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Duplicate and slide edge (rip from boundary)
Duplicate and slide edge (rip from boundary)
Long rectangular quads? Or neat squarish quads with tris?How to use absolute value in Loopcut and edge slide?How can I delete internal vertices/faces and edges?Extrude edge and slide“Cutting” a logo into a rounded shape?Slide two edge loops away from each otherWhich tool can best extrude two angles from the same face?Adding an edge loop to a pyramid
.everyoneloves__top-leaderboard:empty,.everyoneloves__mid-leaderboard:empty,.everyoneloves__bot-mid-leaderboard:empty margin-bottom:0;
$begingroup$
I have a simple plane.
I select one edge and I would like that edge to be duplicated and slid.
I cannot rip the edge alt + v because it is on a boundary.
I could extrude out from the shape to leave the edge inside the shape then rip. This is a long way around, is there a better solution?
thank you
Starting object with edge selected.

In C4D there is a clone edge tool and if used would give

I cannot replicate in Blender
modeling edges
$endgroup$
|
show 8 more comments
$begingroup$
I have a simple plane.
I select one edge and I would like that edge to be duplicated and slid.
I cannot rip the edge alt + v because it is on a boundary.
I could extrude out from the shape to leave the edge inside the shape then rip. This is a long way around, is there a better solution?
thank you
Starting object with edge selected.

In C4D there is a clone edge tool and if used would give

I cannot replicate in Blender
modeling edges
$endgroup$
$begingroup$
could you please show how your mesh is supposed to be after the operation, you only show before and in my opinion the arrows are not enough
$endgroup$
– moonboots
9 hours ago
1
$begingroup$
ok I think it's clearer ;) I don't know how to do it though... If I had to do it I would extrude then bring back the 2 edges where there are supposed to be, but you loose the original edge position...
$endgroup$
– moonboots
8 hours ago
1
$begingroup$
why rip? just extrude, then move back where the edges are supposed to be
$endgroup$
– moonboots
8 hours ago
1
$begingroup$
You could hang on to the position of the original edge by , (with snap set to Vertex & Active,) shift-D duplicating a vertex at one of its ends, leaving it in place. Then extrude, then snap the extrusion (with an appropriate vertex active) back to the loose vertex, before merging it away.
$endgroup$
– Robin Betts
7 hours ago
1
$begingroup$
I will give you an example of how I can solve it, it will surely give you an idea to achieve your goal
$endgroup$
– Blender Blackened
6 hours ago
|
show 8 more comments
$begingroup$
I have a simple plane.
I select one edge and I would like that edge to be duplicated and slid.
I cannot rip the edge alt + v because it is on a boundary.
I could extrude out from the shape to leave the edge inside the shape then rip. This is a long way around, is there a better solution?
thank you
Starting object with edge selected.

In C4D there is a clone edge tool and if used would give

I cannot replicate in Blender
modeling edges
$endgroup$
I have a simple plane.
I select one edge and I would like that edge to be duplicated and slid.
I cannot rip the edge alt + v because it is on a boundary.
I could extrude out from the shape to leave the edge inside the shape then rip. This is a long way around, is there a better solution?
thank you
Starting object with edge selected.

