, checks the accuracy of the 
playback speed.  This is primarily for previewing animations 
that you plan to send to a real-time playback medium, such as 
video.
>8540 ( Preview/Save )
Preview/Save lets you save a preview animation to disk as a flic.
>8780 ( Renderer/Render View )
Renderer/Render View lets you set detailed rendering parameters, and
then render an animation of the geometry as 
seen through the active viewport.  The Rendering in Progress dialog
box appears providing on-going information about the rendering 
process.
>8781 ( Renderer/Render Region )
Renderer/Render Region lets you set detailed rendering 
parameters, and then render a region, or window within the 
active viewport.  Use this command for speed when you only 
need to render a portion of the screen.  If you are using a 
framebuffer, and CLEAR-BUFFER in the 3DS.SET file is set to 
NO (the default), you can use this command to compare changes 
you've made with the last full rendering.
>8786 ( Renderer/Render Blowup )
Renderer/Render Blowup works the same as Renderer/Render 
Region, except that 3D Studio enlarges the specified region to 
fill the current display.  Use this command to emulate the effect
of variable-plane cameras.
>8782 ( Renderer/Render Object )
Renderer/Render Object lets you set detailed rendering parameters,
and then render a single, selected object.  This command works like
the same command in the 3D Editor, except that when you use it in
the Keyframer with a framebuffer, it renders the object over itself
with each additional frame, leaving a trail of previously rendered
copies of the object.  This can be useful for analyzing the animation
path of the object.  (CLEAR-BUFFER in the 3DS.SET file must be set
to OFF for this to work.)
>8783 ( Renderer/Render Last )
Renderer/Render Last repeats the last render you did using the 
last viewport in which you rendered.  It renders the current 
frame only and doesn't produce a disk file.
>8723 ( Renderer/Video Post )
Renderer/Video Post lets you do one or more of these things 
during the rendering process: composite multiple layers of flics 
and bitmap images, with or without the current 3D geometry; 
edit multiple flics or images using cuts, fades, or custom 
transition effects; use alpha channels in any of the images for 
antialiasing or transparency effects; apply traveling and static 
mattes; activate external programs for special rendering 
processes, such as rotoscoping, highlight flaring, starfield 
generation, or image-processing effects.
>8710 ( Renderer/Setup/Atmosphere )
Renderer/Setup/Atmosphere sets one of three atmosphere 
effects: fog, distance cueing, or layered fog.  Fog and distance-
cueing effects cause the colors of objects to fade to a pre-
determined color depending on their distance from the camera.
Layered fog, which affects Phong- or metal-shaded materials 
only, extends infinitely along the horizontal plane; it's fixed to 
the world coordinates and is independent of camera placement.
>8715 ( Renderer/Setup/Background )
Renderer/Setup/Background sets one of three backgrounds 
(Solid Color, Gradient, or Bitmap) for the rendered geometry.  It 
works like the same command in the 3D Editor, except that you 
can use the Bitmap option to project animated backgrounds, as 
well as still backgrounds.
>8718 ( Renderer/Setup/Options )
Renderer/Setup/Options sets several rendering options, which 
override the rendering parameters in your 3DS.SET file.
>8720 ( Renderer/Setup/Configure )
Renderer/Setup/Configure adjusts the configuration of your 
Renderer output device and sets the type of file output.  This 
command works like the same command in the 3D Editor, with 
the exception of these changes in the Keyframer: the addition of 
Flic animations as a file output type; the effect of sequential 
numbering on individual filenames (such as Targas, Tiffs, etc.); 
the absence of a Hardcopy device button; and the addition of 
Palette controls for Flic output.
>8722 ( Renderer/Setup/Shadows )
Renderer/Setup/Shadows adjusts the values that globally affect 
the quality of cast shadows.  The global shadow parameters are 
initially set in your 3DS.SET file.
>8785 ( Renderer/Setup/Make .CUB )
Renderer/Setup/Make .CUB renders six .GIF bitmaps that constitute 
the sides of a cubic reflection map as viewed from the center of a 
selected object.  It creates an ASCII .CUB file that lists the 
filenames of the six views.  You can use these files in the Materials
Editor to create a cubic reflection material (also known as a "cubic
environment map").
>8784 ( Renderer/Setup/Make .VUE )
Renderer/Setup/Make .VUE renders the final animation (or a 
portion of it) to a .VUE file.  The .VUE file is an editable ASCII 
file of keyframe instructions, which you can use to control the 
Renderer when you render from the DOS command line.
>8525 ( Renderer/View/Image )
Renderer/View/Image displays a selected picture file on the 
current output display device.
>8530 ( Renderer/View/Flic )
View Flic lets you select and play a flic animation file 
in the .FLC or .FLI format.  Press Esc or right-click to 
stop the animation loop at any time.  The right and left 
arrow keys change the playback speed, and the Spacebar 
pauses the playback.
