Blender Essentials for Beginners: Snapping, Grid, Snap Base and 3D Cursor Fixes | 3D Tudor | Skillshare

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Blender Essentials for Beginners: Snapping, Grid, Snap Base and 3D Cursor Fixes

teacher avatar 3D Tudor, The 3D Tutor

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Topics include illustration, design, photography, and more

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Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Why Blender Snapping Feels Wrong: Grid, Snap Base and 3D Cursor Fixes for Beginners

      1:17

    • 2.

      Mastering Snapping, Grid and Transform Precision

      7:21

    • 3.

      Understanding Snap Base, Target and Transform Control

      3:56

    • 4.

      Grid vs Increment Snapping for Precise Patterns

      10:03

    • 5.

      Snap Base, Pivot Points and Active Element Control

      12:21

    • 6.

      Vertex, Edge and Face Snapping for Complex Builds

      11:57

    • 7.

      Volume, Edge Center and Face Center Snapping

      13:28

    • 8.

      Align Rotation to Target and Advanced Face Snapping

      9:13

    • 9.

      Exclude Non Selectable Targets for Precise Snapping

      7:19

    • 10.

      Mastering Vertex Snapping in Edit and Object Mode

      11:34

    • 11.

      Precise Move, Rotate and Scale with Snap Controls

      10:30

    • 12.

      Complete Guide to the 3D Cursor and Snap Menu

      6:30

    • 13.

      Powerful Selection Snapping with the 3D Cursor

      9:23

    • 14.

      3D Cursor Rotation Precise Snapping Alignment

      5:55

    • 15.

      Pose Mode Snapping for Perfect Seated Characters

      7:01

    • 16.

      Fixing Snapping Errors Origins, Faces Volume

      10:14

    • 17.

      Solving Armature Snapping Issues with Collections

      3:16

    • 18.

      UV Snapping, UDIM Workflow Pixel Grid Precision

      9:42

    • 19.

      Modular Entrance Design with Precision Snapping

      12:21

    • 20.

      Centering and Aligning Stairs with 3D Cursor Snapping

      3:52

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About This Class

Free Sci-Fi Facility Resource Pack →  Click Here

If Blender snapping has ever felt random, it usually is not because Blender is broken. It is because Blender is snapping from a different point, to a different target, or with a different transform effect than the one you think you are using. In this focused beginner class, I will show you how to read those decisions properly so placement starts feeling controlled instead of awkward.

This is a compact short course built around one specific problem: snapping that feels wrong. Across 19 focused lessons in Blender 5.1, we stay tightly on snapping itself, using a modular sci-fi facility scene so you can practise on real geometry instead of a pile of floating test objects.

You will work through Grid and Increment snapping, Absolute Increment Snap, Snap Base, object origins, Vertex, Edge, Face, and Volume targets, plus 3D Cursor workflows that help with alignment and origin fixes. I will also show you how to troubleshoot the usual headaches, from drifting placement and wrong target choices to cursor rotation issues, helper-object interference, and surface snapping that never seems to land where you wanted it.

I built this class because I kept seeing the same thing with beginners: they were not really fighting Blender, they were fighting hidden assumptions about what Blender was snapping from and snapping to. Once that clicks, snapping stops feeling like a row of mysterious buttons and starts becoming a practical decision.

This class is for Blender users who can move around the interface at a basic level but still do not feel confident with snapping, object origins, or the 3D Cursor. It is especially useful if you want to line up modular pieces cleanly, place corridor sections without drift, snap parts into openings, and stop nudging things around by eye like a slightly frustrated stagehand.

What this class is not is a broad Blender starter course on modelling, materials, rendering, or the full pipeline. It is a focused fix for one specific friction, with a real practice scene that helps the lesson stick.

As a small class project, post one or two screenshots in the Project Gallery showing a clean snapped placement, such as a wall section lined up on the grid, a piece snapped neatly into an opening, or a 3D Cursor / origin fix that solved a placement problem for you. Small proof of practice is exactly what we want here.

What is the first snapping issue you want to fix: grid placement, Snap Base, or the 3D Cursor? Drop it in the discussion.

Final Blender snapping practice scene showing the clean modular placement result students work toward in the course.

Course overview showing the main Blender snapping workflow: snap base, snap targets, transform controls, 3D Cursor placement, and modular alignment practice.

Grid and Increment snapping example showing how objects can be placed predictably instead of adjusted by eye.

Snap Base and object origin setup showing why Blender snapping depends on the point being moved, not only the visible mesh.

Vertex, edge, and face snapping targets showing how Blender can align objects to real mesh features during modelling.

3D Cursor snapping workflow showing how the cursor can act as a controlled placement point for object alignment and origin fixes.

Before-and-after troubleshooting example showing a wrong Blender snap result corrected by checking snap base, target choice, origin, or cursor placement.

Modular snapping practice assets showing the walls, panels, stairs, roof pieces, and scene parts used to practise clean placement.

Happy modelling everyone — Luke

Meet Your Teacher

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3D Tudor

The 3D Tutor

Top Teacher

Hello, I'm Neil, the creator behind 3D Tudor. As a one-man tutoring enterprise, I pride myself on delivering courses with clear, step-by-step instructions that will take your 3D modeling and animation skills to the next level.

At 3D Tudor, our mission is to provide accessible, hands-on learning experiences for both professionals and hobbyists in 3D modeling and game development. Our courses focus on practical, industry-standard techniques, empowering creators to enhance their skills and build impressive portfolios. From crafting detailed environments to mastering essential tools, we aim to help you streamline your workflow and achieve professional-quality results.

