3D Studio 3.0 Help File: Editor Command Columns
-----------------------------------------------
Each entry can contain up to 20 lines, 70 characters long.
Don't use tabs; only use spaces.
This file can be any length.
New Help topics begin with the ">" character, followed by the 
numeric code assigned to the topic:
    >INDEX
>4000 ( Create/Box )
Create/Box creates a three-dimensional, six-sided box of varied 
width, height, and length.  (Hold down the Ctrl key to create a 
cube.)
>4100 ( Create/LSphere/Faceted )
Create/LSphere/Faceted creates a faceted, three-dimensional sphere.
>4101 ( Create/LSphere/Smoothed )
Create/LSphere/Smoothed creates a smooth, three-dimensional sphere
whose faces are in a latitudinal and longitudinal arrangement.
>4110 ( Create/LSphere/Values )
Create/LSphere/Values sets the number of longitudinal segments for 
all future Lspheres.  The value stays active until you change the 
setting again or exit 3D Studio.
>4150 ( Create/GSphere/Faceted )
Create/GSphere/Faceted creates a faceted, three-dimensional sphere
whose faces are geodesically arranged.
>4160 ( Create/GSphere/Smoothed )
Create/GSphere/Smoothed creates a smooth, three-dimensional sphere
whose faces are geodesically arranged.
>4170 ( Create/GSphere/Values )
Create/GSphere/Values sets the number of faces (from 4 to 10,000)
for all future Gspheres.  The value increases exponentially, and the
default is 256.  The value stays active until you change the setting
again or exit 3D Studio.
>4200 ( Create/Hemisph/Faceted )
Create/Hemisph/Faceted creates a faceted, three-dimensional dome.
>4201 ( Create/Hemisph/Smoothed )
Create/Hemisph/Smoothed creates a smooth, three-dimensional dome.
>4210 ( Create/Hemisph/Values )
Create/Hemisph/Values sets the number of longitudinal segments for 
all future hemispheres.  The value stays active until you change the 
setting again or exit 3D Studio.
>4300 ( Create/Cylinder/Faceted )
Create/Cylinder/Faceted creates a faceted, cylindrical object made 
up of two identical end polygons with connecting segments between 
them.
>4301 ( Create/Cylinder/Smoothed )
Create/Cylinder/Smoothed creates a smooth, cylindrical object made 
up of two identical end polygons with connecting segments between 
them.
>4310 ( Create/Cylinder/Values )
Create/Cylinder/Values sets the number of sides (3 to 100) and 
segments (1 to 100) for all future cylinders.  The values stay active
until you change the settings again or exit 3D Studio.
>4400 ( Create/Tube/Faceted )
Create/Tube/Faceted creates a faceted, three-dimensional tube with 
an inner and outer diameter and a specified length.
>4401 ( Create/Tube/Smoothed )
Create/Tube/Smoothed creates a smooth, three-dimensional tube with 
an inner and outer diameter and a specified length.
>4410 ( Create/Tube/Values )
Create/Tube/Values sets the number of sides (3 to 100) and segments 
(1 to 100) for all future tubes.  The values stay active until you 
change the settings again or exit 3D Studio.
>4600 ( Create/Torus/Faceted )
Create/Torus/Faceted creates a faceted, three-dimensional donut 
shape.
>4601 ( Create/Torus/Smoothed )
Create/Torus/Smoothed creates a smooth, three-dimensional donut 
shape.
>4610 ( Create/Torus/Values )
Create/Torus/Values sets the number of sides (3 to 100) and segments
(3 to 100) for all future tori.  The values stay active until you 
change the settings again or exit 3D Studio.
>4700 ( Create/Cone/Faceted )
Create/Cone/Faceted creates a faceted, three-dimensional cone.
>4701 ( Create/Cone/Smoothed )
Create/Cone/Smoothed creates a smooth, three-dimensional cone.
>4710 ( Create/Cone/Values )
Create/Cone/Values sets the number of sides (3 to 100) and segments
(1 to 100) for all future cones.  The values stay active until you 
change the settings again or exit 3D Studio.
>10000 ( Create/Vertex )
Create/Vertex adds one or more vertices to an object.  Use
Create/Face/Build to add renderable faces to each group of three 
vertices.
>2012 ( Create/Face/Build )
Create/Face/Build lets you create a face by connecting three 
vertices in the same object.  If you connect them counterclockwise, 
the face normal is on the side near you.  If you connect them 
clockwise, the face normal is on the side away from you.  Use this 
command with Create/Vertex.
>2010 ( Create/Face/Copy )
Create/Face/Copy lets you create a new object by copying one or more
faces of an existing object.
>2020 ( Create/Face/Extrude )
Create/Face/Extrude lets you alter the shape of an object by 
extruding one or more faces, either in or out.  This creates sides 
between the corners of the extruded face and the corner vertices of 
its original position.  (It does not leave the original face behind.)
>2150 ( Create/Face/Detach )
Create/Face/Detach lets you create a new object by detaching one or 
more faces from an existing object.  If you move the detached faces, 
you create a hole in the original object.  If you don't move them, 
the detached faces look like part of the original object.  You can 
also use this command to convert several selected objects into a 
single object.
>2500 ( Create/Face/Tessellate )
Create/Face/Tessellate subdivides one or more faces in an object.
It adds a vertex to the center of the face and draws three 
connecting lines from that vertex to the three original vertices.
>2030 ( Create/Element/Copy )
Create/Element/Copy lets you create a new object by copying an 
element of an existing object.  The copied element becomes an 
independent object.
>2160 ( Create/Element/Detach )
Create/Element/Detach lets you create a new object by detaching an 
element from an existing object.  The detached element becomes an 
independent object.
>2501 ( Create/Element/Tessellate )
Create/Element/Tessellate increases the number of faces in an 
element by three times.  It adds a vertex to the center of each face 
and draws three connecting lines from that vertex to the three 
original vertices.
>2635 ( Create/Element/Explode )
Create/Element/Explode explodes an object into multiple elements or 
objects, based on a specified angle threshold between specified 
adjacent face normals.
>2040 ( Create/Object/Copy )
Create/Object/Copy lets you create a new object by copying one or 
more existing objects.
