Pretty Poly Editor Documentation
II. Appendices - 2. Shortcut keys lookup
Caveats
Some of these bindings, especially the "experimental" ones will change in future.
Don't ask me what the modes 1,2 and 4 are - I don't know either.
Help keys.
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F1 show the manual
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F2 show the key bindings
Exit
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Alt-F4: Exit
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Ctrl-C: Exit (same as Alt-F4)
Viewer modes
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v: Select vertices
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p: Select primitives
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o: Select objects
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t: Translate
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r: Rotate
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b: Build
Mouse bindings in mode 1 - selection stuff
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Left drag: New selection
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Shift + left drag: Add to selection
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Ctrl + left drag: Remove from selection
Mouse bindings in mode 2 - transform stuff
Mouse bindings in mode 4 - building things
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Left drag: Build vertex
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Right drag: Build vertex with snap
experimental
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z: temporary Zoom.
This is a toggle that zooms in and out. Also, it centres the view
around the cursor. The default state is zoomed out. This operation is
especially usefull when building things. The typical procedure is:
You move the cursor APPROXIMATELY to where you want to construct a
vertex and zoom in. Now its easier to position the cursor exactly and
build the vertex. If the position of the next vertex you want to
create is not inside the view, zoom out and then repeat the steps.
Using this method you can build things both fast and exactly.
However, one has to get used to this operation, especially that
the cursor "jumps" while zooming (the 2d-cursor stays where it is, the
3d-cursor is in the middle of the view).
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c: Centre view around cursor. Works only when the cursor is defined.
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m:
This toggles between moving the camera and "moving the object".
The later means moving the camera around the object in such a way that
it looks like the object
is moving. Actually, the name is even worse than the other names,
because translating is the same in both modes, it translates in the
coord.system of the camera. Rotating also uses axes parallel to the
camera-axes, but rotates around the centre of the object.
Affects keyboard-moves only, for mouse-moves use the menu.
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f: Velocity per frame or per second.
My two main test objects work with approx 60 fps (glider.ac)
and less than 1 fps (chevy.3ds, don't ask me why its so slow).
The effect is that rotating via the keyflier is too fast with one and
too slow with the other. In velocity-per-second mode, the rotation
is measured in angle per second, not angle per frame, so the
rate of rotation is independent of the object.
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u: Normally, when you move the 2d-mouse, the 3d-cursor is *U*pdated
all the time. With this key you can toggle this behaviour.
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w: Move camera *W*hile key is pressed
In an old discussion, this has been called "quake-mode".
It means, that a key press will only rotate the object (or camera) a
certain amount. When you release all keys, the camera or object will
stop moving.
Affects keyboard-moves only, mouse-moves always stop when the mouse
stops.