Shapes Category

Learn to create a new mesh using a selection of predefined primitives.

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.

Shapes Category in Modeling Mode

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.

box-shape.png

sphere-shape.png

cylinder-shape.png

cone-shape.png

torus-shape.png

Box

Sphere

Cylinder) (Cyl)

Cone

Torus

arrow-shape.png

rect-shape.png

disc-shape.png

stairs-shape.png

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.

Tool settings under the Modeling panel

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:

Generate PolyGroups per Shape

Generate PolyGroups per Face

Generate PolyGroups per Quad

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.

base-pivot.png

centered-pivot.png

top-pivot.png

Base

Centered

Top

Material

You can select the appropriate Material for your mesh. You can also set the UV Scale and enable Show Wireframe.

Applying a material to your mesh