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Section 6 - Commands
6.1 - Mouse
6.1.1 - Navigation
6.1.2 - Selection
6.1.3 - Object Manipulation
6.2 - Keyboard
6.2.1 - Fullscreen
6.2.2 - Active Axes
6.2.3 - Creating & Deleting Objects
6.2.4 - Selection
6.2.5 - Position & Orientation
6.2.6 - Scale
6.2.7 - Animation
6.2.8 - Topology & Facets
6.2.9 - Geometry
6.2.10 - Ratio - Torus Inner Radius
6.2.11 - Grid Segments
6.2.12 - Color & Transparency
6.2.13 - Texture Maps
6.2.14 - Hide
6.2.15 - Freeze
6.2.16 - Set Points
6.2.17 - Scene Presets
6.2.18 - State File
6.2.19 - Channel File
6.2.20 - Channel Assignment
6.2.21 - URL recordID Retrieval
6.3 - Command Line
Commands Overview
The primary method for control is through the keyboard and mouse. Additionally, parameters may be passed in from the command line upon application launch.
This section covers each command in detail, for a simple cheat sheet please see the appendix.
The mouse allows for navigating the scene, selecting items, moving objects and scaling child-nodes. The keyboard can do all the functions the mouse is capable of plus additional commands that change both object parameters and global settings. The keyboard responds to multiple simultaneous key presses and may be used simultaneously with the mouse. So you can do a rotation, scale and change color all at the same time while using the mouse to position the selected objects. The mouse can be a lot easier for navigating, selecting and positioning objects.
The typical limit for the maximum simultaneous key presses is usually 2-5 standard keys, plus the modifiers (SHIFT, CTRL, ALT, COMMAND.) The number of simultaneous keys supported depends on which specific keys are being pressed and the keyboard model, (some high-end keyboards feature N-key rollover (NKRO) which do not have this limitation.)
Objects in a selection set appear with a yellow wireframe around them. Note that in addition to selected objects, there is also the active object, which has a red wireframe around it. Most commands will operate on all the selected nodes at once when one of the selected items is also the active node. If the active node is not part of the selection set then only the active node will be effected.
Some commands ignore the selection set and only act on the active object regardless of selection states. Such commands include creating new pins and deleting them.
Some commands are axis specific and depend on the currently active axes ('X' key changes the active axes.) This allows for operations such as non-uniform scaling, setting individual limits and channel assignments.
The 'SHIFT' key reverses the action of several commands like scaling ('Z' key) and changes the speed of translation and rotation when using the keyboard.
A useful animation 'bug' is to change the selection to another object while performing a rotation, the original object will continue to rotate after you release the rotation key (arrows). To do this, while rotating, click with the mouse on another object, or any selection command that changes the active node; press TAB, Select Grid, Select Camera, etc... to initiate the animation state. Also applies to zoom and translate, though an object that is continuously scaling or translating will typically become unwieldily.
*Feature update for the animation 'bug' will provide a method for setting the motion without the need to select a different object.
Note that the 'number keys' apply to the number row across the top of the keyboard and NOT the number-pad.
6.1 Mouse
The mouse 'Default Mode' behavior depends on whether an object is picked or the background is clicked-on. Also, the combination of Left and Right buttons being pressed determines the type of movement. Additional modes include 'Camera Mode', 'Hide Mode' and 'Info Mode'.
You can select multiple objects by Right-Clicking on them or move them by holding down a mouse button while dragging.
Navigation is performed with a Mouse-Drag that is initiated by a Click-Hold on the scene background, (the grid and its texture map are considered part of the background.)
You can lock the mouse into 'Camera Mode' by pressing 'C' for Camera. To return to 'Default Mode' press 'Tab' which will select the previous Pin. Hide and Info modes are switched ON or OFF using either 'Alt+H' or 'Alt+I' keys.
When in 'Info Mode' a Left-Click on an object will display its Text Tag, multiple L-Clicks will toggle the various info display modes. A Right-Click will hide the tag. Note that you can grab objects by there tags.
In 'Hide Mode' a Left-Click will show all sub-branches, (child nodes,) of the object. Right-Click will hide all sub-branches. To hide a root node you can press 'H' key, (without using ALT.)
6.1.1 Navigation - Mouse
R - Hold on background FLY's camera.
