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How do I rotate a mesh so that one of its vertices snaps to/touches a face? I want to have it end up looking like something in the image. The "mesh" I'm referring to is the selected parts. I want to snap rotate the entire "mesh" until the active vertex touches that face on the bottom. I tried using Face Project and Face Nearest. Face Project doesn't actually snap it but instead sways rotation as I move the mouse across face. Face Nearest doesn't keep the shape of the "mesh" and deforms it entirely. Vertex touching face

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  • $\begingroup$ @Gordon Brinkmann: this is my comment to your comment on the deleted post: i just tried that out because i couldn't believe that snapping is so bad as you wrote, and my snapping settings were this: [1]: i.stack.imgur.com/fXzwt.png and it rotated/snapped perfectly. I zoomed in full 4x. What do i have to do to reproduce your snapping failure? $\endgroup$
    – Chris
    Feb 23 at 14:03
  • $\begingroup$ @Chris does the vertex sit on $z = 0$ when you snap to the default plane spawned on world origin? My experience is Blender doesn't have a good rotational snapping option like the one OP requests, unfortunately. $\endgroup$ Feb 23 at 14:13
  • $\begingroup$ @MarkusvonBroady: not at zero, but i think at the point where is should be, shouldn't it? [1]: i.stack.imgur.com/vOA3f.png $\endgroup$
    – Chris
    Feb 23 at 14:21
  • $\begingroup$ @Chris for an accurate test, position the plane at $z=0$, then rotate the geometry, with one vertex active, snapping to the plane. The target is to rotate in such a way, that this vertex lies on a plane exactly - which you would measure by confirming the $z$ of the active vertex equals exactly $0$. If you eye-ball it, or position a plane arbitrarily, it's harder to spot the inaccuracy. $\endgroup$ Feb 23 at 14:24
  • $\begingroup$ @MarkusvonBroady: that's what i did. Just my origin of that vehicle isn't zero - but i am on 4.2 alpha - maybe they fixed it? or i am doing something "wrong" $\endgroup$
    – Chris
    Feb 23 at 14:49

1 Answer 1

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Closest I got to was just checking the 'affect rotation' box in the Snap transform settings.Snap Transform I then positioned the 3D cursor on the correct pivot point, and set the 'Transform Pivot Point' to '3D Cursor' Transform Pivot Point 3D Cursor

This allowed me to align the rotation to the plane, however what point on the plane was still down to just mouse position. I think in order to stop the rotation at the intersection of the rotated geometry and the plane, or to calculate the height of the floor/angle of the surface would require some custom scripts.

Alternatively you could make the pivot point the handle of the wagon, and rotate until the wheels are where you need them. I suppose thats the same problem in reverse

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  • $\begingroup$ This is the exact same thing I did. That's why it's a problem. $\endgroup$ Feb 24 at 21:48

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