Key-ins... this is what MicroStation ends up being all about! There's some useful stuff here -- check it out. There's even more info regarding Key-ins posted in Bubba's Place (at Adagebooks.com). This list has been floating around for some time -- we added a bit more to it. In general, if you see an example in here that looks like , it means to treat the stuff between the < >'s as a MicroStation key-in -- that is in this case to enter the expression "Place Line" (without the quotes, of course!) in the key-in window. Enjoy, keith little (with Bubba's help) Adage Books 07/01 Please note, that while the key-ins are from MicroStation/Intergraph, our commentary is from 'Us', and as such is Copyright (c) 2001 -- Keith R. Little - Adage Books. ================================= MicroStation 2-Character Keyins - general syntax: nn=parameter -- if a param is in [brackets] that means it's optional for example: aa=90 (same as entering ) - Case is not important -- AA=90 works just as well as aa=90 - heck, Case is not important for _any_ MicroStation key-ins. works just as well as or - these guys came from the old Intergraph IGDS command set (this was the only way to key anything in -- the only other input was via a Command Menu (a Tablet menu). Really -- no kiddin! - to explicitly be shown the current setting (with no change) use the <$> parameter -- for example: aa=$ - many of these nn= type key-in's may be manipulated with special (undocumented) qualifiers -- like *, /, +, and -. For example sets the active weight to 3, then would increment the active weight to 4. These qualifiers do not work with all these nn= guys, though. See the whole story on these incr/decr/factor things in the key-in article in Bubba's Corner (at AdageBooks.com). Key Command Comments (by Keith Little) --- ------------ ------- AA= ACTIVE ANGLE -- may be plus or minus -- eg, or (the qualifiers don't work with the active angle -- for example, to multiply the current active angle by 2 don't work) (it's because of how the angles are stored internally (radians) -- there is a discussion of how to get around this in the Bubba Sez' portion of AdageBooks.com) -- you can even use an angle that is, say, a result of some monster calculation, like -- MS will reduce correctly for you. AC= ACTIVE CELL -- define the active Cell to be placed, using the current global parameters (Scale, Angle...) also starts the Place Cell command AD= POINT ACSDELTA -- Aux Coord System stuff -- use ADraw instead! AE= ACTIVE ENTITY -- datav=base stuff AM= ATTACH MENU -- -- like am=IMouse,cb (for a Cursor Button menu) or for a sidebar AP= ACTIVE PATTERN CELL -- used with the and ... entries AR= ACTIVE RCELL -- places the cell in Relative mode -- that is, the cell is placed starting on the current Active Level, regardless of what Level(s) the Cell were created on AS= ACTIVE SCALE -- sets both X and Y scale to the specified factor AT= TUTORIAL -- oh, puhlease... AX= POINT ACSABSOLUTE -- Aux Coord System stuff -- use ADraw instead! AZ= ACTIVE ZDEPTH ABSOLUTE -- AccuDraw is the answer! BR= BUBBA RULES -- (NOT!) CC= CREATE CELL -- (g {graphics}, m {menu}, p {point} or t {tutorial -- no longer used}). -- cc= may also be used to redo a cell's description -- say you create a cell like -- you may then say (up-arrow is helpful here) -- MicroStation will realize that the cell already exists, and just only update the description in the lib CD= DELETE CELL -- make sure you mean it -- there's no "Are you sure?" CM= MATRIX CELL -- place a bunch of cells all at once with X and Y offfsets CO= ACTIVE COLOR -- scroll this 'un -- like ... A nice dirty trick is -- set the active color to the Background color (HA!) CR= RENAME CELL -- CT= ATTACH COLORTABLE -- attach a color table (name.tbl) DA= ACTIVE DATYPE -- database stuff DB= ACTIVE DATABASE -- -- database stuff DD= SET DDEPTH RELATIVE -- display depth -- is usually quicker -- although you can specify what you want, like DF= SHOW FONT -- is a quick way to bring up the Fonts dialog box DI= POINT DISTANCE -- vector (Polar) change from the last Data Point placed -- eg, DL= POINT DELTA -- Rectangular (delta X, delta Y) change from the last DP placed eg, or (means place a point right where the last one was placed) or (means go 0 in the x and 10 in the Y directoin and place a point) DP= SET DDEPTH ABSOLUTE -- display depth DR= TYPE -- this was actually DR: Display Report -- the MS key-in is simply use it to view a text file -- eg, DS= DEFINE SEARCH -- database stuff DV= DELETE VIEW -- deletes a saved view (see ) DX= POINT VDELTA -- works mostly like DL= DZ= ACTIVE ZDEPTH RELATIVE -- ADraw saves you from this crud EL= ELEMENT LIST -- this creates an output file (binary) listing of elements in a Fence FF= FENCE FILE -- easy way to steal a portion of a dgn & create a new file from it -- , eg, would create junk.dgn containing whatever you got fenced (won't work with a Set) FI= FIND -- database stuff I seem to recall FT= ACTIVE FONT -- set the active font, like GO= ACTIVE ORIGIN -- is useful to follow up with something like to specifically place the global origin at an exact point on the deign plane (this ain't documented!) GR= ACTIVE GRIDREF -- defines how man Grid 'dots' are between a Master Grid point. GU= ACTIVE GRIDUNIT -- defines what a "Master Grid" is. * GU and GR note: the dgn design plane is defined as 2 to the 32nd number of points in both the X, Y, and Z direction (like 4 billion for each). We split up the points into sub-groups, "MasterUnits:SubUnits:PositionalUnits", usually referred to as "MU:SU"PU" -- (this is done in the Design File Settings window in the Working Units category.) If we work in, say an Architectural dgn, where the Master Unit is 1 (ft) with 12 (inches) between each foot (making up the Sub Unit), and each inch being split up into 8000 points, the MU:SU:PU setup would be "1:12:8000". Usually the GU and GR are set up to match the design file setup -- for example here the GU would be and the GR would be -- but they don't necessarily have to be -- you could set the and the and have each individual grid point (what the Grid Lock jumps to) be 1 ft and the reference grid (the major Grid crosses, be every 10 ft. The best way to see this is to play with it -- turn the grid on and zoom in (or out) until you can see both the Master and Sub grid and then start changing the GU and GR -- have fun!! KY= ACTIVE KEYPNT -- this is the keypoint snap gives you snaps at the ends of a line, as well as the third points. (A nice dirty trick is like LC= ACTIVE STYLE -- active linestyle -- eg, 0-7 is the range -- you can also enter UDLs this way -- eg, LD= DIMENSION LEVEL -- to define a Level where all your dimensions are placed (regardless of where you are when you place them) LL= ACTIVE LINE LENGTH -- how long a single line of text can be -- usually a good idea to set this one (the max) LS= ACTIVE LINE SPACING -- space between two lines of text in a Text Node LT= ACTIVE TERMINATOR -- a quick way to invoke the Place Active Terminator command eg, (assuming the cell (usually a point cell) is found) -- see also TS= (terminator scale) LV= ACTIVE LEVEL -- sets the current Active Level -- the Level we are orking on (if the Level was turned off, it will be turned on) (can be incremented/decremented -- see the Key-ins article in Bubba's Place for the story) NN= ACTIVE NODE -- each Text Node Placed (a multi-line piece of Text) also has a Node Number (a unique, sequential number) that is placed along with the text (it is usually turned off (in View Attributes)). Not too terribly useful, but you can place individual Nodes (just the Number) in a dgn, which have the current Text and Global attributes remembered, and then go back later and (with the Text Node lock turned on) place some Text on that Node. Text Nodes also have some serious side affects associated with them -- in fact Bubba thinks they are pretty Stoopid! See the article in Bubba's Corner regarding Text Nodes vs. Enter Data Fields for the whole story. OD= OPERATOR DESTRUCT -- useful for getting rid of that smart-aleck on the box next to you OF= SET LEVELS OF -- uses stadard range syntax -- or or -- the Active Level may not be tuned off -- select the destination View(s) ON= SET LEVELS ON -- ditto for ON * On and OF notes: these guys can be incremented/decremented -- see the Key-ins article in Bubba's Place for the story -- also see the Select View notes OX= ACTIVE INDEX -- you have to have been around awhile to have used this one!! (unforunately, I still remember having to enter to attach the User Command Index file every stinkin' time I went into Graphics (that'd be, 'um, under IGDS (on the PDP))) {do you know what PDP stands for? Prehistoric Data Processing -- HA!} PA= ACTIVE PATTERN ANGLE -- the angle for a Pattern Cell to be placed PD= ACTIVE PATTERN DELTA usually set to meaning to replicate a pattern cell end-to-end PS= ACTIVE PATTERN SCALE * pattern notes: the placement of a pattern (say in a shape) can be controlled also by the point used to accet the Pattern operation (the first point identifies the Shape, and the second point says 'OK, go ahead' -- MS also uses this 2nd point as where the patterned Cell insertion point is. (this same thing (acceptance point) works with Hatching and Cross-Hatching.) PT= ACTIVE POINT -- used with the Place Point command to place a reference point (which does not plot (I think)). The default is to just place a dot (thickness based on the active Weight) -- a Cell may also be used. PX= DELETE ACS -- delete an Aux Coord Sys by name RA= ACTIVE REVIEW -- review active Entity (database stuff) RC= ATTACH LIBRARY -- attach a cell lib RD= NEWFILE -- rd=[default is the full