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I have a shape where I select multiple edges

enter image description here

I would like to move each of these edges equally in a direction linked to the centre of the object. But as you can see doing this manually causes a mess enter image description here

And moving all the edges together causes a different type of mess

enter image description here

I can achieve something close to what I want by scaling them, but I would like the edges to remain the same length enter image description here

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    $\begingroup$ This will create bad geometry. Are you sure you want to do that this way ? $\endgroup$ – Gorgious Jan 23 at 12:25
  • $\begingroup$ isn't it the same idea as this question, just moving in the opposite direction? blender.stackexchange.com/questions/89871/… $\endgroup$ – Luciano Jan 23 at 12:39
  • $\begingroup$ This will still change the length of the edges if i understand that approach correctly. You could otherwise scale all the edges by factor 2 and then change the pivot point to individual origins and scale by factor 0.5 to undo the length change of the previous scaling. $\endgroup$ – Robert Roth Jan 23 at 12:58
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Someone will probably come up with a better way than this...

If you have a lot of work to do in 4-way symmetry, it's probably worth working under a Mirror modifier in X and Y, or an object-offset Array modifier, based on a target rotated by 90 degrees.

For a one-off, though..

  • If necessary, create a Custom Orientation from the face the edges have in common
  • Set Pivot to Median, or 3D Cursor snapped to the appropriate point
  • SShiftZ Scale the edges outward
  • CtrlC copy the scale from the Adjust Last Operation panel
  • Reset Orientation to Normal, and Pivot to Individual Origins
  • S scale, and in the Adjust Last Operation panel, swipe to select X,Yand Z fields together and type in to one of them: 1/CtrlV
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    $\begingroup$ S - scale, Shift Z scales along x and Y only. But this has the same affect as just pressing S? $\endgroup$ – pluke Jan 24 at 16:28
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    $\begingroup$ @pluke OK, yes, you're right, in both cases in the answer, so long as the affected components are all at Z=0 in the transformation space (determined by Orientation and Pivot), because 0*anythingyoulike = 0. $\endgroup$ – Robin Betts Jan 24 at 16:39
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  • If your pivot for rotation/scaling is "3D Cursor", make sure that the cursor is set appropriately.
  • Select all the objects you want to move.
  • Hit 'G'
  • Hit the letter for the local axis they'll be moving along, twice.

enter image description here

Original post on Reddit

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  • $\begingroup$ This is more of a comment, not an answer. $\endgroup$ – Nate_Sycro27 Jan 23 at 13:45
  • $\begingroup$ Sorry, kinda new to SE and the the proper etiquette. Will edit to make it a proper answer. Thanks Nate. $\endgroup$ – Wildmind Jan 23 at 13:49
  • $\begingroup$ Thank you for embedding that gif And making this answer pretty for me @ᴊᴀᴄʜʏᴍ ᴍɪᴄʜᴀʟ <3 Not all heroes wear capes $\endgroup$ – Wildmind Jan 23 at 15:13
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    $\begingroup$ Happy to help :). Welcome aboard. $\endgroup$ – Jachym Michal Jan 23 at 15:16

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