Hi Community,
can someone tell me how to extrude multiple edges locally? Although local is set?
I don’t really understand this.
Thanks for your help!
Hi Community,
can someone tell me how to extrude multiple edges locally? Although local is set?
I don’t really understand this.
Thanks for your help!
For that, I’d create a custom transform off the edge then use that to extrude. Local won’t mean much to an edge, you can try normal, even then though, it depends on topology as to if it will go in the direction you want it to.
If you press alt + e, then the extrude menu will come up. If you choose extrude individual faces then it should do the trick. (You need to be in edit mode)
Faces are more reliable, but if he is wanting to extrude an edge, it depends more on the surrounding topology. Personally, if I’m extruding edges, I tend to use custom transforms. Sliding an exterior edge is easier as you can edge slide “in”, then hit ‘c’ and slide “out”, but spearated or new edges have always been tempramental for me.
Hmm that would probably only work for one edge but not for several…
thanks anyway!
Yes, I know it’s easy to do this with faces, but I’m asking explicitly for edges, and there seems to be no way of extruding several edges into the local position at the same time…what a pity!
If you eare wanting to extend that geo, I think a way may be to edge slide the existing edges out, copy the edges, then undo the slide and paste the new edges, then form the faces. That’s off the top of my head though, dunno if it would actualyl work.
oops i changed the post wrong…just read on…
You pick an edge that follows the direction you want to transalte on, and add a custom orientation, then use that to move as opposed to global / local, then your x/y/z is in relation to that.
How should i know which direction the edge is following?
I need precise instructions please.
Small video here:
Thanks for the effort, but it still doesn’t really help me.
I will probably be allowed to extrude manually and rework every single point again…I thought it would work better…too bad.
Yeah, with a curved structure like that, it is complicated as you don’t know the “correct” extrusion direction. Another thought, not tried it, but if you hit ‘e’ to extrude then dropped the tool, with the edge selected, could you use alt+s to “fatten” the shape? a lot might depends on the pivot point for hte action, but just an idea.
Did you try to extrude along normal?
This function is only available for faces.
If I select edges and press alt +e, there are only “extrude edges”, “extrude repeat” and “spin”.
With alt+s I don’t really understand what it does, it looks to me like it extrudes/scales in the y axis and also a bit in the x, strange function… I don’t know what to do with it!
Thanks anyway, it’s probably the right time for crazy ideas.^^
Alt+S is the “shrink/fatten” tool, the best way to see it work is with things like pipes / torus, indeed, it’s very useful in those cases. How it works with more complex geometry is another matter. I think it probably works best in a mesh as well, rather than with edges, though I do use it on vertices when sorting shading issues. You could try fattening the whole thing, maybe make a duplicate, fatten it, then select the bits you need. Just throwing ideas out there.
No, it is not. You have to try it. Set “Transform Orientation” to Normal. Select your edges and extrude them.
I can’t get it to change before, it’s always set to Global in the box at the bottom left, even though Normal is selected at the top of the bar. And when I change this, I can still extrude in all axes…it doesn’t quite work like that.
but in principle it should work as you write…but not for me…?
Hi,
I made you a video. Do you understand what I mean? Can you perhaps recognise an error?
I would like to use the normal function you describe.