The LionSnake Modeler
User's guide

You downloaded the LionSnake Modeler from off of the Internet, so I thought it a fair bet that you also had a Web browser.

The Basics
You can use the LSM to create, edit, save, and load posable triangle meshes. I designed it for use with the excellent Persistence of Vision Ray Tracer, which you can download for free at www.povray.org.


First,
You need to have an active project open. You can open an existing file or create a new project; these options are found under the File menu.

The Objects
There are five objects you can manipulate:

The Mouse Controls
As the mouse is moved around the screen, the items it rolls over will be highlighted if you can directly modify them in some way. Clicking the buttons has varied effects:

Adding objects:

Moving individual vertices
You can drag individual vertices by clicking and dragging them.

Marking individual vertices
Clicking on a vertex will mark it and clear the rest.

Marking groups of vertices
Click away from any vertices and edges to start a selection box. Drag it to contain what you want marked, and release the left button to make the selection. Everything inside the box will be selected, and everything out of the box will be cleared.

Extrude edges
Mark one or more edges (by selecting its end vertices) and then select Extrude from the context menu. The edges will be copied, with a pair of triangles created to adjoin the originals to the copies. Left-click with the control key pressed to drag the new edges.

Attaching the mesh to the skeleton
This is most important for using the posing function. Mark one or more vertices and choose Attach vertices from the menu. Move the mouse to the part to which you want to attach the vertices. When the part you choose is highlighted, click with the left mouse button. The marked vertices will be unmarked. Now when you move that part, the vertices (and any edges or triangles built on those vertices) will move with them. Vertices move depending on which end of the part was closer when they were attached.

Detaching the mesh from the skeleton
Mark one or more vertices, and choose Detach vertices from the menu. The marked vertices will no longer track the part they were attached to.

You do not have to detach vertices from one part in order to attach them to another.

Transforms
There are several transform options available either as a key command (the first letter of the transform name) or from the pop-up menu. When you select these transforms (as opposed to using the mouse to transform by hand), a dialog box will appear to get more info.

Files

Keyboard commands
The following keys execute the following functions:
Ctrl+AToggles display of the axes
XExtrude
MMatrix transform
RRotate transform
SScale transform
TTranslate transform
+Zoom in
-Zoom out
DeleteDelete marked vertices
HomeMove the view to the origin
SpaceToggle marking of the highlighted vertex
Ctrl+TabActivate next project
Ctrl+Shift+TabActivate previous project


My To-Do List
As you can doubtless see, this modeler is barely functional. I already plan to add the following functions: Furthermore, I might make my own custom compile of POV-Ray to include quadrilateral faces in polygon meshes; if so, I'll add support for them to this modeler.