>2180 ( Create/Object/Attach )
Create/Object/Attach attaches two objects.  The first object becomes 
an element of the second object, which maintains its original name.
3D Studio deletes the name of the first object.
>2502 ( Create/Object/Tessellate )
Create/Object/Tessellate lets you increase the number of faces in 
one or more objects by subdividing the faces.  You can use the 
Face-Center method, which creates three faces out of each single 
face, or the Edge method, which creates four faces out of each face.
The Edge method lets you set an edge tension that bulges the surface
in or out.
>2190 ( Create/Object/Get Shape )
Create/Object/Get Shape imports the assigned shape from the 
2D Shaper and converts it into a 2D mesh object.  3D Studio places 
the 2D object coplanar to the active non-camera, non-spotlight 
viewport.
>2191 ( Create/Object/Boolean )
Create/Object/Boolean lets you change the geometry of one object by
performing a Boolean operation using a second, overlapping object.
The Boolean operation alters the first object and deletes the second
object from memory.  This command provides three Boolean operations:
Union combines the objects by removing the overlap;
Subtraction subtracts the second object from the first; and
Intersection retains only the overlapping portion.
>2192 ( Create/Array/Linear )
Create/Array/Linear creates a straight-line array of objects, which
are copies of one or more selected objects.  3D Studio places the 
array parallel with the plane of the active viewport.  It numbers the
names of the new objects incrementally based on the name of the 
object being copied.  The total number of objects includes the 
original object.
>2193 ( Create/Array/Radial )
Create/Array/Radial creates a circular array of objects, which are 
copies of one or more selected objects.  3D Studio places the array 
in a circular pattern about the active local or global axis.  It 
numbers the names of the new objects incrementally based on the name
of the object being copied.  The total number of objects includes the
original object.
>2194 ( Create/Array/Move )
Create/Array/Move creates a linear array of objects, which are 
copies of one or more selected objects.  3D Studio places the array 
based on an offset you define with the mouse.
>2195 ( Create/Array/Rotate )
Create/Array/Rotate creates a radial array of objects, which are 
copies of one or more selected objects.  3D Studio places the array 
based on a rotational position you define with the mouse.  You can 
use this command with the local or global axis.  Use 
Modify/Axis/Place to set the center of the array when using the 
global axis.
>100 ( Select/Vertex/Single )
Select/Vertex/Single lets you add vertices to a selection set on an
individual basis by clicking each vertex you want to add.
>110 ( Select/Vertex/Quad )
Select/Vertex/Quad lets you add vertices to a selection set by 
creating a box around the vertices you want to add.  Selected 
vertices appear red and unselected vertices appear white.
>111 ( Select/Vertex/Fence )
Select/Vertex/Fence lets you add vertices to a selection set by 
creating a closed polygon around the vertices you want to add.
To close the polygon, press the Spacebar or re-click its first 
point.
>112 ( Select/Vertex/Circle )
Select/Vertex/Circle lets you add vertices to a selection set by 
creating a circle around the vertices you want to add.
>200 ( Select/Face/Single )
Select/Face/Single adds faces to a selection set on an individual 
basis.  Click a vertex, move the cursor to highlight the face you 
want, and then click to select it.
>230 ( Select/Face/Quad )
Select/Face/Quad lets you add faces to a selection set by creating 
a box around the faces you want to add.  Selected faces appear red 
and unselected faces appear white.
>235 ( Select/Face/Fence )
Select/Face/Fence lets you add faces to a selection set by creating 
a closed polygon around the ones you want to add.  To close the 
polygon, press the Spacebar or re-click its first point.
>236 ( Select/Face/Circle )
Select/Face/Circle lets you add faces to a selection set by creating
a circle around the ones you want to add.
>215 ( Select/Face/Window )
Select/Face/Window selects Window mode.  When Window mode is on, 
3D Studio selects only those faces whose three vertices are entirely
within the defined region.
>210 ( Select/Face/Crossing )
Select/Face/Crossing selects Crossing mode.  When Crossing mode is 
on, 3D Studio selects all faces that fall within the defined region,
plus those that cross its boundary.
>300 ( Select/Element )
Select/Element assigns a single element to a selection set.  Although
Element commands don't work with selection sets, you can use Face
and Vertex commands on selected elements.
>400 ( Select/Object/Single )
Select/Object/Single adds objects to a selection set on an 
individual basis.
>430 ( Select/Object/Quad )
Select/Object/Quad lets you add objects to a selection set by 
creating a box around the objects you want to add.  Selected objects 
appear red and unselected objects appear white.
>431 ( Select/Object/Fence )
Select/Object/Fence lets you add objects to a selection set by 
creating a closed polygon around the ones you want to add.  To close 
the polygon, press the Spacebar or re-click its first point.
>432 ( Select/Object/Circle )
Select/Object/Circle lets you add objects to a selection set by 
creating a circle around the ones you want to add.
>411 ( Select/Object/Window )
Select/Object/Window selects Window mode.  When Window mode is on, 
3D Studio selects only those objects that are entirely within the 
defined region.
>410 ( Select/Object/Crossing )
Select/Object/Crossing selects Crossing mode.  When Crossing mode is 
on, 3D Studio selects all objects that fall within the defined 
region, plus those that cross its boundary.
>420 ( Select/Object/By Name )
Select/Object/By Name lets you add objects to a selection set by 
selecting one or more object names from a dialog box.
>425 ( Select/Object/By Color )
Select/Object/By Color adds all objects of the same color to a 
selection set.  Click an object to add it, plus all other objects of 
the same color.
>600 ( Select/All )
Select/All assigns all displayed graphic components to the active 
selection set.
>700 ( Select/None )
Select/None deselects all currently selected geometry.
>800 ( Select/Invert )
Select/Invert reverses the selection state of all displayed graphic 
components.  Selected components (red) become unselected (white) and 
vice versa.
>1000 ( Modify/Vertex/Move )
Modify/Vertex/Move moves one or more vertices in a mesh object.
If you move a single vertex, 3D Studio displays its connecting 
edges while you move it.  If you move a set of vertices, 3D Studio 
displays a white boundary box around the selection set.
>1200 ( Modify/Vertex/Rotate )
Modify/Vertex/Rotate rotates a single vertex around the global axis,
or multiple vertices around the local or global axis.
