Add UV Sphere (добавить UV-сферу)#

Ссылка

Режим:

Объектный режим и режим редактирования

Инструмент:

Toolbar ‣ Add UV Sphere

Интерактивное добавление полигонального объекта UV-сфера.

Использование#

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.

Параметры инструмента#

Depth (глубина)

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

Surface (поверхность):

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

Cursor Plane:

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

Cursor View:

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

Ориентация

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

Surface (поверхность):

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 (по умолчанию):

The object uses the default Ориентация преобразования (Transform Orientation).

Snap To (привязка к)

Цель для использования во время Привязка.

Геометрия (Geometry):

Привязка ко всем типам геометрии (вершинам, рёбрам и граням).

Default (по умолчанию):

Snap to the target defined in the global snapping options.

Plane Axis (ось плоскости)

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

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 (основание)

Origin (исходная точка)

How the base is defined.

Edge (Ребро):

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

Center:

The base is defined from the centerpoint to a corner.

Aspect (соотношение сторон)

Whether the base has a free or fixed aspect ratio.

Free:

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

Fixed (фиксировано):

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

Height (высота)

Origin (исходная точка)

How the height is defined.

Edge (Ребро):

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

Center:

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

Aspect (соотношение сторон)

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

Free:

The height can be chosen independently of the base.

Fixed (фиксировано):

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

Segments (сегменты)

Количество вертикальных сегментов. Как меридиан Земли, идущий от полюса до полюса.

Rings (кольца)

Количество горизонтальных сегментов. Как параллели Земли.

Примечание

Кольца - это петли граней, а не рёбер, которых всегда на одну меньше.