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- SPINNER Beta 1
-
- Hello! Thank you for purchasing SPINNER, a scene layout tool for assembling VRML worlds in a realtime
- rendered environment. Using SPINNER, you will be able to import 3D objects in several formats and assemble
- them into a VRML world. Along the way, youÆll be able to manipulate these models in many ways: scale, move,
- rotate, color, duplicate, modify textures, etc. . There are thousands of 3d files on the Internet. Download free
- object from our website: http://www.3dweb.com
-
-
- No Uninstaller
-
- 1. Assuming you installed into: ôc:\SPINNERö, and your windows directory is : ôc:\windowsö, hereÆs how to
- uninstall
- 2. At a DOS prompt enter the following command: deltree c:\SPINNER
- 3. Answer æyÆ at the prompt
- 4. At a DOS prompt enter the following command: ôdel c:\windows\igl*.*ö
- 5. At a DOS prompt enter the following command: ôdel SPINNER.iniö
-
- Conventions
-
- Single menu items and multiple menu selections are represented with brackets as follows, respectively: [Key1] or
- [Key2] [Key3]. For example, [Object] [New Sphere] means click on the æObjectÆ menu option in the 3D View,
- drag the left mouse button to the submenu option æNew SphereÆ then select that option. Keystrokes that should be
- pressed simultaneousely are represented by brackets. For example, the bracketed items <Control> or <Select>
- indicate that you should hold down the Control key while selecting an object with your left mouse button. Also if
- we say <Control> click, this means hold the Control key while simultaneously clicking on an object with the left
- mouse button.
-
- The term æsceneÆ refers to a SPINNER file containing objects. When you save a scene it is saved as my_scene.3dw.
- You can export a scene to a VRML format which becomes my_scene.wrl. Keep in mind that you must æExportÆ to
- VRML format not just save a file as a my_scene.wrl under the [File] [Save] menu.
-
- Whenever we say æclick on an object,Æ we mean, press the left mouse button then let go. So unless we specify a
- particular mouse button, we always mean the left mouse button. Right Mouse Click means to press the right mouse
- button.
-
- When we say æDragÆ an object, we represent this action as clicking and holding the left mouse button while moving
- the cursor or an object around.
-
- When we say æRight and Left Mouse ClickÆ we represent this action as simultaneously clicking on the left and right
- mous buttons. Usually we use this action to climb and dive (pitch, roll, yaw for all you 3D buffs).
-
- Words in quotations usually mean to enter them with the keyboard (such as enter, ôLight1ö as the new light
- object). Words in quotations could also imply an action to be performed at dialog boxes. For example, click on the
- ôYö radio button or Click ôApply.ö All other uses will use the æsingle quotation marks.Æ
-
-
- Overview Of Windows
-
- The first two windows appear at the top of your monitor.
-
- 3D View From this window, you can view the current scene in a real time 3D solid-filled rendered
- window. modifying the viewpoint (see æFly ModeÆ under Options menu). The user may
- also pick objects in the world (see æPick ModeÆ under Options menu) and move objects
- around inside the universe (see æObject FlyÆ under options menu). This is also the windows
- where you pick individual polygons for editing.
-
- Object Master This window displays a tree of objects currently in the scene. The user may select different
- objects by clicking on the object name. If control is held down and you click on another
- object, multiple objects may be selected and modified. This is useful for using the alignment
- or moving multiple objects.
-
- The next three windows appear on the bottom of your monitor.
-
- Ortho Windows: The bottom set of windows are called Orthogonal or Ortho Views. These windows are
- useful for visualizing your objects in one plane at a time. You can not pick (select) objects
- from these windows (in Beta I) but you can move and rotate preselected objects (objects
- highlighted in blue) in any of these windows. You can only move objects which are
- selected. If you selected multiple objects from the Object Master, you can move them
- simultaneously in any of the Ortho Views.
