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The SOLIDWORKS Composer Player/Player Pro User's Guide provides comprehensive instructions on using the Composer Player application, which allows users to view and interact with Composer content. It details the interface, file types, capabilities, and new features in the latest version, including offline help and image saving options. The guide also covers customization, licensing, and troubleshooting for both the free and Pro versions of the software.

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© © All Rights Reserved
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0% found this document useful (0 votes)
59 views174 pages

Swcomposerplayerhelp

The SOLIDWORKS Composer Player/Player Pro User's Guide provides comprehensive instructions on using the Composer Player application, which allows users to view and interact with Composer content. It details the interface, file types, capabilities, and new features in the latest version, including offline help and image saving options. The guide also covers customization, licensing, and troubleshooting for both the free and Pro versions of the software.

Uploaded by

adhamsabry
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 174

SOLIDWORKS Composer

Player/Player Pro
User's Guide

©2018 Dassault Systèmes. All rights reserved. 3DEXPERIENCE®, the Compass icon, the 3DS logo, CATIA, SOLIDWORKS, ENOVIA, DELMIA, SIMULIA, GEOVIA, EXALEAD, 3D VIA, BIOVIA, NETVIBES, IFWE
and 3DEXCITE are commercial trademarks or registered trademarks of Dassault Systèmes, a French “société européenne” (Versailles Commercial Register # B 322 306 440), or its subsidiaries in the United
States and/or other countries. All other trademarks are owned by their respective owners. Use of any Dassault Systèmes or its subsidiaries trademarks is subject to their express written approval.
Contents

Contents
Overview..........................................................................................................................4
What's New......................................................................................................................5
Interface Concepts.........................................................................................................6
About Composer File Types...........................................................................................8
Composer File Types.......................................................................................................................10
Benefits of Each File Type...............................................................................................................10
Breaking of External Assembly Links..............................................................................................10
About the Composer Plug-in for Acrobat...................................................................11
About the Acrobat Plug-in...............................................................................................................12
Troubleshooting ..............................................................................................................................12
Disabling Protected Mode.........................................................................................................................11
Troubleshooting Other Issues....................................................................................................................11
Viewing the Rights Granted for the Active Document..............................................13
Navigating the viewport...............................................................................................14
Viewport..........................................................................................................................................15
Navigating the Viewport..................................................................................................................16
Working with Annotations...........................................................................................17
Create a Label.................................................................................................................................18
Create a Label with Multiple Lines of Text.......................................................................................18
Create Annotations with Several Lines...........................................................................................18
Using Digger.................................................................................................................19
Managing Document Properties..................................................................................20
Security...........................................................................................................................................21
Signature.........................................................................................................................................22
Viewport..........................................................................................................................................23
General......................................................................................................................................................24
Outline.......................................................................................................................................................24
Vertical axis...............................................................................................................................................24
Custom camera views...............................................................................................................................24
Viewport Background......................................................................................................................25
Selection.........................................................................................................................................26
Selection....................................................................................................................................................27
Highlight....................................................................................................................................................27
PMI Cross-highlight...................................................................................................................................27
Image Quality..................................................................................................................................28
Lighting......................................................................................................................................................28
Ground shadow.........................................................................................................................................28
Text............................................................................................................................................................28
Output.............................................................................................................................................29
SMG, SMGXML, SMGPROJ output..........................................................................................................30
Package output..........................................................................................................................................30
Product export...........................................................................................................................................30

i
Contents

Animation........................................................................................................................................31
Image Output..................................................................................................................................32
History.............................................................................................................................................33
Project.............................................................................................................................................34
Geometry ..................................................................................................................................................35
Launch.......................................................................................................................................................35
Paper Space....................................................................................................................................36
Units................................................................................................................................................37
Tab.............................................................................................................................................................38
Output .......................................................................................................................................................38
Input .........................................................................................................................................................38
Advanced Properties.......................................................................................................................39
Display Commands...................................................................................................................................39
Properties..................................................................................................................................................39
Customizing Application Preferences........................................................................40
Accessing and Customizing Application Preferences.....................................................................41
Customize Application Preferences...........................................................................................................42
Use Predefined Configuration Profiles......................................................................................................42
Share Application Preferences..................................................................................................................42
General...........................................................................................................................................43
Viewport..........................................................................................................................................44
High quality rendering / On demand .........................................................................................................45
Jittering options.........................................................................................................................................45
General .....................................................................................................................................................45
Camera...........................................................................................................................................46
Selection.........................................................................................................................................47
General......................................................................................................................................................47
Gizmos......................................................................................................................................................47
Navigation.......................................................................................................................................48
Mouse Button Customization ...................................................................................................................48
Mouse Behavior Customization Commands.............................................................................................48
Actions.......................................................................................................................................................48
Hardware Support...........................................................................................................................49
Application Paths.............................................................................................................................50
Data Paths.......................................................................................................................................51
Data Paths.................................................................................................................................................52
About Data Paths......................................................................................................................................53
Advanced Settings..........................................................................................................................56
Display Commands...................................................................................................................................60
Settings.....................................................................................................................................................60
Licensing and System Requirements.........................................................................61
Interface Description....................................................................................................62
About Copy/Paste...........................................................................................................................63
About the Copy/Paste Mechanisms..........................................................................................................64
Paste Results............................................................................................................................................64
Paste Location...........................................................................................................................................64
Shortcuts.........................................................................................................................................64

ii Player/Player Pro User's Guide


Contents

Left Pane.........................................................................................................................................66
Assembly Pane..........................................................................................................................................67
Collaboration Pane....................................................................................................................................69
Views Pane................................................................................................................................................70
BOM Pane.................................................................................................................................................71
Configurations Pane..................................................................................................................................72
Markers Pane............................................................................................................................................73
Information Pane.......................................................................................................................................74
Properties Pane..............................................................................................................................75
About Properties.......................................................................................................................................76
Annotation Properties................................................................................................................................77
Cutting Plane Properties...........................................................................................................................81
Markup Properties.....................................................................................................................................84
Measurement Properties...........................................................................................................................90
Redline Properties.....................................................................................................................................94
Viewport Properties...................................................................................................................................95
Toolbars.........................................................................................................................................100
Standard Toolbar.....................................................................................................................................101
Render Toolbar........................................................................................................................................103
Visibility Toolbar.......................................................................................................................................104
Navigate Toolbar......................................................................................................................................105
Camera Views Toolbar.............................................................................................................................107
Redline Toolbar........................................................................................................................................108
Annotation Toolbar...................................................................................................................................109
Measurement Toolbar..............................................................................................................................110
Cutting Plane Toolbar..............................................................................................................................111
Dialog Boxes.................................................................................................................................112
Configure Columns..................................................................................................................................113
Search Pane ...........................................................................................................................................114
Text Pane ................................................................................................................................................117
Select a Link ...........................................................................................................................................118
Menu Bar.......................................................................................................................................120
File Menu.................................................................................................................................................121
Edit Menu................................................................................................................................................122
View Menu...............................................................................................................................................123
Help Menu...............................................................................................................................................124
Touch Gestures...........................................................................................................125
Administration: Disabling Document Property and Application Preference Modifications.127
Reporting a Problem..................................................................................................129

Player/Player Pro User's Guide iii


Overview

Overview
Composer Player is a free application that lets content creators distribute Composer content to any end-user.
Composer Player offers the same high performance as Composer. Much more than a simple viewer, Composer
Player makes it possible for content consumers to have highly interactive experiences with product deliverables.
Composer Player is designed to respond to contact and touch on Microsoft Windows 8 platforms.

Composer Player/Player Pro Capabilities


Composer Player includes a standalone executable (.exe) file that does not require any installation or advanced
operating system permissions.
With a Composer Player Pro license, you get all the capabilities of the free Composer Player and the following
additional premium features:
• The ability to save content that has been edited in the Player. (Saving content also requires the Save Right
Manager right.)
• An advanced API that enables enhanced integration and interaction in custom applications.
Notes:
• Composer Player and Composer Player Pro are the same executable file. A Composer Player Pro license is
required to enable Pro features.
• The features described in this guide apply to both free and Pro versions of Composer Player unless otherwise
noted.

Before Reading this Guide


This User's Guide includes a thorough Interface Description section describing all commands available in
Composer Player.

4 Player/Player Pro User's Guide


What's New

What's New
This page describes recent changes in Composer Player and Player Pro.

SOLIDWORKS Composer Player 2024

Offline Help for SOLIDWORKS Composer Player


Offline Help for SOLIDWORKS Composer Player is available as a PDF instead of in HTML format.
Benefits: In earlier releases, offline Help worked only in Internet Explorer. Now it is browser independent.

Enable Save As TIFF and PNG Images


In Composer Player and Player Pro, you can now save the viewport as an image in TIF / TIFF or PNG file
formats.
Previously, it was only possible to save as an image in BMP or JPEG file formats.
Benefits: Additional standard formats are now supported when saving images with Composer Player and Player
Pro.
For more information, see Standard Toolbar.

5
Interface Concepts

Interface Concepts
The Composer Player graphical user interface (GUI) is divided into several sections.

The various sections of the interface are numbered in the image above, and described in the table below.
Number Interface Element Description

1 Menu Bar Lets you access application features.


See Menu Bar.

2 Toolbars Lets you access application features using icons.


See Toolbars.

3 Left Pane Displays the Assembly, Collaboration, Views, and BOM panes.
See Left Pane.

4 Viewport Displays the 3D scene, which is the stage for all Composer actors (geometry, collaboration, camera,
lighting, and so on).
See Navigating the viewport.

5 Properties Pane Lets you view and edit properties of selected actors, such as color, opacity, and font.
See Managing Document Properties.

N/A Markers Pane (not Lets you navigate the animation using markers. Markers flag significant points in the animation,
shown in the image sometimes called chapters.
above)
See Markers Pane.

6 Player/Player Pro User's Guide


Interface Concepts

Note: You can dock/undock, move, resize, and auto hide panes.

Player/Player Pro User's Guide 7


About Composer File Types

About Composer File Types


Composer has several native file types.

Composer File Types


The table below describes the various file types used to handle and share Composer documents.
Composer File Description
Type
SMG (.smg) The default file type. A single file that includes all property, geometry, view, and animation information.

Tip: .smg files are archive files containing .smgXml, .smgGeom, .smgOutlines, and other files required to
®
render the scene. You can view and extract the file content with WinRAR . Rename the .smg file with a .rar
extension.

Package (.exe)
An auto-executable file containing the following:

• file
.smg
• Composer Player executable

Use packages to distribute models to users who might not have Composer or Composer Player installed. Opening the
package file (.exe) runs Composer Player and loads the Composer data.

Note: The Composer Player documentation is not bundled in the package. It is accessed online.

Tip: You can view and extract the content of package files with WinRAR. Rename the .exe file to have a
.rar extension.

Product (.smgXml) A multi-file format consisting of all the .smg components:

• .smgXml - An XML file containing the assembly structure. It denotes the position of the actors, the properties of
the viewport, and so on.
Open the .smgXml file to load the entire model.
• .smgGeom - A binary file containing the assembly geometry.
• .smgView - An XML file containing view definitions.
• .smgSce - An XML file containing scenario (animation) definitions.
• View thumbnails - JPG images that appear in the Views pane.

The .smgGeom, .smgView, and .smgSce files must have the same name as the .smgXml file.

Tip: For greater flexibility, use Composer projects instead of Composer products alone.

Project A multi-file format consisting of one or more Composer product files and a project (.smgProj) file. The .smgProj file
(.smgProj) is an XML file that references the top-level .smgXml, .smgView, and .smgSce files that comprise the project.

• The .smgXml, .smgView, and .smgSce files can be any name and reside in any folder.
• The .smgXml and .smgGeom files must be the same name and reside in the same folder.

Projects organize your Composer files into folders and let you share references. For example, two projects can share
the same .smgXml, .smgGeom, and .smgView files but have different .smgSce files. Projects also let you import multiple
subassemblies even when you do not have the main assembly file.

8 Player/Player Pro User's Guide


About Composer File Types

Composer File Description


Type
Fully Shattered A Composer product with multiple .smgXml and .smgGeom files.

Note: All other Composer formats contain geometry and structure information in one (.smg, .exe) or two
(.smgXml, .smgGeom) files and are called monolithic file types. In the fully-shattered format:

• The main assembly and each subassembly has a .smgXml file that includes the neutral properties, assembly
hierarchy, and position of its parts. It also includes references to all the parts.

• Each part has a .smgXml and .smgGeom file.

Fully-shattered assemblies have several advantages:

• The assembly loads all its parts by reference. An assembly does not have geometry files. This keeps the
file size of the main assembly small and lets you reuse parts in multiple assemblies.
• You can load assembly parts as you need them instead of loading the entire assembly when you open it.
For details, see the Project > Geometry options in the Open dialog box and the Load on Visibility
command. To load a part, right-click the part in the Assembly tree and click Product > Load Products.
• You can load parts with different levels of details. If you create your fully shattered assembly with more
than one level of detail, you can choose the level of detail on the Open dialog box.
• You can perform incremental updates. Because parts are loaded by reference, you can update only parts
that have changed.

When using fully shattered assemblies, you must be aware of the following points:

• You cannot create fully-shattered files from Composer. Use Sync.


• Create projects with File > New Project , not Save As . Because Composer measurement actors,
animation keys, and other authoring content is stored in the top-level project assembly, that content is lost
if you create the project using Save As and then retranslate the top-level CAD assembly in Sync.
• Fully shattered assemblies reference the last saved configuration of its parts. If your assembly uses multiple
configurations of a part, then it displays the last saved configuration for all instances of the part. Therefore,
you will get improper results when converting (from Sync) in fully shattered mode an assembly that
contains multiple instances of the same part with different configurations.
• You cannot change the neutral properties of a part in a fully shattered assembly because the part is loaded
by reference into the assembly. To change the neutral properties of a part, open the part in its own window.
• When you modify a subassembly such as adding/removing an assembly group or merging/exploding
actors, you break the fully shattered structure. All the associated structure branches will be saved in the
top assembly file.
• Undoing an operation that breaks a fully shattered structure does not restore the fully shattered structure.

Benefits of Each File Type


The table below describes the benefits provided by each Composer file type.
Benefit SMG (.smg) Package (.exe) Product Project
(.smgXml) (.smgProj)
Minimal number of files X X
Includes Composer Player X
Can edit XML X X
Separate product, scenario, and view files X X
Product, scenario, and view files can reside in X
different folders

Player/Player Pro User's Guide 9


About Composer File Types

Breaking of External Assembly Links


A warning message is displayed before launching an operation that will break external assembly links in a
Composer project (*.SmgProj files) or in a fully-shattered product structure (*.SmgXml files), prompting
you to confirm the operation.
Click Yes to perform the operation while breaking assembly links, or click No to cancel the operation and
preserve assembly links. Select Don't ask this question again if you no longer want this message to appear in
similar cases.

10 Player/Player Pro User's Guide


About the Composer Plug-in for Acrobat

About the Composer Plug-in for Acrobat


The Composer Player and Player Pro installations include the Composer plug-in for Acrobat, which enables you
to view 3D content embedded in PDF files and published in SMG format.

Note: The Composer PDF integration uses PDFNet SDK, copyright © PDFTron™ Systems Inc., 2001-2010,
and distributed by Dassault Systèmes under license. All rights reserved.

About the Acrobat Plug-in


This section provides important information regarding the Acrobat Plug-in.

Important: Before installing Composer Player, you must have run Adobe Reader at least once. If you
omit to do so, the Adobe Reader plug-in will not be properly installed. Note that the version of Adobe
Reader used to install the plug-in is the last one you launched on your computer.

Installing Composer Player installs the plug-in files PlayerControl.dll and PlayerReader.api. The
location of the files depends on what you have installed (Composer, Adobe Reader, or Adobe Acrobat). If the
files are installed in <Composer_install_dir>\Plugins\Acrobat\Reader\Plug_Ins, then
you must copy these files to <Reader_install_dir>\plug_ins or <Acrobat_install_dir>\
plug_ins.

Troubleshooting
This section provides troubleshooting information if you encounter issues using the Acrobat Plug-in.

Disabling Protected Mode

Important: Before opening a PDF containing SMG data in Adobe Reader X or later, you need to make
sure that protected mode is disabled in Adobe Reader.

To disable protected mode:


• In Adobe Reader XI, select Edit > Preferences > Security (Enhanced) > Sandbox Protection and clear
Enable Protected Mode at startup.
• In Adobe Reader X, select Edit > Preferences > General and clear Enable Protected Mode at startup.

Note: Acrobat Reader options are found under Edit > Preferences.

Troubleshooting Other Issues


This table below describes how to troubleshoot miscellaneous issues that may arise with the Acrobat plug-in.

11
About the Composer Plug-in for Acrobat

If you encounter this issue... Try this workaround...

Model does not display. Make sure you are using Acrobat Reader 7.07 or later. Acrobat Reader 7.0 can read the files
but does not support JavaScript added by Composer.

Animations stutter or are unusually slow. Make sure Preferred Renderer on the 3D tab is not set to DirectX 9.

The camera cannot be moved. Select Enable camera animations on the 3D tab.

JavaScript-controlled actions do not work. Select Enable Acrobat JavaScript on the JavaScript tab.

There are rendering errors. Clear Enable double-sided rendering on the 3D tab.

12 Player/Player Pro User's Guide


Viewing the Rights Granted for the Active Document

Viewing the Rights Granted for the Active


Document
Right Manager, available from Composer and Sync, lets content creators define the Composer capabilities
available when Composer (SMG) files are opened in Composer Player or a Composer Player plug-in application.

To view the rights for the active document in Composer Player, click Help > About Composer Player.
In the dialog box that appears, the Right Manager section lists the various rights:
• Granted rights have green bullets.
• Denied rights have red bullets.
The table below describes the different rights.
Right Description
Annotations
Lets you create annotation and markup actors.

Cutting planes Lets you apply cutting planes.


Trees Makes Assembly and Collaboration panes available.
BOM Makes the BOM pane available, where you can change the bill of materials (BOM) table content.
Save Enables saving Composer files.

Note: Save capability is available in Composer Player Pro only.

Forbid delete part Prevents deleting geometry actors.


Forbid delete actor Prevents deleting geometry and collaborative actors.
Simulation Enables kinematic dragging mode to consider kinematic conditions defined in the model.
Expiration Places a time limit for accessing Composer files. If an expiration is set for this document (green bullet),
the expiration time in days is shown. If an expiration is not set (red bullet), there is no expiration date.
Load on demand (Available when Trees is selected.) Loads trees only as actors are accessed.
Freeze publication (Available from the Publish and Save As commands only.) Protects published content from future editing.
View frozen content from Composer Player or Player Pro.

Note: When a document is frozen, the Save command is disabled in Composer Player Pro.

13
Navigating the viewport

Navigating the viewport


The viewport is the main Composer Player pane. It displays the 3D scene, which is the stage for all Composer
actors (geometry, collaboration, camera, lighting, and so on).

14 Player/Player Pro User's Guide


Viewport

Viewport
The viewport is the main Composer Player pane.
It displays the 3D scene, which is the stage for all Composer actors (geometry, collaboration, camera, lighting,
and so on). You can change viewport properties. See Viewport.

The compass in the upper-right corner of the viewport lets you select standard orthographic camera
views. The red, green, and blue axes indicate the X, Y, and Z directions, respectively. Clicking faces or axes of
the compass rotates the model to that location: left, right, front, back, top, bottom. As you rotate the model, the
compass rotates as well.

15
Navigating the Viewport

Navigating the Viewport


You can navigate the viewport using the mouse.
For details about navigation, see Navigate Toolbar.

Use the following mouse buttons to navigate the viewport.


Mouse Button Description

Selects an actor. To add to the selection, Ctrl+click additional actors. To toggle a selection,
Shift+click an actor.

Left-click

Rotates the camera. Clicking a geometry actor and dragging rotates the camera around the
clicked point . Otherwise, rotation is around the center of the viewport. You can also rotate
the camera by pressing Shift+arrow keys.
Right-click
• To rotate freely, without respect to the orientation of the vertical axis, press Ctrl while
dragging.
• To rotate the view point from which you observe the model, press Shift while dragging.
• To roll about the clicked point or center of the viewport, press Alt while dragging. You
can also roll the camera by pressing Alt+arrow keys.

Zooms the model in or out by moving the camera. The zoom focal point is the mouse pointer
location. To zoom the paper space, press Ctrl while zooming.

Wheel scroll

Pans the camera. You can also pan the camera by pressing Ctrl+arrow keys. To pan the paper
space, press Ctrl while panning.

Wheel-click

16 Player/Player Pro User's Guide


Working with Annotations

Working with Annotations


Annotation commands let you add labels, callouts, links, and other annotations to your models.

Create a Label
You can create a label linked to an actor.

1. In the Annotations toolbar, click Label.


A text box is created.

2. Click the actor to which you want to link the text box.
3. Position the text box and click to validate.
4. You can create additional labels, or exit the creation mode if you're done.
• To create additional labels, repeat steps 2 and 3.
• To exit the label creation mode, press Escape.

Create a Label with Multiple Lines of Text


You can create a label containing multiple lines of text.

1. Create a label as explained above.


2. Click the label to select it, and choose either of the following methods:
• Click the label again to switch it to edit mode. Type your text, and press Ctrl+Enter each time you want
to create a new line.
• In the Properties pane for the label, under Text, set Text to String. Click in the Text string property
field, then click the ellipsis (...). The Text pane appears. Type your text, and press Enter each time you
want to create a new line.

Create Annotations with Several Lines


You can create multiple attach lines from an annotation.

1. To add a line, drag a line from the annotation target to the destination.

Note: You cannot undo the creation of a line. To remove a line, proceed as explained in the next step.

2. To remove a line, drag the red anchor at the destination into the annotation target .
3. To attach an annotation to 2D panels, create one of the 2D panels before creating the annotation.

17
Working with Annotations

Important: An annotation always has the same number of attach lines in all views. For example, creating
a new attach line for a label in one view adds it to all views containing that label, and you must define
what actor the line is attached to in each view. If you need different numbers of attach lines across views,
create different annotations.

18 Player/Player Pro User's Guide


Using Digger

Using Digger
The Digger tool lets you zoom parts of your model, change opacity and visibility.

1. Click in the viewport, and then press Space Bar.


Digger appears in the viewport.

2. Move Digger over your model by dragging the Digger ring.


Digger magnifies the area inside the ring.

3. On the Digger ring, click Show/Hide Tools .


Additional icons appear around Digger.

4. Click each of the four tools on the upper-left side of Digger (Zoom , Cutting Plane , X-Ray ,

Onion Skin ) and drag the percentage handle to see the effect on the model.
5. Drag Digger off the model to an empty area of the viewport.

6. Drag the Change Center of Interest tool onto your model.


An attach line connects Digger and your model, and that area of the model appears in Digger.

19
Managing Document Properties

Managing Document Properties


You can view or change document properties for the active file.
This is done in the Document Properties dialog box. To display it, click Edit> Document Properties or
Document Properties on the Standard toolbar.
Notes:
• You can set document properties from SOLIDWORKS Composer, SOLIDWORKS Composer Sync, and
SOLIDWORKS Composer Player. The topics in this guide are from the Composer User's Guide and might
differ from what is available in Composer Player.
• Administrators can restrict which document properties and application preferences team members can modify.
See Administration: Disabling Document Property and Application Preference Modifications.

20 Player/Player Pro User's Guide


Security

Security
The Security page lets you manage Composer document passwords and reduce model accuracy for theft protection.
Command Name Description
Password Specifies the password required to open the file.
Confirm password Confirms the password (for improved safety).
Reduce accuracy Reduces model accuracy by the specified amount.

Note: In the case of default document properties, the unit is millimeters.

Important: After each save, the model is degraded. Reduced accuracy prevents the unauthorized
use of intellectual property contained within 3D models. Altering the exact dimensions prevents the
reverse engineering and manufacturing of a part or product. The 3D image is still viewable for the
purposes for which the viewer is authorized.

Tip: You can degrade portions of your model using Secure 3D Brush (Geometry ribbon tab).

21
Signature

Signature
The Signature page lets you specify a logo and text, such as a usage agreement, that is displayed when a recipient
opens a Composer file in Composer Player.
Command Name Description
Signature Displays a signature page consisting of a logo, text, or both, when a recipient opens a Composer file.
Logo path Specifies the logo image file.
Agreement Specifies the text, typically a usage agreement.
Display Specifies the signature display mode:

• Ask for agreement - The recipient must click I agree to accept or I disagree to decline the agreement.
If declined, Composer Player does not load the file.
• Show only - The recipient clicks OK to dismiss the signature page.
• Do not display - Composer Player does not display the signature page.

22 Player/Player Pro User's Guide


Viewport

Viewport
The Viewport page lets you manage viewport settings.

General
This section lets you manage general viewport settings.
Command Name Description
Back culling Enables back faces rendering. Back culling increases speed when activated. Back culling is disabled by default;
some front faces might disappear when model faces are not well oriented.

Note: This setting cannot be configured from Sync.

BOM table Displays the bill of materials (BOM) table in the viewport.

Note: This setting cannot be configured from Sync.

Ground Displays the ground actor, which adds realism to the scene.

Note: This setting cannot be configured from Sync.

Texture path (Available when Ground is selected.) Specifies the ground image file path.

Note: This setting cannot be configured from Sync.

Ghost opacity
Specifies the transparency for ghost rendering, from 0 (transparent) to 128 (translucent).

Note: You cannot select ghosted actors in the viewport.

Render mode (Visible when a specific environment variable has been created.)
Defines the render mode used to display actors in the viewport.

Important:

• This setting is hidden by default. To make it visible, you must create an environment variable,
DS_3DVC_OVERRIDE_RENDER_MODE, and set its value to 1.
• Composer documents generated from Sync do not contain this setting. Once a document is opened
in Composer, the render mode defined in the (default) document properties will be applied when
saving the file.

Note: This setting cannot be configured from Sync.

Outline
This section lets you manage outline settings.

23
Viewport

Command Name Description


Minimum angle
Specifies the minimum angle between two face planes that defines a sharp-edge outline. Smaller values
produce more lines.

Tip: The Outline > Minimum angle property (Properties pane) sets the outline angle per geometry
actor.

Same outline color for all Sets the default outline color for all actors to the selected color. Set Outline > Color (Properties pane) to
actors changes per-actor outline colors. To use outline colors based on actor colors, clear this option.

Vertical axis
This section lets you manage vertical axis settings.
Command Name Description
Vertical axis Determines the default vertical axis after loading. The vertical axis is used to facilitate navigation and to
position the ground. The vertical axis is saved in the Composer file.

Note: This setting cannot be configured from Sync.

Custom camera views


You can define up to four custom camera view orientations using a spherical coordinate system (polar angles)
to define camera position.
Note that Composer uses the best camera rotation to keep verticality of the viewport.
Command Name Description
Name Specifies the name of the custom view, as listed under Home > Navigate > Align Camera .
Theta Specifies the longitude angle (the angle in the X-Y plane about the Z axis).
Phi Specifies the latitude angle (the elevation above or below the X-Y plane).
Ortho Creates an orthogonal view. Orthogonal views eliminate the effect of distance from the viewpoint (actor sizes remain
constant). To create a perspective view, clear this option.

24 Player/Player Pro User's Guide


Viewport Background

Viewport Background
The Viewport Background page lets you manage background settings.
Command Name Description
Color Specifies the background color.

Note: This setting cannot be configured from Sync.

Tip: You can create raster images with transparent backgrounds by selecting Alpha channel in the
High Resolution Image workshop.

Gradient
Creates a color gradient between Color and Foot color.

• Foot color - Specifies the color at the bottom of the viewport.


• Dynamic gradient - Adjusts the color when rotating. To have static background gradient, clear this option.

Note: This setting cannot be configured from Sync.

Note: Gradient backgrounds can cause odd behaviors in video editing packages.

Image
Specifies a background image.

• Path - Specifies the path to the image.


• Fill mode - Specifies how the background image appears in the viewport:

- No deformation - The image maintains its aspect ratio, typically leaving part of the viewport background
uncovered.
- Stretch - The image aspect ratio changes as necessary to fill the entire viewport.
- Environment - The image is projected on a sphere around the scene.

Note: This setting cannot be configured from Sync.

Display logo Displays a logo in the bottom-right corner of the viewport. Specify the path to the image file.

25
Selection

Selection
The Selection page lets you specify selection and highlight properties in both default and assembly selection
modes, as well as selection and highlight properties for product manufacturing information (PMI) cross-highlight.

Selection
You can specify the properties that apply when selecting actors in both default and assembly selection modes.
Command Name Description
Show hidden edges
Displays hidden edges when an actor is selected.

Note: Hidden-edge highlighting requires that Composer Player has calculated outlines for you model.
If hidden edges do not appear, select a render mode with outlines, such as Smooth with Outlines,
and then restore your previous render mode.

Color intensity
Specifies the amount of selection shading.

Default Specifies the selection color in default mode.


Assembly Specifies the selection color in assembly selection mode.

Highlight
You can specify the properties that apply when highlighting actors in both default and assembly selection modes.
Command Name Description
Show hidden edges
Displays hidden edges when an actor is highlighted.

Note: Hidden-edge highlighting requires that Composer Player has calculated outlines for you model.
If hidden edges do not appear, select a render mode with outlines, such as Smooth with Outlines, and
then restore your previous render mode.

Color intensity
Specifies the amount of highlight shading.

Default Specifies the highlight color in default mode.


Assembly Specifies the highlight color in assembly selection mode.

PMI Cross-highlight
Specify selection and highlight properties for product manufacturing information (PMI) cross-highlight.
You can select or highlight PMI both from the assembly tree and from the viewport.
Notes:
• This feature is available in Composer Player Pro only.
• Selecting or highlighting PMI now selects or highlights construction geometry as well as its connected
geometry (given that the entire geometry is in the same part or product). In this case, all linked geometry
appears as selected, even geometry which is currently hidden (no-show).
• Ensure that you do not move PMI, as this may adversely affect the cross-highlight mechanism.

26 Player/Player Pro User's Guide


Selection

Command Name Description


Stay on top
Makes hidden surfaces visible when selecting or highlighting related product manufacturing information (PMI).

Note: When using the Digger tool with Stay on top cleared, hidden surfaces may still be visible when
selecting or highlighting related PMI.

Selection intensity
Specifies the color intensity of the attached surface, from 0 (transparent) to 128 (translucent).

Selection color Specifies the color of the surface attached to selected PMI.
Highlight color Specifies the color of the surface attached to highlighted PMI.

Player/Player Pro User's Guide 27


Image Quality

Image Quality
The Image Quality page presents options related to lighting, ground shadow, and annotations.

Lighting
Specifies the ambient lighting.
Command Name Description

Model Enables custom lighting. Lighting is determined by the spot, directional, and positional lights that have been
added to the scene.

Auto. soft Specifies 1 light with no specularity, and light direction always matches camera direction (dynamic lighting).
Performance is optimized.

Auto. medium Specifies 2 simple lights.

Auto. metal Specifies 3 lights, with metal aspect reinforced.

Auto. heavy metal Specifies 3 lights, with metal aspect strongly reinforced.

Auto. contrasted Specifies 3 lights, with contrast optimized.

Default Specifies 2 lights, with specularity and no ambiant light.

Ground shadow
Specifies ground shadow properties.
Command Name Description
Ground shadow Enables Soft shadows.
Soft shadows (Available when Ground shadow is selected.) Specifies the shadow focus, low for sharp and high for blurred.

Text
Specifies annotation properties.
Command Name Description
PMI auto fade
Makes product manufacturing information (PMI) visibility dependent on camera orientation. PMI parallel to the
screen are fully visible. Perpendicular or reversed PMI are transparent. To make PMI always visible, clear this
option.

Callout width
Specifies how callout widths, as defined by the number of characters that can be displayed, are determined:

• Variable (based on callout text) - Sets widths based on callout text; the longer the text, the wider the callout.
You can optionally specify a Minimum callout width. For example, if you want all callouts to be at least two
characters wide, specify 2.
• Uniform (same as largest callout) - Sets all callouts to the width of the widest visible callout. Hidden callouts
are not considered when identifying the widest callout.

Note: These options affect the number of characters a callout can display. Actual callout size can vary
based on callout shape, font family, and font size.

28 Player/Player Pro User's Guide


Output

Output
The Output page lets you configure the Composer compression level and export options.

SMG, SMGXML, SMGPROJ output


These options let you configure the SMG output.
Command Name Description
Geometry compression Sets the amount of compression in Composer files, which affects model tessellation quality.

• Low (high quality) - 32 bytes/point, high measurement quality, large file


• Medium - 16 bytes/point
• High (low quality) - 8 bytes/point, low measurement quality, small file

The compression algorithm uses a bounding box defined by its coordinates: xmin, xmax, ymin, ymax, zmin,
zmax. This bounding box is subdivided into a number of cubes according to the quality of compression
selected:

• Low (high quality): 2^32 * 2^32 * 2^32


• Medium: 2^16 * 2^16 * 2^16
• High (low quality): 2^8 * 2^8 * 2^8

All tops (xi, yi, zi) of the triangulation are laid out on the tops of the cubes contained in the bounding box.
Notes:
When saving a file with medium or high compression, you should consider the following:

• You cannot return to original quality. You must re-import your CAD files if you want to do so.
• Medium or high compression affects geometry precision. In the case of large parts where most of the
precision is taken by the position of the object, little precision is left for elements such as small faces,
lines or vertices.
• Medium or high compression might cause display issues (such as small holes visible in the mesh of a
part, overlapping faces, z-fight, appearance of undesired lines in technical illustration, etc.) in vector
output generated by the Technical Illustration workshop.

To make it short, if geometry precision matters to you, it is recommended to use the Low (high quality)
option.

Write normals Saves normal directions for all faces in Composer files. Composer needs this information to display the
outward or outside faces of parts and assemblies. When selected, file size is larger but file load time is
shorter because Composer does not have to calculate this information. A normal to a flat surface is a
three-dimensional vector that is perpendicular to the surface. A normal to a non-flat surface at a point "p"
on the surface is a vector that is perpendicular to the tangent plane to that surface at "p".
Write outlines Saves outlines along with the 3D model. Thus, whenever the model is opened, or whenever you change to
a render mode that uses outlines, outlines are loaded immediately (as it is no longer required to compute
them each time they must be loaded). Note that selecting this option increases the file size of the SMG
output.

Note: Render modes that use outlines are, for example, Smooth with Outline, Shaded Illustration,
Technical, Silhouette, etc. Outline styles can be Sharp Edges, Construction Edges, or Smart Outlines.

Package output
These options let you configure the package output.
Command Name Description
Language Specifies the language for the Composer Player user interface and online help that is bundled in the package
and for the e-mail text. Select Same as application or select from the installed languages.

29
Output

Product export
These options let you configure the product export.
Command Name Description
Save only visible actors Exports only visible actors when you export a product (right-click on the assembly tree).
Save collaboration actors Exports collaboration actors when you export a product.
(only when exporting from
root)

30 Player/Player Pro User's Guide


Animation

Animation
The Animation page lets you configure animation speed and the maximum frames between two images.
Command Name Description
Animation speed Specifies the rate at which animation images are displayed in frames per second (FPS). The animation
frame rate is a property of the document. For example, if an animation defines 2 keys at 0 and 90. and the
animation is played at 30 FPS, the duration of the animation is 3 sec.

Note: The animation speed for the National Television System Committee standard (NTSC) is 30
FPS. The animation speed for Phase Alternating Line (PAL) is 25 FPS.

Inter frames min. Specifies the minimum number of frames between two images. Depending on the graphics card and computer
performance, animations might jump due to animation speed. Defining a minimum frame number between
two images can eliminate jumping. Note that animation speed might not be respected.
Animated transition Specifies the transition speed between two views when you drag views into the viewport.
Max. objects Specifies the maximum number of nodes allowed for animated transitions between views. A node is any
atomic unit of a document (property, actor, assembly group, etc.) Larger values can result in choppy
transitions. For large models or for computers with limited RAM, reduce this value to improve performance.

31
Image Output

Image Output
The Image Output page lets you enable anti-aliasing during image generation. Anti-aliasing smooths rough edges
(jaggies) to give the appearance of higher resolution by taking into account how much an ideal edge overlaps
adjacent pixels.
Command Name Description

Anti-aliasing image Activates anti-aliasing for generated images.


output

Multisample Uses multisample anti-aliasing (MSAA), a technique used in computer graphics to improve image quality.

Jittering Uses jittering. This method is higher quality but takes too long for real-time rendering. Use jittering for single
image generation when high quality is required.

Number of passes
(Available when Jittering is selected.) Specifies the number of internal renderings made to create the effect.
More passes take longer to perform but produce better results.

Radius (Available when Jittering is selected.) Specifies the portion of a scene that appears sharp. The image becomes
blurred as you move away from the focal point. The higher the value, the larger the depth of field (less blur).

32 Player/Player Pro User's Guide


History

History
The History page lists all modifications made to a Composer file and lets you edit version numbers and comments.
The history is stored in the Composer file itself.
You can set these properties for the active document only, not as document defaults.
Command Name Description
Version number
Specifies the version number of your file. Composer automatically increments the last index of the version
number, but you can specify a different number.

Save number Shows how many times the file has been saved.
Comment Lets you specify a comment associated with this version of the file.
History Lists all previous file saves.
Clean Removes all history entries except the first, last, and all error entries.

Note: The clean operation itself is stored in the comment history.

33
Project

Project
The Project page lets you configure the default preferences when loading a project.

Geometry
This section lets you configure geometry-related preferences when loading a project.

Note: Sync does not support Geometry settings because they are stored in project (.smgProj) files.

Command Name Description


Load Loads the assembly-tree structure and geometry for products ( .smgProj and .smgXml files). When this
option is cleared, only the tree structure is loaded. To reduce memory usage, clear this option for large
models or when working with only a portion of a model.
Visible actors only Loads geometry for visible actors only.
Show only first level (Available when Load is cleared.) Loads the root and first-level tree structure only (not sub-products or
assembly tree geometry).

Note: When you double-click an assembly or a part node in fully shattered structures (i.e. when
you click the red icon that identifies it), only one level is loaded. To load all levels, right-click and
click Product > Load Products or in the ribbon click Home > Visibility > Visibility > Load on
Visibility.

When this option is cleared, the entire assembly structure is loaded.


Use level of detail
Specifies the default actor mesh detail to load. For example, a screw can have a lower level of detail (LOD)
in a car context than in an engine context. Select one of the following:

• Based on bounding box - The LOD is based on the size of the geometry as compared to the entire
model.
• Low
• Medium
• High

You can define multiple LODs from Sync during the conversion process to Composer format. When opening
an SMG file with LOD in the different Composer products, each actor's geometry is chosen as a function
of the size of the actor compared to the full model size. Note that when resaving the file, only the current
LOD is saved. Moreover, the refinement specified in Input settings is used for the higher LOD. Sub-levels
are automatically defined.

Warning: If an SMG file was converted with several LODs, only the selected LOD is saved. To
keep an SMG file with all LODs, change the file name (to keep the original SMG file). This does
not apply to project ( .smgProj) files.

Load on visibility In loading-on-demand mode ( Home > Visibility > Visibility > Load on Visibility ), loads actor geometry
when a product is not loaded and visibility is activated.

Launch
This section lets you configure launch preferences when loading a project.
Command Name Description
View mode Starts Composer applications in view mode. When you open a model, the first view (as listed in the Views
pane) is displayed. To open models in animation mode at the beginning of the animation (time=0), clear
this option.

34 Player/Player Pro User's Guide


Project

Command Name Description


Outlines on demand Calculates outlines when needed instead of when opening a file. Outline calculation takes time. Outlines
are needed for some rendering modes and measurements.

Player/Player Pro User's Guide 35


Paper Space

Paper Space
The Paper Space page lets you configure the margins and orientation of the paper space.
Command Name Description
Format
Specifies a standard or custom paper format:

• Viewport ratio - Defined by Height and the viewport width-to-height ratio.


• Custom - Defined by Width and Height.
• Standard formats - Defined by standard formats such as Letter and A4.

The paper size determines the relative limits of the scene. Actors managed in relative mode are adjusted according
to these limits.

Width (Available when Format is Custom.) Specifies the paper width.


Height (Available when Format is Custom or Viewport ratio.) Specifies the paper height.
Orientation (Not available when Format is Viewport ratio.) Specifies the paper orientation:

• Portrait
• Landscape

Size Specifies default sizes:

• Point size (measurement vertices, text point size)


• Line width (markup redlining, attach lines, panel borders)
• Arrow size (measurement arrow heads)
• Font size
• Coordinate system size
• Measurement redline width

36 Player/Player Pro User's Guide


Units

Units
The Units page lets you specify 3D measurement units.
You can define units for all display parameters: length, angle, area, volume, and distance type (dimensions).
You can also modify the interpretation of units of CAD models.

Tab
The tabs on the Units page let you choose which 3D measurement units you want to define.
Notes:
• All 2D measurements (such as border widths and 2D panel positions) are in millimeters.
• Input and output units do not affect conversions from CAD to Composer format. Composer internal units
are millimeters.

Tab Description

Length Lets you define length measurement units.

Angle Lets you define angle measurement units.

Area Lets you define area measurement units.

Volume Lets you define volume measurement units.

Output
The Output section lets you define the output parameters for the chosen measurement unit.
Command Name Description
Length / Angle / Area / Specifies the display units.
Volume
Number of decimals Specifies the number of places displayed after the decimal point for floating-point values in the viewport. To
specify the number of decimals for floating-point values in the Properties pane, set
PropertiesValueNbOfDecimal on the Application Preferences - Advanced Settings page. See Advanced
Settings.
Decimal symbol Specifies the decimal point character:

• . (period)
• , (comma)
• ; (semicolon)

Show units Specifies how units are displayed in measurements:

• Short - Displays unit abbreviations (example: 15.1 cm).


• Long - Displays full unit names (example: 15.1 Centimeters).
• None - Displays no units (example: 15.1)

Input
The Input section lets you define the input parameters for the chosen measurement unit.

37
Units

Command Name Description


Model unit (internal) Specifies internal model units. For example, change internal units if the CAD units are centimeters instead
of the Composer default units of millimeters.

Important: For SOLIDWORKS files, Model unit must be millimeters.

38 Player/Player Pro User's Guide


Advanced Properties

Advanced Properties
The Advanced Properties page lets you customize all the document settings available in the registry.
You can define some of these settings in the Application Preferences or (Default) Document Properties pages.

Display Commands
The icons available at the top of the page let you configure how the properties list is displayed.
Icon Command Name Description
Categorized Lists settings by category.

Alphabetic Lists settings alphabetically.

Show Advanced Preferences Displays advanced settings only. To list settings available from other (Default) Document
Only Properties pages, clear this option.

Properties
Advanced properties let you customize all the document settings available in the registry.

39
Customizing Application Preferences

Customizing Application Preferences


This section describes how to customize application preferences for Composer Player.
Before starting your first working session, you can customize the settings to suit your working habits. Your
customized settings are stored in permanent settings files: they will not be lost at the end of your session.

40 Player/Player Pro User's Guide


Accessing and Customizing Application Preferences

Accessing and Customizing Application Preferences


Application preferences let you customize application preferences for Composer Player, as well as manage user
configuration profiles.
Notes:
• Application preferences and default document properties are shared by all versions of Composer applications
(SOLIDWORKS Composer, SOLIDWORKS Composer Sync, SOLIDWORKS Composer Player) installed
on a given computer. The registry settings created when you change application preferences or default
document properties are not removed when you uninstall a Composer application.
• Administrators can restrict which document properties and application preferences team members can modify.
See Administration: Disabling Document Property and Application Preference Modifications.

Customize Application Preferences


You can configure application preferences .

1. Select Help > Preferences... .


The Application Preferences dialog box appears.

2. Select the appropriate category in the left-hand box.


Options in this category... Allow you to...
General Set user interface properties, such as the display language, menu style, and auto-save behavior.
Hardware Support Modify graphic card settings.
Application Paths View or set the paths of internal and external tools used by Composer Player.
Data Paths Set data paths.

Note: Data paths are sorted lists of paths used to locate resources such as files, profiles, and
links. Composer Player uses data paths to resolve external references when the relative path
of a resource cannot be found.

Advanced Settings Control advanced features and resolve issues.

The options for the corresponding preferences appear.

3. Set these options according to your needs.


4. Click OK to save the preferences and exit the Application Preferences dialog box.

Use Predefined Configuration Profiles


You can manage user configuration profiles.

Note: High quality, High speed, and Safe profiles affect only preferences critical for rendering quality,
performance, and reliability. Because the Profile field dynamically computes and displays the profile that
best matches your settings, it is possible to select one profile and have a different profile selected the next
time you visit the Application Preferences dialog box. However, your preference settings are correct.

1. Select Help > Preferences....


The Application Preferences dialog box appears.

41
Accessing and Customizing Application Preferences

2. Select the appropriate profile in the Profile box:


Option Description

Standard Uses settings that are not optimized for a specific work condition.

Note: This profile disables advanced OpenGL functions by selecting Standard on the Hardware
Support page. Not all rendering effects will be available.

High quality Optimizes settings for best rendering quality. All advanced OpenGL functions are enabled.

High speed Optimizes settings for faster performance. For example, Selection > Highlighting is disabled. All advanced
OpenGL functions are enabled.

Safe Optimizes settings for reliable graphical behavior. Try this option when highlighting is poor or performance
degrades when you rotate actors.

Note: This profile disables 3D OpenGL hardware acceleration on the Hardware Support page. Not
all rendering effects will be available.

Customized Indicates your settings do not match a predefined profile.


For example, when the profile is Safe and you enable Show hidden edges, the profile automatically changes
to Customized. However, enabling Show paper does not change the profile because that setting is not defined
by the Safe profile.

Share Application Preferences


Application preferences can be saved as .set files. You can use .set files to transfer application preferences
between users.

1. Select Help > Preferences....


The Application Preferences dialog box appears.

2. Perform one of the following operations:


• To save the current settings to a new .set file, click Save, and specify where you want to save the file.
• To load a profile which has been previously saved as a .set file, click Load, and browse to select the
file.

42 Player/Player Pro User's Guide


General

General
The General page lets you set user interface properties, such as the display language, menu style, and auto-save
behavior.
Option Description
Language
Specifies the Composer Player user interface language, which determines the application resource files to use.
The following languages are supported:

• Czech
• Chinese (Taiwan)
• Chinese (Simplified)
• English
• French
• German
• Italian
• Russian
• Japanese
• Korean
• Polish
• Portuguese (Brazil)
• Spanish
• Turkish

You must restart the application for the change to take effect.

Note: When you change the application language, you must uninstall the current version of Adobe
SVG Viewer and install the correct language version from http://www.adobe.com/svg/viewer/install.
Not doing so might result in viewer issues.

Undo history size Specifies the maximum number of commands you can undo. Larger values use more memory.

43
Viewport

Viewport
The Viewport page lets you define viewport preferences, such as high-quality rendering effects.

High quality rendering / On demand


Composer Player supports advanced rendering effects for creating high-quality images.
You can choose when to apply effects to your models:
• Real time - Applies the effect while navigating and performing transformations in the viewport.
• Real-time preview - Applies an approximation of the effect in real time and then applies the full effect on
idle. For example, shadow mapping can be too compute intensive for real-time rendering, but a real-time
approximation is important when positioning lights.
• On idle - Applies the effect automatically during computer idle time (not while navigating or performing
transformations).
• On demand - Does not apply the effect automatically. To apply on-demand effects, click Render > On
Demand > High Quality (ribbon) or press A while in the viewport.

Note: Not all options are available for all effects.

Important: For all high-quality rendering effects except Anti-aliasing, the HardwareSupport.Advanced
option must be enabled on the Advanced Settings page, and the effect must be supported by your graphics
card. See Advanced Settings.

Option Description
Per-pixel lighting
Configures per-pixel lighting (PPL), also known as Phong shading. When enabled, Composer Player displays shaded
surfaces based on the color and illumination at each pixel. PPL can improve lighting of models with poor tessellation.
Choose the effect status:

• Enabled - Enabled for all documents.


• Disabled - Disabled for all documents.
• Use document settings - Obey the Lighting > Per-pixel lighting viewport property.

Shadows
Configures shadow mapping. When enabled, geometry actors cast and receive shadows, making rendering for lighted
scenes more realistic. Choose the effect status:

• Enabled - Enabled for all documents.


• Disabled - Disabled for all documents.
• Use document settings - Obey the Lighting > Shadow mapping viewport property.

Ambient occlusion
Configures the ambient occlusion (AO) shading effect. When enabled, surfaces take into account light attenuation
from nearby actors. Choose the effect status:

• Enabled - Enabled for all documents.


• Disabled - Disabled for all documents.
• Use document settings - Obey the Lighting > Ambient occlusion viewport property.

Depth of field
Configures depth of field (DOF) behavior. When enabled, portions of the scene away from the camera focal point
appear blurred. Choose the effect status:

• Enabled - Enabled for all documents.


• Disabled - Disabled for all documents.
• Use document settings - Obey the Depth of field viewport property.

44 Player/Player Pro User's Guide


Viewport

Option Description
Anti-aliasing
Configures model anti-aliasing. Anti-aliasing smooths rough edges (jaggies) to give the appearance of higher resolution
by taking into account how much an ideal edge overlaps adjacent pixels.

Hardware Enables real-time hardware multisample anti-aliasing (MSAA) to increase the quality of 3D and 2D images. Select
Anti-aliasing Disable to disable MSAA, or select a sampling resolution: 2, 4, 8, 16, or 32 samples. Higher values produce better
results but can degrade performance. The recommended value is 8, but the optimal value is hardware-dependent. If
you select a value higher than your graphics card supports, the highest supported value is used.
Notes:

• Even when supported by your graphics card, 32 samples might require more video memory than is available.
The result is a black viewport. To resolve the problem, reduce the sampling resolution or disable hardware
MSAA.
• HardwareSupport.Advanced must be enabled. See Advanced Settings

Note: The Glow effect is not configurable at the application level. It is always Use document settings
and Real time.

Jittering options
Set these options when you have selected Jittering for Anti-aliasing.
Option Description
Number of passes
(Available when Jittering is selected.) Specifies the number of internal renderings made to create the effect.
More passes take longer to perform but produce better results.

Radius
(Available when Jittering is selected.) Specifies the portion of a scene that appears sharp. The image becomes
blurred as you move away from the focal point. The higher the value, the larger the depth of field (less blur).

General
Define general viewport preferences.
Option Description
Display statistics Displays statistics (such as the number of actors, triangles, and points) at the bottom of the viewport
during navigation.

Tip: Press S to toggle this feature when navigating the scene.

Use default GUI font for text Uses the Composer Player graphical interface font (computer-dependent) for collaboration text, such as
(must reload open documents) labels and text 2D panels. When this option is cleared, collaboration text is Arial Unicode MS by default.
To change an actor font, set the Text > Font property in the Properties pane.

Note: Use Unicode fonts to ensure that foreign-language characters render correctly. If you
frequently work with multiple languages, consider defining a Composer Player style to specify
the font or install the associated language pack provided by Microsoft.

Show paper
Displays paper margins in the viewport.

Note: Define the paper space in (Default) Document Properties - Paper Space. See Paper Space

Player/Player Pro User's Guide 45


Camera

Camera
The Camera page lets you set camera preferences.
Option Description
Default perspective
Defines the perspective angle when in perspective mode. In perspective mode, actor sizes depend on their distance
from the camera viewpoint. Perspective mode is the view normally seen by the eye. Parallel lines recede into the
distance to a vanishing point. Orthogonal mode eliminates the effect of distance from the camera (actor sizes
remain constant).

Minimum FPS Defines the minimum number of frames per second (fps), between 0 and 30. During navigation, the 3D kernel
adapts the level of detail to respect the fps.
Free rotation (no Eliminates vertical constraint during rotation.
constraints)
Tip: You can also enable free rotation by pressing Ctrl while rotating ( Ctrl+right mouse button).

Inertia Causes the camera to continue moving after rotating or panning the model. The faster you rotate or pan the model,
the more it moves when you stop.
Navigation mode Uses the same navigation mode for all panes of a document viewport. To use different modes (for example, to
common to all use Rotate Mode in one pane and Pan Mode in another), clear this option.
viewport panes
Tip: To create multiple viewport panes, click Window > Viewport > Layout .

Note: This option does not affect viewports of different documents.

Volatile navigation Enables Select Mode automatically after using another mode ( Pan, Rotate, Zoom). To retain the last mode you
mode (auto-revert to selected, clear this option.
selection mode)
Keyboard navigation Enables the Pan increment and Rotate and roll increment options, which let you specify the increment values
used to pan, rotate, and roll using keyboard shortcuts.
Pan increment Specifies the increment value used to pan using Ctrl+arrow keys. The default value is 5 pixels.
Rotate and roll Specifies the increment value used to rotate using Shift+arrow keys and to roll using Alt+arrow keys. The
increment default value is 1.00 degree.

