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	<title>Linking 2D and 3D - Revision history</title>
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	<updated>2026-09-04T08:34:58Z</updated>
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		<title>LumiBot: Перевод с русской вики (задача №972, LS Dev Hub)</title>
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		<updated>2026-09-02T19:09:01Z</updated>

		<summary type="html">&lt;p&gt;Перевод с русской вики (задача №972, LS Dev Hub)&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;[[ru:Связь 2D и 3D]] [[en:Linking 2D and 3D]]&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Mapping&amp;#039;&amp;#039;&amp;#039; window and the &amp;#039;&amp;#039;&amp;#039;3D View&amp;#039;&amp;#039;&amp;#039; window show the same project from two sides. The real fixtures live in the mapping: they have addresses and universes, they are patched into ports, composition effects are calculated for them, and they send out the Art-Net signal. In 3D there are objects that represent the real structure: splines along the edges of a facade, fixtures on a truss, an imported model, set decoration. On their own, 3D objects don&amp;#039;t light up — each one takes its color from the mapping fixture it&amp;#039;s linked to.&lt;br /&gt;
&lt;br /&gt;
The link is assigned manually in the &amp;#039;&amp;#039;&amp;#039;Properties&amp;#039;&amp;#039;&amp;#039; window, or created automatically when fixtures are transferred between 2D and 3D with the magic buttons. It doesn&amp;#039;t affect the signal — this is only a preview. A fixture not linked to any 3D object works as usual — you just won&amp;#039;t see it in the 3D scene.&lt;br /&gt;
&lt;br /&gt;
== What Passes Through the Link ==&lt;br /&gt;
&lt;br /&gt;
The link is one-directional: mapping leads, 3D follows. The object&amp;#039;s shape and position in the scene are up to itself.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Comes from mapping !! Stays with the 3D object&lt;br /&gt;
|-&lt;br /&gt;
| Color and brightness of each pixel — whatever the current composition&amp;#039;s effects calculate || Position, rotation, and scale in the scene&lt;br /&gt;
|-&lt;br /&gt;
| Number of fixtures on the spline and how they&amp;#039;re distributed || Spline shape: its points, &amp;#039;&amp;#039;&amp;#039;Closed&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Smooth&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| Fixture address and type — shown in the columns of the &amp;#039;&amp;#039;&amp;#039;3D Objects&amp;#039;&amp;#039;&amp;#039; window || Pixel dimensions: &amp;#039;&amp;#039;&amp;#039;Pixel Width&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Pixel Height&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Pixel Length&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| Beam type — &amp;#039;&amp;#039;&amp;#039;Pixel&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Spot&amp;#039;&amp;#039;&amp;#039;, or &amp;#039;&amp;#039;&amp;#039;Linear&amp;#039;&amp;#039;&amp;#039; — and its &amp;#039;&amp;#039;&amp;#039;Length&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Angle&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Depth&amp;#039;&amp;#039;&amp;#039; || Fixture order along the spline: &amp;#039;&amp;#039;&amp;#039;Reverse&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Snake Mode&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| Visibility: turn off a fixture in the &amp;#039;&amp;#039;&amp;#039;Fixtures&amp;#039;&amp;#039;&amp;#039; window — the linked object disappears in 3D too || Visibility of the object itself, a separate checkbox in the &amp;#039;&amp;#039;&amp;#039;3D Objects&amp;#039;&amp;#039;&amp;#039; list&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This gives the main rule: to make a fixture light up in the right place in 3D, you don&amp;#039;t need to move it in the mapping. What matters in the mapping is fixture addresses and pixel order; where the fixture actually stands is set by the 3D object.&lt;br /&gt;
&lt;br /&gt;
== How to Tell Whether a Link Exists ==&lt;br /&gt;
&lt;br /&gt;
