I have a plane. I divided it evenly. 7x7. Separated all the squares into their own separate faces.
The only thing is the plane in object mode is not even or scaled consistently with the world grid. But im wondering if theres still a way in edit mode to move each of the separated faces to evenly match the other faces. Like moving them evenly based on their own size. If that makes sense.
what I meant to say is snapping each of the faces evenly to the others faces but without their locations matching the space increments of the world grid.
Oh.. then you do not have to divide the dimension..
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you might set the grid size to this dimension value to snap to that… ??
You can use snapping.
Just make sure snapping mode you want is active, like for example it may be convenient to snap vertices and hit B for Set Snap Base during transform operation.
You can see all the hotkeys of transform operators while in operation at the status bar:
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You can of course use all the regular transform operator functions like axis constraints.
You can also measure the distance and just use that distance with numerical input.
Sorry, didn’t notice that, but even if I show stuff in object mode in my video, it works absolutely exactly the same way in edit mode as well.
Ohh yes indeed.. works even in edit mode. I learnt something new (? because i usually snap the existing grid
).
But you have to have something to snap to.. so not everything can be moved “away”..
so maybe use a dummy copy to be able to snap to ???
Yeah for archviz it sometimes seems snapping is all I do all day long
Yes, making temporary stuff to snap to is a very valid thing to do and is worth mentioning and it might just seem a bit awkward but is actually fast, easy and awesome. I probably duplicated and deleted various geometry to snap to like 20 times today
And it’s not even one of those heavy modelling days and I actually have loads of existing reference to snap to…
Which is another point - why not make a more permanent mesh grid just to snap to?.. Then you can snap the object centers to it if they are irregular shapes. And it’s very easy to just delete faces only and leave only edges that don’t render in any way. These things tend sound like a lot of work for something like this, but actually take seconds pretty often.
The B hotkey is also awesome I cannot even imagine anymore how it was a few years back when it did not exist.
As i always say:
There are so much different workflows because of different use cases so that some “what’s best”-quesiton is totally unanserable when knowing nothing about the context.
Also in general:
Context is King
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But that’s maybe off topic now
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