We're committed to fostering a supportive... See full profile

Level: Beginner

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Transcripts

1. Why Blender Snapping Feels Wrong: Grid, Snap Base and 3D Cursor Fixes for Beginners: If Blender snapping feels wrong, it is usually not because Blender is broken. It is because Grid, snap base, and the precursor are doing exactly what they're told, which might not always be what you meant. Hi, I'm Luke from Pretty Tudor, and in this blenders essentials class, we fix that properly. There's also a resource pack included, so you can follow along without setting the whole thing up from scratch. You'll learn how snapping actually works by breaking it into three simple decisions. What moves, what it snaps do, and which transform it affects. Once that clicks, Grid and Increment stops feeling random. Snap base starts making sense, and your object placement gets a lot cleaner. You will know exactly why something lands where it lands. We also dig into the precursor properly, using it for placement, rotation, surface alignment, module builds, and fixing awkward offsets that keep prowing your scene off. So if you're tired of fighting too, join me, and let's get it working the way it should until next time, happy modeling, everyone. 2. Mastering Snapping, Grid and Transform Precision: Hi. Hello. Hello, and welcome, everyone to Blender Essential for beginners, snapping and alignment Basics. And with these lessons, you will have a resource Pack provided for you to help you familiarize with all the snapping tools that are within Blender. It's not mandatory to follow along these lessons, but I do highly recommend you to grab the project, as it will give you a good hands on experience with the software. By the end of this course, you will know what part of an object moves, what it snaps to, which transform effects and how to fix snapping when it goes wrong. So when you open yourself up with the project, you will have this setup. And before we get into it, I would like to mention that on the bottom left hand corner, all the buttons that I'm going to be clicking, you are going to be seeing all of these shortcuts and just in general, the combination of keys that we're using throughout the setup. Alright, so what is snapping tool? Well, at the top tection of your viewport, you will see snapping option over here. If this is on, it will be highlighted with blue. And if it is off, it will be grade out. Next to it, there are snapping options button over here, which if you were to click on it, you'll have a bunch of options, which might be a little bit different depending whether you are in object mode, edit mode, or any other mode. By default, though, the snapping should be set as Increment. Which is the basic snapping option. And to show you what it does, I'm going to quickly spawn a simple cube on the scene, and without snapping, we can click G and move the cube around using it like so, and you can see that the motion itself is going to be very smooth. But with the snapping option turned on, we will notice that now our cube is jittered or actually is snapping two sections of a grid. It is not just a simple lock and snap to the grid. It is a placement system. It tells Blender what point on your selection you should move and what kind of thing it is allowed to snap to. The snapping tool allows you to have a great precision and placement. Instead of just moving something freely and judging by the eye, you can use a snapping option to have specific points for your selection, for your motion, and for your general adjustments within your free D environment. A great example would be for these couple of assets. This is a great example of a modular part because it's set up in a nice uniform way, and you are able to essentially snap one piece to another using the set snapping method. So not only does it give you precision, it can also speed up your workflow, and you wouldn't have any of the overlaps it will snap in perfectly with another object. So as a quick example, we can even go to our module pieces. Duplicate one of the grid sample. So this platform over here is going to be very nice for us. Let's go ahead and click Shift D Escape to make a duplicate and move this off to the outside of that set duplicated block. Now, if we were to have the snapping turned off, we would be able to move this around quite easily, and it wouldn't lock anything in terms of row placement. But when we have another duplicate using shift and D, we can simply move this off to the side, and there we go. It's going to snap it perfectly to one another. The other thing that I'd like to mention here is that you can turn it off and on using a shortcut, and that shortcut is going to be shift and tab. Using shift and tab, you're going to be able to quickly switch between on and off of the snapping. Just make sure you do it all at once. If you were to hit just the tab, it's going to go on to edit mode. So just make sure to use shift and tab and that will enable and disable the snapping, which is pretty good, as it will allow you then to move your objects around like so. The thing that I'd like to mention is that if you want to, for example, have a specific gap whilst you have the object moving, you can hold control, and that's going to turn on or off the snapping depending on what you have in what state. So right now, because I have the snapping turned on and I am moving the object, if I were to hold control, it's going to turn that off just for this particular function. So that's quite nice. And if we have this turned off and now we duplicate this for example, and now we want to, for example, snap it to this cover block, we can hold control, and then it's going to turn on the snapping. So it's essentially going to do a live flip whilst we're doing the transform operation, which is very, very convenient when working with multiple items. So for example, over here, I want this specific gap to be quite a bit smaller, so I was able to do it like so I can then make another duplicate like so, and using Control, I can snap it like this to the section. And maybe here I want it to be more in the middle. And if I was to click G and X, I might want to hold Control and maybe snap it or maybe just manually place it like so. That way, working with snapping can be a seamless process. You can work with and without the snapping options throughout your placement of blocks to make the best out of your items. This control option doesn't just turn on the default setting for what we have over here. If I have the snapping turned on, you can see that I can, for example, use rotation, using our Z to rotate it around the object. By default, it's going to just rotate it naturally. Even though we have snapping turned on, we don't have the option set to be using rotation. We're going to come back to that in a bit. But what we need to know now is that if we're using our Z and hold control, we can start using full snapping. So because the rotation by default doesn't have the snapping turned on, having it using control, it will allow you to turn on snapping and you can rotate this, for example, 90 degrees just like that. The other thing is, it's going to work the same way for scaling as well. By default, it's not going to have any snapping setup, but if we were to hold control, it's going to start snapping increments. So you can see that we can just upscale it to one but one or the exact value of two. So there we go. And then afterwards, we can use our mouse click to just make sure that it's scaled up by a value of two. Thank you so much for watching, and I will be seeing you in a bit. 3. Understanding Snap Base, Target and Transform Control: Hello, and welcome back ed to Blender Essential for beginners, snapping and Alignment Basics. Now, before we start learning each snapping option in depth, I want to show you the whole system as a connected set of controls. Snapping works best when you stop thinking of it as a single button and start thinking more of a set of decisions. And Blender needs to know essentially three things, and those three things would be what point from your selection should move? By default, you can see that when we have an object selected, for example, it will move an object or rotate an object from the center point for this specific platform. So that's the point right now that it uses for all of these options. The second thing that it needs to know is what kind of thing you want to snap too. Right now, by default, it's set to increment snapping, and that allows us to basically move it in increments to make sure the objects snap together nicely. And the final thing is what kind of transforms snapping should affect. So we already slightly touched on that, and that would be whether you want it to only affect the motion, the movement or rotation or maybe scale. And all of these options can be essentially controlled through the snapping tool over here. And so start off, let's go ahead and open it up and just quickly get ourselves an overview on what these parts are. So at the top, we have snapping base. This is going to allow us to tell what point from the selection it moves. By default, we have it set to center, then target. So where do we want to snap the snapping to occur? And this has a bunch of options, including Increment, grid, vertex, and more. Then there's a couple of additional ones called face to project phase nearest. This is going to be part of the snapping target. And underneath, we're going to have a selection of filters and rules. These are going to be changing a little bit depending on what we have chosen. So for example, if I have selected to volume, you'll notice that we have snap to peel object, but if I have it set to Increment, this will going to have an option for absolute increment snap. So depending on an option that we have selected, these selections might vary a little bit. Then we have the target selection and effect, these options will essentially determine what is able to be used with the snapping option. And finally, we have rotation increment. So this is basically to control how big of a rotation snapping it is. It is essentially a snap target, but for rotation. Just changing a couple of options, we can get ourselves a completely different result. So if I was to select these, I can just put them over here and make a duplicate and move it like so, and you can see that here is going to look like a completely different type of snapping method to what we had previously. So it's not only just simple snap to increments. There is a whole other way of using the snapping tool. Which we're going to go through in a bit. Look, let's now make sure we have the default setup and we're going to end this lesson here. Thank you so much for watching and I'll be seeing you in a bit. 5. Snap Base, Pivot Points and Active Element Control: Hello and welcome back everyone to Blender essentials for beginners, snapping and alignment basics. And now we're going to talk a little bit about the next part of our snapping options. Previously, we talked a little bit about snap target, which was Increment and grid. But before we move on to the other options, let's go back a little bit and talk a little about snap base. So by default, you should have the option turned on for center. And what this means is essentially it's going to grab the center of the object. And it's going to use this as a base to snap it to the grid because well, right now we have the grid option turned on. So if I was to click G, I can move it, and you can see it snaps directly to this part of the setup. And the reason right now it's called center is because it uses the center of an object, not the center of the mesh as is, but the center of the origin point. And the origin point, if I was to show you real quick, zoom in a little bit to one of the objects. It's going to be this orange circle right in the object over here. It doesn't mean that it's always going to be in the center. So, for example, this little piece over here will have the center of origin in the quarter, meaning that because we have the object selected just by itself. If I was to click G, it will snap this origin point. So it's not exactly going to be the center of an object, but rather the center of the origin point. So that's a quick distinguishment. And the other thing that I'd like to mention is that by default, if we're just using one object, it might not look like much, but if I was to duplicate it, move it off to the side a little bit, just to show it as a separate piece. If I was to position this in the center of the grid, and I want to make a duplicate with another object. If I was to hold shift and select both of them, now it's going to be centered in between those objects. So if I click G, it's going to allow me to reposition these items like soap. But let's say one of these duplicates is a little bit off center. Let's say we want to make a little bit of a gap. So if I have both of these selected, the object for the centerpiece because of these both selections origins are in a center is now going to be centered up like so. So if I click G, it's going to now want to center it with this being in the middle. So you can see it's essentially going to move it like so, and now we have a little bit of an offset just like that, where the item is positioned a little bit offset to the grid because it wants to have both of these panels to be snapping with, again, the centerpiece being right in the middle. The other thing that's worth noting is that not only is affected by snap base, but because we have the center selected, it tries to use the middle point of whatever the origin point is, and it's important to know a little bit about origin points because prior to the transformation of the snapping function, we're also using the current transformation center, which can also be changed. So not only does snap base affect it, but we can also use a pivot point adjustment. So at the top, we have another option over here, which allows us to use a transform pivot point if I was to change this to, for example, active element, it will change it to the basically last selected item. If I was to select this panel over here and hold Shift select O panel over here, we can now hold G or sorry, click G, and you can see that now it uses this origin point as the base. Before it determines the snapping base. It firstly determines what exactly this pivot point is going to be. And if we select active element, for example, it's going to try using the last origin point. So essentially, the center point is going to be considered as this origin point over here for the