The fastest way is through the &amp;#039;&amp;#039;&amp;#039;3D Objects&amp;#039;&amp;#039;&amp;#039; window. A linked object has its &amp;#039;&amp;#039;&amp;#039;Mapping&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Address&amp;#039;&amp;#039;&amp;#039;, and &amp;#039;&amp;#039;&amp;#039;Fixtures&amp;#039;&amp;#039;&amp;#039; columns filled in; an empty &amp;#039;&amp;#039;&amp;#039;Mapping&amp;#039;&amp;#039;&amp;#039; column for a fixture or spline means there&amp;#039;s no link and it won&amp;#039;t light up.&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s also visible right in the scene:&lt;br /&gt;
&lt;br /&gt;
* a single 3D fixture without a link is called &amp;#039;&amp;#039;&amp;#039;No Fixture&amp;#039;&amp;#039;&amp;#039; and doesn&amp;#039;t light up;&lt;br /&gt;
* an unlinked spline is drawn as a gray line with no pixels on it (white when selected). It&amp;#039;s only shown when helper objects are enabled — menu &amp;#039;&amp;#039;&amp;#039;View → 3D View → 3D Helper Objects&amp;#039;&amp;#039;&amp;#039;, key &amp;#039;&amp;#039;&amp;#039;F4&amp;#039;&amp;#039;&amp;#039;. If splines in the scene suddenly &amp;quot;disappear,&amp;quot; check this checkbox and the link first;&lt;br /&gt;
* for a cloner, the &amp;#039;&amp;#039;&amp;#039;Fixture Name&amp;#039;&amp;#039;&amp;#039; line in &amp;#039;&amp;#039;&amp;#039;Properties&amp;#039;&amp;#039;&amp;#039; shows the range: which fixture it starts with and which it ends with.&lt;br /&gt;
&lt;br /&gt;
== Linking an Object to a Fixture ==&lt;br /&gt;
&lt;br /&gt;
Select the object in the scene or its row in the &amp;#039;&amp;#039;&amp;#039;3D Objects&amp;#039;&amp;#039;&amp;#039; window and open the &amp;#039;&amp;#039;&amp;#039;Properties&amp;#039;&amp;#039;&amp;#039; window — a &amp;#039;&amp;#039;&amp;#039;Fixture&amp;#039;&amp;#039;&amp;#039; section will appear there.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Button !! What it does&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Select&amp;#039;&amp;#039;&amp;#039; || Opens the &amp;#039;&amp;#039;&amp;#039;Select Fixture&amp;#039;&amp;#039;&amp;#039; window with a list of all fixtures and splines in the project.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Previous&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Next&amp;#039;&amp;#039;&amp;#039; (rows &amp;#039;&amp;#039;&amp;#039;Left&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Right&amp;#039;&amp;#039;&amp;#039;) || Shift the link to a neighboring fixture in the &amp;#039;&amp;#039;&amp;#039;Fixtures&amp;#039;&amp;#039;&amp;#039; window list. Handy when an object is linked to the wrong fixture and the right one is nearby: no need to open the list.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Clear&amp;#039;&amp;#039;&amp;#039; || Removes the link. Applies to all selected objects at once.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Go to Fixture&amp;#039;&amp;#039;&amp;#039; || Selects the linked fixture in the &amp;#039;&amp;#039;&amp;#039;Fixtures&amp;#039;&amp;#039;&amp;#039; window and in the mapping, and shows its properties.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Select Fixture&amp;#039;&amp;#039;&amp;#039; window is a simple single-column list, &amp;#039;&amp;#039;&amp;#039;Name&amp;#039;&amp;#039;&amp;#039;. Clicking the column header sorts it alphabetically.&lt;br /&gt;
&lt;br /&gt;
# Select the 3D object you&amp;#039;re assigning a fixture to.&lt;br /&gt;
# Click &amp;#039;&amp;#039;&amp;#039;Select&amp;#039;&amp;#039;&amp;#039; in the &amp;#039;&amp;#039;&amp;#039;Fixture&amp;#039;&amp;#039;&amp;#039; section.&lt;br /&gt;
# Click the row you need — the link is assigned instantly, the object in the scene starts lighting up right away, and you see the result without closing the window. Made a mistake — click another row.&lt;br /&gt;
# Press &amp;#039;&amp;#039;&amp;#039;OK&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;Enter&amp;#039;&amp;#039;&amp;#039; to close the window. &amp;#039;&amp;#039;&amp;#039;Esc&amp;#039;&amp;#039;&amp;#039; also closes it, but doesn&amp;#039;t undo a link already assigned — for that, use &amp;#039;&amp;#039;&amp;#039;Ctrl+Z&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
A single 3D fixture can only be assigned a single mapping fixture: clicking a spline row does nothing. A 3D spline can be assigned either a spline or a single fixture — in the latter case, a single pixel lights up at the start of the spline.&lt;br /&gt;
