Use the Spindle primitive to create a cylinder with conical caps.
Examples of spindles
To create a spindle:
Draws the object from edge to edge. You can change the center location by moving the mouse.
Draws the object from the center out.
Sets the radius of the spindle.
Sets the dimension along the central axis. Negative values create the spindle below the construction plane.
Sets the height of the conical caps. The minimum value is 0.1; the maximum value is ½ the absolute value of the Height setting.
Determines what the Height value specifies. Overall specifies the overall height of the object. Centers specifies the height of the midsection of the cylinder, not including its conical caps.
When greater than 0, creates a fillet where the caps meet the body of the spindle.
Sets the number of sides around the spindle. Higher numbers shade and render as true circles with Smooth on. Lower numbers create regular polygonal objects with Smooth off.
Sets the number of concentric divisions along the center of the spindle's top and bottom.
Sets the number of divisions along the spindle's major axis.
Blends the faces of the spindle, creating a smooth appearance in rendered views.
Turns on the Slice function. Default=off.
When you create a slice and then turn off Slice On, the complete spindle reappears. You can therefore use this checkbox to switch between the two topologies.
Sets the number of degrees around the local Z axis from a zero point at the local X axis.
For both settings, positive values move the end of the slice counterclockwise; negative values move it clockwise. Either setting can be made first. When the ends meet, the whole spindle reappears.
Sets up the required coordinates for applying mapped materials to the spindle. Default=on.
Controls the scaling method used for texture mapped materials that are applied to the object. The scaling values are controlled by the Use Real-World Scale settings found in the applied material's Coordinates rollout. Default=off.