3D Modeling Tools
Learn how the 3D tool palette creates and edits primitives, faces, edges, extracted surfaces, fillets, chamfers, tapers, deforms, and shell solids.
The workflow moves through primitives and then into tools that edit existing geometry. That shift is important: not every form should be rebuilt from scratch.
Push/Pull, Extract, Fillet, Chamfer, Taper, Deform, and Shell Solid each describe a specific way a solid can change after it exists.
Start with editable base solids
Vectorworks 3D primitives are useful because their Object Info palette dimensions can be adjusted before they are converted or refined.
The Object Info palette keeps simple solids flexible.
Edit surfaces directly
Push/Pull and face selection change the mass without rebuilding the object.
The model becomes editable at the face level.
Refine edges and volumes
Fillet, chamfer, taper, deform, and shell tools add detail and construction logic.
Edge treatment can make a simple primitive feel designed.
Tool choice
Choose the tool by the part of the object you need to edit.
The important question is not which 3D tool looks impressive. It is whether the next move changes a primitive, a face, an edge, a surface, or the volume of the solid.
PRIMITIVE
Start with the closest base object
Box, cylinder, sphere, pyramid, cone, and frustum primitives create editable starting points rather than finished designs.
FACE
Edit the surface when the volume is close
Push/Pull, taper, deform, and shell operations make more sense when the object already has a useful face to work from.
EDGE
Use edge tools to tune the condition
Fillet and chamfer are not decoration. They decide how a modeled corner catches light and reads in drawing views.
3D primitives
Primitive object parameters
Read primitives by the Object Info parameters that make them editable.
- Box
- Cylinder
- Sphere
- Frustum
Edge tools
Edge treatment choices
Fillet, chamfer, taper, deform, and shell change the same base object in different ways.
- Round edge
- Beveled edge
- Hollow shell
One guiding idea
“A modeling tool is most useful when it edits the part of the object you actually need to change.”
Primitives are not throwaway objects
A primitive can be a fast starting point because it carries editable parameters. The drafter can adjust size and position before committing to more detailed operations.
That makes primitives useful for blocking scenic forms, building references, and creating simple solids that can be refined later.
Face and edge tools accelerate refinement
Once a solid exists, the fastest path is often to edit faces or edges directly. Push/Pull can extend or move faces, while fillet and chamfer operations refine edges.
This is where modeling starts to feel less like construction from scratch and more like shaping an existing mass.
Supporting material
Shortcuts
- Shift + 3
- Activate Sphere tool
- P
- Activate Push/Pull tool
- Shift + E
- Activate Extract tool
- Ctrl + F
- Activate Fillet Edge tool
- Shift + S
- Activate Shell Solid tool
- Tab
- Enter numeric value while using tools
- Shift + Arrow
- Nudge extracted surfaces
- Ctrl + U
- Ungroup object to return to original shape
Keep in mind
- Use frustum spelling in public copy.
- Some deform operations can be version or hardware sensitive.
Related resources
Potential exam questions
Apply the workflow to a drawing problem. Use these cards for study or discussion, then revisit the demonstration when you need context.
Question 1 of 2
You need a separate surface from an existing solid rather than its edge curves. Which Extract mode matches the demonstration?
- Extract Curve
- Extract Point
- Extract Surface
- Extract Isoparametric Curve
You need edge curves from an existing object for further modeling. Which Extract mode should you choose?
- Extract Curve
- Extract Surface
- Shell Solid
- Fillet Edge
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