Sometimes, I need to make a minor modification to an organic surface created with MoI tools like Network, Loft, Sweep, Blend, etc. For example, from a surface blended between two edges, I might want to add a slight "bump" in the middle. In such cases, the quickest (and smoothest) way is often to edit the resulting surface points directly.
However, editing them one by one can be a tedious task — and that’s why I brought up the idea of proportional editing in my initial post, in the spirit of “organic surface explorations.”
Just like in Blender’s proportional editing, the idea is: when I pull a control point along its normal, the surrounding control points follow as well, but to a lesser extent — in a proportional way. That way, I wouldn’t need to manually adjust each point just to create a smooth bump. Doing it point-by-point would be quite impractical — especially, as you demonstrated, when an organic surface might contain hundreds of control points.
Your third video is brilliant. I learned something really valuable from it!
That said, for purposes like the one I illustrated above, the method still feels a bit unintuitive — at least for quick, exploratory shaping.
Cheers!
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