# How to rotate a mesh until one of its vertices touches a face?

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.

• @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? Feb 23 at 14:03
• @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. Feb 23 at 14:13
• @MarkusvonBroady: not at zero, but i think at the point where is should be, shouldn't it? [1]: i.stack.imgur.com/vOA3f.png Feb 23 at 14:21
• @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. Feb 23 at 14:24
• @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" Feb 23 at 14:49