46 Player/Player Pro User's Guide


Selection

Selection
The Selection page lets you set preferences for actor highlighting and selection behavior.

General
Customize general selection preferences.
Option Description
Highlighting
Highlights the actor under the mouse pointer to help you select the right actor. Highlighting is also known as
preselection and previsualization.

Tooltip
Displays a tooltip for the actor under the mouse pointer.

Mouse sensitivity Specifies how reactive Highlighting and ToolTip are to mouse movement.
Follow viewport Selects actors in the Assembly or Collaboration pane when selected in the viewport, scrolling the tree view as needed.
selection changes
in the tree view
Highlight in the Highlights invisible actors (that is, actors whose visibility is switched off) in the viewport, when they are selected
viewport invisible (in the Assembly tree or using another method). Clear if you do not want invisible actors that are selected to appear
actors belonging to highlighted in the viewport.
the selection
Notes:

• The status of this option has no impact on the selection itself.


• When an invisible actor is part of a custom hotspot that is enabled, this actor will remain highlighted in the
viewport in all cases.

Gizmos
Gizmos are graphic objects that lets you manipulate actors in 3D.
Option Description
Gizmos Displays gizmos on actors when performing transformations.
Gizmo size Specifies the gizmo size.

47
Navigation

Navigation
The Navigation page lets you configure mouse button and wheel behavior.

Mouse Button Customization


Customize how the mouse buttons work.
Mouse Keyboard Key Description
Button
+ (none) Specifies the right-click action.
+Ctrl, Alt, or Shift key Specifies the right-click action with Ctrl, Alt, or Shift pressed.

+ (none) Specifies the wheel-click action.


+Ctrl, Alt, or Shift key Specifies the wheel-click action with Ctrl, Alt, or Shift pressed.

Reverse mouse wheel Reverses the mouse wheel action. For example, roll up to zoom in instead of zooming out.

Note: See Actions below for a description of all actions.

Mouse Behavior Customization Commands


These commands let you specify a default mouse behavior.
Option Description
Set as SOLIDWORKS Uses the default SOLIDWORKS mouse behavior.
Reset Uses the default Composer mouse behavior.

Actions
All actions that can be associated to mouse button and wheel behavior are described here.
Action Name Description
None No action.
Zoom Zooms the model in and out.
Zoom paper Zooms the paper space.
Pan Moves the camera across the scene.
Pan paper Moves the camera across the paper space.
Rotate Turns the model in 3D about one axis.
Rotate roll Turns the model on a drawn axis between the camera and the center of the scene.
Rotate view point Turns the camera in 3D.
Rotate free Turns the model in all directions (no fixed axis).

48 Player/Player Pro User's Guide


Hardware Support

Hardware Support
The Hardware Support page lets you modify graphics card settings.
Notes:
• You must restart the application for changes to hardware settings to take effect.
• Not all graphics cards support all hardware-related settings.
• For additional hardware settings, see Advanced Settings.

Option Description
Enable 3D OpenGL hardware Enables graphics card acceleration. Clear this option if you experience serious graphics rendering problems.
acceleration
Notes:

• Disabling this option might significantly degrade graphics performance.


• If you experience graphical display issues, press R while in the viewport to reset the OpenGL engine.

Advanced Uses OpenGL frame buffer object (FBO) and other extensions to provide off-screen rendering. Enabling
this setting:

• Is required for some capabilities such as cutting plane per-actor color capping, style preview-image
generation, and high-quality rendering effects such as ambient occlusion.
• Improves Technical Illustration workshop results when using color regions and shadows.
• Improves Simplification - Occlusion results.
• Might avoid screen refresh problems associated with other rendering techniques, such as p-buffers
and auxiliary buffers.
• Might reduce bitmap output problems, such as gray or black images.

Note: This option is the same as HardwareSupport.Advanced on the Advanced Settings page.

Standard Disables FBO and other advanced extensions. You can selectively enable or disable rendering techniques,
such as use of p-buffers and auxiliary buffers.
Enable p-buffer Enables off-screen rendering with OpenGL using pixel buffers. Select this option to resolve problems
with screen captures, printing, saved images, and other graphics operations. Rendering might also be
hardware accelerated.
Static p-buffer (Available when Enable p-buffer is selected.) Uses static pixel buffers.
Enable direct swapping to Enables direct swapping to refresh. Clear this option if you have screen display problems such as
refresh highlighting problems.
Enable aux. buffers Enables auxiliary buffers. Clear this option if the previous options do not solve your graphics problems.
Enable OpenGL display lists Enables OpenGL display lists. A display list is a series of graphics commands that define an output image.
Clear this option if you have problems such as invisible text.
Enable text reset (Available when Enable OpenGL display lists is selected.) Resets text display. Select this option if you
have problems displaying text.

49
Application Paths

Application Paths
The Application Paths page lets you view or set the paths of internal and external tools used by Composer.

Note: Only Textures paths are stored in profile (.set) files.

Option Description
Install (Read-only) Shows the Composer installation folder.
Bin (Read-only) Shows the folder containing Composer binaries.
HTML (Read-only) Shows the templates folder used for HTML page generation.
User Specifies the folder containing user data, such as log and settings files.
Textures Specifies the folder containing texture images.

PATH (Read-only) Shows the PATH environment variable.

50 Player/Player Pro User's Guide


Data Paths

Data Paths
Data paths are sorted lists of paths used to locate resources such as files, profiles, and links. The application uses
data paths to resolve external references when the relative path of a resource cannot be found.

51
Data Paths

Data Paths
Data paths are sorted lists of paths used to locate resources such as files, profiles, and links. The application uses
data paths to resolve external references when the relative path of a resource cannot be found.
Option Description
(Data path file) Specifies the data path file.
Path / Description Shows the data paths and descriptions (if any) stored in the specified data path file.
Resolve relative references Changes the behavior on save. You can disable the relative path resolution completely (Always) or only
on save for unresolved paths ( Only resolved paths). The default behavior on save is to always resolve relative
paths (apply modifications on these paths as described above).

52 Player/Player Pro User's Guide


About Data Paths

About Data Paths


Data paths are sorted lists of paths used to locate resources such as files, profiles, and links. The application uses
data paths to resolve external references when the relative path of a resource cannot be found.

General Information
This topic provides general information about data paths.
Data paths:
• Are not used when resource paths are absolute.
• Unify and extract the location of absolute paths from data files for easy modification.
• Support local, UNC, HTTP, and FTP paths.
• Are stored in files ( DataPath.xml by default) that can be shared by users working on the same project.
• Provide a mechanism for specifying common paths to avoid path duplication:
- Global ( DataPath.CommonGlobalList) paths are appended to all other path lists
- Profiles ( DataPath.CommonProfileList)paths are appended to profile path lists

Notes:
• Path order is important; when a resource is found, the search stops.
• Data paths do not support paths with variables (such as %USERPROFILE%\folder).
• The first time a user runs Composer, a DataPath.xml file is created in the User folder. See Application
Paths.
• Searching many paths to locate resources increases document load time. For best performance, minimize the
number of paths and list heavily used paths first.
• Edit data path files with a text editor. You cannot edit the file from the Data Paths page.

Specifying the DataPath File


Specify your data path file on the Data Paths page.
The default is DataPath.xml in your User folder. This location is stored in the following registry setting:
HKEY_CURRENT_USER\Software\Dassault Systemes\Composer\Preferences\
DataPath.PathFolderDataPath
To have multiple users on the same machine reference the same data path file, define a HKEY_LOCAL_MACHINE
key:
HKEY_LOCAL_MACHINE\Software\Dassault Systemes\Composer\Preferences\
DataPath.PathFolderDataPathInstall
This HKEY_LOCAL_MACHINE key is not defined by default. The HKEY_CURRENT_USER value overrides
HKEY_LOCAL_MACHINE.

Note: The full paths for these keys are operating-system dependent.

Behavior on Save
When a .smgXml file is saved, changes might be applied to its references to keep the link between the child
files (which are not saved) and the root (which can be stored in another folder).
In this case:

53
About Data Paths

• Absolute references are not modified.


• Relative references resolved during loading using data paths are not modified. However, if a relative reference
is resolved through the parent file paths, the absolute resolved file path is used to compute the new relative
path to its parent.
• Missing files cannot be resolved, so their parent file paths are used to try to compute their new relative paths.
This behavior is available for project ( .smgProj), product ( .smgXml), and scenario ( .smgSce) files. You
can change the behavior using the Resolve relative references on save option. You can disable the relative path
resolution completely (Always) or only for unresolved paths ( Only resolved paths). The default behavior on
save is to always resolve relative paths (apply modifications on these paths as described above).

Tags
The following tags can appear in a data path XML file.
Tag Description
Common
DataPath.CommonGlobalList Paths appended to all other path lists
DataPath.CommonProfileList Paths appended to all profile path lists
Composer Files
DataPath.AnimationLibrary Animation library files (.xml)
DataPath.GeometryList Geometry files (.smgGeom)
DataPath.MetaPropertyList Meta-property definition files (.smgMeta)
DataPath.ProductList Product files (.smgXml)
DataPath.ScenarioList Scenario files (.smgSce)
DataPath.ViewList View files (.smgView)
Resources
DataPath.LinkList Resources referenced by event links and Link actors
DataPath.TextureList Texture image files (all supported image-file formats)
Profiles
DataPath.BOMList BOM workshop profiles (.smgBOMSet)
DataPath.ClashList Clearance Checking workshop profiles (.smgClashStaticSet)
DataPath.ClashRTList Interactive Clearance Checking profiles (.smgClashRTSet)

Note: Profiles are not available in the Interactive Clearance Checking workshop.

DataPath.FilterList Filters workshop filter definitions (.smgFilterSet)


DataPath.HiResList High Resolution Image workshop profiles (.smgHighResSet)
DataPath.ImportProfiles Profiles with custom import options to use when importing CAD data (.xml)
DataPath.Profiles.PublishHTML HTML profiles (.smgPublishHtmlSet). These profiles define the features in HTML output.
DataPath.Profiles.VideoCamera Video workshop profiles (.smgVideoCameraSet)
DataPath.Profiles.ViewList Views workshop profiles (.smgViewSet)
DataPath.SimplificationList Simplification workshop profiles (.smgLODSet)
DataPath.StyleList Styles workshop style definitions (.smgStyleSet, .sset)
DataPath.VectoList Technical Illustration workshop profiles (.smgVectoSet, .vset)

54 Player/Player Pro User's Guide


About Data Paths

Example
The following example shows the syntax of a data path file.
Notes:
• Search order is determined by the path order in the XML file, not by the number at the end of the Path tags
( <Path1>, <Path2>, etc.). When a resource is found, the search stops.
• The optional Description parameter provides additional information about the path.
• Search order is determined by the path order in the XML file, not by the number at the end of the Path tags
( <Path1>, <Path2>, etc.). When a resource is found, the search stops.
• The optional Description parameter provides additional information about the path.
<CLitDataPathSet><DataPath.CommonGlobalList> <Path2
Value="chemin1"Description="Global resource location"/> </
DataPath.CommonGlobalList> <DataPath.CommonProfileList > <Path0 Value="C:\My
Documents\Composer\User"/> </DataPath.CommonProfileList>
<DataPath.FilterList> <Path0 Value="http://datapath/Composer"/><Path2
Value="path1"/><Path1 Value="path2"/></
DataPath.FilterList><DataPath.GeometryList> <Path2
Value="\\server1\Geometry\ProductID\" Description="ACME project files"/
><Path1 Value="\\server2\Geometry\ProductID\"/></
DataPath.GeometryList><DataPath.LinkList> <Path2 Value="http://globalweb/
Composer"/><Path1 Value="C:\Documents and Settings\dgoss\My Documents"/
><Path3 Value="ftp.3ds.com/fra/files"/></
DataPath.LinkList><DataPath.ScenarioList> <Path2
Value="\\server1\Scenario\animation1\"/><Path1
Value="c:\Scenario\animation1"/></DataPath.ScenarioList>. . . </
CLitDataPathSet>

Player/Player Pro User's Guide 55


Advanced Settings

Advanced Settings
The Advanced Settings page lets you control advanced features and resolve issues.

Display Commands
The icons available at the top of the page let you configure how the settings list is displayed.
Icon Command Name Description
Categorized Lists settings by category.

Alphabetic Lists settings alphabetically.

Show Advanced Preferences Displays advanced settings only. To list settings available from other (Default) Document
Only Properties pages, clear this option.

Settings
Advanced settings let you control advanced features and resolve issues.
Category Preference Description
CreateAsChildIfPossible With fully-shattered files, places entities under the root instead of as children
of the selected part to avoid breaking the fully-shattered structure. Typically
used for CSZ, lights, and grids.
CrossHighlighting Enables pre-selection and selection cross highlighting of product
manufacturing information ( PMI) and their associated geometry.
IOSaveSmgGeomAs For internal use only.
ProfilesLoadOnDemand
Loads workshop profiles on demand only (that is when selecting a particular
profile in the Profile list of a given workshop). This can be useful when many
profiles are defined, or for profiles stored on a network.
By default, this option is selected and profiles are loaded on demand. Clear
the box if you want all profiles in all workshops to be loaded once the
workshop is opened.
If you change this option, you need to restart Composer for this change to
be taken into account.

Note: Depending on the number and location of profiles to load,


loading all profiles at once can be time-consuming.

PropertiesValueNbOfDecimal Specifies the number of decimal places displayed for floating-point values,
including meta-properties of type Float, in the Properties pane. Valid values
are 0 to 6.
Notes:

• Floating-point properties with slider controls always display 2 decimal


places and are not affected by this option.
• To specify the number of decimals for floating-point values displayed
in the viewport, set Number of decimals on the [Default] Document
Properties - Units page. See Units.

ShowDiggerCP Displays the Digger tool cutting plane. To show the cross section without
the plane, clear this option.
SimplificationMethod For internal use only.

56 Player/Player Pro User's Guide


Advanced Settings

Category Preference Description


SplitVideoFiles Creates multiple video files, each no larger than 2 gigabytes (GB). An .avi
file cannot exceed 2 GB. When this option is cleared, long animations might
exceed 2 GB, resulting in no file being created.

Note: Because the application does not know what video codec you
are using and at what compression level, the 2 GB limit is computed
using raw video (before compression). Enabling this option when
generating compressed video might produce sub-parts smaller than
2G (after compression).

General AdvancedCurvesDetection Increases the precision of radius measurements for some models and improves
detection for models with very high tessellation (low chordal error). This
option negatively impacts performance, so enable it only when you have
problems.
AutoSave Automatically backs up the currently open Composer files in a Bak folder,
at the interval specified by the AutoSaveInterval setting. The Bak folder is
located in the User folder specified in the Application Paths page.
AutoSaveInterval Specifies the interval, in minutes, at which the currently open Composer files
are to be backed up in the Bak folder.
AutoSaveVersioning Allows versioning by creating an additional backup version of the currently
open Composer files in the Bak folder, at the interval specified by the
AutoSaveInterval setting. In this case, for a given Composer file, backup
versions are saved in a dedicated folder in the User\Bak folder (the folder
name being the same as the file name). The file name format is
filename_YYYYMMDD_HHMM (current year, month, day, hour, minute).
Clear if you want each backup to overwrite the previous one.

AutoSaveVersioningMaxNumberOfFiles When AutoSaveVersioning is selected, specifies the maximum number of


backup files to keep. The higher the number, the more disk space will be
required.

Note: You must enter a value between 1 and 100.

DisableMatchingProperties Defines properties as read-only to prevent value modification in the Properties


pane. Specify a regular expression (regexp) that matches the properties to
disable. For example, to prevent changes to CAD metadata and geometry
actor names, specify: (Meta\..*)|(Actor\.Name)This regexp matches all
properties starting with Meta. and the property Actor.Name. For more
information about regular expressions, see Composer User's Guide: Reference
Information: Regular Expression Syntax.

Note: Disabling Actor.Name also disables renaming of collaborative


actors in the Properties pane. To rename collaborative actors, visit
the Collaboration pane, right-click the actor name and click Rename
Actor (F2).

Tip: To get internal property names (for example, Actor.Name),


use Insert Property on the Text pane, or use File > Properties
> Show XML . Administrators can create the following string
registry value to disable properties for all users on the computer:
HKEY_LOCAL_MACHINE\Software\[Wow6432Node\]Dassault
Systemes\Composer\Preferences\
DisableMatchingPropertiesThis HKEY_LOCAL_MACHINE value
overrides all user-specified values.

Prevent Saving Documents Removes save capabilities by disabling all Save and Save As menu items.

Player/Player Pro User's Guide 57


Advanced Settings

Category Preference Description


SupportEmailDump Prepares and email message with dump and log file attachments when a
Composer application crashes. You can then provide a recipient list and send
the email.
Input ForceNetGUIDResolutionAtLoading For internal use only.
IOCV5FullyShatteredInCacheMode Lets memory be saved during conversion in fully-shattered mode. However,
some CATProducts might not be converted.
IOCheckTesselation Select this option if converting a native file yields bad results, specifically a
point or triangle of the mesh outside the bounding box of the model.
IOErrorLevel Specifies that the Composer Converter (and Sync when calling Composer
Converter) creates output files for successful translations only. To create
output files following non-fatal errors, such as when a resource is not found,
clear this option. For details about Composer Converter return values, see
the Composer Programming Guide.
IOGenerateUnicodeOBJ When saving to Alias Wavefront (.obj) format, generates files with Unicode
encoding. To generate Wavefront files with ANSI encoding (for use by
applications that do not support Unicode), clear this option.

Note: Any Unicode characters in geometry names will be lost.

IOPreview Controls generating a preview thumbnail of the opened file:

• 0: No preview
• 1: Preview generated on hardware (to avoid graphics card issues)
• 2: Preview generated using the graphics accelerator

IOProERemoveRevisionNumber Removes revision numbers from the file names generated from a
Pro/ENGINEER file conversion.

IOSolidWorksTimeOut Specifies the time, in seconds, to wait before starting another conversion
from SOLIDWORKS. The default is 120. Increase this time for large
assemblies in fully-shattered mode.

Note: This parameter is not available in the user interface. It must


be set as a registry setting.

IOU3dQualityOutput Specifies U3D output quality:

• 0: Fast export but larger file size


• 1: Slow export but smaller file size
• 2: Compromise between the two

IOVRMLExportNaming When saving as VRML a file that contains nodes starting with a digit, adds
an underscore character '_' before the first digit (instead of just replacing the
digit with an underscore character '_'). For example, an actor called 12345
will be renamed _12345 instead of _2345 as is the case by default.

IOVRMLExportWriteNormals When saving as VRML, writes normal directions for all faces to VRML (
.wrl) files. To omit normals, which produces smaller files, clear this option.

IOVRMLExportZIP When saving as VRML, creates compressed VRML (.wrl) files, which are
typically much smaller than uncompressed files. Not all applications can
read compressed VRML.

Note: Both compressed and uncompressed VRML files have .wrl


file extensions.

IOWriteStatisticsFile For internal use only.

58 Player/Player Pro User's Guide


Advanced Settings

Category Preference Description


VertexWelding Specifies the distance between vertices as a percentage of an actor's bounding
box for which Composer considers vertices to be the same and merges them.
Use this option when there are extra lines in outlines (including vector output)
caused by small holes in the mesh. For example, specify 0.01 to merge
vertices closer than 0.01% of the bounding box. To disable this option, specify
0.

Important:

• A change to the outline calculation algorithm in V6R2011


improved vectorization in most cases but could produce extra
lines for mesh with small holes. Specify a value of 0.01 to restore
pre-V6R2011 outline calculation.
• Vertex welding is performed at file load time (before outline
calculation) and is persistent. When you save your document,
the geometry is different from the original. It is recommended
that you use this option only when there is a problem with
outlines.

Viewport AnnotationRelativeComposer Enables the Size in paper space text property by default for new annotation
AnnotationRelativePlayer and measurement actors created from Composer
(AnnotationRelativeComposer) and Composer Player
(AnnotationRelativePlayer).
CurvesHighLighting Highlights actor curves when using commands requiring curve detection.
Used primarily for debugging.
PickingDepth Increase this value if you have 3D selection issues. A larger value increases
selection accuracy but affects performance.
Hardware HardwareSupport.Advanced Same as Advanced on the Hardware Support page. See Hardware Support.
HardwareSupport.DedicatedDepthBuffer Allows Composer to create its own depth buffer. Enable this option if ambient
occlusion or silhouettes render poorly. Choose a format that is supported by
your graphics card.

• Disabled - Uses your graphics card's built-in depth buffer. Choose this
option unless you have rendering problems.
• RGBA8 - Best choice for some older cards.
• R32F - Best choice for most newer cards.
• RGBA32F - Best choice for newer cards that do not support R32F.

Note: If the viewport becomes black, try another setting.

HardwareSupport.HighLightEffect
Displays bright green lines around highlighted actors.

HardwareSupport.MirrorBufferSize Specifies the size of the mirror buffer. Reducing the value can improve
performance but might result in mirror reflection pixelation.
HardwareSupport.ShadowBufferSize Specifies the size of the shadow-map buffer. Reducing the value can improve
performance but might result in decreased shadow quality and artifacts.
HardwareSupport.SilhouetteShader
Uses the OpenGL silhouette shader to provide fast silhouette rendering. To
use Composer's internal silhouette rendering technique, clear this option.

Disabled Enabled

Speed Slower (depends on model Faster


size)

Line color and width Obeys outline settings Black, fixed width

Accuracy Accurate (no hardware Possible unwanted artifacts


dependencies) or hatch lines with older
graphics cards, such as
NVidia Quadro series 5 (FX

Player/Player Pro User's Guide 59


Advanced Settings

Category Preference Description

Disabled Enabled

[x]5xx) and older (for


example: FX 1400, FX 3450,
FX 4000, FX 1500, FX 4500)

Note: Due to a technical limitation, the OpenGL silhouette shader


draws silhouette lines for 3D panels.

Views Cache.ViewsImages Generates an image file for each created view.


ViewScale Specifies the scale of view thumbnails.
Interactive ClashInteractiveRatio For internal use only.
clash
detection
Technical DetailLevel Improves the precision of the color region for vector images published using
Illustration the Technical Illustration workshop. Enter a value above 100 to use this
option rather than the less precise Level of Detail slider available in the
Color Region tab of the Technical Illustration workshop, which uses a
value range of 0 to100. A value lower than or equal to 100 is not taken into
account.

Note: Increasing the value increases the precision but may affect
performance when generating technical illustrations. The maximum
value allowed by this option depends on your graphics card, therefore,
it is recommended to test various values to find the proper balance
between precision and performance.

ExternalVectorViewWindow Displays SVG previews (from the Technical Illustration workshop) in an


Internet Explorer window. To display SVG previews in the Composer
viewport vector pane, clear this option.

Note: Because a 64-bit version of Adobe® SVG Viewer is not


available, ExternalVectorViewWindow is ignored on 64-bit
operating systems. SVG previews are always displayed in Internet
Explorer.

SvgOutput.ShowPaper Includes only the portion of the viewport scene within the paper space in
SVG images. To include the entire scene, clear this option.
SvgOutput.ShowTooltip
Includes hotspot tooltips in SVG output. To suppress tooltips, clear this
option.

SvgOutput.WriteUnit Includes a measure unit for line thickness when generating technical
illustrations in SVG format.
VectoShowEllipsesInBlue Displays ellipses generated by the Ellipses generation option (Technical
Illustration workshop) in blue. Useful for debugging.
Geometry CuttingLinesPrecision Specifies the geometry simplification factor which manages how cutting
lines are displayed. By default, this simplification factor is 1/2500 of the
cutting line width.
MergeKeepDraws Improves performance of geometrical operations on geometry resulting from
the Merge Geometry command at the cost of slower rendering. This
option affects internal details of the merge operation; the result as shown in
the Assembly pane is the same.
Debug ShowDebugPropertiesInPropertiesPane Includes debug properties in the Properties pane. Debug properties are
information informational only and do not change the 3D scene.

60 Player/Player Pro User's Guide


Licensing and System Requirements

Licensing and System Requirements


For information about SOLIDWORKS Composer licensing, go to help.solidworks.com, select your language
and version, then SOLIDWORKS Installation > License Administration.
For information about SOLIDWORKS Composer system requirements, go to
http://www.solidworks.com/sw/support/SystemRequirements.html.

61
Interface Description

Interface Description
This section describes the left pane, Properties pane, menu bar, toolbars, keyboard shortcuts, and dialog boxes
that are specific to Composer Player.

62 Player/Player Pro User's Guide


About Copy/Paste

About Copy/Paste
Copy/Paste commands let you copy, cut, and paste collaborative and geometry actors. You can also paste text
and images from other applications into Composer Player to create labels and 2D panels, respectively.

About the Copy/Paste Mechanisms


This topic provides general information regarding how copy/paste works in Composer Player.
• Copy/cut/paste for collaborative actors uses the Windows clipboard, so you can copy/cut/paste collaborative
actors across Composer Player documents, and even across Composer applications.
• You cannot copy/cut/paste the following collaborative actors: cutting planes, grids, cameras, coordinate
systems, paths, intersection lines, BOM tables, ground, and compass.
• You cannot paste Composer actors into other applications.
• In Composer Player, you can only paste collaborative actors that can be authored in Composer Player and
for which you have the required right. (See Viewing the Rights Granted for the Active Document.) For
example, you cannot paste arrows because you cannot create arrows in Composer Player, but you can paste
labels when you have the Annotations right.

Tip: If pasted actors are not visible in the current viewport, use Zoom Selection or Zoom Fit All .

Paste Results
Paste results depend on the content. This topic provides information on what results you should expect when
pasting content from the clipboard.
Clipboard Content Paste Result
Collaborative actor New actor of same type named Copy n of original_name.

Note: You can copy/paste collaborative actors across Composer documents, and even across
Composer applications.

Image of supported format (BMP, New image 2D panel named Pasted Image n.
JPG, etc.)
Text New label named Pasted Label n.

Paste Location
The location of pasted actors in the viewport depends on the content type and whether the actor is associated
with (attached to) geometry. This topic provides information on paste location depending on clipboard content.
Clipboard Content Paste Location

2D collaborative actor
Preserves location with slight offset from the original actor:

3D collaborative actor with no association Preserves location. When the original actor is present at that location, the copy completely
overlaps the original.

3D collaborative actor with association: Preserves location in the associated actor's local coordinate system.
Associated actor found (GUID match)

3D collaborative actor with association: Arranges pasted actors in a circle around the viewport center to facilitate reattachment.
Associated actor not found

Text and images from other applications Creates actors in the viewport at the current mouse position.

