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is there a quick way to move a face to meet another, but keeping the connected edges at their current angle? I'd like to make my yellow side wall meet the red post, filling the gap between the two. Simply moving the face along the Y axis would change the angle of the wall's slope - I want to keep it as it is. I've tried this method: How to extrude to meet an angled face? but it doesn't seem to work (the selected face ends up at a strange angle). Yellow wall and red post

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This is a GG slide with, (after establishing its direction with a small move,) C the clamp released, so it can continue beyond existing edges. The Snap is set to 'To:Face' and 'With: Active', and left switched on, so you don't have to do too many things at once...

enter image description here

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  • $\begingroup$ Wow ... I have more to learn than I thought ... I used it just for edge extension didn't know it works for trapezoid (✷‿✷) $\endgroup$
    – vklidu
    Feb 13 at 21:47
  • $\begingroup$ Ah! @vklidu! Can you remember which answer of yours it was that did that sand-dune feedback thingy without a camera? I wanted to point this Q at it... $\endgroup$ Feb 13 at 21:51
  • $\begingroup$ I can get this to work with new geometry, but for some reason it's refusing on my current mesh - the yellow projection lines go a bit crazy. Any guesses what might be the issue? $\endgroup$ Feb 14 at 15:33
  • $\begingroup$ @derekjackson check for a pathological mesh? (Duplicate vertices, inverted normals, etc.) Any other modifiers on the mesh? Any bevels screwing it up? $\endgroup$ Feb 14 at 16:54
  • $\begingroup$ @RobinBetts Hi, thanks, but all seems okay... No modifiers or bevels, all normals pointing outwards, no strange geometry. The wall was generated as a simple cube which I then applied a Boolean to, to cut to meet another element. This has been applied though - so it's now basically a simple 6-sided mesh, as far as I can see? $\endgroup$ Feb 17 at 20:50

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