L - Hold on background orbits object in both axes of EXAMINER mode XY
L+R - Hold on background orbits and ZOOMS in and out Examiner mode XZ
Note that it is possible to switch directly between Examiner mode XZ and XY by releasing or pressing the right button while continuing to hold the left button.
6.1.2 Selection - Mouse
Clicking on an object effects its selection state. The currently active object is drawn with a red wireframe around it. If it is part of the selection set then a yellow wireframe is drawn
L - Click on an object NOT selected will select it and unselect all others.
L - Click on an object that IS selected will result in no change.
R - Click on object toggles its selection state on/off.
Left-Click
Depends on whether the node being picked is already selected. Selects a single node when clicking on a node that is NOT already selected. If the node IS already selected then will allow dragging all selected nodes.
Right-Click
Toggles the selection status of the node picked, picking an already selected node will un-select it. You can select multiple objects by clicking on them.
The keyboard can also change the selection state of the active object.
6.1.3 Object Manipulation - Mouse
L - Hold on an object NOT selected will drag only the object, DRAGS in XY.
L - Hold on an object CURRENTLY selected will drag all, DRAGS in XY.
R - Hold on an object DRAGS all selected objects in XZ plane (L-R & Up-Down).
Objects can be moved (translated), rotated and scaled using the mouse. Child nodes behave differently from root pins since they are fixed to there parent. The child can be rotated around it's parent and scaled. Scaling is subject to the active axes ('X' key).
The mouse will effect the entire selection set simultaneously, this allows you manipulate groups of objects.
Object manipulation occurs when then the mouse button is held while dragging.
6.2 Keyboard
The following list of keyboard commands gives the name of the function followed by a dash '-' then the default key(s) that are assigned to the function. For example: 'New Node – N' means pressing the 'N' key will create a new node.
6.2.1 Fullscreen - 'ESC'
The application starts up in Fullscreen mode. Pressing 'ESC' will exit Fullscreen and run the app in a window. The console window also becomes visible.
*Currently there is no method to re-enter Fullscreen, likely to change.
6.2.2 Active Axes - 'X'
The active axes determines which axes commands will be applied to. The active axes can either be a single axis or a combination, the default is all three (XYZ). Each press iterates through XY, X, Y, Z and then back to XYZ. SHIFT-X will iterate in the reverse direction.
The only commands that currently use the Active Axes are scaling, limits and channel assignments.
*Some of the new commands planned in the future will also be axes specific.
6.2.3 Creating & Deleting Objects - 'N' 'DEL'
Objects can be individually added or deleted from the scene using keyboard commands. (There are also presets that load sets of objects, see the 'Scene Presets' section.)
New Node - 'N'
'N' key creates a new object, if a root-pin is currently selected it will create another root-pin, the newly created root-pin will be made active. If a child-node is currently selected it will create another child-node attached to the active parent-node. The original child-node will remain selected for easy creation of additional children at the same branch level.
The default geometry for a root-pin is an ice-cream cone looking shape with a single torus around it. The default for child-nodes is a torus. In order to create a child-node you must select the parent you want it attached to. Additional child-nodes are created at the same level spaced around the parent.
Pressing SHIFT-N with a root-pin selected will create additional nodes at the first (primary) branch level. If a grid or camera is selected it will create sub-children, otherwise new cameras and grids are always attached directly to the root-camera or grid.
**left image is of root-node creation and right is child-node creation.
Delete Node - 'DEL'
'DEL' key deletes the active node and all children attached to it. Press and hold to delete multiple objects. Applies only to the active node and not the entire selection set. The root-camera and root-grid are locked and cannot be deleted
*May update delete to effect entire selection set.
6.2.4 Selection - Keyboard
If the active node is NOT part of the selection set (red wireframe) then the command will apply only to the active node. If the node is part of the selection set (yellow wireframe) then the command will apply to all of the selection set.
**Left image is an active object (yellow) that IS part of the selection set. Right image is an active pin (red) that is NOT part of the selection set.
6.2.4.a Object Selection - Keyboard
Essentially there are two types of selection, the active node (drawn with a red wireframe around it) and items that are part of the selections set (drawn with yellow wireframes.) The purpose of the active selection is to allow keyboard traversal of the objects without effecting the selection set. This is needed to add or subtract items from the selection set.
