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Is there a way to merge vertices by distance and center? Trying to turn grooves into V's.

bloop

Or maybe just an easier way to do this entirely, I've been doing it a lot lately and it's getting tedious.

I want to:

With a face, create equidistant V grooves along it.

current method:

  • Ctrl+r loop cut and slide
  • E extrude faces
  • tediously select each vertex pair and merge center
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Change the Pivot point to individual origins

enter image description here

Also. when you find yourself doing the same thing on many similar pieces, it is time to think of using instancing or arrays, so that you edit only one object and the copies are changed as well.

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  • $\begingroup$ This allows me to get them close so i can merge distance and be close enough $\endgroup$ – Daoidh Jan 19 at 20:30
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@cegaton is right, instancing is almost certainly the way to go.. but just to explore some operators, and the way they automatically select on completion ....

With Orientation set to 'Normal' and Pivot set to 'Individual Origins'

  • Select top and bottom edges
  • Right-click menu 'Subdivide' with the number of grooves per face
  • CtrlB bevel with 2 segments
  • CtrlNumpad - reduce the selection
  • GZ move reduced selection along face normals.

enter image description here

In your case, to go your way, and select the faces whose vertices are to be merged, you could probably ShiftG select faces by similar area to a sample, and, again, CtrlNumpad - reduce the selection to the front faces.

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  • $\begingroup$ Oh bevel with 2 segments, that is helpful. Also reduce selection saves a lot of time. (Dang, can't mark 2 as answers) $\endgroup$ – Daoidh Jan 19 at 22:00
  • $\begingroup$ @Daoidh No problem! It's just nice to be able to share some of the little things which make Blender a fast modeler, once you think in its way. $\endgroup$ – Robin Betts Jan 19 at 22:05
  • $\begingroup$ You can change the accepted answer at anytime if you find other answers more useful. Read: blender.stackexchange.com/help/accepted-answer $\endgroup$ – user1853 Jan 20 at 6:05
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Add a cube and scale it along Z axis;

Select vertex pairs and merge them center;

Extrude edges of the opposite face by the same amount;

Use array modifier as mamy times as you want.

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