Hi guy’s, learning my way from autodesk to blender and is there a way to bisect with precise angle like 45 degrees for an example?
By the way this tool so far crash blender to desktop when manipulating the gizmo and i am on latest stable build 2.91.
If not please let me know if there is an addon for this.
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Since its introduction that tool in Blender was more of a freeform thing than anything. You could adjust the angle after the fact in the redo panel, but that’s only practical if you’re doing axis-aligned cuts, when the angles are easy to work out.
The alternatives are:
- Knife tool with cut-through setting (modal key z) and angle snapping (modal key c). That one only allows 45 degree increments though
- Face -> Intersect (Knife). With that one you can, in edit mode, just add a plane and rotate and position it however you want, then do a cut. It does require some cleanup work afterwards (removing internal face), but at least you can be precise with it.
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Hi Stan, just tried the intersect and i get an error message saying no intersections was found?
OK got it it need 2 mesh sorry my mistake
I know this is long after the fact, but I figured out how to get a precise bisect. It does require a bit of trigonometry, but with google’s help that doesn’t have to be intimidating. I wanted to do a bisect along a plane at a specific origin point, and needed it to be specifically at 68 degreess around the X axis.
So
- First just create the bisect line wherever to bring up the Redo pane
- Enter the origin point in the redo panel.
- This is the tricky part. Think of the Normals along the axes as the edges of a right triangle (a triangle where one of the angles is 90 degrees).
- In my case, since the bisect I was doing was 68 degrees around the X axis, so I set the X normal to 0, and worked with the Y and Z normals. Trigonometry tells me that the 68 degree cut will form the hypotenuse of my triangle.
- Knowing the trig formual "TAN (angle) = Length of Opposite triangle edge / Length of Adjacent angle edge, I looked up the TAN (tangent) of 68 degrees, which equals about 2.475.
- So in my case that means that if the lenght of the “opposite” edge of my triangle is 2.475, then the length of the “adjacent” edge will be 1.
- In my case, the “Opposite” edge was along the Z axis, and the “Adjacent” edge was along the Y axis, so if Z = 2.475 then Y = 1
- But Normal values cannot exceed one. So next I had to divide both my Y to Z ivalues by the value of Z (the larger number), so that the value of Z becomes 1, and the value of Y becomes Y/Z and therefore less than one.
- So my final Normal values became X = 0, Y = 0.404 (that’s 1/the orignal Z value of about 2.475), Z =1. I had to flip a couple of signs from positive to negative, but otherwise it worked perfectly.
Maybe somebody else with the time to make this into a pretty tutorial can do so, but this should at least get you started. I’lll probably be referencing it myself again in the future. Hope it helps.