# How can I create a circle that contains two existing vertices?

Okay there are 2 verticies and one ellipse loop of edges. I want to make new loop containing these 2 verticies as shown. What is the best way of doing this?

The difficulty here lies in the fact that it no longer seems to be a circular path, it seems to be elliptical and slanted.

Anyway you could probably achieve this easily by basic Extrude/Scale workflow using your already drawn profile as snapping guide.

Just select your last edge loop, press E to extrude, Z to restrict to the Z axis and then snap it to the first vertex of the guide.

To snap activate snapping to vertex in the 3d view header switch to Vertex Snap mode, and then press Ctrl during transform.

Afterwards press S to scale Shift + Z to scale only in XY plane and then snap again to said vertex.

Repeat these steps until the complete shape is done.

In the end you may want to remove doubles to clean up the geometry by selecting all and pressing W > Remove Doubles

• Thank you so much! I knew there was a shortcut for this! ^^ Jul 4, 2016 at 0:00
• You should explain how to enable snapping. And probably remove doubles at the end. Jul 4, 2016 at 10:47
• True, forgot about those, updated answer above. Thanks for the comment. Jul 4, 2016 at 12:00
• Umm and what about non-symmetrical 2 vertices? Check out my image again. There are 2 non-symmetrical vertices. I currently do it by scaling/rotating/transforming. Kinda trial-and-error. @someonewithpc Jul 5, 2016 at 17:11
• You could use the Grid Fill operator for that, it must be a continuous loop and have the same amount of vertices in each opposing side. If you have any further doubts please post them as a new question, comments are not adequate place to provide full answers Jul 5, 2016 at 17:25

The first thing that you will want to do is Tab into Edit Mode, enter Edge Select Mode, and select the edges.

Then key P and choose By Selection. Tab out of Edit Mode. Select the purely edges mesh. Go to the Properties panel > Object Modifiers tab and add a Screw modifier. Set the Steps: to 32. Disable Smooth Shading.

Apply it. Tab back into Edit Mode. Key A once or twice until everything is selected. Key T to toggle open/close the Toolshelf. Go to Toolshelf > Shading/UVs tab > Shading dropdown > Normals and click Recalculate.

Tab out of Edit Mode. Select the screwed mesh and then the cylinder. Key Ctrl + J. Tab into Edit Mode. Key A once or twice until everything is selected. Key W and select Remove Doubles.

Done.