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So, lets begin:
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Click on the Box
button,(I might as well mention now, If I talk about clicking the mouse, I mean
the left mouse button unless I say otherwise!). The button will turn green and
stay depressed. When you move the cursor over the views, it should turn into a
cross.

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When you are happy with the front
face, let go of the mouse button, and move the mouse up or down to specify the
depth of your box. You will notice you need to look at it in the Top or Left
views to gauge this.
So, using this click and drag
principle explained, try creating a few different Primitives.
You will notice that different
shapes have slightly different procedures. A Sphere for example, only requires
one stage of creation (unlike the Box, which requires two).
Some Primitives, like the Cone
and Tube, have 3 stages of creation.
e.g. To create a Tube
you need to define:
a: the diameter
b: the thickness
c: the height
The best way to learn all this is
through trial and error, so just play around for a while.
If the
viewports get cluttered, click Zoom Extents All (you should know
where this is from the chapter on Views you just read!), or just zoom in and
out.
Alternatively, just delete shapes
as you go by selecting them with the Select Tool
and pressing Delete on the keyboard.
Remember:
Rolling the jog wheel within a selected view will zoom in
and out, whilst holding down the jog wheel and moving the mouse will pan the
view. This makes things SO much easier.
Parametric
Modelling:
The next thing we need to learn is
how to change the basic parameters of Primitive objects.
All Primitive objects are Parametric.
This means they are defined by a set of basic parameters which can be adjusted
quickly and easily, even after the creation process. A Box,
for example, is defined by its height, width and depth, and each of these
parameters can be easily altered at any stage.
You will notice when
you first click on the Box button, that a parameters rollout opens
below it:

You will also see that these
parameters update automatically as you click and drag to create the Box.
Once you have created an object in the viewport, you can adjust its parameters
manually using this menu. This applies to all the Primitive
objects. However, once you move on to create another object, if you wish to go
back to the previous objects parameters, you will have to look for them in the Modify
Menu:
Segments:
The amount of segments you specify
affects the complexity of the grid, which for shapes with curved surfaces,
affects the smoothness of the surface. Try creating a sphere and adjusting the
amount of segments to see what happens.
When You have finished creating
your shape, give it a name. You do this by clicking in the Name
field in the Name and Colour rollout in the Create
Menu:

Simply type a name and press Enter to confirm it.
Naming your objects is very important when creating complex
scenes or hierarchies (discussed in a later lecture). It is also very useful when using the
Select by Name Tool
(discussed in Lecture 2).
You can also change the display colour of your object by
clicking on the colour swatch next to the name field and choosing a
colour.
To see the final output of your
scene, click Quick Render, which is the little teapot in the top
right corner of the screen:

A window will appear and your scene
will render inside the window from top to bottom. The time it takes to do this
depends on the complexity of the scene and your processing power. Once you have finished admiring
your lovely finished piece, just close the window.
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