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blender-manual-2.49a-1ark.i586.rpm

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>Blender Documentation Volume I - User Guide: Last modified April 29 2004 S68</TH
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><H1
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>Mesh Modelling</H1
><P
>&#13;	The principal Object of a 3D scene is usually a
        <I
CLASS="emphasis"
>Mesh</I
>. In this chapter we will first enumerate
	the basic mesh objects, or <I
CLASS="emphasis"
>primitives</I
>, then follow with a long
	series of sections describing in detail the actions
	which can be taken on Mesh Objects.
</P
><DIV
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><H1
CLASS="section"
><A
NAME="mesh_modelling_basic_objects"
></A
>Basic Objects</H1
><P
>&#13;	To create a basic Object press <B
CLASS="keycap"
>SPACE</B
> and select "ADD&#62;&#62;Mesh",
	or, access the 'add'-menu by pressing <B
CLASS="keycap"
>SHIFT-A</B
> or simply hold <B
CLASS="keycap"
>LMB</B
> on 3D Window,
	for more than half a second.
	Select the basic object you'd like to create from the menu. We describe every basic object
	or <I
CLASS="emphasis"
>primitive</I
> you can create within Blender below. 
	<A
HREF="c2384.html#BSG.EDT.F.S68.101"
>Figure 1</A
> also shows the
	variety of basic objects that can be created.
</P
><DIV
CLASS="figure"
><A
NAME="BSG.EDT.F.S68.101"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartM/mesh_modeling/gfx/basic_objects.png"></P
></DIV
><P
><B
>Figure 1. Basic Objects</B
></P
></DIV
><H3
CLASS="BRIDGEHEAD"
><A
NAME="AEN2402"
></A
>Plane</H3
><P
>&#13;	A standard plane contains four vertices, four edges, and one face. It is like
	a piece of paper lying on a table; it is not a real three-dimensional object 	
	because it is flat and has no thickness. Objects that can be created with
	planes include floors, tabletops, or mirrors.				
</P
><H3
CLASS="BRIDGEHEAD"
><A
NAME="AEN2404"
></A
>Cube</H3
><P
>&#13;	A standard cube contains eight vertices, 12 edges, and six faces, and is a real 
	three-dimensional object. Objects that can be created out of cubes include 
	dice, boxes, or crates. 			
</P
><H3
CLASS="BRIDGEHEAD"
><A
NAME="AEN2406"
></A
>Circle</H3
><P
>&#13;	A standard circle is comprised of <I
CLASS="emphasis"
>n</I
> vertices. 
	The number of vertices can be specified
	in the popup window which appears when the circle is created. 
	The more vertices the circle contains,
	the smoother its contour will be. Examples of circle objects are disks, 
	plates, or any kind of flat and round object.
</P
><H3
CLASS="BRIDGEHEAD"
><A
NAME="AEN2409"
></A
>UVSphere</H3
><P
>&#13;	A standard UVsphere is made out of <I
CLASS="emphasis"
>n</I
> segments 
      and <I
CLASS="emphasis"
>m</I
> rings. The level of
	detail can be specified in the popup window which appears when the UVsphere
	is created. Increasing the number of segments and rings makes
	the surface of the UVsphere smoother. Segments are like Earth meridians, 
	going pole to pole,      rings are like Earth parallels. 
      Example objects that can be
	created out of UVspheres are balls, heads or pearls for a necklace.
</P
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><P
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>If you spec a six segment, six ring
      	UVsphere you'll get something which, in top view, is a hexagon 
		(six segments), with five rings plus two points at the poles. Thus, one ring fewer than
      	expected, or two more, if you count the poles as rings of radius 0.
	</P
></TD
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><H3
CLASS="BRIDGEHEAD"
><A
NAME="AEN2415"
></A
>Icosphere</H3
><P
>&#13;	An Icosphere is made up of triangles. The number of subdivisions
	can be specified in the window that pops up when the Icosphere is created;
	increasing the number of subdivisions makes the surface of the
	Icosphere smoother. At level 1 the Icosphere is an icosahedron, a solid
      with 20 equilateral triangular faces. Any increasing level of subdivision splits each
      triangular face into four triangles, resulting in a more spherical appearance.
      Icosphere's are normally used to achieve a more
	isotropical and economical layout of vertices than a UVsphere.
</P
><H3
CLASS="BRIDGEHEAD"
><A
NAME="AEN2417"
></A
>Cylinder</H3
><P
>&#13;	A standard cylinder is made out of <I
CLASS="emphasis"
>n</I
> vertices. The number of vertices in the 
	circular cross-section can be specified in the popup window that appears when the
	object is created; the higher the number of vertices, the smoother the
	circular cross-section becomes. Objects that can be 
	created out of cylinders include handles or rods. 
</P
><H3
CLASS="BRIDGEHEAD"
><A
NAME="AEN2420"
></A
>Tube</H3
><P
>&#13;	A standard tube is made out of <I
CLASS="emphasis"
>n</I
> vertices. The number of vertices in the 
	hollow circular cross-section can be specified in the popup window that appears when the
	object is created; the higher the number of vertices, the smoother the
	hollow circular cross-section becomes. Objects that can be 
	created out of tubes include pipes or drinking glasses. (The basic difference between a
      cylinder and a tube is that the former has closed ends.) 
</P
><H3
CLASS="BRIDGEHEAD"
><A
NAME="AEN2423"
></A
>Cone</H3
><P
>&#13;	A standard cone is made out of <I
CLASS="emphasis"
>n</I
> vertices. The number of vertices in the 
	circular base can be specified in the popup window that appears when the 
	object is created; the higher the number of vertices, the smoother the
	circular base becomes. Objects that can be created out of cones
	include spikes or pointed hats. 
</P
><H3
CLASS="BRIDGEHEAD"
><A
NAME="AEN2426"
></A
>Grid</H3
><P
>&#13;	A standard grid is made out of <I
CLASS="emphasis"
>n</I
> by  <I
CLASS="emphasis"
>m</I
> vertices. 
      The resolution of the x-axis and 
	y-axis can be specified in the popup window which appears when the object is created; 
	the higher the resolution, the more vertices are created. Example objects that 
	can be created out of grids include landscapes (with the proportional editing tool)
	and other organic surfaces.
</P
><H3
CLASS="BRIDGEHEAD"
><A
NAME="AEN2430"
></A
>Monkey</H3
><P
>&#13;	This is a gift from old NaN to the community and is seen as a programmer's joke or 
	"Easter Egg". It creates a monkey's head once you press
	the <TT
CLASS="literal"
>Oooh Oooh Oooh</TT
> button. The Monkey's name is <I
CLASS="emphasis"
>&#13;	Suzanne</I
> and is Blender's mascot.
</P
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