last object. If I was to select something like individual origins, for example, again, you'll notice that it goes back to the middle ground because it now can view that there's multiple origin points for multiple objects, and now that again tries to re center or combine all of the origin points to an average where it would be in the center over here. So that is how essentially it works. We'll just go back to the median point for transform point because that's what it should be by default. But yeah, if you're having a little bit of an issue with your snapping, make sure that you also check this option over here. Going back to the snap base, we already talked about the center, which essentially grabs the selection from its center. Now, the closest will allow you to grab an object and try to snap it to the nearest point of an object. It's not a bad example to use Increment or grid for this one because it's going to try to just snap the object to your grid, essentially, so it's not going to really work. But if I was to select an object and just use snapping target face, which we're going to cover it in a bit, you'll see that when I click G, it's going to then try to snap it to the edge of an object. You'll notice that my Cursor now gets to the closest point of what it is going to be in contact with another object. And that allows us to nicely position our object. So for example, I can use GX over here and then position it nicely like so, and that would give us this kind of a control. So for example, I don't want the bevel to be visible. I can click Gx and then kind of reposition it a little bit. We perfectly snap out that bevel. On the centerpiece, which would be a nice little workaround to make sure that these panels maybe look a little bit more welded. If I click G and move it to the upper panel, you'll see that now our position is going to be switched to the location with the upper of this panel that we're trying to move. So again, it's going to basically try to snap it with the closest part of what the panel is. If I was to move, for example, another panel a little to the left and click G again, you'll see that now the left part is going to try to make the contact first. So instead of having the centerpiece, it's going to attempt to get the closest part to this up object. Now, next up, we have an option for median. Real quick, I'm just going to go from face to back to grid to show this as an example. And now, essentially, the snap base median is going to work similarly to what center would work like with median point transform pi with point. Except that if we have another option, like for example, active element selected, you'll notice that we're able to still snap to the center points. So this will basically grab this snap base at the median will grab all of the selected options, and it will ignore the transform pivot point menu and center it with its selection. So let's say we now have four panels. So if I were to grab all four of them and if I was to have snap base, set as center with the active element, it will have this base to be used for snapping as an active element because it considers it to be the center point because, again, of the transform pivot points, but if I was to use it as a median, it will now grab all of these points and put all of these origin points in the median in the middle. So there we go. We can now have this part as the centerpiece. Whereas before it was just using this point over here because it's the active element. So mediant helps us to keep it consistent, and it's going to ignore the transform pivot position. Next up, we have an active active essentially will work like an active element for transform pivot position. It will allow us to, well, have the last selected object to be used as an active element. So now you can see that we are using this panel at the top, right, as an active piece for snapping. And there we go. We pretty much covered all of the options for snap base. Let's go back on to the center one and so with such controls, we can select all of these panels and quickly position them as a two by two type of a grid. We can grab this other ceiling frame, like so, make a duplicate, put it on the top, and I'm going to turn off the snapping a little bit. That way, I can move this a little bit above like sew above this other ceiling setup. We can position one of them to be a little bit higher up in this section, like so, so it's closer to the end of the panel. Once we have this position set up, like so, we can then turn on back the snapping. We can use Shift D GX and move it to identical spot basically on another side of the panel. And now with the option for snap base to be set as median, or actually active in this case, because I think it will work better because we're going to be snapping in the same exact spot. We can select both of these items, both of these panels, click Shift D to make a duplicate, and now I'm going to use G Y and move it downwards like so. So now it's going to be right underneath the setup, except that it doesn't want to go in the same kind of gap. So I'm going to click seven to go to offer Graphic View. And because of that, we're able to zoom in a little bit and use GY and just kind of snap it a little bit with a smaller grid. And just like that, we got ourselves a very nice pattern of this entire rooftop. And if we want to make it longer, let's say, into the sideway, we can grab this entire setup. We can hit Shift D, GX, and then move it up to the side like so. And because it's using active element right now, it should setting it up with a perfect snap. The reason I'm using the active element and not the centerpiece is because if I was to make a duplicate, click GNX, it's going to not let us move this panel to attach it quite as easily as we had before. So what we're doing here is selecting this entire setup, holding Shift, selecting this panel over here. So now you can see the orange highlight. You can then use the active element and use Shift D Gx and move it off to the side, and now it's going to move all of these parts just like so based on this one single panel. And just like that, we got ourselves a nice little pattern of something like a rooftop. All right, so that's going to be it from this lesson. Thank you so much for watching, and I will be seeing you in a bit. 6. Vertex, Edge and Face Snapping for Complex Builds: Hello, and welcome back everyone to Blender essentials for beginners, snapping and alignment basics. Now we learned all about the snap base. Let's go back on to the snap target. So we already talked a little bit about Increment, how it basically can be used as a grid, but with its own local offset from an object, then the grid itself is basically the gridded lines. And next up we have vertex. So vertices are object points in a mesh. If we were to go onto Edit mode, we'll be able to see these little dots, and these are the vertices in the set object, and these can be used in combination with snap target vertices to essentially snapping object parts. Even in edit mode, I can click G and I can move it and you can see directly snapping into the vertice to this dot over here, or I can move it over here, and it's going to snap it like so. And what's nice about it in object mode is that you can use it to snap it to basically any part of an object. If I was to select another item, something like this disc, for example, I want it to be half a circle. I can make this into a duplicate, so just move it a little bit off to the side to make it a little bit easier to work with. And then I can make a duplicate, and you'll see that it now snaps to these dots that we were just talking about. So these dots can be used now for snapping whether I wanted to be snapping for top section or the lower. It's always going to be based on the mouse position. So if I have my mouse position lower to the lower vertice, it's going to snap to the lower part. If I have it to the high vertice, it's going to snap to the higher part. And that's quite important because we can make use out of it to essentially give us some real nice type of stairs, let's say. Right now, I'm just going to rotate this 90 degrees, like so, and I'm going to click G and move it up to this part. So you can see this is like a nice oval or half a circle. Then next up, I would grab this little piece over here. I could hit Shift D and then escape, se RZ 15, like so. So it would rotate it just a little bit, and then use GZ and move it down just by little bit like. Use the duplication again. So Shift D, escape, GZ, move it down, and then again, I would use RZ 15. And basically, I'm snapping the vertices to the one that's like right underneath it. Because the origin point of this item is having the origin point at the top, we're able to essentially do steps like this, and you can see what's happening right now. We are able to make some really nice type of steps, just like that. We can continue doing it until we get 90 degrees, and then we can just make a duplicate out of this. So let me just go ahead and keep on doing it, like so and one more. Just like that. And I believe if we look from top there we go, we have perfect 90 degrees. Now we can go ahead and select this entire piece like so, and hold shift, select the top section, hit Shift D, escape, and then use G Z and move it like so. Then we can do R Z 180. And just like that. We got this setup, except this is not 180, it needs to be 90, something like that. And I just realized a little bit of a mistake that this step didn't need to be duplicated. So I'm going to just quickly fix that up by deleting the upper section, grab it in this upper piece as an active element, and then snapping it, and there we go. You can see perfect type of setup. And just like that, we are able to create ourselves a staircase. Going to move this down, actually. If we are moving it down when it's not detecting any of the vertices, it's not going to snap to anything. So that's quite nice. Quite a nice way of getting around the issue. And there we go. I'm just using then 80 degrees, sorry, 180 degrees to rotate it. And just like that, we got ourselves a really, really nice and simplistic type of spiral, and I'm just going to hold shift, select these upper parts. And again, hold shift, select the upper part as an active element, hit Shift D, escape GZ, and move it down a little more like so, snap it again to the bottom piece, just like that. And you can see got ourselves a nice little staircase. I wouldn't say it's quite little at this point because we a lot of steps within it. But anyways, that's how you would use this type of an option. Then next up, we have an option for edge. Edge is going to work similarly to Vertex except instead of using the dots on a mesh. Instead of using these dots, it's going to use edges. So if we were to go into Edit mode, change the option to edge mode, we'll see that these are the options that we have over here. These are the lines which we can use for snapping. They are great when we have long straight lines, especially. So let's say I want to snap this closer to the edge of this base over here. What we can do is we can select this object over here. We can change the snap target to be an edge. And then when I click G, it's going to try to snap to the set edge. So if I were to turn on the wireframe, you can see the type of snapping that is happening just like that. And I will also just going to use GY, so I would lock the position. It wouldn't snap to the Z axis, but just to the Y axis. And like that, I can snap it to the edge like so, and maybe every outer one, I want this to be snapping to this outer edge just like that. And maybe you see now that the roof has some offset parts. Maybe that would be pretty cool way of changing it and offsetting these parts. The up side of the mesh of this rooftop panel would be a little bit more of an issue with an active snap base because the origin point is at the edge. So if I was to try to snap it to this upper part, you can see that it snaps it and moves the entire object to the up side. We don't want this to happen. We want to make sure that the closest snapping point is, well, the closest part, so let's go ahead and change it to the snap base to be closest with the snap target to the edge, and we can use now G, Y, and there we go. Once we have our mouse over this edge, it's going to put it with the closest point of the object. Which is pretty nice way of working around the issue of having the origin points a little bit more off to the side. And just like that, we are able to, for example, fix up this roof to have panels, you know, in more of a variance. So some panels are more off to the side, O panels are getting closer to the centerpiece, and it's just nice overall. Next up, we have a face. Again, face is going to be from the edit mode if we go onto an object edit mode, so faces are essentially going to be the face parts, the panels that are on the mesh. So all of these selected parts, they are going to be the faces, and each one of them can be used as a snapping point, which is very, very nice because we can do some nice and quick ways for attaching objects. So let's say we have these frames over here, I believe they're called support base. We have one that's for a quarter. Let's make use out of it. We can just make a duplicate outside, like so, and now we have this builder over, like so. By duplicating it and using snap base set to face, we can move it directly onto an object except right now, it's not going to work because you can see that it snaps with the closest option. And the closest option was being the top, so it doesn't have that right snapping option. If we were to change snap base to center or active or median, these cases, it will work the same. We can just snap the bottom of the origin point over this one over here to the part. And just like that, we are able to snap it properly to this section, which is very nice for us. And then next up, let's say we want this to be on the side as well. We can also do that. In this case, however, we would need to rotate this by 90 degrees like so, and then just move it up like that. We're going to learn for an alternative way, though in a bit, but that is one way for making use out of it. It is not perfect, as you can see over here because it essentially snaps you to everything on a face. But if you already have a placement nicely set like this vertical beam over here, you can use Shift D to duplicate it, GZ and just move it basically until you snap it onto the upper face. And that will give you perfect placement, just like that. A quick little thing to mention is that if you want