current file spec], so will re-open the currently active dgn from where it was last file designed (Settings Saved for you Young Whipper-Snappers!) (also uses a full DGNSpec mask -- see the article in Bubba's Place for the story) RF= ATTACH REFERENCE -- attach a reference file will open the Ref Attach window -- can also all at once RS= ACTIVE REPORT -- more database stuff RV= ROTATE VIEW -- -- rotate a view -- to un-screw a rotated (2D) view, use RX= ATTACH ACS -- attach an aux coordinate system (ADraw's (get acs) shortcut is useful here) SD= ACTIVE STREAM DELTA -- the delta distance between point when using stream tools (like Linestrings or Curves) (used to be used with digitizing (tracing) drawings) ST= ACTIVE STREAM TOLERANCE -- how far off the Stream path the tool will place data points SF= FENCE SEPARATE -- like a File Fence, except the data is removed from the Source dgn, and put into the destination (dangerous, be careful) SV= SAVE VIEW -- Save a View setup by name, for example -- remembers window coordinates, Level structure, View Attributes,...) see VI (next)... VI= RECALL VIEW -- set up a Saved View by its name (the standard default names, like TOP, FRONT, RIGHT, LEFT, BOTTOM, BACK, or also a previously Named View SX= SAVE ACS -- save a manually created Drawing System as an ACS by name (also see ADraw ) TB= ACTIVE TAB -- how many space characters are used for a character, like TH= ACTIVE TXHEIGHT -- set the Text Height individually or TW= ACTIVE TXWIDTH -- set the Text Width individually or (see also TX= ACTIVE TXSIZE -- set both Height and Width at the same time, like * TH/TW/TX notes -- may also be incremented/factored -- see the Key-ins article in Bubba's Place for the story TI= ACTIVE TAG -- what the Delta number is for the Copy and Increment Text (and/or Enter Data Fields) is set at -- usuallu , but can be anything (like ) TV= DIMENSION TOLERANCE -- sets the Upper/Lower tolerance for Limit and/or Plus-Minus dimensions UC= USERCOMMAND -- invoke a user command (also used to be available is UCC= to invoke a compiled User Command -- woohoo) UR= ACTIVE UNITROUND -- sets the distance to use in conjunction with the Unit lock -- usually set to something smaller than 1 Grid point (like for half a grid (Grid lock must be off, and Unit lock on) but can also be larger like to allow points only every 4 Master UNits (Unit lock must be on, Grid lock don't matter.) WO= WINDOW ORIGIN -- displays the View window based on the coordinates provided for the origin (that is, the lower, left-habd corner of the view). So for example results in a window with XY=0,0 in the lower left, and does tha same with the coordinates provided. WT= ACTIVE WEIGHT -- sets the active Weight through -- may be incr/decr, see the Key-ins article in Bubba's Place for the story XD= EXCHANGEFILE -- exchange places with a reference file -- making the reference the Active dgn and the Active dgn the reference XY= POINT ABSOLUTE -- place a point at an absolute XY point in a dgn (based on the current Global Origin ), like . To place a point at an absolute point on the design plane (with 0,0 being at the lower left) use (this ain't documented!) XS= ACTIVE XSCALE -- set the X scale individually -- see also