to add an object in blender. It's really quite simple. Let's say.
We want to add another mesh.
Maybe a Taurus for example or a doughnut.
Simply go to the AD menu in the top left,
go to mesh and select Taurus.
For hockey users, you can simply press shift a to open your AD menu.
You'll notice that the new mesh spawns where the three D cursor is.
This is an important feature of the three D cursor.
I'm sure you've noticed you can add things other than tauruses
inside the mesh menu alone. You can see all these primitives here.
Most of them are self explanatory but you might
be curious about what this monkey option is.
The monkey is the head of a character called Suzanne.
Suzanne is blenders alternative to more common test models
such as the Utah teapot and the stanford bunny.
As a low polygon model of only 500 faces.
Suzanne is often used as a quick and easy way to test material, animation rigs,
texture and lighting setups.
Fun fact.
The largest blender contest which takes place at the blender
conference every year gives out an award called the Suzanne award
to delete an object. There are three ways to do it.
Make sure you have the correct object or objects selected.
Then go to object
delete
for hot key users. You can press X. Or the delete key. However, if you press X.
You'll get a confirmation message to confirm simply left click or press D.
These delete functions also extend to almost
every other editor where you can delete things
but it's important to know that the deletion menu In edit mode, for example,
can look very different.
Instead of a simple confirmation menu,
deleting things.
In edit mode will bring up another menu which will ask you for more information.
For example,
you can choose to delete the vertex is the edges or the faces
that you have selected and each one will do something slightly different.
If you delete vertex is it will also delete all
connecting edges and faces of the vertex is you selected.
If you delete edges,
it will also delete any faces formed by those edges but it will not delete any vertex.
Is that also share another existing edge.
And if you delete faces,
it will also delete all edges and vertex is within your selection
but not delete any edges advertises along the boundary of your selection.
Deleting only edges and faces will leave
your vertex is intact throughout your selection,
even if they are floating in mid air,
deleting only faces will leave you all
of your edges intact throughout your selection,
even if they're floating in midair,
dissolve vortices,
edges and faces are operators that try to combine the geometry
in a way to act like your selection never existed.
It will not always work but can be very
handy for removing loop cuts or extra subdivisions.
Edge collapse will collapse.
All vertex is along the boundary of your selection
caving in the geometry where your selection once was.
Edge loops will functionally do the opposite of a mesh extrusion.
It will reduce your selection geometry down to the next edge loop available.
Edit mode has the most complex deletion options available.
So while other modes and editors may have similar delicious options,
they should be pretty self explanatory if you can understand these.