I could really use a function that made all selected polygons planar to the average (of the selected poly's) normal.
In 3ds max this is called "make planar".
So, first I must find out the average normal, and then I need to scale them to 0 along that axis. Possible? Should be...
The workaround I'm using now is to delete the edges inside the area I want to make planar, and then scale that one poly flat (via mel). This has many drawbacks, obviously, and sometimes has me rebuilding the whole area.
Is the only way to do this to rotate the object so that the calculated normal vector is aligned with world x, y or z, freeze transforms, scale, rotate back and freeze again?
*get all the selected faces' normals *calculate the average normal *get the faces' boundingbox center and use this as a point on your plane *using the plane equation you can calculate each vertex's distance to the plane *move these vertices that distance along the negated normal