Scaling extruded points at end of cylinder suddenly goes huge

I have a cylinder and I’ve extruded the points on one end. I have an extra cylinder temporarily added for size reference and so I can use the reference cylinder to snap the extruded points to:


I’m trying to scale the extruded points (that are selected) so they match the size of the larger diameter cylinder a bit below the end of the long thing cylinder.

So far I selected all the end points of the thin cylinder, hit E to extrude, then ESCAPE, then S for scale, then SHIFT-Z so they would not scale on the Z-Axis. Then I started moving the mouse to pull the extruded vertices out.

My SNAP settings:

I can scale to a size larger than what I want, but when I am using SCALE and have still have the vertices I’m scaling at a smaller diameter, I get this:


So when I am scaling a smaller amount, the vertices go WAY OUT and off the screen. Once the scale gets a big larger, things go back to normal.

I’m guessing I hit some setting that I didn’t realize I changed. But why won’t the scaled vertices follow my pointer and scale from their original size to the size I want without going to this “supersize” configuration?

I might add this happens even if the object’s origin is set to the object’s geometry, so it’s not far away, and the 3D Cursor has been moved to match the object’s origin.

I never thought about scaling with snapping… so thanks… and…

…seems to be no problem… :thinking: hmm maybe because my box is another object ?? Or just a simple box ??

I’ve done this very thing many times before, which is why I’m seriously puzzled by this behavior. I think I do need to upgrade Blender, but I haven’t had time to do it or to think about it recently. I’ll get to it when I finish this project.

Later tonight I’ll try this from scratch with another object, in case I did something funky along the way in creating this cylinder.

Looking at your video again - at one point it looks like, as you’re scaling, that all the vertices fly way, way out for an instant, then back in. Is that so? Or are you saying you have absolutely no issue like this?

I’ve been checking snap settings, pivot settings, the local origin, and the 3D cursor and experimenting with placement and settings of all of those. I can’t find what it is.

Well… inetween this was snapping "elsewhere: yes… but as soon when i get “near” any vertices… its snaps one them… (oh and this was 3.6.7)

The speed of movement depends on how far your cursor is from the center of the selected faces.
If you move the cursor half way to the edge of the screen before starting the scale it is far less jumpy.

You do not need the escape between extrude and scale. Just e s Shift-Z …

A solution for the scale issue:
Select two vertices opposite each other and press J to join them. Turn on the Edge Length Tool in the Overlay Drop down. Scale the circle until the long edge is the correct size. Delete the reference edge when done.

Another solution:
Edit the reference cylinder. Duplicate the top edge and separate from that mesh. Snap to the height of your annoying scale. Join to that mesh, delete the failed extrude / scale and bridge the old center to the new outer.

Yet one more: Same as the last one, but stay editing the long cylinder and Add a circle. Set its Radius as wanted, then replace the failed section and bridge.

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Have you tried 2x shift Z for the local axis if the object are not aligned with global?
Maybe the check object axis too.

I got this to work by creating new cylinders and doing it with them. (That was before the 2 most recent posts.) Still having an issue like this - pics after the next 2 paragraphs.

@Matakani, thanks for pointing out the extra steps I was taking that I don’t have to take. I’m not clear about your instructions about joining two vertices - so join 2 on far sides from each other? This is also happening no matter where on my screen my pointer is when I start.

@rigoletto, tried that, but not sure if you mean shift-shift-Z or shift-Z shift-Z? But the axes are aligned with global and I’ve used ctrl-A to apply all rotation and scaling operations.

I’m now dealing with a hexagon object that has two layers. Here’s the top view:


and for a clearer image of just what it is, here’s a view from an angle:

Note I’ve selected the vertices on the lower hexagon, that sticks out farther than the top one. I want to scale them so they now align with the inner hexagon, so both the top and bottom hexagons are the same size. So I select and press S then shift-Z to scale. It acts normal at first, as I scale the outer hexagon section, it moves normally. Then, when the pointer snaps to one of the vertices on the inner hexagon, I get this:

So the vertices suddenly, when the cursor snaps to a vertex, collapse and move inside and make that small hexagon seen in the center. Then, as I keep moving the pointer farther in, past where it snapped to the vertex, it returns to normal scaling:

Also, and this is really weird, when I took this hex prism and scaled the bottom section larger instead of smaller, it scaled okay, until I move the pointer to snap on the vertex of a nearby object, and it just went super small, like in the 3rd image, again.

So whenever my pointer reaches a vertex to snap to, instead of snapping the parts being scaled to the right location, they get super-small or super big. I just cannot scale to a point with snapping. Instead of snapping and giving me the right size, at the snap point, things get super-big or super-small. I have tried scaling without snapping and things move smoothly all the way along. It’s only at the snap point things seem to really mess up.

It is shift-z shift-z.
Can you upload the file where the scaling snap fails?
Any addons installed that might cause this issue?

I did get it to work, but by that time I had done so much that when I got back to checking out answers here, things were so different there would be no point in trying to upload it to troubleshoot it.