snap - how to select which vertex to be the origin of snap?

how do i change/chose which one of the vertex points to be the origin of snap? i want one specific vertex to be the origin of snap, while i cannot figure out this thing … thanks for help!

Hi, as you move your cursor over where you want to snap to, a little white circle will appear. When it is over the vertex you want, you are there.

http://wiki.blender.org/index.php/Tutorials/Snap

see how handy your tut came in, iti?

yep, that is ok, that is working well, that was understood … however i don’t know how to select the “origin” of snap … so i want to move a door, and select one of the hinge vertexes as the origin of moving … how do i togle between vertexes? … ok, maybe a simpler explanation: i have a cube with 8 vertexes … i want to move this cube starting vertex 1 from point a to point b … if i want to move the cube from point a to point b but using vertex 5 as origin, how do i do that?

Well, did you read the tut? I thought that was explained?

Read the part about contstraints. See how the cursor is used to put it on the single vertex?

And you can watch the video too.

red the tut … something is not working for me though … not sure, i might be just plain stupid but i follow the steps and still cannot figure out why i can’t select another vertex as “start” point … on the other hand don’t see a reason for this quircky “snap” feature … is just me other will prefer a simple and straightforward snap tool that just select an object, snap to the “start” point and move/rotate/scale/etc. to the “end” point???

It’s because it simply doesn’t work like that.

ie. ‘Closest’ mode does NOT mean the ‘Source’ (or initial) vertex that is closest to your mouse cursor.

What it means is snap to the vertex which is currently situated physically the closest to the ‘Destination’ vertex that you choose when you hold down [Ctrl].

So for example, if you wanted to snap the ‘South Pole’ vertex on an UVSphere with say 8 segments and 8 rings to one of the top vertices on a cube; you need to first ensure, ie. move the UVSphere into position so that the ‘South Pole’ vertex is the vertex in the UVSphere that is closest to the vertex on the Cube.

It would be great if there was a way to move a linked set of vertices based on the selection of a ‘Source’ vertex to the position of a ‘Destination’ vertex.
Maybe soon?
Maybe I’m wrong? I’m sure someone will post a correction, if that’s the case.

Hmm, I am confused now… Perhaps you could post a picture of what you want to do? with a couple drawn in lines explaining?

You can move the object and have the snap occur vertex to vertex. Is that what you mean?

OH Studioa, I just reread about the cube, or hinge. Let me play with it and I will get back to you…

Ok, so I made a little wall and door and pretended the top left back corner was the hing. I was able to snap it to the door way, in the right place, and snap it to the the bottom of the wall, or any vertex I chose, by just slowing moving it around and watch it wiggle. Sometimes I could not see the little circle, but the wiggle showed me it was snapping to closest.

So you dont have to do the bottom part of the tut, just the snap to closest at the top of the tut. This may not be as fast as you would like, but it does work for simple examples.

Another option I havent tried might be to set the object center to the ‘origin’ vertex and then use snap to center. It works. In edit mode select the vertex, then in object center to cursor, then in edit mode select magnet center and active object in the pivot menu.

You can see the little circle better too. It sounds time consuming but really it only took a minute. Pm me if you need more help. I dont always read every post.

Gimble,
thanks yes it is pretty strange for me … i’ve got some of your comments and hope this is the solution … so moving close the vertex that i want to be the “origin” to the vertex where i want to be the “destination” …

so my original question was: how do i select either A, B, C, D (or any other vertex) as origin and move the object (cube) based on that origin to vertex 0 on the second cube …

http://img460.imageshack.us/my.php?image=snapyux2.jpg

In your picture you would put the center at the vertex you have marked 0. Hope that helps. Pm me you need more info.

hi ititrx,
well the issue is reversed: i want the cube with the marked vertexes (A, B, C, D) to be moved to “0” … so in formZ i select the first cube,select A or B or C or D as strating point and move then by snapping to 0 … my q. was how do i select as start point A, B, C, or D? (or the other four vertexes) … i hope the above explanation by somebody else is the solution … but if this willbe clarified in future releases would be great … a

Then just move the center point to A, B, C or D.
:slight_smile: it works great. Read the post above where it says Another Option.
You have either missed what I said, or dont understand what I said, or I dont understand what you are asking. Because it works fine in the demo I did last night. Please let me know, ok? I love to help when I can.

First of all, you need to ensure that you are using Blender 2.44; as the ability to snap the vertices of one Object in Edit mode to another object in Object mode was just recently added.

Also, you don’t need to first have the ‘destination’ object selected and the ‘source’ object active to obtain the situation shown in the image you posted; you can select the ‘destination’ object afterwards by pressing [Ctrl] and Right mouse clicking on it.

Note that you can continue to select any other Object by [Ctrl] + RMB clicking it, but you can only have one other Object selected at any given time.

In your example, to snap the source vertex A to the destination/target vertex 0 in the Object mode Cube, first move the source cube such that vertex A is closer to vertex 0 than any of the other vertices (ie, B, C, D, etc) in the ‘Source’ Cube.

Note that you’ll probably need to move your view at least a couple times to ensure that it is the closest vertex. In other words, in front view it might look like the closest one, but if you switch to side view, you might see that maybe it isn’t.

This is partially what makes selecting a ‘source’ vertex a bit of a challenge. For instance, imagine trying to select a vertex from the back of a UVSphere - maybe in the 2d view your mouse cursor is “closest” to the intended vertex, but in reality the vertices on the front of the UVSphere are closer. I’m sure there’s lots of options, but I’ll leave that to the coders.

Anyhow, back to your example - once Vertex A is the closest one to Vertex 0, press [Ctrl] and Left click. Done.

Same routine for the other vertices.

Hmm, actually iitrx and Jean’s way (link posted in wiki) is a lot more flexible.

You can snap the cursor to the vertex you intend to use as a “handle”,
then set Pivot mode to ‘Cursor’ and Snap mode to ‘Center’
and you don’t have to bother getting one vertex to be in a close
proximity to the destination vertex.

LOL, thank you. It so much easier that way. I didnt know you could snap one object to another in 2.44. I just assumed they were the same object different meshes.

I will need to update the wiki. Im on a deadline right now, so it will have to wait a few days. You can update if you want to.

ok, i’ll try all the above advices … i was just hoping that there is a simpler way to select “origin” and “destination” vertexes … i’m not sure why blenderheads programmers took this “scratch left ear with right hand” approach … is it just me that would like a simpler solution and a more powerful snap tool? … all other 3d appl out there use a simple snap approach … best … a