In C4D there is a clone edge tool and if used would give

I cannot replicate in Blender
modeling edges
modeling edges
edited 6 hours ago
Blender Blackened
5182 silver badges16 bronze badges
5182 silver badges16 bronze badges
asked 9 hours ago
barkestbarkest
4971 silver badge10 bronze badges
4971 silver badge10 bronze badges
$begingroup$
could you please show how your mesh is supposed to be after the operation, you only show before and in my opinion the arrows are not enough
$endgroup$
– moonboots
9 hours ago
1
$begingroup$
ok I think it's clearer ;) I don't know how to do it though... If I had to do it I would extrude then bring back the 2 edges where there are supposed to be, but you loose the original edge position...
$endgroup$
– moonboots
8 hours ago
1
$begingroup$
why rip? just extrude, then move back where the edges are supposed to be
$endgroup$
– moonboots
8 hours ago
1
$begingroup$
You could hang on to the position of the original edge by , (with snap set to Vertex & Active,) shift-D duplicating a vertex at one of its ends, leaving it in place. Then extrude, then snap the extrusion (with an appropriate vertex active) back to the loose vertex, before merging it away.
$endgroup$
– Robin Betts
7 hours ago
1
$begingroup$
I will give you an example of how I can solve it, it will surely give you an idea to achieve your goal
$endgroup$
– Blender Blackened
6 hours ago
|
show 8 more comments
$begingroup$
could you please show how your mesh is supposed to be after the operation, you only show before and in my opinion the arrows are not enough
$endgroup$
– moonboots
9 hours ago
1
$begingroup$
ok I think it's clearer ;) I don't know how to do it though... If I had to do it I would extrude then bring back the 2 edges where there are supposed to be, but you loose the original edge position...
$endgroup$
– moonboots
8 hours ago
1
$begingroup$
why rip? just extrude, then move back where the edges are supposed to be
$endgroup$
– moonboots
8 hours ago
1
$begingroup$
You could hang on to the position of the original edge by , (with snap set to Vertex & Active,) shift-D duplicating a vertex at one of its ends, leaving it in place. Then extrude, then snap the extrusion (with an appropriate vertex active) back to the loose vertex, before merging it away.
$endgroup$
– Robin Betts
7 hours ago
1
$begingroup$
I will give you an example of how I can solve it, it will surely give you an idea to achieve your goal
$endgroup$
– Blender Blackened
6 hours ago
$begingroup$
could you please show how your mesh is supposed to be after the operation, you only show before and in my opinion the arrows are not enough
$endgroup$
– moonboots
9 hours ago
$begingroup$
could you please show how your mesh is supposed to be after the operation, you only show before and in my opinion the arrows are not enough
$endgroup$
– moonboots
9 hours ago
1
1
$begingroup$
ok I think it's clearer ;) I don't know how to do it though... If I had to do it I would extrude then bring back the 2 edges where there are supposed to be, but you loose the original edge position...
$endgroup$
– moonboots
8 hours ago
$begingroup$
ok I think it's clearer ;) I don't know how to do it though... If I had to do it I would extrude then bring back the 2 edges where there are supposed to be, but you loose the original edge position...
$endgroup$
– moonboots
8 hours ago
1
1
$begingroup$
why rip? just extrude, then move back where the edges are supposed to be
$endgroup$
– moonboots
8 hours ago
$begingroup$
why rip? just extrude, then move back where the edges are supposed to be
$endgroup$
– moonboots
8 hours ago
1
1
$begingroup$
You could hang on to the position of the original edge by , (with snap set to Vertex & Active,) shift-D duplicating a vertex at one of its ends, leaving it in place. Then extrude, then snap the extrusion (with an appropriate vertex active) back to the loose vertex, before merging it away.
$endgroup$
– Robin Betts
7 hours ago
$begingroup$
You could hang on to the position of the original edge by , (with snap set to Vertex & Active,) shift-D duplicating a vertex at one of its ends, leaving it in place. Then extrude, then snap the extrusion (with an appropriate vertex active) back to the loose vertex, before merging it away.
$endgroup$
– Robin Betts
7 hours ago
1
1
$begingroup$
I will give you an example of how I can solve it, it will surely give you an idea to achieve your goal
$endgroup$
– Blender Blackened
6 hours ago
$begingroup$
I will give you an example of how I can solve it, it will surely give you an idea to achieve your goal
$endgroup$
– Blender Blackened
6 hours ago
|
show 8 more comments
3 Answers
3
active
oldest
votes
$begingroup$
Select the edge on the border and add a loop cut there. Since usual Loop Cut And Slide tool (Ctrl+R) won't do in this case due to 5-pole, use Offset Edge Slide instead.

This way will create triangle after cutting and sliding along edges which compose 5-pole, small cleanup is required there to merge one vertex to another.
See Offset Edge Slide in manual.
$endgroup$
$begingroup$
Thank you very much!
$endgroup$
– barkest
5 hours ago
2
$begingroup$
@barkest You can also press E, while sliding the vertices around to keep an even distance from their starting origin.
$endgroup$
– Leander
5 hours ago
$begingroup$
@Leander thank you
$endgroup$
– barkest
5 hours ago
$begingroup$
Wow.. all this time, I never knew it worked on boundaries!
$endgroup$
– Robin Betts
4 hours ago
add a comment |
$begingroup$
So, as you gave additional elements, it seems to me that there is no answer to your problem.
Except:
Extrude your edge then move the original + new edges to the position where they are supposed to be.
My former answer:
- You could create an edge loop
- then G + G to slide
- then press E to slide parallel to the next edge
- then F to switch and make it parallel to the other edge

