Anthroposcaper — User Guide
Parametric creation of 3D models of urban and architectural environments.
Anthroposcaper is a web application for the parametric creation of 3D models
of urban and architectural environments: roads, sidewalks, curbs, fences, and terrain.
You draw an ordinary 2D plan (or import a DXF) and mark faces and lines with tags such as
road, grass, fence. Tags expand into classes — named sets of properties
(materials, textures, heights, slopes) that you define yourself. Complex geometry —
curbs, fences, railings — you import as ready-made 3D models (GLB) with materials and
textures and set them up as templates, and the system automatically lays them out along
the appropriate edges. The result is a finished 3D scene with materials, textures, and junction geometry.
1. Introduction
What it is
The topology (where the faces are, where the edges are, where the corners are) is derived from the drawing automatically, while the rules for turning 2D into 3D are defined declaratively — through tags and attributes, not nodes or code. Adjust a single tag or a single template, and everything that uses it is recomputed.
Anthroposcaper wins on scale and repetition — when you need to place miles of similar elements along the streets of a district. Typical users are architectural visualization artists (environments for rendering), architects and urban planners (conceptual district plans), landscape designers (paths, lawns, fences, and curbs as reusable templates), and gamedev (levels and environments).
General workflow
Drawing (nominally 2D) → Topology (DCEL) → Tags/attributes/templates → 3D model
- Draw or import (DXF) a plan.
- Faces and edges are built automatically from the intersections of lines (topology).
- Assign tags and attributes with rules to faces, edges, and objects.
- Prepare templates for complex geometry (curb, fence) by importing 3D models (GLB).
- Click Build 3D — the system assembles the 3D scene.
2. Getting Started
Interface
The app runs in your browser (no installation). The main areas are:
- Viewport in the center — a single 3D view with a free camera.
- Left panel — project tree, layers, coordinate systems, and the DCEL panel.
- Right panel — properties of the current selection, plus the "Attributes" / "Layer Attributes" panels.
- Tool toolbar and status bar.
- Bottom panel — display checkboxes (axes, DCEL, 3D) and the Build 3D button.
Viewport and Camera
The camera is orbital — it rotates around a target point. Mouse controls:
| Mouse action | Result |
|---|---|
| Right button + drag | Rotate (orbit around the target point) |
| Middle button (wheel) + drag | Pan — shift the scene in the screen plane |
| Scroll wheel | Zoom in / out |
Standard views and projections (keyboard shortcuts; views are oriented to the active coordinate system):
| Key | Action |
|---|---|
| T | Top view |
| F | Front view |
| L | Left view |
| P | Perspective projection |
| O | Orthographic projection |
| C | Move the camera center to the cursor position |
| Z | Fit the whole scene or the selection to the screen (Zoom to Fit) |
Projects and Storage
- Projects are stored in the browser (IndexedDB) and/or exported to a file (
.asprj). - Operations: new, open, save, save as, close.
- A project is self-contained: the drawing, imported textures, meshes, materials, and class sets are all kept in a single file.
- An asterisk in the title bar indicates unsaved changes.
Your data stays with you. The app runs entirely in the browser: projects, imported files, and build results are never sent anywhere. We do not receive or store your working data on any server — everything lives locally on your device (in the browser's storage and in the files you export yourself).
⚠ Back up to disk. Browser storage (IndexedDB) isn't permanent: it's easy to lose — when you clear site data, in incognito mode (wiped after the window closes), when you switch to another browser or device, or when you reinstall the browser. Regularly export important projects to an
.asprjfile (Save As / export to disk) — that's the only truly reliable backup.
3. The Drawing
The drawing is three-dimensional: every point has X, Y, and Z (height) coordinates, and objects can be built in any plane. That said, faces (closed regions) are determined from line intersections in top view — topology is computed on the projection onto the horizontal plane, with the Z height carried into it from the objects themselves. Curves are broken down into segments — after all, the end goal is a 3D model.
Primitives
| Type | Description | |
|---|---|---|
| Point | A point in space. | |
| Polyline | A polyline (a sequence of vertices); can be closed. | |
| Circle | A circle — center, radius, segment count, plane normal, rotation angle. | |
| Arc | An arc — center, radius, start and end angle, segment count, plane normal. | |
| Image | A reference image — a rectangle with a picture, positioned and scaled in space. | |
| MeshInstance | Placement of an imported 3D mesh (a reference to a template in the tree + a transform). |
Segment count on curves is a user setting for the precision of the final mesh. In the viewport you see exactly the approximation that will end up in the 3D model. In the "segments" field you can enter either a number (
Nsegments) or the length of a single segment in meters — for example3m: the segment count is then computed automatically from the curve's length (the longer the arc or circle, the more segments for the same specified length).
