Extrusion/Bevel local axis problem

Let say I have an arc which is a volume basically a squere if you look at the crossection. Si I select polygons that are facing forward if you look at the ar straight basically resulting a arc itself. so no when I extrude polys I can really indent them or scale them inwards, because every polyon scales twards object's local center. is there a way of extrude tool acting like it does in maya so every single polygon will be scaled or moved at its own normal axis and being one surface at the same time (problem Im having with bevel right now)

if it is kind of hard to understand what I mean I have pictures with steps Im having problem with.

Click here for pics

hi,

I see what you mean. Yes this is kinda bad. But there is a way to do it. Again it is a work around, and now that I have played with it, you are right I wish there was an option to do what you are asking. The short answer is no, you cant do waht you are asking

But this is how I did it.

Created a Cube, Created an arc. Selected the top face of the cube and applied the "Extrude along Curve" operator.

Selected all the faces in the front of the newly extruded poly object.

Appled the Bevel operator and pulled the slider around unitl I got the desired depth on the edges.

As you can see, the bevel controls each face independantly, NOTE TO SOFTIMAGE an option like merge so that the selected faces act as a whole would be nice.

If you can live with those extra bits that bevel made, fine, if not then you can still clean it up.

Re-select the front of the poly arc including those new in-between parts, not the new beveled edge and translate in back into the arc, so it lines up with the edges. This bascially creates your inset.

Now hit CNTRL - D and push the selected faces back into the arc to create the recessed arc.

So it can be done.

The lesson here is that SOFT should add a merge option to the bevel and independant controls for inset depth and extrude depth.

HTH
Vmpre