Snapping

hey there, I’m new here.

A while ago, I was experimenting with snapping and found some shortfalls.
here are a couple of examples:

  • I was trying to snap verticies to an edge, at a particler axis (could be X,Y or Z). The problem being here, is that it doesn’t snap to the line where the axis intersects with the co-ordinate of the vertex, it snaps to the mouse position, so when your mouse moves, the vertex moves with it along the axis without snapping to where the it meets the edge that I want to snap it to.
  • The snapping doesn’t work with Curve meshes, when in fact, what you see, are faces,edges and verticies which are positioned by a matheimathical formuler, so why can’t you snapthings onto the actual polygons generated by the curve? (just a minor issue, but I feel this could be useful.)
    I find these annoying, and I don’t know if you have found another solution to them?:confused:

For info http://wiki.blender.org/index.php/User:Kellpossible

I don’t think that this is currently implemented in blender?

the reason that I think that, is because the wiki has “Weekly Progress Reports” and “Blender Artists Thread”, which has posts containing discussions about tools which are currently implemented within other programs.

Can someone confirm this?

Use Jing, screen recorder and show what exactly the problem is. I will help you.

I never found any problem with Blender snapping

I’m not that good with recording my screen, video-editing, for me is hard.

Okay, I was a bit… Pressed on time (sorry aobut the delay, something came up).

So I haven’t had much chance to reherse for videos. So I do what I do best, putting pictures up with writing explaining my exact problem.

The problem is edge snapping, making edges smooth.

For this example, I will be showing my open gonala, which hasn’t been textured yet.
http://img696.imageshack.us/img696/2320/problempicture1.jpg
the problem lies on the edge, between the 2 slanted eges.
In the link below, the screenshot shows the orange selected line, is where the edge is meant to lie, so the edge that runs the length of the wagon is a few blender units out of the true geometry of the wagon and how it’s meant to look.

There’s two ways to do this, I can align it mathematically, using triggernometry, but this is a long-winded way of getting it.

Or I can sue blender snapping, which I’m going to do to try to get this line aligned in relation to the selected line.
So, what I do, is:

  • select the edgeselect (to quickly select the edge.)
  • select "snap to edge (I’m trying to align one edge to another.)
  • Go into front view (To align it properly.)
  • Press G+Z (grab on the Z axis).

And… This is the result.
http://desmond.imageshack.us/Himg225/scaled.php?server=225&filename=problempicture5.jpg&res=landing
What it’s doing, is snapping to the cursur’s global Z postion and it’s not snapping directly to the actual line where it would intersect on the Z axis (which would give a nice, clean edge on the side of the wagon).

To overcome this problem, si that I would have to eye-ball it, to get it aligned as precisely as possible, as seen in the next picture.
http://img20.imageshack.us/img20/5494/problempicture6.jpg

This is the final result, in my opinion, it looks better compared to the last picture, and ithe mis-alignment doesn’t matter much on this model because every vertex has a face attached to it, but in other models where vertexs might not be joined onto adjacent faces, it can create small holes in the model.

Even though it’s not a video like you hoped, I hope you can understand where i’m comming from.

Sorry aobut the late reply.

snaping is working fine with blender. in the header of viewport there is an option for snaping, if you want to snap to vertex makes vertex snap on if you want edge snaping make edge snap on. It works fine


If I understood your problem correctly, you want to snap to an edge but the snapping doesn’t stop in an intersection of the axis constraint and the edge and it’s hard to place the vertex precisely on the edge.
[ATTACH=CONFIG]188852[/ATTACH][ATTACH=CONFIG]188853[/ATTACH]

If so, cutting it with a knife tool would make more sense, because it snaps to the vertex and cuts edges, you can constraint it to an axis (pressing C for on/off) and then merge the vertices. Unfortunately it’s not currently very precise tool. Another thing that would help is that if we had snapping available in edge slide and in new vertex slide functions, you wouldn’t have to cut it.

The problem is is that the snap function acts like the G function when you try to match the 2 edges of my model together, what I would like, is a function in blender to detect where the 2 edges were to intersect on that particler axis.

Snapping to verticies are fune because they’re points in space, with specific co-ordinates, so pressing G + Z would constraint it to the Z axis, but it would assign the Z axis to the height of the vertex in the space.

Hmm… I think we are on the right lines.

Actually… The knife tool seems like an ideal tool to experiment with. I can see how it can be inaccurate though. Thanks for the information.:slight_smile: