I'm modeling a rather simple but "straight" shape but i ran into a tiny issue where if i wanted to make a face planar at an odd angle it becomes a bit wobbly since all the vertices move in random directions to flatten it out.
How do i prevent the selected vertices from moving, and making sure the remaining vertex is constrained to Y when using the make planar feature?
Thanks in advance for any advice.
Replies
I would use Make Planar on the edge loops, not on the polygon.
That is exactly what i'm trying to achieve!
By wobbly i mean that if i simply select the face and use "make planar" all vertices move in any direction they like until they find an average between them to create a planar surface without respect to the rest of the shape. so it makes the other faces no longer planar.
I guess it could get more complex as you model further. But the same principles apply. I would just eyeball it.
I have found a solution though, it's a bit roundabout; but if i split up the face into tris and then duplicate the piece that is at the correct angle, i can move it in local mode until it moves in front of the other vertices while maintainine the correct angle. and then i can move these vertices towards the plane to insure the whole thing is flat and has no triangulation.
There's probably a better way of doing this but it works, so i wont complain.thanks for all the replies
It was specifically made due to the questions raised by this thread. The projection plane is created first from selected objects/verts/edges/faces, and then you can select whatever you want to project to it on one or more axis. I'll record a video demonstration later, but let me know if you have any questions or suggestions.
This is different script.