YS= ACTIVE YSCALE -- set the Y scale individually -- see also ZS= ACTIVE ZSCALE -- set the Z scale individually -- see also may be incr/decr/factored, see the key-ins article in Bubba's Place for the story Bubba's Favorite Keyin ---------------------- Makes a copy of the current DGN, with a .bak extension (by default in the same place, and with the same name as the current drawing -- for example if Bubba.dgn is open, then Old Primitives -------------- - can be used as a keyin, (no kidding) for example... CPELE (Copy Element), may be entered as: /CPELE (use this form anyplace a uStn key-in is allowed as an effective way to build shorter multi-commands.) Primitive Full Keyin ------------ ------------------ ACTIVE ANGLE ACTAN2 ACTIVE ANGLE PT2 ACTAN3 ACTIVE ANGLE PT3 WOCMDE ACTIVE CAPMODE OFF CAPMDE ACTIVE CAPMODE ON ACTIVE CELL ACTIVE COLOR ACTIVE DATABASE ACTIVE DATYPE ACTIVE ENTITY ACTIVE FONT ACTIVE GRIDREF ACTIVE GRIDUNIT ACTIVE INDEX ACTIVE KEYPNT ACTIVE LEVEL ACTIVE LINE LENGTH ACTIVE LINE SPACE ACTIVE NODE ACTIVE ORIGIN ACTIVE PATTERN ANGLE ACTIVE PATTERN CELL ACTIVE PATTERN DELTA ACTIVE PATTERN SCALE ACTIVE POINT ACTIVE RCELL ACTIVE REPORT ACTIVE REVIEW ACTIVE SCALE ACTSCA ACTIVE SCALE DISTANCE ACTIVE STREAM DELTA ACTIVE STREAM TOLERANCE ACTIVE STYLE ACTIVE TAB ACTIVE TAG ACTIVE TERMINATOR TJST8 ACTIVE TNJ CB TJST7 ACTIVE TNJ CC TJST6 ACTIVE TNJ CT TJST2 ACTIVE TNJ LB TJST1 ACTIVE TNJ LC TJST5 ACTIVE TNJ LMB TJST4 ACTIVE TNJ LMC TJST3 ACTIVE TNJ LMT TJST0 ACTIVE TNJ LT TJST14 ACTIVE TNJ RB TJST13 ACTIVE TNJ RC TJST11 ACTIVE TNJ RMB TJST10 ACTIVE TNJ RMC TJST9 ACTIVE TNJ RMT TJST12 ACTIVE TNJ RT ACTIVE TSCALE TXTHGT ACTIVE TXH PT2 ACTIVE TXHEIGHT TXJS8 ACTIVE TXJ CB TXJS7 ACTIVE TXJ CC TXJS6 ACTIVE TXJ CT TXJS2 ACTIVE TXJ LB TXJS1 ACTIVE TXJ LC TXJS0 ACTIVE TXJ LT TXJS14 ACTIVE TXJ RB TXJS13 ACTIVE TXJ RC TXJS12 ACTIVE TXJ RT ACTIVE TXSIZE TXTWDT ACTIVE TXW PT2 ACTIVE TXWIDTH ACTIVE UNITROUND ACTIVE WEIGHT ACTIVE XSCALE ACTIVE YSCALE ACTIVE ZDEPTH ABSOLUTE ACTIVE ZDEPTH RELATIVE ACTIVE ZSCALE ALIGN ALIGN VIEW ATTACH ACS CTLST ATTACH ACS ATCPTO ATTACH AE ATTACH COLORTABLE ATTACH LIBRARY ATTACH MENU ATTACH REFERENCE DISPCS CHANGE BSPLINE CURVE CORDBC CHANGE BSPLINE ORDER DSPPLG CHANGE BSPLINE POLYGON CELECR CHANGE COLOR CELELS CHANGE STYLE CELESY CHANGE SYMBOLOGY CELEWT CHANGE WEIGHT ANGBIS CONSTRUCT BISECTOR ANGLE PERBIS CONSTRUCT BISECTOR LINE CNSAA1 CONSTRUCT LINE AA 1 CNSAA2 CONSTRUCT LINE AA 2 CNSAA3 CONSTRUCT LINE AA 3 CNSAA4 CONSTRUCT LINE AA 4 MDL2EL CONSTRUCT LINE MINIMUM CONSTRUCT POINT ALONG NPNTS CONSTRUCT POINT BETWEEN CONSTRUCT POINT DISTANCE CNSINT CONSTRUCT POINT INTERSECTION PRJPNT CONSTRUCT POINT PROJECT ATN3EL CONSTRUCT TANGENT ARC 3 LT2ELP CONSTRUCT TANGENT BETWEEN CTN1EL CONSTRUCT TANGENT CIRCLE 1 CTN3EL CONSTRUCT TANGENT CIRCLE 3 PTFROM CONSTRUCT TANGENT FROM LNTNNR CONSTRUCT TANGENT PERPENDICULAR CONSTRUCT TANGENT TO EDCOPY COPY ED CPELE COPY ELEMENT CPYPP COPY PARALLEL DISTANCE CPYPK COPY PARALLEL KEYIN COPY VIEW CREATE CELL CONNST CREATE CHAIN PCNSEF CREATE CHAIN EOF CPXSHP CREATE SHAPE PCPXEF CREATE SHAPE EOF AUXELE DEFINE ACS ELEMENT AUX3PT DEFINE ACS POINTS AUXVW DEFINE ACS VIEW DEFPTO DEFINE AE DOCELL DEFINE CELL ORIGIN DEFINE SEARCH DELETE ACS