Trying to keep everything straight and aligned has me puzzled

Trying to keep everything straight and aligned has me puzzled

vordermand
Contributor Contributor
1,234 Views
1 Reply
Message 1 of 2

Trying to keep everything straight and aligned has me puzzled

vordermand
Contributor
Contributor

vordermand_0-1603722925798.png

Here's what I'm trying to do: I want to align all bottom vertices, they aren't currently at precisely the same Y value (I usually do this by selecting them and scaling them down) however, I don't want to create an angle in the surface, however miniscule, where that edge loop is. If I just move down the scale widget, it would create an angle in the surface. I don't think transform constraint in tool settings is the solution, it seems a little gimmicky for what I'm trying to do here.


Secondly, I want to move that edge on the right forward to create a 90 degree angle, I don't know how to do that. And on top of that the pivot of that edge doesn't align with the edge, so I can't keep those faces on the sides planar. Demonstration:

vordermand_1-1603723256014.png

I know how to change pivots, ie to world, component, etc. I want the pivot to align with the edge, but more importantly I want to be able to create a 90 degree angle between that face and the ground as drawn on the picture above.

 

Thanks in advance

 

0 Likes
1,235 Views
1 Reply
Reply (1)
Message 2 of 2

cavescholar
Advocate
Advocate

Hello, the method to align the bottom vertices seems fine, but as far as the angle it will leave on your geometry doesn't seem avoidable as this would be correct. The same method you are using to straighten the vertices can be used on faces too. So, select the face you want straightened and scale on the z, then select the face you want perpendicular and scale that face in the Y to get that 90 degree angle. If you select more than one on the same plane, it will straighten all those components on the scaled plane. Another way is to align the vertices using grid snapping, which is also a good way to get those aligned to x, y, or z. 

 

Lastly, if you know that you are going to be needing a more rounded object you might start with circles (Nurb curves) and then loft from one circle curve to the next. You can choose the loft options to output polygons or once you have modeled your nurb surface, just do Modify > convert Nurbs to polygons.