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Snapping & precision modeling improvements
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Authored By
Germano Cavalcante (mano-wii)
Feb 18 2020, 10:57 PM
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Description

Team

Commissioner: @Dalai Felinto (dfelinto)
Project leader: @Germano Cavalcante (mano-wii)
Project members: @Campbell Barton (campbellbarton)

Description

Big picture: Improvement of existing features and implementation of new ones for precision modeling.

Use cases:

  • Architectural works.
  • Interior design.
  • Mechanical design.

Design:

  • Unified Snapping system for tools.
  • More options for controlling the point of origin and the point of destination of a transformation.

Engineer plan:

  • Changes concentrated on bf_editor_transform and bf_editor_mesh.
  • Implementation of common snapping utilities for gizmos.
Work plan

Milestone 1
Minor changes and improvements.
Time estimate: ?

Milestone 2
Big changes.
Time estimate: ?

Unknown Milestone

Branch: tmp-snap-improvements
Implemented in the branch:

  • Transform: Snap to the intersection geometry with the axis constraint
  • Vertex sliding: snapping improvements
  • Tools suport for extended modes: Knife
  • Snapping: Make 'Absolute Grid Snapping' a new Snap Mode
  • Snap to Grid in Perspective View performed only at ground level
  • Transform Tools: Perform on a base point

Relevant links:

  • -

Related Objects

Event Timeline

There are a very large number of changes, so older changes are hidden. Show Older Changes

A good candidate for this roadmap might be to enable snapping before tool activation (https://developer.blender.org/T73874#876956). Useful for tools like knife, measure etc. But might also be helpful for transforming using explicit basepoint (https://developer.blender.org/T66424)

This comment was removed by Dalai Felinto (dfelinto).
This comment was removed by Dalai Felinto (dfelinto).
This comment was removed by Dalai Felinto (dfelinto).

What I want is an option, not change the way everyone work.

Good.

I am glad this is all being worked on, and thank you to everyone whose working on this, and here are my thoughts 4 what they are worth, i think Transform on a base point (https://developer.blender.org/T66424) is the most time saving feature of all of these, but i understand if its too much work and needs to be planned for Milestone-2 but until then, I understand @Germano Cavalcante (mano-wii) had an add-on called "snap utilities" that can do something similar, if its still working it would be nice if the full version of the add-on was included in blender, also there is this patch called Destructive Extrude (https://developer.blender.org/D5336) i have tried it on a bone studio build, its nice in certain situations but its not consistent, it would be nice if it was added for review somewhere on this list.. and once again thank you guys 👍👍👍👍👍👍

This comment was removed by Dalai Felinto (dfelinto).

had to go back and correct the result numerous times, just because of missing or misused '-'.

Blender allows to correct the entered value by pressing minus at the end. Repeatedly pressing minus switches the entered value from positive to negative and back in the cycle.

This comment was removed by Dalai Felinto (dfelinto).
This comment was removed by Dalai Felinto (dfelinto).

The problem is that holding some keys during operation turns into some kind of a finger pushups during intensive work.

Hi guys, any plans for the T66422 being revisited for 2.90?
(Snap to intersection with axis constraint)

Many users raise the issue of the lack of snap features in slide mode. I'd really like to see this feature T66426 in version 2.90

This comment was removed by Dalai Felinto (dfelinto).

Please don't bring up solution from other softwares here. I will have to delete a few comments referring or bringing up these references.

This is stupid. The prohibition against *screenshots* and *videos* from other software may be understandable but now we cannot even SPEAK of other software with *words*? Utterly asinine!

This is stupid. The prohibition against *screenshots* and *videos* from other software may be understandable but now we cannot even SPEAK of other software with *words*? Utterly asinine!

I wonder how they manage the file format conversions without mentioning other software. Are there code words or something?

I wonder how they manage the file format conversions without mentioning other software. Are there code words or something?

I understand that it can be confusing, but for this purpose only "Neutral" 3D file formats are used. What is different from "Proprietary" 3D file formats.

I looked through these suggestions but not sure if there is one to allow snapping to faces along normals? As a gamedev artist i find current camera based approach not productive. Here is illustration from devtalk from another user.


Simple example is retopology of cylinder. Right one is expected lowpoly, but middle one is current result with Face snap enabled

I looked through these suggestions but not sure if there is one to allow snapping to faces along normals? As a gamedev artist i find current camera based approach not productive. Here is illustration from devtalk from another user.


Simple example is retopology of cylinder. Right one is expected lowpoly, but middle one is current result with Face snap enabled

Because such kind of snap is not a "snap", it is workflow-dependent tool approach, that is needed for specific case like cylinder retopology.
It have nothing to do with camera based snapping approach and its productivity.
There are some realizations by different people (such as AFX with Quadwrap and Retopoflow authors attempts), and shrinkwrap modifier as well.