[Bf-modeling] Snap to Object Centers

Campbell Barton ideasman42 at gmail.com
Mon Aug 19 06:24:59 CEST 2013


Committed r59256.

Snaps to object center, empties that are also dupli's are ignored
(since they have their own data which is snapped to).

On Tue, Aug 13, 2013 at 7:39 AM, metalliandy
<metalliandy666 at googlemail.com> wrote:
> Yea, I currently have that always on but even when it is off it really
> doesn't seem to make much difference tbh.
> Hopefully we can work something out that works for everyone.
>
> Cheers,
>
> -Andy
>
>
> On 12/08/2013 19:08, Jonathan Williamson wrote:
>
> Andy, we currently have the ability to "Snap onto itself" for vertex
> snapping. Similar to what you're wanting, but basically opposite. Seems to
> me that restricting self snapping is a bit worthless, and really ought to be
> reversed, to restrict snapping to only itself.
> http://cl.ly/Qmz7
>
> Jonathan Williamson
> http://cgcookie.com
>
>
> On Mon, Aug 12, 2013 at 12:54 PM, metalliandy
> <metalliandy666 at googlemail.com> wrote:
>>
>> Sounds good to me! +1
>>
>> Another thing that I would like to see regarding snapping is better
>> detection to what you are snapping too. Currently it can get quite hard to
>> snap to a vert (in vert snap) if there is a mesh with a subd modifier on a
>> mesh that is under the mesh that you are trying to snap to. Often it tries
>> to snap to the subd mesh rather than the mesh that is currently in edit
>> mode. I'm not saying that we should disable snapping to objects that are not
>> in edit mode as this can be quite useful, but it would be nice to maybe
>> work something out where the mesh in edit mode takes precedence or we could
>> disable subd calculations for other meshes when snapping to verts.
>>
>> Cheers,
>>
>> -Andy
>> On 12/08/2013 15:37, Jonathan Williamson wrote:
>>
>> Mattmerk on BA asked if there was a way to snap vertices to an object
>> center, as he is using empties generated from a Syntheyes tracked scene to
>> layout his environment.
>>
>> Currently the only way to do this is with the 3D Cursor. Which can be done
>> by selecting the empty in Object Mode, SHIFT+S > Cursor to Selected, then
>> select the mesh, enter Edit Mode, select the vertex, and finally press
>> SHIFT+S > Selection to Cursor.
>>
>> Then you have to repeat this for every vertex.
>>
>> This works but is a very poor workaround anytime you need/wish to snap
>> vertices (or anything for that matter) to any object origin. If you're
>> snapping to mesh objects then you can snap to the Volume center, but this is
>> still funky and very seldom works for the purpose needed.
>>
>> I would like to propose an addition:
>>
>> Snap to Object Origins
>> This would allow the snapping of objects and mesh components to the origin
>> for another object. For example: http://cl.ly/QmfL
>>
>> This should be created as a new Snap Element, http://cl.ly/Qm3E, via
>> Object.
>>
>> Thoughts?
>>
>> Jonathan Williamson
>> http://cgcookie.com
>>
>>
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>>
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>
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-- 
- Campbell



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