I've took a model from web (Plottergram from tinkercad.com) and wanted to modify it namely enlarge the table in one dimension. I did't need it to have rounded corners so it's enough to add a cube that fits table's width and height. In this very case I could do this in TinkerCAD itselft, but for some reason I was working offline, so I've got just .stl and Blender.

Now, to fit the width and height I just manually "carefully changed" dimensions of the created cube and then rounded the decimal number assuming the model has some reasonable dimensions. But I wonder if I can do this (resizing/moving) so that a plane of the box fits the corresponding plane of the existent detail in a simple way. Some editors use so-called "work plane" which can be attached to a plane of an object and then resizing/moving may behave in a "sticky" way in regard to it (such thing is in TinkerCAD, too); but it seems that there's no such tool in Blender (at least that is named work plane; this is according to a thread in some non-english forum). So, is there some convenient tool to do this?

PS the following image is added to comment the first answer: enter image description here


I think you should be able to do it with Snap to Mesh functionality in both Object and Edit mode (shift+tab), no need for any "work planes".

Here is the wiki page with a more precise description of the function: https://wiki.blender.org/index.php/Doc:2.4/Manual/3D_interaction/Transform_Control/Snap_to_Mesh

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    $\begingroup$ that link is to version 2.4! A lot has changed since... blender.org/manual/editors/3dview/transform/transform_control/… $\endgroup$ – user1853 Apr 13 '16 at 14:24
  • $\begingroup$ Thanks, this is helpful indeed, but I've got 2 issues regarding usage of transform snapping. First, if I want to make a cube that has its top and bottom plane coinsiding with planes of another object, how do I do that? Either scaling or grabbing with snap to face allows me to get one plane correspondence, but when I try to make the other one coinside with that of the reference object, I get the first one changed (and vise versa). $\endgroup$ – YakovL Apr 25 '16 at 19:50
  • $\begingroup$ Second, I've encountered a case where Blender thinks I want to snap the opposite face (right instead of left, top instead of bottom). I've added a screenshot showing this case to the question: I want the brick to have a "shared plane" with another object, but Blender fits them so that the the two objects are on the opposite sides of the shared plane, while I want them to be on the same one. How do I handle these two cases? $\endgroup$ – YakovL Apr 25 '16 at 20:14
  • $\begingroup$ Is there an option to resize with one of the faces fixed (instead of fixed center)? That would solve both issues.. $\endgroup$ – YakovL Apr 26 '16 at 6:00
  • $\begingroup$ Yes, just move the 3D cursor to the vertex you desire and change the bounding box option to "center at cursor" $\endgroup$ – AdamTM Apr 28 '16 at 8:20

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