&lt;br /&gt;
=== The &amp;quot;Auto&amp;quot; Button ===&lt;br /&gt;
&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Auto&amp;#039;&amp;#039;&amp;#039; button in the same window links the selected 3D objects to fixtures whose names match the objects&amp;#039; names. There&amp;#039;s no need to pick a row in the list — just select the objects in the scene and click &amp;#039;&amp;#039;&amp;#039;Auto&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
This is how a whole model gets linked in one go. If the structure was prepared in a 3D editor and the fixtures in it are named the same way as in the mapping, then after importing it&amp;#039;s enough to select everything and click &amp;#039;&amp;#039;&amp;#039;Auto&amp;#039;&amp;#039;&amp;#039; — instead of assigning the link to each object by hand.&lt;br /&gt;
&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Case Sensitive&amp;#039;&amp;#039;&amp;#039; checkbox sets whether &amp;lt;code&amp;gt;Line001&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;line001&amp;lt;/code&amp;gt; are treated as different names. By default case is ignored, and it&amp;#039;s usually best left that way. The setting is remembered between program launches.&lt;br /&gt;
&lt;br /&gt;
Objects for which no name match was found simply get no link — you can spot them by an empty &amp;#039;&amp;#039;&amp;#039;Mapping&amp;#039;&amp;#039;&amp;#039; column in the &amp;#039;&amp;#039;&amp;#039;3D Objects&amp;#039;&amp;#039;&amp;#039; window.&lt;br /&gt;
&lt;br /&gt;
== Several Objects at Once ==&lt;br /&gt;
&lt;br /&gt;
If several 3D objects are selected, assignment goes in a chain: the first one gets the fixture whose row you clicked, the second gets the next one in the &amp;#039;&amp;#039;&amp;#039;Fixtures&amp;#039;&amp;#039;&amp;#039; window list, the third gets the one after that, and so on.&lt;br /&gt;
&lt;br /&gt;
This is the fastest way to spread links across a row of identical objects. Set the fixture order in the &amp;#039;&amp;#039;&amp;#039;Fixtures&amp;#039;&amp;#039;&amp;#039; window the way you need beforehand, by dragging rows within the port — then one click links the whole row.&lt;br /&gt;
&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Clear&amp;#039;&amp;#039;&amp;#039; button likewise removes the link from all selected objects at once.&lt;br /&gt;
&lt;br /&gt;
== Transferring Fixtures Between 2D and 3D ==&lt;br /&gt;
&lt;br /&gt;
When you need a lot of links, you don&amp;#039;t assign them by hand: fixtures are transferred from one window to the other, and the link is created automatically. Both buttons are at the start of the &amp;#039;&amp;#039;&amp;#039;3D View&amp;#039;&amp;#039;&amp;#039; window&amp;#039;s toolbar (see [[3D Toolbar]]).&lt;br /&gt;
&lt;br /&gt;
; Magic 3D Button&lt;br /&gt;
: Transfers fixtures from the mapping into 3D. The &amp;#039;&amp;#039;&amp;#039;Magic Settings&amp;#039;&amp;#039;&amp;#039; window sets the &amp;#039;&amp;#039;&amp;#039;Width&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Height&amp;#039;&amp;#039;&amp;#039; of the rectangle in which the fixtures are laid out as a flat &amp;quot;wall&amp;quot; repeating their arrangement in the mapping. After that, the objects are positioned in the scene by hand. Fixtures that already have a 3D counterpart aren&amp;#039;t transferred again.&lt;br /&gt;
&lt;br /&gt;
; Magic 2D Button&lt;br /&gt;
: The reverse action — transfers objects from 3D to the mapping. Used when the structure arrived as a ready-made model and the mapping is still empty. The &amp;#039;&amp;#039;&amp;#039;Magic Settings&amp;#039;&amp;#039;&amp;#039; window sets:&lt;br /&gt;
