RickyBlender, searching and launching this add-on from spacebar works perfectly here, actually it is how I tested it.
As JoS mentioned the Tool shelf has issues and it will be fixed, so don’t worry and just go insetting / extruding something around to help bug hunting! :rolleyes:
working and very cool tool i like that one!
whish there was a faster way to access it
but is there sort of a list of keys not used
i mean i don’t know what keys i can use without creating problems somewhere else in blender!
or may be double keys like Ctrl-I or else may be
hope you can solve other issues soon
I’m liking this tool a lot! Very handy for me trying to find a replacement for the 3dsmax inset tool that i came to enjoy that maya doesn’t quite have. Blender continues to be a great supporting tool for me in work these days(and my major tool at home)! It’s you guys making it happen!!
I particularly like the ability to take the inset as a region around 90 degree angles - particularly handy modelling buildings and architectural stuff, howardt’s features in conjunction with these would be just what i’ve been looking for!
Could this work without faces? Currently when I try it just looses the selection as soon as I run the tool.
From a complex vertex loop, I would like to inset/extrude evenly to create the face loop defining the edge of, or cutouts in a surface.
Think about the fine detailed cutouts in the body of a violin. It’s easy to outline them vertex to vertex but the current tools require a workaround to create a properly formed even face loop from the initial edges.
First of all THANK YOU for creating this tool! It’s super useful.
One comment, if feels like when you use the “i” key to inset that you should be dragging towards the center instead of out. It feels backwards to me… am I the only one?
Hai, In normal blender builds it is working good. But I tried in bmesh builds and it is not working. I think if you can look in to that it will be greate
BMesh uses a completely different data structure for its meshes so none of the tools and addons that work in current Blender builds will work in the BMesh builds without being recoded first.
Thanks everyone! it is really rewarding to see that people enjoy your work
@ pappy
That would indeed be a great addition to the tool, extending the edges parallel to their original
faces. it would however cause less predictable results, as for example in this case
i realise however the benefits of such functionality is worth the shortcomings,
and it would be quite easy to integrate to the tool.
@ comeinandburn
do you mean dragging towards the center of the screen?
if so consider the cases when you want the new faces to be bigger than the original ones.
how would the reference point be chosen. if a lot of people complain about the
interaction style i might consider reviewing it, but i urge you to test it for some
time before rejecting it as i personally feel it is very simple and fast as is.
@ swathi
i probably won’t look at bmesh until it is in trunk, too much work could be lost with small changes.