Best way to create blended cylinder/hexagon? I'm fairly new to Blender and I'm trying to create a mesh that smoothly transitions from cylindrical endcaps to a flattened hexagonal midbody.



I'm able to make one pair of faces easily enough by selecting verts and doing a normal z scale operation of 0.  You can see one of the faces generated this way on the right side of the mesh.  However, this doesn't work on subsequent faces since the scaling operation moves the verts that border the neighboring hexagon faces, distorting them.

I've highlighted the next face I'd like to flatten.  How can I do this while keeping the verts on the far right and left side of the face stationary?  I've seen people using vertex hiding to hold geometry in place but I can't do that since I need to have all of the verts in the face selected when I do the scale transform.

Alternately, it there a better way to do this than distorting a cylinder mesh primitive?
You can use the Bridge Edge Loop, an operator available since 2.63 version, to connect two different profiles (obiuvsly works best if they have the same amount of vertices):



A similar function can be found in the LoopTools Add-on, but has fewer options (it's where the Bridge Edge loop operator came from):



A possible result: