Frame Editor Reference
Look up one entity or behaviour in depth without following a lesson from beginning to end.
What this reference is for#
The reference is the canonical description of the Frame Editor model. Use it when you need to know exactly what an entity represents, which values determine it, what changes when it moves, and how it relates to the rest of a frame.
Reference pages are organised by concept rather than construction order. You can open one page directly from the editor, a playback cue, the Getting Started guide, or a search result without reading the preceding pages.
Reference and Getting Started#
The Getting Started guide gives you a compact orientation and enough vocabulary for a first editing session. Narrated presets then show complete workflows inside the editor, where you can pause, inspect a step, and take over the model.
This reference serves a different purpose: it explains each concept completely and independently. Getting Started and playback cues link here when a short explanation is no longer enough; reference pages link back to public guides or narrated presets where the behaviour can be seen in context.
How topics are organised#
- Foundations describe coordinates, nodes, and the positioning tools used to establish design geometry.
- Frame entities describe the logical and manufactured objects that make up a frame.
- Behaviour covers propagation, reconciliation, position guards, defaults, and reactive dependencies.
- Editor and output covers contextual editing, reversible history, inspection, and manufacturing handoff.
Topics marked Planned establish the intended information architecture while the detailed pages are being written. Available topics are linked below.
Foundations
- Coordinate system and units World axes, millimetres, orientation, and the distinction between design coordinates and camera view. Read
- Nodes Logical points, Absolute and Relative positioning, dependencies, and downstream propagation. Read
- Positioning planes How a plane fixes one coordinate and turns a two-dimensional scene click into an exact 3D position. Read
Frame entities
- Virtual links Non-manufactured construction links used for placement, orientation, and dependency relationships. Read
- Physical links Manufactured tube, rod, or profile members and the logical links that locate them. Read
- Physical-link attachments Reusable printable parts hosted by manufactured members and driven by their resolved properties. Read
- Virtual-link attachments Reusable parts placed and oriented from non-manufactured reference links. Read
- Attachment connections Connections that combine attachment body parts and clearances into coordinated printable joints. Read
Behaviour
- Reconciliation Explicit single-junction and whole-frame actions that calculate ordinary Physical-link terminal offsets. Read
- Position guards and end pinning Free offsets, pinned terminal placement, direction references, and automatic offset maintenance. Planned
- Reactive properties Named inputs, expressions, dependency propagation, and parameter-driven frame changes. Planned
- Defaults How frame-level policies seed new nodes, members, attachments, connections, and reconciliation. Planned
Editor and output
- Transaction history and checkpoints Undo, redo, replay, named checkpoints, autoplay, and taking over an authored history. Planned
- Selection and contextual actions How selection, placement modes, and entity-specific actions determine the available editing context. Planned
- Export and manufacturing output Printable body parts, clearances, materials, stock-member lengths, and the bill of materials. Planned
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