DELETE CELL DLELEM DELETE ELEMENT DLPELE DELETE PARTIAL DVERTX DELETE VERTEX DELETE VIEW ADEPTH DEPTH ACTIVE PRIMITIVE DDEPTH DEPTH DISPLAY PRIMITIVE DETACH ANGLIN DIMENSION ANGLE LINES PTLOC DIMENSION ANGLE LOCATION PTSIZ DIMENSION ANGLE SIZE ARCLOC DIMENSION ARC LOCATION ARCSIZ DIMENSION ARC SIZE ACTACD DIMENSION AXIS DRAWING ACTAXD DIMENSION AXIS DRAWING ACTAXP DIMENSION AXIS TRUE ACTAXV DIMENSION AXIS VIEW DIACIR DIMENSION DIAMETER DIAPAR DIMENSION DIAMETER PARALLEL DIAPER DIMENSION DIAMETER PERPENDICULAR MEAACT DIMENSION FILE ACTIVE MEAREF DIMENSION FILE REFERENCE DIMENSION JUSTIFICATION CENTER DIMENSION JUSTIFICATION LEFT DIMENSION JUSTIFICATION RIGHT DIMENSION LEVEL LOCSNG DIMENSION LOCATION SINGLE LOCSTK DIMENSION LOCATION STACKED ADMAUT DIMENSION PLACEMENT AUTO PADMAU DIMENSION PLACEMENT AUTO ADMMAN DIMENSION PLACEMENT MANUAL RADRAD DIMENSION RADIUS SIZARW DIMENSION SIZE ARROW SIZOBL DIMENSION SIZE STROKE DIMENSION TOLERANCE UNITDG DIMENSION UNITS DEGREES UNITLN DIMENSION UNITS LENGTH WITLOF DIMENSION WITNESS OFF WITLON DIMENSION WITNESS ON DNLCLT DNLCLT DRCMPX DROP COMPLEX EDAUTO EDIT AUTO EDSING EDIT SINGLE EDTEXT ELEMENT LIST EXCHANGEFILE EXLNIN EXTEND L IN EXLIN EXTEND LINE EXLIN2 EXTEND LINE 2 EXLINK EXTEND LINE K AAEFCN FENCE ATTACH CFNCCR FENCE CHANGE COLOR CFNCLS FENCE CHANGE STYLE CFNCSY FENCE CHANGE SYMBOLOGY CFNCWT FENCE CHANGE WEIGHT CPFNCC FENCE COPY DLFNCC FENCE DELETE RATFCN FENCE DETACH FENCE FILE FNCLOC FENCE LOCATE MHCPFC FENCE MIRROR COPY H MLCPFC FENCE MIRROR COPY L MVCPFC FENCE MIRROR COPY V MFHRIZ FENCE MIRROR ORIGINAL H MFLINE FENCE MIRROR ORIGINAL L MFVERT FENCE MIRROR ORIGINAL V MVFNCC FENCE MOVE RPTACT FENCE REPORT RTCPFC FENCE ROTATE COPY RFNCC FENCE ROTATE ORIGINAL SCCPFC FENCE SCALE COPY SCFNCC FENCE SCALE ORIGINAL FENCE SEPARATE TRSFCC FENCE TRANSFORM ADWSFN FENCE WSET ADD ADWSFC FENCE WSET COPY FILDGN FILEDESIGN PFILTM FILLET MODIFY PFILTN FILLET NOMODIFY FILTRM FILLET SINGLE GETCLR GETCLR ADDGG GROUP ADD DRFGG GROUP DROP IDCELL IDENTIFY CELL TXNODA IDENTIFY TEXT CIDATA INCREMENT ED CITEXT INCREMENT TEXT IVERTX INSERT VERTEX EDCJST JUST CENTER EDLJST JUST LEFT EDRJST JUST RIGHT LABEL LABLN LBLINE LOCATE LOCELE LOCELE ANGLLK LOCK ANGLE AXLKFF LOCK AXIS BORSIT LOCK BORESITE TOGGLE CPLOCK LOCK CONSTRUCT LOCK FENCE CLIP INSIDE LOCK FENCE INSIDE OVRLAP LOCK FENCE OVERLAP GGLOCK LOCK GGROUP GRIDLK LOCK GRID GRDLOF LOCK GRID OF GRDLON LOCK GRID ON LEVLOK LOCK LEVEL SCALLK LOCK SCALE KEYSNP LOCK SN KEYPOINT SNPOFF LOCK SNAP OFF SNAPLK LOCK SNAP PROJECT TXTNLK LOCK TEXTNODE UNITLK LOCK UNIT UNTLOF LOCK UNIT OF UNTLON LOCK UNIT ON MATRIX CELL LINANG MEASURE ANGLE AREAEL MEASURE AREA ELEMENT AREAPT MEASURE AREA POINTS MEASURE DISTANCE ALONG PRPND MEASURE DISTANCE PERPENDICULAR MEASURE DISTANCE POINTS RADIUS MEASURE RADIUS MHCPEL MIR COPY HORIZONTAL MLCPEL MIR COPY LINE MVCPEL MIR COPY VERTICAL MEHRIZ MIR ORIGINAL HORIZONTAL MELINE MIR ORIGINAL LINE MEVERT MIR ORIGINAL VERTICAL MDARCA MODIFY ARC ANGLE MDARCX MODIFY ARC AXIS MDARCR MODIFY ARC RADIUS MDELE MODIFY ELEMENT MDFNC MODIFY FENCE TXNODC MODIFY TEX AUXORG MOVE ACS MVELEM MOVE ELEMENT MVFNC MOVE FENCE NEWFILE NULCMD PATTAR PATTERN AREA PATTLI PATTERN LINE PATSEG PATTERN LINE MULTI PATLIS