Snapping & precision modeling improvements #73993
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Team
Commissioner: @dfelinto
Project leader: @mano-wii
Project members: @ideasman42
Description
Big picture: Improvement of existing features and implementation of new ones for precision modeling.
Use cases:
Engineer plan:
bf_editor_transform
andbf_editor_mesh
.Work plan
Milestone 1
Minor changes and improvements.
Time estimate:
?
Snap with
options for Snap to Grid - Except Closest)Unknown Milestone
Big changes.
Time estimate:
?
Branch:
https://builder.blender.org/download/patch/PR105941/
Relevant links:
Precision Modeling Toolsto Snapping & precision modeling improvementsA good candidate for this roadmap might be to enable snapping before tool activation (https:*developer.blender.org/T73874#876956). Useful for tools like knife, measure etc. But might also be helpful for transforming using explicit basepoint (https:*developer.blender.org/T66424)
I am glad this is all being worked on, and thank you to everyone whose working on this, and here are my thoughts 4 what they are worth, i think Transform on a base point (https:*developer.blender.org/T66424) is the most time saving feature of all of these, but i understand if its too much work and needs to be planned for Milestone-2 but until then, I understand @mano-wii had an add-on called "snap utilities"that can do something similar, if its still working it would be nice if the full version of the add-on was included in blender, also there is this patch calledDestructive Extrude (https:*developer.blender.org/D5336) i have tried it on a bone studio build, its nice in certain situations but its not consistent, it would be nice if it was added for review somewhere on this list.. and once again thank you guys 👍👍👍👍👍👍
The problem is that holding some keys during operation turns into some kind of a finger pushups during intensive work.
I looked through these suggestions but not sure if there is one to allow snapping to faces along normals? As a gamedev artist i find current camera based approach not productive. Here is illustration from devtalk from another user.
Simple example is retopology of cylinder. Right one is expected lowpoly, but middle one is current result with Face snap enabled
Because such kind of snap is not a "snap", it is workflow-dependent tool approach, that is needed for specific case like cylinder retopology.
It have nothing to do with camera based snapping approach and its productivity.
There are some realizations by different people (such as AFX with Quadwrap and Retopoflow authors attempts), and shrinkwrap modifier as well.
Edge Constraint.mp4
plz guys, Edge Constraint from Maya\3DSMax is veeery useful especially on complex mesh loops.
MACHIN3tools 0.8
https://www.youtube.com/watch?v=9H_gjtJ8J5s