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If a dial box is available:
| Dial | Function |
| 0 | Rotate about the X axis |
| 1 | Shift along the X axis |
| 2 | Rotate about the Y axis |
| 3 | Shift along the Y axis |
| 4 | Rotate about the Z axis |
| 5 | Z axis scale |
You can assign these functions to any dial numbered 0 to 7 by using the following resources:
| Resource | Default | Comment |
| OpenGL.DBXrotate | 0 | Dial 0 X-axis rotation |
| OpenGL.DBYrotate | 2 | Dial 2 Y-axis rotation |
| OpenGL.DBZrotate | 4 | Dial 4 Z-axis rotation |
| OpenGL.DBXshift | 1 | Dial 1 X-axis translation |
| OpenGL.DBYshift | 3 | Dial 3 Y-axis translation |
| OpenGL.DBZshift | 5 | Dial 5 Z-axis translation |
If a dial box is not available then a combination of the CTRL key and the mouse may be used:
| Key | Mode |
| CTRL-Left Button | Rotation |
| CTRL-Middle Button | Scaling |
| CTRL-Right Button | Translation |
With the mouse pointer inside the graphics drawing area, hold down the CTRL key and then press and hold a mouse button in order to enter the desired 'interaction' mode. As long as the CTRL key is held down you may swap modes by releasing and pressing any of the mouse buttons. To exit from this 'interaction' mode, simply release the CTRL key and the mouse button.
To understand how rotations are achieved you should imagine that you are manipulating a sphere which fits around the model. Your finger is on the surface of the sphere at the position indicated by the mouse cursor. Moving your finger will rotate the sphere and hence the model. To reposition your finger on the sphere, release the lefthand mouse button, reposition the mouse cursor and then press the lefthand button again.
Simply moving the mouse will result in a corresponding X or Y axis shift.
Moving the mouse to the left will zoom out and moving it to the right will zoom in.
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