just starting off with Blender, and wondering what the easiest way to snap a selection to part of the 3D cursors transform would be.
(TLDR: question below last pic in bold)
For example, if modelling something like a below using a boolean shape to cut out detail, it is probably necessary to align the shape with some existing edges of your model to avoid the boolean function from adding unnecessary geometry.
The below is looking from the xz plane.
Marked here is the corner with the correct xz for an edge, but a different y.
If the 3D Cursor is set to this, and we snap selection to cursor while preserving our offset, we see the xz are correct, but the y component of our selected edge is averaged about the cursor.
So the question here is, how would I be able to move this edge to the x,z of either this vertex/the cursor, while ignoring changes to the y component of my selection?
I have looked around online in similar terms for a solution to aligning edges as so, but have struggled to find anything other than manually entering the x,z of the 3D cursor from the world properties (tedious, inefficient), or building the cut out from the point that is going to cause an issue (tedious, prone to breaking with too many points).
I am however a blender noob, so I might be missing something incredibly simple or using the wrong jargon to search. If any of you know of a work around for this, or a better method of aligning edges in general, please advise, as this seems like something that should have a simple solution.