>1300 ( Modify/Vertex/2D Scale )
Modify/Vertex/2D Scale scales a vertex to and from the global axis, 
or multiple vertices to and from the local or global axis.  The scale
takes place along the plane of the active non-camera, non-spotlight
viewport.  Press Tab to change the direction of scale.
>1350 ( Modify/Vertex/3D Scale )
Modify/Vertex/3D Scale scales a vertex, in three dimensions, to and 
from the global axis; or multiple vertices, in three dimensions, 
to and from the local or global axis.  The scale takes place along 
the X, Y, and Z axes equally in the active non-camera, non-spotlight
viewport.
>1400 ( Modify/Vertex/Skew )
Modify/Vertex/Skew lets you distort an object by skewing two or more
of its vertices on a plane parallel with the local or global axis.
This command works only with a selection set of vertices.
>1100 ( Modify/Vertex/Mirror )
Modify/Vertex/Mirror lets you move one or more vertices by mirroring
their orientation.  3D Studio alters the object according to the 
location of the mirrored vertices.  Press Tab to change the direction
of the mirror.
>1500 ( Modify/Vertex/Bend )
Modify/Vertex/Bend lets you bend a portion of an object by bending 
a selected pattern of vertices.  The result is a gradual rotation of 
the selected vertices beginning at the base of the bend.  Press Tab 
to change the direction of the bend.
>1800 ( Modify/Vertex/Taper )
Modify/Vertex/Taper lets you widen or narrow a portion of an object 
by tapering a selected pattern of vertices in relation to the local 
or global axis.  3D Studio tapers the side of the object to which the
unidirectional cursor points.  Press Tab to change the direction of 
the taper.
>1805 ( Modify/Vertex/Weld )
Modify/Vertex/Weld welds two coincident vertices together.  All line 
segments connected to the two vertices become connected to the 
resulting, single vertex.  This command is typically performed with 
selection sets.
>1150 ( Modify/Vertex/Align )
Modify/Vertex/Align aligns one or more vertices to the construction 
plane that is parallel to the active non-camera, non-spotlight 
viewport.
>2100 ( Modify/Vertex/Delete )
Modify/Vertex/Delete deletes one or more vertices.  Deleting vertices
also deletes the faces connected to them.
>2600 ( Modify/Edge/Divide )
Modify/Edge/Divide divides an edge or construction line.  3D Studio 
inserts a vertex at the center of the selected edge and connects 
that vertex to the opposite vertices of both faces.  Each face 
sharing the edge is divided in two, creating four faces out of two, 
or two faces out of one.
>2610 ( Modify/Edge/Turn )
Modify/Edge/Turn reorients the direction of an edge or construction 
line shared by two faces.  Vertices not currently connected to the 
selected edge become its new end vertices.
>2620 ( Modify/Edge/Visible )
Modify/Edge/Visible changes a dotted construction line into a solid 
edge.  (Use Display/Geometry/All Lines to display construction 
lines.) 
>2630 ( Modify/Edge/Invisible )
Modify/Edge/Invisible changes a solid edge line into a dotted 
construction line.  (Use Display/Geometry/All Lines to display 
construction lines.)
>2631 ( Modify/Edge/AutoEdge )
Modify/Edge/AutoEdge determines the visibility of an object's edges 
(as opposed to its construction lines), based on a specified angle 
of adjacent face normals.  If the angle between the normals of two 
faces is less than the specified angle, the edge between them 
becomes a dotted construction line.
>2640 ( Modify/Edge/Delete )
Modify/Edge/Delete deletes a solid edge or construction line from an
object.  3D Studio also deletes all faces sharing the selected edge.
>1010 ( Modify/Face/Move )
Modify/Face/Move moves one or more faces in a 3D object, thereby 
altering its shape.
>1210 ( Modify/Face/Rotate )
Modify/Face/Rotate rotates one or more faces about the local or 
global axis.
>1310 ( Modify/Face/2D Scale )
Modify/Face/2D Scale scales one or more faces to and from the local 
or global axis.  The scale takes place along the plane of the active 
non-camera, non-spotlight viewport.  Press Tab to change the 
direction of the scale.
>1360 ( Modify/Face/3D Scale )
Modify/Face/3D Scale scales one or more faces, in three dimensions, 
to and from the local or global axis.  The scale takes place along 
the X, Y, and Z axes equally.
>1410 ( Modify/Face/Skew )
Modify/Face/Skew lets you distort an object by skewing one or more 
of its faces on a plane parallel with the local or global axis.
Press Tab to change the direction of the skew.
>1110 ( Modify/Face/Mirror )
Modify/Face/Mirror moves one or more faces while mirroring their 
orientation.  Press Tab to change the direction of the mirror.
>1510 ( Modify/Face/Bend )
Modify/Face/Bend lets you bend a portion of an object by bending a 
selected pattern of faces.  The result is a gradual rotation of the 
selected faces beginning at the base of the bend.  Press Tab to 
change the direction of the bend.
>1810 ( Modify/Face/Taper )
Modify/Face/Taper lets you widen or narrow a portion of an object by
tapering a selected pattern of faces in relation to the local or 
global axis.  3D Studio tapers the side of the corresponding object 
to which the unidirectional cursor points.  Press Tab to change the 
direction of the taper.
>1812 ( Modify/Face/Collapse )
Modify/Face/Collapse lets you collapse a face by inserting a vertex 
at the center of the selected face, deleting it, and then connecting
the adjacent faces to the new vertex.
>1160 ( Modify/Face/Align )
Modify/Face/Align aligns a single face to the construction plane of
the active non-camera, non-spotlight viewport.
>2110 ( Modify/Face/Delete )
Modify/Face/Delete deletes one or more faces from an object.  If the
deletion results in isolated vertices, 3D Studio gives you the 
option to delete or keep them.
>1030 ( Modify/Element/Move )
Modify/Element/Move moves an element in a 3D object.  The element you
move remains a part of its object.
>1220 ( Modify/Element/Rotate )
Modify/Element/Rotate rotates an element about the local or global 
axis.  The current state of Angle Snap in the Views pull-down menu 
affects this command.
>1320 ( Modify/Element/2D Scale )
Modify/Element/2D Scale scales an element to and from the local or 
global axis.  The scale takes place along the plane of the active 
viewport.  Press Tab to change the direction of the scale.