PATTERN LINE SCALE PATSG1 PATTERN LINE SINGLE PERIM PARCC PLACE ARC CENTER PARCE PLACE ARC EDGE PARCR PLACE ARC RADIUS PLACE ARC TANGENT CENTER PTARCC PLACE ARC TANGENT RADIUS PBLOCK PLACE BLOCK PRBLOC PLACE BLOCK ROTATED PCBPOL PLACE BSPLINE CURVE POLES POBPOL PLACE BSPLINE CURVE POLES PACELL PLACE CELL ABSOLUTE PACMTX PLACE CELL ABSOLUTE TMATRX PACELR PLACE CELL RELATIVE PACRMX PLACE CELL RELATIVE TMATRX PCIRC PLACE CIRCLE CENTER PCIRD PLACE CIRCLE DIAMETER PCIRE PLACE CIRCLE EDGE PCIRR PLACE CIRCLE RADIUS PRCONR PLACE CON RADIUS PRCONE PLACE CON RIGHT PCONE PLACE CONE PPTCRV PLACE CURVE POINT PSPCRV PLACE CURVE SPACE PSTCRV PLACE CURVE STREAM PCYLIN PLACE CYLINDER PRCYLR PLACE CYLINDER RADIUS PRCYL PLACE CYLINDER RIGHT PELL1 PLACE ELLIPSE CENTER PELL2 PLACE ELLIPSE EDGE PPELL2 PLACE ELLIPSE FOURTH PPELL1 PLACE ELLIPSE HALF PFENCB PLACE FENCE BLOCK PFENCE PLACE FENCE SHAPE PLINAA PLACE LIN ANGLE PLINE PLACE LINE PPTLST PLACE LSTRING PSPLST PLACE LSTRING SPACE PSTLST PLACE LSTRING STREAM PTEXTN PLACE NODE PTNMTX PLACE NODE TMATRIX PVITXN PLACE NODE VI PPARMD PLACE PARABOLA HORIZONTAL MODIFY PPARNM PLACE PARABOLA HORIZONTAL NOMODIFY PLPNT PLACE POINT PDPTST PLACE POINT STRING CONTINUOUS PCPTST PLACE POINT STRING DISJOINT PSHAPE PLACE SHAPE POSHAP PLACE SHAPE ORTHOGONAL PTERM PLACE TERMINATOR PTEXT PLACE TEXT PTXTA PLACE TEXT ABOVE PLACE TEXT ALONG PTXTB PLACE TEXT BELOW PFTEXT PLACE TEXT FITTED PVIFTX PLACE TEXT FVI PLACE TEXT ON PTXMTX PLACE TEXT TMATRIX PVITXT PLACE TEXT VI POINT ABSOLUTE POINT ACSABSOLUTE POINT ACSDELTA POINT DELTA POINT DISTANCE POINT VDELTA RFCBCK REFERENCE CLIP BACK RFCBND REFERENCE CLIP BOUNDARY RFCFRO REFERENCE CLIP FRONT RFDTCH REFERENCE DETACH RFDIS0 REFERENCE DISPLAY OFF RFDIS1 REFERENCE DISPLAY ON RFLEV0 REFERENCE LEVEL OFF RFLEV1 REFERENCE LEVEL ON RFLOC0 REFERENCE LOCATE OFF RFLOC1 REFERENCE LOCATE ON RFMOVE REFERENCE MOVE RFROT REFERENCE ROTATE RFSCAL REFERENCE SCALE RFSNP0 REFERENCE SNAP OFF RFSNP1 REFERENCE SNAP ON REMATR RENAME CELL RPCELL REPLACE CELL REVIEW VIEWPL ROTATE 3PTS RTCPEL ROTATE COPY ROTELE ROTATE ORIGINAL VIEWEL ROTATE VIE ELE ROTATE VIEW VMATRX ROTATE VMATRX RVWATR SAVE ACS SAVE VIEW SCCPEL SCALE COPY SCAELE SCALE ORIGINAL PSCELL SELECT CELL ABSOLUTE PSCMTX SELECT CELL ABSOLUTE TMATRX PSCELR SELECT CELL RELATIVE PSCRMX SELECT CELL RELATIVE TMATRX AUXIN0 SET AUXINPUT OFF AUXIN1 SET AUXINPUT ON CONST1 SET CONSTRUCT FCURV1 SET CURVE SET DDEPTH ABSOLUTE SET DDEPTH RELATIVE DLENSW SET DELETE TOGGLE DIMEN1 SET DIMENSION SET DYNAMIC UNDLI1 SET ED FFONT1 SET FONT GRID1 SET GRID SET LEVELS OF SET LEVELS ON TXNOD1 SET NODE OVUFF SET OVERVIEW TOGGLE PATRN1 SET PATTERN TEEXT1 SET TEXT AXDTEN SET TPMODE ACSD AXXTEN SET TPMODE ACSL MANGL2 SET TPMODE ANGLE2 MDELTA SET TPMODE DELTA SET TPMODE LOCATE MDLTVW SET TPMODE VDELTA DEFTUT SET TUTVIEW DWGHT1 SET WEIGHT SHOW FONT HEADER SHOW HEADER PRJELE SURFACE PROJECT SURREV SURFACE REVOLUTION TRSELE TRANSFORM TUTORIAL UPDATE UPDBTH UPDATE BOTH UPDAT2 UPDATE LEFT UPDAT1 UPDATE RIGHT UPDATE UPDATV USERCOMMAND VIEWOF VIEW OF VIEWON VIEW ON WINDA1 WINDOW AREA WINDC1 WINDOW CENTER WINDOW ORIGIN WINVOL WINDOW VOLUME ADWSEL WSET ADD ADWSEC WSET COPY WSDROP WSET DROP HALF1 ZOOM IN 2 DOUBL1 ZOOM OUT 2