I have no clue why I didn't post this info earlier, I've posted it in the past when snapping issues pop up, better late then never I guess. This isn't to say its perfect or even ideal, but more or less how I've come to understand these features and work with them. 2D snap Snaps exclusively to the active grid object. The…
alz: i wrote a script a while back that snapped vertices within a tolerance to the nearest current grid unit. i'll see if i can dig it up (or re-write it)
That can happen with some stuff like that. You can trigger snaps at any time though, so my solution is to select the vert first and start moving it, then hit S till it's in place then back out. A real pain, agreed. I also noticed something strange in that the verts don't always actually snap to 100% in our engine so I had…
We're constantly have problems with Max's grid not putting verts and edges exactly on the grid line. It's not until we've gone checked all other collision in-game issues that we realize upon an extremely close-up zoom that a model was off. How insane would it be to micro-inspect every model on export to ensure it has…
Yea I agree the way they implemented it in Maya is a lot better. I've hit the tiny gap issue too, I end up using the type in coordinates to make sure the verts are in the exact same place, this takes 200x more effort and wastes a bunch of time. It shouldn't be something I have to do, at all. I think the scale of the object…