63
Shortcuts

Shortcuts
Keyboard accelerators let you perform commands more quickly than graphical commands.
Keys Description
Esc Quits the current function.
F4 Redoes the last operation.
Ctrl (held) Multi selection.
Shift (held) Removes from the selection.
Ctrl+T Shows all objects.
T Displays/hides collaboration tools.
Ctrl+C Copies the selected actors to the clipboard, replacing the previous clipboard content.

Note: You cannot copy the following collaborative actors: cutting planes, grids, cameras, coordinate
systems, paths, BOM tables, ground, and compass.

Ctrl+X Cuts selected actors, but also deletes the selected actors.
Ctrl+V Pastes actors into the current document.

Tip: If pasted actors are not visible in the current viewport, use Zoom Selection or Zoom Fit
All .

Delete Deletes the selected actors.

Note: You cannot delete geometry actors when the Forbid delete part right is granted, and you
cannot delete geometry or collaborative actors when the Forbid delete actor right is granted. See
Viewing the Rights Granted for the Active Document.

Space Bar Displays Digger.


Ctrl+D Displays Digger.
X Displays Digger.
Ctrl+A Selects all.
Ctrl+Z Undoes the last operation.
Ctrl+Y Redoes the last operation.
H Hides the selected part.
Tab Hides temporarily the part under the mouse cursor.
Tab+Shift Calls back the part one after the other.
K Keeps hidden a part that was hidden with tab.
Ctrl+S Saves a file.
R Refreshes the scene.
Alt Enables curve detection mode. Available only in transformation mode: rotate, translate, and explode.
Ctrl+W Displays/hides shadow.
Ctrl+G Displays/hides the grid.
Alt + key 1 to 8 Enables rendering modes.
Ctrl+Shift+F Front/back view.

64 Player/Player Pro User's Guide


Shortcuts

Keys Description
Ctrl+Shift+R Right/left view.
Ctrl+Shift+T Top/bottom view.
S Show stats (number of actors, triangles, and so on).
A Apply an anti-aliasing filter on the scene.
Alt+Enter Displays the document's Properties pane.
Ctrl+arrow keys Pans the camera (same as middle-click).
Shift+arrow keys Rotates the camera (same as right-click).
Alt+Left/Right arrow keys Rolls the camera (same as Alt+right-click).

Player/Player Pro User's Guide 65


Left Pane

Left Pane
The Left Pane contains the Assembly, Collaboration, Views, and BOM panes.

66 Player/Player Pro User's Guide


Assembly Pane

Assembly Pane
The Assembly pane lets you view the structure of your models.
To display the Assembly pane, click View > Assembly Tree or click Show/Hide Assembly Pane (Standard
toolbar).

Note: Requires the Trees right. See Right Manager.

Right-Click Commands
Right-click in the Assembly pane to display a context menu.
Command Name Description
Assembly Selection Mode Selects parent assembly nodes instead of leaf (geometry) nodes when you select actors in the assembly tree
or viewport. In default mode (when assembly selection mode is not selected, also known as part selection
mode), all geometry under your selection is selected.When in assembly selection mode, the viewport has a
blue border. You can also select assemblies while in default mode as follows:

• Press Alt while making a selection in the viewport.


• After selecting an actor in the viewport, press the left arrow key. This selects the assembly that holds the
selected actor. Continue to press the left or right arrow key to change your selection.

Selection and highlighting colors depend on the selection mode. Choose colors from Document Properties -
Selection. See Selection.
Sort Alphabetically Sorts the tree by alphabetical order. By default, the actor order for SOLIDWORKS assemblies matches the
CAD system.
Configure Columns Displays the Configure Columns dialog box, where you select columns to display. See Configure Columns.
Search Actors Displays the Search pane, where you can search for actors. Right-click and select Search Next Actor and
Search Previous Actor commands to find the next or previous actor using the current search criteria. See
Search Pane.
Expand All Displays all tree nodes.
Collapse All Displays only top-level tree nodes.
Load Product Loads product geometry. Nodes that are not loaded have hourglass overlays on their Assembly tree icons,

such as .
Load Head Products Loads one level of geometry, not the entire product hierarchy.

Assembly Tree Symbols


This section describes the symbols used in the assembly tree.

To show or hide an actor in the viewport, select or clear the check box next to the actor name.

The symbol indicates a node with children of mixed visibility.


You can also hide an actor in the viewport by selecting it and pressing H. Click an actor's name to select it.
Right-click an actor to access functions such as copy, paste, and delete.
Symbol Description

The assembly root.

Note: The root assembly node never displays . To determine if the root node has mixed visibility, examine its
children.

67
Assembly Pane

Symbol Description
Assemblies are yellow and green.
For SOLIDWORKS and Pro/ENGINEER models only, Composer internally tags nodes it identifies as part or assembly nodes.
Nodes that instantiate SOLIDWORKS .sldpartor Pro/ENGINEER .prt files are part nodes. Nodes that instantiate
SOLIDWORKS .sldasm or Pro/ENGINEER .asm files are assembly nodes.

Parts (.sldprt, .prt files) are yellow.

Internal structures (such as geosets) and other groups are white.

Geometry is green.

Instances of geometry (the same geometry referenced in several positions of the model) are violet and have an 'x' overlay.

Actors with kinematic links defined have a 'K' overlay.

In fully shattered structures and projects, assembly and part nodes in product (.smgXml+ .smgGeom) format are displayed in
red. For details about products and fully shattered structures, see File Types.

Product nodes for which geometry is not loaded have an hourglass overlay. You can load product geometry by:

• Right-clicking and clicking a Products command.


• Double-clicking the icon.
• When Load on Visibility is enabled, enabling actor visibility by clicking the check box. See Visibility Toolbar.

Configurations lists all the saved configurations in a file. Expand the active configuration to view the actors corresponding
to that configuration.

Note: If a file has only one configuration, then it displays the actor corresponding to that configuration.

Scenarios describes the animation of a set of actors. .

Views gives access to different view types:

• Views - Lists Composer views, which is useful for switching views while the Assembly pane is active. For details about
views, see Views Pane.

Selection sets lists selection sets. Selecting a selection set selects all actors in the set, and the Properties pane displays properties
common to all actors in the set. Use selection sets to operate on the same actors repeatedly.

Hotspots lists hotspots. Hotspots are groups of actors, similar to selection sets, with shared highlight, tooltip, and link properties
that can supersede those of the individual actors.

68 Player/Player Pro User's Guide


Collaboration Pane

Collaboration Pane
The Collaboration pane lists collaboration actors sorted by type.
To display the Collaboration pane, click View > Collaboration Tree.

Note: Requires the Trees right. See Right Manager.

To show or hide an actor in the viewport, select or clear the check box next to the actor name.

Tip: You can also hide an actor in the viewport by selecting it and pressing H. Click an actor name to
select the actor.

69
Views Pane

Views Pane
The Views pane lets you manage the views of the active document.
To display the Views pane, click View >Views.
There are two view types:
• Normal views capture all non-neutral viewport properties: positions and properties of all actors, actor visibility,
camera position and zoom scale, Digger position, and so on.
• Custom views, also known as intelligent views, capture only the actors and properties you specify. When
you apply a custom view to a normal view, only the captured properties are applied. For example, you can
apply a custom view that captures only camera position to one or more normal views.
Each view has a preview thumbnail image. Thumbnails for custom views have diagonal lines and shading.
The active view is the one that is currently displayed in the viewport, and on which you are performing
modifications (such as moving or adding actors, changing actors' properties, etc.). It is surrounded by a thick
border in the Views pane. This enables you to differentiate between the active view and other views which may
be selected (these are surrounded by a thin border and highlighted).

Note: When the mouse focus is in the Views panel, the color surrounding the active view and selected
view(s) is a light blue. When the Views panel loses the focus, the color surrounding the active view and
selected view(s) turns to a light gray.

To display a view in the viewport, double-click the view or drag it into the viewport.
The following commands are available when you right-click in the Views pane.
Command Name Description
Update View Updates all captured items in the selected views using the current scene.
Redraw All Views Refreshes all view thumbnail images.

70 Player/Player Pro User's Guide


BOM Pane

BOM Pane
The BOM (bill of materials) pane shows the BOM tree, which lists geometry actors with their BOM IDs,
quantities, and other properties and meta-properties.
The BOM tree defines what appears in the BOM table.
To display the BOM pane, click View > BOM Tree or click Show/Hide BOM Pane (Standard toolbar).

Note: Requires the BOM right. See Right Manager.

Tip: When the BOM table is visible in your view, you can select it and modify its properties.

The following command is available when you right-click in the BOM pane.
Command Name Description
Show Visible Actors Only Includes only visible actors in the BOM tree and BOM table. To include all actors, unselect this command.

71
Configurations Pane

Configurations Pane
The Configurations Pane lets you view the configurations in Composer files.
You can control the visibility of the Configurations pane from View > Configurations Tree.
Click the Configurations pane to list all the configurations in a file. Double-click the configuration to activate
it.

72 Player/Player Pro User's Guide


Markers Pane

Markers Pane
The Markers pane lets you navigate the animation using markers.
Markers flag significant points in the animation, sometimes called chapters.
To display the Markers pane, click View > Markers. command is available only when the animation has markers.
To move your animation to a marker, click the marker.

73
Information Pane

Information Pane
The Information pane offers an easy-to-read default format for viewing the meta-properties of selected actors.
You cannot modify meta-properties in this pane (as they are for information purposes only), but you can customize
what is displayed and how it is displayed.
To customize the display of the Information pane according to your needs, use the Composer API. For more
information, see the Composer Programming Guide: Application Programming Interfaces: Composer API:
Application: Methods and Composer Programming Guide: Application Programming Interfaces: Composer
Player API: Application: Methods. Also see the example for using the Information panel provided in the Composer
Programming Guide.

74 Player/Player Pro User's Guide


Properties Pane

Properties Pane
You can view and edit properties of selected actors, such as color, opacity, and font in the Properties pane.

75
About Properties

About Properties
The Properties pane lets you view and edit properties of selected actors, such as color, opacity, and font.
• When you select multiple actors, only their common properties are displayed.
• CAD metadata and user-defined properties are listed under User properties.
• All 2D measurements (such as border widths and 2D panel positions) are in millimeters. 3D measurements
are in the document's units.

76 Player/Player Pro User's Guide


Annotation Properties

Annotation Properties
You can set annotation properties in the Properties pane.

Note: Not all properties apply to all actors.

Category Property / Description


N/A
Name
Specifies the actor name. This name appears in the Collaboration or Assembly tree and is the
default tooltip text.

Tooltip
Specifies the tooltip text that appears when you hover over the actor. The default is the actor name,
but you can select a different property or meta-property, or type a text string. To type text, which itself
can contain properties, select String and use the Tooltip string property.

Note: By default, labels attached to an actor display the actor's tooltip text. To change this
behavior, modify the label's Text property.

Opacity
Specifies the opacity, from 0 (transparent) to 255 (solid).

Stay on top
Makes the collaborative actor visible even when a geometry actor covers it.

Auto show
Displays hidden annotation and measurement actors temporarily when you move the mouse pointer
over the associated geometry actor. The annotation or measurement disappears when you hover
over a different actor.

Note: The Collaboration tree does not reflect this temporary change of visibility.

Auto
Specifies positions for collaborative actors with respect to their associated geometry actors:
alignment
Perimetric, Circle, Rectangle, Bottom, Bottom and left, Bottom and right, Bottom and top,
Top, Top and left, Top and right, Left, Left and right, Right, Free 2D, Free 3D.
Notes:

• To align collaborative actors using magnetic lines, Auto alignment must be Free 2D or Free
3D. When dragged onto a magnetic line, an actor's Auto alignment is set to Free 2D
automatically.
• To ensure that cutting planes are applied to annotations, you must set Auto alignment to either
Free 2D or to Free 3D.

Column format
Lists the x, y, and z coordinates vertically. To list the coordinates horizontally on
one line, clear this property.

Text
Color
Specifies the text color.

77
Annotation Properties

Category Property / Description

Font
Specifies the font family, style, and size of actor text. The default font family is your machine's default
font or Arial depending on Use default GUI font for text (Application Preferences - Viewport). The
default size is specified by Font size ([Default] Document Properties - Paper Space).
Notes:

• Font (size) and Size properties are linked.


• When a font is not available in a vector image format, it is replaced by a default font. If the vector
output is not acceptable, use a different font in Composer.

Size
Specifies the text size, in points. The default size is specified by Font size (in [Default] Document
Properties - Paper Space).
Notes:

• Font (size) and Size properties are linked.


• Because Size is stored as pixels in Composer files, changing your screen resolution (DPI) changes
rendered text sizes.

Size in paper
Defines the font size in the paper space. When you resize the viewport or zoom the paper space,
space
the text scales accordingly. To define text size as fixed in the viewport, clear this property.

Note: You can specify the default value using AnnotationRelativeComposer (for
Composer) or AnnotationRelativePlayer (for Composer Player) on the Application
Preferences - Advanced Settings page.

Parent (level)
Specifies the actor whose Text value is used as the annotation text. You can choose the
selected actor (level 0) or any parent. For example, you can select a part or its parent
assembly.

Text
Specifies which property or meta-property is displayed as the actor's text.

• For annotations other than coordinate labels: To type text, which itself can contain properties, select
String and use the Text string property.*
• For coordinate labels: By default, this property is set to None. In this case, only the coordinates are
displayed.

Text string
Specifies the text. To type multiple lines of text or to embed properties, click [...] to
display the Text pane. See Text pane.

Font ratio
Specifies the size of the Quantity exponent text as a percentage of the callout text.

Attach
Type
Specifies the attachment line style. You can position the attach line by dragging the anchor at
either endpoint.

78 Player/Player Pro User's Guide


Annotation Properties

Category Property / Description

Width
(Available when AttachType is Line, Vertex, Model, Simple, User, or Arc tooltip.) Specifies
the width of the attach line, in millimeters.

Color
(Available when AttachType is Line, Vertex, Model, Simple, or User.) Specifies the attach
color.

Line Type
(Available when AttachType is Line, Vertex, Model, Simple, or User.) Specifies the
attach line type.

End
(Available when Attach Type is Line, User, or Simple.) Specifies the attach extremity symbol.

Size
Specifies the size of the extremity, in millimeters.

Shape
Shape
Specifies the annotation or label shape.

Note: When the label orientation is set to Auto, if a measurement value overlaps the leader
line and you set its label's shape to None, some padding will be applied around the
measurement value to ensure that it remains easy to read.

Color
Specifies the shape border color.

Opacity
Specifies the shape border opacity.

Line
Width
Specifies the line width, in millimeters.

Opacity
Specifies the actor opacity (between 0 and 255).

Color
Specifies the line color.

Type
Specifies the line style.

Border
Show
Displays the border.

Width
Specifies the border line width, in millimeters.

Player/Player Pro User's Guide 79


Annotation Properties

Category Property / Description

Opacity
Specifies the border opacity (between 0 and 255).

Color
Specifies the border color.

Event
Link
Defines the action performed when a user clicks an actor or hotspot in the viewport or in vector image
output.
To create an event link:

1. Click in the Link field and then click [...].


2. In the Select a Link dialog box, select a link type in the URL field, specify an appropriate target for
that type, and then click OK.
See Select a Link.

3. To test the event in the viewport, disable Design Mode (status bar) and then click the actor or
hotspot.

Measurement /
GDT Pre symbol, Middle symbol, Post symbol
Specifies the pre-, middle-, or post-position GD&T symbol.

Pre string, Middle string, Post string


Specifies the pre-, middle-, or post-position string.

80 Player/Player Pro User's Guide


Cutting Plane Properties

Cutting Plane Properties


You can set cutting plane properties in the Properties pane.

Note: Not all properties apply to all actors.

Category Property / Description


N/A
Name
Specifies the actor name. This name appears in the Collaboration or Assembly tree
and is the default tooltip text.

Tooltip
Specifies the tooltip text that appears when you hover over the actor. The default is the actor
name, but you can select a different property or meta-property, or type a text string. To type
text, which itself can contain properties, select String and use the Tooltip string property.

Note: By default, labels attached to an actor display the actor's tooltip text. To change
this behavior, modify the label's Text property.

Cut
Enables the cutting plane. Toggling this option is useful when using cutting planes in
animations.

Opacity
Specifies the cutting plane opacity, between 0 (transparent) and 255 (opaque). When the
opacity is less than 8, only a ruler can move the actor. To select the cutting plane, use
the Collaboration pane.

Color
Specifies the cutting plane color.

Axis
Specifies the cutting plane axis: X, Y, Z, X-, Y-, Z-, or User.

Depth
Specifies the depth of the cutting plane. You can also change depth by dragging cutting
planes in the viewport.

Offset
Specifies the depth value.

Auto flip
Flips (inverses the cutting plane normal) automatically as you rotate the model.

Front/Back space
Specifies the opacity (transparent = 0, opaque = 255) of the portion of the model in
opacity
front of the cutting plane and the portion behind the cutting plane.

Note: These properties are available for a cutting plane when at most one
cutting plane is visible. When 2 or more cutting planes are visible, select the
Cutting planes parent node in the Collaboration pane and set Front space
opacity and Back space opacity as needed.

81
Cutting Plane Properties

Category Property / Description


Cutting line
Show
Displays the cutting line.

Thickness Specifies the width, in millimeters, of the cutting line and hatch lines.

Color Specifies the color of the cutting line and hatch lines.

Cut invisible actors (Available when Show is enabled.) Displays the cutting line where the cutting
plane intersects actors with Opacity = 0. To disable the cutting line for invisible
actors, clear this property.

Capping
Show
Creates surfaces where the cutting plane intersects solid model geometry.

Keep actor Caps surfaces using actor colors instead of the same color for all actors (as specified by
color Color).
Notes:

• This property requires an OpenGL extension. Ensure the


HardwareSupport.Advanced setting (Application Preferences - Advanced Settings)
is enabled. If this property is unavailable, your video card does not support this
extension.
• Hatch and Keep actor color are not compatible. It is recommended that you select
Lighted capping with Keep actor color , especially for merged cutting planes.

Lighted capping (Available when Keep actor color is selected.) Specifies that capping is
affected by scene lighting.

Color (Available when Keep actor color is cleared.) Specifies the capping color.

Hatching (Available when


Capping is enabled) Angle Specifies the rotation angle of hatch lines.

Hatch (Available when Hatch by actor is cleared.)Specifies the spacing between hatch lines. To
turn off hatching, specify 0.
Notes:

• When Hatch by actor is selected, set hatch spacing for each actor using the actor's Hatch
property.
• When Hatch by actor is cleared, set hatch line width and color using the Cutting line
properties Thickness and Color.

Hatch by Enables different hatch spacing and angles for each geometry actor. After selecting this
actor property, use Initialize spacing and Initialize angles to generate per-actor hatching and then
optionally modify actor-specific Hatching properties. To have uniform hatching across the
entire cutting plane, clear this property.
Notes:

82 Player/Player Pro User's Guide


Cutting Plane Properties

Category Property / Description

• This property requires an OpenGL extension. Ensure the HardwareSupport.Advanced


setting (Application Preferences - Advanced Settings) is enabled. If this property is
unavailable, your video card does not support this extension.
• Hatching for each actor is computed separately, which can affect performance.
• Each actor has one set of hatching properties that apply to all cutting planes (with Hatch
by actor selected) that intersect it.

Initialize spacing (Available when Hatch by actor is selected.) Sets random per-actor hatch spacing.
Click Proceed to initialize hatch spacing and then change spacing as needed using
the Hatch property for each actor.

Initialize (Available when Hatch by actor is selected.) Sets random per-actor hatch angles. Drag
angles the slider to initialize hatch angles and then change angles as needed using the Angle
property for each actor.
Notes:

• Actors of the same size are assigned the same angle.


• Each slider position assigns different random hatch angles, but the assignments are
always the same for a given position.
• Both the cutting plane and actor Angle properties affect hatch angles.

Player/Player Pro User's Guide 83


Markup Properties

Markup Properties
You can set markup properties in the Properties pane.
Category Description Available
for
N/A
Name
Specifies the actor name. This name appears in the Collaboration or Assembly tree
and is the default tooltip text.

Tooltip
Specifies the tooltip text that appears when you hover over the actor. The default is the actor
name, but you can select a different property or meta-property, or type a text string. To type
text, which itself can contain properties, select String and use the Tooltip string property.

Note: By default, labels attached to an actor display the actor's tooltip text. To change
this behavior, modify the label's Text property.

Tooltip string
(Available when Tooltip is String.) Specifies the tooltip text. Type your text, optionally

with property keywords. For geometry actors, click to display the Text pane, where
you can type multiple lines of text and more easily embed properties.
See Text pane for details on property keywords and the Text pane.

Color
Specifies the actor color.

Opacity
Specifies the opacity, from 0 (transparent) to 255 (solid).

Stay on top
Makes the collaborative actor visible even when a geometry actor covers
it.

Hidden style
(Available when Stay on top is cleared.) Enables Back line properties. A back
line passes under actors that are on top. You can define different styles for front
and back lines.

Smooth
Creates curved polyline segments (cubic Hermite splines).

Close
Connects the first and last nodes to create a closed polyline space.

Line width Specifies redline thickness, in millimeters.

Radius
Specifies the radius, in millimeters.

84 Player/Player Pro User's Guide


Markup Properties

Category Description Available


for

Show axis vertices


Displays the axis of the circular arrow, which helps indicate its
orientation.

Arrow shape
Fixed Size Arrow
Specifies that the arrow size must remain fixed, no matter what the zoom
factor is. This ensure that the arrow remains visible at all times.

Fixed Length
Specifies the required length of the arrow, when Fixed Size Arrow is selected.
The length is defined according to paper dimensions.

Extremity
Specifies where to place arrowheads.
The Head shape, Head width, and Head length properties define arrowhead shape
and size.

Tip: To easily change arrow shape and size properties, drag anchors in the
viewport.

Head Shape
Specifies where the arrowhead meets the shaft specified as a ratio of head length (-1
to 1, with 0 being perpendicular).

Note: To avoid deformed arrows, the value range (-1 to 1) might be reduced
when dragging the head-shape anchor in the viewport.

Head width
Specifies the arrowhead width, in document length units, as measured from the shaft
centerline.

Tip: To change head and shaft widths simultaneously, drag the head-width
anchor in the viewport. To change just head width, press Shift while dragging
the anchor.

Head length
Specifies the arrowhead length, in document length units. Changing arrowhead
length does not change the overall arrow length (Length).

Width
Specifies the arrow shaft width, in document length units.

Length
Specifies the arrow length, in document length units.

Note: This property is disabled for linear arrows, when Fixed Size Arrow is enabled.

Tip: When changing the length of a linear arrow by dragging an anchor in the
viewport, an axis line appears to help you retain the arrow orientation. You can also
press Alt while dragging to lock the orientation.

Player/Player Pro User's Guide 85


Markup Properties

Category Description Available


for

Flat
Specifies the flat representation of a circular arrow.

Radius
Specifies the radius, in millimeters.

Step
Specifies the number of curve segments.

Angle
Specifies the number of degrees (0 to 360) of a circular arrow.

Tip: You can also change Angle and Radius by dragging the arrow in the viewport.
A dashed line shows the original radius. The arrow snaps to this line when nearby
so you can easily change the rotation angle without changing the radius.

Background
Color
Specifies the background color.

Opacity
Specifies the opacity, from 0 (transparent) to 255 (solid).

Thickness
Specifies the thickness of the circle background as a percentage.

Type
Specifies the background style.

Gradient
Specifies the gradient effect.

Fill
Fill
Applies a fill color to the polyline interior. Composer flattens the polyline to a 2D plane defined
by the first three polyline nodes. Nodes not on the plane are projected onto the plane to define
the polyline shape.

Note: Z-fighting can occur for filled polylines on 3D geometry when Stay on top is
cleared. To prevent Z-fighting, translate the polyline so it is offset from the 3D surface,
or enable Stay on top.

Color Specifies the fill color.

Opacity Specifies the fill opacity.

Border
Show
Displays the border.

86 Player/Player Pro User's Guide


Markup Properties

Category Description Available


for

Width
Specifies the border line width, in millimeters.

Opacity
Specifies the border opacity (between 0 and 255).

Color
Specifies the border color.

Type
Specifies the border type.

Inlaid Text
Show inlaid text Displays text inside a linear arrow.

Color Specifies the


color of the inlaid text.

Type Specifies the type of text to display inside the arrow:

• Length displays the length of the arrow (in model coordinates). Not available for
fixed-size arrows.
• Custom displays text you specify.

Note: For technical illustrations saved in SVG format, available only when Stay on
Top is selected.

Text (Available when Custom is selected.) Specifies the text to display inside the arrow.

Back Border
Show (Available when Stay on top is cleared and when Hidden Style is selected.) Displays
the back border.

Width Specifies the width of the back border line, in millimeters.

Opacity Specifies the back border opacity (between 0 and 255).

Color Specifies the back border color.

Type Specifies the back border type.

Line
Width
Specifies the line width, in millimeters.

Opacity
Specifies the actor opacity (between 0 and 255).

Player/Player Pro User's Guide 87


Markup Properties

Category Description Available


for

Color
Specifies the line color.

Type
Specifies the line style.

Front
line/Back line Width
Specifies the line width, in millimeters.
( Back line
available when
Hidden style
is selected) Opacity
Specifies the actor opacity (between 0 and 255).

Color
Specifies the line color.

Type
Specifies the line style.

Selects a predefined style.

User defined Defines a custom dashed-line style (see the Dash pattern
property).

Advanced Defines a custom line style using symbols and custom


spacing (see the Symbol # n, Symbol size, and Space
between symbols properties).

Dash pattern
(Available when Type is User defined.) Defines the line as a repeating series of dashes
and spaces of the specified lengths, in millimeters. For example, 2.0 4.0 8.0 8.0 defines
a 2 mm dash followed by a 4 mm space followed by an 8 mm dash followed by an 8 mm
space, and then repeat.

2.0 2.0 2.0 4.0 8.0 8.0

Symbol #1, Symbol #2, Symbol #3, Symbol #4

Style
(Available when Type is Advanced.) Defines a custom line style consisting of up to
4 different symbols.

Symbol size
(Available when Type is Advanced.) Specifies the size of each symbol.

88 Player/Player Pro User's Guide


Markup Properties

Category Description Available


for

Space between symbols


(Available when Type is Advanced.) Specifies the space between
symbols as a multiplier of Symbol size.

