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Let's take a look at object creation.
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When you create objects, it's important to set the units of measurement you want to work with.
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In the Customize menu, select Units Setup.
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In this dialog, you can choose options that let you work in the metric system, with feet and inches, with a custom setup, or the default generic units.
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This scene uses the metric system, which we'll leave active for now.
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You can even toggle the lighting units between international and American systems.
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But we'll not get into that right now, so cancel this dialog to exit.
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Other settings you can work with are in Grid and Snap, which you can find by selecting Tools, Grids and Snaps, then Grid and Snap Settings.
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You can also right-click on one of the Snap buttons.
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And under the Home Grid tab, you can readjust the grid you see in the working area to fit your own standards.
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This is something game companies are known to use to satisfy the units of their game engines.
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It can also be used for architectural projects that follow a particular pattern.
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We'll leave the default values as is.
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Now that we've set the units and grids, let's see how to create simple shapes.
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These are in the Create panel, under Geometry.
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You can select different categories of geometry from this menu.
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We'll stick with Standard Primitives for now.
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You can create any of these objects in any viewport with a series of clicks and drags.
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Some are simple enough, requiring a simple click and drag like Sphere and Teapot. Others require a bit more.
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A box, for example, needs an initial click and drag for the base, and another mouse move and click to define its height.
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The same is true for a cylinder.
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A cone is built like a cylinder, with an additional mouse move and click to define the upper radius. And so on for other objects.
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Let's undo that.
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Using different viewports lets you create objects that face different directions.
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For example, let's create a cylinder in the Perspective view, first with a click and drag to define its base, then by moving the mouse, and clicking once more to define the height.
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Let's not worry about its size for now; we'll discuss object parameters later.
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When you work in the Perspective view, you create a cylinder standing up, with its base lying flat on the ground.
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You obtain similar results if you create a cylinder in the Top view.
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However, when you create a cylinder in the Front view, notice that the cylinder is lying on its side.
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That's because there are 3 default construction planes oriented in X, Y, and Z, and represented by the grids in the viewport.
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So when you create a cylinder in the Top view, its base is lying on the grid you see in the Perspective viewport.
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When you create a cylinder in the Front view, its base is lying on an invisible vertical grid, represented by this black line in the Top view.
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The same is true if you create an object in the Left view.
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The base of that cylinder is aligned with the third construction plane, represented by another black line in the Top view.
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Using different construction planes is faster than having to build an object always standing up and reorienting it manually.
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You can create more grids apart from the three default ones, but it's easier to use a feature called Auto Grid.
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Let's say we want to build a cylinder, maybe representing a bottle, on top of one of those barrels.
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Activate the type of object you want to create, then enable the Auto Grid option.
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In the viewport, a tripod appears and updates as you move the cursor across surfaces.
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This indicates the face orientation on the object, and by creating an object there, that individual face becomes the temporary construction plane for your cylinder.
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It's good to use Auto Grid on a temporary basis, so make sure to turn it off when you're done with it.
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Once you've created an object, it's good practice to go to the Modify panel to change its parameters.
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Even though the Create panel displays parameters, switching to the Modify panel helps you avoid problems later.
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You can change an object's name.
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It's a good idea to give your objects names that are not too generic.
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That way, when you're working in a scene with a lot of objects, you will be able to find each one more easily.
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For example, we can rename this cylinder "Bottle_001".
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Adding a number after the name is useful if the object is the first in a series.
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If you start making duplicates of it, they will be automatically incremented 002, 003, and so on.
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The color swatch next to the name displays the object's wire color.
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This color is generated at random, and sometimes is a little hard to see against the background.
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You can change the wire color, but stay away from white and red; these would conflict with object and sub-object selection later on.
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For now, the wire color displays on the object in both Shaded and Wireframe views, but that will eventually change when you apply a material to the object.
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At that point, the wire color will only show in the Wireframe views or when Edged Faces mode is active.
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In most cases, you don't need to worry about the object's exact size or other properties when you're creating it.
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You create it first, and then you go to the Modify panel to adjust its base radius, height, and other parameters.
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For example, you can change the Cylinder parameters in a number of ways.
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By clicking in a field and specifying a value, let's say for the Radius,
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by using the spinner arrows incrementally, in this case to change the height of the object,
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or by clicking and dragging on the spinners directly.
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Here's a tip about numerical values:
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You can set them down to their minimum possible value by right-clicking the spinners.
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For example, right-clicking the Radius spinner brings the value down to zero, making the cylinder disappear.
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Let's undo that.
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However, right-clicking the number of Sides brings the value down to 3, which is the minimum value for the level of detail.