to move your object in just one direction, you can still make use of something like a vertex snapping or just snapping in general, but only for a single X. So, for example, right now, if I want to click G and move this to be at the point where it's in the same section as this bottom panel, I can use G and X and then snap it to the X value, but then move my mouse lower, so it would snap it down to where I'm pointing, basically. So if I hover over this vertice over here, I can just click my left mouse button and then snap it off to the side. I can do the same thing over here to snap it to the vertices. Right now, by just simply using Vertex point and closest snap base, I'm able to essentially align these three panels in the same row whilst keeping the Y axis as it was before. All right, so that's going to be it from this video. Thank you so much for watching, and I will be seeing you in a bit. O. 7. Volume, Edge Center and Face Center Snapping: Hello and welcome back prone to Blender essentials for beginners snapping and alignment basics. In the last lesson, we went over the basics of Vertex edge, phase snapping. Now we're going to move on to volume snap target. This is a lovely one. At first glance, you might consider that it works very similarly to a phase snap target, but it is not. If you hover over the top of this column, for example, with the object. Transform, you'll notice that it tries to snap to the top, but it works very different when we go to the side of an object that we're trying to snap to. If I was to move my selected object closer with the volume selection snapping, you'll notice that at first, it tries to snap to the edge, but then as we get closer to the center, it gets closer and closer to the middle. The way it works is very, very interesting as it firstly grabs the first point of contact. And then the second point as it comes out of the object, and then it uses that as a sort of a way to estimate the volume of an object and where to place it in between for the snapping mode. So as we get closer to the centerpiece, it's going to essentially put it right between this point and this point. So it's going to be in the center. And this type of an option is quite useful for when we want to attach certain objects inside of the form of an object. So for example, let's grab this edge over here. And let's say we want to kind of duplicate it to go outwards. Going to make another duplicate actually beforehand. And if I was to click Duplicate, it's going to then try to go in between this contact over here. The issue right now is that the origin point is a little bit too high up. So real quick, I'm just going to go ahead and fix this for this particular example. So I'm just going to make sure that I transform the origin point right to where the bottom line is, which by the way, brings me to a quick upper point is that when we have snapping point on, we can use this with adjusting the origin point as well. So when we have this transform origin points effect only on, we can have snapping mode and we can have it set to face. And then we can just go to the bottom and just snap it to the very base of this little edge, like so. So now we can turn off the snapping off and use shifty. And now you can see that it snaps right inside of the object. So you might be wondering, how is it different to the face, in this case. Well, if I were to turn off the volume, you'll notice that it actually goes more into the object itself. So attaching something like screws or bolts or some other attachments onto the building might be more beneficial using this kind of way because it puts the item directly into the object, into the volume of the object. So you can see now it has this kind of nice attachment going into the item. So that's quite nice, I would say. And just like that, we got ourselves an interesting looking even like a staircase. So when it comes to snapping, we can make use out of various ways with the volume for attachments. Next up, we have ourselves an option for edge center. This is going to be more of a unique variation for edge snapping except it's going to put it to the center of the edge. So it's great for when we are working with more, again, flat surfaces perhaps. So if we go back to this one quarter of a circle, we can make a duplicate out of it, and you'll see that it snaps to the middle part of the edge. If we were to turn on the Y frame, this entire edge if I was to just select this object, this entire edge goes from one side to another, and in the middle part is where the snapping point is going to be. And using that, we can make various of different alterations. So right now, I can, for example, quickly make this sort of a sideways staircase like this, which kind of looks interesting, but perhaps it's not your forte. So let's say we grab this panel over on the side, and using the edge snapping, we can just simply put it off on the side. I'm going to make sure we use snap base closest, like so, and I'm just going to firstly move it off to the side, just like that. And just like that, we can snap it to the center of this panel, and it's going to be right in the middle because this center part is going to align with the side of the panel on the right side, and just because of that, we're going to be snapping it to the centerpiece. So alternatively, over here, we can do the same. That way we can align the panels to be more offset to the side, but at the same time, snapped to the middle part of these panels. Next up, we have ourselves option for edge perpendicular. This one is an interesting one because it essentially grabs two edges or three points and sees where there is a 90 degrees angle. So this quarter of a circle is going to work very well for us because if we make a duplicate out of it, you can see that the moment we go over 90 degrees, it's going to snap to that part, and should also snap or actually, it might be a little bit harder to see because we are using snap based clotes. I'm going to change it back to median just to make sure that we have more of a constant result when snapping. And you can see, right now, it might look like snapping at random, but because there is a 90 degree angle between those lines and this part over here, it tries to kind of snap it here as well. So because we have so many lines over here, it might be a little bit difficult to always distinguish the setup. But in terms of, like, finding the right panels or something of that sort, when we have corners like this, it might be quite useful because it will just simply grab the snapping point of right angle point, and it should be over here, yep. It's a little bit hard to snap it, but there you go. Once we snap it, you can see it gives us this nice little corner at the side. And just like that, we are able to make some real nice type of snapping decisions. Finally, we have ourselves a lovely face center snapping target. This one is a lovely one because this one is going to work similar to edge center. But instead of finding the center of an edge, it's going to find the center of a face. So let's say I want to well, we can use the same frame as we had over here or support pillars. If I I duplicate and hit escape, I can then essentially snap it right in the center of this face over here. This part over here, and it should snap it quite well, although I just realized now that there is a little bit of an issue, and that issue is, well, we have a trangulated face on the top over here. So in order to fix that, we can just select these edges like so and do a bit of a cleanup. But instead of selecting all of these edges, what I would highly recommend you is just to select this edge over, like so and dissolve the edge just in the middle. So we get ourselves this lovely square. And because of this square, we should be able to perfectly snap it to the top of this corner, just like that. And this should also have a nice top. Yep, it does, and we're able to snap it. Like so. The reason I don't always like removing all the edges from this part is because end goons sometimes give me some bit of an issue in terms of finding it the center point of a phase. So if I were to delete these parts and just have this one phase at the top, we can then try to snap it and let's see if it worked this time. So in this case, I think snapping snapping was quite right. But again, sometimes it doesn't always work. I highly recommend you to just keep the Face as a four sided, like so. Simply because even though engons will always work, the centerpiece might not be perfectly centered for that set phase. It really depends on how the vertices are laid out. And as a final quick little tip for snap target section is that you can enable multiple parts or multiple options to be using for snapping. So let's say we want to use Face center and edge center. By holding Shift and tapping on snap target option, we can enable multiple ones like so. If we want to revert it, we can just simply click with our left mouse button and it's going to just go to the single option. But by holding Shift, we can select as many as we want, like so, and at the top, it'll start saying mix, which means that multiple are selected. And that is very, very good for us because it allows us to essentially make snapping decisions based on multiple of data. So over here, for example, we can snap this option to the center of the face, like so, or we can snap it to the edge, just like that. And both options would be valid for this setup, and that way, we can even have a little bit of a platform underneath, perhaps. Just to kind of help us maybe stabilize with the thickness. And yeah, a lot of unique ways of setting it up and we can even make a platform that goes up, like so. And then, let's say, once we are finished with this platform going up, we can then even include an option for Increment. So once we include Increment, we can then just use quick snapping, like so for these platforms, and then we can continue going 90 degrees, although increment and other options might not always work quite as well. Oh, sorry, I forgot to hold shift in this case. That's why it wasn't working, but there we go. Once we do hold it, you can see that we are able to use it. And you should notice that when we get to the snapping selection or option, it turns our centerpiece or motion. Into a triangle. We have a little triangle where the snapping occurs. So if we are just snapping to a grid, we don't see that triangle, but once we get it to the side, we do see that triangle. It actually depends on what kind of snapping it is. If we have volume, for example, it's not going to show that. I believe it's going to show more like an X. Then we have an option for edge perpendicular, which is going to be more like A. Well, the sine for 90 degrees, there we go. A little sign of Alexo. All of these symbols show what kind of snapping we are doing. If we're having Face, it's just going to be the same X. So it's mainly for the ones that are lower on the snapping target to help you identify what exact type of snapping we are getting. All right, so that's going to be it from this lesson. Thank you so much for watching, and I will be seeing you in a bit. 8. Align Rotation to Target and Advanced Face Snapping: Hello, welcome back everyone to Blender Essentials for beginners snapping and alignment basics. Now, let's go ahead and talk a little bit about the options found underneath. So if I was to have the default settings for snap base to be median and snap targets selected as Increment, with the Increment selection, you'll see that we have absolute increment snap. So this is not going to be visible in another one of the options. As it will allow you to essentially snap closer to the grid as previously talked. But the other options such as align rotation to the target is going to work very nice with snapping when you wanted to snap it onto the object. So if I was to have something like a snap phase target selected for the face and use a line rotation target, we can essentially use this snapping option too, just snap it to the face of the surface. So see over here, because the face is facing sideways, we are able to essentially snap it to the side. Works really well if we're also combining it with something like the closest snap base. The reason being is if we have this a little bit lower, we can essentially snap the shoe panel side by side, like so, and if we want, we can just duplicate it another panel, snap it to the outside, like so, and just like that, we are able to create a quick little room. I'm just going to move this panel off to the side, so the closest point will be on the outside and duplicate it. Again, move this a little bit off to the side, just like that, we're able to create a sort of a cube. So as you can see, just by having combination of snap base closes and set it to snap target face, we're able to do things like that because essentially align rotation to target allows you to align it to the normals of each one of those attachments that we're having. Uh, if I was to have it set to something like a vertex, that would work a little bit more interestingly because if I was to get my snap base back to median to show the align rotation to target, we can see that if we have it now selected, we're going to get more diagonal type of setup. So this is going to work a little better for something like attaching corners or angles or something of that sort because we can get the normals. From the vertices, if you want to preview those set normals, nice little visualization that I would recommend is going onto edit mode. Let's go ahead and just select one of the objects, go onto Edit mode, and then within the viewport overlays or mesh edit mode overlays. Can find ourselves option for display Vertex normal. If we were to click this on and turn up the size, we'll be able to see these blue lines. Each one of those represent the normals for individual vertices. So it shows that if the vertice is on more of a flat surface, we are going to get a line that goes directly upwards. But if it's in a corner, going to get a line that goes diagonally across, so. So it sort of gives us a 45 degree of an angle, especially in corners. So this little dot over here, you can see that we have a line going in 45 degrees. As for the faces, if you want to see that, visually we can also use this button over here, display normal. If we were to have it selected, we can see that we have a bunch of outlines and we can see that this face, for example, in the middle, has the normal facing upwards straight upwards, so that's pretty nifty. If we want to make sure that it doesn't change the rotation