             ---------------------------------------------------
                            MORAY V1.302 POV
                           Monty the Modeller

                  (c) SoftTronics Lutz + Kretzschmar '92 '93

                           Date : 1 July '93
                            CIS:100023,2006
             ---------------------------------------------------


        This is a short and basic (read: quick and dirty<g>) tutorial to
        get you started with MORAY.

        ----------------------------------------------------------------
Why?    It's for those of you that don't like reading manuals. Just the
        very basics are covered here. Please refer to MORAY.DOC for more
        detail and all the features of the program.
        ----------------------------------------------------------------

        Due to the packed form that the information is presented here, you
        should print this out and look at the program while reading. Also,
        don't skip paragraphs of this tutorial, they all contain important
        info.

        I've put some keywords onto the left margin to make it easier
        to localize them later.

Disclaimer
        Please read the disclaimer in MORAY.DOC before starting.

Overview
        The modeller is an interactive scenery designer. It is not a CAD
        package. It will let you do nearly everything graphically with the
        mouse. You can create a number of primitives that can then be
        manipulated (you can scale, rotate, translate, assign textures,
        bounding boxes to them).

Installation
        This is fairly simple. You just unzip the package using the -d
        option.

        Far more important is to do the ...

Configuration
        ... by setting the PrintPath variables in the MORAYPOV.CFG file
        in the [CONFIG] section (at the end of the file). Set this to the
        directory where you normally have your POV files. Also set the
        POVVersion variable to 1.0 if you are using POV 1.0 and to 2.0 if
        you are using POV 2.0.
        For this tutorial we'll add a sky and grass floor to our renders,
        so that they'll look a bit more interesting. To do this change
        the line saying IncludeFile10 to 'MRYDFLT1.INC' and the line
        saying IncludeFile20 to 'MRYDFLT2.INC'.
        All the other settings should work with their default values, you
        may want to tune them after reading the MORAY.DOC file later<g>.

Files
        I've included a few scene files that you can manipulate or play
        with. You can render these straight away. After starting MORAY,
        load one of these scenes, export them to POV, and trace them.

        AXIS.MDL     is a scene with three arrows and labels.
        PAWNS.MDL    is a Q&D copy of the pawn GIF in the GRAPHDEV lib,
                     except that it uses rotational sweeps.
        ALLOBJS.MDL  is a scene that contains all object types that MORAY
                     handles.
        HEIGTFLD.MDL demonstrates how a heightfield is done. It has an image
                     map applied to it that uses the same file as the height-
                     field itself, POVMAP.GIF.
        SPOTLGT.MDL  contains a spotlight shining on a sphere. Demonstrates
                     the new spotlight primitive.
        KETTLE.MDL   is one of those fancy designer kettles, done with
                     sweeps. This is a dog to render.
        KETTLE2.MDL  is nearly the same kettle, except that it's constructed
                     with POV-Ray primitives using csg. This renders much
                     quicker.
        CSGKNOB.MDL  this file contains a knob done in CSG. Look at the
                     object hierarchy in the Object Browser (wait till later)
                     to get an idea of how to go about making this sort of
                     object.
        TEAPOT.MDL   contains my rendition of the classic Utah teapot.
        MAYFLY.MDL   this file contains a mayfly. Created by Dan Farmer and
                     used in his Beethoven Bust picture (CIS, GraphDev).
        MRYSTART.MDL is the default startup file for MORAY. If you don't
                     specify a filename, this file will be loaded. It
                     contains a camera and a light.

        We'll render one of these straight away. Make sure MORAy is
        configured as described above. Type MORAY and then enter. Wait a bit
        then click on the right mouse button until the shareware screen goes
        away. Now click on FILES. Click on the AXIS.MDL file shown in the
        listbox. Click on LOAD. When asked whether you want to delete the
        scene in memory, click on YES. You'll now see the axes. Click on
        EXPORT2POV. Click on DONE, click on QUIT.
        Now change to your POV directory and render AXIS.POV.
        That was you first render with MORAY and POV.

