Primitives attributes define properties and appearance of the geometry that is being generated on a patch. Use thewindow to edit the , , , and  attributes. 
         
-   
 
            - 
               
 
                  Controls the kind of primitive that the description generates. 
                  
 
                
             
         
         -   
 
               - 
                  
 
                       primitives are curves made up of two or more segments. Use Splines for fur and other simple stiff shapes to more complex
                        ribbon shapes like long or curly hair. 
                     
 
                   
                -   
 
               - 
                  
 
                      primitives define a sphere with controllable length, width, and depth. 
                     
 
                   
                -   
 
               - 
                  
 
                      primitives define a NURBS patch that is attached to the patch at the center. 
                     
 
                   
                -   
 
               - 
                  
 
                      primitive uses the generic attributes to define a bounding box that is filled with a specified read archive file. Your archive
                        file should define a piece of geometry that fits within a unit cube with its base centered at the origin. For Primitives, the X values range from -0.5 to 0.5, the Z values range from -0.5 to 0.5, and the Y values range from 0 to 1.
                        
                     
 
                   
                
            
         -   
 
            - 
               
 
                  Sets whether Attributes or  control the grooming of this description. Groomable Splines are controlled by Attributes and image maps created by the grooming
                     tools. 
                  
 
                
             
         
         -   
 
               - 
                  
 
                     When selected, guides control the placement and shape of the primitives. Guides use an interpolation algorithm to calculate
                        the placement and shape of associated primitives. See Guides .  
                     
 
                   
                -   
 
               - 
                  
               
 
            
         -   
 
            - 
               
 
                  Controls the length of each card along one of its dimensions. 
                  
 
                   When  is set to , this value sets the primitive length. When  is set to ,  scales primitive length based on the guide length. 
                  
 
                
             -   
 
            - 
               
 
                  Controls the width of each card along one of its dimensions. 
                  
 
                   When  is set to , this value sets the primitive width. When  is set to ,  scales primitive width based on the guide width. 
                  
 
                
             -   
 
            - 
               
 
                   Tilts primitives away from the surface normal. 0 is no tilt, and 1.0 is a 90-degree tilt. 
                  
 
                
             -   
 
            - 
               
 
                  Tilts primitives away from the surface normal, but at right angles to . 
                  
 
                
             -   
 
            - 
               
 
                  Controls how much each card is bent in the U direction. 0 is no bend, and 1.0 is a 90-degree bend. Cards bend in two places.
                     
                  
 
                
             -   
 
            - 
               
 
                  Controls how much each card is bent in the V direction. 0 is no bend, and 1.0 is a 90-degree bend. 
                  
 
                
             -   
 
            - 
               
 
                  Controls where the card bends in the U direction. 0 is at the center of the card, and 1 is at the edges. 
                  
 
                
             -   
 
            - 
               
 
                  Controls where the card bends in the V direction. 0 is at the center of the card, and 1 is at the edges. 
                  
 
                
             -   
 
            - 
               
 
                  Rotates the card around its local normal vector. This vector is affected by , , or . 
                  
 
                
             -   
 
            - 
               
 
                  Magnifies how much the primitive tilts away from the surface normal by  and . If  and  are 0, then  has no effect. 
                  
 
                
             -   
 
            - 
               
 
                  Rotates the primitive orientation around the surface normal. This vector is not affected by ,  and . 
                  
 
                  This has no apparent effect until the splines are bent or tilted with  , , or. 
                  
 
                
             -   
 
            - 
               
 
                  Turn on to make each card rotate so their flat side faces towards the camera as much as possible. 
                  
 
                
             
         
         
 Except where otherwise noted, this work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License