Import data from a non-Meshwork format into a new Meshwork window.
Get info about the model in the frontmost window.
Get info about the model in the frontmost window.
Not available because there are no windows open, or the frontmost window is not a document.
Close the front window.
Close the front window. Not available because there are no windows open or the front window can't be closed.
Save the data in the front window to a file.
Save the data in the front window to a file.
Not available because there are no windows open or the front window can't be closed.
Save the data in the front window to a new file.
Save the data in the front window to a new file.
Not available because there are no windows open or the front window can't be closed.
Quit Meshwork.
Use this menu for selecting, copying, pasting, and duplicating data.
Undo the last operation.
Undo the last operation.
Not available because there are no operations to undo.
Redo the last undone operation.
Redo the last undone operation.
Not available because there are no operations to redo.
Cut the current selection to the clipboard.
Cut the current selection to the clipboard.
Not available because there is no selection, or it is not something which can be cut.
Copy the current selection to the clipboard.
Copy the current selection to the clipboard.
Not available because there is nothing selected to copy.
Paste a background PICT or Meshwork data into a document window, a texture into the material dialog, or text into a text field.
Clear (delete) the current selection.
(You may also press delete or clear to do this.)
Clear (delete) the current selection.
Not available because there is nothing selected which can be cleared.
In a document window, this selects all unhidden vertices, edges, and triangles.
Cancel the current selection.
Duplicate the current selection.
Use this menu to locate or adjust vertices.
Use this menu to locate or adjust vertices.
Not available because the frontmost window (if any) is not a document window.
Moves the selected vertex towards the midpoint of the vertices to which it is attached.
Moves the selected vertex away from the midpoint of the vertices to which it is attached.
Selects all vertices within a specified distance of another vertex. Can be used with the Combine command to fuse two parts of a model together.
Examines all selected points, and combines any which are within the distance specified at the last Find Overlaps command.
Selects any vertices which are not part of a triangle.
Use this command to define the bone(s) associated with the selected vertex or vertices. See the manual for more information about bones.
Use this menu to adjust how the model is displayed in the document window.
Use this menu to adjust how the model is displayed in the document window.
Not available because the frontmost window (if any) is not a document window.
View the model from the front (+Z).
View the model from the back (-Z).
View the model from the top (+Y).
View the model from the bottom (-Y).
View the model from the left side (-X).
View the model from the right side (+X).
Go to a four-pane split view, to simultaneously see top, front, right, and orthographic views.
Offset the horizontal and vertical position of each point by a factor of its depth, using an orthographic (length-preserving) projection.
Display the model as a stereo anaglyph. If you have red-green or red-blue stereo glasses, this should produce a striking perception of depth.
Center the selected point(s) in the camera's view.
Use this menu to change how the model is displayed in the document window.
Use this menu to change how the model is displayed in the document window. Not available because the frontmost window (if any) is not a document window.
Hide the currently selected vertices, edges, and faces.
Hide all vertices, edges, and faces which are not selected.
Unhide all vertices, edges, and faces.
Edges which are part of a triangle are not currently being drawn. To display all edges, check this option.
All edges are being drawn. Uncheck this option to draw only those edges which are not part of a triangle.
Only selected vertices are drawn. To draw all vertices, check this option.
All vertices are drawn. To draw only selected vertices, uncheck this option.
Faces (i.e., triangles) are not being drawn. To draw (unhidden) faces, check this option.
Any unhidden triangles which face the camera are being drawn. If you'd rather not see the faces, uncheck this option.
Use this command to display a textured 3D preview of your model using the standard QD3D Viewer.
This command generates a QD3D preview. Not available on because QD3D is not present.
Use this menu to modify the geometry of your model.
Use this menu to modify the geometry of your model. Not available because the frontmost window (if any) is not a document window.
This command makes all selected triangles face towards the camera.
This command makes all selected triangles face away from the centroid of the selection. (The centroid is shown in the coordinates indicator in the toolbar.)
This command flips the selected triangles, making them face the opposite direction.
This command reverses left and right in the selected part of the model.
This command reverses top and bottom in the selected part of the model.
Use this command to grow or shrink the selected geometry.
Use this command to rotate the selected part of the model about the X, Y, or Z axis.
Use this menu to save the current model in a variety of non-Meshwork formats.
Use this menu to save the current model in a variety of non-Meshwork formats. Not available because the frontmost window (if any) is not a document window.
Use this command to export to a 3DMF (QuickDraw 3D) file. Full geometry and textures are supported.
Use this command to export to POV-Ray format. Geometry, shading, and color are supported, but textures are not.
