Let's... face .. it, the current face operation is pretty poor. I often use morph in lieu of it. The problem is the way it offsets the passes from the model is often really heavy on one side and really light on the other. The tool is never even side to side or front to back.
On the first pass say you have 50% radial engagement on the last pass you will often have 80 or 90%, or 10%. Often times I find it awkward because I'm trying to add some stock offset but this results in additional time where it's not needed but offsets both sides so it's just a pain, then you try to change the stepover a little to compensate and then you have a redundant stepover... It's just annoying, and it leaves a less attractive finish. Morph is nice because it results in nice even tool paths. Face should be generated similarly. I think it simply starts from one edge and creates even stepovers until the tool is passed the opposite side but this results in all tool paths off to one side. Instead, let's just calculate the distance between the two edges, take the largest stepover, and divide it by an even number of stepovers no greater than the max. If that doesn't always work then maybe have a checkbox for "morphed stepovers" ? I dunno. I'm just tired of using morph for facing. And super annoyed with existing face operation. I can't be the only one...?
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