$endgroup$
$begingroup$
Thanks for the answer. I should not have used a plane as you are correct. I really just want to to be able to 'clone' and slide the edge. I used a plane as a very poor example. I do not think what I want to do is possible
$endgroup$
– barkest
9 hours ago
add a comment |
$begingroup$
It is not a complex problem, regarding blender, this would be the most efficient way to do it, with the minimum of clicks and time spent to achieve this result.
My figure is obviously not identical but it repeats the number of edges and faces vertices that your model has in order to create the example




NOTE:
Another option would be a small script that generates this type of cuts as if it were a bevel, but it may take a little longer to do the Python script
$endgroup$
$begingroup$
Thank you for your help - much appreciated
$endgroup$
– barkest
5 hours ago
$begingroup$
I will try to find another more efficient way, surely there is some faster way to achieve this
$endgroup$
– Blender Blackened
5 hours ago
$begingroup$
very kind of you thanks
$endgroup$
– barkest
5 hours ago
add a comment |
Your Answer
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3 Answers
3
active
oldest
votes
3 Answers
3
active
oldest
votes
active
oldest
votes
active
oldest
votes
$begingroup$
Select the edge on the border and add a loop cut there. Since usual Loop Cut And Slide tool (Ctrl+R) won't do in this case due to 5-pole, use Offset Edge Slide instead.

This way will create triangle after cutting and sliding along edges which compose 5-pole, small cleanup is required there to merge one vertex to another.
See Offset Edge Slide in manual.
$endgroup$
$begingroup$
Thank you very much!
$endgroup$
– barkest
5 hours ago
2
$begingroup$
@barkest You can also press E, while sliding the vertices around to keep an even distance from their starting origin.
$endgroup$
– Leander
5 hours ago
$begingroup$
@Leander thank you
$endgroup$
– barkest
5 hours ago
$begingroup$
Wow.. all this time, I never knew it worked on boundaries!
$endgroup$
– Robin Betts
4 hours ago
add a comment |
$begingroup$
Select the edge on the border and add a loop cut there. Since usual Loop Cut And Slide tool (Ctrl+R) won't do in this case due to 5-pole, use Offset Edge Slide instead.

This way will create triangle after cutting and sliding along edges which compose 5-pole, small cleanup is required there to merge one vertex to another.
See Offset Edge Slide in manual.
$endgroup$
$begingroup$
Thank you very much!
$endgroup$
– barkest
5 hours ago
2
$begingroup$
@barkest You can also press E, while sliding the vertices around to keep an even distance from their starting origin.
$endgroup$
– Leander
5 hours ago
$begingroup$
@Leander thank you
$endgroup$
– barkest
5 hours ago
$begingroup$
Wow.. all this time, I never knew it worked on boundaries!
$endgroup$
– Robin Betts
4 hours ago
add a comment |
$begingroup$
Select the edge on the border and add a loop cut there. Since usual Loop Cut And Slide tool (Ctrl+R) won't do in this case due to 5-pole, use Offset Edge Slide instead.

This way will create triangle after cutting and sliding along edges which compose 5-pole, small cleanup is required there to merge one vertex to another.
See Offset Edge Slide in manual.
$endgroup$
Select the edge on the border and add a loop cut there. Since usual Loop Cut And Slide tool (Ctrl+R) won't do in this case due to 5-pole, use Offset Edge Slide instead.

