Refer to the ' Layout Controls' section for further details regarding its options.
RMB+clicking on the thumb will present users with a series of options regarding the frame. The Thumb will usually be a dark gray until a viewport becomes active in which case it will turn orange (To make any viewport 'active', simply click anywhere within the window frame). In the upper left corner of the window is a small dimple, called the Thumb, followed by three capsule shaped buttons. To get the most of the 3D views, there are also many additional controls users can directly access when necessary. All of these work together providing important feedback to speed and enhance the overall workflow. Also within the 3D viewport, there are "heads-up" displays, text and information overlays that give users pertinent information with regards to items visible within the viewport as well as guides to selections and the currently selected tool. Think of it as a construction plane, dynamically adjusting to the most appropriate angle. While the ground plane is purely for reference purposes, the Work Plane's purpose is to show the user where in 3D space will objects get created.
The lighter grid represents the Work Plane also dynamic depending on users rotational orientation to the world. Each square of that grid represents a fixed distance, since this grid is dynamic depending on the zoom level, a small display in the lower right corner gives users the "real world" equivalent measurements for each square unit, in the case above it is 50mm. The dark grid represents the ground plane the zero position of the y (or Up) axis. When examining the viewport, one should notice that there is a dark grid moving in perspective off into the distance some, with another coarser light colored grid perpendicular to the dark one.
When MODO is opened for the first time, it opens to the default 801 'Model' interface with a large 3D GL viewport set to 'Perspective' view. There are numerous functions within the 3D viewport that allow users to customize what is seen and how it is seen, depending on the task at hand. With so many jobs to do, it's important that it be flexible as well. It serves many purposes, allowing users to generate and manipulate geometry using any of MODO's many tools users can sculpt, paint, animate, deform, move elements about, and position cameras and lights. The 3D viewport is where users will likely spend their greatest amount of time when working in MODO it is the window into MODO's virtual 3D world.