for the object when we are placing it on top of another object, we will be able to Oh, hold on. Let me just make sure that we have the faces on there we go. We will be able to just position like so and so we can, for example, stack some objects on top of one another, just like that. That is pretty viable way of doing things. Going back to the options that we had previously, Face project and as nearest really works well with the align rotation to target. The reason being is that face project by using Face project, we are able to essentially stick it to the surface projecting from the viewpoint from what we're seeing. So it kind of works the same way at first glance to face snap target, but Face project will work a little bit differently, and I will show you what I mean by that. Right now, with basic type of surfaces, going to work, in my opinion, a little bit better when we're trying to snap it with a line rotation target because we get results straight away, and it's going to be more easier to control because it projects it directly from the camera. But the difference between face project and normal phase snap is that if I was to create, let's say, a UV sphere, make it very large, like so as a preview, use Shade Smooth, of course, so we don't have to see all those individual faces. And let's say we want to have multiple panels placed alongside this sphere. If I were to have a normal face snap target selected and have multiple of these panels, let's just go ahead and quickly create those panels, like so. Doing it in a random order, so you could have it seen at multiple variances, like so. Let's have them all selected. And now, if I have those faces selected and put it onto the sphere, you can see that it snaps it to the closest part, so again, because we have the align rotation to target setup, it's going to, well, align this one object or one median, which we're using the snap base one median, it's going to snap it all of these objects as one. But with the base project selected, it's going to work completely differently because once we start putting it onto this sphere, all of these are going to be snapping and projecting themselves onto the sphere. So you can see that each one of those little panels end up being projected nicely onto the set sphere. That's quite nice. Starts misbehaving once you start moving it more than once, as you can see over here. But the initial projection works quite well because we're able to maybe position it like so, and then we have these lovely panels wrapping around. The other option is going to be face nearest. So that works similar to project, but instead of just using the camera to project all of the items, it's going to detect the nearest surface and try to project it on it. So as you can see, it even tries to wrap more around this object over here, and I think I forgot to a light rotation target is on. So by just using it, you can see that it helps us to wrap around it a little bit better, but it doesn't quite use the align rotation to target quite as well. The option for face nearest snapping would definitely work better with align rotation to target turned on. So if we have this turned off and then just push it, we'll see that those individual points end up wrapping around the sphere quite nicely, just like that. The other option. And this setup is that when we have phase nearest selected, we have option to have snap to the same object. So let's say have two spheres, and I'm just going to move this outwards a little bit. Let's say we have two spheres. We can grab back the panels and without the option for snap to the same target turned on, when we try to snap these onto an object, it will try to maybe go onto one sphere, and then you can see to over one as well over here. But this option right here, 9. Exclude Non Selectable Targets for Precise Snapping: Hello and welcome back everyone to Blender essentials for beginners snapping and align basics. Now we have ourselves the custom menu explain. Let's go to the next object, and that's going to be to exclude non selectble targets. So this tab called target selection, allows us to essentially exclude everything outside. And the best way to show you this would be if I was to make a duplicate out of one object, and let's say we want to attach it to multiple items. Let's say we have multiple objects over here, and we're only trying to attach it to this panel on the left hand side, but maybe this upper one is getting on our way of our attachment. So what can we do about it? Well, we can select this object. We can locate it on the upper right at corner where the outliner is, and we can just select this option over here, which allows us to have this panel to be deselected. That means that we can now not select this panel. You can see me trying to drag it across, and we are not able to select this panel. If you're not having this icon to have disable the selection, just go onto the filter restriction toggles and have this option tied toll. And that way, you can have this deselected. The only way to select it basically is if we have this selected in outliner, that way, we can have it just selected. So going back to this, because we have this di selected, we are not going to be able to snap it. Snap to it. If we had this option, exclude non select non selectibturn off, we would naturally be able to still snap to it, which could be very annoying. But in this case, with this turned on, we are able to go straight through it and maybe just focus on snapping it with our little object over here. So if we have something like, let's say, close to snap base, we could just snap it directly like so, and it's not going to get in the way of the up one, which is pretty good. Like so. Now, what's useful about it is, let's say we have this entire roof already set up. We can grab it. We can make it into a new collection. So clicking M, turning it into a new collection, calling it roof. Like so, creating it. And now we have this entire section in a new collection called Roof. Now, this option, this collection or a folder, also has that same button which allows us to disable the selection. So now we cannot select it. And because of it, we could, for example, grab this wall over here. We could build it up, like, se and just move all the items into the position. Let's use the grid for starting point to just kind of quickly place it in the grid. Let's maybe lower this a little bit. Like sew to get something of this sort. And then next up, we're going to be able to maybe use vertex snapping and make a duplicate out of this because we still have closed snap base, we can just snap it to the side, like so. And just like that, we're able to work with this snapping option. And you can see that we're able to select this alternative option. And then afterwards, we could even place in the borders, so this is 4 meters. Let's go ahead and just grab it, so because, again, we have these deselected, we can simply snap it to the base of this. Actually, I'm just going to check. This is right. Yep, this looks right. So there we go, perfect little snap. So after we get it nicely set up, we could either use, again the vertex snapping or use increments, all of which would work. And then, you know, just quick motion like so, give us a nice little wall or base, just like that. And we got ourselves a nice little front. Then afterwards, we would need to use a corner, of course. So we probably use this corner over here, make a duplicate, put it up to the side, like so. And there we go. Then the other side, rotate it 180 degrees or sorry, 90 degrees and move it up to the side. Just like that. So in this case, I can use snapping two for thesis closest base, and I can just snap it perfectly. Next up, we could put the upper corners as well. So maybe something like this would work well. I'm just going to grab it, put it up to the top, see how this would work. Something of this sort, perhaps. There we go. Nice little fit. Once we have the corner, let's go ahead and scrap a smaller wall, put it up to the side, use a rotation by 90 degrees, and let's snap it to the corner over here. I'm going to click G, click B, so I could actually grab this little edge and then snap it hopefully to its side. Actually might have been the wrong option. I need to grab this little corner. So let me just go ahead and do that. There we go. Perfect fit. And we are going to actually make sure that it goes halfway in. We don't have any issues afterwards. I'm going to use Increment, going to click GY, and then no Increment grid, GY, and move it to where it would be at the top of the grid then extend it a little bit because I really like this little piece. I want to make use out of this. And now we have ourselves a little setup. But, of course, just extending it all like this will not give you a proper connection to this. We would either have ourselves a gap or we would overlap with the entire base section. I will show you how to make an editing setup in the next lesson and how to make use out of that, snapping all of the snapping options to get yourself some quick results. Thank you so much for watching and I will be seeing you in a bit. 10. Mastering Vertex Snapping in Edit and Object Mode: Okay. Hello, and welcome back everyone to Blender essentials for beginners snapping and aligning basics. In the last lesson, we went over and started continuing on building with this base section. We made sure that the upper section is made non selectb and we already started building sidewalls, but we have an issue where there are some gaps over here. So what's nice about snapping is that not only does it work in object mode, but it also works in edit mode. If we were to have an edit mode selected, we can grab all of these vertices over here, and we could essentially push it to the side of the upper wall. For starters, we want to make sure that we have Vertex selection, and we want to just make sure that we are using active way, we can select this entire part right down the middle. I'm also using a transparency X ray, so you can just enable this at the top over here. That way, we can select all of this object, and it would go through the entire setup. So right now, I have it disabled, but if I have selected, the X ray will allow me to select all of the items going across, like so. And then whilst holding Shift, I'm going to select one of the vertices over here, just like that. Link shift to deselect first and then clicking on it again to get a white vertice over here. And then afterwards with the active set, I can click GY and I can move it not in increments onto vertices. Like so, and it's going to snap perfectly. The reason we're using active is because we want to make sure that it snaps only this one part. If we were to have it a little bit differently, where we were to have like, let's say, median, it would not work because we have more vertices selected. The reason we're selecting all of these vertices is because we want to stretch out the largest portion of the wall. And that would be, well, this middle section over here. We could have stretched out just this part, like so, maybe have it like so, but then it's such a small part. And then the symmetry of this entire wall would be a little bit off. But by stretching it from the middle, we are able to prevent all of these issues. Let's go ahead and just simply do that. Just like that. Nice little operation to make sure that it perfectly sits together on the side. And we can actually do the same, I believe, for it as well as well. Although we do have a three meter wall or even two meter over here, we can most likely use this one instead. So a two meter wall. I'm just going to make sure we put it nicely connected over here. Make sure we drag it up, and I'm going to use snap to close that way. We can potentially have it where it snaps normally. Or alternatively, we can click G, B, just hit on a corner and there we go. Nice little way to snap these two. Although, looking at this, it seems like the issue is that it's not covering the full way. So let's go ahead and just fix that. We are going to go to the top section, grab all of these, select one of the vertices, just like we did previously. If we can select it, there we go. Gin GY, move it to the side like this. Perfect little setup, just like so. Alright. Afterwards, we can essentially duplicate this to the our side. I think we don't even have we don't even really need this part over here. We can just go ahead and delete it. And then we can just grab this entire corner. We can just move it like so GX with the duplicate, and we can right click and use mirror, then global X. There we go. That way, we're going to get ourselves a real nice setup. Then we can use GX, B, snap it to the point. And just like that, we're going to snap it perfectly to the point. Like so. All right. Afterwards, we're going to need some walls at the top. So what can we do about these walls? Well, we can grab a smaller wall, like this one over here. Now, we just need to set up the quarters so we can do so using smaller tiles. Let's just go ahead and use it using a median and grid snapping that way and place it right with the other tiles, like so. Make a duplicate to outside, and we can select them both and use duplicate, then Gx and move it up to the side just like that. And then all we need to do is actually grab these styles over like so and by selecting them, moving it onto the roof, we're going to make sure that nothing else gets selected other than these walls. We can select the walls. We can make a duplicate, escape GY, move it up a little bit, like so, and then we can right click mirror Global Y. And then place it back into where it belongs. Now we're going to just simply use a vertex snapping. We are going to then click GY, and we're going to click B, then we are able to select this edge and use this edge for snapping, just like that. Nice and simple setup. So there we go. We got ourselves a full warehouse with just quick snapping methods. So going back to the edit mode, we can make use out of snapping tool. Yes, we can. But let's talk a little bit about more on what's possible with it. So when we are in edit mode, we have more target selections. We have include active, include edited, include non edited, and exclude non selectable. So firstly, exclude non selectable. This will basically mean the same thing as we tried with the object mode, which means that we can't snap onto anything that is set as non selectib. So all of these roof tiles, they're not going to be able to be used for non selectible. Then next up, we have an option for include active. So basically, if we have the