Built to handle both halves of a clean bend. Add evenly-spaced loop cuts to any mesh, then curve that topology smoothly along an arc — slice it, bend it, done.
// slice-bend.bend
Bending depends on having enough geometry to deform smoothly. Slice+Bend adds the cuts you need and curves the result along a generated curve — the whole slice-then-bend job from one panel.
Adds evenly-spaced bisecting cuts on any axis — X, Y, Z, paired, or proportional XYZ. Works in Object and Edit mode, on objects that don't already have the loops you need.
Curves the topology along an auto-generated bezier-circle using a Curve modifier. Six concave/convex direction presets and a Bend Scale dial it in, with optional auto-slicing built in.
Bending duplicates the object and hides the original, keeping a live, editable curve. Flip, open, or close the bend freely — then Bake to commit it to real geometry.
Most bends fail because the mesh doesn't have enough loop cuts to deform without faceting. Slice+Bend adds the cuts it needs first, so even, predictable bends work on whatever geometry you start with.
The live curve and hidden original let you reshape without fear of the commit. Flip the bend, switch between a closed ring and an open arc, and watch the cuts with the wireframe toggle — bake only when you're happy.
Built for artists who need clean, even bends of bars, panels, tubes, and text — without the manual loop-cut-then-curve-modifier dance.