>1370 ( Modify/Element/3D Scale )
Modify/Element/3D Scale scales an element, in three dimensions, to 
and from the local or global axis.  The scale takes place along the 
X, Y, and Z axes equally.
>1420 ( Modify/Element/Skew )
Modify/Element/Skew lets you distort an element by skewing it on a 
plane parallel with the local or global axis.  Press Tab to change 
the direction of the skew.
>1130 ( Modify/Element/Mirror )
Modify/Element/Mirror moves an element while mirroring its 
orientation.  Press Tab to change the direction of the mirror.
>1520 ( Modify/Element/Bend )
Modify/Element/Bend bends an element in a 3D object.  The result is 
a gradual rotation of the element beginning at the base of the bend.
Press Tab to change the direction of the bend.
>1820 ( Modify/Element/Taper )
Modify/Element/Taper lets you widen or narrow one side of an element
by tapering it.  3D Studio tapers the side of the element to which 
the unidirectional cursor points.  Press Tab to change the direction 
of the taper.
>1170 ( Modify/Element/Align )
Modify/Element/Align aligns an element to the construction plane of 
the active non-camera, non-spotlight viewport.  Select a face in the 
element to align it to the viewport.  3D Studio gives you the option 
to align the face so that its normal is toward you or away from you.
>2120 ( Modify/Element/Delete )
Modify/Element/Delete deletes an element from an object.
>1040 ( Modify/Object/Move )
Modify/Object/Move moves one or more selected objects.
>1230 ( Modify/Object/Rotate )
Modify/Object/Rotate rotates one or more objects about the local or 
global axis.  The current state of Angle Snap in the Views pull-down 
menu affects this command.
>1330 ( Modify/Object/2D Scale )
Modify/Object/2D Scale scales one or more objects to and from the 
local or global axis.  The scale takes place along the plane of the 
active viewport.  Press Tab to change the direction of the scale.
>1380 ( Modify/Object/3D Scale )
Modify/Object/3D Scale scales one or more objects, in three 
dimensions, to and from the local or global axis.  The scale takes 
place along the X, Y, and Z axes equally.
>1430 ( Modify/Object/Skew )
Modify/Object/Skew lets you distort an object by skewing it on a 
plane parallel with the local or global axis.  Press Tab to change 
the direction of the skew.
>1140 ( Modify/Object/Mirror )
Modify/Object/Mirror moves one or more objects while mirroring their
orientation.  Press Tab to change the direction of the mirror.
>1530 ( Modify/Object/Bend )
Modify/Object/Bend bends one or more objects.  The result is a 
gradual rotation of the object(s), beginning at the base of the 
bend.  Press Tab to change the direction of the bend.
>1830 ( Modify/Object/Taper )
Modify/Object/Taper lets you widen or narrow one side of an object 
by tapering it relative to the local or global axis.  3D Studio 
tapers the side of the object(s) to which the unidirectional cursor 
points.  Press Tab to change the direction of the taper.
>1180 ( Modify/Object/Align )
Modify/Object/Align aligns an object to the construction plane of 
the active non-camera, non-spotlight viewport.  Select a face in the 
object to align it to the viewport.  3D Studio gives you the option 
to align the face so that its normal is toward you or away from you.
>5800 ( Modify/Object/Attributes )
Modify/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.
>5810 ( Modify/Object/Reset Xform )
Modify/Object/Reset Xform resets the orientation of an object's 
local axis so that it's aligned with the world coordinate system, 
regardless of the object's current orientation.  This command doesn't
change the position of the local axis--it's always at the center of 
each object.
>5820 ( Modify/Object/Change Color )
Modify/Object/Change Color changes the display color of one or more
objects to one of 64 colors.  It works only if you are using a 
display that is capable of showing at least 256 colors.
>5830 ( Modify/Object/Get Color )
Modify/Object/Get Color changes either the "create" color or the 
"active" color to the color of a selected object.  The "create" 
color appears in the color swatch on the icon panel; the "active" 
color is outlined in the Recolor Objects dialog box.
>2130 ( Modify/Object/Delete )
Modify/Object/Delete deletes one or more objects.  It also deletes 
all associated keys and object instances in the Keyframer.
>1930 ( Modify/Axis/Place )
Modify/Axis/Place moves the global axis to a new location, which by 
default is centered at the 0,0,0 origin of 3D space.
>1901 ( Modify/Axis/Align/Vertex )
Modify/Axis/Align/Vertex aligns the global axis to one or more 
vertices.  For a single vertex, it places the global axis so that 
it's coincident with the selected vertex.  For a selection set of 
vertices, it aligns the global axis to a bounding box surrounding 
the selected vertices.
>1902 ( Modify/Axis/Align/Element )
Modify/Axis/Align/Element selects an alignment method, and then 
aligns the global axis to an element using the selected method.
The alignment takes place on the 2D plane of the active viewport.
>1903 ( Modify/Axis/Align/Object )
Modify/Axis/Align/Object selects an alignment method, and then 
aligns the global axis to one or more objects using the selected 
method.  The alignment takes place on the 2D plane of the active 
viewport.  For a selection set of objects, this command aligns the 
global axis to a bounding box surrounding the objects.
>1940 ( Modify/Axis/Show )
Modify/Axis/Show displays the global axis if it's currently hidden.
An asterisk appears next to this command when the axis is displayed.
The axis appears in viewports as a small black X.
>1950 ( Modify/Axis/Hide )
Modify/Axis/Hide hides the global axis if it's displayed.  An 
asterisk appears next to this command when the axis is hidden.
>1955 ( Modify/Axis/Home )
Modify/Axis/Home resets the global axis to its default location, the
0,0,0 origin of 3D space.
>5000 ( Surface/Material/Choose )
Surface/Material/Choose lets you select a material from the current 
library.  The material you choose becomes the current material, which
you can assign to faces, elements and objects with the 
Surface/Material/Assign commands.
>5003 ( Surface/Material/Acquire )
Surface/Material/Acquire lets you select an object, and then 
displays a dialog box that lists the materials assigned to that 
object.
