4
$\begingroup$

I want to slide this edge to 38.4cm on the Z axis. The only way I know how to slide edges is double tapping G and sliding it with the mouse, which is not accurate enough for my needs.

screenshot

Is there a way for me to type in a specific global value without messing up the right side of the mesh?

$\endgroup$
2
  • $\begingroup$ I deleted my answer. Not easy, but maybe related blender.stackexchange.com/questions/38955/… $\endgroup$
    – m.ardito
    Commented Sep 28, 2017 at 9:53
  • $\begingroup$ I got this to work, but it's prone to interpolation errors. 1) Add a loop cut in the center 2) Calculate the distance you need to move. For me only the Z axis was relevant, so I tooke the end point o=400 and the starting point (lower edge of the mesh) a=96 and got the length by calculating the difference (l=o-a=304). I wanted the cut to be z-16 from the top, so I needed to move by 288 from the bottom. 288/304 gives me a factor, but because I halved the distance by cutting in the middle I need to double the difference this ratio has to 1. 3) Press GG enter the ratio and pray to interp $\endgroup$ Commented Sep 28, 2017 at 10:07

4 Answers 4

1
$\begingroup$

Sorry, previously added a completely wrong answer...

After some struggling I agree that is a shame that you can't set a precise sliding end position (at least on global axes) or at least snap to some other vertex or edge... this should be fixed, imho (although it is not currently considered a bug... https://developer.blender.org/T41346).

I have another workaround, not very much elegant but at least you could try this, too, at least this is what I tried:

First I duplicated this edge:

enter image description here

then, I selected those edges, whose Z value was 0.00, and grabbed (not slided) them to a precise value (0.2 in my example)

enter image description here

of course ending with this wrong result, though you can see the duplicated edge I created before, as a "reference" that keeps the correct slope angle...

enter image description here

then, tried to correct the wrong vertex position (only one in this case), after activating snap to edges

enter image description here

I then grabbed (locking on X axis) until the vertex snapped to the "reference" edge)

enter image description here

Finally, I had to delete the "reference" slope edge

enter image description here

here you see the "real" edge selected after removing the "reference" one

enter image description here

That's it, I hope at least this gives you an alternative...

$\endgroup$
3
  • 1
    $\begingroup$ Because if there isn't some fancy option I don't know about yet it messes with the mesh like this $\endgroup$ Commented Sep 28, 2017 at 9:42
  • 1
    $\begingroup$ I've just modified and then restored my previous answer, not sure if it will answer you, it's more a workaround, but still... $\endgroup$
    – m.ardito
    Commented Sep 28, 2017 at 12:05
  • 1
    $\begingroup$ This is still a lot of struggle, but it's a whole lot more practical than what I did creating a plane and intersecting it. Thanks a lot! I think this is the closest to a decent solution we will get. $\endgroup$ Commented Sep 29, 2017 at 13:20
2
$\begingroup$

Just press GG Z .384 Enter. Sometimes you need to type - (negative) to invert the direction of the movement.

$\endgroup$
3
  • $\begingroup$ I tried this before and it doesn't work. Maybe my settings are off, but this moves the edge somewhere completely off. Here is what happens for me: !screenshot $\endgroup$ Commented Sep 28, 2017 at 9:18
  • $\begingroup$ Maybe you'll have to apply the scale of your object first (ctrl A). If the object hasn't a scale of 1.1.1 all measures get deformed. $\endgroup$ Commented Sep 29, 2017 at 6:07
  • $\begingroup$ Just tried applying the scale - same effect. $\endgroup$ Commented Sep 29, 2017 at 13:15
2
$\begingroup$

You'll need to know the height before and devide it with distance you want to move. In example lets say height is 2.9m. So type "gg=0.384/2.9"

enter image description here

$\endgroup$
1
$\begingroup$

I solved the problem by creating a plane, moving it to the desired Z-coordinate and intersecting the meshes, but I am still very much interested in alternative solutions, as this is obviously not always a feasible solution.

$\endgroup$

You must log in to answer this question.

Not the answer you're looking for? Browse other questions tagged .