ReferenceAvailable
Ellipsoid
Create a smooth solid with different sizes along its principal axes.
Create a smooth solid with different sizes along its principal axes.
Where to find it
Geometry workspace; System → Geometry
How to use it
Set each axis dimension and position, then build and inspect the resulting proportions. Choose Build All Geometry to update Graphics.
Settings and initial values
| Setting | Initial value | Meaning |
|---|---|---|
| Origin | Center | Center uses the entered center coordinates. Corner currently adds Radius X in x, Radius Y in y, and Radius Z in z in global coordinates. These offsets are not rotated with a tilted axis; prefer Center and explicit coordinates for tilted placement. |
| Radius X | 0.75[m] | Set the semiaxis along the ellipsoid's local x direction, not its full width. Use a positive length in metres or compatible units, such as 10[mm]. |
| Radius Y | 0.5[m] | Set the semiaxis along the ellipsoid's local y direction, not its full width. Use a positive length in metres or compatible units, such as 10[mm]. |
| Radius Z | 0.25[m] | Set the semiaxis along the ellipsoid axis, not its full length. Use a positive length in metres or compatible units, such as 10[mm]. |
| Center X | 0[m] | Set the global x coordinate of the ellipsoid center in metres or compatible units. Review Origin because some primitives apply an additional Corner offset. |
| Center Y | 0[m] | Set the global y coordinate of the ellipsoid center in metres or compatible units. Review Origin because some primitives apply an additional Corner offset. |
| Center Z | 0[m] | Set the global z coordinate of the ellipsoid center in metres or compatible units. Review Origin because some primitives apply an additional Corner offset. |
| Axis X | 0 | Set the dimensionless x component of the primitive axis. The three components are normalized, so their magnitude does not change the object size. Use a nonzero vector; a zero vector currently falls back to global +z. |
| Axis Y | 0 | Set the dimensionless y component of the primitive axis. The three components are normalized, so their magnitude does not change the object size. Use a nonzero vector; a zero vector currently falls back to global +z. |
| Axis Z | 1 | Set the dimensionless z component of the primitive axis. The three components are normalized, so their magnitude does not change the object size. Use a nonzero vector; a zero vector currently falls back to global +z. |
Result
Built solids and their selectable entities appear in Graphics.
Troubleshooting
Unequal axes are intentional; do not use one radius for all axes unless a sphere is wanted.