If the item is active but not part of the selection set it will have a red wireframe around it and any commands will only apply to the active object. However if the active object is part of the selection set it will have both the red and yellow wireframe drawn, in which case all items in the set will be effected at once.
The keyboard can be used to change the actively selected node by traversing through the objects. In addition the camera and grid can be selected. Each root-pin is at the same level and are considered siblings.... A pin's tree can be traversed by selecting the child, parent or sibling of the current node.
6.2.4.b Select All - Keyboard - '4'
'4' key toggles selection of all nodes. '~' (tilda) un-selects all nodes. A yellow wireframe will appear around the selected objects.
6.2.4.c Choose Sibling - Keyboard - 'Tab'
If the grid or camera is currently selected then the previous node will be re-selected. If a node is already selected then the next sibling will be selected, (if it exists.) If a root-pin is currently selected then the next root-pin will be made active, (displayed with a wireframe above and around it.) If a child node is selected then the child's sibling will be selected, (if it exists.) If no siblings then nothing will happen. Pressing SHIFT at the same time will iterate through siblings in the reverse order.
Note that if you are unable to choose a sibling root-pin it is likely because the currently active object is a child and not the root-pin. Pressing SHIFT-Enter multiple times will eventually select the root-node of the pin, then you can change to other pins.
**insert image of 3 selected pins, with a root-pin active (red).
6.2.4.d Choose Child or Parent Node - Keyboard - 'Enter'
Selects the child node if it exists, otherwise nothing will happen. Pressing SHIFT at the same time will select the parent node, if the root-pin is currently selected then selecting the parent will do nothing. If the camera or grid is selected then nothing will happen.
6.2.4.e Select/Deselect - Keyboard - 'Spacebar'
Toggles the active node selection set status. If the node is not part of the selection set it will be added and a yellow wireframe drawn around the node. If already part of the selection set then it will be removed from the set and the yellow wireframe will be replaced with a red one to indicate the node is the active object but not part of the selection set.
6.2.4.f Camera Selection - Keyboard - 'C'
If the camera is not currently selected it will select the previously active camera. If the camera is already selected it will select the next camera. The default scene is created with 5 cameras to choose from. Each camera can be positioned separately and the position is stored in the State File.
SHIFT-C will reset the camera position to its default. Each camera has it's own default position.
6.2.4.g Grid Selection - Keyboard - 'G'
If the grid is not currently selected it will select the previously active grid. If the grid is already selected it will select the next grid. The default scene is created with a single default Root-Grid that is centered on the global origin of 0,0,0. Pressing 'Y' or 'SHIFT-Y' will change the total number of X, Y and Z segments that can be added or subtracted.
Note that the root-grid can be scaled but is not allowed to rotate or translate. This restriction is to maintain a defined global coordinate origin.
The secondary grids can be scaled, translated and rotated. Secondary grids may be created by selecting a grid and pressing 'N' for new. Generally all grids are relative to world coordinates, however it is possible to create sub-grids (grids attached to grids) by pressing SHIFT-N.
Scaling and changing the grid segment count is specific to the active axes. With the Z axes active, changing the segment count will add stack layers in 3D.
The primary grid has the default textureID = 1 assigned which corresponds with 'map00001.jpg', this can be changed by pressing 'T'. Note that pressing 'SHIFT-T' will set the textureID = 0 resulting in no texture, the grid lines will remain. If a texture is desired without grid lines, then press 'H' to hide the grid lines, the lines will be hidden, but texture will remain visible. Grid lines also respond to changes in color and transparency, the grid texture is effected by transparency but not color.
6.2.5 Translation and Rotation - (see below)
Translate:
W Forward
S Back
A Left
D Right
E Up
Q Down
Rotate with ARROW keys:
Left rotate left
Right rotate right
Up rotate up (effects rotation of child nodes only)
Down rotate down (effects rotation of child nodes only)
In addition to the mouse, objects and cameras can be positioned and rotated using the keyboard. You first must select the item(s) you wish to manipulate then you can use the keys to translate (WASD gaming standard) and rotate with the arrow keys.
Will apply to all selected objects at once. Press 'C' to select camera or TAB to select pins, also can use the mouse for selecting objects, (for more information see the 'Selection' section of this guide.)
The pins will move in world coordinates, where as the camera moves relative to the direction it is facing.
