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The interface

Every part of the window, named. The rest of this documentation points at these things without describing them again.

The AM Landmark window on the Landmarks page

The caption bar at the top, the toolbar under it, the page rail down the left, the landmark list filling the middle, the row of actions under it, and the status bar at the bottom.

The window itself

AM Landmark draws its own title bar rather than using the operating system's, so it looks the same on Windows, macOS and Linux and matches the other AM tools sitting beside it.

Part What it is
Caption bar The product mark, the name, and the version. Drag any empty part of it to move the window. The ✕ on the right closes it.
Toolbar The actions that apply whatever page you are on.
Page rail The six pages. Your place is remembered between sessions.
Page area Whatever the current page shows.
Status bar What just happened, and how many landmarks are in the list.

The window resizes from any edge or corner, not just the bottom-right, and it floats on top of Maya by default (Settings → Keep the window on top).

The toolbar

The toolbar: new, assign, select faces, mirror, frame, isolate, refresh, and the selection read-out

Button Does
New landmark Creates a landmark from the current face selection and asks for its name. Ctrl+N
Assign Assigns the selected landmark to the current selection.
Select faces Selects the faces wearing the selected landmark.
Mirror Runs Mirror Assignments with whatever the Symmetry page is set to.
Frame Selects the landmark's faces and frames them in the viewport.
Isolate Isolates those faces in the active viewport. Press again to turn isolation off.
Refresh Rebuilds the list from the scene. F5
Help A short reminder of what each page is for.

On the right, above the help button, is the selection read-out — 342 faces selected, 1 object selected, nothing selected. It follows Maya's selection live, so you can tell whether an assign is about to do what you think.

The page rail

The six pages: Landmarks, Create, Symmetry, Data, Utilities, Settings

Page For
Landmarks The working list: create, assign, select, recolour, rename, group, delete.
Create Palette generators with a live preview.
Symmetry Mirror assignments across the plane.
Data Save and load landmark sets.
Utilities Coverage, shells, transfer, vertex-colour bake, cleanup.
Settings Preferences.

The landmark list

The list header: Landmark, Shader, Group, Faces

Column Shows Editable
Landmark The colour chip and the shader's name. Double-click to rename in place.
Shader The node type it currently is — surfaceShader, lambert, blinn… Double-click to open the type menu.
Group The label you filed it under. Double-click to edit in place.
Faces How many faces are wearing it right now. Read-only.

Click a column header to sort by it. Above the list are the filter field (type to narrow by name) and the group filter (show one group at a time).

The row of actions

The actions under the list: new, duplicate, rename, group, colour, shader type, shader node, recolour, sort, assign, clear, delete

Button Does
New landmark from the current selection
Duplicate the selected landmark
Rename
Put the selected landmarks in a group
Pick a new colour
Change the shader type
Select the shader node and open the Attribute Editor
Re-spread the selected landmarks' colours with the current generator
Report the list in hue order
Assign to the current selection
Send those faces back to lambert1
Delete the selected landmarks

Everything here is also in the right-click menu, which has a few entries besides.

The right-click menu

The full right-click menu on a landmark row

Grouped by what they touch:

Group Entries
The scene selection Assign to Selection · Select Faces · Select Objects · Frame in Viewport
The shader node Show in Attribute Editor · Select Shader Node · Select Shader + Shading Group · Show in Hypershade
The landmark itself Rename… · Set Group… · Set Notes… · Pick Colour… · Change Shader Type ▸ · Copy Hex · Duplicate
Whole-pass actions Mirror Assignments · Save Selected…
Destructive Clear Assignment · Delete

The status bar

The status bar reading Ready, with the landmark count on the right

Every action reports here rather than in a dialog: how many faces were assigned, how many landmarks were converted, what the mirror matched. Failures stay on screen instead of fading, and turn red.

On the right is the number of landmarks currently shown — which is the filtered count, so it tells you how many rows your search matched.

Why a status line and not a pop-up

Almost everything this tool does is reversible and low-stakes, and a modal dialog for each would make a twenty-landmark pass into forty clicks. The dialogs that remain are the ones that ask a real question: deleting landmarks, adopting materials, and load reports that mention meshes the scene does not have.