Hi guys. At work, I use a program called Creator (by Presagis) which is heavily dependent upon grids for creating geometry. It's similar to the early days of Max (I've been using it since 4.2) except that it's substantially less functional. It does shine in many areas, like the grid tools. I'm trying to get functionality…
I'm still not sure I understand what you're trying to do, but have you tried using the grid helper objects? They are custom grids that you can move and rotate around in your scene and then activate to override the home grid. Anything you draw on it will be aligned to that grid.
I can't post it from work because our computers are not Internet-accessible, so I had to wait until I got home. Here's the problem: The left side is distorted because Max apparently changes the orientation of the world pivot to match the grid. I've tried zeroing out the rotation of the grid pivot, but that doesn't do…
Yep, I've used them for quite a while now. I'll try explaining it a bit better. It's difficult for me to detail exactly how Creator does this. Let's say that I have a basic house model. The roof slopes upward, like this: Instead of using AutoGrid to create a chimney on top of the roof, I want to create a chimney aligned to…
Yes and no. I've aligned my grid to the plane underneath the box because I'd like to replicate Creator's functionality in Max. In Creator, I can press F and click on any face. It will create a grid that matches the normals of the face, similar to using autogrid. I can create a grid with autogrid by holding alt as I create…
I'm not quite sure what you mean. I use the translation input often, but how would that plant verts to the grid? The same issue happens with face snapping, actually. If you snap verts with X and Y locked, you won't be able to snap directly onto the point of the face that sits below the verts. If you follow the face normals…