Torus child nodes can be offset from the parent ring using 'Q' and 'E' keys.
Pressing SHIFT at the same time will increase the speed of an operation.
6.2.6 Scale - 'Z'
Z Scale objects up (SHIFT+Z to scale down)
Mouse Scales child nodes only (mouse vertical axis)
Objects can be scaled up or down using the 'Z' key or the mouse. The mouse will scale a child object but not the root pin, (for more detail see the 'Mouse' section of this document.) Scaling effects the active axes only ('X' key), this allows for both uniform and non-uniform scaling. So if XYZ axes is active then scaling will be uniform or symmetric in all directions. If you scale a pin with only the XY axes active then the pin will get wide or narrow (SHIFT-Z) but stay the same height. If the only Z axis is active then the pin would become taller or shorter (SHIFT+Z) while staying the same width. The active axes effects the uniform or non-uniform scaling of both the root pin and child nodes.
6.2.6.a inner & outer radius
*images showing 3 pins with non-uniform scaling
6.2.7 Animation
A useful 'bug' is to change selection to another object (TAB, New, etc..) while performing a rotation, the object will continue to rotate indefinitely. The same methods also apply to zoom and translate. This is due to the fact that rotations, translations and scale commands set a rate that updates the parameter each cycle. Normally releasing the key sets the rate back to zero. However, if a different object is selected while the key is still down, then the previously selected objects never receives the key-up command. This results in the rate being kept indefinitely.
For example, press '4' to select all, then press the up or left arrow to start rotating, then while holding the arrow key press 'G' to select the grid... now all the objects will continue to rotate, even after releasing the arrow key. To stop an object from rotating, re-select it and press the same key and release.
*The 'bug' that results in animation will be made into a feature providing a specific method to animate without changing selections.
6.2.8 Topology & Facets - 'J'
Iterates through the list of topo types and also changes the geometric primitive to match the topology. You may also change the geometry separately from the topo type. The default topo type for a root-pin is a Pin which stacks its child nodes vertically. Children of either Cube, Sphere or Grid topo types also default to Pins. However, the default topo type for a child of a Pin is a Torus, this is also true for child-nodes of Tori.
Each topo type has its own unique set of coordinate systems, this is what makes it a topology type.
SHIFT-J will change the 'facet' number, this applies to objects such as cubes to assign the node to a particular face.
6.2.9 Object Geometry - 'O' (alpha)
Iterates through the list of geometric primitives. The default pin is typically an ice cream cone and the default child nodes are tori. Primitives include both solid and wireframe objects. Standard objects include a cube, sphere, tetrahedron, torus, and several others, see the Appendix for a complete list. Changing object geometry does not effect the topo type. However, changing topo types will change the geometry type.
Pressing SHIFT iterates in the reverse order.
*Planned support for adding geometric primitives that include FFT surfaces and external 3D models.
**image with variety of primitives
6.2.10 Ratio - 'R'
Changes the ratio value of the selected object. Press "R" to increase, "Shift + R" to decrease. The 'ratio' sets the inner radius of a torus relative to its size. Range is between 0.01 and 1.0, where 1.0 is a donut with no hole and 0.01 is a very thin donut. The default ratio is 0.1 which is equivalent to 10% of the outer radius. Nodes attached to a parent of Torus topo type are positioned relative to the surface, so scale and ratio (inner radius) effect the position.
*Ratio may effect other characteristics depending on geometry and topo type.
6.2.11 Grid Segments - 'Y'
Changes the number of grid segments, both 2D and 3D stacks (layers) are effected by the active axes. If all three axes (XYZ) are active then will add grid segments in both directions on XY plane and add stacks in the Z direction. If you wish to add segments without effecting the number of stacks set the Active Axes to XY. If you want to add just stacks, set the Active Axes to Z. Similar for changing the individual segment count for X and Y directions independently. Using SHIFT will subtract segments.
**images showing different amounts of grid segments
6.2.12 Color & Transparency
9 more translucent (less opaque)
0 (zero) less translucent (more opaque)
Global Settings:
8 Transparency mode (3 alpha modes + none)
B Background between black and white
R Rescale normals toggle
6.2.10.a Index Color - '-' '+'
Object color can be selected by index from a palette of 20 preset colors by pressing the next or previous keys.