>5005 ( Surface/Material/Show )
Surface/Material/Show lists all the materials assigned to the 
geometry in the current 3D scene.  Choose a material, and faces 
having that material assigned are added to the active selection set.
>5031 ( Surface/Material/Rename )
Surface/Material/Rename lets you select a material in the current 3D
scene and rename it.
>5006 ( Surface/Material/Get Library )
Surface/Material/Get Library loads a new materials library, 
replacing the current library.  Loading a new library doesn't affect 
the materials already assigned to the geometry in the current 
3D scene.
>5007 ( Surface/Material/Make Library )
Surface/Material/Make Library creates and saves a new library 
containing all the materials assigned in the current 3D scene.
The file selector defaults to the name of the last library you 
loaded.  If you save the new library to that name, it overwrites 
the old library.
>5010 ( Surface/Material/Assign/Face )
Surface/Material/Assign/Face assigns the current material to one or 
more selected faces.  The material becomes part of the geometry,
and 3D Studio stores it in the corresponding .3DS or .PRJ file.
>5020 ( Surface/Material/Assign/Element )
Surface/Material/Assign/Element assigns the current material to a 
selected element.
>5030 ( Surface/Material/Assign/Object )
Surface/Material/Assign/Object assigns the current material to 
one or more selected objects.  The material becomes part of the 
geometry, and 3D Studio stores it in the corresponding .3DS or 
.PRJ file.
>5040 ( Surface/Material/Assign/By Name )
Surface/Material/Assign/By Name lets you assign the current material
to objects in the 3D scene by selecting their names from 
a dialog box.
>5045 ( Surface/Material/Assign/By Color )
Surface/Material/Assign/By Color assigns the current material to all
objects of the same color.  Click an object to assign the current 
material to it, and 3D Studio also assigns it to all other objects 
displayed in the same color.
>5050 ( Surface/Material/Assign/Update )
Surface/Material/Assign/Update replaces materials assigned to 
geometry in the scene with identically-named materials in the 
current library.  It doesn't affect materials in the scene that
don't have matching names in the library.
>5060 ( Surface/Material/Box/Assign )
Surface/Material/Box/Assign assigns six materials (at once) to one 
or more objects, based on a bounding box surrounding the object(s).
When you render the object(s), the six materials appear on the faces
whose normals point to the side you specify.  The directions of 
material assignment (Top, Front, etc.) are based on the orientation 
of the local axis of each object.
>5080 ( Surface/Material/Box/Modify)
Surface/Material/Box/Modify lets you modify the box material 
assignments that you made with Surface/Material/Box/Assign.
>5070 ( Surface/Material/Box/Acquire )
Surface/Material/Box/Acquire works in conjunction with 
Surface/Material/Box/Assign.  Together they let you acquire the six 
box assignments you made for an existing object, and then apply 
those assignments to another object.
>5100 ( Surface/Smoothing/Group )
Surface/Smoothing/Group sets the current smoothing group.
>5105 ( Surface/Smoothing/Acquire )
Surface/Smoothing/Acquire lets you select a new current smoothing 
group from those assigned to a selected face.
>5110 ( Surface/Smoothing/Show )
Surface/Smoothing/Show shows the smoothing groups assigned to all 
faces in the current 3D scene.  You can select one or more and add 
the faces assigned to them to the active selection set.
>5200 ( Surface/Smoothing/Face/Assign )
Surface/Smoothing/Face/Assign assigns the current smoothing group to
one or more faces.
>5210 ( Surface/Smoothing/Face/Clear Group )
Surface/Smoothing/Face/Clear Group removes the current smoothing 
group from one or more faces.
>5220 ( Surface/Smoothing/Face/Clear All )
Surface/Smoothing/Face/Clear All removes all smoothing groups from 
one or more faces.
>5300 ( Surface/Smoothing/Element/Assign )
Surface/Smoothing/Element/Assign assigns the current smoothing group
to all faces of a selected element.
>5310 ( Surface/Smoothing/Element/Clear Group )
Surface/Smoothing/Element/Clear Group removes the current smoothing
group from the faces of a selected element.
>5320 ( Surface/Smoothing/Element/Clear All )
Surface/Smoothing/Element/Clear All removes all smoothing groups 
from the faces of a selected element.
>5424 ( Surface/Smoothing/Element/Auto Smooth )
Surface/Smoothing/Element/Auto Smooth sets an edge angle above which
no smoothing occurs.  3D Studio assigns new smoothing groups to the 
faces of a selected element, based on the angle of adjacent face 
normals.  It replaces all original smoothing groups with the new 
smoothing groups.
>5400 ( Surface/Smoothing/Object/Assign )
Surface/Smoothing/Object/Assign assigns the current smoothing group 
to all faces of one or more selected objects.
>5410 ( Surface/Smoothing/Object/Clear Group )
Surface/Smoothing/Object/Clear Group removes the current smoothing 
group from the faces of one or more selected objects.
>5420 ( Surface/Smoothing/Object/Clear All )
Surface/Smoothing/Object/Clear All removes all smoothing groups from
the faces of one or more selected objects.
>5425 ( Surface/Smoothing/Object/Auto Smooth )
Surface/Smoothing/Object/Auto Smooth sets an edge angle above which 
no smoothing occurs.  3D Studio assigns new smoothing groups to the 
faces of one or more selected objects, based on the angle of 
adjacent face normals.  It replaces all original smoothing groups 
with the new smoothing groups.
>2510 ( Surface/Normals/Face Flip )
Surface/Normals/Face Flip reverses the direction of surface normals 
on one or more selected faces.
>2511 ( Surface/Normals/Element Flip )
Surface/Normals/Element Flip reverses the direction of surface 
normals on the faces of a selected element.
>2512 ( Surface/Normals/Object Flip )
Surface/Normals/Object Flip reverses the direction of surface 
normals on the faces of one or more selected objects.
>2514 ( Surface/Normals/Object Unify )
Surface/Normals/Object Unify flips the normals on one or more 
objects so that they all point in the same direction, usually 
outward.
>5500 ( Surface/Mapping/Type/Planar )
Surface/Mapping/Type/Planar uses planar projection when applying 
mapped materials to objects and elements.  The planar icon appears in
the viewports as a yellow square representing the bitmap size and 
aspect ratio.
