If we imagine that your window is not plane, but has some volume, like this :
Using the shrinkwrap modifier without a bit tuning will give you this kind of result :
And you may want something like this, preserving the window volume :
To do that, we can combine two modifiers, vertex weights proximity and shrinkwrap.
The configuration is the following :
- 1 : the boeing surface
- 2 : the window
- 3 : a reference plane
- On the right, in the modifiers part, you can see a group named Group. You have to create it before all that, and add all the vertices of the window to it
The vertex weights proximity modifier will give us a way to moderate the influence of the shrinkwrap modifier.
The proximity is defined from a reference object, here a plane.
The idea is to set weights on a vertex group (depending on their distances, from the reference plane) and use these weights to influence more or less the shrinkwrap behavior.
Having defined the two modifiers, as in the above picture :
Concerning the vertex weights proximity, the idea is to tune the lowest and highest values.
As my window here is 10cm in weight, I have set these values to 0 and 20cm. This because we want to define an influence (nothing set to zero) between 10 and 20cm.
Here are the weights generated by the modifier :
You can tune. Just move or the reference plane, or the mesh (or the lowest, highest values mentioned above) :
To complete all this, if you need a more accurate placement, you can apply the vertex weights proximity modifier and edit the weights directly in weight paint mode.
Note : the vertex group has to be created before all that. Create the group, and assign all the window's vertices to it.