ai-auto-train-unreal-engine5.5-metahumans-vllms-reasoning-video-game-builder-app
/
primitives.rst.txt
| .. _bpy.ops.mesh.primitive*add: | |
| ********** | |
| Primitives | |
| ********** | |
| .. admonition:: Reference | |
| :class: refbox | |
| :Mode: Object Mode and Edit Mode | |
| :Menu: :menuselection:`Add --> Mesh` | |
| :Hotkey: :kbd:`Shift-A` | |
| A common object type used in a 3D scene is a mesh. | |
| Blender comes with a number of "primitive" mesh shapes that you can start modeling from. | |
| You can also add primitives in Edit Mode at the 3D cursor. | |
| .. figure:: /images/modeling_meshes_primitives_all.png | |
| Blender's standard primitives. | |
| .. note:: Planar Primitives | |
| You can make a planar mesh three-dimensional by moving one or more of the vertices out of its plane | |
| (applies to *Plane*, *Circle* and *Grid*). | |
| A simple circle is often used as a starting point to create even the most complex of meshes. | |
| Common Options | |
| ============== | |
| These options can be specified in the :ref:`ui-undo-redo-adjust-last-operation` panel, | |
| which appears when the object is created. | |
| Options included in more than one primitive are: | |
| Generate UVs | |
| Generates a default UV unwrapping of new geometry. | |
| This will be defined in the first UV layer (which will get added if needed). | |
| Radius/Size, Align to View, Location, Rotation | |
| See :ref:`Common Object Options <object-common-options>`. | |
| Plane | |
| ===== | |
| The standard plane is a single quad face, which is composed of four vertices, four edges, and one face. | |
| It is like a piece of paper lying on a table; | |
| it is not a three-dimensional object because it is flat and has no thickness. | |
| Objects that can be created with planes include floors, tabletops, or mirrors. | |
| Cube | |
| ==== | |
| A standard cube contains eight vertices, twelve edges, and six faces, | |
| and is a three-dimensional object. Objects that can be created out of cubes include dice, | |
| boxes, or crates. | |
| Circle | |
| ====== | |
| Vertices | |
| The number of vertices that define the circle or polygon. | |
| Fill Type | |
| Set how the circle will be filled. | |
| Triangle Fan | |
| Fill with triangular faces which share a vertex in the middle. | |
| N-gon | |
| Fill with a single :term:`n-gon`. | |
| Nothing | |
| Do not fill. Creates only the outer ring of vertices. | |
| UV Sphere | |
| ========= | |
| A standard UV sphere is made out of quad faces and a triangle fan at the top and bottom. | |
| It can be used for texturing. | |
| Segments | |
| Number of vertical segments. Like the Earth's meridians, going pole to pole. | |
| Rings | |
| Number of horizontal segments. These are like the Earth's parallels. | |
| .. note:: | |
| Rings are face loops and not edge loops, which would be one less. | |
| Icosphere | |
| ========= | |
| An icosphere is a polyhedral sphere made up of triangles. | |
| Icospheres are normally used to achieve a more isotropical layout of | |
| vertices than a UV sphere, in other words, they are uniform in every direction. | |
| Subdivisions | |
| How many recursions are used to define the sphere. | |
| At level 1 the icosphere is an icosahedron, a solid with 20 equilateral triangular faces. | |
| Each increase in the number of subdivisions splits each triangular face into four triangles. | |
| .. note:: | |
| Subdividing an icosphere raises the vertex count very quickly even with few iterations | |
| (10 times creates 5,242,880 triangles), | |
| Adding such a dense mesh is a sure way to cause the program to crash. | |
| Cylinder | |
| ======== | |
| Objects that can be created out of cylinders include handles or rods. | |
| Vertices | |
| The number of vertical edges between the circles used to define the cylinder or prism. | |
| Depth | |
| Sets the starting height of the cylinder. | |
| Cap Fill Type | |
| Similar to circle (see above). When set to none, the created object will be a tube. | |
| Objects that can be created out of tubes include pipes or drinking glasses | |
| (the basic difference between a cylinder and a tube is that the former has closed ends). | |
| Cone | |
| ==== | |
| Objects that can be created out of cones include spikes or pointed hats. | |
| Vertices | |
| The number of vertical edges between the circles or tip, used to define the cone or pyramid. | |
| Radius 1 | |
| Sets the radius of the circular base of the cone. | |
| Radius 2 | |
| Sets the radius of the tip of the cone. which will create a frustum (a pyramid or cone with the top cut off). | |
| A value of 0 will produce a standard cone shape. | |
| Depth | |
| Sets the starting height of the cone. | |
| Base Fill Type | |
| Similar to circle (see above). | |
| Torus | |
| ===== | |
| A doughnut-shaped primitive created by rotating a circle around an axis. | |
| The overall dimensions can be defined by two methods. | |
| Operator Presets | |
| Torus preset settings for reuse. These presets are stored as scripts in the proper presets directory. | |
| Major Segments | |
| Number of segments for the main ring of the torus. | |
| If you think of a torus as a "spin" operation around an axis, this is how many steps are in the spin. | |
| Minor segments | |
| Number of segments for the minor ring of the torus. | |
| This is the number of vertices of each circular segment. | |
| Torus Dimensions | |
| ---------------- | |
| Add Mode | |
| Change the way the torus is defined. | |
| Major/Minor, Exterior/Interior | |
| Major Radius | |
| Radius from the origin to the center of the cross sections. | |
| Minor Radius | |
| Radius of the torus' cross section. | |
| Exterior Radius | |
| If viewed along the major axis, | |
| this is the radius from the center to the outer edge. | |
| Interior Radius | |
| If viewed along the major axis, | |
| this is the radius of the hole in the center. | |
| Grid | |
| ==== | |
| A regular quadratic grid which is a subdivided plane. | |
| Example objects that can be created out of grids include landscapes | |
| and organic surfaces. | |
| X Subdivisions | |
| The number of spans in the X axis. | |
| Y Subdivisions | |
| The number of spans in the Y axis. | |
| Monkey | |
| ====== | |
| This adds a stylized monkey head to use as a test mesh, | |
| use :term:`Subdivision Surface` for a refined shape. | |
| This is intended as a test mesh, similar to: | |
| - `Utah Teapot <https://en.wikipedia.org/wiki/Utah_teapot>`__ | |
| - `Stanford Bunny <https://en.wikipedia.org/wiki/Stanford_Bunny>`__. | |
| .. hint:: History | |
| This is a gift from old NaN to the community and is seen as a programmer's joke or | |
| "Easter Egg". It creates a monkey's head once you press the *Monkey* button. | |
| The Monkey's name is "Suzanne" and is Blender's mascot. | |
| .. note:: Add-ons | |
| In addition to the basic geometric primitives, | |
| Blender has a number of script generated meshes to offer as pre-installed add-ons. | |
| These are available when enabled in the :doc:`Preferences </editors/preferences/addons>` | |
| (select the Category *Add Mesh*, then check any desired items). | |