>5510 ( Surface/Mapping/Type/Cylindrical )
Surface/Mapping/Type/Cylindrical uses cylindrical projection when 
applying mapped materials to objects and elements.  It wraps the map 
around the object like a label wraps around a can.  A yellow cylinder
appears in the viewports representing the bitmap size and shape.
>5520 ( Surface/Mapping/Type/Spherical )
Surface/Mapping/Type/Spherical uses spherical projection when 
applying mapped materials to objects and elements.  It wraps the map 
around the object like a map of the world wraps around a sphere to 
create a globe.  Three yellow circles appear in the viewports 
representing the bitmap size and shape.
>5650 ( Surface/Mapping/Adjust/Find )
Surface/Mapping/Adjust/Find locates the map icon by centering it in 
the active non-camera, non-spotlight viewport.  It doesn't affect the
rotation of the map icon.
>5600 ( Surface/Mapping/Adjust/Move )
Surface/Mapping/Adjust/Move moves the map icon parallel to the plane
of the active non-camera, non-spotlight viewport.
>5610 ( Surface/Mapping/Adjust/Rotate )
Surface/Mapping/Adjust/Rotate rotates the map icon around its center
on an axis perpendicular to the plane of the active orthographic 
viewport.
>5620 ( Surface/Mapping/Adjust/Scale )
Surface/Mapping/Adjust/Scale adjusts the size or aspect ratio of the
map.  Press Tab to change the direction of the scale.  (Hold down the
Alt key and click on an object to both center the icon, and force 
its scale to match that of the object's bounding box.)
>5641 ( Surface/Mapping/Adjust/Region Fit )
Surface/Mapping/Adjust/Region Fit lets you define the size and 
aspect ratio of the Planar map icon in real-world units by drawing a
quadrilateral around the map.  It also aligns the Planar map to the 
plane of the active non-camera, non-spotlight viewport.
>5643 ( Surface/Mapping/Adjust/Bitmap Fit )
Surface/Mapping/Adjust/Bitmap Fit adjusts the aspect ratio of the 
Planar map icon to fit that of a selected bitmap file.
>5630 ( Surface/Mapping/Adjust/View Align )
Surface/Mapping/Adjust/View Align rotates the map icon so that its 
top points to the top of the active viewport and its front is 
parallel to the viewport.  It works in any active non-camera, 
non-spotlight viewport and doesn't affect the position or scale of 
the map icon.
>5635 ( Surface/Mapping/Adjust/Face Align )
Surface/Mapping/Adjust/Face Align rotates the map icon so that it's 
parallel to a selected face, without affecting its position or 
scale.  Its front faces the same direction as the face normal.
>5645( Surface/Mapping/Adjust/Center )
Surface/Mapping/Adjust/Center centers the map icon on a selected 
object.  3D Studio places the icon at the three-dimensional center of
the object's bounding box without affecting the icon's rotational 
orientation.
>5640 ( Surface/Mapping/Adjust/Tile )
Surface/Mapping/Adjust/Tile sets the number of times a map is 
repeated (both horizontally and vertically) within the area of the 
map icon.
>5642 ( Surface/Mapping/Adjust/Acquire )
Surface/Mapping/Adjust/Acquire retrieves the map icon from a 
selected object.
>5625 ( Surface/Mapping/Adjust/Reset )
Surface/Mapping/Adjust/Reset resets the aspect ratio and/or the 
rotation of the map icon to its default settings.
>5710 ( Surface/Mapping/Apply Obj. )
Surface/Mapping/Apply Obj. applies the current map icon parameters 
to one or more objects.
>5700 ( Surface/Mapping/Apply Elem. )
Surface/Mapping/Apply Elem. applies the current map icon 
parameters to a selected element.
>5730 ( Surface/Mapping/Remove )
Surface/Mapping/Remove removes all mapping coordinates from one or 
more objects.
>6100 ( Lights/Ambient )
Lights/Ambient adjusts the ambient light.
>6200 ( Lights/Omni/Create )
Lights/Omni/Create creates a new omni light on the plane of the 
active non-camera, non-spotlight viewport.  Omni lights generate rays
of light in all directions equally.  When the light is on, it appears
as a yellow asterisk in both the 3D Editor and Keyframer; when off,
the asterisk is black.
>6210 ( Lights/Omni/Move )
Lights/Omni/Move moves an omni light to a different location in 
3D space.
>6222 ( 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.  Click on the object where you want the highlight to appear, 
and then click the light you want to move.
>6220 ( Lights/Omni/Adjust )
Lights/Omni/Adjust lets you modify the settings of an existing omni
light.
>6221 ( Lights/Omni/Ranges )
Lights/Omni/Ranges sets the start and end ranges of an attenuated 
omni light.  The ranges appear as two concentric circles surrounding 
the omni light icon.  Ranges are effective only when the Attenuation 
option is on in the Light Definition dialog box.
>6290 ( Lights/Omni/Delete )
Lights/Omni/Delete deletes an omni light in both the 3D Editor and 
Keyframer.
>6205 ( Lights/Spot/Create )
Lights/Spot/Create creates a new spotlight and target on the plane 
of the active non-camera, non-spotlight viewport.  Spotlights are 
directional lights that cast an adjustable beam of light.  They can 
also cast shadows.
>6215 ( Lights/Spot/Move )
Lights/Spot/Move moves a spotlight and/or its target to a different 
location in 3D space.  Hold down the Ctrl key to move the spotlight 
and target simultaneously.
>6223 ( Lights/Spot/Place Hilite )
Lights/Spot/Place Hilite moves a spotlight so that it creates a 
highlight at a specified location on an object, based on the current
view.  Click on the object where you want the highlight to appear, 
and then click the spotlight you want to move.
>6216 ( Lights/Spot/Hotspot )
Lights/Spot/Hotspot adjusts the angle of a spotlight's hotspot.  The 
hotspot is the constant, intense center of the light within the 
fringe of its falloff.
>6217 ( Lights/Spot/Falloff )
Lights/Spot/Falloff adjusts the angle of the falloff.  The falloff is
the diminishing fringe of light between the inner hotspot and the 
outer extremity of the spotlight area.
>6218 ( Lights/Spot/Roll )
Lights/Spot/Roll rolls the spotlight clockwise or counterclockwise, 
tilting the spotlight sideways.
