Inverting mesh normals (the side on which they are visible) can easily be done by flipping the vertices, as shown to the right
Create an inverted version of the object, see above to make one.
Set it to the desired color
Expand so the inverted shape envelopes the smaller original shape.
You now have a sort of outline. Use Z to do fine adjustments for smaller outlines.
Keep in mind this technique is expensive and should only be used on simple meshes!
There is no sphere primitive but you can make a very spherical cylinder!
You now have a have a pretty round mesh to use!
Faces that are on the inside of the model should not be visible, and even if they are often shouldn't be. Make certain you want to delete the face as there is no way to re-add a face to a mesh. Faces that aren't visible can also be deleted, such as the bottoms of objects or top depending on the camera angle.
By using extrusions instead of more meshes, you can reduce your vertices count. For example, two meshes have 16 vertices, but a cube and it's extrusion would be 12 vertices.
Try to use as few vertices as possible when creating a model.
picoCAD does not have any animation else than the motion of the camera.
However, there are a couple of tricks to add pseudo-animation.
A technique that predates film!
By placing a planes each at different angles you can use the camera to create pseudo animation as it rotates around the frames!
When a mesh face gets to be too large, textures will begin to warp and wiggle.
This a bug but you can use it to create a wavy texture effect, like heat waves!
To fix the bug see **How to fix wiggly large textures.**