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Deygus Oct 25, 2021 @ 7:15am
Any way to Fix/Re-Level Mesh Snapping to Grid?
I was making a Modular Building and I later I realized I modeled some of the parts which don't quite snap together and are offset slightly.

Is there a way I can grab a face and snap it to the gridline or fix this somehow or am I screwed and have to remake it because of it?

Only thing I can think of is manually doing this but not sure if that will even really work..

https://i.imgur.com/78B6GAB.png
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Showing 1-7 of 7 comments
Did you try setting the snapping setting to GRID? Hit he CTRL key while moving verts/edges/ faces to snap to grid ( or whatever the snap is set to)
https://i.imgur.com/EQQUPar.gif
Not sure what absolute Grid snapping does, but I think it helps eliminate screenspace grid issues probably.
Last edited by *P0P$*FR3$H3NM3Y3R*; Oct 25, 2021 @ 7:46am
Girlgamer87 Oct 25, 2021 @ 7:51am 
you can 'scale to cursor' e.g
snap cursor to vertex, select vertices to adjust, scale selection on Z axis (for example) press S, Z, 0 will scale the selection to zero on the Z axis

probably better to adjust your settings but this method is useful for quick fixes
Pte Jack Oct 25, 2021 @ 8:12am 
I hardly ever use snapping. If I have verts that are separated and need to seal them together then I use Merge to join them.

I'll select (by trait) the "non manifold" edges and use M - by distance and adjust the distance to collapse verts together or I'll select the opposing verts (or verts I want to I want to seal together) and use M - First, Last, Center to collapse them into one vert. This also eliminates double vertexes (vets that occupy the same space.)

If I only need move verts onto each other and not join them together, I use the Scale methods mentions above. Select the verts I want on top of each other ensuring the one that is in place is the active vert, Press S then Scale to Selected or place the cursor where I need the vert to travel to the use Scale to Cursor.
Last edited by Pte Jack; Oct 25, 2021 @ 8:17am
I'm having bit of trouble making sense of the screenshot, but yeah scaling misaligned verticies in bulk to zero and then snapping them to the grid or the object they are supposed to snap to, would be the way i'd clean stuff.
Deygus Oct 25, 2021 @ 10:29am 
Originally posted by *P0P$*FR3$H3NM3Y3R*:
Did you try setting the snapping setting to GRID? Hit he CTRL key while moving verts/edges/ faces to snap to grid ( or whatever the snap is set to)
https://i.imgur.com/EQQUPar.gif
Not sure what absolute Grid snapping does, but I think it helps eliminate screenspace grid issues probably.

That worked! Thanks! Yeah sorry, the image probably didnt explain very well. That was from me trying to mess with it and align it, no I didn't have absolute checked and I didn't consider using the wireframe, I was grabbing the face instead of all the verts.

I was trying to level it with the grid so that when I use UE's Scale Sizing it'll snap together when putting the Building Meshes together.

Heres what I had before, this screenshot probably shows it a little better:
https://i.imgur.com/4lSe9Gp.png (the geometry is off the grid pretty much)

And here's what I have now after trying what you mentioned that fixed it for me:
https://i.imgur.com/31qGDGl.png (I was able to align it to the default grid but I have to test although I think it should be fine now -- the problem in Unreal is that if it doesn't keep the grid in mind then the objects for modular assets don't snap together properly leaving gaps in between the meshes where they aren't wanted)
Deygus Oct 25, 2021 @ 10:29am 
Thanks for the help @everyone
Deygus Oct 25, 2021 @ 10:31am 
Originally posted by Pte Jack:
I hardly ever use snapping. If I have verts that are separated and need to seal them together then I use Merge to join them.

I'll select (by trait) the "non manifold" edges and use M - by distance and adjust the distance to collapse verts together or I'll select the opposing verts (or verts I want to I want to seal together) and use M - First, Last, Center to collapse them into one vert. This also eliminates double vertexes (vets that occupy the same space.)

If I only need move verts onto each other and not join them together, I use the Scale methods mentions above. Select the verts I want on top of each other ensuring the one that is in place is the active vert, Press S then Scale to Selected or place the cursor where I need the vert to travel to the use Scale to Cursor.

Hmm, interesting idea. I think I wanna try doing that although I don't think I fully understand, gonna test it further.

An example of the original problem would be building out a wall and I didn't really pay attention to the snapping of the grid in blender, didn't think it was relevant, that has now created an issue where there's a large gap in the walls of the house mesh whereas it should snap together in Unreal Engine which uses 1, 5, 10, x scaling but it either goes through the meshes or it leaves the gap which I wanted to close so I was trying to figure out the best way to solve these issues.
Last edited by Deygus; Oct 25, 2021 @ 10:34am
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Date Posted: Oct 25, 2021 @ 7:15am
Posts: 7