        Okay, let's take it a bit more slowly.

Input
        MORAY uses the mouse and keyboard as input. The keyboard mainly
        serves as shortcuts for mouse ops, e.g. you can press 'E'
        instead of clicking on EDIT. But heavy use is made of the CTRL, ALT
        and SHIFT keys *together* with the mouse (more later).


Startup
        To start the program type MORAY -G5. You can specify -gx as an
        argument to select another resolution apart from 640x480x16. If you
        don't, MORAY will see what mode is defined in MORAYPOV.CFG and use
        that. If this is not found it will start up in 640x480x16 normal VGA
        mode.
        To see what modes are supported type 'MORAY -?'. This will show what
        modes can be called.
        MORAY needs *lots* of memory! 525K and more is OK for not too large
        models. The modeller currently supports EMS and it *needs* about
        1.5MB.

Coordinate System
        Bad news for POV users: MORAY uses the right-handed coordinates,
        where Z is up, not Y.
        Think of it as seeing a piece of graph paper that uses X and Y for
        it's axes lying flat on a table. The Z then naturally comes out of
        this piece of graph paper, going up<g>. So the 'floor' of the MORAY
        world is the XY plane. The camera will always be aligned along this
        plane just like you would hold a real camera.

Main screen
        You should then see the main screen. It has four windows and two
        menu regions. In the lower right corner are six buttons that
        show cursor position and system resource usage.

        The top three show the cursor position in 3D world space when in
        one of the view windows (wait 'n see, just read on!)

        The fourth one shows the amount of free conventional and EMS memory.
        The fifth one shows how full the point list is. It shows how many
        vertices and the percentage of the buffer used.
        The fifth one shows how full the edge list is.

Views
        The four windows in the upper left portion of the screen show 3
        two-dimensional views and one 3D view. You will see the axis in
        these windows. Don't look at the writing on the axis, it might
        confuse you! Just kidding, the modeller uses a right-handed
        coordinate system, where Z points up. It should be quite
        intuitive however, as you'll see in a moment.

        The three 2D-windows are editing windows. The world in each
        window can be panned and zoomed with the mouse.

        ***** NOTE *****
            These windows are only active when the main menu is active.

        Move the cursor to the top left window.

Panning
        Press and hold the CTRL key.  Now press and hold the left
        mouse button *and* (this needs coordination, huh?!?) move
        the mouse about in the window.  The axis will move with
        the cursor.  When you have placed the axis back in the
        center release everything.

Zooming
        Press and hold the ALT key. Now again press the left mouse
        button and move the mouse up or down, *slowly* at first.
        This zooms into (move up) or out of (move down) the window.

Enlarging
        Each of the 4 views can be made to fill up the screen. To do this
        move the cursor to the appropriate window and press *both* mouse
        buttons, or, if you have a three-button mouse, press the middle
        button. The view will now fill the whole screen.
        To revert to the normal views, repeat the procedure.

Disabling
        Each view can also be disabled, i.e. no refresh will take place
        in that view, it's just drawn black. Do this by pressing '-' on
        the keyboard, while over the view. Press '+' to turn it back on.
        Useful if you're working on a complex scene, but find you only
        need two views. You can then disable one 2D view and the 3D view.

Grid
        You can have each 2D-View display a grid over the scene. To toggle
        the grid for each view, move the cursor to the grid you want to
        change and press Alt-G. The grid will appear/disappear.

Menus
        The main menu and some other general menus are found on the
        right, next to the four views. The menu region under the 4
        views is used for object-specific menus. The buttons of
        menus are operated by first depressing and then releasing
        the mouse button while over the button (you knew that, right<g>).

        ***** NOTE *****
           To leave a submenu the right mouse button should be
           pressed.

        To make this a bit more interesting we'll load a sample
        file.

