Primitives
Primitives are basic objects used as a base for modeling.
Common properties
Every primitive has the same three sections in the Property Inspector.
- Transform: Position, rotation and scale, the same for any object.
- Appearance: Visibility, surface and shading.
- Geometry: The measurements of the type, which are what changes from one primitive to another and what each page of this section describes.
Segments
Several primitives have segment fields, which define how many divisions the shape uses around the axis, along the height or on the curves. They are what balances quality and weight.
Topology
The generators produce quads whenever the shape allows it, and triangles where there is no way around it, such as the tip of a cone. Quads make it easier to select rings, to loop cut and to deform smoothly.
The topology can be converted both ways from the Geometry menu, when the target requires a specific format.
In this section
- CubeA six faced block, with corners that can be rounded.
- SphereA ball generated from meridians and parallels.
- PolyhedronThe platonic solids, with all faces alike.
- CylinderA solid tube with caps, which also generates a truncated cone.
- CapsuleA cylinder with both ends rounded.
- TubeA straight hollow pipe, with adjustable wall thickness.
- ConeA circular base closing into a single tip.
- PyramidA rectangular base and four triangular faces.
- TorusThe doughnut ring, with separate ring and tube radii.
- HelixThe helix forms a tubular spring around the Y axis, with closed ends.
- GearA toothed wheel with a hole, with an adjustable tooth count.
- PlaneA flat horizontal surface, with grid subdivisions.
- DiskA flat circle, generated as a fan of triangles.
- TextLetters extruded in 3D, from the font catalog of the editor.