If you want mesh only result, export as Wavefront (.obj) format.
Choose GL Transmission Format (.gltf) to export all results in one gltf file, the results including autogenerated Meshes, Skeleton, and Materials.
Because .gltf is a very new format, not every 3D software officially supports it, and there are some plugins for blender to support gltf export and import, but mostly are buggy at current stage.
You can use Don McCurdy's online website, glTF Viewer https://gltf-viewer.donmccurdy.com/ to check your exported result.
Change the canvas background image, usually should be a turnaround reference sheet which has at least two profile showed.
Edit
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Add...
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Swith to edit mode, get ready to add node.
Undo
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Recover the last Document Snapshot from Undo Stack.
Redo
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Reverse of Undo.
Delete
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Delete selected nodes from canvas.
Break
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Break selected edges, insert a new node in the middle of the edge.
Connect
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Connect selected two nodes.
Cut
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Copy then Delete selected nodes.
Copy
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Copy selected nodes.
Paste
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Paste nodes from Clipboard.
H Flip
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Flip selected nodes horizontally.
V Flip
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Flip selected nodes vertically.
Align to Center
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Align selected nodes vertically with center anchor. Normally, the center anchor(a Triangle) is not show up, you can turn on the Part Mirror to make it visible, then turn Part Mirror off, the centor anchor would not gone once showed.
Select All
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Select all nodes. Each node have two profile items, only main profile get selected.
Select Part
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Select all nodes which sit in the same part with the hovered or checked node.
Usually, you will no need to use this, because the Rendered Model always show. But if you can not find the Rendered Model and you are sure the generation is done, then maybe it goes to some weird position, you can use this menu item to reset it's position.
Toggle Bones
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The skeleton would also been autogenerated after meshes got generated.
Toggle this item to show or hide the Rendered Skeleton from canvas.