In principle yeah that kinda does the trick. But if you look at that top right corner vertex of the face you pull out, okay yes presume I want it in that plane but not that location. Maybe it should be closer to the bottom left hand corner point, if I’m really building it out.
Yeah that’s precisly what I want to do, but also precisely what isn’t an available option though. Because if you pick the first 3 points for your 3DFace, the fourth will either shoot to the floor, somewhere else in your model, or ‘in’ the Worl XY plane moved up to the last picked point if Planar is on.
Actually I couldn’t replicate what you did Kyle my end - sorry.
Take the case of something similar to the above. The options are, I guess, Gumball extrude and stitch the end faces? Then manipulate the points inbetween. Again, an InPlane option with Chain could be nice to sort of ‘follow’ that shape. But honestly it could be a stupid request.
Also notice a bug I’m seeing a lot inside 3DFace command, where the osnaps in the bottom left completely disappear. It seems to not behave so well. I was trying to get a one shot osnap on surface. Apologies for the poor video.
Sweep1 Seems to fail in some simple cases too. OR at least not provide a wholly desirable / unexpected look. It creates a nice single face, with one edge as cross section and one as a rail.
I’ve posted about a possible smooth/box override in display modes, and from something I worked on yesterday this was reconfirmed. I was trying to replicate fairly closely and existing mesh (creating a cleaner version, so to speak) and, as you mention in your videos Kyle, moving things around in smooth mode is a little unwise and risks giving you trying to pull something into a shape it doesn’t want to. So for that reason it can be nice to have side by side the balance of seeing your smooth model which you are trying to pull into a certain form, and the box to see whether you should be adding another loop in.
One more small thing - any simple way to select the points from an Edge Loop? An equivalent to SelU and SelV? Regardless of that, could we have MoveUVN work on SubD Edges, i.e. the ‘points’ contained within that edge selection. I now see you can do the same as with edges - ctrl+shift dbl click between two points to get the points in between. That works ona SubDVertex (on SubD) but not control cage points. Likewise, MoveUVN doesn’t work on the SubDVertices. So there’s a bit of a jam there.
Also, we need some kind of indicator for which face an edge belongs to.
Can anybody confirm for me that Slide doesn’t seem to keep the Across/Along Option sticky. So if you go ‘up’ an edge loop sliding by different amounts, I find that inexplicably it decides to switch over after a couple of picks even though you’re repeating the same operation. Just a minor frustration.
And another thing - Slide command on vertices which have three paths/adjacent edges rather than just Across/Along. Is there a plan for that, because that would be nice rather than me having to go and get the exact correct Osnaps setup so that my dragging goes along the cage. Just means that Slide will Slide all verts - not just when it’s convenient.
Also - maybe a ‘SubD object’ option for RemoveCrease -
How about tools for merging loops too? Rather than doing MergeFaces ten times up an edge loop.
And - how about align to view updating in realtime. With my 3D Connexion mouse, this would be nice for gumball extruding out faces on the fly in the correct-ish direction.