GUI elements explained
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A component named Bracket with a number of bodies comprising it in the project tree.
A
component represents a working set of
meshes,
skins, and
lattices, including
surface lattices. You can have multiple components loaded at once, and they are independent and do not interfere with each other. The elements inside a component are called
bodies.
An actual
mesh. When beginning to generate lattices and hollow bodies ("skins"), a mesh is generally where you begin your work.
A
skin is the dataset of a mesh where its triangles have been assigned a thickness. Effectively, a skin is the dataset of a hollow part.
A
lattice is the dataset of a volume-filling beam structure. Usually, such a lattice has been generated from a mesh.
A
surface lattice is the dataset of a structure derived from a mesh's wireframe.
The
role specifies how a body is handled when a part is generated from a
component.
solid, meaning that they appear in the final output.
trimming and
voiding, respectively).
ignored.
Roles are also automatically set for an existing body you use it to create a new one. You can adjust this by checking or unchecking the relevant options in the context view whenever you are about to create the new body.
visible to
invisible.
ignored from the part output.
To generate a mesh part on the original platform, several methods are available, each with their specializations, advantages and drawbacks.
Rasterization options
Lattice meshing options (legacy only)

The four variants of smoothing: None, coarse, fine, superfine.