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Tip: Using the Snapping Tool
November 3, 2009  |  by Jonathan Williamson  |  Jonathan Williamson, Modeling, Tips


The snapping tool in Blender allows you to snap your mesh selection to any other vertice, edge, face, or volume. This is a very handy technique for precision modeling.

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  • 8 Comments


    1. very handy little tip!
      But you could also include the “AutoMerge Editing” feature, so that you don’t have to remove doubles all the time.

      Another cool thing you could add is that you can lock a vertex to a specific axis(like you usually can) and then snap it to a vertex anywhere, but it will only move the difference of the lenght to the selected vertex in the axis you specified. (that sounds pretty complicated, but it really isn’t) :)

    2. Hey Jonathan,

      thx for that nifty hint to the snapping tool usage. I’ll try to familiarize with it quick since i think it can save some decent ammount of fuss while editing meshes. And yeah that T-Joint tut by Kernon was indeed cool:)

      The first vertex u snap at the upper corner of that cube creates an odd shape of face..i have the impression that its 2 triangles with an edge missing.
      …is this some sort of n-gon wich one created there? When rendered out u’d get the impression it was 2 triangles, with a sharp edge, the mesh however in edit mode makes it hard to determine the shape of the face but creating an edge between the 2 new corner verts will reveal that it is indeed 2 triangles wich have a clear edge. However the facecount stays the same from start.
      Anyway this is a great tip, snapping will make it easier to keep meshes clean, i didn’t even knew that blender 2.49 allows to create such a face with a single click.
      Much appreciation and regards from Berlin,
      hope your having a good time:)

      (P.S. : Does your toon shader wich u proposed a while ago apply to a complete scene by any chance? Sorry about going off topic here.)

      • Nixon

        When he moved the vertex down he didn’t create an n-gon. What happened is that the face became non-planer or not flat. An n-gon is a face with more than 4 verts.

        Your impression of what is going on is pretty much correct. Blender treats a quad as two triangles internally so there is an edge there but you can’t select it. The face is still being rendered flat so it looks weird from some angles. With the severity of non-planerness going on there you would want to cut a new edge there to control how it looks or do something else like add a sub-surf modifier. On flatter planes its less of a problem.

    3. Jonathan:

      I love your tutorials (REALLY!) but, dude… the singular form is “vertex” not “verticie.” :-D

    4. Jonathan,

      Beginner here.
      Was your selection of (Merge / At Center) a mistake?
      My cube disapears when I do that.

      Thanks,
      George

      • Make sure you only have the relevant vertices selected when you perform the merge. If you have all the vertices of the cube selected they will all collapse down to a single one, effectively blasting your cube.

    5. Dear Jonathan,

      your tutorials are brilliant and i am very grateful for your patience and generosity. There is just one tiny little detail that i would like to bring to your attention. Vertex is the singular form of the plural vertices.

      One vertex; two vertices.

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