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## looking for rectilinear correction method to fix non-orthogonal polygon

Original Post by: shawnallen Mon Apr 18 19:20:36 2016

We've probably all built non-orthogonal faces. I'm looking for a way to ortho-rectify the points in a polygon so the corners become 90 degrees.

I've poked around in the forum a bit, searched online. It seems a common problem when extracting features in (some) GIS applications. Sample poly attached.

I'm guessing it is possible to define the local axis baseline as the first edge, then adjust all points relative to that edge..?

Original Post by: Lars Mon Apr 18 19:43:53 2016

The polygon tool has the option to snap to an angle, say 90 degress. I wonder if there is way to select all vertices of your original polygon (that is non orthogonal) and start the poly tool with 90 degree angle limit, and then visit each vertex as if middle mouse clicked on it.

The tool would create a poly with 90 degree angles, using original vertices as references but end up making the corrections based on being bound to 90 degree angles.

Original Post by: shawnallen Mon Apr 18 19:58:04 2016

Yeah, that should do it, I think! In the meantime, I can re-work with the angle snap/constraint enabled. Cool!

Original Post by: SteveThompson Mon Apr 18 20:00:13 2016

In Creator, Lars probably has the best (and easiest) idea. One note about it... if there is one specific edge in the "crooked" polygon that you deem "good" (and want to keep), make the first two points you enter in the Polygon tool the first and second points of that edge. That way, all the subsequent edges will be perpendicular / parallel to that edge.

Original Post by: shawnallen Mon Apr 18 20:03:53 2016

Yep, that can work, thanks!

Original Post by: Fri Aug 5 09:44:09 2016

In Creator, Lars probably has the best (and easiest) idea. One note about it... if there is one specific edge in the "crooked" polygon that you deem "good" (and want to keep), make the first two points you enter in the Polygon tool the first and second points of that edge. That way, all the subsequent edges will be perpendicular / parallel to that edge.

Brilliant tip, I just did that and it looks much better now.