Object Menu

In MED versions prior to A8, the functions below could be found in the Edit Menu.

Scale Global Scales a model or terrain to new x, y, z values or by a global scale factor.
Transform Global Rotates a model about all axes, flips the normals, or centers the model about the origin. Terrain can be rotated horizontally only; the terrain texture is not rotated. The modifications are visible in real time.

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

Activates the LOD Manager Panel.

Mapping
2-sided
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.
Mapping
6-sided
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.
Mapping
Atlas
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.

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.
Recalculate Normals Recalculates the normals for the mesh.
Change Terrain Vertices Allows to set a new horizontal and vertical vertex number for the terrain, thus increasing or reducing the terrain resolution.
Animation
Convert Vertex
Converts a bones animation to vertex animation.
Animation
Remove Vertex
Removes vertex animation from a bones animated model. Both animation methods can not be used at the same time.
Animation
Replace Matrices
Separates the bones animation matrices into separate rotation, translation, and scaling components.
Second UV Set
Activate
Switch to the second UV coordinate set. If the second set is activated, the skin following the mesh textures is used for a lightmap. If there is only one mesh texture, the lightmap is the second skin. A7.10
Second UV Set
Delete
Remove the second UV coordinate set. A7.50
Second UV Set
Swap
Exchange the first and second UV coordinate set. A7.50
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