I have a problem and i can't find a solution. I have a face on my object. I want to align a vertice so that vertice is on the same plane of the face. I created a Trasform Orentation on the face so that i have the right axis where to move on the vertice. I also set the 3d cursor but when i want to put z=0 the vertices doesn't align with the face. I know that the problem is the local origin but i can't find any other method. I can move the vertices put all coordinates to 0 and restore x and y but it's a very dirty way.
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$\begingroup$ Use snap to face option maybe and grab along the axis you've defined. $\endgroup$– lemonCommented Sep 9, 2020 at 11:18
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$\begingroup$ it's a good option for my purpose but it's not what i would like. I would that the cylinder has vertices on the plane without deform it $\endgroup$– Marco PellegrinoCommented Sep 9, 2020 at 14:09
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$\begingroup$ Hard to see clearly how things are on the pictures. Could you upload a blend file with the key elements in it? blend-exchange.giantcowfilms.com $\endgroup$– lemonCommented Sep 9, 2020 at 14:14
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$\begingroup$ i added the blend file. There many of theese situation. I'm trying to make a non manifold object for 3dprint. I know that i can do this thing in some more dirty ways but i also want to do a nice job, just for learn. $\endgroup$– Marco PellegrinoCommented Sep 9, 2020 at 16:09
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1$\begingroup$ So, the custom orientation should be from the edge/face on the disk part. Then set snap to face and grab the vertex along YY. Keys G to grab the Y and Y to go along the custom edge orientation. $\endgroup$– lemonCommented Sep 9, 2020 at 18:02
1 Answer
If you want to snap all the vertices of the rim to the surface at once, you could assign them to a Vertex Group, temporarily P split the hatch off into a separate object, and give it a Shrinkwrap modifier, affecting only the vertex group, targeted on the surface.
If you align the hatch object-axes down the edge of interest,then you can use the modifier to project all the vertices in the desired direction. Apply the modifier, rejoin the objects.
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$\begingroup$ You can take this further, and make decals of your attachments. $\endgroup$– Robin Betts ♦Commented Sep 10, 2020 at 6:34