I'm trying to align the "rope handles" foot to the plank, so that the two faces are perfectly aligned, I believe its called. This is tricky because there might be answers in forums but I really don't understand if they are relevant, outdated or too explained poorly. I'm disappointed that the Snap-Face doesn't do it for me but I guess its doesn't snap to a face FROM a face. Well I guess it does but only if I select the bottom face in Edit mode.

Note that the bridge is an Array of 1 plank following a Path/Curve and the Array modifier has not yet been applied.

enter image description here

  • $\begingroup$ This may be hard to explain but I'll try to explain how I'd do it.. 0. ALWAYS save before following advice, in case it doesn't work out for you. 1. Make a copy of the plank, without the array modifier. 2. Cut the square area into it using ruler/knife whichever you feel works better for you 3. Select that new face, press CTRL+I to invert selection and delete inverted selection 4. Extrude the face you created/have left. This way it'll be at the angle you need it to be 5. Now connect that to your rope as the new handle and see if that works. $\endgroup$ Jun 22, 2021 at 11:48

1 Answer 1


I recreated your issue: select the foot object, go to edit mode, selct the bottom face you want to be aligned, press Shift S > cursor to selected. Back in object mode right click and choose "Set origin to 3D cursor".

Now you can activate the face snapping otpion, ticking "Align rotation to target", and easily place your objects.

enter image description here

Working on your file I did 4 actions:

  1. enable affect rotate in the face snap options (so that the snapping acts even when manually rotating the object)

  2. Applied scale of your foot object (Ctrl A)

  3. The most important: selecting a foot and pressing Alt G, Alt S, Alt R resets the object's transforms: in its rest position the object has to be in the center of the world (0,0,0), with no rot (0,0,0) and with unity scale (1,1,1).

  4. Untick this transform option that make your object locked on rotations.

enter image description here

In this state your object wasn't straight and centered. The face snap acts on the whole object, based on its origin; you can think the of the origin as a ghost vertex which is parent to all the others vertices. Snapping gives to the origin the loc and rot of the underlying face, and this is reflected to the whole object, if this object is straight vertical in rest position.

So you have to change your object in edit mode so that it fits the requirements (as in photo quad view).

At this point simply move (G) and duplicate (Shift D) with the face snapping option to easily place the feet.

enter image description here enter image description here

  • $\begingroup$ Easy explanation to follow but I dont get any results at all almost, maybe I have some other setting activated elsewhere. I haven't really changed a lot much though since Im beginner level. imgur.com/a/viHoi9X Pic 1 I tried on the same plank, I couldn't get a better result. Pic 2 I tried the plank to the left and as you see it looks as if my rotation is locked. The foot never rotates. I used the exact settings from your photo. $\endgroup$ Jun 23, 2021 at 9:56
  • $\begingroup$ The results above are if I activate array and curve modifier. if I DO NOT, then it looks like this imgur.com/a/MutXTnS Actually I uploaded the blend and blend1 file here filemail.com/d/vvlaeldplxpuxvl if maybe its easier. $\endgroup$ Jun 23, 2021 at 9:59
  • $\begingroup$ I think you'd better upload your blend file, to see what's causing the issue blend-exchange.com $\endgroup$ Jun 23, 2021 at 10:04
  • $\begingroup$ Ok I just edited my above comment :P Ill link again - filemail.com/d/vvlaeldplxpuxvl thanks for your time $\endgroup$ Jun 23, 2021 at 10:05
  • $\begingroup$ I edited my answer. $\endgroup$ Jun 23, 2021 at 10:45

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