There is a tutorial video here.
This section deals with using Firestorm to build, edit and terraform in SL. These functions are all handled from the same window, which will change appearance based on context, what you're doing. A sample of the build window is shown to the left, showing what it looks like when you enable build mode.
There are 5 operations that will cause this window - or a variant of it - to open:
Zoom: activated with Ctrl-1
Move: activated with Ctrl-2
Edit: activated with Ctrl-3
Build: activated with Ctrl-4, Ctrl-B, or the Build button (if enabled).
Terraform: activated with Ctrl-5
These functions can also be activated once the toolbox is open, by clicking the appropriate icon at the top.
Notice that at the bottom of the toolbox window, there is a narrow horizontal bar with an up arrow; if you click that, the toolbox collapses upward, hiding most details from view, but making more of the screen visible.
The zoom functions are all in the upper potion of the window; the remainder is not used here.
There are 3 radio buttons and a slider:
Zoom: This allow you to focus your camera on a specific spot and zoom in or out. You can control the degree of zoom using the slider to the right of the buttons, or by left clicking the spot, then moving your mouse forward or back. Side-side motion on the mouse will rotate the camera round the selected spot.
Orbit: Rotates the camera around the selected spot on screen.
Pan: Move the camera laterally or front-back, but without zooming or rotating.
See this page for other ways to controls camera.
The move functions are all in the upper portion of the window; the remainder is not used.
Note that object movement done this way is very imprecise. For greater precision, use edit mode, described below.
There are 3 radio buttons:
Move: Selecting this, then clicking on an object, will move the object horizontally, keeping its height fixed.
Lift: This is similar to the above, but also allows you to move the object up or down.
Spin: This selection allows you to rotate the object in any direction.
Note that 2 of these functions can be done without having to bring up the toolbox window:
The upper portion of the toolbox window in Edit mode contains several radio buttons, check boxes and normal buttons which control edit behavior. The remainder of the window deals with object properties.
You may select more than one prim or object for editing. While in Edit mode, click on the first one, then press and hold the Shift key to select more. If you select one by mistake, simply click it again (while still holding the Shift key).
If you are selecting single prims as opposed to linked sets (objects), then the last selected prim is special, if you decide to link all the selected prims; it will become the root prim of the linked set.
Move: When this is selected, a set of arrows is shown centered on the object. You can click and drag these to move the object in specific directions in 3D space. You will also notice triangles with 2 colors. These allow movement in two directions along a plane. The colors indicate the direction:
Red: movement along the global/local X axis
Green: movement along the global/local Y axis
Blue: movement along the global/local Z azis
Rotate: If you select this (or simply press the Ctrl key while in edit mode) the directional arrows turn into colored circles. Clicking any of the 3 circles allows you to rotate the object round the corresponding axis. Again, the colors correspond to the axis, as above. Clicking within the sphere bounded by the 3 circles allows for free rotation of the object.
Stretch: if you select this (or press Shift-Ctrl while in Edit mode), you will be able to resize the object in 3D. (NOTE: This is not available if the object is no modify!) You will see 8 white “handles”; you can click and drag any of these to stretch (resize) the object.
If you are working with a single prim, you will also see 3 pairs of colored handles, which allow for resizing in specific directions. And again, the handle colors indicate the specific axis.
Select Face: Select this option then click on a prim face to select just that for editing. This is only useful for certain editing functions, such as texturing.
This activates the prim alignment function. Use of this is best explained in this tutorial video
by the tool's creator, Qarl Fizz.
Edit Linked: When you first enter edit mode, you will be editing entire objects. Selecting this allows you to edit individual prims in a linked set.
Stretch Both Sides: If this is enabled, stretching an object or prim will cause it to stretch in both directions (or all, depending on whether you are using a colored or a white handle to stretch). If this is disabled, the prim or object will stretch only in the direction of the handle you are using.
NOTE: If you use the middle mouse button, rather than the left mouse button, when strteching, the function of this checkbox will be temporarily reversed. So for example, if you have it enabled, using the middle mouse button will behave as if the checkbox were disabled.
Stretch Textures: If this is enabled, then when you resize an object, textures will stretch with it. This is useful if you are resizing a prim with a photo on it, for example. If instead you are resizing, say, a floor, you may wish the texture to look the same as before, so you can disable the stretch here, preserving the repeats per m.
If enabled, then an object will snap to the edit grid when being moved or rotated. Clicking the arrow to the right will open a window with grid options
Edit Axis at Root: Useful when editing linked set, this set the edit axis at the cenetr of the root prim, rather than at the geometric center of the object.
Show Highlight: If this is enabled, the object being edited will have a glowing outline, to visually distinguish it from non-edited objects. If the object is a linked set, all prims will have a blue outline, except for the root, which will have a yellow outline.
Then come four buttons:
Left/Right Arrows: If you are in Edit Linked mode (described above), and have selected a single link of a link set, these arrows cycle through the links in the link set. (Equivalent to using the Ctrl-. and Ctrl-, shortcuts.)
If several objects are selected, and all are modifyable, then you may be able to link them into a single linked set (depending on linkability rules
Note: you can also link objects by pressing Ctrl-L.
Unlink: If one or more objects are selected, and are modifyable, then you can unlink them by clicking this.
Note: you can also unlink objects by pressing Shift-Ctrl-L.
Finally, if you have one or more objects selected, you will see information indicating how many objects are selected, the total land impact 1) Also shown is the number of free prims remaining on the region. For details, click the “More Info” link, which opens the Object Weights window.
The remainder of the Edit window is divided into tabs. Each one is covered separately; click the links for more information:
The toolbox window for Build mode is shown at the top of the page.
On the left of the upper section are a series of 16 icons, each representing a different type of basic prim that you can create. Most of these types can be changed one they have been created, in Edit mode.
To the right are a few options:
Keep Tool selected: Normally, when you create a new prim, you are then immediately switched into Edit mode. If you enable this, you will instead remain in Build mode so you can continue creating prims.
Copy selection: This is a very powerful feature which allows you to create a series of perfectly aligned prims, perfectly touching. Very useful for building floors and walls. To use it, first select a prim to copy from, in Edit mode. Then go into Build mode, enable this, and touch a face of the selected prim. A new prim will be created, adjacent to the face you touched, and it will be an exact copy of the originally selected one.
This works not only with single prims, but also with linked sets. It will also work with objects not made by you, as long as the object is copyable for you.
There are two sub-options here:
Center Copy: Creates the new object on the center of the object face upon which it is created.
Rotate Copy: Matches the rotation of the new object to the rotation of the object upon which it is created.
In Second Life, the term “rezzed” is frequently used; it has multiple meanings, depending on context. You can “rez an object”, which means either to create a new one, or to drag one out from your inventory. It is also used to refer to textures on objects or avatars which have fully rendered on screen: an object/avatar is “rezzed” when all textures appear properly; they are “not rezzed” when textures are blurry or missing entirely.
The rest of the window is essentially the same as for Edit mode; some fields will be unavailable, as they do not apply to a prim that doesn't yet exist. However, you can use the enabled fields, on the various tab, to indicate the exact properties of the prim you wish to create.
Note: select prim properties can have defaults set in Preferences → Firestorm → Build 1.
This tool is covered separately; please click here for more information.
See this page for documentation on Firestorm 4.6.7 (42398) and earlier.