selected, we're not going to be able to snap onto if we have this include active turned off, we will not be able to snap it onto a measure that's being edited. So let's say we have a vertices selected over here, we will not be able to snap to any of the other vertices that we are able to edit. And that's quite handy because let's say we have an object nearby and we maybe have it too close to snapping targets, we can technically select both of them like this, go into edit mode, and now we can, let's say, just edit one object. We can select parts of one object like so, and we're not going to be able to snap onto the object itself, and it's only going to be snapping to other items, which is very nice. If you want to, let's say, have multiple objects, editing, and you want to make sure that this option for movement does not snap to the alternatives, to the other parts that you're editing with an upper object. What you can do is instead of using Include active, which is basically saying that, here's the main selection of your editor as well as your other items. So for example, this object on the right can snap to itself, but it cannot snap to the object on the left. But let's say we want both the objects to not be snapping to each other, we can use this item called Include edited. We have this deselected, it will now not allow you to snap to either one of those, no matter which one you're using, because we are having these both objects in edit mode, we can essentially ignore them both. And if we have this turned off and then we have include active turned on, that means that this active on the left is now going to be the snapping option. But the item that's not active but is in edit mode is not going to be the edit mode. And let's say we have three items selected, like so, and we have the middle one as an active element. So it's selected last holding shift. We can, click on it, and now it has orange outliner. If you go onto Edit mode and we try to snap to it, it's going to snap. But if we include active turned off, it's not going to snap anymore. So you can play around with include active, include edited to have perfect control over your items over your snapping. I personally love to have multiple objects, include active turned on. And that way, we can have just one object to be able to be used as snapping a type of an anchor, whilst the other ones, the one on the right, the one on left is not going to be used like that, which is very, very nice. And then we also have an option for include non edited. So let's say you are working on just modeling these items that are in edit mode and you don't want the other items to be part of the snapping. So you can simply use include non edited turned off, this option turned off, which is on by default. And then it's not going to register any other items outside of the mesh you're editing with, which is very, very handy. Finally, we have an option four, exclude non selectable. This is that option we talked about, so we're going to basically leave it as is. All of this give you a great control over the setup, as you can move your objects in edit mode, in object mode and just snap the vertices, snap the faces to the right setups. So yeah, that's going to be it for me. Thank you so much for watching, and I will be seeing you in a bit. 11. Precise Move, Rotate and Scale with Snap Controls: Okay. Hello and welcome back e one to blender Essentials for beginners, snapping and alignment basics. Now we're going to talk a little bit about effect tab. So effect allows us to change whereever we want the snapping to work between move, rotate, and scale. We can have multiple of them turned on, and when it comes to snapping, it will work well for movement. Snapping motion is what the setup is made for, basically. The tool itself will be great with all of them. But when it comes to rotate and scale, however, it's a little bit different. And what I mean by that is if I have a panel, for example, set, we can see that it snaps nicely to the vertices right now because we have the movement set. But if we want to use something like rotate, it's going to start acting a little bit weird. So, for example, once it starts snapping, you'll notice that it changes to a different bit of alignment. So it does try to snap to the setup, but it's not going to work quite as well. You might think that the rotation alignment might be because of something like align rotation target. But that's not the case, if we have this turned on, we can see a preview on the mouse itself changing depending on the vertice, but the alignment of the object itself is not going to be changing. What I would recommend to use the rotate affection with is, well, firstly, increment. Increment is going to be great with all of them, move, rotate and scale because you can just essentially rotate it in increments. By default is going to be set to five increments, so you can rotate it by five. If you hold shift, it's going to be much lower. You can see the rotation goes up by one, like so, and that's the type of fine tuning you can achieve with the increment rotation snapping. The other option would be great is a grid. Grid would be great with orthographic view, something like orographic rotation snapping is great because you can just set your mouse to be on top, like so and then when you start moving you'll be snapping it to those angles. Just keep in mind that if you are putting your snap rotation off a little bit to the side, it's not going to quite work as well because let's say we have this mouse right in the middle of the grid, it's going to firstly try to snap to this point over here. So it's not going to be quite as good. But that being said, it's quite nice to allow you to realign to certain angles. Then we also have the option to have a face center. So this one I would highly recommend with the rotation effect. You can just well, select this, for example, and just rotate it to let's say this phase or this phase, like the faces of meshes. They're quite nice. And then finally, volume is going to be also pretty good because you can essentially get it to the center of an object. So let's say we want it to be rotating to the center over here, this pillar, we can just kind of make it a rotation, and now it's going to be rotated in that direction. So just a couple of variants over here that are quite like with the affection of rotate. Going back to the increment rotation, a quick nifty trick is that we also have at the bottom rotation increments. By default, it's set to five degrees and one degrees. If we try using R z with the rotation at the top, you'll notice that we're moving it by five degrees, that is going to be the first value. If we were to change this to something like 15 degrees, now this is going to be changing every 15 degrees just like that. The second value is going to be for when we are holding the shift, essentially. So by default is going to be changing by one degrees. And if I was to change this to something like five degrees at this point, we are going to have five degrees just like that. So a quite nifty little tool to use. My recommendation for these two values is basically just start off by rotating it to a reasonable amount. So if you have it set to 30, sorry, or 15 or just like a high value like that, you can set it up to, like, something like 30 over here. And then after you have the rotation set at the top to 30, like so, you can then hold Shift and then add 35. So it's going to be adding that five extra to added to 35. So having a bit of initial rotation with the first value and then using shift to add a bit additional of those degrees really helps here to get the right result. Next up, we have scaling. So scaling is an interesting one because, well, you can scale it by default with increments by value of 0.1. Unfortunately, you do not have the same options as rotation increments. You can only scale it in a value of 0.1, and whilst holding shift, you can use it a value of 0.01. So it's quite a nice little feature. If you want finer controls, whenever you're done scaling, you will have a resize tab, just like what you saw with rotation and motion. You can just simply change it over here to get a more nicer result. If you really need to fine tune something like that. But what's nice about snapping using incrementation with snapping is that you can essentially get the right proportions right off the bat. So for example, you want this to be twice as big as in comparison to the tile, you can just scale it upwards, and you can see at the top, it's going to be twice as big, just like that. And then it's going to be real nice and easy to block out your setup. So you can see already, I can put in a couple of tiles over on the side, and it's going to the right type of proportions to what we want. And alternatively, if we want to, for example, scale this down because this is too thick, we can scale it in Z value, and now it's going to scale it up to a value of 0.5, just for Z value, just like that. So it's going to give you that same type of height, as you can see over here. So we upscale it by two and then scale it down in Z to 0.5 to get that same exact type of thickness for a tile. Quite nice and simple to set that stuff up. Now, what I really like about this is how we can use it with the combination of snapping two objects or even a grid. So this pillar over here is going to be a great example because let's say we have a pillar set like this, and let's say we want this to reach to a certain amount. Let's say this one is a little bit too high up, but we can grab the bottom frame over here. I'm just going to quickly make it move upwards, mirror it in global z axis, so we have it reversed. And then let's say we want to fill out this gap. What can we do about? What's the perfect solution? Well, we can't just duplicate this to be going upwards like this because it's a little bit too big. We could just squish it inwards this original pipe to be attaching it directly to the frame. And the way we can do it is by using the scale with the increment selected, we can just click one and go to the side view, then use SS and just push it upwards like so. So it's going to give you just the right amount of attachment, just like that. And even lower it. Maybe something like this. Yeah, that looks great. Unfortunately, the scaling does not work with other items, actually. If I was to select this pillar and try using something like vertex, you can see that it snaps to the scale, but it's not actually affecting. We're scaling it up smoothly. Like nothing's happening. So the only scale affection is going to be increment as all the other ones are just simply not going to affect it. Honestly, just having scale turned on is going to mess you up because if we have anything other than increment with the scale turned on, it's not going to affect a single thing. And the other thing is that now when I'm using scale with control, whilst using control, it is not going to be affecting it. So my recommendation is to simply have effect scale turned off. And now when we are using scale, we can hold control, and now it's going to start snapping. The reason being that it starts using snapping is because that it considers the scale effect turned off, and when it turns it on, the default setup is going to be increments. In other words, in order for it to be properly used, I highly recommend to just use snapping throughout the setup with either, you know, vertex, face or any of the other ones. And then when you need to use it with scale, just simply use control instead. And yeah, that's pretty much it with the setup. Thank you so much for watching, and I will be seeing you in a bit. 12. Complete Guide to the 3D Cursor and Snap Menu: Okay. Hello and welcome back everyone to Blender essentials for beginners, snapping and alignment basics. Now we're going to talk a little bit about something called freed cursor. Fred cursor essentially is this little fellow over here. If we zoom in, it's going to be right in our setup, so we can move it around by simply clicking Shift and right click, and that's going to allow us to move it around just like that. What's nice about this is that this is basically a manual placement point in the scene. If normal snapping finds a target for me, freed cursor lets me place the target myself. And the first example I could show you is by just simply placing a normal primitive. If we were to grab ourselves a cube, you'll notice that now it gets placed and snaps directly to this free D cursor. If I was to hold shift and tap it elsewhere and then spawn another cube, it's going to spawn on that cursor again. So the way it works essentially, is it grabs the origin point of the mesh and puts it over the freed cursor. Not only do we have an option to move it manually using Shift and right click, we also have an entire option dedicated to it. By clicking Shift and S, we get ourselves a snapping menu. And in here, we have a bunch of options. So let's start with the basics. Cursor to origin world origin. So let's start with the basics. Cursor to world origin. If I was to click on it, Free cursor disappears and ends up being at the center of our world, which is very far off. Now we can spawn our items and move them to the center of the world. Next up, we have a motion photo cursor. But before moving on to them, I'd like to point out a couple of things. And firstly, at the left side of each of those buttons, you'll notice an icon. It is either a mouse icon or a precursor icon. When it is a precursor icon, we know that it's going to move the cursor itself. When it is the mouse icon, it will essentially move our object to precursor or another alternative. Now, going back to the setup, cursor to grid is an interesting one. This will allow you to basically snap this cursor back onto the grid. If, let's say we were to go to the top down view and place our cursor in between the grid section, we can use shifting S and use cursor to grid. And that's going to snap to the closest point. So if we want to make sure that we have a cursor in a nicer position, we can use ShiftinS and just make sure that it reorientates the setup just like that. Now, the other way to snap it, the precursor is if we want to move it, we can use the cursor icon on the left hand side. If we were to just select this, we can use this, as you notice now with the snapping tool itself. So this will work just in the same way as any other snapping item. We can use either grid or vertex, like so and now with this tool selected, I can, for example, snap the precursor to a corner of the cube, which is very, very convenient for us. Then