-
- Top View A viewpoint looking down the scene (along the Y axis). This is also called the X-Z plane.
-
- Front View A viewpoint looking at the face of the scene in line (along the Z axis). This is also called
- the X-Y plane
-
- Side View A viewpoint looking at the side of the scene (along the X axis). This is also called the Y-Z
- plane.
-
-
- Icon Bar
-
- The icon bar at the bottom of the 3D View contains some of the more frequently used options in the File Menu bar.
- They are as follows:
-
-
-
- Icon Alternate Key Stroke(s) Description
-
- New Document [File][New] This icon creates a new scene; you will be asked to
- save your current one. You can not have more than
- one scene loaded in SPINNER.
-
- Open Folder [File][Open] Opens a folder.
-
- Disk [File][Save As] Saves your current scene as my_scene.3dw
-
- Airplane [Options][Fly Mode] or <F2> When this icon is depressed, you are in Fly mode
- which means you (the camera) are flying through the
- scene.
-
- Pick [Options][Pick Mode] or <F3> When this icon is depressed, you are in pick mode
- which means you can ôpickö or select objects from
- the View window. When objects are picked, a blue
- box (called a bounding box) encompasses the object.
- In addition, the objectÆs name in the Object Master
- window will be highlighted in red.
-
- Four-way Arrow [Options][Object Fly] or <F4> When this icon is depressed, you are in object fly
- mode. This mode allows you to move the object in
- space while your viewpoint is stationary.
-
- Magnifying Glass [Options][Fly Mode] or <F5> When this icon is depressed, you can zoom in (left
- mouse button) and zoom out (right mouse button)
- from within the 2D Ortho Views.
-
- Block [Object][New Block] Launches a dialog box to create a block in your
- scene. The default is a 2X2X2 cube centered at the
- origin (x=0, y-0, z-0) with a default color of gray.
-
- Cylinder [Object][New Cylinder] Launches a dialog box for creating a cylinder in your
- scene. The default is a cylinder 2 units high with 8
- sides and a radius of 1 unit. This default cylinder
- object is really an octagon which is 2 units high.
-
- Sphere [Object][New Sphere] Launches a dialog box for creating a sphere. The
- default is a sphere with five faces in the latitudinal
- direction, five faces in the longitudinal direction and
- a radius of one unit.
-
- Cone [Object][New Cone] Launches a dialog box for creating a cone. The
- default cone is one with a radius of 1 unit, a height
- of 2 units and a tessellation (number of sides) of 8
- units.
-
- Light Bulb [Object][New Light] Launches a dialog box for creating a new light. The
- default light is a white directional light located at the
- origin and pointing in the x=0.5, y=0.2,z=1
- direction. This default light source is an infinitely
- distanced light whose rays are parallel (i.e., the sun).
- This light points toward xyz=(0.5, 0.2, 1). SO, in
- effect this light shines over your left shoulder.
- Currently once you create a light, you can not edit it.
-
- Letter ôAö [Object][New Text] Launches a dialog box for creating 3D text. The
- default text is white lettering centered at the origin.
- You must enter text in the white area at the bottom
- of the dialog box.
-
- 3 Rectangles [Object][Import] Imports a 3D model (NFF, 3DS, DXF, etc.)
-
- Open Blue Box [Object][New Group] Adds a group node. This is also the node you use for
- embedding WWWAnchors links in objects.
-
- Airplane with + sign [View][New Camera] Adds a new perspective camera node.
-
-
-
-
- Keyboard Shortcuts
-
- <Ctrl> <N> Create New Scene
- <Ctrl> <O> Open Scene
- <Ctrl> <S> Save scene
- <Ctrl> <J> Show/Hide Object Master
- <Ctrl> <A> See All (alter viewpoint so that all objects are in view)
- <DEL> Delete selected objects(s)
- <Ctrl> <L> Open Alignment window
- <Ctrl> <T> Toggle textures on/off
- <Ctrl> <W> Toggle wireframe rendering on/off
- <Ctrl> <F> Toggle wireframe fly on/off
- <F1> Enter help mode (implemented into Beta 2)
- <F2> Put view window into fly mode
- <F3> Put view window into pick mode
- <F4> Put view window into object fly mode
-
-
-
-
- Overview of Pull-Down Menus
-
- File Menu
- This menu contains options to save your work, create a new file, open a new file, save your scenes as VRML files.
