Is there a 'snap to grid' function? or...

Is there a 'snap to grid' function? or...

I like using primitives to create floors for my 'diy' studio sets, including covering them in tiles to get a variety of looks (think plank, parquete and such).  However using a single large plane primitive as a floor only works with some tiles, most develop an obvious pattern if tile is set above a very small number such as 5 vert and 5 horizontal.

My work around was to make multiple small primitive planes connected at the edges, but getting everything lined up correctly is a real challenge... I am hoping there is some much simpler way to achieve a good looking floor.

Comments

  • If you go to the Tool Settings pane with one of the transform tools (rotate, translate, scale, and universal) active you will see some snapping options at the bottom of the pane.

  • macleanmaclean Posts: 2,438

    There's also an Align Pane.

  • thrain9thrain9 Posts: 103

    Thanks Richard and maclean; very helpful.

  • Regarding the Align function, there is something I would like to ask. Let's say I have an environment piece where not every part of the terrain is leveled the same way and another object that will be aligned on top of that terrain. Example: a dry dirt floor with a crater in the middle and a superhero who's supposed to do the "superhero landing" right in thje middle of the crater. 

    If I place Superdude right above the center of the crater and try to align it to the terrain, he won't land at the bottom of the crater at all and will, instead, align himself to the highest point of the terrain mesh. Aside from creating a null or an invisible primitive placed at the bottom of the crater and align Superdude to that, is there a way to directly adress the problem without such an additional object? Just curious...

  • y3kmany3kman Posts: 805

    Align uses the bounding box.

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