Extremity
Start
Specifies the extremity symbol for the line start point.

End
Specifies the extremity symbol for the line end point.

Size
Specifies the size of the extremity symbol (between 0.5 and 100).

Player/Player Pro User's Guide 89


Measurement Properties

Measurement Properties
You can set measurement properties in the Properties pane.

Note: Not all properties apply to all actors.

Category Property / Description


N/A
Name
Specifies the actor name. This name appears in the Collaboration or Assembly tree
and is the default tooltip text.

Tooltip
Specifies the tooltip text that appears when you hover over the actor. The default is the actor
name, but you can select a different property or meta-property, or type a text string. To type
text, which itself can contain properties, select String and use the Tooltip string property.

Note: By default, labels attached to an actor display the actor's tooltip text. To change
this behavior, modify the label's Text property.

Opacity
Specifies the opacity, from 0 (transparent) to 255 (solid).

Stay on top
Makes the collaborative actor visible even when a geometry actor covers it.

Auto show
Displays hidden annotation and measurement actors temporarily when you move the mouse
pointer over the associated geometry actor. The annotation or measurement disappears
when you hover over a different actor.

Note: The Collaboration tree does not reflect this temporary change of visibility.

Show red lines


(Available for radius and diameter measurements, for distance between centers,
and for distance between two axes.) Shows the measurement construction line.

Show construction line


(Not available when Show red lines is cleared.) Shows construction
lines.

Auto
Specifies positions for collaborative actors with respect to their associated geometry actors:
alignment
Perimetric, Circle, Rectangle, Bottom, Bottom and left, Bottom and right, Bottom and
top, Top, Top and left, Top and right, Left, Left and right, Right, Free 2D, Free 3D.
Notes:

• To align collaborative actors using magnetic lines, Auto alignment must be Free 2D
or Free 3D. When dragged onto a magnetic line, an actor's Auto alignment is set to
Free 2D automatically.
• To ensure that cutting planes are applied to annotations, you must set Auto alignment
to either Free 2D or to Free 3D.

90 Player/Player Pro User's Guide


Measurement Properties

Category Property / Description

Value (Diameter,
Specifies the measurement value. Changing the value changes the measurement
Length, etc.)
construction lines.

Tip: To change the value displayed by the measurement actor without


changing the actual measurement, clear the Measurement/GD&T >
Display value property and specify a pre, middle, or post string.

Complementary
Flips the arc direction.

Value (Diameter,
Specifies the measurement value. Changing the value changes the measurement
Length, etc.)
construction lines.

Tip: To change the value displayed by the measurement actor without


changing the actual measurement, clear the Measurement/GD&T >
Display value property and specify a pre, middle, or post string.

Display name Displays the coordinate system name on the icon.

Display axes labels Displays axes labels on the icon.

Size Specifies the size of the coordinate system icon.

Geometrical tolerance
Pre symbol, Middle symbol, Post symbol
Specifies the pre-, middle-, or post-position GD&T
symbol.

Pre string, Middle string, Post string


Specifies the pre-, middle-, or post-position string.

Text
Color
Specifies the text color.

Font
Specifies the font family, style, and size of actor text. The default font family is your machine's
default font or Arial depending on Use default GUI font for text (Application Preferences -
Viewport). The default size is specified by Font size ([Default] Document Properties - Paper
Space).
Notes:

• Font (size) and Size properties are linked.


• When a font is not available in a vector image format, it is replaced by a default font. If the
vector output is not acceptable, use a different font in Composer.

Size
Specifies the text size, in points. The default size is specified by Font size (in [Default]
Document Properties - Paper Space).
Notes:

Player/Player Pro User's Guide 91


Measurement Properties

Category Property / Description

• Font (size) and Size properties are linked.


• Because Size is stored as pixels in Composer files, changing your screen resolution (DPI)
changes rendered text sizes.

Size in paper
Defines the font size in the paper space. When you resize the viewport or zoom the
space
paper space, the text scales accordingly. To define text size as fixed in the viewport,
clear this property.

Note: You can specify the default value using AnnotationRelativeComposer


(for Composer) or AnnotationRelativePlayer (for Composer Player) on the
Application Preferences - Advanced Settings page.

Label
Label orientation
Specifies the orientation of the measurement label.

• Horizontal: Displays the label horizontally.


• Auto: Aligns the label parallel with the leader line. This property does not
work with angle measurements.

Label position
(Available when the orientation of the measurement label is set to Auto.) Specifies the
position of the measurement label relatively to the leader.

• Inline: Displays the label in the leader.


• Inside: Aligns the label below the leader.
• Outside: Aligns the label above the leader.

Center value
Centers the measurement text between the attach lines.
Notes:

• This capability is available for all measurements between two axes except
diameters and radii.
• Centering text does not lock its position.

Shape
Specifies the annotation or label shape.

Note: When the label orientation is set to Auto, if a measurement value overlaps
the leader line and you set its label's shape to None, some padding will be applied
around the measurement value to ensure that it remains easy to read.

Color
Specifies the shape background color.

Opacity
Specifies the shape background opacity.

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Measurement Properties

Category Property / Description


Attach
Type
Specifies the attachment line style. You can position the attach line by dragging the
anchor at either endpoint.

Line
Show
Displays a background border.

Width
Specifies the line width, in millimeters.

Opacity
Specifies the actor opacity (between 0 and 255).

Color
Specifies the line color.

Type
Specifies the line style.

Border
Show
Displays the border.

Width
Specifies the border line width, in millimeters.

Opacity
Specifies the border opacity (between 0 and 255).

Color
Specifies the border color.

Event
Link
Defines the action performed when a user clicks an actor or hotspot in the viewport or in vector
image output.
To create an event link:

1. Click in the Link field and then click [...].


2. In the Select a Link dialog box, select a link type in the URL field, specify an appropriate
target for that type, and then click OK.
See Select a Link.

3. To test the event in the viewport, disable Design Mode (status bar) and then click the
actor or hotspot.

Player/Player Pro User's Guide 93


Redline Properties

Redline Properties
You can set redline properties in the Properties pane.

Note: Not all properties apply to all actors.

Category Property / Description


N/A
Name
Specifies the actor name. This name appears in the Collaboration or Assembly tree
and is the default tooltip text.

Tooltip
Specifies the tooltip text that appears when you hover over the actor. The default is the actor
name, but you can select a different property or meta-property, or type a text string. To type
text, which itself can contain properties, select String and use the Tooltip string property.

Note: By default, labels attached to an actor display the actor's tooltip text. To change
this behavior, modify the label's Text property.

Color
Specifies the actor color.

Opacity
Specifies the opacity, from 0 (transparent) to 255 (solid).

Stay on top
Makes the collaborative actor visible even when a geometry actor covers it.

Line width Specifies redline thickness, in millimeters.

Radius
Specifies the radius, in millimeters.

Background
Color
Specifies the background color.

Opacity
Specifies the opacity, from 0 (transparent) to 255 (solid).

Thickness
Specifies the thickness of the circle background as a percentage.

Type
Specifies the background style.

Gradient
Specifies the gradient effect.

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Viewport Properties

Viewport Properties
You can set viewport properties in the Properties pane.

Tip: You can also set some viewport properties from the Viewport Background page. See Document
Properties - Viewport Background.

Category Property / Description


N/A
Background image path Defines a background image.

Image fill mode


(Available when Background image path is specified.) Specifies how the background image
appears in the viewport:

• No deformation - The image maintains its aspect ratio, typically leaving part of the
viewport background uncovered.
• Stretch - The image aspect ratio changes as necessary to fill the entire viewport.
• Environment - The image is projected on a sphere around the scene.

Background color
Defines the primary background color.

Tip: You can create raster images with transparent backgrounds by selecting
Alpha channel in the High Resolution Image workshop.

Foot color Defines the secondary background color. When different from Background color, the
background has a color gradient.

Note: Ensure that Gradient is selected on the Document Properties - Viewport


Background page.

Back culling Disables rendering of back faces (faces not visible from the current camera angle). Back
culling increases rendering speed, but some front faces might disappear when model faces
are not well oriented.

Opacity (Available when Background image path or Motion blur is specified.) Specifies the
background image opacity, from 0 (transparent) to 255 (solid).

Motion blur
Causes moving objects to leave an image trail along the direction of relative motion.
Use Opacity to adjust the blur transparency.

Use coordinate system Specifies the coordinate system. The default is the world coordinate system,
or select a user-defined coordinate system.

Vertical axis Determines the vertical axis. This vertical axis is used to facilitate navigation, the position
of the ground, and the shading. You can choose a vertical axis according to a user-defined
coordinate system. The camera is placed according to this coordinate system.

95
Viewport Properties

Category Property / Description

Camera Specifies the viewport camera, which determines the viewport orientation and zoom when you first
activate a view. Changing camera orientation using the compass or navigation commands affects
the active camera, not the viewport camera. The Camera viewport property is animatable; your
animations can switch between cameras. If you have multiple viewport panes, Camera is animatable
for the main viewport pane only.

Camera Height (Available in orthogonal view mode.) Specifies the height of the camera according to
the model, which amounts to determining the zoom factor of the viewport.Increasing
the value makes the model smaller.

Camera FOV (Available in perspective view mode.) Specifies the angular extent of the view of the model,
which amounts to determining the zoom factor of the viewport. Increasing the value makes
the model smaller. You can enter a value or use the slider.

Note: The size of the model can depend on the position of the object in the camera
frame.

Publication aspect
Format Specifies the viewport aspect-ratio format:

• Free - Adjusts to the viewport size.


• User defined - Specified by Aspect (width/height).
• 16/9 - Specifies the standard 16:9 format ( Aspect (width/height) is 1.778).
• 4/3 - Specifies the standard 4:3 format ( Aspect (width/height) is 1.333).

For all but Free, black banners appear at the top and bottom of the viewport. Non client color defines
the banner color.

Note: Define paper space instead of publication aspect unless recipients of your content
might have older versions of Composer applications that do not support paper space.

Aspect (width/height) Specifies the aspect ratio. For User defined, type a ratio, otherwise Format
determines the value.

Non client color Specifies the viewport color outside the specified aspect ratio.

Event
Lock rotation Prohibits viewport operations in Composer Player (or Composer with
Lock pan Design Mode disabled). For example, when Lock zoom is
selected, users cannot zoom the model.
Lock zoom
Lock selection
Lock highlighting

Lighting
Lighting mode
Defines the number and type of lights:

Custom

Soft (1 light)

Medium (2 lights)

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Viewport Properties

Category Property / Description

Metal (3 lights)

Heavy metal (3 lights)

High contrast

Shaded illustration (cool & warm)

Default (2 lights)

Note: You can also select the lighting mode from the ribbon ( Render > Lighting
> Mode ).

Static lighting
(Not available when Lighting mode is Custom, and always disabled for Soft (1 light) .)
Applies the light in 2D (screen) space. The light keeps its position and direction irrespective
of camera position. To apply the light in 3D space (it can appear in front or behind actors),
clear this option.

Lights diffuse
(Not available when Lighting mode is Custom.) Specifies the intensity of scattered
light (as though shined on a rough surface).

Lights specular
(Not available when Lighting mode is Custom.) Specifies the intensity of reflected
light (as though shined on a mirror).

Soft shadowing (Available when Ground Shadow is enabled.) Sharpens or blurs the ground
shadow.

Per-pixel
Displays shaded surfaces based on the color and illumination at each pixel. Per-pixel lighting is
lighting
also known as Phong shading. PPL can improve lighting of models with poor tessellation.
Notes:

• HardwareSupport.Advanced must be enabled. See Advanced Settings


• Requires a graphics card with OpenGL 3.2 or higher.
• This effect is not displayed when using cutting planes or custom render mode.
• You can also enable per-pixel lighting from the ribbon ( Render > Lighting > Per-Pixel
Lighting ).
• You can enable or disable per-pixel lighting for all documents and specify when to render
the effect from the Application Preferences - Viewport. See Viewport.

Shadows
(Available when Per-pixel lighting is selected.) Makes all geometry actors cast and receive shadows,
making rendering for lighted scenes more realistic.
Notes:

• For lighting modes with multiple lights, shadows are cast by one light only. When using three or
more lights, artifacts might result.
• HardwareSupport.Advanced must be enabled. See Advanced Settings
• Requires a graphics card with OpenGL 3.2 or higher.
• Shadow results vary greatly depending on lighting and rendering modes.

Player/Player Pro User's Guide 97


Viewport Properties

Category Property / Description

• Not displayed when one or more cutting planes are enabled.


• Not displayed in all render modes.
• You can also enable shadows from the ribbon ( Render > Lighting > Shadows ).
• You can enable or disable shadows for all documents and specify when to render the effect from
Application Preferences - Viewport. See Application Preferences - Viewport.
• Shadows are not visible in Soft (1 light) lighting mode with Camera Perspective Mode disabled.
Because lighting is always dynamic in Soft (1 light) mode and the light direction matches the camera
direction, shadows are projected directly behind actors. When Camera Perspective Mode is
enabled, shadows might be partially visible.

Ambient
(Available when Per-pixel lighting is selected.) Displays shaded surfaces by considering light
occlusion
attenuation from nearby actors.
Notes:

• HardwareSupport.Advanced must be enabled. See Advanced Settings


• Requires a graphics card with OpenGL 3.2 or higher.
• This effect is not displayed when using cutting planes or custom render mode.
• You can also enable ambient occlusion from the ribbon ( Render > Lighting > Ambient
Occlusion ).
• You can enable or disable ambient occlusion for all documents and specify when to render
the effect from Application Preferences - Viewport. See Application Preferences - Viewport.

Ambient occlusion intensity


(Available when Ambient occlusion is selected.) Specifies shading
darkness.

Ambient occlusion radius


(Available when Ambient occlusion is selected.) Specifies shading
coverage.

Glow
(Available when Per-pixel lighting is selected.) Displays a halo of radiant light on portions of the model
with light color and high specularity.
Notes:

• This effect depends on scene lighting characteristics. Properties such as Render mode, Lighting
mode, Static lighting, and Per-pixel lighting greatly affect the results.
• This effect considers the viewport background. A white or light background color might produce
unintended results.
• HardwareSupport.Advanced must be enabled. See Advanced Settings.
• Requires a graphics card with OpenGL 3.2 or higher.
• This effect is not displayed when using cutting planes or custom render mode.
• You can also enable glow from the ribbon (Render > Lighting > Glow ).

Glow intensity (Available when Glow is enabled.) Specifies the amount of glow effect.

98 Player/Player Pro User's Guide


Viewport Properties

Category Property / Description


Depth of field
Depth of
Enables the depth of field (DOF) effect. Portions of the scene away from the camera focal point
field
appear blurred.
Notes:

• Set the focal point from the ribbon ( Render > Depth of Field ).
• Camera Perspective Mode (status bar) must be enabled.
• HardwareSupport.Advanced must be enabled. See Advanced Settings.
• You can enable or disable DOF for all documents and specify when to render the effect from
Application Preferences - Viewport. See Application Preferences - Viewport.
• Video ( .avi) output does not support DOF. If DOF is required, create images from the High
Resolution Image workshop and then post-process the images to create videos.

Level
Specifies the amount of DOF effect (field depth). High values increase the portion and intensity
of the scene that is out of focus.

Number of passes Specifies the number of internal renderings made to create the DOF effect. More
passes produce better results but take longer to perform.

Player/Player Pro User's Guide 99


Toolbars

Toolbars
Annotation commands let you add labels to your model.

100 Player/Player Pro User's Guide


Standard Toolbar

Standard Toolbar
The Standard toolbar includes common commands.
Command Name Description
Open Opens a Composer or 2D image file.
Save Saves the active document in SMG (monolithic) format.

Note: Requires Composer Player Pro and the Save right. See Viewing the Rights Granted for the
Active Document.

Save Image As Saves the viewport as an image. You can save to the following formats:

• Bitmap (.bmp)
• Jpeg (.jpg, .jpeg, .jpe) - Joint Photographic Experts Group format
• Tiff (.tif, .tiff) - Tagged Image File format
• Png (.png) - Portable Network Graphics format

Undo Cancels the last action.


Specify the maximum number of actions you can undo in the application preference. See General.

Redo Restores the previously undone action.


Show/Hide Paper Displays paper margins (paper space) in the viewport. To navigate the paper space:

• To zoom the paper space, press Ctrl while rolling the mouse wheel.
• To pan the paper space, press Ctrl while panning the viewport.

Fit Paper to Viewport Resets the paper space to fit the viewport.
Toggle Full Screen Mode Expands the viewport to fill the computer screen.
Application Preferences Lets you set global Composer application settings for the current user. See Customizing Application
Preferences.
About Composer Player Displays Composer Player version, copyright, and licensing information. Also displays the rights (Rights
Manager) and advanced features to which you have access.
Document Properties Opens the Document Properties dialog box, which shows the properties of the active document. See Managing
Document Properties.
Restore Animation Switches to animation mode with the timebar at the beginning of the animation (time=0).
Properties
Show/Hide Assembly Displays the assembly tree in the Assembly pane. See Assembly Pane.
Pane
Show/Hide BOM Pane Displays the bill of materials (BOM) tree in the BOM pane. See BOM Pane.
View Properties Displays the Properties pane, which shows properties for the selected actor. See Properties Pane.
Go to Previous View Displays the previous view.
Play Views Displays views one by one. To stop, click Stop Viewsor press Esc.
Stop Views Stops playing views.
Go to Next View Displays the next view.
Rewind Moves the timebar to the beginning of the animation (time=0).
Play Reverse Plays the animation backwards starting at the current timebar location.
Play Plays the animation starting at the current timebar location.
Pause Stops the animation without moving the timebar.
Stop Stops the animation and moves the timebar back to where the animation started.
Forward Moves the timebar to the end of the animation.

101
Standard Toolbar

Command Name Description


Loop Play Mode Plays the animation continuously.
Timebar Changes where you are in the animation.

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Render Toolbar

Render Toolbar
Render commands let you manage display options and actor render modes.
Command Name Description
Ground Displays the ground actor to add depth or realism to the scene. The ground actor appears in the Collaboration
pane under Environment.
Shadow Displays shadows of geometry actors on the ground.
Mirror Displays reflections of geometry actors on the ground.

Tip: You can control mirror opacity with the Refection intensity property (Properties pane for the
ground actor).

Notes:

• The mirror does not reflect actors such as annotations, outlines, cutting planes, and Digger.
• Reflections do not display in Silhouette render mode.

Grid Displays a grid on the ground. Grid properties are available on the Properties pane for the ground actor.
Digger Displays the Digger exploration tool. See Using Digger.

Note: Creating 2D Image panels with Digger is not supported in Composer Player.

High Quality Rendering Applies high-quality rendering effects that are configured as On demand. Configure high-quality rendering
on the Applications Preferences - Viewport page. See Viewport. This command also temporarily hides the
mode icon and paper margins. Use this command prior to taking a screenshot of the viewport to create better
images.
Notes:

• You can also press A while in the viewport to apply on-demand rendering.
• Commands such as Save Image As and Print do not benefit from high-quality rendering.

Render Modes Displays the model in one of the following render modes: Custom, Smooth, Smooth with Outline, Shaded
Illustration, Shaded Illustration with Color, Shaded Illustration Without Silhouette, Technical, Flat
Technical, Silhouette, Flat, Wireframe, and Points.

103
Visibility Toolbar

Visibility Toolbar
Visibility commands let you manage actor visibility in the scene.
Command Name Description
Show All Displays all actors.
Show All Geometry Displays all geometry actors without changing the visibility of collaborative actors.
Show Selection and Hide Displays the selected actors and hides all other actors.
Others
Show Selection and Ghost Displays the selected actors, ghosts (displays as partially transparent) all other geometry actors, and hides all
Others other collaborative actors.
Notes:

• You cannot ghost collaborative actors. Ghosting collaborative actors hides them.
• You cannot select ghosted actors in the viewport. Select them in the Assembly tree.

Hide Selection Hides the selected actors without affecting the visibility of other actors.

Tips:

• You can also hide actors by pressing H.


• You can temporarily hide actors by highlighting them in the scene and pressing Tab. To restore
visibility, press Shift+Tab or move the mouse off the actor. This capability is useful to access
actors that are below other actors.

Show Selection Displays the selected actors without affecting the visibility of other actors.
Ghost Selection Makes the selected actors partially transparent without affecting the visibility of other actors.
Notes:

• You cannot ghost collaborative actors. Ghosting collaborative actors hides them.
• You cannot select ghosted actors in the viewport. Select them in the Assembly tree.

Invert Visibility Hides visible actors and displays hidden and ghosted actors.
Invert Visibility with Ghosts visible actors and displays hidden and ghosted actors.
Ghost
Unghost Restores full visibility to all ghosted actors.
Show/Hide BOM Table Toggles visibility of the BOM table in the viewport.
Show/Hide Callouts Toggles visibility of callout collaborative actors.

Tip: The Filter on visible callouts BOM table property controls whether callout visibility affects
the BOM table.

Show/Hide Collaboration Toggles visibility of collaborative actors.


Restore Active View Restores the visibility of all actors of the active view. Use this command when you have made changes in
Visibility the view (such as changing actors' position, adding actors, changing actors' visibility) and then want to restore
the visibility of all actors to the last updated state. Other properties such as color, opacity, position, etc. will
not be restored.
Load on Visibility Enables loading on demand (LOD) mode. If a product is not loaded and visibility is activated, then the object
is loaded.

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Navigate Toolbar

Navigate Toolbar
Navigate commands let you navigate in the viewport by moving the position and orientation of the camera.
Command Name Description
Select
Selects actors when you click in the viewport. This is the default mode.

Tip: You can exit other modes and return to selection mode by pressing Esc one or more times as
needed.

Notes: The following modes are always available:

• Camera rotation mode - Right mouse button


• Camera pan mode - Middle mouse button (press Ctrl to pan the paper space)
• Zoom mode - Mouse wheel (press Ctrl to zoom the paper space)

Select Geometry Lets you select geometry actors. When cleared, you cannot select parts but you can select assemblies when
Assembly Selection Mode is enabled.
Select Collaboration Lets you select collaborative actors.
Rotate
Rotates the camera when you left-click and drag in the viewport. By default, rotation is relative to the vertical
axis. Clicking a geometry actor and dragging rotates the camera around the clicked point . Otherwise,
rotation is around the center of the viewport.

• To rotate freely, without respect to the orientation of the vertical axis, press Ctrl while dragging.
• To rotate the view point from which you observe the model, press Shift while dragging.
• To roll about the clicked point or center of the viewport, press Alt and drag.

Tip: You can rotate when not in rotation mode by right-clicking in the viewport.

Pan
Moves the model across the scene when you left-click and drag in the viewport. To pan the paper space, press
Ctrl while dragging.

Tip: You can pan while in other modes by clicking the mouse wheel in the viewport and dragging.

Zoom
Zooms the model when you left-click and drag in the viewport.

Tip: You can zoom while in other modes by rolling the mouse wheel in the viewport. The zoom
focus point is the mouse pointer location. To zoom the paper space, press Ctrl while rolling the mouse
wheel.

Zoom Window
Creates a zoom region when you left-click and drag in the viewport.

• To zoom in, drag left-to-right.


• To zoom out, drag right-to-left.

Zoom Fit All


Fits the entire scene while keeping the same camera direction.

Tip: You can also double-click in the viewport or double-click the middle button over the model.

Zoom Selection
Zooms to the selected actors while keeping the camera direction.

Tip: You can also double-click an actor.

105
Navigate Toolbar

Command Name Description


Fly Through Moves the model as though you were flying. To move closer to the model, hold down the left mouse button.
To move farther away, hold down the right mouse button. To control the speed of the fly-through effect, press
the Up Arrow or Down Arrow keys.

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Camera Views Toolbar

Camera Views Toolbar


Camera commands let you change the camera orientation.
Command Name Description
Camera Perspective Mode Toggles between perspective and orthogonal projection modes. In perspective mode, actor sizes depend on
their distance from the camera viewpoint. Perspective mode is the view normally seen by the eye. Parallel
lines recede into the distance to a vanishing point. Orthogonal mode eliminates the effect of distance from
the camera (actor sizes remain constant).

Note: You can change the default perspective angle. See Camera.

Align Camera on Face


Orients the model so the selected actor face is parallel to the viewport.
To align to a face:

1. Activate this mode.


2. Position your mouse so the red arrow is normal to the desired face.
3. Click the face.
4. Press Esc to exit the tool.

Align Camera
Orients the model to a predefined camera view.

• Front/Back
• Right/Left
• Top/Bottom
• 3/4 X+ Y+ Z+
• 3/4 X+ Y- Z+
• 3/4 X- Y- Z+
• 3/4 X- Y+ Z+

To swap between symmetric views (for example, Front and Back views), click the tool again.
These tools also zoom to fit the model, or if actors are selected, zooms to the selection.
You can define 4 custom views in the document properties for the viewport. See Viewport.

107
Redline Toolbar

Redline Toolbar
Redline commands let you mark up your models.
You must have the required right. See Viewing the Rights Granted for the Active Document.
Command Name Description
Redlining Adds free-hand redlining. Click and drag on an actor or in the viewport.
Circle Creates a circle. Click to place the center, and then click to place the radius.

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Annotation Toolbar

Annotation Toolbar
Annotation commands let you add labels to your model.
You must have the required right. See Viewing the Rights Granted for the Active Document.
Command Name Description
Label Creates a text box linked to an actor.
Coordinates Creates a label containing the point coordinates in the world frame.
GD&T Creates a text box linkable to an actor where you can define geometric dimensioning and tolerancing (GD&T)
symbols. You can define pre, middle, and post symbols in the Properties pane.

109
Measurement Toolbar

Measurement Toolbar
Measurement commands let you create labels from model dimensions, such as angles and distances.
You must have the required right. See Viewing the Rights Granted for the Active Document.
Command Name Description
Linear Length Creates a label containing a line length.
Curve Length Creates a label containing the length of a polyline or CAD feature (such as a curve or pipe).

Tip: To display the sum of multiple curve lengths, select the curves first.

