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In this topic

  • Add a primitive
  • Move
  • Rotate
  • Scale
  • Duplicate
  • Repeat in a line
  • Repeat around a center
  • Snap to a grid
  • Align vertices
  • Group objects
  • Join meshes
  • Set the origin
  • Apply transforms
Browse documentation
  • Overview
  • Get started with Show3D
  • Modeling tools
    • Modeling examples
  • Materials & textures
  • Agent modeling
    • Connect Codex
  • Asset generation

In this topic

  • Add a primitive
  • Move
  • Rotate
  • Scale
  • Duplicate
  • Repeat in a line
  • Repeat around a center
  • Snap to a grid
  • Align vertices
  • Group objects
  • Join meshes
  • Set the origin
  • Apply transforms

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Learn overviewDocumentationTutorials & coursesConnect Codex
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Modeling tools
  1. Learn
  2. Documentation
  3. Modeling tools
  4. Add a primitive

Add a primitive

Start with a basic mesh. Its vertices, edges, and faces can be selected and developed into a more detailed form.

Before you start

Open the modeling workspace in object mode. Use Add in the modeling toolbar to choose a mesh primitive. Start with a shape close to the final silhouette; a cube suits a box-like part, while a cylinder suits a round shaft.

Use the operation

Create a starting mesh with enough structure for the next edit.

  1. Open Add and choose Cube, Sphere, Cylinder, Cone, Torus, or a planar mesh. The new object appears in the scene.
  2. While the newly created mesh remains selected, adjust the available Geometry settings. This creation panel is tied to the new mesh; it is not a permanent construction-history editor.
  3. Set the object's position and proportions, then inspect it from the front and side before adding detail.
  4. Enter mesh edit mode when you need to change individual vertices, edges, or faces.

Controls and choices

ControlsWhat changes
Primitive typeDetermines the initial topology and the available creation settings.
Geometry settingsParameters depend on the chosen primitive. Set dimensions and available segment counts before developing the mesh.
Object scaleChanges the object's proportions. It does not add supporting edges.

See what changes

Before

Add a primitive: An empty work area

An empty work area

After

Add a primitive: An editable starting shape

An editable starting shape

Concept illustration. The diagrams explain the operation. Your result depends on the starting geometry and settings.

Check the result

Confirm that you added a mesh rather than a light, curve, or reference point. If Geometry is no longer shown, use object transforms or mesh editing for further changes. A dense starting mesh makes later selections harder; add topology where the shape needs it.

Related operations

MoveScaleSelect componentsExtrude

Practice in Show3D

Open the editor and follow the steps with your own scene.
Start modelingModeling essentials

On this page

Before you startUse the operationControls and choicesSee what changesCheck the resultRelated operations