**image with different colors
6.2.12.b Color Offset
The color offset shifts the hue by up to one component. The internal values range from 0.0f to 1.0f where a value of 0 is the primary color and 1 would be a full shift by one RGB component. For example a value of 1.0 will result in red becoming green, or green becoming blue, or blue becoming red. This value can be modulated using the Channels CSV file by assigning the Z channel of the object, (see 'Channel Assignment' section for detail.)
*Currently the Color Offset is accessible only with data loaded in from a CSV file. The State File retains the current color offset as well as the channel assignment which can be modulated from the Channels data.
6.2.12.c Transparency - '9' '0'
By default objects are 100% opaque. To make the selected objects transparent press '9' to decrease opacity. Pressing '0' (zero) will increase opacity (less translucent.) Note that there is also a global alpha mode for the entire scene that effects how transparency is calculated.
6.2.12.d Alpha Mode - '8'
Changes the transparency (alpha) mode of the entire scene. The default is a rather standard subtractive transparency. The other modes include a 'Dark', 'Additive' and 'None'. 'Dark' results in an overall darker looking scene that appears highly saturated. 'Additive' is akin to a flame or light beam where each transparent object adds color to whatever is behind it, when several objects stack up they appear brighter. This can be quite useful for data-sets where multiple data-points pile up. Instead of the objects being obscured they will appear to be a bright spot where the data-points/objects overlap. You can also select 'None' to turn transparency off.
Note that in 'Standard' transparency mode objects may range from completely transparent to fully opaque. However, in other modes such as 'Additive' and 'Dark' the objects may not be able to be either fully opaque or fully transparent. This is fundamental to the OpenGL methods used to calculate the various transparency modes.
**images showing the different alpha modes, 3 or 4 with none
6.2.12.e Rescale Normals - 'R'
By default normals are always rescaled, this results in uniform shading of objects regardless of the scaled size. Scaled objects must have their normals (lighting vector for polygons) rescaled in order to have 'proper' lighting. However, not rescaling the normals has the interesting effect of making small objects appear brighter and large ones darker. This may be a desired 'look' since it has the benefit of making it easier to spot small nested groups. This is particularly true when using additive transparency. So with normal rescaling ON everything appears as you would expect it to. With rescaling OFF small objects appear brighter and large ones darker.
Note that re-scaling normals does cause a minor performance loss, so turning it OFF may speed things up a little in situations where the GPU is not very fast.
**image of Rescale Normals ON & OFF
6.2.12.f Background Color - 'B'
Toggle the background color between black and white. Useful for saving ink when printing.
*mouse-background camera selection only works with a black background.
6.2.13 Texture Maps - 'T'
Iterates through the list of textures for the currently active objects, (SHIFT-T for reverse order.) The default for an object is no texture assigned, except for the grid which defaults to textureID = 1, (map00001.jpg). If you do not want a texture on the grid, then select the grid ('G') and press SHIFT-T once to decrement to textureID = 0. This will result in only the grid lines being drawn.
Object textures are also effected by color and lighting parameters, the exception is the grid texture which is always lit 100% white. Textures are loaded at application launch (see 'File Types – Texture Map' section for more detail.) SHIFT reverses the iteration order.
*Planned future support for choosing a texture during runtime.
**image of texture maps on grid and objects
6.2.14 Freeze - 'F'
Toggles freeze state. By default all nodes are not frozen and they can be positioned, scaled and rotated. If frozen then they will stop being updated and not be modifiable. Includes keyboard and mouse controls for position, scale, and rotation. Also stops animation (physics) and live channel data. When selected, frozen nodes appear with a wireframe colored ice-blue.
6.2.15 Hide - 'H'
If hidden, the object will no longer be drawn. However if it is the active object or part of a selection set then the red or yellow wireframe will be drawn around the invisible object. To unhide you can use the keyboard selection methods to navigate to the hidden object and then press the hide key again. Note that hidden objects are not frozen, so animation and live channel data will continue to be updated. If you wish you can freeze and then hide to prevent updates. Child nodes only hide themselves, where as hiding a root-node hides the entire tree.
*add feature to unhide all by selecting all and then pressing hide.
**images of hidden object with wireframe around it, plus un-hidden image
6.2.16 Set Points - '[' ']'
The set point is typically used to restrict an objects movement. Root pins have a default low set point of Z = 0.0 which prevents them from being moved below the surface of the primary grid. This restriction can be turned off by selecting the Z axes (using the 'X' key) and then pressing '[' key (left bracket) will turn off the Z axis low set-point for the current selection.