Arc Length Creates a label containing an arc length (defined by three points) or a circle perimeter (press Alt for curve
detection).
Diameter Creates a label containing a circle diameter.
Diameter from 3 Points Creates a label containing the diameter of a circle defined by three points.
Radius Creates a label containing a circle radius.
Radius from 3 Points Creates a label containing the radius of a circle defined by three points.
Angle Creates a label containing the angle defined by three points. The first selected point is the vertex.
Distance/Angle Between 2 Creates a label containing the distance between two parallel planes or the angle between two nonparallel
Planes planes.
Dimensions Creates three labels containing the model dimensions.
Distance Between 2 Points Creates a label containing the distance between two points.
Distance Between 2 Axes Creates a label containing the minimal distance between two detected circle axes.
Distance Between 2 Creates a label containing the distance between two detected centers.
Centers
Distance Between Plane Creates a label containing the distance between a plane and a point.
and Point
Distance Between Line Creates a label containing the distance between a line and a point.
and Point
Distance/Angle Creates a label containing the distance between two lines.
Measurement Between 2
Lines

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Cutting Plane Toolbar

Cutting Plane Toolbar


Cutting Plane commands let you create cross-sections of your models.
You must have the required right. See Viewing the Rights Granted for the Active Document.
Command Name Description
Create Creates a cutting plane on the selection and hides any other visible cutting planes. If no actors are selected,
the cutting plane is applied to the entire model. The cutting plane is created normal to the positioning arrow

. You can display a maximum of three cutting planes simultaneously.

Tip: To orient your model so the cutting plane is parallel to the screen, double-click the cutting
plane.

111
Dialog Boxes

Dialog Boxes
This section describes Composer Player dialog boxes. Most dialog boxes support context-sensitive help. Press
F1 or click the Help button.

112 Player/Player Pro User's Guide


Configure Columns

Configure Columns
The Configure Columns dialog box lets you configure the columns in the Assembly and BOM panes.

To display this dialog box, click Configure Columns in the Assembly or Collaboration pane toolbar, or click
Configure BOM Columns in the BOM pane toolbar.
Command Name / Icon Description
Multi columns (Assembly pane only.) Lets you select multiple columns to display in the Assembly pane. By default,
only actor names are displayed.
Available properties Specifies which properties you can select:

• Properties - Lists Composer properties, such as color and opacity.


• Meta-Properties - Lists CAD and user-defined properties.
• Evaluated Properties (BOM tree only) - Lists computed values, such as Qty (Bom.quantity).

Moves the selected property down in the list, which moves the corresponding column to the right.
Move Down
Moves the selected property up in the list, which moves the corresponding column to the left.
Move Up
Renames a column. To rename a column, select a column, click the button, and type a new name.
Rename

Tip: You can also rename a column by selecting the property and pressing F2.

Adds displayed columns by moving the properties selected under Available properties to Displayed
properties.

Removes displayed columns by moving the properties selected under Displayed properties to Available
properties.

Display common root (Available for BOM tree only. Applicable to string properties and meta-properties only.) Displays the
shared initial string, if any, when multiple actors have the same BOM ID. For example, if Bolt_1, Bolt_2,
and Bolt_3 have the same BOM ID, the Name (Actor.Name) property displays Bolt_. When the option
is cleared, Name (Actor.Name) has no value.

Note: This option is not global for all columns. Set this option for each column whose
corresponding property supports it.

Load
Loads a Composer tree configuration (.smgTreeConfig) file, which contains column configuration
information.

Save
Saves the column configuration as a Composer tree configuration (.smgTreeConfig) file.

Set as Default
Sets the current column configuration as the default for new documents.

113
Search Pane

Search Pane
The Search pane lets you find actors based on property and meta-property values.

To display this pane, click Search Actors (Assembly or Collaboration pane toolbar).
Notes:
• To search with properties not available in the Search pane, or to perform more complex searches with multiple
properties, use the Filters workshop.
• For fully-shattered structures, you can search for geometry actors when the geometry is not loaded. Composer
loads the geometry of matching actors when you display them.
• Because the Search pane is a pane and not a dialog box, you do not have to dismiss it when you are done.
You can even dock the pane in the Composer window for future use.

Main Area
Options in this category are generic.
Command Description
Name

Search Specifies the search string.

Property Specifies the property or meta-property to search for.

Operator
Symbol Meaning

= Equal to

Not equal to

< Less than

Less than or equal to

> Greater than

Greater than or equal to

Equal to (Case sensitive)

Not equal to (Case sensitive)

contains Contains the specified substring

wildcard expr. The search string is a wildcard expression. The wildcard character (*) matches any string. For example, *PN65* searches for
any string containing "PN65".

reg. expr. The search string is a regular expression.


For more information about regular expressions, see Composer User's Guide: Reference Information: Regular Expression
Syntax.

Is used This operator is usable on any type of property. It checks that the property is available on an actor. Can be used to find all actors
containing certain meta-properties.

Specifies the search scope:

Apply to
Specifies the search scope:

114 Player/Player Pro User's Guide


Search Pane

Command Description
Name
• Visible actors - Searches visible geometry actors only.
• Selection - Searches the selected actors.
• All actors - Searches all actors in the open document.

Include
Specifies what kind of actors to include in the search:

• All Actors - Searches geometry and collaborative actors.


• Collaborative Actors - Searches collaborative actors only.
• Geometry Actors - Searches geometry actors only.

Note: If collaborative actors are found with the Assembly pane as the active pane (All Actors or Collaborative
Actors selected), the Assembly pane will remain active. The same is true if geometry actors are found with the
Collaboration pane as the active pane (All Actors or Geometry Actors selected).

Match case Sets filter parameters as case sensitive.

Ignore nodes Excludes assembly groups from the search.

Ignore leaves Excludes parts (geometries) from the search.

Matching actors
Options in this category enable you to define how to handle matching actors.
Command Name Description
Select
Selects the matching actors.

Show
Displays the matching actors if hidden.

Zoom to fit
Zooms to the matching actors.

Non-matching actors
Options in this category enable you to define how to handle non-matching actors.
Command Description
Name
Ghost
Displays all non-matching actors in semi-transparent mode.

Note: As the ghost functionality is not available for collaborative actors, this search option does not apply to
them.

Hide
Hides all non-matching actors.

Buttons
Options in this category enable you to define how to handle buttons.
Command Name Description
Next
Displays matching actors in the order listed in the Assembly tree.

Player/Player Pro User's Guide 115


Search Pane

Command Name Description


Previous
Displays the previous matching actor.

Search all
Displays all matching actors at once.

116 Player/Player Pro User's Guide


Text Pane

Text Pane
The Text pane lets you specify tooltip text for geometry actors and text for collaborative actors such as labels
and text 2D panels. You can also embed properties and meta-properties in your text.
To display the Text pane, select an actor. In the Properties pane, for the Tooltip or Text property, select String.
Click the Tooltip string or Text string property and then click the ellipsis [...].

Note: If the property has no ellipsis [...], it does not support the Text pane. Type your text (optionally
with property keywords) directly in the property field.

When you type in the large text box in the middle of the Text pane, the corresponding text in the viewport updates
in real time. Because the Text pane is a pane and not a dialog box, you do not have to dismiss it when you are
done. You can even dock the pane in the Composer window for future use.
Command Name Description
Insert Property
Embeds properties or meta-properties in your text. The text updates automatically when property values change.
Notes:

• You cannot insert all property types. For example, you cannot insert check box, combo box, or color properties.
• Property names are case sensitive.

To insert a property:

1. Click Insert Property.


2. To insert a property of an actor other than the current actor (for tooltip text) or associated actor (for collaboration
text), select an actor in the viewport, Assembly pane, or Collaboration pane.
3. In the Properties pane, click a property.
A property keyword is inserted in your text.

To insert properties manually, type a property keyword:

Keyword Description

$(PropertyName) Inserts the specified property of the current actor (for tooltip text) or associated actor (for
collaboration text). For example, to insert the Opacity property, type:
$(Actor.Alpha). To insert the Author meta-property:
$(Meta.Author).
$(ParentLevel#PropertyName) Inserts the specified property of a parent of the current actor (for tooltip text) or associated
actor (for collaboration text). For example, to insert the Name of the parent's parent (level-2
parent), type: $(2#Actor.Name)

$(NetGUID#PropertyName) Inserts the specified property of an actor specified by Net GUID. For example, to insert the
Shininess of a bolt:
$(ABolt1.ABolt.APartBody.AManifold
Solid_13209.PBolt#Actor.Shininess)

Add new line after Starts a new line (as though you pressed Enter) after inserting a property with Insert Property.
inserting property

117
Select a Link

Select a Link
The Select a Link dialog box lets you define actor and hotspot event links.
When a user clicks the actor or hotspot, the link performs the defined operation, such as displaying a file, activating
a view, or playing an animation.
To display this dialog box, select an actor or hotspot, click in the Event > Link property (Properties pane), and
then click the ellipsis [...].
To define a link, select a link type in the URL field, specify an appropriate target for that type, and then click
OK.

Note: Only file://, http://, and ftp:// links are valid in vector output. Composer-specific links (such as
view:// and play://) are ignored.

Link Type Description


file://
Opens a file. Type the full path to the file or use the file browser.

Tip: Selecting a file from the browser sets URL to file:// automatically.

Note: The Pack linked resource property appears in the Properties pane when you define a file://
link. It specifies whether the linked file is included in the Composer document.

http:// Displays the specified Web page in a browser.


ftp://
Displays the specified FTP location in a browser.

view:// Activates the specified Composer view.

Tip: You can also create a view:// link by Ctrl+dragging a view from the Views pane onto an actor.
To create a 2D panel linked to a view, Ctrl+drag a view into empty viewport background.

next:// In animation mode, plays the animation from the current time to the next marker. In view mode, activates the
next view. Because the link definition is relative (does not name a specific marker or view), you do not have
to modify the link when you add or remove markers or views. Use next:// to step through all your markers or
views. To include the entire animation, define markers at the beginning and end of your animation.

Tip: Author > Panels > Image 2D >Next Button creates a 2D panel configured as a "next"
button.

previous:// In animation mode, moves the animation timebar to the previous marker. In view mode, activates the previous
view. Because the link definition is relative (does not name a specific marker or view), you do not have to
modify the link when you add or remove markers or views. Use previous:// to step through all your markers
or views in reverse order. To include the entire animation, define markers at the beginning and end of your
animation.

Tip: Author > Panels > Image 2D > PreviousButton creates a 2D panel configured as a "previous"
button.

first:// In animation mode, moves the animation timebar to the first marker. In view mode, activates the first view.
Because the link definition is relative (does not name a specific view or marker), you do not have to modify
the link when you add or remove markers or views.

Tip: Author > Panels > Image 2D > FirstButton creates a 2D panel configured as a "first"
button.

118 Player/Player Pro User's Guide


Select a Link

Link Type Description


last:// In animation mode, plays the animation from the current time to the last marker. In view mode, activates the
last view. Because the link definition is relative (does not name a specific view or marker), you do not have
to modify the link when you add or remove markers or views.

Tip: Author > Panels > Image 2D > LastButton creates a 2D panel configured as a "last" button.

marker:// Moves the animation timebar to the specified marker.


play:// Plays the animation from the current time (select [Current position]) or specified marker to the end of the
animation.
playmarkersequence:// Plays the animation from the current time (select [Current position]) or specified marker to the next marker.

Player/Player Pro User's Guide 119


Menu Bar

Menu Bar
Commands located in the menu bar let you access application features.

120 Player/Player Pro User's Guide


File Menu

File Menu
File commands let you open, save, and print files.
Command Name Description
Open Opens a Composer or 2D image file.
Save Saves the active document in SMG (monolithic) format.

Note: Requires Composer Player Pro and the Save right. See Viewing the Rights Granted for the
Active Document.

Save As Saves the active document in SMG (monolithic) format with a name you specify.

Note: Requires Composer Player Pro and the Save right. See Viewing the Rights Granted for the
Active Document.

Save Image As Saves a snapshot of the viewport as an image in various file formats:

• Bitmap (.bmp)
• Jpeg (.jpg, .jpeg, .jpe) - Joint Photographic Experts Group format

To enable anti-aliasing, select Anti-aliasing image output.

Note: Image resolution is calculated using viewport size.

Print Preview Displays the current viewport as it will be printed.


Print Prints the current viewport, letting you change print settings first.

Note: Image resolution is calculated using viewport size.

Print All Views Prints all views, letting you change print settings first. If no views are defined, prints the current viewport.

Note: Image resolution is calculated using viewport size.

Print Setup Lets you modify print settings.


Recent documents Lists files you have accessed recently. Click a file to open it.
Exit Exits Composer Player.

121
Edit Menu

Edit Menu
Edit commands provide access to selection commands and document properties.
Command Name Description
Assembly Selection Mode Selects parent assembly nodes instead of leaf (geometry) nodes when you select actors in the assembly tree
or viewport. In default mode (when assembly selection mode is not selected), all geometry under your selection
is selected.
Kinematic Free Dragging Switches to kinematic dragging mode if kinematics have been defined. This command requires the Simulation
right. See Viewing the Rights Granted for the Active Document.
Document Properties Opens the Document Properties dialog box, which shows the properties of the active document. See Managing
Document Properties.

122 Player/Player Pro User's Guide


View Menu

View Menu
View commands let you control the graphical user interface (GUI).
Command Name Description
Standard Toolbar
Shows or hides the Standard toolbar.

Main 3D Toolbar
Shows or hides the main 3D toolbar, which contains Render, Visibility, Navigate, Camera Views, and other
commands.

Collaboration Toolbar
Shows or hides the Collaboration toolbar, which contains Redline, Annotation, Measurement, and Cutting
Plane commands.

Tear Off Toolbars


Shows or hides the following toolbars:

• Render
• Visibility
• Navigate
• Camera Views
• Redline
• Annotation
• Measurement
• Cutting Plane

Views
Shows or hides the Views pane, where you manage the user views.

Assembly Tree
Shows or hides the Assembly pane, where you manage the geometry structure of models.

Collaboration Tree
Shows or hides the Collaboration pane, where you manage collaborative actors such as measurements, labels,
and cutting planes.

Configurations Tree
Shows or hides the Configurations pane, where you can view the configurations in the Composer file.

BOM Tree
Shows or hides the BOM pane, where you manage bills of materials.

Markers
Shows or hides the Markers pane, where you can use markers to navigate the animation.

Properties
Shows or hides the Properties pane. You must have the required right. See Viewing the Rights Granted for
the Active Document.

Timeline
Shows or hides the timeline progress bar, which lets you change the animation time.

Status Bar Shows or hides the status bar at the bottom of the window. The status bar displays instructions for using
commands and other useful information.

123
Help Menu

Help Menu
Help commands let you access product documentation and application preferences.
Command Name Description
Contextual Help Opens this document (Composer Player User's Guide) and displays the topic appropriate to your location in
the application.
Help Topics Opens this document (Composer Player User's Guide) at the top level.
Use Web Help
Opens the online help from http://help.solidworks.com. You can choose between accessing the online help
or local help. Select this option to access the online help for SOLIDWORKS Composer Player. Clear it to
access the local help.

Note: If this option is selected, Contextual Help, Help Topics, and What’s New topics open from
http://help.solidworks.com.

What's New? Opens the What’s New topic for SOLIDWORKS Composer Player.
License Agreement Opens the License Agreement window. Click OK to accept the license agreement and proceed.
Activate License Opens the SOLIDWORKS Product Activation window where you can move your product licenses to a
new or upgraded computer and activate or reactivate your product licenses. You can also display the activated
product license information.
Deactivate License
Opens the SOLIDWORKS Product Activation window where you can activate or deactivate your
SOLIDWORKS product licenses.

Note: Deactivate your license only if you want to upgrade your computer hardware or move your
software to another computer.

Application Preferences Displays the Application Preferences dialog box. See Customizing Application Preferences.
About SOLIDWORKS Displays SOLIDWORKS Composer Player version, copyright, and licensing information. Also displays the
Composer Player rights (Rights Manager) and advanced features to which you have access.

124 Player/Player Pro User's Guide


Touch Gestures

Touch Gestures
Composer Player is designed to respond to contact and touch on supported platforms that offer touch support.
Gestures are the one or two finger touch inputs or basic actions you use to interact with Composer Player using
touch. You can perform most tasks using only one finger.
The table below describes the touch gestures supported. Experiment using these gestures until you are familiar
with them.
Gesture Action Description Result

One finger tap Select This is the most basic touch


action. Touch the screen with
one finger, then lift your finger.

Note: You must be in


Select Mode . You
can activate this mode
from the main toolbar.

One finger slide Select several Place one finger on the screen
elements in a trap and slide it in the direction you
want to trap the object.

Note: You must be in


Select Mode . You
can activate this mode
from the main toolbar.

One finger slide Rotate Place one finger on the screen


and slide it in the direction you
want to rotate the object.

Note: You must be in


Rotate Mode . You
can activate this mode
from the main toolbar.

Two finger slide Zoom in or out Place two fingers, slightly


respectively separated, on the screen. Then,
slide both fingers closer to each
other or farther apart to zoom
in or out.

125
Touch Gestures

Gesture Action Description Result

Two finger slide Roll Place two fingers, slightly


separated, on the screen. Then,
slide both fingers in the
direction you want to roll the
object.

Two finger slide Pan Place two fingers, slightly


separated, on the screen. Then
slide both fingers parallely to
pan the camera.

One finger double-tap Select to zoom Tap the object twice in quick
succession to zoom in.

Note: You must be in


Select Mode . You
can activate this mode
from the main toolbar.

One finger double-tap Fit all in Tap the background twice, in


quick succession.

126 Player/Player Pro User's Guide


Administration: Disabling Document Property and Application Preference Modifications

Administration: Disabling Document


Property and Application Preference
Modifications
Administrators can restrict which document properties and application preferences team members can modify
by disabling (making read-only) Document Properties, Default Document Properties, and Application Preferences
pages.

Warning: Modifying the Windows registry can cause application or operating system instability.
You should create a backup before creating or editing registry keys.

To disable document properties and application preferences, create string values under the following registry
key: HKEY_LOCAL_MACHINE\Software\Dassault Systemes\Composer\Preferences
String Value Name String Data, separated by semicolons (;)
DisableDocumentPropertiesPages
• Security
• Signature
• Viewports
• Viewports_Background
• Selection
• Image_Quality
• Input
• Feature_Filter
• Update
• Output
• Animation
• Image_Output
• Image_Quality
• Input
• Feature_Filter
• Update
• Output
• Animation
• Image_Output
• History
• Exchange (Right Manager)
• Project
• Paper_Output
• Units
• Advanced

DisableDefaultDocumentPropertiesPages Same as DisableDocumentPropertiesPages


DisableApplicationPreferencesPages
• General
• Input
• Viewports
• Camera
• Selection
• Navigation
• Hardware_Support

127
Administration: Disabling Document Property and Application Preference Modifications

String Value Name String Data, separated by semicolons (;)


• Application_Paths
• Data_Paths
• Advanced
• Profiles (to disable the Profile field)

For example, to disable the Input, Hardware Support, and Advanced Settings pages, create the following
string value in the Windows registry:
Key HKEY_LOCAL_MACHINE\Software\Dassault Systemes\Composer\Preferences\

Value name DisableApplicationPreferencesPages

Value data Input;Hardware_Support;Advanced

128 Player/Player Pro User's Guide


Reporting a Problem

Reporting a Problem
You can send us an e-mail with support material which will help us fix the problem.
If Composer Player crashes, a dialog box appears and one or more of the following files are created:
• ComposerERRORLOG.TXT
• ComposerCRASH.DMP - Requires the dbghelp.dll file, which is typically available on Windows XP
machines. If you do not have this file, ask support to send it to you.
• ComposerLOG.XML

In the dialog box, click Send Error Report to your support to create an e-mail with these files as attachments.
• You can specify recipients and then send the e-mail.
• Or, click Don't Send to your support if you do not want to send an e-mail.

Tip: Use the SupportEmailDump option to specify whether an e-mail message is generated (but
not sent) automatically. See Advanced Settings.

Important: If a crash occurs while using a package, the crash report dialog box does not appear, but
ComposerExplorerERRORLOG.TXT and ComposerExplorerCRASH.DMP are created.

Crash files are written to the User folder by default. See Application Paths. If the application cannot generate
files at the specified location, they are created where the package was executed.

129
Legal Notices

Legal Notices
SOLIDWORKS Composer 2024 is © 2007 - 2023 Dassault Systèmes SE
This page specifies the patents, trademarks, copyrights, and restricted rights for the SOLIDWORKS Composer
2024:

Patents
SOLIDWORKS Composer 2024 is protected by U.S. Patents number: 7,250,947 ; 7,873,237 ; 7,913,190 ;
8,301,420 ; 8,670,957 ; 9,015,631
Other patents pending.

Trademarks
SOLIDWORKS Composer, 3DEXPERIENCE, the Compass icon, the 3DS logo, CATIA, BIOVIA, GEOVIA,
SOLIDWORKS, 3DVIA, ENOVIA, NETVIBES, MEDIDATA, CENTRIC PLM, 3DEXCITE, SIMULIA,
DELMIA and IFWE are commercial trademarks or registered trademarks of Dassault Systèmes, a French "société
européenne" (Versailles Commercial Register # B 322 306 440), or its subsidiaries in the United States and/or
other countries. All other trademarks are owned by their respective owners. Use of any Dassault Systèmes or its
subsidiaries trademarks is subject to their express written approval.
DS Offerings and services names may be trademarks or service marks of Dassault Systèmes or its subsidiaries.

Third-Party Copyrights Notices


Certain portions of SOLIDWORKS Composer 2024 contain elements subject to copyright owned by the following
entities:
3D input device development tools and related technology are provided under license from 3Dconnexion. © 3Dconnexion 1992 - 2013.
All rights reserved
© NVIDIA Corp. This software contains source code provided by NVIDIA Corporation.
© x264, LLC

SOLIDWORKS Composer 2024 may include open source software components. Source code for open source
software components licensed under terms and conditions that mandate availability of such source code is
available upon request. The original licensors of said open source software components provide them on an "as
is" basis and without any liability whatsoever to customer (or licensee).

CSizingControlBar2.44
Copyright © 1998-2002 Cristi Posea. All rights reserved.

Exception Attacher1.1

1
Legal Notices

Copyright © 1998 Bruce Dawson

GUI Items-
FooButton -
Copyright © 1997-2005 Ravi Bhavnani ([email protected])
HistoryCombo - 2
Copyright © 2001-2002 Paul S. Vickery
HyperLink -
Copyright Chris Maunder, 1997-1999 ([email protected])
MemDC -
Copyright 1996-1997, Keith Rule
Multi-column tree view - 1.4
Copyright © 2003-2005 Michal Mecinski.
ResizableGrip -
Copyright © 2000-2015 by Paolo Messina [email protected]
Simple IE-like Menu and Toolbar - 1.3
Copyright © 2002-03 by Michal Mecinski

LibJPEG8.0
This software is copyright © 1991-2010, Thomas G. Lane, Guido Vollbeding.

LitFTP Transfer, httpdownloadDLG-


Copyright © 1999 - 2005 by PJ Naughter. (Web: www.naughter.com, Email: [email protected])
All rights reserved.

GUI Items-
FooButton -
Copyright © 1997-2005 Ravi Bhavnani ([email protected])
HistoryCombo - 2
Copyright © 2001-2002 Paul S. Vickery
HyperLink -
Copyright Chris Maunder, 1997-1999 ([email protected])
MemDC -
Copyright 1996-1997, Keith Rule
Multi-column tree view - 1.4
Copyright © 2003-2005 Michal Mecinski.
ResizableGrip -
Copyright © 2000-2015 by Paolo Messina [email protected]
Simple IE-like Menu and Toolbar - 1.3
Copyright © 2002-03 by Michal Mecinski

OpCode1.3
Copyright © 2003 Pierre Terdiman

GUI Items-
FooButton -

2 Legal Notices
Legal Notices

Copyright © 1997-2005 Ravi Bhavnani ([email protected])


HistoryCombo - 2
Copyright © 2001-2002 Paul S. Vickery
HyperLink -
Copyright Chris Maunder, 1997-1999 ([email protected])
MemDC -
Copyright 1996-1997, Keith Rule
Multi-column tree view - 1.4
Copyright © 2003-2005 Michal Mecinski.
ResizableGrip -
Copyright © 2000-2015 by Paolo Messina [email protected]
Simple IE-like Menu and Toolbar - 1.3
Copyright © 2002-03 by Michal Mecinski

stdstring-
Copyright © 1999 Joseph M. O'Leary.

Under Apache License 2.0:

Apache PDFBox 1.8.13


Copyright 2014 The Apache Software Foundation
This product includes software developed at
The Apache Software Foundation (http://www.apache.org/).
Based on source code originally developed in the PDFBox, JempBox and
FontBox projects.
Copyright © 2002-2007, www.pdfbox.org
Copyright © 2006-2007, www.jempbox.org
Based on source code originally developed in the PaDaF project.
Copyright © 2010 Atos Worldline SAS

Procrun 1.2.4.0
Copyright © 2002-2021 The Apache Software Foundation. All Rights Reserved.

U3D Library 2.0


Copyright © 1999 - 2006 Intel Corporation

Under Artistic License 2.0:

GUI Items -
FooButton -
Copyright © 1997-2005 Ravi Bhavnani ([email protected])
HistoryCombo - 2
Copyright © 2001-2002 Paul S. Vickery
HyperLink -
Copyright Chris Maunder, 1997-1999 ([email protected])
MemDC -
Copyright 1996-1997, Keith Rule
Multi-column tree view - 1.4

Legal Notices 3
Legal Notices

Copyright © 2003-2005 Michal Mecinski.


ResizableGrip -
Copyright © 2000-2015 by Paolo Messina [email protected]
Simple IE-like Menu and Toolbar - 1.3
Copyright © 2002-03 by Michal Mecinski

Under Boost Software License 1.0:

Boost 1.67.0
Copyright © 2014 Boost Community

Under Code Project Open License 1.02:

GUI Items -
FooButton -
Copyright © 1997-2005 Ravi Bhavnani ([email protected])
HistoryCombo - 2
Copyright © 2001-2002 Paul S. Vickery
HyperLink -
Copyright Chris Maunder, 1997-1999 ([email protected])
MemDC -
Copyright 1996-1997, Keith Rule
Multi-column tree view - 1.4
Copyright © 2003-2005 Michal Mecinski.
ResizableGrip -
Copyright © 2000-2015 by Paolo Messina [email protected]
Simple IE-like Menu and Toolbar - 1.3
Copyright © 2002-03 by Michal Mecinski

Under GNU Lesser General Public License v2.1 only:

Wild Magic Library 3.0.0.0


Copyright © 1998-2014 Geometric Tools, LLC

Under GNU Lesser General Public License v3.0 only:

3D Scene Graph Library (SGL) 0.7.0.0


Copyright © 1997-2004 Scott McMillan All Rights Reserved.

Lib3DS 1.1.0
Copyright © 1996-2001 by J.E. Hoffmann <[email protected]> . All rights reserved.