:* &amp;#039;&amp;#039;&amp;#039;Select Camera&amp;#039;&amp;#039;&amp;#039; — which view to look at the scene from. Fixtures will land on the mapping the way they&amp;#039;re seen from this camera, so pick an angle where the side you need is fully visible and fixtures don&amp;#039;t block each other. When you pick a camera from the list, the view in the window switches to it right away, so you can see exactly what will be transferred. If left at &amp;#039;&amp;#039;&amp;#039;None&amp;#039;&amp;#039;&amp;#039;, fixtures aren&amp;#039;t projected and are simply laid out in an even row.&lt;br /&gt;
:* &amp;#039;&amp;#039;&amp;#039;Transfer Objects&amp;#039;&amp;#039;&amp;#039; — &amp;#039;&amp;#039;&amp;#039;All Objects&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Visible Objects&amp;#039;&amp;#039;&amp;#039;, or &amp;#039;&amp;#039;&amp;#039;Selected Objects&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
: The &amp;#039;&amp;#039;&amp;#039;OK&amp;#039;&amp;#039;&amp;#039; button creates fixtures on the mapping and immediately links them to the source objects. Fixtures already transferred before aren&amp;#039;t transferred again, so the window can be opened as many times as needed as new objects appear in the scene.&lt;br /&gt;
&lt;br /&gt;
After the transfer, the fixtures on the mapping still need to be patched and, if needed, have their type changed in the fixture library — this won&amp;#039;t break the link.&lt;br /&gt;
&lt;br /&gt;
== Fixture Order Along a Spline ==&lt;br /&gt;
&lt;br /&gt;
On a spline, what matters isn&amp;#039;t just which fixture is linked to it, but also which end the pixel count starts from. If the animation runs the wrong way in 3D, this is fixed in the &amp;#039;&amp;#039;&amp;#039;Fixture&amp;#039;&amp;#039;&amp;#039; section of the &amp;#039;&amp;#039;&amp;#039;Properties&amp;#039;&amp;#039;&amp;#039; window.&lt;br /&gt;
&lt;br /&gt;
; Reverse&lt;br /&gt;
: Flips the fixture order along the spline: the first pixel becomes the last. Applies to all selected splines, so a whole row of bars is flipped with one click.&lt;br /&gt;
&lt;br /&gt;
; Snake Mode&lt;br /&gt;
: Available on a cloner. Each next repeat goes in the opposite direction — this is how garlands and screens are built where the strip is laid out in a snake pattern.&lt;br /&gt;
&lt;br /&gt;
A cloner is linked to the first fixture in the row: &amp;#039;&amp;#039;&amp;#039;Select&amp;#039;&amp;#039;&amp;#039; in its properties assigns the starting fixture, and each following repeat automatically takes the next fixture from the &amp;#039;&amp;#039;&amp;#039;Fixtures&amp;#039;&amp;#039;&amp;#039; window list. The &amp;#039;&amp;#039;&amp;#039;Fixture Name&amp;#039;&amp;#039;&amp;#039; line shows the resulting range.&lt;br /&gt;
&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Auto Follow&amp;#039;&amp;#039;&amp;#039; checkbox in the &amp;#039;&amp;#039;&amp;#039;Duplicate&amp;#039;&amp;#039;&amp;#039; tool works similarly: each new copy is linked to the next fixture instead of repeating the same one.&lt;br /&gt;
&lt;br /&gt;
== The Reverse Path: From Fixture to 3D ==&lt;br /&gt;
&lt;br /&gt;
The link can be read from the other side too. Select a fixture in the &amp;#039;&amp;#039;&amp;#039;Fixtures&amp;#039;&amp;#039;&amp;#039; window or in the mapping, and in the &amp;#039;&amp;#039;&amp;#039;Properties&amp;#039;&amp;#039;&amp;#039; window click &amp;#039;&amp;#039;&amp;#039;Go to 3D Fixture&amp;#039;&amp;#039;&amp;#039; — the program will select the linked object in the scene and show its parameters. If several objects are linked to the fixture, a menu with a list will appear: pick the one you need. The button is unavailable if nothing in 3D is linked to this fixture.&lt;br /&gt;
&lt;br /&gt;
Another way to find a fixture is the &amp;#039;&amp;#039;&amp;#039;Highlight Fixtures and DMX Data&amp;#039;&amp;#039;&amp;#039; button on the &amp;#039;&amp;#039;&amp;#039;Mapping&amp;#039;&amp;#039;&amp;#039; window&amp;#039;s toolbar. The selected fixtures start blinking simultaneously in the mapping, in 3D, and on the real object, so the correspondence is visible in all three places at once. Right-clicking this button opens a choice of highlight mode and interval.&lt;br /&gt;