The set point is applied to all currently active axes. For example, setting an objects low set point with Z axis active will prevent the object from being moved lower then its current position. Similar for the high set point, as a ceiling. Set points for root pins apply to global coordinates. Set points for child nodes are relative to the child coordinate system.
To clear the low set points press SHIFT + '[' or SHIFT + ']' to clear high set point. Will clear the set point for current selection based on the active axes ('X' key.)
*Update set-point for children to restrict rotation around the parent.
6.2.17 Scene Presets - '5' '6' '7'
Loads a preset scene. There are 3 hard-coded preset scenes that can be loaded by pressing the corresponding number keys 5, 6, and 7. Note that you can load the presets repeatedly and the additional set of objects will be positioned relative to the currently active node.
6.2.18 State File - Load & Save
L Load ANTZ0001.CSV (Open)
K Keep ANTZ0001.CSV (Save)
1 Load ANTZ0001.CSV (SHIFT+1 to Save)
2 Load ANTZ0002.CSV (SHIFT+2 to Save)
3 Load ANTZ0003.CSV (SHIFT+3 to Save)
The State File contains the entire scene, including all object parameters and camera locations. Some global parameters are not stored such as Alpha Mode, Grid Segments, Background Color....
It is possible to merge scenes by loading multiple files into the same scene. Camera and grid parameters will be what the last file loaded sets them to.
*future support for storing global parameters.
6.2.18.a Keep State – 'K'
Saves the scene to the CSV file 'ANTZ0001.CSV', more detail is provided in the 'File' section of this document.
6.2.18.b Load State – 'L'
Loads the scene from the CSV file 'ANTZ0001.CSV'
*Keep and Load will be updated to allow choosing a file using the standard OS file dialog box.
6.2.18.c Quick State - '1' '2' '3'
Loads or Saves the State File to a preset filename. Pressing either 1, 2 or 3 will Load the corresponding state file 'ANTZ0001.CSV', 'ANTZ0002.CSV' or 'ANTZ0003.CSV'. To Save the state file press SHIFT-1, SHIFT-2, or SHIFT-3.
6.2.19 Load Channel File - 'P'
Loads the Channel File into memory and starts playing the file. The default name is "TNG00001.CSV", see the 'File - Channels' section and appendix for more info.
*Will add a file dialog box for the user to select a specific file.
6.2.20 Channel Assignment - '<' '>'
The Channel Assignments allow for objects to be animated based on the data contained in the Channels File. Channels may be mapped to position, scale and color offset, depending on the object type. This allows for time based data to move a pin along a path or a child node to change position and scale. There is also a Color Offset channel ('Z') that allows for a hue shift that can be animated with time.
Normally all objects have their XYZ channels set to zero which is equivalent to no channel assigned. If you want to animate the Color Offset then first select the object(s) then make 'Z' the Active Axes. Now press either '<' or '>' keys to change the channel assigned. This may be done either before or after loading the Channels File, though nothing will change until the file is loaded. The Color Offset shifts the hue of the current color so that red becomes green, green becomes blue, and blue becomes red.
To animate position of a selected root pin set the Active Axes to XY and then change the channel. Child nodes are different in that the X axis is mapped to the position around the parent and the Y is scale, Z remains Color Offset.
See the 'File Types – Channels' section for additional info.
*Future support will include live IO channels such as audio, EEG, light, temperature and video.
6.2.21 URL recordID retrieval - 'U'
Opens the default system browser with the currently active objects recordID appended to the specified URL. This can be used to retrieve and display additional information about a particular object using a standard browser.
The default URL is hard-coded and appears as:
'http://openantz.com/id.html?id=0'
To set the URL you may pass it in as a command line parameter, see the 'Command Line' section for more info.
6.3 Command Line
The application excepts 2 types of command line parameters, files to load at startup and the URL used for recordID retrieval through the system browser.
You may pass multiple files:
C:\apps>antz.exe antz0001.CSV antz0002.CSV
This can also be combined with the URL, which must start with 'http'.
C:\apps>antz.exe antz0001.CSV antz0002.CSV http://myDomain.com/recordID.html
This will open both CSV files and set the recordID URL.