Hi, I'm trying to make some tiling floor sections for unreal 3 in Max and was wondering if its possible to snap a vertex to the grid that isn't already aligned to the grid. Currently when I use the snap grid on an unaligned vert it moves one grid unit but does not align to the grid. Any help would be great.
sounds cool MoP! Is it going to work like the grid helper objects in max but not as clumsy or bugged to use? It would be a nice feature to have if it was a true 3D grid. As it is, having to fake it with grid helper objects sucks, and it doesn't help that only one grid helper can be enabled at a time, who thinks up this…
I'm currently writing a script that will snap selected verts to an arbitrary grid or your current grid, so even if the max snaps to 0.001, it will "fix" it to 0.000 ... I'm mainly doing it for snapping to grids like the Radiant editors, just for making sure blockout meshes and collision meshes / bounding boxes all line up…
under grid and snap settings check on vertex and grid under snaps(I found you have to specify what is snapping together...then it works as you would expect) under options check on: use axis center as start snap point
beware though- max's idea of snapping to grid is to sometimes do it so whatever you're snapping is 0.01 off or something ridiculous like that. infuriating as you then have to type in the co-ords manually, which sometimes doesn't work because max decides that it likes the mad decimalisation of the co-ords... ooops that…