|  | 
Open the Toggle View Setup UI by choosing ToggleView
    Setup… from the Extras menu in the bcsUI. You can also
    open it using the MEL statement: DPK_toggleViewSetup;If you’ve already played around with the values, you can reset them to
    their defaults using “File->Reset Settings”.Choose the camera that should be moved when the setup is toggled. In most
    cases, this should be “persp”—the perspective camera you’re
    using to model.For the other settings, see 10.4 UI Reference.Select the object for which you want to create a Toggle View
    setup. | Hint         To have more than one object in the Toggle View setup, simply
        select a group node containing them all. Note that settings that
        affect an object directly, like a new material and a Toggle
        Smoothing setup, will only be applied to the first polygon shape
        node found. | 
Click the Create Setup button. 
Make sure you have a Toggle View setup in the scene. See
Creating the Setup for how to create one.Also make sure you’re looking through the camera that was configured for
    the setup.Move the camera so that you can see the original object.Press the hotkey that you have configured to trigger a Toggle
    View setup. See 10.2 Installation for how to set up this hotkey.You should now see the duplicate of the original object at the exact same
    place in front of the camera.Press the hotkey repeatedly to toggle between the original and the
    copy. Note that an undo only affects the last “real” change to
    the scene. Toggle View and Toggle Smoothing setups work
    outside of the undo-chain, allowing you to focus on the modeling no matter
    how often you toggle the view. 
Following the above steps for using the setup, you can model dataPoint
geometry and quickly see the resulting deformation in action: 
Create an AnimUI setup for the attributes that deform the face.
    For more information on the AnimUI, please see:https://dpk.stargrav.com/pafiledb/pafiledb.php?action=file&id=3
Open the AnimUI either normally or as a panel.Set up and display the shortest possible names for the attributes, so that
    you get the maximum possible space for the sliders.Configure the AnimUI to hide the Key and Key
    All buttons and maximize the slider area. 
    (Hiding the Key All button will be implemented in the next
    version.)
    The AnimUI should now look similar to this: 
Hide the original head (either directly or using a display layer).In the bcsUI, double-click a dataPoint in order to model its
    shape. The created object should be at the exact same place where the
    original head has been.Without changing the selection, you can quickly switch to the copy using
    the Toggle View hotkey and validate the vertex movement using the
    AnimUI. |  |