OpenVRML 0.18.9
Copyright © 2007 Braden McDaniel

Under GNU Library General Public License v2 only:

CyberVRML97 -
Copyright © 1996-2000 Satoshi Konno

Under MIT License:

4 Legal Notices
Legal Notices

Able Player v4.3


Copyright © 2014 University of Washington

body-parser 1.19.0
Copyright © 2014 Jonathan Ong <[email protected]>
Copyright © 2014-2015 Douglas Christopher Wilson <[email protected]>

Bootstrap 3.4.1
Copyright © 2011-2019 Twitter, Inc.

express 4.17.1
Copyright © 2009-2014 TJ Holowaychuk <[email protected]>
Copyright © 2013-2014 Roman Shtylman <[email protected]>
Copyright © 2014-2015 Douglas Christopher Wilson <[email protected]>

freezeframe.js 5.0.2
Copyright © 2019 Christopher Antonellis & @ctrl-freaks

JavaScript Cookie 2.0.4


Copyright 2014 Klaus Hartl

jQuery 1.8.3
Copyright © 2012 jQuery Foundation and other contributors http://jquery.com/

jQuery 3.5.1
Copyright © JS Foundation and other contributors, https://js.foundation/

jQuery.Highlight.js 3.5.0
Copyright © 2009 Bartek Szopka

jQuery UI 1.12.1
Copyright © 2016 jQuery Foundation and other contributors, https://jquery.org/

jsdom 16.4.0
Copyright © 2010 Elijah Insua

nodemailer 6.4.11
Copyright © 2011-2019 Andris Reinman

pugixml 1.9
Copyright © 2006-2017 Arseny Kapoulkine

superagent 6.1.0
Copyright © 2014-2016 TJ Holowaychuk <[email protected]>

SysInfo 1.0.0.0
Copyright © 2001 Paul Wendt [[email protected]]

Under Mozilla Public License 1.1:

Legal Notices 5
Legal Notices

Extended Message boxes 1.1a


Copyright © 2004 Michael P. Mehl. All rights reserved.

Under SIL Open Font License 1.1:

OpenDyslexic 0.9
Copyright © 2019-07-29, Abbie Gonzalez (https://abbiecod.es|[email protected]),
with Reserved Font Name OpenDyslexic.

Under zlib/libpng License with Acknowledgement:

Zlib 1.2.5
Copyright © 1995-2010 Jean-loup Gailly and Mark Adler

The following components are distributed and licensed under the terms of their original licenses:

License Terms

CSizingControlBar
Copyright © 1998-2002 Cristi Posea. All rights reserved.
This code is free for personal and commercial use, providing this notice remains intact in the source files and
all eventual changes are clearly marked with comments.
You must obtain the author's consent before you can include this code in your software library.
No warrantee of any kind, express or implied, is included with this software; use at your own risk, responsibility
for damages (if any) to anyone resulting from the use of this software rests entirely with the user.
Send bug reports, bug fixes, enhancements, requests, flames, etc. to [email protected] or post them at
the message board at the site.

Exception Attacher
Copyright © 1998 Bruce Dawson
All code and executables are copyright © 1998 Bruce Dawson.
You may use them in your own projects as long as the copyright notice is retained in the source code.

GUI Items
Implementation of CHistoryCombo which incorporates functionality to help with Loading and Saving of history
in a combo box
You are free to use or modify this code, with no restrictions, other than you continue to acknowledge me as the
original author in this source code, or any code derived from it.
If you use this code, or use it as a base for your own code, it would be nice to hear from you simply so I know
it's not been a waste of time!
Copyright © 2001-2002 Paul S. Vickery

6 Legal Notices
Legal Notices

LibJPEG
LICENSE TERMS (ships as a part of the libjpeg package in the README file)
=============
1. We don't promise that this software works. (But if you find any bugs, please let us know!)
2. You can use this software for whatever you want. You don't have to pay us.
3. You may not pretend that you wrote this software. If you use it in a program, you must acknowledge somewhere
in your documentation that you've used the IJG code.
In legalese:
The authors make NO WARRANTY or representation, either express or implied, with respect to this software,
its quality, accuracy, merchantability, or fitness for a particular purpose. This software is provided "AS IS", and
you, its user, assume the entire risk as to its quality and accuracy.
This software is copyright © 1991-2016, Thomas G. Lane, Guido Vollbeding. All Rights Reserved except as
specified below.
Permission is hereby granted to use, copy, modify, and distribute this software (or portions thereof) for any
purpose, without fee, subject to these conditions:
(1) If any part of the source code for this software is distributed, then this README file must be included, with
this copyright and no-warranty notice unaltered; and any additions, deletions, or changes to the original files
must be clearly indicated in accompanying documentation.
(2) If only executable code is distributed, then the accompanying documentation must state that "this software
is based in part on the work of the Independent JPEG Group".
(3) Permission for use of this software is granted only if the user accepts full responsibility for any undesirable
consequences; the authors accept NO LIABILITY for damages of any kind.
These conditions apply to any software derived from or based on the IJG code, not just to the unmodified library.
If you use our work, you ought to acknowledge us.
Permission is NOT granted for the use of any IJG author's name or company name in advertising or publicity
relating to this software or products derived from it. This software may be referred to only as "the Independent
JPEG Group's software".
We specifically permit and encourage the use of this software as the basis of commercial products, provided that
all warranty or liability claims are assumed by the product vendor.

LitFTP Transfer, httpdownloadDLG


Copyright © 1999 - 2005 by PJ Naughter. (Web: www.naughter.com, Email: [email protected])
Copyright / Usage Details:
You are allowed to include the source code in any product (commercial, shareware, freeware or otherwise) when
your product is released in binary form. You are allowed to modify the source code in any way you want except
you cannot modify the copyright details at the top of each module. If you want to distribute source code with
your application, then you are only allowed to distribute versions released by the author. This is to maintain a
single distribution point for the source code.
All rights reserved.

OpCode
Copyright © 2003 Pierre Terdiman

Legal Notices 7
Legal Notices

The library is free. No GPL or LGPL, you can do whatever you want with the code. I would appreciate it if you
write somewhere in your product that you're using OPCODE, but that's not mandatory. I would also appreciate
a notification by mail, just to know how people are using the lib.

stdstring
Copyright © 1999 Joseph M. O'Leary.
This code is free. Use it anywhere you want. Rewrite it, restructure it, whatever. Please don't blame me if it
makes your $30 billion dollar satellite explode in orbit. If you redistribute it in any form, I'd appreciate it if you
would leave this notice here.

Apache License 2.0


Apache License
Version 2.0, January 2004
http://www.apache.org/licenses/
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
1. Definitions.
"License" shall mean the terms and conditions for use, reproduction, and distribution as defined by Sections 1
through 9 of this document.
"Licensor" shall mean the copyright owner or entity authorized by the copyright owner that is granting the
License.
"Legal Entity" shall mean the union of the acting entity and all other entities that control, are controlled by, or
are under common control with that entity. For the purposes of this definition, "control" means (i) the power,
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"You" (or "Your") shall mean an individual or Legal Entity exercising permissions granted by this License.
"Source" form shall mean the preferred form for making modifications, including but not limited to software
source code, documentation source, and configuration files.
"Object" form shall mean any form resulting from mechanical transformation or translation of a Source form,
including but not limited to compiled object code, generated documentation, and conversions to other media
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"Work" shall mean the work of authorship, whether in Source or Object form, made available under the License,
as indicated by a copyright notice that is included in or attached to the work (an example is provided in the
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communication that is conspicuously marked or otherwise designated in writing by the copyright owner as "Not
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You may add Your own copyright statement to Your modifications and may provide additional or different
license terms and conditions for use, reproduction, or distribution of Your modifications, or for any such Derivative
Works as a whole, provided Your use, reproduction, and distribution of the Work otherwise complies with the
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5. Submission of Contributions. Unless You explicitly state otherwise, any Contribution intentionally submitted
for inclusion in the Work by You to the Licensor shall be under the terms and conditions of this License, without
any additional terms or conditions. Notwithstanding the above, nothing herein shall supersede or modify the
terms of any separate license agreement you may have executed with Licensor regarding such Contributions.
6. Trademarks. This License does not grant permission to use the trade names, trademarks, service marks, or
product names of the Licensor, except as required for reasonable and customary use in describing the origin of
the Work and reproducing the content of the NOTICE file.
7. Disclaimer of Warranty. Unless required by applicable law or agreed to in writing, Licensor provides the
Work (and each Contributor provides its Contributions) on an "AS IS" BASIS, WITHOUT WARRANTIES OR
CONDITIONS OF ANY KIND, either express or implied, including, without limitation, any warranties or

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conditions of TITLE, NON-INFRINGEMENT, MERCHANTABILITY, or FITNESS FOR A PARTICULAR


PURPOSE. You are solely responsible for determining the appropriateness of using or redistributing the Work
and assume any risks associated with Your exercise of permissions under this License.
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writing, shall any Contributor be liable to You for damages, including any direct, indirect, special, incidental,
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END OF TERMS AND CONDITIONS

Artistic License 2.0


The Artistic License 2.0
Copyright © 2000-2006, The Perl Foundation.
Everyone is permitted to copy and distribute verbatim copies of this license document, but changing it is not
allowed.
Preamble
This license establishes the terms under which a given free software Package may be copied, modified, distributed,
and/or redistributed. The intent is that the Copyright Holder maintains some artistic control over the development
of that Package while still keeping the Package available as open source and free software.
You are always permitted to make arrangements wholly outside of this license directly with the Copyright Holder
of a given Package. If the terms of this license do not permit the full use that you propose to make of the Package,
you should contact the Copyright Holder and seek a different licensing arrangement.
Definitions
"Copyright Holder" means the individual(s) or organization(s) named in the copyright notice for the entire
Package.
"Contributor" means any party that has contributed code or other material to the Package, in accordance with
the Copyright Holder's procedures.
"You" and "your" means any person who would like to copy, distribute, or modify the Package.
"Package" means the collection of files distributed by the Copyright Holder, and derivatives of that collection
and/or of those files. A given Package may consist of either the Standard Version, or a Modified Version.
"Distribute" means providing a copy of the Package or making it accessible to anyone else, or in the case of a
company or organization, to others outside of your company or organization.
"Distributor Fee" means any fee that you charge for Distributing this Package or providing support for this
Package to another party. It does not mean licensing fees.
"Standard Version" refers to the Package if it has not been modified, or has been modified only in ways explicitly
requested by the Copyright Holder.

10 Legal Notices
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"Modified Version" means the Package, if it has been changed, and such changes were not explicitly requested
by the Copyright Holder.
"Original License" means this Artistic License as Distributed with the Standard Version of the Package, in its
current version or as it may be modified by The Perl Foundation in the future.
"Source" form means the source code, documentation source, and configuration files for the Package.
"Compiled" form means the compiled bytecode, object code, binary, or any other form resulting from mechanical
transformation or translation of the Source form.
Permission for Use and Modification Without Distribution
(1) You are permitted to use the Standard Version and create and use Modified Versions for any purpose without
restriction, provided that you do not Distribute the Modified Version.
Permissions for Redistribution of the Standard Version
(2) You may Distribute verbatim copies of the Source form of the Standard Version of this Package in any
medium without restriction, either gratis or for a Distributor Fee, provided that you duplicate all of the original
copyright notices and associated disclaimers. At your discretion, such verbatim copies may or may not include
a Compiled form of the Package.
(3) You may apply any bug fixes, portability changes, and other modifications made available from the Copyright
Holder. The resulting Package will still be considered the Standard Version, and as such will be subject to the
Original License.
Distribution of Modified Versions of the Package as Source
(4) You may Distribute your Modified Version as Source (either gratis or for a Distributor Fee, and with or
without a Compiled form of the Modified Version) provided that you clearly document how it differs from the
Standard Version, including, but not limited to, documenting any non-standard features, executables, or modules,
and provided that you do at least ONE of the following:
(a) make the Modified Version available to the Copyright Holder of the Standard Version, under the Original
License, so that the Copyright Holder may include your modifications in the Standard Version.
(b) ensure that installation of your Modified Version does not prevent the user installing or running the Standard
Version. In addition, the Modified Version must bear a name that is different from the name of the Standard
Version.
© allow anyone who receives a copy of the Modified Version to make the Source form of the Modified Version
available to others under
(i) the Original License or
(ii) a license that permits the licensee to freely copy, modify and redistribute the Modified Version using the
same licensing terms that apply to the copy that the licensee received, and requires that the Source form of the
Modified Version, and of any works derived from it, be made freely available in that license fees are prohibited
but Distributor Fees are allowed.
Distribution of Compiled Forms of the Standard Version or Modified Versions without the Source
(5) You may Distribute Compiled forms of the Standard Version without the Source, provided that you include
complete instructions on how to get the Source of the Standard Version. Such instructions must be valid at the
time of your distribution. If these instructions, at any time while you are carrying out such distribution, become
invalid, you must provide new instructions on demand or cease further distribution. If you provide valid instructions
or cease distribution within thirty days after you become aware that the instructions are invalid, then you do not
forfeit any of your rights under this license.
(6) You may Distribute a Modified Version in Compiled form without the Source, provided that you comply
with Section 4 with respect to the Source of the Modified Version.

Legal Notices 11
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Aggregating or Linking the Package


(7) You may aggregate the Package (either the Standard Version or Modified Version) with other packages and
Distribute the resulting aggregation provided that you do not charge a licensing fee for the Package. Distributor
Fees are permitted, and licensing fees for other components in the aggregation are permitted. The terms of this
license apply to the use and Distribution of the Standard or Modified Versions as included in the aggregation.
(8) You are permitted to link Modified and Standard Versions with other works, to embed the Package in a larger
work of your own, or to build stand-alone binary or bytecode versions of applications that include the Package,
and Distribute the result without restriction, provided the result does not expose a direct interface to the Package.
Items That are Not Considered Part of a Modified Version
(9) Works (including, but not limited to, modules and scripts) that merely extend or make use of the Package,
do not, by themselves, cause the Package to be a Modified Version. In addition, such works are not considered
parts of the Package itself, and are not subject to the terms of this license.
General Provisions
(10) Any use, modification, and distribution of the Standard or Modified Versions is governed by this Artistic
License. By using, modifying or distributing the Package, you accept this license. Do not use, modify, or distribute
the Package, if you do not accept this license.
(11) If your Modified Version has been derived from a Modified Version made by someone other than you, you
are nevertheless required to ensure that your Modified Version complies with the requirements of this license.
(12) This license does not grant you the right to use any trademark, service mark, tradename, or logo of the
Copyright Holder.
(13) This license includes the non-exclusive, worldwide, free-of-charge patent license to make, have made, use,
offer to sell, sell, import and otherwise transfer the Package with respect to any patent claims licensable by the
Copyright Holder that are necessarily infringed by the Package. If you institute patent litigation (including a
cross-claim or counterclaim) against any party alleging that the Package constitutes direct or contributory patent
infringement, then this Artistic License to you shall terminate on the date that such litigation is filed.
(14) Disclaimer of Warranty:
THE PACKAGE IS PROVIDED BY THE COPYRIGHT HOLDER AND CONTRIBUTORS "AS IS" AND
WITHOUT ANY EXPRESS OR IMPLIED WARRANTIES. THE IMPLIED WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, OR NON-INFRINGEMENT ARE
DISCLAIMED TO THE EXTENT PERMITTED BY YOUR LOCAL LAW. UNLESS REQUIRED BY LAW,
NO COPYRIGHT HOLDER OR CONTRIBUTOR WILL BE LIABLE FOR ANY DIRECT, INDIRECT,
INCIDENTAL, OR CONSEQUENTIAL DAMAGES ARISING IN ANY WAY OUT OF THE USE OF THE
PACKAGE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

Boost Software License 1.0


Boost Software License - Version 1.0 - August 17th, 2003
Permission is hereby granted, free of charge, to any person or organization obtaining a copy of the software and
accompanying documentation covered by this license (the "Software") to use, reproduce, display, distribute,
execute, and transmit the Software, and to prepare derivative works of the Software, and to permit third-parties
to whom the Software is furnished to do so, all subject to the following:
The copyright notices in the Software and this entire statement, including the above license grant, this restriction
and the following disclaimer, must be included in all copies of the Software, in whole or in part, and all derivative
works of the Software, unless such copies or derivative works are solely in the form of machine-executable
object code generated by a source language processor.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A

12 Legal Notices
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PARTICULAR PURPOSE, TITLE AND NON-INFRINGEMENT. IN NO EVENT SHALL THE COPYRIGHT


HOLDERS OR ANYONE DISTRIBUTING THE SOFTWARE BE LIABLE FOR ANY DAMAGES OR
OTHER LIABILITY, WHETHER IN CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

Code Project Open License 1.02


The Code Project Open License (CPOL) 1.02
Preamble
This License governs Your use of the Work. This License is intended to allow developers to use the Source Code
and Executable Files provided as part of the Work in any application in any form.
The main points subject to the terms of the License are:
- Source Code and Executable Files can be used in commercial applications;
- Source Code and Executable Files can be redistributed; and
- Source Code can be modified to create derivative works.
- No claim of suitability, guarantee, or any warranty whatsoever is provided. The software is provided "as-is".
- The Article accompanying the Work may not be distributed or republished without the Author's consent
This License is entered between You, the individual or other entity reading or otherwise making use of the Work
licensed pursuant to this License and the individual or other entity which offers the Work under the terms of this
License ("Author").
License
THE WORK (AS DEFINED BELOW) IS PROVIDED UNDER THE TERMS OF THIS CODE PROJECT
OPEN LICENSE ("LICENSE"). THE WORK IS PROTECTED BY COPYRIGHT AND/OR OTHER
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CONTAINED HEREIN IN CONSIDERATION OF YOUR ACCEPTANCE OF SUCH TERMS AND
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LICENSE, YOU CANNOT MAKE ANY USE OF THE WORK.
1. Definitions.
a. "Articles" means, collectively, all articles written by Author which describes how the Source Code and
Executable Files for the Work may be used by a user.
b. "Author" means the individual or entity that offers the Work under the terms of this License.
c. "Derivative Work" means a work based upon the Work or upon the Work and other pre-existing works.
d. "Executable Files" refer to the executables, binary files, configuration and any required data files included in
the Work.
e. "Publisher" means the provider of the website, magazine, CD-ROM, DVD or other medium from or by which
the Work is obtained by You.
f. "Source Code" refers to the collection of source code and configuration files used to create the Executable
Files.
g. "Standard Version" refers to such a Work if it has not been modified, or has been modified in accordance with
the consent of the Author, such consent being in the full discretion of the Author.

Legal Notices 13
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h. "Work" refers to the collection of files distributed by the Publisher, including the Source Code, Executable
Files, binaries, data files, documentation, whitepapers and the Articles.
i. "You" is you, an individual or entity wishing to use the Work and exercise your rights under this License.
2. Fair Use/Fair Use Rights. Nothing in this License is intended to reduce, limit, or restrict any rights arising
from fair use, fair dealing, first sale or other limitations on the exclusive rights of the copyright owner under
copyright law or other applicable laws.
3. License Grant. Subject to the terms and conditions of this License, the Author hereby grants You a worldwide,
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in the Work as stated below:
a. You may use the standard version of the Source Code or Executable Files in Your own applications.
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the Author. A Work modified in such a way shall still be considered the standard version and will be subject to
this License.
c. You may otherwise modify Your copy of this Work (excluding the Articles) in any way to create a Derivative
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changed that file.
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Any subroutines or modules supplied by You and linked into the Source Code or Executable Files of this Work
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include a copy of, or the Uniform Resource Identifier for, this License with every copy of the Executable Files
or Source Code You distribute and ensure that anyone receiving such Executable Files and Source Code agrees
that the terms of this License apply to such Executable Files and/or Source Code. You may not offer or impose
any terms on the Work that alter or restrict the terms of this License or the recipients' exercise of the rights
granted hereunder. You may not sublicense the Work. You must keep intact all notices that refer to this License
and to the disclaimer of warranties. You may not distribute the Executable Files or Source Code with any

14 Legal Notices
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technological measures that control access or use of the Work in a manner inconsistent with the terms of this
License.
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AVAILABLE", WITHOUT ANY EXPRESS OR IMPLIED WARRANTIES OR CONDITIONS OR
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INFRINGEMENT, PATENT INFRINGEMENT, SUITABILITY, ETC. AUTHOR EXPRESSLY DISCLAIMS
ALL EXPRESS, IMPLIED OR STATUTORY WARRANTIES OR CONDITIONS, INCLUDING WITHOUT
LIMITATION, WARRANTIES OR CONDITIONS OF MERCHANTABILITY, MERCHANTABLE QUALITY
OR FITNESS FOR A PARTICULAR PURPOSE, OR ANY WARRANTY OF TITLE OR
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BUG-FREE OR FREE OF VIRUSES. YOU MUST PASS THIS DISCLAIMER ON WHENEVER YOU
DISTRIBUTE THE WORK OR DERIVATIVE WORKS.
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any claims, suits, losses, damages, liabilities, costs, and expenses (including reasonable legal or attorneys' fees)
resulting from or relating to any use of the Work by You.
8. Limitation on Liability. EXCEPT TO THE EXTENT REQUIRED BY APPLICABLE LAW, IN NO EVENT
WILL THE AUTHOR OR THE PUBLISHER BE LIABLE TO YOU ON ANY LEGAL THEORY FOR ANY
SPECIAL, INCIDENTAL, CONSEQUENTIAL, PUNITIVE OR EXEMPLARY DAMAGES ARISING OUT
OF THIS LICENSE OR THE USE OF THE WORK OR OTHERWISE, EVEN IF THE AUTHOR OR THE
PUBLISHER HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
9. Termination.
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term of this License. Individuals or entities who have received Derivative Works from You under this License,
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c. Subject to the above terms and conditions, this License is perpetual (for the duration of the applicable copyright
in the Work). Notwithstanding the above, the Author reserves the right to release the Work under different license
terms or to stop distributing the Work at any time; provided, however that any such election will not serve to
withdraw this License (or any other license that has been, or is required to be, granted under the terms of this
License), and this License will continue in full force and effect unless terminated as stated above.
10. Publisher. The parties hereby confirm that the Publisher shall not, under any circumstances, be responsible
for and shall not have any liability in respect of the subject matter of this License. The Publisher makes no
warranty whatsoever in connection with the Work and shall not be liable to You or any party on any legal theory
for any damages whatsoever, including without limitation any general, special, incidental or consequential
damages arising in connection to this license. The Publisher reserves the right to cease making the Work available
to You at any time without notice
11. Miscellaneous
a. This License shall be governed by the laws of the location of the head office of the Author or if the Author is
an individual, the laws of location of the principal place of residence of the Author.
b. If any provision of this License is invalid or unenforceable under applicable law, it shall not affect the validity
or enforceability of the remainder of the terms of this License, and without further action by the parties to this

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License, such provision shall be reformed to the minimum extent necessary to make such provision valid and
enforceable.
c. No term or provision of this License shall be deemed waived and no breach consented to unless such waiver
or consent shall be in writing and signed by the party to be charged with such waiver or consent.
d. This License constitutes the entire agreement between the parties with respect to the Work licensed herein.
There are no understandings, agreements or representations with respect to the Work not specified herein. The
Author shall not be bound by any additional provisions that may appear in any communication from You. This
License may not be modified without the mutual written agreement of the Author and You.

GNU Lesser General Public License v2.1 only


GNU LESSER GENERAL PUBLIC LICENSE
Version 2.1, February 1999
Copyright © 1991, 1999 Free Software Foundation, Inc.
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
Everyone is permitted to copy and distribute verbatim copies of this license document, but changing it is not
allowed.
[This is the first released version of the Lesser GPL. It also counts as the successor of the GNU Library Public
License, version 2, hence the version number 2.1.]
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
0. This License Agreement applies to any software library or other program which contains a notice placed by
the copyright holder or other authorized party saying it may be distributed under the terms of this Lesser General
Public License (also called "this License"). Each licensee is addressed as "you".
A "library" means a collection of software functions and/or data prepared so as to be conveniently linked with
application programs (which use some of those functions and data) to form executables.
The "Library", below, refers to any such software library or work which has been distributed under these terms.
A "work based on the Library" means either the Library or any derivative work under copyright law: that is to
say, a work containing the Library or a portion of it, either verbatim or with modifications and/or translated
straightforwardly into another language. (Hereinafter, translation is included without limitation in the term
"modification".)
"Source code" for a work means the preferred form of the work for making modifications to it. For a library,
complete source code means all the source code for all modules it contains, plus any associated interface definition
files, plus the scripts used to control compilation and installation of the library.
Activities other than copying, distribution and modification are not covered by this License; they are outside its
scope. The act of running a program using the Library is not restricted, and output from such a program is covered
only if its contents constitute a work based on the Library (independent of the use of the Library in a tool for
writing it). Whether that is true depends on what the Library does and what the program that uses the Library
does.
1. You may copy and distribute verbatim copies of the Library's complete source code as you receive it, in any
medium, provided that you conspicuously and appropriately publish on each copy an appropriate copyright
notice and disclaimer of warranty; keep intact all the notices that refer to this License and to the absence of any
warranty; and distribute a copy of this License along with the Library.
You may charge a fee for the physical act of transferring a copy, and you may at your option offer warranty
protection in exchange for a fee.

16 Legal Notices
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2. You may modify your copy or copies of the Library or any portion of it, thus forming a work based on the
Library, and copy and distribute such modifications or work under the terms of Section 1 above, provided that
you also meet all of these conditions:
a) The modified work must itself be a software library.
b) You must cause the files modified to carry prominent notices stating that you changed the files and the date
of any change.
c) You must cause the whole of the work to be licensed at no charge to all third parties under the terms of this
License.
d) If a facility in the modified Library refers to a function or a table of data to be supplied by an application
program that uses the facility, other than as an argument passed when the facility is invoked, then you must make
a good faith effort to ensure that, in the event an application does not supply such function or table, the facility
still operates, and performs whatever part of its purpose remains meaningful.
(For example, a function in a library to compute square roots has a purpose that is entirely well-defined independent
of the application. Therefore, Subsection 2d requires that any application-supplied function or table used by this
function must be optional: if the application does not supply it, the square root function must still compute square
roots.)
These requirements apply to the modified work as a whole. If identifiable sections of that work are not derived
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Also add information on how to contact you by electronic and paper mail.
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You should also get your employer (if you work as a programmer) or school, if any, to sign a "copyright
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The GNU General Public License does not permit incorporating your program into proprietary programs. If your
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But first, please read <https://www.gnu.org/ licenses/why-not-lgpl.html>.