Loading
        On the main menu click on FILES. Another menu appears
        with a file selector. You'll notice that all buttons are
        disabled. This is because no filename has been chosen or
        entered (you can just start typing the filename if you
        want). Select the SAMPL1.MDL file in the file selector
        window. The name now appears above the file selector and
        below the path. All buttons will now be active. Click on
        LOAD. Confirm the deletion of the scene in memory with YES.
        After loading you are back in the main menu and the 3
        windows show the test scene.

        You will notice the the 3D window is empty. This is because we
        haven't defined or loaded a camera. (I specifically left the
        camera out the SAMPL1.MDL file, normally it's saved too.)
        We will do this now.

Defining a Camera
        There are two ways of creating a camera. Everything can be created
        from the CREATE submenu. Cameras and textures can also be created
        from special submenus. We will use the second method.
        Click on CAMERAS in the main menu. Now you will see a submenu at
        the bottom open.  All buttons except CREATE CAM are disabled. So,
        press CREATE CAM. You will be asked for a Camera name (You can
        specify up to 8 cameras). Enter a name, such as STDCAM. The
        camera will appear in the list of cameras, in the three 2D
        views and the 3D view window will show you what the camera is
        seeing. The camera can be seen as a line from the viewer
        position (where a viewing pyramid is also visible) and the look-
        at point.

Moving Objects I
        Objects can be moved, scaled and rotated in the 3 2D views.
        Results can be observed in all four windows at the same time.
        To move an object, it needs to be selected. All objects are
        visible as grey when not selected. When you select an object it
        turns yellow. The cameras, bounding boxes and bezier patches have
        different colors, the cameras are orange, the bounding boxes are red
        and the beziers are green.

Selecting objects
        There are two ways to select an object: graphically and by name.

        If you know the name click on SELECT to bring up the object browser
        and choose the object by clicking on its name. If you can't spot it on
        the screen, you may have to use the scrollbars to pan the object tree.
        Its button will be highlighted. If the correct object has been
        selected, click the right mouse .

        You can choose it graphically by moving the cursor near a line in one
        of the 3 2D views that belongs to the object. Then press and hold the
        SHIFT key. Press the left mouse button and drag the mouse to open a
        rectangle that crosses the line. Then release the mouse button. The
        first object that has an edge that crosses the rectangle will be
        selected, i.e. turn yellow.

        The selected objects name can be seen in the top right corner of
        the main menu.

        Move the cursor over the camera in any of the 2D windows, press
        and hold SHIFT, press the left mouse button, drag the mouse to open a
        rectangle over the camera, release the mouse button and release SHIFT.
        The camera should be selected. It won't turn yellow, though, because
        cameras are drawn orange. Check the top button of the main menu. It
        should read "OBJ:STDCAM". Sometimes the wrong object of overlapping
        objects will be selected. Either repeat the selection procedure in
        another view, where they don't overlap or zoom into a view to increase
        the resolution and the space around the edges of the object you're
        interested in.

Moving Objects II
        Move the cursor to the 'top' view of the scene, i.e. the bottom
        left window. Now press and hold the left mouse button and move
        the mouse. The camera position will follow the movement of the
        mouse and the 3D window will show the resulting projection.
        You will notice the line extending from the camera position to
        the 'look at' point is anchored at the 'look at' side. To move
        the LookAt point press 'L' on the keyboard. You will now move
        the lookat point. Press 'P' for moving the position point.

Transformations
        What you are effectively doing when moving the camera, is
        changing the translation parameters.
        You will notice the first 12 or so menu items are headings and
        numbers.
        All objects are transformed according to the parameters shown
        there.
          - First they are scaled,
          - then rotated,
          - and finally translated.
        This may seem a limitation as opposed to the ability to concatenate
        any number of scale, roatate, translate transformations, but we'll
        see later that it's not.
        If you want to put the camera at a certain place, just click on
        the X, Y or Z coordinate shown under the TRANSLATION header and
        enter the number.
        The same goes for scaling and rotation parameters.
        You can press TAB or Alt-TAB to go from editing one parameter to
        editing another, without having a screen redraw in between.