>6214 ( Lights/Spot/Dolly )
Lights/Spot/Dolly moves the spotlight toward or away from its target
or, conversely, moves the target directly toward or away from the 
spotlight.
>6225 ( Lights/Spot/Adjust )
Lights/Spot/Adjust lets you modify the settings of a spotlight.
>6227 ( Lights/Spot/Aspect )
Lights/Spot/Aspect changes the aspect ratio of a rectangular 
spotlight, while maintaining its hotspot and falloff angles.
>6228 ( Lights/Spot/Bitmap Fit )
Lights/Spot/Bitmap Fit adjusts the aspect ratio of the rectangular 
spotlight to fit that of a selected bitmap file.
>6226 ( Lights/Spot/Ranges )
Lights/Spot/Ranges sets the start and end ranges of an attenuated 
spotlight.  The ranges appear as two concentric circles surrounding 
the spotlight icon.  Ranges are effective only when the Attenuation 
option is on in the Spotlight Definition dialog box.
>6219 ( Lights/Spot/Delete )
Lights/Spot/Delete deletes a spotlight in both the 3D Editor and 
Keyframer.
>8100 ( Cameras/Create )
Cameras/Create creates a new camera and target on the plane of the 
active viewport.  The camera appears in both the 3D Editor and 
Keyframer as a blue square with short lines on its sides and a blue 
line going to its target, which is a smaller blue square.  Once you 
create a camera, you can switch any active viewport to a camera view
by pressing C.
>8110 ( Cameras/Move )
Cameras/Move moves a camera and/or its target to a different 
location in 3D space.
>8140 ( Cameras/Roll )
Cameras/Roll rolls the camera clockwise or counterclockwise, tilting
the camera sideways.
>8150 ( Cameras/FOV )
Cameras/FOV changes the field of view of the camera lens.
>8155 ( Cameras/Dolly )
Cameras/Dolly moves the camera toward or away from its target or, 
conversely, moves the target toward or away from the camera.
>8156 ( Cameras/Perspective )
Cameras/Perspective dollies the camera while adjusting the FOV to 
maintain the position and size of the camera view plane.
>8120 ( Cameras/Adjust )
Cameras/Adjust lets you modify the settings of an existing camera.
>8200 ( Cameras/Ranges )
Cameras/Ranges sets the near and far ranges for the Fog and 
Distance Cueing atmosphere effects, which you can set using 
Renderer/Setup/Atmosphere.  The ranges appear as two concentric, red 
circles.
>8130 ( Cameras/Delete )
Cameras/Delete deletes a camera in both the 3D Editor and Keyframer.
>9200 ( Renderer/Render View )
Renderer/Render View lets you set detailed rendering parameters, and
then render a still image of the geometry as seen through the active
viewport.
>9201 ( Renderer/Render Region )
Renderer/Render Region lets you set detailed rendering parameters, 
and then render a region, or window within the active viewport.
>9204 ( Renderer/Render Blowup )
Renderer/Render Blowup works the same as Renderer/Render Region, 
except that 3D Studio blows up the specified region to fill the 
current display.
>9202 ( Renderer/Render Object )
Renderer/Render Object lets you set detailed rendering parameters, 
and then render a single, selected object.
>9203 ( Renderer/Render Last )
Renderer/Render Last repeats the last render, using the same 
viewport, but including any changes you made to the 3D scene.
>9100 ( Renderer/Setup/Atmosphere )
Renderer/Setup/Atmosphere sets one of three atmosphere effects: fog,
distance cueing, or layered fog.
>9110 ( Renderer/Setup/Background )
Renderer/Setup/Background displays one of three backgrounds 
(Solid Color, Gradient, or Bitmap) behind your rendered geometry.
Solid Color produces a background of solid color; Gradient produces 
a dithered background that fades smoothly through three specified 
colors; and Bitmap projects a selected bitmap image or animation in 
the background.
>9115 ( Renderer/Setup/Options )
Renderer/Setup/Options sets several rendering options, which 
override the rendering parameters in your 3DS.SET file.
>9120 ( Renderer/Setup/Configure )
Renderer/Setup/Configure adjusts the configuration of your 
Renderer output device and sets the type of output graphic file.
>9125 ( Renderer/Setup/Shadows )
Renderer/Setup/Shadows adjusts the values that globally affect the 
quality of cast shadows.
>9600 ( Renderer/Setup/Make .CUB )
Renderer/Setup/Make .CUB renders six .TGA bitmaps that constitute 
the sides of a cubic reflection map as viewed from the center of a 
selected object.  It also creates an ASCII .CUB file that lists the 
filenames of the six views.
>9500 ( Render/View/Image )
Render/View/Image displays a selected picture file on the current 
output display device.
>9550 ( Render/View/Flic )
Render/View/Flic plays a selected flic animation in .FLC or .FLI 
format.  Press ESC or right-click to stop the animation loop at any 
time.  Left and right arrow keys alter the speed of the playback; 
the Spacebar pauses the playback.
>9300 ( Render/View/Last )
Render/View/Last lets you view 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 ( Render/View/Save Last )
Render/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.
>7100 ( Display/User View/Align )
Display/User View/Align aligns the orientation of the User viewport 
so that it's parallel to a selected face, and aligns the User plane 
so that it's coplanar to the face.
>7140 ( Display/User View/Choose )
Display/User View/Choose displays the User plane of a selected User 
viewport in all other non-camera, non-spotlight viewports.  The User 
plane appears as a cyan quadrilateral floating in space; the "User" 
label in the selected viewport appears in cyan; and an asterisk 
appears next to Display/User View/Show. 
>7110 ( Display/User View/Place )
Display/User View/Place repositions the center point of the 
displayed User plane, moving it to a new location along the plane of
the active viewport, without affecting its rotational orientation.
>7120 ( Display/User View/Show )
Display/User View/Show displays the User plane icon for the active 
User viewport.  The "User" label in the viewport appears cyan.  An 
asterisk appears next to this command when the User plane is 
displayed.
>7130 ( Display/User View/Hide )
Display/User View/Hide turns the User plane off and returns the 
User label to its default white color.  An asterisk appears next to 
this command when the User plane is hidden.
