Hi, I wonder if this tool could be implemented or if it is already around.
This would work like this:
When working with cylinders or spheres, selecting faces and scaling them up/down, will do it in the direction of the cylinder’s r sphere’s surface (the U and V coordinates I guess).
Thus, instead of getting closer or farther away the center of the object, the faces would expand/contract over the objects surface.
Using XYZ scaling would deform the global geometry of the object.
It’s not the same . I mean the vertices would follow the surface (constrained to the surface, actually) UV coordinates so they would never get apart of it (the surface).
ALT+S makes the vertices get farther the center of the object (by following the normal)
Imagine you need to separate the vertices of a sphere, but don want to modify the sphere itself, you only want to expand a face of it without leaving the spherical geommetry.
That’s why I’m talking about UV axis instead of XYZ.