I have trouble snapping vertices or edges inside max.
It's glitchy sometimes the markers disappear and sometimes it freezes.
Very hard for me to snap a vertex on gridpoint, cause 1 out of 3 times it won't snap accurately.
Making life hard when geometry has to tile.
Does anyone know any scripts that can perform snaps like in maya?
in maya i can like hold the button X and vertices snap like they should.
Replies
It's different, but you'll get used to it if you give it a chance.
this should give you a little more control with less things for it to accidentally snap to
E.g if you model prefabs for unreal, source,quake,... the editor and engine usually work on a grid like 4,8 or 16 units each. This makes sure that the prefabs fit perfectly when placing them in the editor.
Individual sets like just x,y,z / x,y / y / x or just z lets you snap verts to a exact (later in the editor/engine) grid unit. The special thing that it calculates to which grid line it would be the closest and the place it on that grid unit/line - where as the max snapping system usually moves things in a realativ manner- so once you are off- grid you have to manually type in grid unit.
Here is a screenshot:
I would have to modify it though as this one was a tool for a project that is still in production. I was at some point thinking of creating a set of engine/low poly modeling specifc help tools like this.
thanks again
i have a somewhat similar yet different task to do. i'm currently working for a client who outsourced a lot of assets to another company, don't want to rant or something but the work is somewhat messy and i'm cleaning up some thing, finishing assets etc.
What i right now would need is a script that allows me to snap vertices from one object to the closest vertices on another object. i have a hand it's twisted in space i can get it rotated somewhat close to the original hand but not entirely the same, but i would need that to happen, of course i can go through it vertex by vertex and snapping it but maybe there is an automatic solution.
oh and shrink, grow or conform wrapping is not what i need, i changed only a few things and i'd like snap anything else exactly to the new positions
Some of the ideas I had were to create a unique hash value for each vert based on: vertex normal, number of sharing faces or edges and the length of each of the edges connecting to the other verts.
Based on that one could build a heuristic model and predict with a certain probability which vert might be the closest match of the other one from model B.
Anyway: I think if the existing models were mostly build tightly on some grid or set of rules that can be defined in scripts as well it would be a lot easier.
I use snapping scripts all the time when I build prefabs. That way I can snap them back like in Unity with my custom snapping scripts as well and all the verts connect tight where they should (or I can control some bleeding in the scripts).