04 - Make - It - Snappy-V3
04 - Make - It - Snappy-V3
When you’re working an on object in a 3D scene you need to have total control of where your objects are being placed,
and that’s where the different snapping options come into play. Snapping makes it easy for you to place objects along
points, edges, polygons, and even splines according to an axis center. So when fine tuning where an object is at is the
name of the game you’ll want to use some of the following options.
BUT WAIT!
First you’ll need to Enable Snapping so you can use the different snapping modes. By default it’s set to auto snapping
SNAPPING OPTIONS
So what about that 1% of the time where you need to be specific and really fine tune where an object is going? That’s
SPLINE SNAP
You know about our good friend the Spline by now. If you’re looking to line up an object to a spline, this option is for you.
This snapping option makes it easy for you to line up your geometry to use a generator object, like the sweep we used in
the lesson.
Make It Snappy
Different Snapping Modes in C4D
AXIS SNAP
If you want an object to snap to the axis of another object (which is usually going to be the center point) select this option
and get snappin’. This is useful when you need the center of one object to line up exactly to the center point of another.
EDGE SNAP
If you want to snap the axis of something to an edge on another piece of geometry, this is the option you’ll want to select.
Edges are those loops that make up your mesh and are most easily viewed using Gouraud Shading with Lines.
Make It Snappy
Different Snapping Modes in C4D
VERTEX SNAP
With the Vertex Snap option enabled you’ll be able to snap the axis of an object to an individual point (or vertex) on
another piece of geometry. Often vertices are the finest level of control points on an object, and they are always located
POLYGON SNAP
If snapping an object to the face of a polygon is your jam, this option is the one you want. Polygons are the actual solid
faces that the software calculates based on where your edge loops and vertices are.