Flatten faces to the same plane

LoopTools > Flatten > Best fit - gave me Pretty good results. But each island there is still offset to it’s own plane. I want all of them to share the same plane, as if I had sliced them all at the same time with one plane.

Any trick or tool for that?

hi, maybe that ?
https://docs.blender.org/manual/en/dev/modeling/meshes/editing/subdividing/bisect.html

if you set your transform orientation to ‘normal’:


Then scale it to 0 along the normal Z direction:

This will take a little negotiation to get multiple faces all lined up, but it can be effective for straightening out a plane or two.

You could assign the verts to a vertex group, add a separate object (a plane) and rotate it how you want, and then shrinkwrap the first object (using the vertex group) to the plane.

I like the shrinkwrap idea the best. Once I got further along I realized the original artwork I was given isn’t very good, so it doesn’t really matter all that much.

One thing I’m somewhat annoyed at though. I was selecting faces using Ctrl+Shift and clicking two corners of an area. So say I have 9 faces in a grid. Select face 1, then shift control select face 9. Yay, all 9 are selected right?
But now, you can’t repeat your last action.

Is there a way to put whatever that is on a “never repeat” list? I’m not sure why you would ever want to repeat that. It’s not Less clicks! In fact, Ctrl+R is harder to hit than Ctrl+Shift.

I have some surfaces that I always want on a specific plane though, and this method will work Perfectly for that. I had very poor luck with scaling on normal. Rather than scaling closer and closer to zero, it’s allowing me to scale negative. So I can’t seem to get anything to flatten using scale. I probably have a setting flipped somewhere and I’m not sure of where.

To scale to 0 it’s better to enter it numerically. In this case, you’d hit S to scale, z two times to choose normal z axis, and hit 0 and then enter