we also have option for cursor to select it. That will allow you to basically grab an item and ShiftinS and use cursor to select it. And it's going to place your precursor right in the center point of your item. This option also works with multiple items selected. So let's say we have these two items selected, and if we were to click Shift cursor to selected, we are going to get ourselves the cursor right in between those objects. And you might be wondering why it is in the edge of this two by two. A type of panel and the reason for that is because the origin point is at the center of one piece and then at the center of another piece of one by two type of a panel, meaning that it's going to be right in the middle over here. So if I was to grab, for example, these smaller panels, just place them off, so we can select them both, and you can see already the movement type of o gizmo is showing where the middle part is. The reason being is that we have transformed pivot point set as median point. So yeah, essentially, using cursor to select it, we'll put the item in the median point. And not only are we able to place the item, the free dcursor like that, we are also able to use it in an editor mode. So if I was to go to editor mode like that, we can select a vertice, and then we can use shiftiness and then cursor to select it just like that. So it's quite nice and we can also do that for faces, cursor to select it. So if we want to place an item on top of this surface, we can do so. And again, the same goes for an edge. So it's going to place it in the middle of the edge if we have one edge selected. You know, we can have two edges selected, and then it's going to place it right in between those edges. So the versatility for the placement of the free decursor is pretty much endless when it comes to that. Finally, going back to the object mode, we can have an option for cursor to active. Cursor to active will essentially place it on your main active item. I have two items selected, the one that's glowing in orange instead of the darker orange or reddish color is going to be the active, so you can see that it snaps to this. So we have, let's say, multiple items selected, the last selection that we have is going to be, of course, the active one, quite nice and simple type of design and setup. Yeah, in the next lesson, we'll be able to talk a little bit about how to actually make use out of these. Thank you so much for watching and we'll be seeing you in a bit. 13. Powerful Selection Snapping with the 3D Cursor: Okay. Hello and welcome back, everyone to Blender essentials for beginners Snapping and iman basics. Now that we went over all of the freed mouse snapping options, we can go ahead and make use out of it. But before that, let's go ahead and quickly talk about ShiftinS menu, the items that I don't think are quite with the fredcursor. So the options for selection to active is going to be an option to snap it to your selection, essentially. So if I have a cube, and I have another item selected. I can use Shift Ness selection to active and it's going to snap it onto the item. The reason it's snapping to the corner is because this item had its origin point on the side. But let's say I have my trusty grid selected. I select the cube, and actually, I'll go ahead and hold Shift select the grid item panel again to make sure it's active, hold shiftless, selection to active, and now it's going to move it directly in the center. So that's quite nice. One of the ways you could make use out of this is, let's say you want to replace this upper roof section over here. It's a flat surface. It doesn't look quite as nice. But if we want to change it, well, we can make a duplicate out of our lovely corner over here, corner piece. Let's make a duplicate, and then I'm going to hold Shift and select this item over here on the side, hold control shift and S, and use selection to active. That way, it puts it directly where this circle is. I can now go ahead and delete this circle, make this one maybe a little bit smaller as well, and just use Shift D, escape, Z, and then holding Control, I can snap it like so to another angle. Z, control, and just so then click Left Mouse button, and then again, duplicate Z control. So Shift, duplicate RZ control, and there we go. Holding control, let's you snap it, set it up to exactly 90 degrees, and we got ourselves this lovely little pattern at the top now of this preset roof. The next thing that we could potentially grab is, let's say we have multiple panels that are scattered around. Let's say we don't have a snapping option and we just kind of scatter it around like so and we want to make sure that we are aligning all of them to a nice little grid. So what we can do is we can use shiftiness and use selection to grid. Selection to grid will snap it directly to the closest little what's it called grid item, L S. And keep in mind that as we talked previously, when using orthographic view by clicking seven to going to the top view, we can zoom out a little bit to get ourselves grid that's larger, and then we can use shiftiness cursor to grid. Maybe a little bit smaller. There we go. And now it's going to be snapping perfectly. So we get ourselves this little setup over, like so. All of the items being perfectly placed. Next up, we have options for selection to cursor and selection to curse or keep offset. Both of them are actually the same option, if you believe it. Let's say we have a cursor over on the side and we have a couple of items selected. We can use Shift ness to select selection to cursor, and now it's going to snap our item like so. It's actually going to be like this. We're going to get to it in a bit. But right now, say we want to move an item onto the cursor, we can use shifting S and use selection to cursor, and that's going to snap it directly onto the cursor, just like that. So one of the nicest ways of using it, for example, let's say we want to replace this panel with something nicer. It's a little bit too repetitive with all of the colors and whatnot. And one way to do it is if we make a duplicate out of this orange panel, which is a lot shorter, can just move it somewhere and go back to the wall over here. We can select this wall. We can use ShiftinS and use cursor to select it, which is going to place our cursor right where the origin point of this wall is. Then we can just delete this set of wall, and the cursor is still going to be kept the same in this area. Then we can select that item that we want to use it for duplication, ShiftinS and use selection to cursor. And just like that, we are able to replace the wall, and we can even move it a little bit off to the side. I could use a previous setup where I can just move it using increment. We can be a little bit more smart about this. We can select this orange wall that we just played, see that the corner is on the right side, but we want this to be on the left side. And we know that this corner over here also has the origin point on the right side. So I can select both this corner and the orange wall and have our gizmo now in the center, exactly where the wall needs to be placed. And I can use Shiftins cursor to select it, and that's going to place the cursor right in the center where it needs to be. Then we can just duplicate this orange wall and move it off to the side, use selection cursor and place it like that. So just an alternative way of setting it up. Then, what was that other option? You might be wondering? Let's say you have this entire factory wanting to move it back onto the world origin or something of that sort. You can use Shift en use cursor to world origin, and then use selection to cursor, keep offset. Instead of using selection to cursor, by using selection to cursor, all of the items will be snapped individually to the precursor, making them overlap one another. But if I have this entire selection, I want them to be keeping that little bit of an offset in contrast to one another and treating it as one object. But by using shiftiness and using heap offset, we are able to move our entire building just like that onto the center of the world. And that's quite nice. And the reason I said previously that shifting keep offset and cursor are the same things is essentially because at the bottom left hand corner, we'll see snap selection to cursor options. I just simply taking this on or off, we'll basically have that same option. So shifting as, selection cursor, and selection cursor Kip offset are the same options. But without tick on or off. Now, the other thing that I'd like to mention is this little option over here, rotation. Rotation is an interesting one. It is for a free decursor, but precursor itself is a little bit of an interesting one. You can see if I zoom in, we do have a bit of a direction going in and out. So the blue slightly shifts, the green and X and Y xs basically show up in different selections. That indicates the rotation of a free decursor that is going to be based on the placement of the free decursor. So if I hold shift and just click on this surface over here, you'll notice that it's going to be basing it upwards because, well, it's going to be based on the viewport snapping to the face. So the position is snapping onto the face, but the rotation is basically based on the viewpoint. And if I was to click seven to go to the top down view for a numpad, I can just use Shift and tap and then we're going to have it to facing the top way. Meaning that if I was to use shifts and selection to cursor, it's going to place it at this platform again. And if I was to use the rotation on, you're going to see that it's actually rotating around if we want to inherit the rotation of our object, let's say this same panel, what we can do is we can select an object to shiftiness and cursor to active. That way, even if our rotation is different, it's going to inherit the objects value. Now, if I was to use selection to cursor, it's going to still rotate it. Actually, I will explain you the reason why for that. But let's save it for ano lesson. Thank you so much for watching and I will be seeing you in a bit. And 14. 3D Cursor Rotation Precise Snapping Alignment: Hello, welcome back everyone to Blender essentials for beginners snapping and alignment basics. In the last lesson, we left ourselves off with this snap to object rotation dilemma. So now let's go ahead and go over why that's happening exactly. The reason for that is because this original object does have a preset rotation. So it doesn't grab the rotation of how it looks, is it grabs the rotation of the original item pre rotation. So right now it's set as -90 degrees as you can see over here in an item option. If I was to click AltnR, you'll see that this is the actual rotation of an object. Now, if I was to make a duplicate and just use a cursor to active, I can set this selection cursor and the rotation is going to be exactly the same. Even if I was to rotate this differently now, if I was to use ShiftingST item is going to snap back to the free cursor with the same rotation. As the original rotation of this snapped items orientation. One way to fix it, let's say we have this again, 90 degrees, one way to fix it, so it wouldn't go onto its rotation like that, but use another rotation is if we open up panel on view action, we have free decursor location and rotation. These items will allow you to control exactly how you want to move the free decursor. So for example, we can move it over here using transition, like so XYZ coordinates and rotation, we'll have XYZ. I'm not sure why it's set to quanarim. Feel free to change it to the usual XYZ Euler. That way you just have XYZ coordinates, and you can see this is zero, zero. And if I was to do as previously, cursor to active, we can see that rotation is set to zero, zero. If I was to move this object to selection to cursor, like so with rotation active, it's going to snap it like so. But let's say we have the rotation of this precursor set to 90 degrees in the view and panel. We can now snap the object with the rotation on, and it's going to snap it perfectly. So let's say we have a bunch of items that are, you know, differently shaped, snapped and whatnot. And select all of them, so use selection cursor, and it's going to snap it directly on to object with the right rotation. And if we keep offset on, we're not only going to be snapping it and rotating the objects, we can also keep the overall shape of the set objects. That's quite interesting because if we have multiple pieces, let's say, the top of the stairs, which has a bunch of different spirals and rotations, and we want to put it into where this object is, we can use shiftiness selection to cursor, and now you can see that we're going to place it like this with the offset turned on. It's going to stack it nicely on top of one another. The top one had multiple pieces because we had these two duplicate. But you can see that it piles them up on top of one another and resets the rotation, essentially, which is, I think, very, very lovely for a quick wrabbing of multiple objects and just restacking them. Like so. One final thing is that I wanted to mention, that would be if, let's say we want to attach these corners as corners for well, some sort of reinforcement for this panel, let's say. Easy to do. We can then go onto an object, go into edit mode, and then if you want to truly make use out of the rotation option, going back onto the predecursor, changing the orientation to geometry will allow you to make sure that we change the rotation based on where we click. So you can see that here 90 degrees, here would be zero degrees. And if we use that together with snapping tool for, let's say, edge, we can just put this onto an edge like so, or even better actually onto face edge center. L so we can then snap it onto this edge center, like so, and then we can go back onto object mode. We can select this item. We can use Shift ness and selection to cursor with rotation offset, and there we go. We go to sell us perfect rotation for this edge. And of course, we could do that for all the other items or alternatively, we can just duplicate it, move it off to this uper edge like so and then use R z and using Control, we can just rotate in 90 degrees. We can just select both these items now, change the snapping to increment. And then just move it up, so the news R is Z 180, and there we go. We got to sell some interesting corners for this piece. That's going to be it from this lesson. Thank you so much for watching and I will be seeing you in a bit. 15. Pose Mode Snapping for Perfect Seated