&lt;br /&gt;
== What Happens to the Link When the Project Changes ==&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Deleted a fixture in the mapping.&amp;#039;&amp;#039;&amp;#039; The 3D object stays in the scene but loses its link and stops lighting up. Undoing with &amp;#039;&amp;#039;&amp;#039;Ctrl+Z&amp;#039;&amp;#039;&amp;#039; restores both the fixture and the link.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Deleted an object in 3D.&amp;#039;&amp;#039;&amp;#039; Nothing changes in the mapping: the fixture, its addresses, and its effects stay in place.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Copied an object in 3D&amp;#039;&amp;#039;&amp;#039; (&amp;#039;&amp;#039;&amp;#039;Ctrl+C&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Ctrl+V&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;Ctrl+D&amp;#039;&amp;#039;&amp;#039;). The copy stays linked to the same fixture and lights up exactly like the original. To give copies a life of their own, assign each one its own fixture using the &amp;#039;&amp;#039;&amp;#039;Select&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;Next&amp;#039;&amp;#039;&amp;#039; buttons.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Changed the fixture type&amp;#039;&amp;#039;&amp;#039; in the fixture library. The link is preserved, and the 3D object picks up the new beam type and its dimensions.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Changed the number of fixtures on a spline&amp;#039;&amp;#039;&amp;#039; in the mapping. Pixels in 3D are automatically recalculated along the whole length of the spline.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Turned off a fixture&amp;#039;s visibility&amp;#039;&amp;#039;&amp;#039; in the &amp;#039;&amp;#039;&amp;#039;Fixtures&amp;#039;&amp;#039;&amp;#039; window. The linked object disappears in 3D too.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Renamed a single 3D fixture.&amp;#039;&amp;#039;&amp;#039; The linked fixture in the mapping gets the same name: single fixtures share a common name.&lt;br /&gt;
&lt;br /&gt;
== If an Object in 3D Doesn&amp;#039;t Light Up ==&lt;br /&gt;
&lt;br /&gt;
Check in order:&lt;br /&gt;
&lt;br /&gt;
# Is there a link: the &amp;#039;&amp;#039;&amp;#039;Mapping&amp;#039;&amp;#039;&amp;#039; column in the &amp;#039;&amp;#039;&amp;#039;3D Objects&amp;#039;&amp;#039;&amp;#039; window shouldn&amp;#039;t be empty, and a single fixture shouldn&amp;#039;t be named &amp;#039;&amp;#039;&amp;#039;No Fixture&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
# Is visibility turned on — both for the object itself in the &amp;#039;&amp;#039;&amp;#039;3D Objects&amp;#039;&amp;#039;&amp;#039; list and for the linked fixture in the &amp;#039;&amp;#039;&amp;#039;Fixtures&amp;#039;&amp;#039;&amp;#039; window.&lt;br /&gt;
# Is anything playing on this fixture: does it fall within a layout that has an effect on it, and hasn&amp;#039;t the effect on the timeline already ended by the current moment.&lt;br /&gt;
# Has the fixture ended up outside the boundaries of the mapping&amp;#039;s working area.&lt;br /&gt;
# Are several objects linked to the same fixture: then they light up identically, and it&amp;#039;s easy to conclude that part of the scene isn&amp;#039;t working.&lt;br /&gt;
&lt;br /&gt;
If you can&amp;#039;t find the object in the scene, select its row in the &amp;#039;&amp;#039;&amp;#039;3D Objects&amp;#039;&amp;#039;&amp;#039; window and press &amp;#039;&amp;#039;&amp;#039;Z&amp;#039;&amp;#039;&amp;#039; — the camera will frame it in the window.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[3D Objects]] — list of scene objects and link columns&lt;br /&gt;
* [[3D Toolbar]] — magic buttons and scene tools&lt;br /&gt;
* [[Добавление 3D сплайнов]] — how to draw a spline over a model&lt;br /&gt;
* [[Patching Fixtures]] — fixture addresses and order in the &amp;#039;&amp;#039;&amp;#039;Fixtures&amp;#039;&amp;#039;&amp;#039; window&lt;/div&gt;</summary>
		<author><name>LumiBot</name></author>
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