L shaped mitered shape from a rectangle


I’m trying to create a mitered L shape from a rectangle. I want the ends of the piece to be mitered 45 degrees, I can create an L shape from a rectangle and a mitered rectangle, but I cant create the L shape mitered rectangle. I’ve tried using the line tool to define the miter edge and the push pull tool to extrude it, but the angled rectangle I create does will not pull out using the push tool tool. Any links to a tutorial would be greatly appreciated.


Hi Mike, hi folks.

You did not specify which end.

Anyway, click in sequence on the scenes tabs of this SU file for ideas.


Mitered L shaped rectangle.skp (41.8 KB)

Thanks Jean. Actually I wanted to do it on both.

I finally got around to looking at the diagram, it’s not quite what I was looking to do. I want to miter the left and right sides of it as shown in this diagram.



There are many ways to cut off what you want, but whichever way you do it you are basically just drawing edges in the right place and removing the unwanted faces.
You can use guides and intersecting planes and even plugins but it all boils down to the same thing, Sketchup models are nothing more than edges and faces.

So here is one way.


just being pedantic, but you could use the move tool rather than the push-pull tool after you have drawn the 45º cutting line; no erase necessary.

(Or use the solid intersection tools in Pro, or… or… or…)

What are the first four words in my post?

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:slight_smile: I was agreeing with you - many (many) ways to do it.
But you did say “whichever way you do it you are basically just drawing edges in the right place and removing the unwanted faces.” - just demonstrating that there is (at least) one way among them that doesn’t require removing any faces.

Could you demonstrate how you would do this with the Move tool.

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I did it this way first…

but if it was my project I would probably do it this way…

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Interesting, certainly not a method I would normally employ.

You’re leaving a lot of triangles inside.

I usually use Box’s method wich seems faster but after the first push pull I usually erase the triangle face. This makes the second push pull cleaner.

If it’s just for one instance and it was exposed (not attached to anything), then I would probably use the push/pull method Box showed. (BTW, working from the top down would remove the triangle shapes without needing to erase them)

If the bit was sticking into/onto another face and it needed trimming then I would use the intersect/trim method.

However if it was being used as a frame or similar, then I would use the component flip method.

Generally my work flow is drawing the rough geometry and then shaping it to suit it’s application - the method of shaping depends on how this bit fits with the rest of the model.


That wouldn’t carry the diagonal to the bigger face down.

I wish I’d used this as an example for my Basecamp presentation when I talked about staying ahead of SketchUp and the model. If you know you’re going to miter then ends of the L-channel in the first place, I can think of several ways to make it that don’t require chasing after triangles. They all require that you get there before the model does instead of after.

One way:


[quote=“JQL, post:14, topic:26498”]
That wouldn’t carry the diagonal to the bigger face down.
[/quote]yes, but you have an inference that you can use to draw a line on the top of the lower section.

That’s why 3D modelling design has been evolving towards node based, or action stacked based, or history based design.

If you’re being trully creative you don’t know what’s going to happen next so it’s hard to plan ahead. You have a global vision and pursue it and then have to change stuff you made along the way.

Sketchup doesn’t shine in that regard, but for simple stuff it’s very easy to do and redo. As things start getting complex sketchup falls behind others. Luckilly I deal with simple stuff most of the times!

That’s exactly the beauty of sketchup, there’s a million ways to do it, depending on your context!