Use this command to export to VRML. Not yet implemented.
Use this command to export to 3DS. Not yet implemented.
Use this command to export to DXF. Only geometry is supported; color, shading, and texture information are lost.
Use this command to create a "bones" file, suitable for use with game engines such as Magdef.
Use this menu to quickly create new model geometry.
Use this menu to quickly create new model geometry. Not available because the frontmost window (if any) is not a document window.
Use this command to create a six-sided (12 triangles) box.
Use this command to create an approximation of a sphere.
Use this command to create an approximation of a cylinder. (Tip: for a tapered cylinder, just Scale one end.)
Use this command to create an approximation of a cone. (Tip: for a truncated cone, see Cylinder!)
Use this command to extrude the selected points along the X, Y, or Z axis.
Use this command to lathe the selected points about the X, Y, or Z axis.
Use this menu to read 3D data from a variety of non-Meshwork formats. In most cases, geometry is supported, but not texture, color, or shading.
Use this command to read geometry from a 3DMF (QuickDraw 3D) file.
Use this command to read geometry from a VRML file. Not yet implemented.
Use this command to read geometry from a 3DS file. Not yet implemented.
Use this command to read geometry from a DXF file.
Click here (or press Return) to close the About box.
This is the URL of the Meshwork home page. If you have Internet Config installed and configured, you should be able to click here to open the Meshwork page in your browser.
This spinning Meshwork logo was created in Meshwork (of course!).
Click here to get more information about registering (purchasing) Meshwork, or to enter your key code if you've already registered.
Click this to save your changes.
Click this to discard changes - you may lose some of your work!
Click this cancel and continue editing.
Click here (or press Return) to exit the dialog and update the properties of this material.
Click here to close this dialog without changing the material.
Each triangular face will be rendered with a uniform shade that depends on its angle to the light. To get smoother shading that depends on vertex normals, check this box.
Vertex normals are saved to file formats that support them, producing the illusion of a smoother surface. To get a more faceted appearance, uncheck this box.
Click here to change the color of the material. This color is used in the main editing window, and is also the color used when no texture map is available.
Click here if you don't want a texture map for this material.
This material does not use a texture map.
Click here to use a planar texture mapping (see diagram at right).
The texture is being applied in a planar fashion.
Click here to wrap the texture around the model like paper around a cylinder.
The texture is wrapped around the model like paper around a cylinder.
Click here to wrap the texture around the model in a spherical fashion.
The texture is wrapped around the model in a spherical fashion.
Click here to orient the texture mapping along the X axis.
The texture mapping is oriented along the X axis.
Click here to orient the texture mapping along the Y axis.
The texture mapping is oriented along the Y axis.
Click here to orient the texture mapping along the Z axis.
The texture mapping is oriented along the Z axis.
Click this button to set the center and extent of the mapping according to the currently selected points (or all points, if none are selected). The current center and size of the mapping is shown at right.
This button is used to set the center and extent of the texture mapping according to the currently selected points (or all points, if none are selected). Not available because the center and size have already been set.
Click here (or press Return) to exit the dialog and update the bone information for the currently selected vertices.
Click here to close the dialog without changing any bone assignments.
Enter the four-character code of the primary bone to which the selected vertex (or vertices) is (are) attached. Enter "None" (without the quotes) for no bone.
Enter the four-character code of another bone to which the selected vertices are attached. You can leave this blank if the vertices are attached to only one bone (i.e., the slider is all the way to the left).
Use the slider to adjust the relative attachment strength of the two bones. To attach the selected vertices to a single bone, slide this control all the way to the left.
Click here (or press Return) to exit the dialog and update the codes for this bone.
Click here to close the dialog without changing any bone codes.
Enter the four-character code for this bone. This is the code used to attach vertices in the "Set Bone…" dialog.
Enter the four-character code of the bone to which this bone is attached. You can enter "None" (without the quotes) if this bone is not attached to any other.
Click here (or press Return) to close the dialog and do the scaling.
Click here to close the dialog without affecting the model.
Choose this option to scale the geometry relative to the origin (where the X, Y, and Z axes intersect).
The geometry will be scaled relative to the origin (where the X, Y, and Z axes intersect).
Choose this option to scale the geometry relative to the center of the selection.
The geometry will be scaled relative to the center of the selection.
Enter the amount to scale along the X axis, where 100% is no scaling, 200% is doubled in size, etc.
Enter the amount to scale along the Y axis, where 100% is no scaling, 200% is doubled in size, etc.