Plane orientation. Circle, Arc, and Image each store their own plane normal. This lets you draw them in any tilted plane. New objects immediately land in the plane of the active coordinate system.
Drawing tools
Tools are selected on the toolbar. Some have keyboard shortcuts (see the reference).
| Tool | What it does | |
|---|---|---|
| Point | Add a single point. | |
| Polyline | A polyline (multiple segments; Enter finishes it). | |
| Rect | A rectangle (by 2 corners, or by a base line plus a third point). | |
| Circle | A circle (center → point on the circle). | |
| Arc | An arc of a circle. | |
| Image | Insert a raster reference image with positioning. | |
| PlaceMesh | Place a 3D mesh template in the drawing. | |
| CS | Create a coordinate system (see §5). |
Editing tools
Selection comes in three modes — whole objects, individual points, individual segments; plus topology face selection. Switch between them with ` / 1 / 2 / 4.
| Tool | Key | What it does | |
|---|---|---|---|
| Select | ` | Select whole objects (click or box; Ctrl+click — multi-select). | |
| PointSelect | 1 | Select individual vertices/points. | |
| SegmentSelect | 2 | Select individual segments. | |
| FaceSelect (DCEL) | 4 | Select topology faces (to assign attributes to faces). | |
| Move | W | Move the selection. | |
| Rotate | E | Rotate the selection. | |
| Scale | R | Scale the selection. | |
| Trim | — | Trim segments back to intersections. | |
| Extend | — | Extend edges to the nearest intersection. | |
| Refine | — | Insert a vertex on a segment. | |
| Break | — | Break a polyline into separate parts. | |
| Merge | — | Merge adjacent objects (polylines, arcs) into one. | |
| Fillet | — | Round a corner with an arc (radius set by the r parameter). |
|
| Chamfer | — | Cut a corner with a straight line (leg set by the d parameter). |
|
| Offset | — | A parallel copy at a given distance. | |
| Mirror | — | Mirror across an axis. | |
| ArrayRect | — | A rectangular array of copies. | |
| ArrayPolar | — | A radial (circular) array of copies. | |
| Explode | — | Break a compound object into parts. | |
| Q | Q | Return to the last selection tool. |
Clipboard: Ctrl+C copy, Ctrl+X cut, Ctrl+Shift+C copy with a base point (set it with a click), Ctrl+V paste (the ghost geometry follows the cursor).
It's not just the primitives themselves that get copied, but also their layers, colors, and parametric attributes (tags and values, including those on individual vertices and segments). On paste, layers are carried over by name: if the target drawing already has a layer with the same name, objects land on it; otherwise the layer is created.
The clipboard is shared across the whole application and persists when you open or create another project. So you can paste not only into another drawing of the same project, but also into another file: copy in one project, open/create another — and paste.
4. Precise Construction
Two mechanisms provide construction precision: object snaps (attach the cursor to geometry) and coordinate input (exact numbers from the keyboard).
Object Snaps
Snaps make the cursor "stick" to characteristic points of the geometry. Toggle them on and off with the S key; configure individual modes with Shift+S.
| Snap | What it gives you |
|---|---|
| Endpoint | Endpoints of segments and arcs. |
| Midpoint | Midpoint of a segment or arc. |
| Center | Center of a circle or arc. |
| Node | A point object (Point). |
| Intersection | Intersection of segments or tracking lines. |
| Nearest | The nearest point on a segment. |
| Extension | A ray extending an acquired segment past its endpoint. |
| Normal | Perpendicular (projection of a point onto a segment). |
| Parallel | A ray parallel to an acquired segment. |
| Bisector | The bisector of the angle between adjacent segments. |
| Tangent | Tangent to a circle or arc. |
| Ortho | Horizontal/vertical tracking lines from acquired points. |
Snap Tracking
This feature remembers the points you have snapped to and builds invisible tracking rays from them. Hover the cursor over a snapped point and hold it there briefly (a short hover) — the point is "acquired." Once acquired, rays extend from it (extension, normal, bisector, ortho), and the cursor can snap to their intersections with rays from other acquired points. This lets you build "at the intersection of extensions" without any helper geometry.
