You can create a new mesh using the Shapes category in Modeling Mode. The category provides a selection of predefined primitives to use as a starting base.
We recommend reviewing the Modeling Tools documentation for an overview of all the tool categories and how they may fit into your modeling workflow.
Predefined Shapes
You can choose between nine shapes, represented in the table below.
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Box |
Sphere |
Cylinder) (Cyl) |
Cone |
Torus |
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Arrow |
Rectangle (Rect) |
Disc |
Stairs |
You can select your desired shape and drag it into the scene for placement. After placing your mesh, you can still adjust the tool settings in the Modeling panel. Once you have your desired settings, click Accept.
Tool Settings
You use the Modeling panel to control settings such as how you place your mesh in the scene, its output type, and dimensions.
As with other Modeling Mode tools, parameter values are remembered when reopening the tool.
Output Type
The Output Type sets the type of mesh you create. You can choose between the following types:
Static Mesh
Dynamic Mesh
Volume
You can update the mesh type at any stage of the modeling process by various tools, such as Convert and Transfer, found in the Transform category.
To learn more about these output types and Asset management, refer to the Working with Meshes documentation.
Shape
You can adjust the dimension and subdivisions of your mesh under the Shape setting. Each shape has specific options.
In addition, you can configure the PolyGroups of your new mesh using the Polygroup Mode setting.
The Polygroup Mode has the following grouping options:
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Per Shape |
Per Face |
Per Quad |
Outputs the entire mesh as a single group. |
Automatically divide the mesh into recognizable face groups. |
Automatically divide the mesh into a group for each quad. |
To learn more about PolyGroups, refer to the Understanding PolyGroups documentation.
Positioning
You can position your mesh in your Level based on your scene or the ground plane.
Choosing On Scene from Target Surface positions your mesh based on the surface normal of the geometry your cursor resides over.
If you set Collision Presets to No Collision for any object in your Level, then On Scene will not detect the object.
Choosing Ground Plane positions your mesh in the Level with the Z-axis set to 0.
You can also adjust the pivot location to the base, top, or center. You can visualize the position of the pivot by the cursor placement, highlighted in the table below.
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Base |
Centered |
Top |
Material
You can select the appropriate Material for your mesh. You can also set the UV Scale and enable Show Wireframe.