-
- [New] Create new SPINNER document, removing all previous work from memory
-
- [Open] Open existing SPINNER document
-
- [Save] Save the current SPINNER document
-
- [Transfer to Browser] Launches a VRML Browser and simultaneously loads the current scene into the
- browser; this option takes about 2-3 minutes to execute on Pentium 100mhz (i.e.,
- be patient with this option). You must initialize SPINNER.ini with the VRML
- browser of choice
-
- [Export to WRL] Writes current document to a .WRL file
-
- [Exit] Exits SPINNER
-
-
- View Menu
- This pull-down menu controls cameras, lights and viewpoints. If a check mark appears before each entry, then that
- camera, viewpoint or light is on; no check mark means it is off. A detailed description follows:
-
- [Toolbar] Selects whether or not the toolbar is displayed at the top of the view window
-
- [Status Bar] Selects whether or not the status window is displayed at the bottom of the view
- window
-
- [Object Master] Shows or hides the Object Master. The Object Master displays a tree of all objects,
- lights and cameras in the current universe. You can select different objects and if
- the CTRL key is held down, multiple objects may be selected.
-
- [Crosshairs] Shows or hides the crosshairs displayed in the center of the view window
-
- [New Camera] Generates a new camera at the current position of the view window with an option
- of forcing the new camera to be the current camera (viewpoint)
-
- [Change Camera] Launches a window of all cameras in universe. Clicking on a camera moves the
- viewpoint to the selected camera.
-
- [See All] Switches viewpoint to a perspective where all objects in universe are in view
-
- [Cameras Visible] Toggles all cameras in universe visible or invisible
-
- [Reset Camera] This option has several sub menus:
-
- [Reset to Original Position] This places the camera back into its original position, either where it
- was created or where it was the last time the scene was loaded
- [Move to Origin] Moves the camera to the XYZ coordinates of 0,0,0- the origin of the
- universe
- [Remove Twist] Removes any rotation on the Z axis
- [Remove Tilt] Removes any rotation on the X axis
- [Align with] This submenu option has several sub menus explained below:
-
- [POS X] Aligns the camera so it is looking along the positive X axis, or to the right
- [NEG X] Aligns the camera so it is looking along the negative X axis, or to the left
- [POS Y] Aligns the camera so it is looking along the positive Y axis, or up
- [NEG Y] Aligns the camera so it is looking along the negative Y axis, or down
- [POS Z] Aligns the camera so it is looking along the positive Z axis, or out
- [NEG Z] Aligns the camera so it is looking along the negative Z axis, or in
-
- [Ambient Light] Launches a window with a slidebar that changes the intensity of the ambient light
- in a scene.
-
- [Background Color] Launches a window that allows you to select the background color in the view
- window. If Strict VRML is not checked under the options menu, Webspace will
- recognize the background color when it reads in the .WRL file.
-
- [Lights Visible] Toggles whether or not graphical objects representing lights are visible in the
- universe. Note this doesnÆt actually turn off the lights.
-
- [Default Window Arrangemnt] Resets all windows to the position they are when the program is started.