        ***** NOTE *****
         Scaling and rotating the camera, however, is different than
         doing that to other objects. The camera uses the ScaleX value to
         extend the viewing pyramid and ScaleZ to change the aperture
         (which is currently set to 30 degrees). Rotation is not used for the
         camera.

        Click on the X translation, type '17', press TAB, type -17, again
        press TAB, again type 17 (last time, I promise<g>), and finally press
        Enter.
        The camera now shows this scene quite nicely.

Exporting to POV

        We'll try rendering this scene. Click on FILES and then click on the
        EXPORT 2 POV button. The scene is now exported to POV. Click on SAVE
        to save the scene. Click on DONE, then from the main menu, click
        on QUIT.
        Change to the directory where MORAY wrote the POV-file. You'll notice
        two files: one named SAMPL1.INC and a SAMPL1.POV. Invoke POV and
        let it trace SAMPL1.POV.
        You can now go into SAMPL1.INC and change a texture, MORAY won't
        overwrite this change during a later session. If you *want* MORAY
        to change, or rather re-export the texture, just delete it from this
        file, including the comment line containing the $MRY$: token. The
        next time you export to SAMPL1, MORAY will append the definition of
        all textures that are used in the scene but are not already exported,
        to the INC file.

        Restart MORAY like this:

        C:\MORAY> MORAY sampl1

Cursor View-Mode
        We just used the cursor in the 3 2D-Windows to *move* the
        camera. The cursor can, however also be used to scale and rotate
        objects.

        [ Since this works differently for cameras we'll try this with a
        cube. Select the big cube.]

        The button showing the transformation that will be changed when
        you move the cursor about in the 3 2D-Windows is 'pushed in' on
        the main menu. At the moment the TRANSLATION button should be 'in'.
        Either click on the SCALING button or press 'S'. 'T', 'S' and 'R'
        select the translation, scaling and rotation mode, respectively.

        Now the TRANSLATION button has popped out and SCALING has been
        pushed in. Thus cursor movements will now affect scaling.

Scaling Objects
        Scaling objects is a bit difficult because the mouse has to be in the
        correct quadrant of the view in order for the scaling to follow the
        mouse and not go off in opposite directions. Move the cursor into the
        top left 2D-View. In *that* view move the cursor into the top right
        quadrant. Now press and hold the left button and move the cursor
        towards the top right corner. The cubes scaling should follow the
        cursor (if it doesn't *call* me<g>). Experiment in the other windows
        too. With scaling always use the top right quadrant.

Typing in Values
        Of course, you can just type in the values at the appropriate buttons,
        if you know them. Do this by clicking on the button showing the value
        you want to change. Try this by clicking on the first value under
        TRANSFORM. A line editor will pop up offering you the current value
        as a default and you can then type or edit the new value. Press ESC
        to cancel or TAB or ENTER to confirm. Pressing the right mouse button
        (CANCEL) or the left mouse button (CONFIRM) also works, allowing you
        to keep your hand near the numbers and not having to dash for RETURN
        everytime. Pressing TAB (or Alt-TAB) will also confirm your entry, but
        will allow you to enter the parameter immediately below (TAB) or above
        (Alt-TAB) the last changed parameter.

Rotating Objects
        Rotating objects is just like scaling them. Move to the same quadrant,
        drag the object in a circular motion. Try it.

        These are the very basics of object manipulation. Try the other menu
        points to see what they do.

        Of interest may be the CREATE submenu. Here you will see the
        primitives that are supported. Specifically have a look at the Sweeps,
        and the Patches. Both of these editors will be described later.

Editing Objects
        You can edit the selected object by pressing 'E' on the keyboard or
        clicking on EDIT. You will see an edit submenu appear in the bottom
        bar. Try it. Select a cube and press 'E'. You'll see two listboxes,
        showing defined textures and bounding boxes. Some lists may be empty.
        With other objects, buttons and/or listboxes are added to this menu,
        according to the object.

