i am trying to model a windmill and have this:
No i want my selections so scale like this:
if i now use transform normal with individual origins, it scales like this:
how do i scale this right?
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Sign up to join this communityi am trying to model a windmill and have this:
No i want my selections so scale like this:
if i now use transform normal with individual origins, it scales like this:
how do i scale this right?
So long as the elements you are transforming are disconnected islands, you can set the Transform Pivot to 'Individual Origins'. The normals of the individual edge-loops are as they would be, if the loops were faces.
In my case, SY in the 'Normal' orientation does the job. It may be SX for you.
On the whole, though, would it be better to model this item under a rotational Array modifier? Just in case there are other modifications you want to make to all three blades that can't be executed so conveniently this way.
Only way I can think of is scaling along normals (Alt+S), but it will scale all outwards... You could do it and then scale back the y axis.