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It takes grit, talent, and a lot of luck to become a Legend. Pick your favorite and see what their unique set of skills can do for your squad.
All
Assault
Skirmisher
Recon
Controller
Support
<b>Ash</b>
apex-legends-character
Incisive Instigator
<b>Ballistic</b>
apex-legends-character
Refined Gunslinger
<b>Bangalore</b>
apex-legends-character
Professional Soldier
<b>Bloodhound</b>
apex-legends-character
Technological Tracker
<b>Catalyst </b>
apex-legends-character
Defensive Conjurer
<b>Caustic</b>
apex-legends-character
Toxic Trapper
<b>Crypto</b>
apex-legends-character
Surveillance Expert
<b>Fuse</b>
apex-legends-character
Bombastic Explosives Expert
<b>Gibraltar</b>
apex-legends-character
Shielded Fortress
<b>Horizon</b>
apex-legends-character
Gravitational Manipulator
<b>Lifeline</b>
apex-legends-character
Combat Medic
<b>Loba</b>
apex-legends-character
Translocating Thief
<b>Mad Maggie</b>
apex-legends-character
Rebel Warlord
<b>Mirage</b>
apex-legends-character
Holographic Trickster
<b>Newcastle</b>
apex-legends-character
Heroic Defender
<b>Octane</b>
apex-legends-character
High-Speed Daredevil
<b>Pathfinder</b>
apex-legends-character
Forward Scout
<b>Rampart</b>
apex-legends-character
Amped Modder
<b>Revenant</b>
apex-legends-character
Synthetic Nightmare
<b>Seer</b>
apex-legends-character
Ambush Artist
<b>Valkyrie</b>
apex-legends-character
Winged Avenger
<b>Vantage</b>
apex-legends-character
Sniper Savant
<b>Wattson</b>
apex-legends-character
Static Defender
<b>Wraith</b>
apex-legends-character
Interdimensional Skirmisher
<b>Ash</b>
apex-legends-character
Incisive Instigator
<b>Ballistic</b>
apex-legends-character
Refined Gunslinger
<b>Bangalore</b>
apex-legends-character
Professional Soldier
<b>Fuse</b>
apex-legends-character
Bombastic Explosives Expert
<b>Mad Maggie</b>
apex-legends-character
Rebel Warlord
<b>Revenant</b>
apex-legends-character
Synthetic Nightmare
<b>Horizon</b>
apex-legends-character
Gravitational Manipulator
<b>Mirage</b>
apex-legends-character
Holographic Trickster
<b>Octane</b>
apex-legends-character
High-Speed Daredevil
<b>Pathfinder</b>
apex-legends-character
Forward Scout
<b>Valkyrie</b>
apex-legends-character
Winged Avenger
<b>Wraith</b>
apex-legends-character
Interdimensional Skirmisher
<b>Bloodhound</b>
apex-legends-character
Technological Tracker
<b>Crypto</b>
apex-legends-character
Surveillance Expert
<b>Seer</b>
apex-legends-character
Ambush Artist
<b>Vantage</b>
apex-legends-character
Sniper Savant
<b>Catalyst </b>
apex-legends-character
Defensive Conjurer
<b>Caustic</b>
apex-legends-character
Toxic Trapper
<b>Rampart</b>
apex-legends-character
Amped Modder
<b>Wattson</b>
apex-legends-character
Static Defender
<b>Gibraltar</b>
apex-legends-character
Shielded Fortress
<b>Lifeline</b>
apex-legends-character
Combat Medic
<b>Loba</b>
apex-legends-character
Translocating Thief
<b>Newcastle</b>
apex-legends-character
Heroic Defender
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Interactive Elevation Profile Basics—ArcGIS Pro
The Interactive Elevation Profile tool plots elevation values along a linear path in a view. The profile is calculated using an elevation surface in a map (2D) or scene (3D) and, unlike other exploratory analysis tools, values are retrieved from data sources for the elevation surface, not the view level of detail.
The tool needs a line to create a terrain profile. You can create a line interactively by placing vertices on the fly, or by selecting a line feature already present on the map. The resulting profile plot is created and added as an overlay window based on the map or scene.
Profile window characteristics include the following:
- The width of the profile window is determined by the width of the active view.
- The height of the profile window is set interactively.
- The resolution of the graph, that is, the number of ticks along the line where the height values were calculated, is determined by the width of the graph display in the view.
- You can move the cursor over the profile graph to get feedback, where the graph shows the elevation information and the corresponding positional graph is displayed on the map.
- The bottom of the profile window contains statistical information about the height and slope of the profile line.
- You can reverse the direction of the profile.
- You can save the profile as an image.
- You can export the profile path as a line feature or in a table format.
In 2D, you must add an elevation surface to the map; if this is not done, the Interactive Terrain Profile tool will not be available.
An elevation surface can be added to the map by clicking the Add Data drop-down menu on the Map tab and choosing Elevation Source . Browse to an elevation source, such as a DEM raster file that you saved to disk, or use an elevation service layer hosted on ArcGIS Living Atlas. In 3D, a scene always has at least one elevation surface, called the ground surface, that cannot be deleted. In both cases, 2D and 3D, make sure there is at least one data source on the ground, checked in the Contents pane.