        You leave this submenu by pressing the right mouse button or clicking
        on DONE.

  Object Names
        You'll also see a few other buttons. One is the NAME button. You
        can click on this to change the name of the object, which is
        displayed in the depressed button right next to it. The name
        is limited to 16 characters (or was it 15?).

  Object Visibility.
        Also, you'll see a '+' button, a number and a '-' button. This is
        used to assign a level to an object. You can blend out objects that
        have a level higher than one you specify. This means you can assign
        a high level, say 9, to small details of a scene and 1 to rough,
        big objects. Then when you set the visibility level, by pressing
        Alt-1 to Alt-9 or from the options menu, you can blend out things
        you don't currently need to see, so that the screen refresh speeds
        up. This is especially the case when moving the camera in a complex
        scene. You press Alt-1 to blend out unimportant objects, move the
        camera about, then blend in more by pressing Alt-8 (or whatever).
        Objects can have absolute or relative visibility levels. This means
        you can specify that a object has a certain visibility, say 4. Or
        you can say that the object has a visibility one lower than its
        parent. Then when the visibility of its parent gets changed, this
        objects visibility will automatically be changed, too. We strongly
        recommend that you use the relative switch (selected by depressing
        the 'R' button) for objects that are part of a larger object, ie.
        for objects that are sub-objects.

  Extended Edit
        Some objects have an extended editor. These are the bezier patches
        and the sweeps. These two editors are activated by pressing the
        EXT. EDIT button and will be explained later.

Texture creation
        The modeller directly supports a few textures, and the ones in the
        INC files.
        When you create a texture (from the Main menu, press CREATE, then
        TEXTURE, or from the Main Menu press TEXTURES, then CREATE), you will
        be presented with a list of pre-defined textures and 4 more options.
        If you want to use Textures you have defined in an include file, you
        can simply click on the texture in the list box.
        You cannot change any parameters of this texture. If you select
        another option, such as OPAQUE, you can edit all of the parameters.
        The ImageMap type may be of interest, since it can be manipulated in
        3D- space. Currently only planar projection is implemented. You can
        select an imagemap texture just like an object and move, scale and
        rotate it. It will only appear when assigned to an object though.

Grouping Objects
        The modeller has the ability to group objects together. This is like
        a composite in POV. Since the transformation of each object is
        'limited' to first scaling, then rotation, then translation, grouping
        offers a way to concatenate transformations. You define objects in
        their own coordinate system, with respect to each other. Then you
        group them and scale, rotate or move the group.

        You can select groups either in the Object Browser or by selecting
        one of the children object with the mouse and then pressing Alt-P
        (Parent). The editor now has an extra listbox containing all the
        'subobjects' or children of that object. Press right mouse to leave
        the edit submenu.

        If a group is selected you can move the whole group. All subobjects
        that belong to it stay put in relation to the others.

CSG Objects
        The modeller does support CSG objects, but does not (currently?)
        display the wireframe accordingly.

        ***** NOTE *****
        The sweep primitives cannot currently be used in CSG. This is because
        they are output as unions of triangles and not as primitives.

        There are extra buttons in the CSG Edit menu, allowing you to specify
        the operation between the objects.

Texture Assignment
        You will see in the Editing submenu of the objects that there are
        two buttons above the listboxes. The top one says 'NO blabla' and
        the one beneath has a name in it (or is blank). To assign a texture
        click on the texture name in the left listbox. It will appear in the
        button.

Hierarchial values
        This name *can* have an asterisk ('*') in front of it. If it does,
        this means that the texture comes from the *Parent* object. This also
        means that you don't have to select each primitive and assign a
        texture to it. You select the whole object, assign a texture to that
        'Group' and all subobjects that have *no* texture assigned to them
        will become white! The subobjects that need to have another texture
        will have that texture assigned to them and will not use the parent
        texture.
        If you've previously assigned a texture to a subobject and wish to
        rather make it inherit its parents texture, click on the NO TEXTURE
        button in the subobjects editing menu.

