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- About slines. Predestination and restrictions.
- Creation of splines
- Modifications for splines.
- Using Snapping tools.

       Actually splines is the chain of vertices that represents the poly-line. It can varety from single point and line to long line strip. Splines can alos be closed when the starting point matches the end point of the same spline.
       Splines were designed the first in ZModeler long before other stuff and were aimed for simple creation of surfaces.
Note that I strongly recommend to save your work before you start working with splies in the scene, then delete all splines when you have done with them and save your work after deleting splines. That will save a lot of your nervs.
       Also, splines are directed poly-lines and has a so-called First vertex. This vertes is drawn bigger then other vertices and represens strating point of splines.

      All spline create tools are in the Create...\Spline...\ subbrance in the menubar:
       They are:
Point - creates a single-point spline with left click.
Line - creates a two-points spline. Note that you SHOULD NOT hold down mouse button when you create splines
LineStrip - creates a sequence of lines, a so called linestrip. You should Right-click to stop creation or click on existing first or last point of ANY spline.
NGon - creates a closed spline with defined amount of vertices.
      The following picture illustrates several types of splines:
1 - Point spline, 2 - Line spline, 3 - Linestrip, 4 - Closed Linestrip, 5 - NGon with 16 points
      Also it haven't been concerned before, but there are two levels for splines: It's a level of Splines and level of Spline vertices. To switch the first one you need to switch to objects level ('4' key) and then press Splines button (`) in toolbar, that the both objects and splines buttons are down. To switch to Spline vertices level you need to switch to vertices level ('1' key) and press splines button (`). In the first mode you edit the spline as whole, but in the second mode you can edit splines vertices one by one (moveing them for example). This you need to know before the next topic:

      Splines supports most of standart modifications from Modify...\ tools of menubar, and all that modifications can be applined both to any spline vertex or to spline as whole, by switcing to according level.
      But there are also several specific modifications for splines that are in Modify...\Spline...\ subfolder in menubar:
       They are:
Insert - inserts a vertex into spline (with a left mouse click) and starts moving this vertex (don't hold left button down) until you left-click again for newer vertex or right-click to discard creatin of this vertex.
Open - deletes an edge in spline and "opens" it. Thus, if you click on an edge of Line-spline it will be converted to two point-splines; if you click on an edge of unclosed line-strip spline it will be converted to two splines; and if you click on an edge of any closed spline that it will become unclosed:
       The manual-drawen blue circles are the points where I've clicked to open splines. You should note that in several cases the First vertex of spline has changed.
Connect - connects start or end points of any splines and, in fact, this tool is backward fot Open tool.
       NOTE, that if you connect starting and ending points of the same spline, than it become closed; if you connect start and end points of diffenrent splines than these splines will be united into one line-strip spline. Alos, you can't connect to intermediate points of splines: only start or end vertices.
       It's worth to concern standart tools that work with splines. I'll describe only Move tool:
       What I'm pointing to is a small difference when you move objects' vertices and splines' vertics. The last one has an aspect, a so-called Auto-uniting of nearest points. That means, If you drag (move) splines' vertex over other start/end vertex of any spline and release left mouse button (drop the vertex), than program will ask whether you want to unit the nearest points. As a rule it's neccessary to unit these nearest vertices. After uniting these vertices they become the single shared vertex:
       You can also make some experiments modifying splines, deleting splines vertices and others.

      As you might noticed, splines has internal snapping when you create them and the spline auto-closes with start or end point of any spline. But there are other snapping tools provided with ZSnapper plugin. It has two valuable snapping tools: snapping to objects' vertices and snapping to splines vertices that woks both while creating and modifying splines:
      On the image I've activated them both. The one on the left is snapping to splines' vertices other is snapping to objects' vertices. Also make sure that edit axis switched from Z to any other, since snapping will not work when midifying in Z axis.
      Now you cna create splines and see that vertices are snapping to other splines and objects vertices. Thus you can create a spline that, for example, lies over the mesh in 3D space and you don't need to move vertices one by one to place them as closer to he mesh as you only can - it will be done automatically:
      As you can see, the just-created spline exactly lies over the 3D object exept first and last vertices that I've created aside the object to show how the snapping works.

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