Coordinate Input (Constraints)
While constructing, a floating panel appears next to the cursor with fields for exact values —
these override the cursor position. To set a value, move to the field you want with the
Tab key (Shift+Tab to go back) and type a number. You don't
type the field labels themselves (x, len, ang…) — they are just captions. Which fields
are shown is configured with Shift+C. Values are interpreted in the
local coordinates of the active coordinate system.
| Field | Meaning | Requires a reference point |
|---|---|---|
x / y / z |
Absolute coordinate along the corresponding axis. | no |
len |
Distance from the reference point to the current one. | yes |
dx / dy / dz |
Offset from the reference point along an axis. | yes |
ang |
Angle (in degrees) from the reference direction. | yes |
Display vs Lock. An unlocked field (Display) simply shows the current value and updates as you move the mouse. A locked field fixes its value (the background is highlighted), and the cursor snaps to points that satisfy the constraint. If you lock conflicting constraints, a CONFLICT message appears; unlock one of the fields.
How to lock and unlock. First select the field you want with Tab / Shift+Tab. Then type a number and apply it by pressing Tab, Enter, or Esc — the field is applied according to its content:
- field not empty → the constraint is locked to that value;
- field empty → the lock is released (field cleared).
The only difference between the keys is where the focus goes after you apply:
- Tab / Shift+Tab — to the next / previous field;
- Enter — stay in this field (for tools like the polyline, also finish the construction);
- Esc — return focus to the canvas; a second Esc (outside a field) cancels the tool's operation.
5. Layers, coordinate systems, isolation
Layers
Every object belongs to a layer. A layer defines:
- Name and color (used when an object doesn't set its own color).
- Visibility — invisible objects are excluded from rendering and snapping.
- Lock — locked objects are drawn dimmed; snapping still works against them, but they can't be selected or edited.
- Exclusion from topology building — to keep a layer out of face building, give it the
noDceltag (in the Layer Attributes). The same tag can be applied to an individual object, or through a class whose body is{noDcel}. - Layer Attributes — a shared set of tags/attributes for every object on the layer (edited in the right-hand Layer Attributes panel).
Coordinate systems (UCS)
You can create custom coordinate systems. Construction and coordinate entry are performed relative to the active CS.
- World always exists; it can't be deleted or renamed.
- There are two tools for creating a CS:
- CS (origin + X) — two clicks: the origin and the direction of the X axis. The plane stays horizontal (the Z axis = world vertical).
- CS (origin + X + Y) — three clicks: the origin, the direction of the X axis, and a point defining the XY plane. This lets you set an arbitrary tilted orientation in 3D.
- The active CS affects: snap projection, coordinate entry (in local axes), axis display, standard views (T/F/L), and the plane of new objects.
- Points are stored in world coordinates; input is interpreted in the active CS.
Object isolation
Temporary hiding (lives only in the current session — it isn't saved to the file) that works on whole objects:
| Key | Action |
|---|---|
| H | Hide the selection. |
| I | Isolate (show the selection, hide everything else). |
| Shift+H / Shift+I | Show everything hidden. |
6. Import
- DXF — the interchange format for 2D drawings (drafting from other CAD systems). Z coordinates come in with the import.
- GLB — an open, standard 3D format (geometry + PBR materials + textures; the "JPEG of 3D"). What gets imported is a self-contained
.glbfile — all geometry, textures, and materials are packed inside a single file. The text-based.gltfvariant with external resources (separate geometry/texture files) is not supported. On import, a folder named after the file is created, containing the images, textures, materials, and the mesh itself. To place copies of the mesh in the drawing, use the PlaceMesh tool.
Imported meshes live "outside" the planar topology — they don't take part in face building.
7. Topology (faces and edges)
When you draw a plan — roads, intersections, lawns — the system automatically recognizes every closed face and the edges between them. There is no need to draw "fill outlines" by hand: topology is derived from the intersections of lines.
- Faces and edges are built automatically from all intersections of the drawing's lines.
- Construction always happens in the world XY plane (top-down plan); the active coordinate system has no effect on topology.
- Any edit to the drawing triggers a reactive rebuild in the background — the interface never blocks.
- A layer can be excluded from topology construction — give it the
noDceltag (under "Layer Attributes"; see §5). The same tag also works on an individual object. - Faces do not exist in the drawing as objects — select them with the FaceSelect tool (4).