        The same goes for Bounding Boxes and Levels. If the level of a
        subobject is 0, it will assume the level of its parent, if it
        has one (if not, then of *its* parent etc.), and put an asterisk in
        front of the level.


Other editors
        The modeller incorporates a bezier patch editor and a sweep editor.

Sweep Editor
        Load PAWNS.MDL. This is a quick and dirty copy of an image that
        was on CIS some time ago. Select a pawn. Press 'E' or click on EDIT.
        From the presented submenu select the EXTENDED EDIT button.
        Go wild<g>.
        You will see a single coordinate system replace the 4 views.
        This is where the sweep is defined. All sweeps (rotational,
        translational and conical) are edited here. For rotational sweeps,
        keep the outline to the right of (or on) the vertical axis.
        You can move knots (control points, or rather end points) just like
        in the 4 views. Same goes for panning and zooming.
        You don't select the points however, just press and hold the mouse
        button near to the point you want to move.
        The 'handles' can be rotated to create curves. Normally the two
        handles are locked together, but if you press and hold SHIFT before
        moving a handle, only the one handle will be moved.

        The slider in the menu determines how many subdivisions will be
        created for the wireframe and for the output to POV.
        This, of course, has a direct effect on the memory requirements<g>.
        After selecting INSERT KNOT, DELETE KNOT or SAME ANGLES the program
        will wait for you to click near a control point and will then do that
        operation on the point you click nearest to.


Patch editor
        Go to the files menu and press NEW to clear the scene.

        Click on CREATE. Click on BEZIER PATCH. You will be presented with
        three choices, specifying the kind of patch.

   Sheet patches
        SHEETS are, as the name implies, flat sheets, like paper. You can
        specify how many Bezier patches you want to join together (each
        patch being the POV primitive, i.e. 16 control points).
        MORAY handles the smoothing between adjoining patches, so that
        there are no 'ridge seams' (it doesn't let you directly influence
        those shared points).

   Cylinder (2-Patch)
        This is a cylinder-type patch. Two 'sheets' (bezier patch
        primitives) are joined at two edges, forming a cylinder-like form.
        HEIGHT specifies how many of these 2-sheet combos to create.

   Cylinder (4-Patch)
        This is basically the same as the two patch type except that four
        patches are now joined to form a cylinder. The classic Utah teapot
        (body and lid) is made of this type of patch. The file TEAPOT.MDL
        contains my version of the Utah teapot.

        Select the SHEET option and make sure it says 1x1.

   Editing
        Once you have specified the type of patch you want to create click on
        the OK TO CREATE button.

        You will see the patch appear in the views and will be placed in its
        editor. Select the EXTENDED EDIT button. Aaaahhh, the patch editing
        mode!
        Lotsa lines, huh? The three views stay, but a labeled grid or
        coordinate system is overlayed. All zooming and panning functions
        remain active.

        The menu at the bottom:
        the slider selects, similar to the sweeps, the number of subdivisions
        each patch undergoes while drawing.

        There are five modes while editing patches.
        1) You can move control points in the TRANSLATE mode.
        2) You can scale control points relative to the origin.
        3) You can scale control points relative to one another.
        4) You can rotate control points relative to the origin.
        5) You can rotate control points relative to each other.

        You will see the patch is green and the control grid is cyan. You can
        move one or more points of the control grid to alter the shape of the
        patch. You can also hide the control grid (even while moving control
        points) or the mesh (then you just work with the control grid).

   Selecting/Deselecting and moving points
        Again, there are a few ways.