GNU Library General Public License v2 only


GNU LIBRARY GENERAL PUBLIC LICENSE
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interfaces, the original copyright holder who places the Library under this License may add an explicit geographical
distribution limitation excluding those countries, so that distribution is permitted only in or among countries not
thus excluded. In such case, this License incorporates the limitation as if written in the body of this License.
13. The Free Software Foundation may publish revised and/or new versions of the Library General Public License
from time to time. Such new versions will be similar in spirit to the present version, but may differ in detail to
address new problems or concerns.
Each version is given a distinguishing version number. If the Library specifies a version number of this License
which applies to it and "any later version", you have the option of following the terms and conditions either of
that version or of any later version published by the Free Software Foundation. If the Library does not specify
a license version number, you may choose any version ever published by the Free Software Foundation.

34 Legal Notices
Legal Notices

14. If you wish to incorporate parts of the Library into other free programs whose distribution conditions are
incompatible with these, write to the author to ask for permission. For software which is copyrighted by the Free
Software Foundation, write to the Free Software Foundation; we sometimes make exceptions for this. Our
decision will be guided by the two goals of preserving the free status of all derivatives of our free software and
of promoting the sharing and reuse of software generally.
NO WARRANTY
15. BECAUSE THE LIBRARY IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY FOR THE
LIBRARY, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN OTHERWISE
STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES PROVIDE THE LIBRARY
"AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT
NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE
LIBRARY IS WITH YOU. SHOULD THE LIBRARY PROVE DEFECTIVE, YOU ASSUME THE COST OF
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
16. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING WILL
ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR REDISTRIBUTE
THE LIBRARY AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE
OR INABILITY TO USE THE LIBRARY (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR
DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR
A FAILURE OF THE LIBRARY TO OPERATE WITH ANY OTHER SOFTWARE), EVEN IF SUCH HOLDER
OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Libraries
If you develop a new library, and you want it to be of the greatest possible use to the public, we recommend
making it free software that everyone can redistribute and change. You can do so by permitting redistribution
under these terms (or, alternatively, under the terms of the ordinary General Public License).
To apply these terms, attach the following notices to the library. It is safest to attach them to the start of each
source file to most effectively convey the exclusion of warranty; and each file should have at least the "copyright"
line and a pointer to where the full notice is found.
one line to give the library's name and an idea of what it does.
Copyright © year name of author
This library is free software; you can redistribute it and/or modify it under the terms of the GNU Library General
Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option)
any later version.
This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even
the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Library General Public License for more details.
You should have received a copy of the GNU Library General Public License along with this library; if not,
write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA.
Also add information on how to contact you by electronic and paper mail.
You should also get your employer (if you work as a programmer) or your school, if any, to sign a "copyright
disclaimer" for the library, if necessary. Here is a sample; alter the names:
Yoyodyne, Inc., hereby disclaims all copyright interest in
the library `Frob' (a library for tweaking knobs) written

Legal Notices 35
Legal Notices

by James Random Hacker.


signature of Ty Coon, 1 April 1990
Ty Coon, President of Vice
That's all there is to it!

MIT License
Copyright © <year> <copyright holders>
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated
documentation files (the "Software"), to deal in the Software without restriction, including without limitation
the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to
permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice (including the next paragraph) shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

Mozilla Public License 1.1


Mozilla Public License Version 1.1
1. Definitions.
1.0.1. "Commercial Use" means distribution or otherwise making the Covered Code available to a third party.
1.1. "Contributor" means each entity that creates or contributes to the creation of Modifications.
1.2. "Contributor Version" means the combination of the Original Code, prior Modifications used by a Contributor,
and the Modifications made by that particular Contributor.
1.3. "Covered Code" means the Original Code or Modifications or the combination of the Original Code and
Modifications, in each case including portions thereof.
1.4. "Electronic Distribution Mechanism" means a mechanism generally accepted in the software development
community for the electronic transfer of data.
1.5. "Executable" means Covered Code in any form other than Source Code.
1.6. "Initial Developer" means the individual or entity identified as the Initial Developer in the Source Code
notice required by Exhibit A.
1.7. "Larger Work" means a work which combines Covered Code or portions thereof with code not governed
by the terms of this License.
1.8. "License" means this document.
1.8.1. "Licensable" means having the right to grant, to the maximum extent possible, whether at the time of the
initial grant or subsequently acquired, any and all of the rights conveyed herein.
1.9. "Modifications" means any addition to or deletion from the substance or structure of either the Original
Code or any previous Modifications. When Covered Code is released as a series of files, a Modification is:
Any addition to or deletion from the contents of a file containing Original Code or previous Modifications.

36 Legal Notices
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Any new file that contains any part of the Original Code or previous Modifications.
1.10. "Original Code" means Source Code of computer software code which is described in the Source Code
notice required by Exhibit A as Original Code, and which, at the time of its release under this License is not
already Covered Code governed by this License.
1.10.1. "Patent Claims" means any patent claim(s), now owned or hereafter acquired, including without limitation,
method, process, and apparatus claims, in any patent Licensable by grantor.
1.11. "Source Code" means the preferred form of the Covered Code for making modifications to it, including
all modules it contains, plus any associated interface definition files, scripts used to control compilation and
installation of an Executable, or source code differential comparisons against either the Original Code or another
well known, available Covered Code of the Contributor's choice. The Source Code can be in a compressed or
archival form, provided the appropriate decompression or de-archiving software is widely available for no charge.
1.12. "You" (or "Your") means an individual or a legal entity exercising rights under, and complying with all of
the terms of, this License or a future version of this License issued under Section 6.1. For legal entities, "You"
includes any entity which controls, is controlled by, or is under common control with You. For purposes of this
definition, "control" means (a) the power, direct or indirect, to cause the direction or management of such entity,
whether by contract or otherwise, or (b) ownership of more than fifty percent (50%) of the outstanding shares
or beneficial ownership of such entity.
2. Source Code License.
2.1. The Initial Developer Grant. The Initial Developer hereby grants You a world-wide, royalty-free,
non-exclusive license, subject to third party intellectual property claims:
a. under intellectual property rights (other than patent or trademark) Licensable by Initial Developer to use,
reproduce, modify, display, perform, sublicense and distribute the Original Code (or portions thereof) with or
without Modifications, and/or as part of a Larger Work; and
b. under Patents Claims infringed by the making, using or selling of Original Code, to make, have made, use,
practice, sell, and offer for sale, and/or otherwise dispose of the Original Code (or portions thereof).
c. the licenses granted in this Section 2.1 (a) and (b) are effective on the date Initial Developer first distributes
Original Code under the terms of this License.
d. Notwithstanding Section 2.1 (b) above, no patent license is granted: 1) for code that You delete from the
Original Code; 2) separate from the Original Code; or 3) for infringements caused by: i) the modification of the
Original Code or ii) the combination of the Original Code with other software or devices.
2.2. Contributor Grant. Subject to third party intellectual property claims, each Contributor hereby grants You
a world-wide, royalty-free, non-exclusive license
a. under intellectual property rights (other than patent or trademark) Licensable by Contributor, to use, reproduce,
modify, display, perform, sublicense and distribute the Modifications created by such Contributor (or portions
thereof) either on an unmodified basis, with other Modifications, as Covered Code and/or as part of a Larger
Work; and
b. under Patent Claims infringed by the making, using, or selling of Modifications made by that Contributor
either alone and/or in combination with its Contributor Version (or portions of such combination), to make, use,
sell, offer for sale, have made, and/or otherwise dispose of: 1) Modifications made by that Contributor (or portions
thereof); and 2) the combination of Modifications made by that Contributor with its Contributor Version (or
portions of such combination).
c. the licenses granted in Sections 2.2 (a) and 2.2 (b) are effective on the date Contributor first makes Commercial
Use of the Covered Code.
d. Notwithstanding Section 2.2 (b) above, no patent license is granted: 1) for any code that Contributor has
deleted from the Contributor Version; 2) separate from the Contributor Version; 3) for infringements caused by:
i) third party modifications of Contributor Version or ii) the combination of Modifications made by that Contributor

Legal Notices 37
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with other software (except as part of the Contributor Version) or other devices; or 4) under Patent Claims
infringed by Covered Code in the absence of Modifications made by that Contributor.
3. Distribution Obligations.
3.1. Application of License. The Modifications which You create or to which You contribute are governed by
the terms of this License, including without limitation Section 2.2. The Source Code version of Covered Code
may be distributed only under the terms of this License or a future version of this License released under Section
6.1, and You must include a copy of this License with every copy of the Source Code You distribute. You may
not offer or impose any terms on any Source Code version that alters or restricts the applicable version of this
License or the recipients' rights hereunder. However, You may include an additional document offering the
additional rights described in Section 3.5.
3.2. Availability of Source Code. Any Modification which You create or to which You contribute must be made
available in Source Code form under the terms of this License either on the same media as an Executable version
or via an accepted Electronic Distribution Mechanism to anyone to whom you made an Executable version
available; and if made available via Electronic Distribution Mechanism, must remain available for at least twelve
(12) months after the date it initially became available, or at least six (6) months after a subsequent version of
that particular Modification has been made available to such recipients. You are responsible for ensuring that
the Source Code version remains available even if the Electronic Distribution Mechanism is maintained by a
third party.
3.3. Description of Modifications. You must cause all Covered Code to which You contribute to contain a file
documenting the changes You made to create that Covered Code and the date of any change. You must include
a prominent statement that the Modification is derived, directly or indirectly, from Original Code provided by
the Initial Developer and including the name of the Initial Developer in (a) the Source Code, and (b) in any notice
in an Executable version or related documentation in which You describe the origin or ownership of the Covered
Code.
3.4. Intellectual Property Matters
(a) Third Party Claims
If Contributor has knowledge that a license under a third party's intellectual property rights is required to exercise
the rights granted by such Contributor under Sections 2.1 or 2.2, Contributor must include a text file with the
Source Code distribution titled "LEGAL" which describes the claim and the party making the claim in sufficient
detail that a recipient will know whom to contact. If Contributor obtains such knowledge after the Modification
is made available as described in Section 3.2, Contributor shall promptly modify the LEGAL file in all copies
Contributor makes available thereafter and shall take other steps (such as notifying appropriate mailing lists or
newsgroups) reasonably calculated to inform those who received the Covered Code that new knowledge has
been obtained.
(b) Contributor APIs
If Contributor's Modifications include an application programming interface and Contributor has knowledge of
patent licenses which are reasonably necessary to implement that API, Contributor must also include this
information in the LEGAL file.
© Representations.
Contributor represents that, except as disclosed pursuant to Section 3.4 (a) above, Contributor believes that
Contributor's Modifications are Contributor's original creation(s) and/or Contributor has sufficient rights to grant
the rights conveyed by this License.
3.5. Required Notices. You must duplicate the notice in Exhibit A in each file of the Source Code. If it is not
possible to put such notice in a particular Source Code file due to its structure, then You must include such notice
in a location (such as a relevant directory) where a user would be likely to look for such a notice. If You created
one or more Modification(s) You may add your name as a Contributor to the notice described in Exhibit A. You
must also duplicate this License in any documentation for the Source Code where You describe recipients' rights
or ownership rights relating to Covered Code. You may choose to offer, and to charge a fee for, warranty, support,

38 Legal Notices
Legal Notices

indemnity or liability obligations to one or more recipients of Covered Code. However, You may do so only on
Your own behalf, and not on behalf of the Initial Developer or any Contributor. You must make it absolutely
clear than any such warranty, support, indemnity or liability obligation is offered by You alone, and You hereby
agree to indemnify the Initial Developer and every Contributor for any liability incurred by the Initial Developer
or such Contributor as a result of warranty, support, indemnity or liability terms You offer.
3.6. Distribution of Executable Versions. You may distribute Covered Code in Executable form only if the
requirements of Sections 3.1, 3.2, 3.3, 3.4 and 3.5 have been met for that Covered Code, and if You include a
notice stating that the Source Code version of the Covered Code is available under the terms of this License,
including a description of how and where You have fulfilled the obligations of Section 3.2. The notice must be
conspicuously included in any notice in an Executable version, related documentation or collateral in which You
describe recipients' rights relating to the Covered Code. You may distribute the Executable version of Covered
Code or ownership rights under a license of Your choice, which may contain terms different from this License,
provided that You are in compliance with the terms of this License and that the license for the Executable version
does not attempt to limit or alter the recipient's rights in the Source Code version from the rights set forth in this
License. If You distribute the Executable version under a different license You must make it absolutely clear
that any terms which differ from this License are offered by You alone, not by the Initial Developer or any
Contributor. You hereby agree to indemnify the Initial Developer and every Contributor for any liability incurred
by the Initial Developer or such Contributor as a result of any such terms You offer.
3.7. Larger Works. You may create a Larger Work by combining Covered Code with other code not governed
by the terms of this License and distribute the Larger Work as a single product. In such a case, You must make
sure the requirements of this License are fulfilled for the Covered Code.
4. Inability to Comply Due to Statute or Regulation.
If it is impossible for You to comply with any of the terms of this License with respect to some or all of the
Covered Code due to statute, judicial order, or regulation then You must: (a) comply with the terms of this
License to the maximum extent possible; and (b) describe the limitations and the code they affect. Such description
must be included in the LEGAL file described in Section 3.4 and must be included with all distributions of the
Source Code. Except to the extent prohibited by statute or regulation, such description must be sufficiently
detailed for a recipient of ordinary skill to be able to understand it.
5. Application of this License.
This License applies to code to which the Initial Developer has attached the notice in Exhibit A and to related
Covered Code.
6. Versions of the License.
6.1. New Versions
Netscape Communications Corporation ("Netscape") may publish revised and/or new versions of the License
from time to time. Each version will be given a distinguishing version number.
6.2. Effect of New Versions
Once Covered Code has been published under a particular version of the License, You may always continue to
use it under the terms of that version. You may also choose to use such Covered Code under the terms of any
subsequent version of the License published by Netscape. No one other than Netscape has the right to modify
the terms applicable to Covered Code created under this License.
6.3. Derivative Works
If You create or use a modified version of this License (which you may only do in order to apply it to code which
is not already Covered Code governed by this License), You must (a) rename Your license so that the phrases
"Mozilla", "MOZILLAPL", "MOZPL", "Netscape", "MPL", "NPL" or any confusingly similar phrase do not
appear in your license (except to note that your license differs from this License) and (b) otherwise make it clear
that Your version of the license contains terms which differ from the Mozilla Public License and Netscape Public

Legal Notices 39
Legal Notices

License. (Filling in the name of the Initial Developer, Original Code or Contributor in the notice described in
Exhibit A shall not of themselves be deemed to be modifications of this License.)
7. DISCLAIMER OF WARRANTY
COVERED CODE IS PROVIDED UNDER THIS LICENSE ON AN "AS IS" BASIS, WITHOUT WARRANTY
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, WITHOUT LIMITATION,
WARRANTIES THAT THE COVERED CODE IS FREE OF DEFECTS, MERCHANTABLE, FIT FOR A
PARTICULAR PURPOSE OR NON-INFRINGING. THE ENTIRE RISK AS TO THE QUALITY AND
PERFORMANCE OF THE COVERED CODE IS WITH YOU. SHOULD ANY COVERED CODE PROVE
DEFECTIVE IN ANY RESPECT, YOU (NOT THE INITIAL DEVELOPER OR ANY OTHER
CONTRIBUTOR) ASSUME THE COST OF ANY NECESSARY SERVICING, REPAIR OR CORRECTION.
THIS DISCLAIMER OF WARRANTY CONSTITUTES AN ESSENTIAL PART OF THIS LICENSE. NO
USE OF ANY COVERED CODE IS AUTHORIZED HEREUNDER EXCEPT UNDER THIS DISCLAIMER.
8. Termination
8.1. This License and the rights granted hereunder will terminate automatically if You fail to comply with terms
herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses to the
Covered Code which are properly granted shall survive any termination of this License. Provisions which, by
their nature, must remain in effect beyond the termination of this License shall survive.
8.2. If You initiate litigation by asserting a patent infringement claim (excluding declatory judgment actions)
against Initial Developer or a Contributor (the Initial Developer or Contributor against whom You file such
action is referred to as "Participant") alleging that:
a. such Participant's Contributor Version directly or indirectly infringes any patent, then any and all rights granted
by such Participant to You under Sections 2.1 and/or 2.2 of this License shall, upon 60 days notice from Participant
terminate prospectively, unless if within 60 days after receipt of notice You either: (i) agree in writing to pay
Participant a mutually agreeable reasonable royalty for Your past and future use of Modifications made by such
Participant, or (ii) withdraw Your litigation claim with respect to the Contributor Version against such Participant.
If within 60 days of notice, a reasonable royalty and payment arrangement are not mutually agreed upon in
writing by the parties or the litigation claim is not withdrawn, the rights granted by Participant to You under
Sections 2.1 and/or 2.2 automatically terminate at the expiration of the 60 day notice period specified above.
b. any software, hardware, or device, other than such Participant's Contributor Version, directly or indirectly
infringes any patent, then any rights granted to You by such Participant under Sections 2.1(b) and 2.2(b) are
revoked effective as of the date You first made, used, sold, distributed, or had made, Modifications made by that
Participant.
8.3. If You assert a patent infringement claim against Participant alleging that such Participant's Contributor
Version directly or indirectly infringes any patent where such claim is resolved (such as by license or settlement)
prior to the initiation of patent infringement litigation, then the reasonable value of the licenses granted by such
Participant under Sections 2.1 or 2.2 shall be taken into account in determining the amount or value of any
payment or license.
8.4. In the event of termination under Sections 8.1 or 8.2 above, all end user license agreements (excluding
distributors and resellers) which have been validly granted by You or any distributor hereunder prior to termination
shall survive termination.
9. LIMITATION OF LIABILITY
UNDER NO CIRCUMSTANCES AND UNDER NO LEGAL THEORY, WHETHER TORT (INCLUDING
NEGLIGENCE), CONTRACT, OR OTHERWISE, SHALL YOU, THE INITIAL DEVELOPER, ANY OTHER
CONTRIBUTOR, OR ANY DISTRIBUTOR OF COVERED CODE, OR ANY SUPPLIER OF ANY OF SUCH
PARTIES, BE LIABLE TO ANY PERSON FOR ANY INDIRECT, SPECIAL, INCIDENTAL, OR
CONSEQUENTIAL DAMAGES OF ANY CHARACTER INCLUDING, WITHOUT LIMITATION, DAMAGES
FOR LOSS OF GOODWILL, WORK STOPPAGE, COMPUTER FAILURE OR MALFUNCTION, OR ANY
AND ALL OTHER COMMERCIAL DAMAGES OR LOSSES, EVEN IF SUCH PARTY SHALL HAVE

40 Legal Notices
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BEEN INFORMED OF THE POSSIBILITY OF SUCH DAMAGES. THIS LIMITATION OF LIABILITY


SHALL NOT APPLY TO LIABILITY FOR DEATH OR PERSONAL INJURY RESULTING FROM SUCH
PARTY'S NEGLIGENCE TO THE EXTENT APPLICABLE LAW PROHIBITS SUCH LIMITATION. SOME
JURISDICTIONS DO NOT ALLOW THE EXCLUSION OR LIMITATION OF INCIDENTAL OR
CONSEQUENTIAL DAMAGES, SO THIS EXCLUSION AND LIMITATION MAY NOT APPLY TO YOU.
10. U.S. government end users
The Covered Code is a "commercial item," as that term is defined in 48 C.F.R. 2.101 (Oct. 1995), consisting of
"commercial computer software" and "commercial computer software documentation," as such terms are used
in 48 C.F.R. 12.212 (Sept. 1995). Consistent with 48 C.F.R. 12.212 and 48 C.F.R. 227.7202-1 through 227.7202-4
(June 1995), all U.S. Government End Users acquire Covered Code with only those rights set forth herein.
11. Miscellaneous
This License represents the complete agreement concerning subject matter hereof. If any provision of this License
is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
This License shall be governed by California law provisions (except to the extent applicable law, if any, provides
otherwise), excluding its conflict-of-law provisions. With respect to disputes in which at least one party is a
citizen of, or an entity chartered or registered to do business in the United States of America, any litigation
relating to this License shall be subject to the jurisdiction of the Federal Courts of the Northern District of
California, with venue lying in Santa Clara County, California, with the losing party responsible for costs,
including without limitation, court costs and reasonable attorneys' fees and expenses. The application of the
United Nations Convention on Contracts for the International Sale of Goods is expressly excluded. Any law or
regulation which provides that the language of a contract shall be construed against the drafter shall not apply
to this License.
12. Responsibility for claims
As between Initial Developer and the Contributors, each party is responsible for claims and damages arising,
directly or indirectly, out of its utilization of rights under this License and You agree to work with Initial Developer
and Contributors to distribute such responsibility on an equitable basis. Nothing herein is intended or shall be
deemed to constitute any admission of liability.
13. Multiple-licensed code
Initial Developer may designate portions of the Covered Code as "Multiple-Licensed". "Multiple-Licensed"
means that the Initial Developer permits you to utilize portions of the Covered Code under Your choice of the
MPL or the alternative licenses, if any, specified by the Initial Developer in the file described in Exhibit A.
Exhibit A - Mozilla Public License.
"The contents of this file are subject to the Mozilla Public License Version 1.1 (the "License"); you may not use
this file except in compliance with the License. You may obtain a copy of the License at
http://www.mozilla.org/MPL/
Software distributed under the License is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
KIND, either express or implied. See the License for the specific language governing rights and limitations under
the License.
The Original Code is ______________________________________.
The Initial Developer of the Original Code is ________________________.
Portions created by ______________________ are Copyright © ______. All Rights Reserved.
Contributor(s): ______________________________________.
Alternatively, the contents of this file may be used under the terms of the _____ license (the " [___] License"),
in which case the provisions of [______] License are applicable instead of those above. If you wish to allow use
of your version of this file only under the terms of the [____] License and not to allow others to use your version
of this file under the MPL, indicate your decision by deleting the provisions above and replace them with the

Legal Notices 41
Legal Notices

notice and other provisions required by the [___] License. If you do not delete the provisions above, a recipient
may use your version of this file under either the MPL or the [___] License."
NOTE: The text of this Exhibit A may differ slightly from the text of the notices in the Source Code files of the
Original Code. You should use the text of this Exhibit A rather than the text found in the Original Code Source
Code for Your Modifications.

SIL Open Font License 1.1


SIL OPEN FONT LICENSE
Version 1.1 - 26 February 2007
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide development of collaborative font projects,
to support the font creation efforts of academic and linguistic communities, and to provide a free and open
framework in which fonts may be shared and improved in partnership with others.
The OFL allows the licensed fonts to be used, studied, modified and redistributed freely as long as they are not
sold by themselves. The fonts, including any derivative works, can be bundled, embedded, redistributed and/or
sold with any software provided that any reserved names are not used by derivative works. The fonts and
derivatives, however, cannot be released under any other type of license. The requirement for fonts to remain
under this license does not apply to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright Holder(s) under this license and clearly marked
as such. This may include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the copyright statement(s).
"Original Version" refers to the collection of Font Software components as distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting, or substituting — in part or in whole
— any of the components of the Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical writer or other person who contributed to the
Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining a copy of the Font Software, to use, study,
copy, merge, embed, modify, redistribute, and sell modified and unmodified copies of the Font Software, subject
to the following conditions:
1) Neither the Font Software nor any of its individual components, in Original or Modified Versions, may be
sold by itself.
2) Original or Modified Versions of the Font Software may be bundled, redistributed and/or sold with any
software, provided that each copy contains the above copyright notice and this license. These can be included
either as stand-alone text files, human-readable headers or in the appropriate machine-readable metadata fields
within text or binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font Name(s) unless explicit written
permission is granted by the corresponding Copyright Holder. This restriction only applies to the primary font
name as presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font Software shall not be used to promote,
endorse or advertise any Modified Version, except to acknowledge the contribution(s) of the Copyright Holder(s)
and the Author(s) or with their explicit written permission.

42 Legal Notices
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5) The Font Software, modified or unmodified, in part or in whole, must be distributed entirely under this license,
and must not be distributed under any other license. The requirement for fonts to remain under this license does
not apply to any document created using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY, FITNESS
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT, TRADEMARK,
OR OTHER RIGHT. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM,
DAMAGES OR OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL,
OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
ARISING FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM OTHER
DEALINGS IN THE FONT SOFTWARE.

zlib/libpng License with Acknowledgement


Copyright © 2002-2007 Charlie Poole
Copyright © 2002-2004 James W. Newkirk, Michael C. Two, Alexei A. Vorontsov
Copyright © 2000-2002 Philip A. Craig
This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held
liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose, including commercial applications, and to
alter it and redistribute it freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software.
If you use this software in a product, an acknowledgment (see the following) in the product documentation is
required.
Portions Copyright © 2002-2007 Charlie Poole or Copyright © 2002-2004 James W. Newkirk, Michael C. Two,
Alexei A. Vorontsov or Copyright © 2000-2002 Philip A. Craig
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original
software.
3. This notice may not be removed or altered from any source distribution.

Restricted Rights
This clause applies to all acquisitions of Dassault Systèmes Offerings by or for the United States federal
government, or by any prime contractor or subcontractor (at any tier) under any contract, grant, cooperative
agreement or other activity with the federal government. The software, documentation and any other technical
data provided hereunder is commercial in nature and developed solely at private expense. The Software is
delivered as "Commercial Computer Software" as defined in DFARS 252.227-7014 (June 1995) or as a
"Commercial Item" as defined in FAR 2.101(a) and as such is provided with only such rights as are provided in
Dassault Systèmes standard commercial end user license agreement. Technical data is provided with limited
rights only as provided in DFAR 252.227-7015 (Nov. 1995) or FAR 52.227-14 (June 1987), whichever is
applicable. The terms and conditions of the Dassault Systèmes standard commercial end user license agreement
shall pertain to the United States government's use and disclosure of this software, and shall supersede any

Legal Notices 43
Legal Notices

conflicting contractual terms and conditions. If the DS standard commercial license fails to meet the United
States government's needs or is inconsistent in any respect with United States Federal law, the United States
government agrees to return this software, unused, to DS. The following additional statement applies only to
acquisitions governed by DFARS Subpart 227.4 (October 1988): "Restricted Rights - use, duplication and
disclosure by the Government is subject to restrictions as set forth in subparagraph (c)(l)(ii) of the Rights in
Technical Data and Computer Software clause at DFARS 252-227-7013 (Oct. 1988)
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44 Legal Notices

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