-
- Object Menu
-
- [New Group] Launches a dialog box for defining a group node. Useful for clustering related objects; for
- example, you would want to put all the furniture objects in House Group node. Options for
- this feature are defined below:
-
- Name: Define the name of the group
-
- Location: Modify the XYZ location of the group
-
- Link: Define the group as a URL anchor and type the name of the URL
-
- Description: Allows you to enter a text description of the group
-
-
- [New LOD] Defines the ranges for loading in different levels-of-detail for faster rendering when
- complex objects are far away from the viewpoint:
-
- Name: Defines the name of the LOD group
-
- Center: Defines the center of the LOD group
-
- Ranges: Defines at what range from the center point objects are loaded;
-
- [New WWWInline] Defines the inline bounding box center and size for downloading an inline file
-
- Name: Name of the WWWInline Node
-
- Center: Defines the Inline center point
-
- Size: Defines the size of the bounding box in the X, Y and X direction
-
- Link Name: Name of the file to load in when the viewpoint crosses the bounding box
-
-
- [Comment Node] Adds a VRML ôInformationö node
-
-
- [Import] Launches a window with several options used to import external 3D geometry; Valid object
- types include DXF, 3DS, OBJ, NFF and GEO
-
-
- Name: Defines the name of the new object in the universe.
-
- Scale Factor: Defines the scale factor of the object in the universe once it is imported;
- this number can be a fraction or a whole number: putting 0.5 in this field
- scales the object half the size as a the original; 2.0 in this field doubles it.
-
- Location Defines the XYZ coordinates of the object in the universe once it is
- imported
-
- Path Allows you to define the location of the file in standard DOS format
-
- Fast Merge Checking this box increases the frame rate on the object, but rendering
- quality will decrease when objects intersect.
-
- Visible Checking this box makes the imported object immediately visible
-
- Browse Launches a window allowing you to browse through storage devices for
- the geometry file that you want imported.
-
- [Import VRML] Not fully implemented as of October 8. 1995; Import VRML will replace [File][Save] as
- my_scene.3dw and instead you will save all SPINNER files as VRML file types.
-
- [New Block] Launches a window with several options used to define the parameters of a new block:
-
- Name: Defines the name of the new block in the universe
-
- Size: Defines the XYZ size of the new block
-
- Location: Defines the XYZ location in the universe of the new block
- Backface: Toggles whether or not the inside of the block will be visible and
- calculated by the renderer.
- Fastmerge: Checking this box increases framerate on the object, but rendering quality
- will decrease when objects intersect
- Visible: Checking this box makes the object immediately visible
- Color: Launches a window allowing the user to define the color of the new object
-
- [New Cylinder] Launches a window for defining the parameters of a new cylinder
-
- Name: Defines the name of the new cylinder in the universe
-
- Size: Defines the XYZ size of the new cylinder
-
- Location: Defines the XYZ location in the universe of the new cylinder
-
- Backface: Toggles whether or not the inside of the cylinder will be visible and
- calculated by the renderer.
-
- Fastmerge: Checking this box increases frame rate on the cylinder, but rendering
- quality will decrease when objects intersect
-
- Visible: Checking this box makes the cylinder immediately visible
-
- Color: Launches a window allowing the user to define the color of the new
- cylinder
-
- Smooth: Checking this box defines the new cylinder as smooth shaded in the
- universe
-
- [New Sphere] Launches a window for defining the parameters of the new sphere:
-
- Name: Defines the name of the new sphere in the universe
- Size: Defines the XYZ size of the new sphere
- Location: Defines the XYZ location in the universe of the new sphere
- Backface: Toggles whether or not the inside of the sphere will be visible and calculated
- by the renderer.
- Fastmerge: Checking this box increases framerate on the sphere, but rendering quality
- will decrease when objects intersect
- Visible: Checking this box makes the sphere immediately visible
- Color: Launches a window allowing the user to define the color of the new sphere
- Smooth: Checking this box defines the new sphere as smooth shaded in the universe
-
- [New Cone] Launches a window with several options used to define the parameters of the new cone:
-
- Name: Defines the name of the new cone in the universe
- Size: Defines the XYZ size of the new cone
- Location: Defines the XYZ location in the universe of the new cone
- Backface: Toggles whether or not the inside of the cone will be visible and calculated by
- the renderer.
