I have some problem with adaptation to blender.
I have been modeling in Modo for many years and I want to move in blender. But some moments stop me and do not allow me to work normally in a blender.
As topic says it’s Edge Slide and Edge Slice. Examples how it’s work in modo:
Modo Edge Slide
Modo Edge Slice
And one thing as you can see I rotate overview and tool doesn’t implement until apply or close parameters window.
So question is: Is blender have something like this, may be addon or need to change some parameters?
Have you tested the slide tool in blender? You press g twice to enable the tool. I don’t think it has the same options as modo with leaving a copy of the slided edge but works fine for sliding vertex/edge/poly and you can aldo press alt while sliding to extend the the edge and slide outside the edge youre on, very useful.
Edit: or do you mean that you want to rotate the view at the same time as you use the tool? That is not possible in blender I think and its kind of annoying.
Hello,
yes I tested blender slide tool, it allow me to slide existing edge/s, but often I need copy of it.
I can use Alt+V (to copy edge/loop), chose direction, then right click to drop tool, then use Slide tool to slide edge/edge loop copy…
but it’s so long and if i need other direction…
It’s a pity that there is no way to use the tool and rotate the view at the same time. I know I can modify parameters in tool option (left bottom corner) but it is not very convenient.
“but it’s so long and if i need other direction…”
“…but it is not very convenient.”
Suprise! haha
Modo has many settings for this. Enviously.
“I can use Alt+V (to copy edge/loop), chose direction, then right click to drop tool, then use Slide tool to slide edge/edge loop copy…”
You do not need to press RMB.
Select the edge, move the mouse cursor to the desired side from the edge where you want to double > Alt+V > G > E(optional) > F(optional)
Modo Edge Slice.gif
For this particular case, you can select the polygons and press I - Inset . Or select edges and press ctrl+shift+r, but it’s a little different.
And only percent Interpolation here, no Distance.
sorry for my English
This is almost what I needed.
I didn’t even think that for this I need to choose polygons loop.
Can’t say that it’s a solution, may be in future slice/slide tool will be improved, but for now we have what we have.
Thanks!
You can replicate Modo’s Edge Slice by doing a Loop Cut, followed by a Bevel with the Width Type set to Percent. Here’s a GIF:
First, press Ctrl+R for the Loop cut. Hover your mouse over the edge ring you want to cut. You have three options:
scroll your wheel if you need more than one cut
right click to abort
left click to make the amount of cuts you have chosen
After you have clicked, you can either press the right mouse button to leave the new loop in place (that’s what I do in the GIF) or move it around and accept the new position with a left click.
To bevel the new loop, press Ctrl+B. Once again you can scroll your mouse wheel to create more subdivisions. At first the two loops will not take the surrounding geometry into account and are parallel to each other. If you want to change that, click on the Bevel popup in the lower left corner of your viewport. Choose Percent as your Depth Type. Blender remembers this setting for the running session.
I don’t know it’s a bug or not
but when I try to bevel edge loop on specific value it give incorrect result,
when I switch to vertex it show correct result…
you have something very strange going on
and if this happens all the time and you can reproduce it, then you need to write to the bug report
sorry for my English
Try selecting the edge loop and using Ctrl+Shift+r, this will activate the offset edge slide and give even results. However, there will be different measurements in areas because the operation is either trying to follow the contour of the mesh or force the new edges to be evenly offset from one another. In trying to do this, measurements will not be equal.
In your Suzanne example, the new edges are following the contour of the mesh, while trying to maintain the same relative offset, so it is doing what it is supposed to do in this case.