109 lines
3.3 KiB
ReStructuredText
109 lines
3.3 KiB
ReStructuredText
.. _tool-add-uvsphere:
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*************
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Add UV Sphere
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*************
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.. reference::
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:Mode: Object Mode and Edit Mode
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:Tool: :menuselection:`Toolbar --> Add UV Sphere`
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Interactively add a :ref:`UV sphere mesh object <bpy.ops.mesh.primitive_uv_sphere_add>`.
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Usage
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=====
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First define the base of the object by dragging with :kbd:`LMB`.
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Next, release :kbd:`LMB` and move the mouse to define the height of the object.
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Finally, click :kbd:`LMB` to confirm the shape of the object.
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You can use the following hotkeys to temporarily change a setting
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(for as long as the key is held):
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.. list-table::
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:widths: 10 90
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* - :kbd:`Ctrl`
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- Toggles snapping.
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* - :kbd:`Alt`
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- Toggles the *Origin* setting.
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* - :kbd:`Shift`
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- Toggles the *Aspect* setting.
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Tool Settings
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=============
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Depth
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The initial depth (from the screen into the scene) used when placing the object.
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:Surface: Start placing on the surface under the mouse cursor. If there is no surface, this does the
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same as *Cursor Plane*.
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:Cursor Plane: Start placing on a plane that goes through the :doc:`3D Cursor </editors/3dview/3d_cursor>`
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and is aligned according to the *Orientation* and *Plane Axis*.
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:Cursor View: Start placing on a plane that goes through the 3D Cursor and is aligned to the view.
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Orientation
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The new object's orientation -- a set of three axes, out of which *Plane Axis* chooses one.
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:Surface: The object uses the normal orientation of the surface under the mouse cursor.
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If there is no surface, this does the same as *Default*.
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:Default: The object uses the default :doc:`/editors/3dview/controls/orientation`.
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Snap To
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The target to use while :doc:`/editors/3dview/controls/snapping`.
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:Geometry: Snap to all types of geometry (vertices, edges, and faces).
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:Default: Snap to the target defined in the global snapping options.
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Plane Axis
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Which of the three *Orientation* axes (X, Y or Z) is "up" for the object.
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The object's base will be perpendicular to this axis.
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Auto Axis
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Rather than using the *Orientation* axis indicated by *Plane Axis*,
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use the one that's closest to the viewport's viewing direction
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(when not hovering over a surface).
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.. rubric:: Base
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Origin
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How the base is defined.
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:Edge: The base is defined from one corner to the opposing corner.
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:Center: The base is defined from the centerpoint to a corner.
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Aspect
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Whether the base has a free or fixed aspect ratio.
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:Free: The width and depth of the base can be chosen independently.
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:Fixed: The width and depth of the base are forced to be equal.
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.. rubric:: Height
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Origin
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How the height is defined.
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:Edge: The base becomes the bottom, after which you define the top.
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:Center: The base becomes the center, after which you define the top.
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Aspect
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Whether the side of the bounding box has a free or fixed aspect ratio.
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:Free: The height can be chosen independently of the base.
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:Fixed: The height is forced to be equal to the largest side of the base.
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Segments
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Number of vertical segments. Like the Earth's meridians, going pole to pole.
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Rings
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Number of horizontal segments. These are like the Earth's parallels.
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.. note::
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Rings are face loops and not edge loops, which would be one less.
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