>7200 ( Display/Hide/Face )
Display/Hide/Face hides one or more faces.  3D Studio doesn't 
delete hidden geometry--it remains in memory, but is unaffected by 
modifications and most rendering operations.
>7210 ( Display/Hide/Element )
Display/Hide/Element hides an element.  3D Studio doesn't delete 
hidden geometry--it remains in memory, but is unaffected by 
modifications and most rendering operations.
>7220 ( Display/Hide/Object )
Display/Hide/Object hides one or more objects.  3D Studio doesn't 
delete hidden geometry--it remains in memory, but is unaffected by 
modifications and most rendering operations.
>7230 ( Display/Hide/All )
Display/Hide/All hides all displayed geometry.
>7240 ( Display/Hide/By Name )
Display/Hide/By Name lets you hide individual objects by selecting 
their names from a dialog box.
>7250 ( Display/Hide/By Color )
Display/Hide/By Color lets you select an object and hide it, along 
with all other objects of the same color.
>6310 ( Display/Hide/Lights )
Display/Hide/Lights hides all light icons.
>8310 ( Display/Hide/Cameras )
Display/Hide/Cameras hides all camera icons.
>7300 ( Display/Unhide/Element )
Display/Unhide/Element displays all of a partially hidden element.
Use Display/Unhide/Object to unhide a completely hidden element.
>7302 ( Display/Unhide/Object )
Display/Unhide/Object displays all of a partially hidden object.  Use
Display/Unhide/By Name to unhide a completely hidden object.
>7304 ( Display/Unhide/All )
Display/Unhide/All redisplays all hidden geometry.  It doesn't affect
hidden light or camera icons.
>7310 ( Display/Unhide/By Name )
Display/Unhide/By Name lets you redisplay hidden objects by 
selecting their names from a dialog box.
>7320 ( Display/Unhide/By Color )
Display/Unhide/By Color displays all hidden geometry of the same 
color as an object that you select.
>6300 ( Display/Unhide/Lights )
Display/Unhide/Lights redisplays all hidden light icons.
>8300 ( Display/Unhide/Cameras )
Display/Unhide/Cameras redisplays all hidden camera icons.
>7000 ( Display/Geometry/See Thru )
Display/Geometry/See Thru displays geometry with all edges, even if
the face normals are facing away from you.  This command is affected 
by Display/Geometry/All Lines and Display/Geometry/Edges Only.
>7010 ( Display/Geometry/Backface )
Display/Geometry/Backface displays geometry with only those edges 
whose corresponding face normals are facing toward you.  This command
is affected by Display/Geometry/All Lines and Display/Geometry/Edges
Only.
>7400 ( Display/Geometry/All Lines )
Display/Geometry/All Lines displays geometry with both edges and 
construction lines.
>7410 ( Display/Geometry/Edges Only )
Display/Geometry/Edges Only displays geometry with solid edges and 
no construction lines.
>7412 ( Display/Geometry/Vert Dots )
Display/Geometry/Vert Dots displays all vertices as single pixels.
An asterisk appears next to this command when vertices appear as 
single dots.
>7414 ( Display/Geometry/Vert Ticks )
Display/Geometry/Vert Ticks displays all vertices as tick marks 
making them easier to see and manipulate.  An asterisk appears 
next to this command when vertices appear as tick marks.
>7415 ( Display/Geometry/Full Detail )
Display/Geometry/Full Detail displays geometry with all graphic 
components: vertices, edges, faces, and elements.
>7416 ( Display/Geometry/Box )
Display/Geometry/Box displays each object as a bounding box, thus 
decreasing redraw time.
>1960 ( Display/Const/Place )
Display/Const/Place moves the intersection of the construction 
planes in all orthographic viewports.
>1970 ( Display/Const/Show )
Display/Const/Show displays the construction planes.  An asterisk 
appears next to this command when the construction planes are on.
>1980 ( Display/Const/Hide )
Display/Const/Hide turns the construction planes off.  An asterisk 
appears next to this command when the construction planes are 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.  The status line displays its current length and angle.
>7505 ( 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 
the tape measure too small to be seen.
>7510 ( Display/Tape/Show )
Display/Tape/Show displays the tape measure if it's currently 
hidden.  An asterisk appears next to this command when the tape 
measure is on.
>7520 ( Display/Tape/Hide )
Display/Tape/Hide hides the tape measure if it's currently 
displayed.  An asterisk appears next to this command when the tape 
measure is off.
>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, as long as it is closer than the Pick 
Box size set in the Program Configuration dialog box.  Use VSnap to
make accurate measurement of geometry.
>7420 ( Display/Speed/Fastdraw )
Display/Speed/Fastdraw turns Fastdraw mode on.  When Fastdraw
is on (indicated by an asterisk), objects appear with fewer faces,
thus reducing redraw time.
>7430 ( Display/Speed/Fulldraw )
Display/Speed/Fulldraw turns Fulldraw mode on.  When Fulldraw is on 
(indicated by an asterisk), objects appear in normal display mode 
with all vertices and faces.
>7440 ( Display/Speed/Set Fast )
Display/Speed/Set Fast sets the number of faces that appear when 
objects are in Fastdraw mode.  When set to 2, every second face is 
displayed, when set to 10, every tenth face is displayed, and so on.
>7450 ( Display/Speed/By Name )
Display/Speed/By Name lets you assign Fastdraw mode to objects by 
selecting their names from a dialog box.
>7455 ( 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.
>7600 ( Display/Freeze/By Name )
Display/Freeze/By Name lets you freeze or thaw one or more 
objects by selecting their names from a dialog box.  Frozen 
objects are displayed in light gray.  They appear in the rendered 
scene, but are unaffected by modifications.
>7605 ( Display/Freeze/By Color )
Display/Freeze/By Color lets you select an object and toggle its 
freeze and thaw mode.  It also affects other objects in the same 
color simultaneously.  Frozen objects are displayed in light gray.
They appear in the rendered scene, but are unaffected by 
modifications.
>7610 ( Display/Freeze/Object )
Display/Freeze/Object toggles the freeze and thaw mode of one or 
more selected objects.  Frozen objects are displayed in light gray.
They appear in the rendered scene, but are unaffected by 
modifications.
>99999 ***EOF MARKER***