Enter the amount to scale along the Z axis, where 100% is no scaling, 200% is doubled in size, etc.
Click here (or press Return) to close the dialog and do the rotation. (Multi-axis rotations are done in Y, X, Z order.)
Choose this option to rotate the geometry relative to the origin (where the X, Y, and Z axes intersect).
The geometry will be rotated relative to the origin (where the X, Y, and Z axes intersect).
Choose this option to rotate the geometry relative to the center of the selection.
The geometry will be rotated relative to the center of the selection.
Enter the amount (in degrees) to rotate around the X axis.
Enter the amount (in degrees) to rotate around the Y axis.
Enter the amount (in degrees) to rotate around the Z axis.
Click here (or press Return) to select all vertices which are within the specified distance of another vertex. (You might then want to use the "Combine Overlaps" command.)
Click here to close the dialog without changing the selection.
Enter the maximum distance between two vertices for them to be considered overlapping. Points within this distance will be selected when you click OK.
Click here (or press Return) to create a box with the specified dimensions. The box will be centered on the origin and selected, so you can immediately move or rotate it.
Click here to close the dialog without creating a box.
Enter the width (extent along the X-axis) of the box to create.
Enter the height (extent along the Y-axis) of the box to create.
Enter the depth (extent along the Z-axis) of the box to create.
Click here (or press Return) to create a sphere with the specified parameters. The sphere will be centered on the origin and selected, so you can immediately move, scale, or rotate it.
Click here to close the dialog without creating a sphere.
Enter the diameter of the sphere to create.
Enter the number of lattitude lines, i.e., the number of circles perpendicular to the Y axis. You should enter at least 1.
Enter the number of longitude lines, i.e., the number of facets around the equator of the sphere. You should enter at least 3.
All parallel circles are aligned, which means that most of the faces will be quadrilateral. To shift every other circle slightly, resulting in triangular facets for a slightly smoother appearance, check this box.
Every other circle (parallel to the equator) will be offset, resulting in facets that are triangular rather than quadrilateral. To keep all parallel circles aligned, uncheck this box.
Click here (or press Return) to create a cylinder with the specified parameters. The cylinder will be centered on the origin and selected, so you can immediately move, scale, or rotate it.
Click here to close the dialog without creating a cylinder.
Enter the diameter of the cylinder to create.
Enter the height (extent along the Y-axis) of the cylinder to create.
Enter the number of sides to be used in approximating the cylinder. You should enter at least 3.
The ends of the cylinder will be aligned, which means that most of the faces will be rectangular. To rotate the top, resulting in triangular facets for a slightly smoother appearance, check this box.
The top of the cylinder will be rotated slightly with respect to the bottom, resulting in facets that are triangular rather than rectangular. To keep the top and bottom aligned, uncheck this box.
Click here (or press Return) to create a cone with the specified parameters. The cone will be centered on the origin and selected, so you can immediately move, scale, or rotate it.
Click here to close the dialog without creating a cone.
Enter the diameter of the cone to create.
Enter the height (extent along the Y-axis) of the cylinder to cone.
Enter the number of sides to be used in approximating the cone. You should enter at least 3.
Click here (or press Return) to extrude the selected points according to the parameters above.
Click here to close the dialog without performing the extrusion.
Enter the desired total length (distance along the selected axis) of the extruded figure.
Enter the number of steps in the extrusion, i.e., how many times the selected points should be duplicated and connected. "1" will produce an extrusion with just the selected points and one copy, that is, a single section.
The selected points will be extruded in the X direction.
Click here to extrude the points in the X direction.
The selected points will be extruded in the Y direction.
Click here to extrude the points in the Y direction.
The selected points will be extruded in the Z direction.
Click here to extrude the points in the Z direction.
Click here (or press Return) to lathe the selected points according to the parameters above.
Click here to close the dialog without lathing.
Enter the desired total arc (distance around the selected axis, in degrees) of the lathed figure. 360 produces a closed ring.
Enter the number of steps in the lathing, i.e., how many times the selected points should be duplicated and connected. "1" will produce a figure with just the selected points and one copy, that is, a single section.
The selected points will be lathed around the X axis.
Click here to lathe the points around the X axis.
The selected points will be lathed around the Y axis.
Click here to lathe the points around the Y axis.
The selected points will be lathed around the Z axis.
Click here to lathe the points around the Z axis.
Click here (or press Return) to enter your registration information.
Click here to close the dialog without registering.
Enter your name in this box, exactly as it appears in the information from Kagi Shareware.
In this box, enter they key (registration) code that was sent to you by Kagi Shareware when your payment was received.