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The scene editor

The scene editor is where you turn a drawing into structure. A scene is one view you're tracing — a foundation plan, a framing plan, or an elevation — and the editor gives you a precise 2D canvas to place grids, dimensions, columns, beams and braces right over the drawing, with the copilot detecting most of it for you.

The scene editor: tool rail, canvas underlay and inspector

The screen has four parts: a head bar across the top, a tool rail down the left, the canvas in the middle, and the inspector on the right.

Creating a scene

You make a scene two ways:

  • from the Build panel, or
  • by outlining a region on a vector drawing in the page viewer.

The New scene dialog asks for a name, a view typeFoundation plan, Framing plan or Elevation — and, optionally, the page to build over so the drawing shows through as an underlay.

In the Build panel, each scene row has a delete ×, and a globe badge marks any scene you've already committed to the world model.

The tool rail

Down the left edge are the drawing tools. Each has a one-key shortcut:

IconToolKeyWhat you place
CursorSelect / PanVNothing — select and move around.
Vertical commitGrid lineGGrid lines, which you name.
RulerDimension / CalibrateKBay distances, and the drawing scale.
SquareColumnCA column at a grid intersection.
Horizontal commitBeamBA beam across a bay.
SlashBraceXA brace.
FitFit viewFFits the scene in the canvas.

The tools unlock progressively — you set up the grid first, calibrate the scale, then place members onto it — so you build in the right order.

Detecting with AI

When a drawing underlay is present, the AI detect tools appear (also on the canvas right-click menu). These are the copilot doing the first pass so you just review:

IconDetect stepWhat the copilot finds
GridDetect grid linesThe grid.
RulerCalibrateDimension ticks and bay distances → the scale.
ColumnsDetect columnsThe columns.
TagsMatch column profilesThe section size on each column.
Horizontal commitDetect beamsThe beams.
TagMatch beam profilesThe section size on each beam.

Each shows a spinner while it runs, and its narration appears in the copilot panel (Plegma, Metron, Kion, Trabecula).

Reviewing detections (auto-play)

After the copilot detects something, use Review detections to check its work without hunting. It's an auto-play tour: it builds an ordered list of everything that was detected and steps through it one item at a time, flying the canvas to each so it's centred and in context.

A small review HUD gives you the transport controls:

  • Play / Pause the tour — it auto-advances on its own and stops at the end.
  • Prev / Next to step through by hand.
  • A scope chooser to review just one category at a time (only grid lines, only columns, and so on).
  • Delete the current item straight from the review if the copilot got it wrong.
  • Exit (or Esc) to leave the tour. The HUD is draggable, so park it wherever it's out of your way.

It's the fastest way to verify a whole detected grid or set of members before you commit.

Working on the canvas

  • Selection switches (Select tool) — choose whether a click selects Members or the Grid.
  • Snap switches (member tools) — Snap grid locks placement to grid intersections; Free lets you place anywhere.
  • Layer chips (bottom-right, colored dots) — click to hide or show Grid, Offsets, Distances, Columns, Beams and Braces.
  • Contextual toolbar — click a member or dimension and a small toolbar appears with Delete and Esc (deselect).
  • Right-click the canvas for the detect steps, Delete, and Fit view.

The inspector

The right-hand inspector changes with the tool you're using.

  • Scene toolbar — a cut level selector, a North compass dial with a degrees readout, a Fill from knowledge button (pre-fills member properties from the design spec), and an underlay opacity slider.
  • Grid tool — the list of grid lines (named and offset), each with an editable angle, elevation, rename and delete.
  • Calibrate tool — a Find text box, and the recorded dimensions, with a ⚠ flag on any that conflict.
  • Member toolsProfile, Grade, top-of-steel offset, orientation (H·0° / I·90°), a shared schedule table and the member table.

At the top of the inspector, select-scope tabs switch between:

TabWhat it holds
SceneThis scene's members.
Levels 🔗The shared elevation ladder — add, rename and set the elevation of each level.
Schedules 🔗Shared member schedules.

The 🔗 tabs are shared across scenes, so a level or schedule you set once applies everywhere.

The head bar: validate, commit, save

The head bar shows the scene name, its view type, the scale (e.g. imperial / uncalibrated), and whether it's in world. On the right:

Validate

The Validate button checks the scene and changes to show its state:

IconStateMeaning
List-checksValidateReady to check.
LoaderValidatingChecking now.
Alert + countIssues foundClick to see each finding.
Badge-checkValidPassed.

When issues are found, a dropdown lists each with a human label and a Fix: hint, and clicking one zooms the canvas to the element in question. These are the same items that appear in the RFIs panel.

Commit

The Commit button (globe) pushes the scene's verified facts into the coordinated model. This is the one and only way facts get into the model — so you always know a committed member was checked first.

Undo, redo, save

IconActionShortcut
UndoUndo⌘/Ctrl + Z
RedoRedo⌘/Ctrl + Shift + Z
SaveSave⌘/Ctrl + S

A save indicator shows Saving…, unsaved (click to save) or all saved. You can also collapse the inspector with the panel toggle to give the canvas more room.

The status bar

Along the bottom: a live cursor readout and running counts — grid lines, levels, members, and the unit system.

Next

Once you've validated and committed, open the coordinated model to see everything come together in 3D.

Fablnx — the AI copilot for structural steel design & detailing. · Version: Unreleased