>9300 ( Renderer/View/Last )
Renderer/View/Last displays the last image you rendered on the 
current output display device.  It works only if Save Last Image
in the Render Options dialog box is set to Yes.
>9400 ( Renderer/View/Save Last )
Renderer/View/Save Last saves the last image rendered to a 
specified file.  It works only if Save Last Image in the Render
Options dialog box is set to Yes.
>8725 ( Renderer/VTR Control/VTR Setup )
Renderer/VTR Control/VTR Setup provides VTR (Video Tape 
Recorder) initialization control.  It checks for proper setup 
between your computer and VTR, and determines how 3D 
Studio records rendered frames onto one or more video frames.
>8735 ( Renderer/VTR Control/Set Inpoint )
Renderer/VTR Control/Set Inpoint sets the starting point on the tape
where recording should begin.
>8750 ( Renderer/VTR Control/Control )
Renderer/VTR Control/Control lets you specify a time location 
and move the tape accordingly; rewind or fast-forward the tape; 
move the tape back or forward by one frame; and play or stop 
the tape.
>8755 ( Renderer/VTR Control/Record )
Renderer/VTR Control/Record lets you set detailed rendering 
parameters, and then render the final animation (or a portion of 
it) to the VTR.  The Rendering in Progress box appears 
providing on-going information about the rendering process.
>8775 ( Renderer/VTR Control/Disk-to-VTR )
Renderer/VTR Control/Disk-to-VTR records to tape a series of 
sequentially numbered .TGA, .TIF, .JPG, .BMP, or .GIF files,
a series of files specified by an ASCII .IFL file, or the frames in
a flic file.
>8220 ( Display/Hide/Object )
Display/Hide/Object hides one or more objects with or without 
their subtrees.  They remain in memory, but are unaffected by 
Hierarchy/Inherit/Links, Object/Tracks/Loop, and the 
commands in the Lights and Cameras subcolumns.  Hidden 
objects are usually not rendered.
>8230 ( Display/Hide/All )
Display/Hide/All hides all displayed geometry.
>8240 ( Display/Hide/By Name )
Display/Hide/By Name lets you hide individual objects (with or 
without their children) by selecting their names from a dialog 
box.
>8243 ( Display/Hide/By Color )
Display/Hide/By Color hides all objects of the same color.  Click 
an object, and 3D Studio hides it, as well as all objects displayed 
in the same color.
>8250 ( Display/Hide/Lights )
Display/Hide/Lights hides all light icons.  To "turn off" a light, 
use Lights/Omni/Adjust or Lights/Spot/Adjust.
>8260 ( Display/Hide/Cameras )
Display/Hide/Cameras hides all camera icons.
>8330 ( Display/Unhide/All )
Display/Unhide/All redisplays all hidden geometry.  It doesn't 
affect hidden lights or cameras.
>8340 ( Display/Unhide/By Name )
Display/Unhide/By Name lets you redisplay one or more hidden 
objects (with or without their children) by selecting their names 
from a dialog box.
>8343 ( Display/Unhide/By Color )
Display/Unhide/By Color displays all hidden objects of the same 
color as an object you select.
>8350 ( Display/Unhide/Lights )
Display/Unhide/Lights redisplays all light icons.  You can 
toggle the display of lights by pressing Alt+L.
>8360 ( Display/Unhide/Cameras )
Display/Unhide/Cameras redisplays all camera icons.  You can 
toggle the display of cameras by pressing Alt+C.
>1992 ( Display/Geometry/See Thru )
Display/Geometry/See Thru displays geometry with all edges 
and construction lines, even if the face normals are facing away 
from you.
>1993 ( Display/Geometry/Backface )
Display/Geometry/Backface displays geometry with only those 
edges whose corresponding face normals are facing toward you.
>8301 ( Display/Geometry/Full Detail )
Display/Geometry/Full Detail displays geometry with all graphic 
components: vertices, edges, faces, and elements.  You can 
toggle between this command and Display/Geometry/Box by 
pressing Alt+B.
>8302 ( Display/Geometry/Box )
Display/Geometry/Box displays each object as a bounding box.
You can toggle between this command and 
Display/Geometry/Full Detail by pressing Alt+B.
>1960 ( Display/Const/Place )
Display/Const/Place moves the intersection of the construction 
planes in the Keyframer, 3D Editor, and 3D Lofter 
simultaneously.
>1970 ( Display/Const/Show )
Display/Const/Show displays the construction planes.
>1980 ( Display/Const/Hide )
Display/Const/Hide turns the construction planes off.
>1990 ( Display/Const/Home )
Display/Const/Home moves the intersection of the construction 
planes to its default location, the 0,0,0 origin of 3D space.
> 7500 ( Display/Tape/Move )
Display/Tape/Move displays the tape measure (if it's not 
currently displayed), and then lets you adjust its length and 
angle by moving either end.  By adjusting the tape measure, you 
can measure all or part of an object.  The status line displays its 
current length.