- Fastmerge: Checking this box increases framerate on the cone, but rendering quality will
- decrease when objects intersect
- Visible: Checking this box makes the cone immediately visible
- Color: Launches a window allowing the user to define the color of the new cone
- Smooth: Checking this box defines the new cone as smooth shaded in the universe
-
- [New Terrain] Launches a window with several options used to define the parameters of a new terrain
-
- Name: Defines the name of the terrain in the universe
- # of Patches: Defines the number of 2 color XZ patches created on the new terrain
- Patch Size: Defines the XZ size of each individual patch the array
- Patch Color: Launches a window allowing the user to define the color of a terrain patch,
- which patch defined depends on which patch color button was pressed
- Location: Defines the XYZ location of the terrain in the universe
- Backface: Checking this box makes the terrain visible on both sides. This decreases
- framerate in the view window as twice as many faces are calculated
- Visible: Checking this box makes the terrain immediately visible in the view window
-
- [New Light] Launches a window with several options used to define the characteristics of a new light.
- Right now there only directional lights are viewable in SPINNER. However,
- you can export all three: directional, point and spot. In SPINNER, lights
- must appear before the objects they intend to illuminate. For example, you
- must have light source at a higher point into he Object Master tree. the
- examples below, we will use a house to illustrate the differences between a
- point, directional and spot light.
-
- Name: Defines the name of the new light in the universe
- Location: Defines the XYZ location of the new light in the universe
- Direction: Defines the XYZ tilt, roll and facing of the new light in the universe
- Visible: Checking this box makes the light immediately visible in the universe
- Intensity: This slide bar defines the overall brightness of the light- sliding it to left
- creates a dimmer light, to the right is brighter.
-
- Directional: Checking this circle defines the light as illuminating outward in the direction
- set under the æDirectionÆ option. The default for a directional light
- illuminates from the origin and points toward x,y,z = (0.5,0.2,1). This is
- analogous to a sun hovering over your left shoulder. The location of the
- directional light (the origin) is irrelevant; only the direction matters. We
- include the location coordinates so that you can locate or place it in a
- convenient spot. A direction light straight downward (normal to the roof)
- illuminates both the top of the roof (assuming the roof is flat) and the top of
- the floor. This really does not make sense in our world (i.e., a roof on earth
- will shade the floor). To ôcorrectö this behavior
-
- Point: Checking this circle defines the light as illuminating outward from all
- directions similar to a light bulb. So if you have a point light in a house, the
- floor and ceiling will be illuminated. The closer objects are to the light
- source, the brighter they will appear; but the relationship between brightness
- of light and distance from objects depends on the VRML viewer you are using.
- The direction of a point light is irrelevant; the location is relevant.
-
- Spot: Checking this circle defines the light as shooting a beam outward from the
- direction set under the æDirectionÆ option. Right now, according to the
- VRML spec, the cutoff angle in a spot light is 141 degrees. You will be able
- to control the ôconeö of the light source in Beta 2. The direction and location
- of a spot light is relevant.
-
- Color: Launches a box allowing the user to set the color of the light; default is
- white
-
-
- The chart below may be helpful in understanding the differences between a point, spot and directional light:
-
-
- Location Matter? Direction Matter?