This way will create triangle after cutting and sliding along edges which compose 5-pole, small cleanup is required there to merge one vertex to another.
See Offset Edge Slide in manual.
answered 5 hours ago
R El CleinR El Clein
1,3862 silver badges5 bronze badges
1,3862 silver badges5 bronze badges
$begingroup$
Thank you very much!
$endgroup$
– barkest
5 hours ago
2
$begingroup$
@barkest You can also press E, while sliding the vertices around to keep an even distance from their starting origin.
$endgroup$
– Leander
5 hours ago
$begingroup$
@Leander thank you
$endgroup$
– barkest
5 hours ago
$begingroup$
Wow.. all this time, I never knew it worked on boundaries!
$endgroup$
– Robin Betts
4 hours ago
add a comment |
$begingroup$
Thank you very much!
$endgroup$
– barkest
5 hours ago
2
$begingroup$
@barkest You can also press E, while sliding the vertices around to keep an even distance from their starting origin.
$endgroup$
– Leander
5 hours ago
$begingroup$
@Leander thank you
$endgroup$
– barkest
5 hours ago
$begingroup$
Wow.. all this time, I never knew it worked on boundaries!
$endgroup$
– Robin Betts
4 hours ago
$begingroup$
Thank you very much!
$endgroup$
– barkest
5 hours ago
$begingroup$
Thank you very much!
$endgroup$
– barkest
5 hours ago
2
2
$begingroup$
@barkest You can also press E, while sliding the vertices around to keep an even distance from their starting origin.
$endgroup$
– Leander
5 hours ago
$begingroup$
@barkest You can also press E, while sliding the vertices around to keep an even distance from their starting origin.
$endgroup$
– Leander
5 hours ago
$begingroup$
@Leander thank you
$endgroup$
– barkest
5 hours ago
$begingroup$
@Leander thank you
$endgroup$
– barkest
5 hours ago
$begingroup$
Wow.. all this time, I never knew it worked on boundaries!
$endgroup$
– Robin Betts
4 hours ago
$begingroup$
Wow.. all this time, I never knew it worked on boundaries!
$endgroup$
– Robin Betts
4 hours ago
add a comment |
$begingroup$
So, as you gave additional elements, it seems to me that there is no answer to your problem.
Except:
Extrude your edge then move the original + new edges to the position where they are supposed to be.
My former answer:
- You could create an edge loop
- then G + G to slide
- then press E to slide parallel to the next edge
- then F to switch and make it parallel to the other edge

$endgroup$
$begingroup$
Thanks for the answer. I should not have used a plane as you are correct. I really just want to to be able to 'clone' and slide the edge. I used a plane as a very poor example. I do not think what I want to do is possible
$endgroup$
– barkest
9 hours ago
add a comment |
$begingroup$
So, as you gave additional elements, it seems to me that there is no answer to your problem.
Except:
Extrude your edge then move the original + new edges to the position where they are supposed to be.
My former answer:
- You could create an edge loop
- then G + G to slide
- then press E to slide parallel to the next edge
- then F to switch and make it parallel to the other edge

$endgroup$
$begingroup$
Thanks for the answer. I should not have used a plane as you are correct. I really just want to to be able to 'clone' and slide the edge. I used a plane as a very poor example. I do not think what I want to do is possible
$endgroup$
– barkest
9 hours ago
add a comment |
$begingroup$
So, as you gave additional elements, it seems to me that there is no answer to your problem.
Except:
Extrude your edge then move the original + new edges to the position where they are supposed to be.
My former answer:
- You could create an edge loop
- then G + G to slide
- then press E to slide parallel to the next edge
- then F to switch and make it parallel to the other edge

$endgroup$
So, as you gave additional elements, it seems to me that there is no answer to your problem.
Except:
Extrude your edge then move the original + new edges to the position where they are supposed to be.
My former answer:
- You could create an edge loop
- then G + G to slide
- then press E to slide parallel to the next edge
- then F to switch and make it parallel to the other edge

edited 6 hours ago
Blender Blackened
5182 silver badges16 bronze badges
5182 silver badges16 bronze badges
answered 9 hours ago
moonbootsmoonboots
19.9k2 gold badges15 silver badges32 bronze badges
19.9k2 gold badges15 silver badges32 bronze badges
$begingroup$
Thanks for the answer. I should not have used a plane as you are correct. I really just want to to be able to 'clone' and slide the edge. I used a plane as a very poor example. I do not think what I want to do is possible
$endgroup$
– barkest
9 hours ago
add a comment |
$begingroup$
Thanks for the answer. I should not have used a plane as you are correct. I really just want to to be able to 'clone' and slide the edge. I used a plane as a very poor example. I do not think what I want to do is possible
$endgroup$
– barkest
9 hours ago
$begingroup$
Thanks for the answer. I should not have used a plane as you are correct. I really just want to to be able to 'clone' and slide the edge. I used a plane as a very poor example. I do not think what I want to do is possible
$endgroup$
– barkest
9 hours ago
$begingroup$
Thanks for the answer. I should not have used a plane as you are correct. I really just want to to be able to 'clone' and slide the edge. I used a plane as a very poor example. I do not think what I want to do is possible
$endgroup$
– barkest
9 hours ago
add a comment |
$begingroup$
It is not a complex problem, regarding blender, this would be the most efficient way to do it, with the minimum of clicks and time spent to achieve this result.
My figure is obviously not identical but it repeats the number of edges and faces vertices that your model has in order to create the example