Displaying topology: F2 is the master toggle for topology display (the colored face fill and all DCEL rendering turn on and off together); Shift+F2 is the diagnostic mode (shows half-edges and problem vertices).
8. Parameterization
Parameterization is how a 2D drawing becomes 3D. Elements carry tags and attributes that drive geometry generation.
Tags and attributes
- Tag — a key with no value, for example
roadorgrass. It acts as a label/class: only the "presence of the key" is checked. - Attribute — a key with a value, for example
dz: -0.2ormaterial: asphalt. A specific value is checked.
They are assigned through the right-hand "Attributes" panel. Typing into the field (confirmed
with Enter): a line with a : adds an attribute; a line without a : adds a tag.
Attributes can be placed on:
- Objects in the drawing (Polyline, Circle, Arc, Point, Image, MeshInstance);
- Subobjects — individual vertices and segments of a polyline;
- Faces of the topology (selected via FaceSelect);
- Layers (the "Layer Attributes" panel).
Classes
A class is a named set of attributes. It is defined in a ContentClass node in the project tree (you can have several such nodes, organized by theme). Each class has a name and a body (a set of attributes).
A class is applied by assigning a tag whose name matches the class. For example, the class
urban-street with the body road; dz: -0.1; material: asphalt expands as soon as you attach
the urban-street tag to an object or face.
Priorities (cascade): a direct attribute overrides an attribute from a class; an object's attribute overrides a layer's attribute.
Face attributes
These control the geometry of the face itself. A face goes into 3D if it has at least one of
the keys dz / material / slope / proj.
| Attribute | Syntax | What it does | Example |
|---|---|---|---|
| dz | dz: <number> |
Constant height offset of the face (meters). | dz: -0.2 (lower by 20 cm) |
| material | material: <name> |
3D material of the face (by the name of the material node in the project). | material: asphalt |
| color | color: <hex> |
Face fill color in DCEL mode (F2). Formats #RGB/#RRGGBB/#RRGGBBAA. | color: #FF6600 |
| proj | proj: planar [sx] [sy] |
Texture projection (UV). Planar mode (XY); sx/sy are the tile size in meters. Without a size, 1:1. | proj: planar 3 3 (3×3 m tile) |
| slope | slope: <classes> |
Smooth grade: height is interpolated across the face between the levels of the named neighboring faces. | slope: road roadHi |
Edge and vertex attributes
Assigned to polyline segments/vertices to act locally on the joints between faces.
| Attribute | Syntax | What it does |
|---|---|---|
| dz (on edge/vertex) | dz: <n> <classes> [<n> <classes>] |
Local height offset of a specific adjacent face. Multi-group: a number opens a group, and the words after it are the classes it applies to. |
| normal: up | normal: up [classes] |
Forces a vertical normal at the vertex — smooth shading on the sharp edge of a bevel. |
| offset | offset: <d> <classes> |
Shifts the face outline in plan (XY) to pull it back from the template edge (so it doesn't run onto the curb). A "+" sign means inward, "−" means outward. |
| break | break |
A boundary between layout strips: at this vertex/segment one template strip ends and the next begins, and each is laid out independently (see §9). |
| corner | corner |
Forces a corner insert of the template at this vertex (see §9). |
Multi-group example:
dz: -0.15 grass sidewalk 0.1 road— on the side of thegrassandsidewalkfaces the edge is lowered by 15 cm, and on the side ofroadit is raised by 10 cm. This way a single edge can set a different height for each of its neighbors.
9. Templates along edges
A template is a complex piece of geometry (a curb, fence, railing, or guardrail) that the system automatically lays out along the edges of your model, taking length, bends, and corners into account. The topology comes from the plan, and the template itself is drawn like an ordinary drawing.
Basics (the T marker)
A template is a small closed contour split by an internal segment (path) into two faces. Each
of the two faces carries class tags that describe which edges the template applies to (for
example, the left face is road, the right face is grass). You can also attach tags and
attributes to the dividing segment (path) itself: they refine the selection (the template is
placed only on edges marked with the same tag) and control how copies are distributed along the
edge (see Distribution). Inside the contour you place 3D
meshes imported from GLB (with their materials and textures) and positioned with the
PlaceMesh tool — these are what get laid out along the edge.
All objects of a template are tied together by a family name — the tag T: <name> (for
example T: bordur). It must be present on every object of the template — on the contour
faces and on the meshes alike. The most convenient approach is to create a separate layer
for the template and attach T: <name> to it (in "Layer Attributes"): then every object on the
layer inherits the tag automatically, and you don't have to set it on each object by hand.