-
- Point yes no
-
- Direction no yes
-
- Spot yes yes
-
-
-
-
- [New Text] Launches a window with several options used to define new text in the universe
-
- Name: Defines the name of the text in the universe
- Location: Defines the XYZ location of the text in the universe
- Save as Polygons:
- Visible: Checking this box makes the text immediately visible in the universe
- Color: Launches a window allowing the user to define the color of the text in the
- universe
- White Box: Allows the user to input text that will be converted into a 3D object in the
- universe
-
-
- [Deselect All] Deselects all selected objects in the universe
-
- [Duplicate Selected] Makes a new exact duplicate of the object(s) selected
-
- [Modify Selected] Launches a sub menu of several options:
-
- Color: Launches a window that allows the user to modify the selected object(s)
- color
- Scale: Launches a window that allows the user to modify the selected object(s)
- XYZ scale in the universe
- Name: Launches a window that allows the user to modify the selected object(s)
- name
- Texture: Launches a window that allows the user to change the selected object(s)
- texture
- Location: Launches a window that allows the user to change the selected object(s)
- XYZ location in the universe
-
- [Delete Selected] Deletes the selected object(s) from the universe
-
- Tools Menu
-
-
- [Path] This feature allows you to create a path for a camera or an object for adding animations and motion
- to you 3D Scene. The VRML spec does not currently support this tool, but once it does you will be
- able to quickly add object motions (an actual solar system) or animations based on triggers.
-
- Name: Name of the path
-
- Number of Tweens: Determines how smooth you want the path. The more tweens, the
- smoother the path.
-
- Type of Interpolation: Determines the shape of the pat.
-
- # of Nodes:
-
- Current Node:
-
- Reverse
-
- Oscillate
- Repeat:
- Visible:
-
-
- [Align] This feature is useful for aligning objects with each other. For example, you may want to ôdropö a
- lamp EXACTLY on top of a table. With this tool you can align multiple objects along any axis.
- You can also control where the objects are aligned with respect to one another. For example you can
- align two object so that their center points share the same X value or you can align two objects so
- that their sides share the same X value. In the first case one object is inside the other; in the second
- case the two objects are side-by-side. Launches a window that of several options used to define the
- type of object alignment. An explanation of each.
-
- Axis: Defines which axis the user wants to align the selected objects along
- Center: Checking this circle makes selected objects align along the center of
- the anchor object
- Touch: Checking this circle makes selected objects touch each other along
- the selected axis of the anchor object
- Top: Checking this circle makes selected objects align along the top of the
- selected axis of the anchor object
- Bottom: Checking this circle makes selected objects align along the bottom of
- the selected axis of the anchor object
- Anchor: Allows the user to define the anchor object from the currently
- selected objects
- Apply: Applies the align routine to the selected objects
- Spacing: xxx
-
-
- Speed Menu
-
-
- [Textures-] Selecting this item toggles whether or not textures are visible and rendered in the
- universe. If off, frame rate increases
- [Smooth Shaded] Selecting this item toggles whether or not smooth shading is applied to all objects in
- the universe. If off, frame rate increases
- [Wire Frame] Selecting this item makes all items in the universe defined as wireframe. If on, frame
- rate increases
- [Wire Fly] Selecting this item makes all objects in the universe rendered as wireframe only while
- the user is flying. As soon as flying stops, the objects are rendered as
- solid fill. If this option is on, frame rate increases
- [Constraints / Sensitivity] Launches a window with several options in it:
- [Rotational Constraints] These three boxes may be checked to stop any rotation attempted along
- the X Y or Z axis.
- [Linear Constraints] These three boxes may be checked to stop any æmovementÆ or æflyingÆ attempted
- along the X Y or Z axis.
- [Linear Sensitivity] This bar may be moved to adjust the æstep sizeÆ and æspeedÆ of any movement
- made in the View window.
-
- Options Menu
-
- [Auto Sensitivity] Selecting this item makes the step size of the viewpoint correspond with any object that
- is created or imported
-
- [Auto See All] Selecting this item relocates the viewpoint everytime a new object is created or
- imported, placing the viewpoint in a position where all objects are in view. This option
- is useful when importing objects that may ôswallowö your camera (viewpoint). For
- example, if you import an object that is very large, then the new object will surround
- your camera. If this option is enabled (checked), then your active camera will ôback
- upö enabling you to automatically ôsee allö of your scene. Or if you import an object
- which is behind you, your active camera will position itself so that all objects are in
- view.
