The OpenGL view displays the model is 3D. It can be viewed as smooth shaded, flat shaded, wire-frame or points. It can also display the object as a whole in a 'skinned' view, or display only specifc layers.
Skinned view displays the object with a skin overlay stretched across all active layer and muscle definitions. The higher the grid resolution, the more finely detailed the resulting model and muscle defintions will appear. Most models will have several layers used in creating the basic skinned surface of the object, with a few other layers used to add additional external details such as eyelids, nostrils, lips, hair and clothes.
The main object is usually viewed and exported in this skinned version, but with the detail layers deactivated. The detail layers are then viewed, edited and exported separately, using the layered view.
Layered view allows specific layer(s) to be viewed independent of the rest of the object. This is useful for determining exactly where specifc muscles will merge, overlap, or otherwise interact with each other. It is also useful for displaying and revising specific component layers, such as clothes or hair, or other external overlays such as eyelids, nostrils and lips.
(See also OpenGL Mouse Commands, Default Texture ID's)
The UV Grid view displays the object and muscle definitions in uv space. This is a simple rectangular grid with lines showing the positions of the various muscles, and small rectangles displaying the curve control points. This view also has the option of displaying information for specifically selected layers.
(At present, this option is view only. Enhancements are underway to allow interactive mouse editing of muscle position, size and shape.)
The Image Map display will show the muscle defintions as a displacement (or height-field) map. This image can be exported and rendered as a standard height-field. For those renderers that support displacement mapping, the exported image can be rendered as a displacement map (or in the case of BMRT/PR-Man, a displacement shader.)