How it is applied. The system takes each edge of your plan and looks at the tags of its two adjacent faces. If they match the tags of the template's left and right faces, the template is laid out along that edge. Where the template itself is drawn doesn't matter: templates are searched for across the whole project, so you can keep them off to the side or in a separate library drawing.
Template "bordur": On the model:
left face: road an edge with a road side and a grass side → matched,
right face: grass the curb is laid out along the edge
Roles (TR)
A single logical template (a "family") can consist of several contours with different roles —
you draw each one separately and mark it with the tag TR: <role>. The system places the right
role in the right spot along the strip.
| Role | Syntax | Where it applies |
|---|---|---|
| Default | TR: default or no TR |
The repeating "middle" segment along the whole length. |
| Begin | TR: begin |
Once at the start of the strip (end cap). |
| End | TR: end |
Once at the end of the strip (end cap). |
| Corner | TR: corner / TR: corner>N |
Insert at corners. corner>N — only for bends ≥ N°; you can set several thresholds (the most suitable one is chosen for soft and sharp corners). |
Any other TR value (not in the list) is treated as user-defined — it's used to separate sets of meshes within a family. The begin/end caps appear automatically at the boundaries of a stretch, and corners appear at bends; the fence "doesn't bend" at a turn.
Distribution along an edge
How exactly the template is repeated along an edge is set by tags/attributes on the template's internal edge (path). By default (with no tags) it uses "round-N" mode: the number of copies ≈ length ÷ template length, with each one stretched slightly.
| Tag / attribute | Syntax | What it does |
|---|---|---|
| stretch | stretch (tag) |
A single copy stretched over the whole length. Ignores n/clip. |
| n | n: K |
Exactly K copies. Without clip each one is stretched; with clip — full-length copies with clipping. |
| clip | clip / clip: start / clip: end / clip: center |
Copies are not stretched (full template length); the excess is clipped from the specified side (center by default). |
| minScale | minScale: S |
Lower bound on a copy's scale (as a fraction of template length). round-N rounds the number of copies down so that the scale stays ≥ S; short stretches at a bend are bent rather than cut. |
| every | every: K / every: Km |
Point insertion (slot): this contour is placed every K-th copy or every K meters. For posts, railings. |
| break | break / break: N |
Cut the strip at bends: break — at every vertex, break: N — only for a bend ≥ N°. Each piece is repeated independently. |
| rigid | rigid (tag) |
Rigid copies — they don't deform at corners, the length is fixed (for straight panels). |
| overlay | overlay (tag) |
An additive family: it doesn't compete with the main template but is drawn on top of it. Use case: a shared curb + a railing on the same edges. |
| baseline | baseline: <class> |
Raise/lower the Z of all the template's meshes to the surface level of the named adjacent face (so a curb sits on a sloped road instead of floating). |
| offset | offset: <d> <classes> |
Offset the edge's adjacent faces in the plan (same grammar as edge-offset). |
Examples:
n: 4— exactly 4 copies;clip: center— whole copies, clipped on both sides;n: 3+clip: end— 3 whole copies, clipped on the right;break: 30+minScale: 0.5— cut at bends ≥ 30°, but don't shrink below 50%.
Per-mesh parameters in a template
You can attach extra attributes to a specific mesh (MeshInstance) inside a template:
| Attribute | Syntax | What it does |
|---|---|---|
| snap | snap / snap: begin / center / end / 75% / 0.3 |
The mesh's anchor within a copy: snap — to the nearest edge; a value — a fixed position (0…1 or a percentage). The mesh bends at bends but doesn't stretch. |
| rigid | rigid |
This specific mesh doesn't deform (unlike rigid applied to the whole template). |
| bisector | bisector / bisector: <N |
Rotate the mesh onto the bisector of the joint (optionally only for a bend ≤ N°). |
“along” templates (open polyline)
If a template is applied not by faces but simply along the object itself (a fence along a lawn line, a railing along an edge), you can define it as an open polyline:
- Draw an open polyline and attach the tag
T: <name>to it (and, if you like,TR:+ distribution tags). Its endpoints set the template's length and direction. - Place the geometry next to it (it goes to the left/right of the line).