-
- [Fly Mode] Places the 3D View into fly mode. When you are in object fly mode, your cursor
- appears as an airplane. There are six degrees-of-freedom when flying your viewpoint
- (modifying the active camera) in SPINNER. These six degrees-of-freedom are
- controlled by positioning and holding down either the left mouse button, the right
- mouse button or a combination of both the left and right mouse simultaneously. The
- further away from the crosshairs you place the airplane icon, the faster your viewpoint
- changes.
-
- Forward and Backward Position the airplane above the crosshairs and hold the
- left mouse button to move forward; below the crosshairs
- to move backward.
-
- Rotate Right and Left Position the airplane to the right of the crosshairs and
- hold the left mouse button to rotate right; left of the
- crosshairs to rotate left. This is analogous to a
- helicopter rotating about its local axis.
-
- Up and down Position the airplane above the crosshairs and hold the
- right mouse button to fly up (to raise your viewpoint up
- -y units); below the crosshairs to fly down.
-
-
- Move right and left Position the airplane to the right of the crosshairs and
- hold the right mouse button to move (pan); left of the
- crosshairs to fly left.
-
- Rotate clockwise
- and counter clockwise: Position the airplane to the right of the crosshairs and
- simultaneously hold both the right and left mouse
- buttons to rotate the viewpoint clockwise (the scene will
- appear to rotate counterclockwise); left of the crosshairs
- to rotate the viewpoint counterclockwise.
-
- Climb and Dive Position the airplane above the crosshairs TO CLIMB,
- BELOW
-
- [Pick Mode] When this is selected, the user may left click on any object in the view window and it
- will be selected. Left clicking again will bring up an options box with several options:
-
- Stretch X Checking this circle locks the stretching onto the X plane
- Stretch Y Checking this circle locks the stretching onto the Y plane
- Stretch Z Checking this circle locks the stretching onto the Z plane
- Scale Checking this circle locks the stretching onto all planes, allowing the
- object to be scaled
- Axis World-Checking this circle scales and stretches the object around the
- center of the universe
- Local Checking this circle scales and stretches the object around the center
- of the selected object(s)
- Slide Bar Sliding left or clicking the left arrow scales or stretches smaller,
- sliding right or clicking the right arrow scales or stretches larger
- Textures Shaded- checking this box makes the texture darkened or lightened
- depending the amount of light hitting it
- Transparent checking this box makes all black in the selected texture appear see-
- through
- Apply Launches a window that allows the user to select from a list of image
- files to apply to the selected object as a texture map
- Remove Removes the current texture from the selected object
- Color Launches a window that allows the user to define the color of the
- selected object
- Name Allows the user to change the name of the selected object in the
- universe
- Location Allows the user to change the XYZ location of the selected object
- Direction Allows the user to change the rotation, tilt and facing of the selected
- object along the XYZ axis
- Size Allows the user to change the XYZ scale of the selected object
- Commit Invokes all changes on the selected object
- Restore Removes all changes made on the selected object
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- [Object Fly] Puts the view window into object fly mode. When the left mouse button is pressed in
- the view window the selected object will move along the Z axis and rotate around the Y
- axis. When the right button is pressed in the view window the object will fly along the
- X and Y axis. If both buttons are pressed in the view window and the mouse is moved,
- the object will rotate around the X and Z axis
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- [Strict VRML] When this option is selected, the document, when saved to .WRL format, will comply
- rigidly to VRML spec 1.0
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- [Show Statistics] When this option is selected the framerate and polygon count of the current scene will
- be displayed in the status bar of the view window
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- [Render Always] When this option is selected the scene will constantly redraw itself even when no object
- manipulation or viewpoint movement is occurring. This allows for a constant framerate
- to be calculated, but slows down the system considerably.
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- [Help Menu]
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- Index Displays an index of all help topics (implemented in Beta 2)
- Using Help Displays instructions on how to use context-sensitive help
- (implemented in Beta 2)
- About SPINNER Displays version information and company info
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