Solidviews Interactive Commands
Skitter (3D Cursor) Motions
<plain> left mouse: Move cursor to the front of the closest leaf assembly.
SHIFT left mouse: Move cursor to the back of the closest leaf assembly.
CTRL left mouse: Move to the nearest leaf coordinate system.
L left mouse: Move cursor to the back of the closest top-Level assembly.
R left mouse: tightRope walk. Move along a selected axis (see P and U below) to select an axis.
W left mouse: walk in a selected plane (Wall walk). See P and U below to select a plane.
E: Extend the skitter (to refer to the parent of the current skitter assembly).
<plain> right mouse: Extend to Coordinate System.
SHIFT right mouse: Extend to Closest Surface.
Making Selections and Jacks
A jack is an assembly (just like sphere, etc.) which looks like three orthogonal line segments. It is used as a place holder. Jacks are usual created at the currect skitter position. If the skitter is at an existing coordinate system, then no jack is created (since that coordinate system already serves to remember the position). Instead, the object belonging to the existing coordinate system is selected.
S: Selects the object the skitter is sitting on as a Source.
T: Selects the object the skitter is sitting on as a Target.
P: Selects the object the skitter is sitting on as a Plane.
U: Cycle thru the three planes of the most recent Plane selection (Undulate).
Jacks can be selected by themselves in which case they move independently (like any other primitive assembly). However, they can also be selected "as a tugboat". Operations on a jack selected "as a tugboat", move both the jack and the object it is "sitting on".
ESC: Create a jack at the skitter position.
A: Shoot an Arrow from most recent source to most recent target, creating Jacks at all intersecton points.
SHIFT S: Create a jack at the skitter position and select it as a tugboat Source.
SHIFT T: Create a jack at the skitter position and select it as a tugboat Target.
SHIFT P: Create a jack at the skitter position and select it as a Plane.
CTRL S: Reselects an existing jack as a tugboat Source.
CTRL T: Reselects an existing jack as a tugboat Target.
SHIFT U: Show the slicing rectangle corresponding to the most recent plane (erases the assembly which is plane-selected).
CTRL U: Restores the view of the most recent plane-selected assembly after a SHIFT U.
K: Clear all selections.
Interactive Dragging Motions
F left mouse: Translate the most recent source parallel to the Film plane.
D left mouse: Drag the most recent source parallel to the most recent Plane selection.
Discrete Moving, Copying, and Deleting
M: Move most recent source to most recent target.
J: Join. Shoot a ray from most recent source to most recent target and compress the primitives encountered using translation only.
C: Copy most recent source to ALL targets.
SHIFT C: Copy most recent source to ALL targets, random scaling and rotation.
CTRL C: Copy most recent source to ALL targets, target's parent becomes copy's parent.
N: Copy Rotate. Make N-1 copies of the most recent source, at evenly spaced angles around the tightrope axis of the most recent Plane selection.
DEL: DELete ALL sources.
One Keystroke Rotations
1, (2, 3): Rotate the most recent source indirect about the x, (y, z) axis of its jack (if any, or itself if not) by 90 degrees.
SHIFT 1, (2, 3): Rotate the most recent source indirect about the x, (y, z) axis of its jack (if any, or itself if not) by -90 degrees.
4, (5, 6): Rotate the most recent target jack about its own x, (y, z) axis by 90 degrees.
SHIFT 4, (5, 6): Rotate the most recent target jack about its own x, (y, z) axis by -90 degrees.
7, (8, 9): Rotate the most recent source about its own x, (y, z) axis by 10 degrees.
SHIFT 7, (8, 9): Rotate the most recent source about its own x, (y, z) axis by -10 degrees.
Ray Tracing
middle mouse: Define ray tracing bounding rectangle. Yellow down defines one corner. Move and mouse up defines the opposite corner.
SHIFT middle mouse: Delete the ray tracing bounding rectangle (ray tracing will compute the bounding rectangle from scene content -- doesn't work if the scene contains infinite objects like half-spaces).
B: Using Bounding Spheres for both primary and secondary rays.
SHIFT B: Use bounding spheres for secondary rays.
CTRL B: Use nothing for secondary rays.
CTRL right mouse: Cast a single test ray from the mouse position. Results reported in the Solidviews output window.
Miscellaneous
G: Add a cylinder which joins the origin of the most recent source to the origin of the most recent target. Radius is given by the cylinder "Radius:" section.
I mouse: Paint (wizards only).
H: Restart input process (if you must abort an error window).