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If there was an option if you were to cut over a large area, for all the in between cuts to be based on an axis and distance traveled over the faces, and not the screen perspective. So when you turn the object in the viewport, all of the in-between cuts flow over the topology at a consistent rate, from start to finish…instead of how the cuts in this are based of the view they were cut so they go up and down, and possibly even backwards depending on topo.
The QuickSlice part at the end is similar to what I’m thinking could be done for another option. Snap between two vertices, and a plane could show up with its main axis in line with those two. You can adjust that angle and where the plane intersects faces between those two vertices, you would get your cuts. I can do similar now with a plane rigged between two helpers and ProBoolean set to Imprint, or aligning the slice modifier to one of the helpers, but it’s a clunky workflow adding a lot to the modifier stack if you have a lot of cuts to make. I would love this one for hard surface modeling.
Edit: forgot that you can align the slice in edit poly to outside objects, this works the best, but still requires external influences and selection of faces to make the cut I want.