# Inset distance "wrong"?

Hi!

I have an issue with me trying to make a tube, with a certain inner radius. I do this with the creation of a cylinder then using inset on the top face.

My specific issue here is that, I have a very specific distance I want the, uhm, how shall I say, the 90 degree (along axis) would be, so they would line up with the level design.

In this case, the outer radius is 448 and the inner would be an “inset of 128”, the the “tube thicknes” is 128. And that works, the distance is 128 when I measure, but only in the middle of a face, not along the edge.

Sorry for being unclear here, but I’m not sure how to explain this, let me post an image instead.

I want the pink arrows, those lines to be 128, not in the middle. I have tried to select all those vertex and do a grid snap, but that ofc makes them align to 129 instead…

Any ideas?

You can Bevel the edge…
Shape to 1. Absolute Value and type in the distance.

Remove the lower loop if wanted.

Select the inner loop, press G G, slide it until the distance is right

Welcome

It seems to be the value is meant for the “inner line” i’m trying to show here

You know good old pythagoras ? If you use 128 and move down the upper part of the “sector” you can see that the inner line is a catheti and so must be smaller than the outer lenght of the hypotenuse… i didn’t do the math for this but it seem 129 will give your wanted 128 (inner) length on 32 vertex circle…

…or more exact (constructed) 128.7 ?? …(the angle is 180 - 360/32 and i’m too lazy to make the complete formula ) :

No the distance isnt wrong.

The problem is that with a limited amount of vertices on your sphere you wont get an even thickness.

And the distance has to be measured along the shortest (and orthogonal) distance between the org edge and its insetted edgepartner. Cause thats what you do, you are insetting the edge by an amount. So its not just at the center its everywhere between both edges if the measuringline you draw between them is orthogonal to the edges.

And the edges connecting the inner and the outer verts isnt ortho to the edges.

But yeah there are several ways to do what you want. Here’s a simple gn setup for your problem.

And here’s the result if you applied it.

Thanks a lot for all replies here, I have read them and to me Debuks answer seems a bit too complicated for me, see I need this to go fast and so I can do this in repeat simply.

Josephs G G idea is good, I mean, that does let me adjust it, but I can’t really set it to what I want I noted. I can’t adjust it exactly so it lands on 128, unless I can snap it somehow, but the G G dosn’t seems to snap to anything useful?

An idea here was to snap with an “external” guide, like a box of 128, that works per vertex, but again, GG or just Inset won’t snap to it? Or is there a way I can do that?

See, if I can snap to this? Either with the inset, or vertex/G G

I actually ended up doing something completely different, I made two circles with the inner and outer radius and then just added the middle faces, that worked well. It just seems like… I made a tube in Max (trying to move over to blender) and that was very simple haha (this is for an old quake game so).

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Sounds easy enough. Btw. you could have changed to gn setup to work as tool.

Ah ok, well, I’m new at all this with blender so. I like the program though, feels good to move away from Autodesk.

I might look into that tool thing later on when I need to do this more often or get tired of my simple solution.

Edit: Note to self and others that find this thread:

Make the inner radius of the tube (in your case stairwell), select the faces and do extrude with ALT-E (then extrude by normals) and type the distance. Don’t do extrude with S because scale won’t allow you to do specific numbers (I think).

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Vertex slide does work with snapping, provided you have something to snap to.

You’re making maps for which Quake ?

All basic commands support axis and numbers, for example:
s 2 → size * 2
s 2 x → size * 2 in global x axis (xx for local axis)
s 3 shift+x → size * 3 except x axis
r 45 z → rotate 45° around global z axis
i .5 → inset with size * .5
e 1 → extrude with size 1

and so on
you can also first type xyz and then the number.

Ah yea it does, I noted that later on when doing something else, it just didn’t want to snap to that cube then, probably some other issue with that.

This would be a quake3 level.

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