- On the target object (Polyline/Arc/Circle), set the attribute
along: <name>— the template will be stretched along it, regardless of topology. - The direction is set by the vertex order (Polyline) or by the Reverse flag in the properties; it's shown by an arrow in point mode (F4).
10. 3D generation and export
The 3D scene is recomputed on command (not automatically — so that you stay in control of heavy builds):
- Ctrl+B — build the 3D and turn its display on.
- B — toggle the display of the generated geometry.
- The bottom bar has a "3D" checkbox and a build button.
What goes into the build:
- Faces with the
dz/material/slope/projattributes — triangulated into a surface. - Edges with templates (the
T:tag) — geometry is laid out along them. - Objects with
along— a template is swept along the line.
Export. You can export the finished geometry from the menu: Export GLB writes the 3D scene
to a .glb file (with all meshes and materials), and Export DXF produces a flat drawing. The
result opens in Blender, 3ds Max, and other packages.
11. Undo / Redo
Every operation that modifies the project can be reversed. The history is linear and shared across the entire project: it is common to all drawings, so undo/redo carry over when you switch between drawings (Ctrl+Z undoes the last action even if it was made in a different drawing).
| Keys | Action |
|---|---|
| Ctrl+Z | Undo |
| Ctrl+Shift+Z or Ctrl+Y | Redo |
Camera changes are not part of the history. Once you perform a new operation, the redo branch is discarded (as usual in editors).
12. Reference
Keyboard shortcuts
Camera and views
| Key | Action |
|---|---|
| T / F / L | Top / Front / Left view (relative to the active CS) |
| P / O | Perspective / Orthographic |
| C | Center the camera on the cursor |
| Z | Fit the scene/selection to the screen |
Tools
| Key | Action |
|---|---|
| ` | Select (objects) |
| 1 / 2 / 4 | Select vertices / segments / faces |
| Q | Last selection tool used |
| W / E / R | Move / Rotate / Scale |
| Escape | Cancel / exit the tool |
Display
| Key | Action |
|---|---|
| F2 | Toggle face fill (DCEL) |
| Shift+F2 | DCEL diagnostics |
| F3 | Wireframe |
| F4 | Vertices |
| B | Toggle 3D display |
| Ctrl+B | Build 3D and show |
Editing, clipboard, isolation
| Key | Action |
|---|---|
| Ctrl+Z / Ctrl+Shift+Z / Ctrl+Y | Undo / Redo |
| Ctrl+C / Ctrl+X / Ctrl+V | Copy / Cut / Paste |
| Ctrl+Shift+C | Copy with a base point |
| H / I | Hide / Isolate the selection |
| Shift+H / Shift+I | Show everything hidden |
Snaps and input
| Key | Action |
|---|---|
| S | Toggle object snaps |
| Shift+S | Snap settings |
| Shift+C | Coordinate input settings |
| Tab / Shift+Tab | Move between input fields |
| Enter | Confirm the value / point |
Coordinate input fields
| Field | Meaning |
|---|---|
x, y, z |
Absolute coordinates |
len |
Distance from the reference point |
dx, dy, dz |
Offset from the reference point |
ang |
Angle (degrees) |
Attribute summary
Parametrization / faces
| Key | Type | Purpose |
|---|---|---|
dz |
attribute | Height offset (meters); multi-group on an edge |
material |
attribute | 3D material of the face |
color |
attribute | Face fill color in DCEL mode |
proj |
attribute | Texture projection (planar + tile size) |
slope |
attribute | Smooth slope between neighbors |
normal: up |
attribute | Vertical normal at a vertex |
offset |
attribute | Offset the face outline in plan |
along |
attribute | Run a template along an object |
Templates (tags/attributes)
| Key | Type | Purpose |
|---|---|---|
T |
tag / attribute | Template marker (T: name) |
TR |
attribute | Role: default / begin / end / corner>N |
stretch |
tag | A single stretched copy |
n |
attribute | Number of copies |
clip |
tag / attribute | Full-length copies with clipping |
minScale |
attribute | Lower bound on copy scale |
every |
attribute | Point insertion (slot) |
break |
tag / attribute | Cut the strip at kinks |
rigid |
tag | Rigid (non-deformable) copies |
overlay |
tag | Additive family on top of the main one |
baseline |
attribute | Mesh height at the level of the neighboring face |
snap |
tag / attribute | Mesh anchor within a copy |
bisector |
tag / attribute | Rotate the mesh onto the joint bisector |
corner |
tag | Forced corner insertion at a vertex |