Add Icosphere(ICO球を追加)#

参照

Mode(モード):

Object Mode(オブジェクトモード)とEdit Mode(編集モード)

Tool(ツール):

Toolbar(ツールバー) ‣ Add Icosphere(ICO球を追加)

ICO球メッシュオブジェクト をインタラクティブに追加します。

使用方法#

First define the base of the object by dragging with LMB. Next, release LMB and move the mouse to define the height of the object. Finally, click LMB to confirm the shape of the object.

You can use the following hotkeys to temporarily change a setting (for as long as the key is held):

Ctrl

Toggles snapping.

Alt

Toggles the Origin setting.

Shift

Toggles the Aspect setting.

Tool Settings(ツールの設定)#

Depth(深度)

The initial depth (from the screen into the scene) used when placing the object.

Surface(サーフェス):

Start placing on the surface under the mouse cursor. If there is no surface, this does the same as Cursor Plane.

Cursor Plane(カーソル平面):

Start placing on a plane that goes through the 3D Cursor and is aligned according to the Orientation and Plane Axis.

Cursor View(カーソルビュー):

Start placing on a plane that goes through the 3D Cursor and is aligned to the view.

Orientation(座標系)

The new object's orientation -- a set of three axes, out of which Plane Axis chooses one.

Surface(サーフェス):

The object uses the normal orientation of the surface under the mouse cursor. If there is no surface, this does the same as Default.

Default(デフォルト):

The object uses the default Transform Orientation.

Snap To(スナップ先)

Snapping(スナップ) 中に使用するターゲット。

Geometry(ジオメトリ):

すべてのタイプのジオメトリ(頂点、辺、および面)にスナップします。

Default(デフォルト):

Snap to the target defined in the global snapping options.

Plane Axis(平面の軸)

Which of the three Orientation axes (X, Y or Z) is "up" for the object. The object's base will be perpendicular to this axis.

Auto Axis(自動の軸)

Rather than using the Orientation axis indicated by Plane Axis, use the one that's closest to the viewport's viewing direction (when not hovering over a surface).

Base(ベース)

Origin

How the base is defined.

Edge(辺):

The base is defined from one corner to the opposing corner.

Center(中心):

The base is defined from the centerpoint to a corner.

Aspect(アスペクト)

Whether the base has a free or fixed aspect ratio.

Free(フリー):

The width and depth of the base can be chosen independently.

Fixed(固定):

The width and depth of the base are forced to be equal.

Height(高さ)

Origin

How the height is defined.

Edge(辺):

The base becomes the bottom, after which you define the top.

Center(中心):

The base becomes the center, after which you define the top.

Aspect(アスペクト)

Whether the side of the bounding box has a free or fixed aspect ratio.

Free(フリー):

The height can be chosen independently of the base.

Fixed(固定):

The height is forced to be equal to the largest side of the base.

Subdivisions(細分化)

Influences how many vertices 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.

注釈

ICO球を細分化すると、回数が少なくても、頂点の数が非常に速く増加します(10回で5,242,880個の三角形が作成されます)。このような密度の高いメッシュを追加すると、プログラムがクラッシュすることは確実です。