Try these operations in your own scene. Use the references to check selection, settings and results.
Browse operation stepsAdd a cube, change its Width, Height and Depth in the Shape section, then inspect it from several angles.
Select a cube, change Position X, and check that only its placement changes.
Rotate a rectangular object around one axis and compare the result in a second view.
Unlink scale axes, change X on a cube, and compare its width with the unchanged Y and Z values.
Duplicate a cube and move the copy aside. Rename the two objects so later edits have clear targets.
Ask Agent for six posts along X, each 0.2 units wide with 1 unit between centers. Check the count and spacing.
Ask for eight equally spaced spokes around a named center. Check the full circle and each spoke’s orientation.
Enable Grid snapping and move a cube. Compare its placement with snapping on and off.
Select a few vertices in Mesh Edit and align them along one axis. Check the unselected geometry before continuing.
Group two objects, select the group, and move it. Then select one child to adjust that part separately.
Join two separated cubes, enter Mesh Edit, and inspect their disconnected islands. Use Boolean Union when you need to combine overlapping volumes.
On an off-center mesh, use Reset Origin and inspect the pivot before rotating the object.
Scale a mesh, apply Scale, and compare the object scale values and visible dimensions before and after.
On a cube, extrude one face a short distance, confirm, and inspect the new side faces from another view.
Select an edge on a cube. Compare a small bevel with one segment and several segments before applying it.
On a cube, switch between Vertex, Edge and Face Select. Select one component in each mode before making an edit.
Use a mesh with several quad rows. Compare loop and ring selection and inspect the highlighted edges.
Extrude one vertex a short distance and inspect the new edge in wireframe before extending it again.
Select an open boundary edge, extrude it, and inspect the new face and its normal direction.
Inset the top face of a cube by a small amount, confirm, then extrude the inner face to make a raised or recessed detail.
Select two adjacent faces and compare individual insets with a region inset. Undo between the two operations.
Select one cube vertex and preview a small bevel. Inspect neighboring faces before applying.
Add one loop cut through a cube, adjust its factor, and inspect where the new loop crosses the faces.
Make a short cut across one visible face, confirm it, and inspect the resulting edges before making another cut.
Select two suitable vertices on one face and connect them. Check that the new edge lies inside the intended face.
Subdivide a simple quad region once. Inspect the new vertices and faces before deciding whether another subdivision is needed.
Triangulate a quad and inspect the diagonal. Undo, change the face shape, and compare the triangulation.
Select two triangles that form a simple quad and run Triangles to Quads. Check which edge was removed.
Prepare two compatible open loops, bridge them, and inspect face order, twisting and normal direction.
Select the boundary of a simple opening and fill it. Inspect the new face from both sides.
Select a face on a cube and compare the face deletion options. Undo between attempts and inspect the remaining boundary.
Dissolve the shared edge of two coplanar faces. Compare this with deleting the edge and inspect whether the surface remains closed.
Select two nearby vertices and merge at center. Inspect adjoining faces before accepting the new shape.
Select a seam with coincident vertices, begin with a small threshold, and inspect the preview count before merging.
Select one disconnected island in a mesh and separate the selection. Check the new object in the scene list.
Ask Agent to inspect a support edge and slide it a small distance toward its neighbor. Check face spacing and overlap.
Identify a vertex and its adjacent target, then ask Agent for a small slide. Inspect the connected faces.
Recalculate the normals of a closed mesh to Outside and inspect faces that previously appeared reversed.
Mark an edge sharp on a smoothly shaded mesh, then inspect the lighting across that edge.
Compare smooth and flat shading on a low-resolution sphere. Inspect its outline to distinguish shading from geometry.
Use a mesh on one side of its local origin. Add Mirror, choose the intended axis, and inspect the seam while editing the source.
Add a Subdivision Surface modifier to a cube and compare levels. Add supporting geometry when you need sharper edges.
Overlap two simple closed meshes and apply Union. Check the silhouette and the former overlap region.
Overlap a cube with a smaller cutter, select the intended base first, and inspect the opening after Difference.
Overlap two closed meshes, apply Intersection, and compare the result with their original overlap.
On a copy of a detailed mesh, try a lower target count. Compare thin parts, openings and silhouette before keeping the result.
Add a curve, enter curve editing, and move one control point. Inspect how the neighboring curve changes.
Select one curve endpoint, extrude it, and place the new point. Inspect the extended path before continuing.
Increase Bevel Depth on a curve, compare resolution settings, and inspect the ends with caps on and off.
Ask Agent for a rectangular mounting plate with two holes and a small edge bevel. Specify dimensions and inspect the openings.
Describe a vase profile, height, outer width and opening to Agent. Inspect the rim, interior and base of the resulting mesh.
Add 3D Text, enter a short word, and compare a small depth with a larger one. Check that the chosen font contains every character.
On a sufficiently dense sphere, make a short low-intensity Clay stroke and inspect the silhouette from the side.
Make a light Normal stroke on a dense mesh, then compare an inverted stroke on another small area.
Use a low-intensity Flatten stroke on a small raised area. Check the transition into the surrounding surface.
Select a mesh with a PBR material, change its color, then compare roughness and metalness under the same lighting.
Add a second material slot to a cube and assign it to one face. Check the remaining faces keep their previous material.
Load a suitable texture, change its repeat and rotation, and inspect the pattern across seams and neighboring faces.
Start Material Paint on a compatible mesh, paint one short stroke, and inspect its edges and nearby UV seams before continuing.