Add UV Sphere
Reference
- Mode
Object Mode and Edit Mode
- Tool
Interactively add a UV sphere mesh object.
Usage
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
- 深度值(Depth)
The initial depth (from the screen into the scene) used when placing the object.
- Surface
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.
- Orientation
The new object's orientation -- a set of three axes, out of which Plane Axis chooses one.
- Surface
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
The object uses the default Transform Orientation.
- Snap To
The target to use while Snapping.
- Geometry
Snap to all types of geometry (vertices, edges, and faces).
- Default
Snap to the target defined in the global snapping options.
- Plane Axis
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
- Origin
How the base is defined.
- Edge
The base is defined from one corner to the opposing corner.
- Center
The base is defined from the centerpoint to a corner.
- Aspect
Whether the base has a free or fixed aspect ratio.
- Free
The width and depth of the base can be chosen independently.
- Fixed
The width and depth of the base are forced to be equal.
Height
- Origin
How the height is defined.
- Edge
The base becomes the bottom, after which you define the top.
- Center
The base becomes the center, after which you define the top.
- Aspect
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
The height is forced to be equal to the largest side of the base.
- 段
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.