8
166 Chapter 5: Creating Geometry
Plane Primitive (page 1–180)
Also available from the Object Type rollout is the
AutoGrid option (page 2–7)
.
You can convert standard primitive objects to
editable mesh objects (page 1–984)
,
editable poly
objects (page 1–1012)
,and
NURBS surfaces.
(page 1–1117)
You can also convert primitives to
patch objects; see the path annotation at
Editable
Patch (page 1–950)
(the information at the start
of the topic that tells you how to create this type
of object).
Allprimitiveshavenameandcolorcontrols,and
allow you to enter initial values from the keyboard.
See these topics:
Object Name and Wireframe Color (page 3–800)
Creating Primitives f rom the Keyboard (page
1–164)
Theremainingrolloutsarecoveredinthetopicfor
each primitive.
Box Primitive
Create panel > Geometry button > Standard Primitives >
Object Type rollout > Box button
Create menu > Standard Primitives > B ox
Box produces the simplest of the primitives. Cube
is the only variation of Box. However, you can vary
thescaleandproportiontomakemanydifferent
kinds of rectangular objects, from large, flat panels
and slabs to tall columns and small blocks.
Examples of boxes
Procedures
To create a box:
1.
On the Object Type rollout, click Box.
2. In any viewpor t, drag to define a rectangular
base, then release to set leng t h and width.
3. Move the mouse up or down to define the
height.
4. Click to set the finished height and create the
box.
To create a box with a square ba se:
• HolddownCTRLasyoudragthebaseofthe
box. This keeps length and width the same.
Holding the CTRL key has no effect on height.
To creat e a cube:
1.
On the Creation Method rollout, choose Cube.
2. In any viewport, drag to define the size of the
cube.
3. As you drag, a c ube emerges with the pivot
pointatthecenterofitsbase.
4. Release to set the dimensions of all sides.