>7502 ( Display/Tape/Find )
Display/Tape/Find rescales the tape measure to fill the active 
viewport.  This lets you find the tape measure when it's outside 
the boundaries of the viewport, or when the scale of the viewport 
makes it too small to be seen.
>7510 ( Display/Tape/Show )
Display/Tape/Show displays the tape measure if it's currently 
hidden.
>7520 ( Display/Tape/Hide )
Display/Tape/Hide hides the tape measure if it's currently 
displayed.
>7530 ( Display/Tape/Toggle VSnap )
Display/Tape/Toggle VSnap turns VSnap mode on and off.
When VSnap is on (indicated by an asterisk), the selected end
of the tape measure snaps to the nearest vertex.  The vertex
must be within the Pickbox size as defined in the Program
Configuration dialog box.  Use VSnap to make accurate 
measurements of geometry.
>7420 ( Display/Speed/Fastdraw )
Display/Speed/Fastdraw turns Fastdraw mode on and off.  When 
Fastdraw is on, objects appear with a reduced number of faces, 
thus reducing redraw time.  Fastdraw is a global mode; it also 
affects object display and redraw speed in other respective 
modules.
>7430 ( Display/Speed/Fulldraw )
Display/Speed/Fulldraw turns Fulldraw mode on and off.  When 
Fulldraw is on, objects appear in normal display mode with all 
vertices and faces.  This command is affected by the 
Display/Geometry commands in the 3D Editor.  Fulldraw is a 
global mode; it also affects object display and redraw speed in 
other respective modules.
>7440 ( Display/Speed/Set Fast )
Display/Speed/Set Fast sets the number of faces (from 2 to 100) 
that appear when objects are displayed in Fastdraw mode.  A 
setting of 2 displays every other face, a setting of 3 displays 
every third face, and so on.
>7450 ( Display/Speed/By Name )
Display/Speed/By Name lets you assign or remove Fastdraw 
mode to and from objects (and, optionally, their subtree) by 
selecting their names from a dialog box.  If Fastdraw mode is 
already on, this command appears to have no effect.  However, 
the objects you select remain in Fastdraw mode when you return 
to Fulldraw.
>7453 ( Display/Speed/By Color )
Display/Speed/By Color lets you select an object and toggle its 
Fastdraw and Fulldraw mode.  It also affects all other objects of 
the same color simultaneously.
>7460 ( Display/Speed/Object )
Display/Speed/Object toggles the Fastdraw and Fulldraw mode 
of a selected object (and, optionally, its subtree).  If Fastdraw 
mode is already on, this command has no effect.
>7600 ( Display/Freeze/By Name )
Display/Freeze/By Name lets you freeze or thaw the display of 
objects (and, optionally, their subtree) by selecting their names 
from a dialog box.  Frozen objects, which appear in gray, are 
unaffected by modifications, unless they're part of a subtree.  For 
example, you can move a frozen child by moving its unfrozen 
parent, but you can't directly move a frozen child.
>7603 ( Display/Freeze/By Color )
Display/Freeze/By Color lets you select an object and toggle its 
freeze and thaw mode.  It also affects all other objects of the 
same color simultaneously.  Frozen objects, which appear in 
gray, are unaffected by modifications, unless they're part of a 
subtree.
>7610 ( Display/Freeze/Object )
Display/Freeze/Object toggles the Freeze and Thaw mode of one 
or more selected objects.  Frozen objects, which appear in gray, 
are unaffected by modifications, unless they're part of a subtree.
>8610 ( Time/Go to Frame )
Time/Go to Frame lets you change the current frame by 
specifying the number of the frame you want.  You can also 
change the frame using the Current Frame Number field on the 
icon panel, or the frame slider at the bottom of the screen.
>8620 ( Time/Total Frames )
Time/Total Frames lets you change the length of an animation 
by specifying the total number of frames.  Because an animation 
begins on frame 0, the actual number of frames is one more than 
the number you specify.  This command is the same as clicking 
the Total Frames field on the icon panel.
>8630 ( Time/Define Segment )
Time/Define Segment lets you define the "active segment" in an 
animation by specifying a range of frames.  (This makes it easy 
to work on small portions of a large animation.)  The segment 
bar in the icon panel displays the active segment in red.  The 
frame slider displays only frame numbers within the active 
segment.  This command affects playback, preview creation, 
rendering, the frame slider, and the Track Info dialog box.
>8600 ( Time/Scale Segment )
Time/Scale Segment lets you scale the active segment by adding 
or deleting frames and proportionally relocating the position of 
all keys in all tracks.  As a result, although the animation in the 
active segment is the same, because it takes place over a greater or
lesser number of frames, it is performed at a different speed.
>99999 (EOF MARKER)