   One point
        To move one point, make sure no points are marked. This is shown
        in the middle of the menu, it has a 'MARKED' button and next to it
        a number, showing the amount of points marked.
        Move the cursor near to the point you want to move (to within 1/20th
        of the screen widthto be exact<g>). Now press, hold and move the
        cursor.
        This may not always work, especially with the cylinder patches. This
        is because MORAY looks how many points are 'near' enough to your
        cursor. If it's more than one, you can't use this mode of moving
        points.

   More points
        To move multiple points (or one if more than one overlap) you need to
        select them. This is done similarly to the method used in the main
        views. You can move near to the point press LEFT-SHIFT, press and
        release the left mouse button. All points that qualify for a 'near'
        will be marked (check the indicator to make sure).

        You can also define a rectangle in which to select all points. Do
        this by moving the cursor to one corner of the rectangle in which
        you want to select points. Press and hold LEFT-SHIFT, press and
        hold the left mouse button and drag the mouse. You will see a
        rectangle open, when all the points you want to select are in the
        rectangle, let go of the mouse button.


        Exactly the same method can be used to deselect points. If the
        points in the rectangle you just defined are *all* selected, they
        will all be deselected, else they will all be selected.
        Here the main operation is selection.
        If you want the main operation to be deselection you proceed as
        above, but press RIGHT-SHIFT instead. If the points in the rectangle
        you just defined are *all* deselected, they will all be selected,
        else they will all be deselected.

        You'll need to experiment! Basically this selection thing is a toggle
        operation, but you can influence the outcome of a selection operation
        that is ambiguous.


        Once the points are selected move the mouse into the view, press
        and hold the left mouse button and move the points. When you release
        the button the patch will be updated, unless you turn off the control
        point display.

        When done editing the patch, press the right mouse button to leave
        the extended editor and then again to leave the editing submenu.


HOTKEYS

        There are quite a number of hotkeys that are accessible from the main
        menu, from the object browser and in the bezier editor.
        For a complete list, please refer to Appendix A of the Users manual.

Some of the keys recognized in the Main Menu

  Alt-B     Selects the bounding box of the currently selected object.
  Alt-C     Makes Copie(s) the currently selected object.
  Alt-D     Deletes the currently selected object, without confirmation.
  Alt-E     Calls the Edit screen of the currently selected object.
  Alt-F     Same as clicking on FILES.
  Alt-G     Toggles the grid of the view the cursor is currently over.
  Alt-N     Same as clicking on CREATE.
  Alt-P     Selects the parent of the currently selected object.
  Alt-T     Selects the texture of the currently selected object.
  Alt-R     Redraws the screen.
  Alt-O     Brings up the Options screen (like clicking on OPTIONS)
  Alt-S     Calls the Object Browser (like clicking on SELECT)
  Alt-U     Deselects all objects.
  Alt-V     Verifies the objects (checks that all have textures)
  Alt-X     Quits the program.

  Alt-1     Set the visibility level to 1.
  Alt-2     Set the visibility level to 2.
   ...
  Alt-9     Set the visibility level to 9.
  Alt-0     Set the visibility level to 10.

  L         When selected object is a camera, changes the thing being
            translated to the LookAt point.
  P         When selected object is a camera, changes the thing being
            translated to the Camera location.
  U         Changes the cursors View-mode to proportional Scaling.
  S         Changes the cursors View-mode to non-proportional Scaling.
  R         Changes the cursors View-mode to Rotation.
  T         Changes the cursors View-mode to Translation.
  X         Toggles the cursor movement locking along the X-axis.
  Y         Toggles the cursor movement locking along the Y-axis.
  Z         Toggles the cursor movement locking along the Z-axis.
  -         Disables updates of the view the cursor is currently over.
  +         Enables updates of the view the cursor is currently over.



----------------------------------------------------------------------------


   That's it! That's a quick walk-through. If there was not enough detail
   here, please refer to the MORAY.DOC file, it details all the features.


   Any ideas, suggestions, criticisms, however wild, let me know<g>. Ways
   to contact us can be found in SUPPORT.TXT.


   Lutz Kretzschmar
   The SoftTronics Team.