Hint:
The elevation profile plot will be represented by a horizontal line if the ground contains no elevation data sources, or if none of the elevation data sources is checked. When the map is in this state, the Elevation Profile window displays the No active ground data notification.
The profile graph displayed in the view is temporary, not saved with the project, and not included in map packages. There is an option to save the profile path as an image file or in a table format, as well as convert the profile to a line feature class.
If you need the profile plot elevation line as z-aware feature data, consider using the Interpolate Shape geoprocessing tool.
Create an interactive elevation profile
The interactive elevation profile tool is located in the Exploratory 3D Analysis drop-down menu in the Workflows group on the Analysis tab. When you select a tool from the drop-down menu, it opens the Exploratory Analysis panel and activates the tool using the Interactive Placement creation method. The cursor will change to a crosshair icon.
Create option
The option to create an interactive profile graph is described in the following table:
| Option | Description |
|---|---|
|
Distance units |
The unit of measure used to designate the axes of the profile graph. |
Creation methods
There are two methods for creating an interactive profile graph:
Interactive placement
Click the view to digitize the linear path and double click to finish. This method is used by default.
From layer
Creates a profile plot from a selected set of related line features. If multiple lines are selected, the tool will try to collapse them into one continuous line. If there are segments disabled, the tool will randomly select one of the segments for the plot.
Previously exported profile line objects can be revisited using this method.
Update Profile Plot
After creating a profile plot, you can update it in the following ways:
- Modify the profile path by dragging individual vertices within the map or scene.
- Change the direction of the graph in the Elevation Profile window by clicking the Reverse Direction button.
- Change the units used to indicate the axis of an existing profile plot by changing the Distance Units property on the Create tab of the Exploratory Analysis panel.
Profile plot export options
You can save the results of the elevation profile path as an image file, geodatabase table, CSV table, or convert the path to a line feature class. An image can be included as an element in a layout or report. Use the table format to generate any type of table chart from the same profile. Save the elevation profile path results as a feature class to run the location analysis again at a different time or with different tools.
Learn more about converting analysis results to objects
After creating the elevation profile plot, do the following:
- In the elevation profile window, click the Export Graph button .
- Select one of the following options:
- Image – In the Export Graph dialog, specify a destination for saving the image file and specify a name. You can save the image as a JPG (.jpg), TIF (.tif), PNG (.png), or BMP (.bmp) file. The elevation profile graph is saved to an image file on disk using the current screen resolution of the graph window. For a higher resolution image, increase the view width and plot window height.
- Object – Specify the name of the object class and enter a description (optional). The profile path will be exported to a line feature class. This is the same command as Convert to Features, accessible from the Menu button on the Exploratory Analysis panel. The newly created feature class will be added to the scene as a layer.
- Geodatabase table – Specify a name for the output table. The new stand-alone file geodatabase table is added to the scene.
- CSV Table – In the CSV Table dialog box, specify the location and name of the output CSV text file.
- Press OK.
Close the interactive profile graph
Click Close on the profile graph window to remove it from view. The cursor will return to the Explore tool, but the Exploratory Analysis panel will remain open so you can create a new terrain profile.
Related sections
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Bevel Modifier – Blender Manual
Bevel modifier.
The modifier smoothes the edges of the mesh it is applied to, with some control over how and where the bevel is applied to the mesh.
This is a non-destructive alternative to the Bevel operation in edit mode.
|
Without chamfer. |
Chamfered. |
- Affect
-
- Vertices:
-
Chamfers will be created only near vertices, edges remain unchanged.
- Edges:
-
A chamfer will be created on the edges, creating intersections at the vertices.
Three cubes with chamfer widths 0.1, 0.3 and 0.5 with Vertices selected.
- Width Type
-
Specifies how Width (width) will be interpreted to determine the amount of chamfer.
- Offset:
-
Distance from the new edge to the original.
- Width:
-
Distance between two new edges formed by the chamfer (or edges on either side of the chamfer if there is more than one segment).
- Depth (depth):
-
The value is the perpendicular distance from the new chamfer face to the original edge.
- Percentage:
-
Percentage of the length of an adjacent edge along which new edges slide.
- Absolute:
-
Exact distance along the edges adjacent to the beveled edge. The difference from Offset is seen when non-beveled edges attached to beveled edges do not meet at a right angle, but at a different angle.
- Width
-
Chamfer size. See Width Method below.
Three cubes with chamfer widths of 0.1, 0.3 and 0.5.
- Segments
-
Number of edge loops added along the chamfer face.
- Limit Method
-
Used to control where the chamfer is applied to the mesh.
- None:
-
Without restriction, the chamfer will be applied to all edges.
- Angle (angle):
-
Chamfering will only be applied to those edges whose adjacent face normal angle plus the specified angle of Angle is less than 180 degrees. Designed to allow you to chamfer only the sharp edges of an object without affecting its smooth surfaces.
- Weight (weight):
-
Uses the chamfer thickness of each rib to determine the chamfer width. When the chamfer weight is 0.0, no chamfer is applied. See here for chamfer weight adjustment.
- Vertex Group (vertex group):
-
Uses the weights from the vertex group to determine the chamfer width.
When the vertex weight is 0.0, no chamfer is applied. An edge will only be chamfered if both of its vertices are in a vertex group. See here about setting weights for a vertex group. - Invert
<-> -
Inverts the influence of the selected vertex group, which means that the group now represents vertices that will not be deformed by the modifier.
This setting reverses the group weight values.
- Invert
Profile
Superellipse
Creates a chamfer with a uniform concave or convex curve.
- Shape
-
Concave to convex bevel shape. This has no effect if the value of Segments is less than 2.
Custom Profile
Custom profile widget.
This widget allows you to create a user-defined profile with more complexity than a single profile parameter. The modal tool allows you to switch the user profile, but the profile shape can only be edited in the options panel after the operation is confirmed.
The profile starts in the bottom right corner of the widget and ends in the top left corner, as if it were between two edges that meet at right angles. Breakpoints are created in the widget and then the path is selected with the number of segments from the Bevel modifier.
- Miter Shape
-
Concave to convex bevel shape. This has no effect if the value of Segments is less than 2.
Note
Slider Miter Shape remains active when bevels are enabled, as it still controls the shape of the bevel profiles.
- Presets
-
Presets Support Loops and Steps are built dynamically depending on the number of chamfer segments. If you change the number of segments, the preset will need to be reapplied.
- Sampling
-
Samples will first be added to each breakpoint, then if there are enough samples, they will be divided equally between the edges. Option Sample Straight Edges whether or not samples are added to edges with sharp control points on both sides.
If there are not enough samples to give each edge the same number of samples, they will simply be added to the most curved edges, so it is recommended to use at least as many segments as there are control points.
Geometry
- Miter Inner/Outer
-
Miter miter is created when two beveled edges meet at an angle. From the side where the angle is greater than 180 degrees, if any, it is called the outside bevel ( outer miter ). If it is less than 180 degrees, then it is called inner miter . Each outer and inner bevel can be set to one of the following patterns:
- Sharp:
-
The edges converge at a sharp point, no additional vertices appear on the edges.
- Patch:
-
Edges meet at a sharp point, but in addition, two additional vertices are introduced near the point, so that edges and faces at a vertex can be less squeezed together than is the case with option Sharp .
This pattern does not make sense for internal chamfers, so it behaves like Arc (arc) for them. - Arc:
-
Two vertices are introduced near the meeting point, which are connected by a curved arc.
The Spread slider determines how far the new vertices are from the meeting point.
The Profile curve widget controls the shape of the arc.
Chamfer patterns. Sharp outer miter.
Patch outer miter.
Arc outer miter.
Sharp inner miter.
Arc inner miter.
- Spread
-
The value used to spread extra vertices apart for non-sharp miters.
This option is available when Miter Inner is set to Arc. - Intersections
-
When more than two beveled edges are encountered at a vertex, a mesh is created to complete the intersection of the generated geometry.
This setting controls the method used to create this mesh. - Grid Fill:
-
Default method for constructing intersections, useful when a smooth continuation of the chamfer profile is required. Without the Custom Profile option enabled, the profile curve continues through the intersection, but with a custom profile it simply creates a smooth mesh within the boundary of the intersection.
- Cutoff:
-
Creates a shear face at the end of each beveled edge that converges at a vertex. This is most useful for custom profiles when the new intersection is too complex to fill the mesh smoothly.
At a three-sided intersection, when the internal corners of the faces of cut profiles meet in the same place, the central face is not created.
The direction of cut faces depends on the normal of the original vertex.
Intersection method options. Intersection method Grid fill .
A three-way intersection where interior vertices merge.
Intersection method Cutoff with center face.
- Clamp Overlap
-
Clamps the width of each chamfer edge so that the edges cannot intersect with other geometry.
- Loop Slide
-
If a vertex has non-beveled edges along with beveled edges, the chamfer tries to slide along those edges whenever possible. Disabling this option may result in a more uniform bevel width.
Shading
- Harden Normals
-
When enabled, the chamfer face normals for each vertex are adjusted to match the surrounding faces, and the normals of the surrounding faces are not affected. This keeps the surrounding faces flat (if they were before) and the chamfered faces blend into them smoothly. For this effect to work, you need custom normal data, which needs to be set to Auto Smooth (see section Normals).

When the vertex weight is 0.0, no chamfer is applied. An edge will only be chamfered if both of its vertices are in a vertex group. See here about setting weights for a vertex group.
If there are not enough samples to give each edge the same number of samples, they will simply be added to the most curved edges, so it is recommended to use at least as many segments as there are control points.
This pattern does not make sense for internal chamfers, so it behaves like Arc (arc) for them.
This setting controls the method used to create this mesh.
