object mode Snap with Closest doesn't work right #97549

Closed
opened 2022-04-22 17:21:19 +02:00 by Paulius Mscichauskas · 4 comments

System Information
Operating system: Windows-10-10.0.19044-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65

Blender Version
Broken: version: 3.2.0 Alpha, branch: master, commit date: 2022-04-14 19:51, hash: 48ff456a4b
Worked: I don't think it ever did?

Snap To: Vertex
Snap with: Closest.

When trying to snap an object to another object in object mode, it isn't the closest vertex that snaps to the target. Instead, It's the closest corner of the bounding box. Seems more like a bug, than the intended design.

I've attached a .blend file.
If you grab OBJ2 and try to snap it to the center vertex (middle of the cross) of OBJ1, the center vertex of OBJ2 should snap to the center vertex of OBJ1, right? That vertex is the closest to the target.
Instead, it snaps with the top right corner of OBJ2, which makes no sense.

If this is by design, perhaps it needs a better explanation?
The tooltip for "closest" says that it snaps the closest point to the target. There is no indication that it is the closest point of the bounding box, not the closest vertex.

As a side note, there could be a new "Snap with" option - 3D Cursor. In object mode, the user would place the cursor on whichever vertex they want to snap with, then they can accurately snap the object to the other object based on the position of the 3D cursor.

Snap issue.blend
Short description of error
[Please fill out a short description of the error here]

Exact steps for others to reproduce the error
[Please describe the exact steps needed to reproduce the issue]
[Based on the default startup or an attached .blend file (as simple as possible)]

**System Information** Operating system: Windows-10-10.0.19044-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65 **Blender Version** Broken: version: 3.2.0 Alpha, branch: master, commit date: 2022-04-14 19:51, hash: `48ff456a4b` Worked: I don't think it ever did? Snap To: Vertex Snap with: Closest. When trying to snap an object to another object in object mode, it isn't the **closest vertex** that snaps to the target. Instead, It's the closest corner of the bounding box. Seems more like a bug, than the intended design. I've attached a .blend file. If you grab OBJ2 and try to snap it to the center vertex (middle of the cross) of OBJ1, the center vertex of OBJ2 should snap to the center vertex of OBJ1, right? That **vertex** is the **closest** to the target. Instead, it snaps with the top right corner of OBJ2, which makes no sense. If this is by design, perhaps it needs a better explanation? The tooltip for "closest" says that it snaps the closest point to the target. There is no indication that it is the closest point of the bounding box, not the closest vertex. As a side note, there could be a new "Snap with" option - 3D Cursor. In object mode, the user would place the cursor on whichever vertex they want to snap with, then they can accurately snap the object to the other object based on the position of the 3D cursor. [Snap issue.blend](https://archive.blender.org/developer/F13016169/Snap_issue.blend) **Short description of error** [Please fill out a short description of the error here] **Exact steps for others to reproduce the error** [Please describe the exact steps needed to reproduce the issue] [Based on the default startup or an attached .blend file (as simple as possible)]

Added subscriber: @freemind

Added subscriber: @freemind

Added subscriber: @mano-wii

Added subscriber: @mano-wii

The Closest option in object mode uses the boundbox.
It has always worked like this and is even useful in some cases.
Implementing a Nearest solution for Meshes is not so simple, and there are also a number of other ToDos to solve in the snap system. (See #73993 (Snapping & precision modeling improvements))

So while it's an improvement, it's not a priority right now :\

The Closest option in object mode uses the boundbox. It has always worked like this and is even useful in some cases. Implementing a Nearest solution for Meshes is not so simple, and there are also a number of other ToDos to solve in the snap system. (See #73993 (Snapping & precision modeling improvements)) So while it's an improvement, it's not a priority right now :\

Closed as duplicate of #73632

Closed as duplicate of #73632
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Reference: blender/blender#97549
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