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I'm not sure how to ask this question. Basically, I built a part in the right half of my screen, looking at it from the Y perspective (numpad 1). I applied a mirror modifier, across the X axis. I left a gap in the middle so that I could more easily create the part. Now I want to scoot the part along the X axis so that there is no gap in the middle. I know how to move the whole part together, but how can I move it so that the leftmost vertices are exactly stuck together, completely eliminating the gap?

Part with gap in it.

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  • $\begingroup$ Check out "Clipping" in the mirror moddifier. Then see what happens when you move the parts together. $\endgroup$ Apr 8 at 23:27
  • $\begingroup$ That's pretty close to what I want, but how can I snap the grab to the mirrored vertex so that I can be absolutely sure that the parts have zero space between them and retain their original size? $\endgroup$ Apr 9 at 0:50
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It's annoying that, in Edit Mode, Blender's Snap To : Increment doesn't have a Snap With option, otherwise this would be more intuitive.

In this case, if you have the shipped add-on '3D View: Pie Menus' activated with the 'Origins' option, you can quickly set the origin of your object to the vertices of the desired mirror-plane from Edit Mode, and the mirrored half will jump to the original. Then you can AltG reset the object back to World 0.

But personally, rather than puzzle over each case, for more CAD-like snapping, my habit is to create temporary snap targets.

enter image description here

With snapping nearly always set to To : Vertex and With : Active, and the pivot set to 3D Cursor:

  1. ShiftDX duplicate a single vertex..
  2. SX0 scale the vertex to 0
  3. Select the source vertex, (it will stay active), and L all the connected ones
  4. GX Move the selected vertices, snapping to the temporary target
  5. Delete, or merge, the target.

I wouldn't claim this is necessarily the quickest for this case, but the method is quite general. You can leave your pivot and snap settings as they are over most operations, and the sequence goes into muscle-memory.

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  • $\begingroup$ Thank you, this is more or less exactly what I needed. I don't mind if it's a little slow, as long as it's generally applicable. My only question: how did you use scale to set the vertex's X to 0? When I did that, nothing happened. I just edited the position of the vertex manually. $\endgroup$ Apr 9 at 15:30
  • $\begingroup$ Hi @alskdjfoijowiejf ! (thank God I don't have to type that :) ) With the pivot set to '3D Cursor', and the cursor at 0, SX0 should do the trick. Actually, you could: Shift-D,S-X-0, all in one. but my muscles don't remember that much :D. $\endgroup$ Apr 9 at 15:37
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In edit mode select a vertex to the left of your model press N to see the "Item"->"Transform" panel. Select "Global" and copy values from X field.

edit mode

Tab out of edit mode and in same panel subtract the copied X value from current object location.

object mode

This moves the object to the left by exactly the amount needed to put the vertex you selected at the very beginning on the X = 0.

x is zero

Sometime it doesn't work perfectly, and slight adjustment at the very end is necessary.

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