NOTE:
Another option would be a small script that generates this type of cuts as if it were a bevel, but it may take a little longer to do the Python script
$endgroup$
$begingroup$
Thank you for your help - much appreciated
$endgroup$
– barkest
5 hours ago
$begingroup$
I will try to find another more efficient way, surely there is some faster way to achieve this
$endgroup$
– Blender Blackened
5 hours ago
$begingroup$
very kind of you thanks
$endgroup$
– barkest
5 hours ago
add a comment |
$begingroup$
It is not a complex problem, regarding blender, this would be the most efficient way to do it, with the minimum of clicks and time spent to achieve this result.
My figure is obviously not identical but it repeats the number of edges and faces vertices that your model has in order to create the example




NOTE:
Another option would be a small script that generates this type of cuts as if it were a bevel, but it may take a little longer to do the Python script
$endgroup$
$begingroup$
Thank you for your help - much appreciated
$endgroup$
– barkest
5 hours ago
$begingroup$
I will try to find another more efficient way, surely there is some faster way to achieve this
$endgroup$
– Blender Blackened
5 hours ago
$begingroup$
very kind of you thanks
$endgroup$
– barkest
5 hours ago
add a comment |
$begingroup$
It is not a complex problem, regarding blender, this would be the most efficient way to do it, with the minimum of clicks and time spent to achieve this result.
My figure is obviously not identical but it repeats the number of edges and faces vertices that your model has in order to create the example




NOTE:
Another option would be a small script that generates this type of cuts as if it were a bevel, but it may take a little longer to do the Python script
$endgroup$
It is not a complex problem, regarding blender, this would be the most efficient way to do it, with the minimum of clicks and time spent to achieve this result.
My figure is obviously not identical but it repeats the number of edges and faces vertices that your model has in order to create the example




NOTE:
Another option would be a small script that generates this type of cuts as if it were a bevel, but it may take a little longer to do the Python script
answered 5 hours ago
Blender BlackenedBlender Blackened
5182 silver badges16 bronze badges
5182 silver badges16 bronze badges
$begingroup$
Thank you for your help - much appreciated
$endgroup$
– barkest
5 hours ago
$begingroup$
I will try to find another more efficient way, surely there is some faster way to achieve this
$endgroup$
– Blender Blackened
5 hours ago
$begingroup$
very kind of you thanks
$endgroup$
– barkest
5 hours ago
add a comment |
$begingroup$
Thank you for your help - much appreciated
$endgroup$
– barkest
5 hours ago
$begingroup$
I will try to find another more efficient way, surely there is some faster way to achieve this
$endgroup$
– Blender Blackened
5 hours ago
$begingroup$
very kind of you thanks
$endgroup$
– barkest
5 hours ago
$begingroup$
Thank you for your help - much appreciated
$endgroup$
– barkest
5 hours ago
$begingroup$
Thank you for your help - much appreciated
$endgroup$
– barkest
5 hours ago
$begingroup$
I will try to find another more efficient way, surely there is some faster way to achieve this
$endgroup$
– Blender Blackened
5 hours ago
$begingroup$
I will try to find another more efficient way, surely there is some faster way to achieve this
$endgroup$
– Blender Blackened
5 hours ago
$begingroup$
very kind of you thanks
$endgroup$
– barkest
5 hours ago
$begingroup$
very kind of you thanks
$endgroup$
– barkest
5 hours ago
add a comment |
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$begingroup$
could you please show how your mesh is supposed to be after the operation, you only show before and in my opinion the arrows are not enough
$endgroup$
– moonboots
9 hours ago
1
$begingroup$
ok I think it's clearer ;) I don't know how to do it though... If I had to do it I would extrude then bring back the 2 edges where there are supposed to be, but you loose the original edge position...
$endgroup$
– moonboots
8 hours ago
1
$begingroup$
why rip? just extrude, then move back where the edges are supposed to be
$endgroup$
– moonboots
8 hours ago
1
$begingroup$
You could hang on to the position of the original edge by , (with snap set to Vertex & Active,) shift-D duplicating a vertex at one of its ends, leaving it in place. Then extrude, then snap the extrusion (with an appropriate vertex active) back to the loose vertex, before merging it away.
$endgroup$
– Robin Betts
7 hours ago
1
$begingroup$
I will give you an example of how I can solve it, it will surely give you an idea to achieve your goal
$endgroup$
– Blender Blackened
6 hours ago