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Snapping
Posted: 01 September 2008 05:52 PM   [ Ignore ]  
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Snapping to individual vertices is currently impossible for EI.

However, we do have the pivot point, object centers, and the edges, faces, and corners of bounding boxes.

Would a snapping system to snap object centers, and bounding box face centers, edge centers, and edge points be of use?

For instance, make a null, and then snap the null to the face center of the lower bounding box (i.e. the bottom) of an object, for building up tricky hierarchies?

Snap Bones (which are just two linked nulls with influence and a special icon in the viewports) to each other or to nulls?

Should a rudimentary snapping system be worth adding as a feature?

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Posted: 01 September 2008 07:10 PM   [ Ignore ]   [ # 1 ]  
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Hi Kurt,

That sounds quite like the align tool from the user pack to me (snap to surface was/is an intended feature).

Ian

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Ian Waters
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EI Technology Group, LLC.

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Posted: 02 September 2008 10:27 PM   [ Ignore ]   [ # 2 ]  
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KurtF - 01 September 2008 05:52 PM

Snapping to individual vertices is currently impossible for EI.

Doesn’t the geometry constraint snap to individual vertices?

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Posted: 03 September 2008 01:50 AM   [ Ignore ]   [ # 3 ]  
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Hello Ian,

Alignment and Snapping - excellent. Possibly for version 8.5 or 9. I would love to see it happen.

Hello BJMonkey,

how’s the Silo modeling going? As for the Geometry constraint, I’m not sure. Haven’t tried it, and have not read up on it. It might be useful for some setups and definitely for moving objects across the surface of other objects.

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Posted: 03 September 2008 04:21 AM   [ Ignore ]   [ # 4 ]  
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The problem I’ve found with the geometry constraint is fact that it tends to “snap” too much to the surface. smile Geometry constraints will snap to vertices just fine, but if you animate the constraint, it snaps from vertex to vertex causing the animation to appear like its skipping or stuttering. Despite how smooth of mesh you use, this problem always tends to show up with animation. Now if there was a way to average between vertices when animating, you could traverse along the mesh of a polygonal surface without getting the snapping effect.

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Posted: 03 September 2008 09:15 AM   [ Ignore ]   [ # 5 ]  
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XP can average the position of an object over time to smooth out bumps......does this work with the Geometry constraint?

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Posted: 03 September 2008 09:53 AM   [ Ignore ]   [ # 6 ]  
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Hi, Kurt

KurtF - 01 September 2008 05:52 PM

Snapping to individual vertices is currently impossible for EI.

However, we do have the pivot point, object centers, and the edges, faces, and corners of bounding boxes.

Would a snapping system to snap object centers, and bounding box face centers, edge centers, and edge points be of use?

For instance, make a null, and then snap the null to the face center of the lower bounding box (i.e. the bottom) of an object, for building up tricky hierarchies?

Snap Bones (which are just two linked nulls with influence and a special icon in the viewports) to each other or to nulls?

Should a rudimentary snapping system be worth adding as a feature?

Bound box using is quite possible but it can look as a “sertificate of poorness” wink Really, a Q “where is a snap to geometry” is very obvious and will be asked immediately after user sees a snap to bound box.

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