Nodes/Avatar Graph/Mesh Primitive Ico Sphere Add
ComfyUI Node

Mesh Primitive Ico Sphere Add

Building eyeballs and round props in Avatar Graph

By avatechai·Created 3 years ago·Updated 2 years ago· 264
Mesh Primitive Ico Sphere Add
  • location
  • rotation
  • scale
  • BPY_OBJ
seed0
subdivisions2
radius1.00
calc_uvstrue
enter_editmodefalse
align

Like its torus sibling in this pack, Mesh Primitive Ico Sphere Add generates geometry from scratch rather than processing an existing mesh - it drops an icosphere (a sphere built from triangular faces, the low-poly-friendly way to make a round shape in 3D) into the scene. For an avatar-rigging pipeline built mostly out of flat, segmented mesh planes, this is your go-to when you actually need something genuinely three-dimensional: an eyeball sitting behind an eyelid cutout, a bead, a simple prop that needs to read as round from any angle instead of just from the front.

How it works

It's a near-direct wrap of Blender's own icosphere operator - an icosphere starts as a 20-face icosahedron and gets each face subdivided repeatedly to approximate a sphere, which is why the main quality knob here isn't a segment count like a UV sphere but a subdivision count. Higher subdivisions mean smoother and heavier; lower means faceted and light. If you've built spheres in Blender's Add Mesh menu before, every parameter here will be immediately familiar, since the pack generates its Blender node definitions straight from Blender's own operator metadata.

The inputs and outputs that matter

Most of it is defaults you won't touch, but a few actually shape the result:

  • subdivisions (default 2, range 1–10) - the one that matters most. 2 is a reasonable, low-poly-but-round default; push it up for a smoother ball, especially if it's going to be seen up close.
  • radius (default 1) - the sphere's size. Scale this to match whatever it's standing in for (an eyeball is small relative to a whole character).
  • location and rotation - where it lands in the scene (B_VECTOR3 types).
  • align - WORLD, VIEW, or CURSOR, the same three placement options as the torus node and Blender's own toolbar.

Output is a single BPY_OBJ - the new sphere, ready to chain into a texture, a data transfer, or a duplicate-move like any other object in this pack.

How to install it

ComfyUI Manager, search "Avatar Graph", install, restart - or manually:

cd ComfyUI/custom_nodes
git clone https://github.com/avatechai/avatar-graph-comfyui

then pip install -r requirements.txt and restart. This is a bpy-backed node, so the whole pack's Python 3.10.x requirement applies - Blender's Python module doesn't ship for anything newer, so macOS/Linux users should build a dedicated conda environment for it rather than reusing a ComfyUI install running 3.11 or 3.12. Windows users can grab Avatech's prebuilt Python-3.10 ComfyUI zip instead and install the pack via Manager on top.

Common issues & troubleshooting

A node that won't load, or a startup console showing an import error on avatar-graph-comfyui, is a Python-version problem, not something specific to sphere generation - this whole class of "one pack pins a Python version the rest of your install doesn't use" issue is a known, recurring friction point with any custom node pack that embeds Blender's bpy module, and it's the first thing worth ruling out.

If the sphere shows up but looks too dense or too coarse for what you need, that's subdivisions, not radius - people sometimes reach for scale when the actual fix is dialing the subdivision count, since that's what controls how faceted the surface looks rather than how big it is.

Categoryblender

Inputs (9)

NameTypeDefaultDescription
seedoptINT00–18446744073709550000
subdivisionsoptINT21–10
radiusoptFLOAT1.000–999999995904
calc_uvsoptBOOLEANtrue
enter_editmodeoptBOOLEANfalse
alignoptCOMBO3 options: WORLD, VIEW, CURSOR
locationoptB_VECTOR3
rotationoptB_VECTOR3
scaleoptB_VECTOR3

Outputs (1)

NameTypeDescription
BPY_OBJBPY_OBJ