This code adds an extrude variant which functions by first extruding normally then joining and dissolving certain geometry. The operator makes it extremely quick and simple to block out environments, complex buildings, stairs, doors, etc.
This tool has three options:
- Original Loop determines whether to keep the original boundary edges of the extrusion.
- Successive Loops determines whether to insert loops after contacting new geometry.
- Destroy End determines whether to delete open faces after the extrusion, simulating a boolean operation.
These options are hard to explain, try using a subdivided cube to see exactly what I mean. 🙂
Also, there is the ability to snap to existing loops while holding ctrl.
Demonstrates the use of the tool and some of the options.
- This operator does not use boolean. It accesses only local geometry. Disconnected and in-adjacent geometry is basically ignored. This means that it is usually impossible to create a hole by extruding 'all the way through.'
- Vertices that are not aligned to the extruded geometry are ignored. For example, here the circled edge will cause an unwanted result after extruding into it.
Here's another example where vertices will not align once extruded up, past the top face:
This is a fairly common circumstance, and it can be hard to see when this will or has occurred, because much of the resulting geometry will be overlapping. How to handle this case?