dont need to apply scale?

Scaled this object in Edit Mode to avoid changing the Object Mode scale. This keeps the bevel tool consistent without needing to apply scale, is that workflow correct?

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  • Martin Bergwerf replied

    Hi Eduard,

    Yes, that is correct!

    You can Scale in Object Mode and Apply the Scale, or Scale in Edit Mode. Both give the exact same result (with Mesh Objects).

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  • Omar Domenech replied
    Maybe the only thing to worry about when you scale in edit mode, is that sometimes you have proportional editing set to On and you mess thing up without realizing it or one other thing that happens is having Auto Merge Vertices set to On. So you have to be mindful of those things sometimes.
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  • pattybhat replied

    Question: So if I were to 'apply scale' to object in 'Object mode' rather than to  Edit mode,....I won't need to worry about either proportional editing or auto merge vertices  are set to ON?    If you can put it simply, what may be a reason why to choose one (object over edit ) over the other? 

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  • Martin Bergwerf replied

    Hi ppattybhat ,

    In general (there are exceptions of course), to put it simply:

    When it comes to Meshes, it is always best to Scale in Edit Mode. If you 'forget', or are too 'lazy' to switch to Edit Mode before, you can Apply the Scale after Scaling in Object Mode. So it's pretty inconsequential which you use.

    Having Proportional Editing on when Scaling, would only be a problem if you Scale in Object Mode.

    Auto Merge has more dangers that advantages in my opinion (and thus I never use it), but can indeed give different results when Scaling in Edit Mode vs, Object Mode.

    So:

    Scale in Edit Mode, or Apply the Scale.

    If possible, Rotate in Object Mode (and avoid Applying the Rotation).


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  • Dwayne Savage(dillenbata3) replied

    Scaling in object mode is more for animation than modeling. Like the popup construction animations. You set scale to 0 and increase to 1 or maybe more depending on the animation. Another area is when you want to add variety while using the same mesh data(linked duplicates or instances). Like shells or rocks on the beach. By scaling and using a few different materials you can create quite a lot of variations. When you scale in edit mode you are actually changing the data. I like to think of it as creating the actual model.