Timeline for Scaling vertices by a factor of their z coordinate
Current License: CC BY-SA 4.0
7 events
when toggle format | what | by | license | comment | |
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Jul 15, 2023 at 16:15 | vote | accept | Bas | ||
Jul 15, 2023 at 16:09 | comment | added | Bas | It is straight, along the z axis. The topology with the weird curves is necessary for a shader that will be applied. The proportional editing/linear falloff is exactly what I was looking for, thanks! | |
Jul 14, 2023 at 14:05 | comment | added | Allen Simpson | Might be easier to control with a lattice modifier | |
Jul 14, 2023 at 10:44 | answer | added | Martynas Žiemys | timeline score: 2 | |
Jul 14, 2023 at 9:59 | comment | added | Gordon Brinkmann | To me this sounds as if you wanted to do Proportional Editing with a linear falloff. | |
Jul 14, 2023 at 9:06 | comment | added | Harry McKenzie♦ | so that it is not straight, but tapers out. > it's not straight to begin with. what are you trying to accomplish? why not model it again since the toplogy is horrible. | |
Jul 14, 2023 at 7:47 | history | asked | Bas | CC BY-SA 4.0 |