Edit Menu

Undo Undo the previous operation.
Redo Redo the previous Undo operation.

Copy Selected Copy the selection to the clipboard.
Paste Paste the copied data to the model. The dialog box gives options of replacing vertices positions in the model or appending to the model as new vertices. Replacing vertices can use a blend factor, so when copying data from 1 frame and pasting to another, you can blend between the two sets of data.
Paste to Range Paste the copied data to a range of frames, optionally with a blend factor as above.

Select All Select all vertices, faces, groups, or bones of the model depending on which mode you are in.
Select None Deselect all vertices, faces, groups, or bones of the model depending on which mode you are in.
Select Inverse Invert the current selection.
Select Connected Select all faces or vertices connected to the current selected set.
Select Touching Select all faces or vertices adjacent to the currently selected set.

Recalculate Model Recalculates the normals for the mesh.
Convert to Terrain Converts the MDL model to a HMP terrain if its mesh is a regular grid. Note that some models might look like regular grids but aren't due to duplicated vertices. In such a case you can fix the model in Vertex Mode by selecting all vertices and executing the Merge function.
Convert to Model Converts the HMP terrain to a MDL model.
Change Terrain Size Allows to set a numerical size for the whole terrain or a single polygon.
Change Terrain Verts Allows to set a new horizontal and vertical vertex number for the terrain, thus increasing or reducing the terrain resolution.
Subdivide Terrain Faces Increases the terrain resolution by subdividing terrain faces, using a spline algorithm. This makes terrain smoother, but quadruples the number of vertices and polygons.
Reduce Terrain Faces The opposite of the above operation: Reduces the terrain resolution by merging terrain faces. This makes terrain less smooth, but reduces the number of vertices and polygons by a factor 4.

Arrange in Groups In groups mode, automatically divide the selected part of the mesh into several triangle groups, dependent on the skin mapping. Every separate region of connected triangles in the skin mapping is converted to a triangle group.
Create Group Creates a new group from the currently selected mesh triangles.
Groups Merge Merges all selected groups to one single group.
Convert to Points Anim Converts a bones animation to vertex animation.
Remove Points Anim Removes vertex animation from a bones animated model. Both animation methods can not be used at the same time.
Scale Model Global Scales a model with all its bones and animations to new x, y, z values or by a global scale factor.
Transform Model Global Rotates a model about all axes, flips the normals or centers the model about the origin. The modifications are visible in real time.
Replace animation matrices Separates the bones animation matrices into separate rotation, translation, and scaling components.

Activate Second Skin Set Switch to the second UV coordinate set. If the second set is activated, the second skin is used for a lightmap. A7.1
Swop Skin Sets Exchange the first and second UV coordinate set. A7.5
Delete Second Skin Set Remove the second UV coordinate set. A7.5

Manage Frames Activates the Frame Manager Panel.
Manage Skins Activates the Skin Manager Panel.
Manage Levels of Detail

 P  Activates the LOD Manager Panel.

Create 2-sided Mapping Generate a two sided UV skin mapping by projecting the selected mesh faces onto a 2D plane (MDL Mapping). This is the easiest way to create a mapping for simple objects. Use the Front / Right / Top check boxes to determine which direction is used for the projection. Any faces in the 3D window that have normals pointing towards the given direction will be imported to the left half of the skin mesh, the remaining faces to the right half.
Create 6-sided Mapping Generate a six sided UV skin mapping by projecting the selected mesh faces onto several 2D planes (MD2 Mapping). This method gives more freedom for the arrangement of the skin, but requires several steps of projecting and re-arranging the skin parts until all faces are done. In Face Mode, first select the part of the model that you want to map (or the whole model). Then click Create 6-sided Mapping. Use the Front / Back / Right / Left / Top / Bottom check boxes to determine the projection direction. All selected faces that have normals pointing towards the given direction will be imported to the skin mesh. The Tolerance value determines the face normal angle to begin ignoring faces. If you are unsure, leave this value set to 90. The Mirror Reverse check box mirrors any faces obtained from the Back / Left / Bottom angles left to right compared to faces obtained from the Front / Right / Top angles.
Create UV Atlas Mapping Opens the Atlas Mapping Panel for automatically generating an optimal, non-overlapping UV skin mapping. This is the easiest way to create a skin mapping. If nothing is selected, the mapping is generated for the whole model; otherwise it's calculated for the selected parts.
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