Characters: Allon, we'll come back over on to blender essentials for beginner snapping and alignment basics. Now we're going to move a little bit more onto the animation basics. And right here, I have an armature set up with this character, this mesh over here. So we can select either the armature or the mesh. And we're going to make it sit on the side of this building because why not? So for Srters we're just going to grab both the mesh and this armature, move it a bit closer to our end, like so. Just get it a bit closer into the scene. And the next step is we can just simply use the a posing mode. So if we were to select this armature over here, we can go on to pose mode, and right away, we can try to sit down on this ledge over here. So what we're going to do is we're going to firstly grab both of the legs, like so, both on the sides, and we can click G, you can see it move it around. But we can also click R X, and then it allows us to just rotate them, like so, so we can make it sit. We want it to be closer to 90 degrees. So vals holding control, we're going to just set it up. You can see the top number -90 degrees. But we don't want to be completely at 90 degrees, so we can just lower it to 75. Or alternatively, we can hold Shift and then kind of get ourselves that nice five degree extra snapping. So maybe set it up to 80 or 85. No, 80 would be better. Let's go ahead and go with that. And then afterwards, we can just left mouse button, click the left Mouse button, and we got ourselves this nice little rotation at 85 degrees or sorry, 80 degrees. And then afterwards, we can work on the placement for it being placed basically sit on the sledge. So what we're going to do is we're going to grab this middle piece over here, which allows us to essentially use it as a root for this entire mesh. And if you click G, we can see this entire meth moving around. We're going to try making use out of a snapping tool for face snapping. If we were to enable snapping option and use face snap like so, it's going to give us some bit of an issue because when we move this, it's going to grab us to the camera. The reason that's happening is because when we are moving this armature, it's going to well, snapping onto the mesh itself. Every time we move it, it snaps and snaps and snaps until it gets close to the camera. The way to avoid that is if we were to go back onto object mode and select the mesh, we can hover over in our outliner, click the dot, and then we're going to see the dummy over here on the side. And this dummy can just be chosen to be disabled selection. That way, we're not going to be selecting this mesh anymore, and we can go back onto the armature and go on to pose. And now, if we were to select this root bone, we'll see that we're now able to move it into position. It's not doing it, just make sure that target selection exclude non selectible is enabled. And with the face selection and this option on, we're going to be able to essentially select this bone and click G to move it into position. Now you'll notice that this is, well, going into the world itself. So what can we do about it? Well, we can just move our mouse a little bit to the side where there is no mesh and click GZ, move it upwards, like so. Until we get to something more reasonable or alternatively, we can just go into menu and use the item option and then just manually moving the Y panel. So in case you don't have an option to move it without snapping it, or alternatively, you can use Control and then clicks first, hold Control, and then you're going to whilst holding Control, temporarily disable the snapping. So the reason we're doing this is because after we get a reasonable position, like so, we can then use it again. But this time, when we click G, instead of just clicking G, we're going to click B and then just tap on this section. That way, we can move it anywhere we'd like on the face of the surface. So essentially, what B does is it creates a nice little offset from already existing points. So if I click G, you can see that it does like so, but then if I click B and then tap my left mouse button on this same surface, it's going to have that same offset that we had previously, now I can put it maybe over here. I can even place it maybe over here, just sitting it nicely on the flat surface, Ivo way would work quite nicely. But the issue is that every time you'd have to do the same thing, so just make sure you tap B and then afterwards, you move it and you'd have yourself a nice little offset. So maybe we can put our character over here like so, and then we can just bend legs a little bit. So select both of these mature parts. Click RX, bend it inwards. Would look kind of cool, something like this, perhaps. Select these parts. Then click RX. RX, maybe even hold control if you'd like to have a little bit more control over the snapping. Maybe I did it a little bit too much. Way, I think this will look quite nice. Like so. Yeah, something like that. And then afterwards, we can even lower the arms a little bit because we don't want them to be going upwards a little bit too much. We're just going to lower them a little bit. Something like so, and palms can just stretch out a little bit. Now we're making it sit nicely on the ledge. We can even tilt the head a little bit because I think it looks quite nice. There we go. Something like this will be quite nice. Sitting on the side of this lovely little factory. That's going to be it. Thank you so much for watching and I will be seeing you in a bit. 16. Fixing Snapping Errors Origins, Faces Volume: Hello, and welcome back over to Blender essentials for blenders, snapping and alignment basics. Now we're going to go a little bit over some troubleshooting scenarios. First form being, let's say, we want to drag an object onto a part or the environment, and it snaps onto the wrong setup. The setup itself might be snapping to the right way, but it doesn't just simply have the right functionality. So in this case, for example, you saw it jumping around jittery, and the reason for that is because right now we have closest snap base selected. And that basically got the object to the closest part. But if we end up using face projection, it essentially projects from one side, and then if the object has a face to another side, it will jump between those two. So you always need to check whether you have the right snap base for that. The second thing would be to making sure that the snapping target is actually set proper. So right now, let's say we have phase selection. But, oh, it's not exactly working as intended and why that is the case? Well, the reason for that is right now, it's not actually a phase projection. It is phase project. So it's not phase target, the normal one, but phase projection. Are two different items, but you can see that the icons are very close. So you might also want to make sure that you have the right setup. So in this case, if I want to, for example, place an object on top of the roof, I might consider to just use snap base set to median and then use just a normal face snap target. That way, it's going to give me some nice results, and you can see it snapping it nicely on top of this building, maybe we can just place it like so. That's going to give us a nice little result. Next up is the origin. So let's say we want to move this piece to be centered with the door over here. Right now, this door is a separate object piece. I want to make use out of maybe the edge over here be used as a center point. The way we could potentially work with it is if I have this object at the top selected, we can just use edge or vertex. I think edge is okay in this case. We can select edge and then whilst dragon, if we move our mouse to the bottom, we can snap it to the base. But center now is going to be offset. The reason being is that this piece now has the origin point on the corner instead. So to fix that, what we're going to do is real quick, I'm just going to click Isolation button, which is a slash key. That way we can see the bottom. We can go into Edit mode, select the face like so, and we can use shiftiness to actually use Cursor to active. Sorry Cursor to selected. Then go out of our edit mode to object mode, right click and set origin to free the Cursor, and that way it's going to be nicely centered. Then when we go out of isolation mode, we can move this object based to its center. So I can use this X coordinates to just snap it to the center of the door, and now it's going to be right in the middle where this door is. So that's going to be quite nice. Next up, let's say we have another object, and I'm just going to move it off to the side. Let's say we wanted to snap it onto the grid, but we have the increment selected. So absolute grid will work quite well, but you can see it snapping a little bit off, and the way the math works sometimes might make it difficult to actually snap it because we have the mouse not exactly on the grid dots, but it just snaps it well, wagely. But I recommend you just to sometimes switch it to grid option. And that way, you'd have a little bit more control. You can see how nicely it now snaps to the set grid. So because the way the increment works with absolute increment snap, sometimes when you have a mouse right in the middle, it just doesn't know how to behave as it tries to offset the object onto the grid. So for faster, clearer results, switching again to grid might be the option. Next up, let's say we want to snap this object onto our lovely item. And it gives us some really bizarre angles, as you can see over here. I'm trying to right now snap it to the vertice and it's not going to give me that good right angle that we would love to see. So with vertex snapping, it's always going to be if it's in a corner, it's always going to be a 90 degree type of a normal offset, like so, especially if it has bevels, so you might have more problems with that. I would highly recommend if you're using the align rotation to target to use Face instead because it has high surface and it's not going to be as just jittery, like so, or even better to use face center. That way, it'll give you a true snap to the middle of the desired face so you can see over here. I'm going to real quick, click AltnR to make sure I reset the original rotation. That we did before. So that's an hour thing. If you have slight bit of an offset to rotation or something, it's going to try to keep that rotation when it tries to snap it onto an object, so it's not going to give you quite as good of a result, for example. But if we have AltnR selected, which clays the rotation detail, then we can snap an object, like so, and it's going to give you like perfect right angle type of a setup just like that. That's something worth knowing. If you're having some issues with rotation, just make sure to check whether you have a align rotation of target turned on. Or also you might want to check if you have effect rotation turned on as well because that sometimes gives you an issue, especially when you're trying to rotate it manually. So if I have this turned off, now it's going to be fine. But with this on and I have some items on the side, it's going to well, we see start flipping out and freaking out because sometimes it tries to snap to one angle, another angle and whatnot. If it doesn't find it, then it's going to look completely different. You can see like so. So make sure that if you are using effect rotate option, just to be wary of the surroundings and which snapping you are using in case you want to get the desired results. Next step is going to be ignore backface culling. This one is great for when you want to make sure that it only faces the frontal parts of an object, but sometimes the Blender itself might be occluding some of those smaller, let's say, vertices or items that you could otherwise potentially snap onto. So sometimes, you might not be able to get the right type of snapping that you want out of your setup. In which case, I would highly recommend you to just turn on or sorry, turn off the backface culling. So that way, you'd have more control over your snapping in case you're finding hard to find that right vertice or face or edge to snap onto an object. Now, I'd like to talk a little bit about the snap base, sorry, snap target volume. That is going to be quite an interesting one. And if you have an object, let's say, like this one over here, where the walls are set up with module pieces, but on the inside, it's completely empty. Let's say you want to make use out of this snapping for volume two, grab an entire volume of these walls. Best way that you could do it is actually, if you were to grab both the walls on the front and the back, you could join them together. That way, it creates a certain volume, but by default, it's not going to find that volume. You can see over, so it's going to put the volume more in the middle of just one part of the wall. So the way you can do it is if you use the snap peel object option, it's going to peel it as one part, essentially creating a volume in between these two hollow parts. So that way you can now, as you can see, snap the object right in the middle, center of this set volume between those two walls. So if you have a room, let's say, something like over here, you could potentially join all of these parts together and then use snap feel object to allow object to snap to the center of this entire room, which is quite handy. Let's continue on with this in the next lesson. Thank you so much for watching, and I will be seeing you in a bit. A. And 17. Solving Armature Snapping Issues with Collections: Hi. Hello, welcome back around to Blender essentials for beginners snapping and alignment basics. Now, let's go ahead and continue on with the section. Now, the final part that I'd like to mention would be actually going back to this character would be in regards to this. So sometimes when using snapping, let's say we go real quick back to object positioning, sometimes when using snapping with something like Face, we were having the issue of the object getting closer and closer and closer because it was snapping onto the item itself like that. So the reason this is happening is because, well, we don't have right now the object selection turned on. But the thing is sometimes when we are creating objects or when we're setting them up to make them nicer, we attach one into another. So right now, as you can see the object is attached. This dummy of a mesh is attached to the armature directly. So it's going to be like one object. So if I was to make this disabled selection for the armature and if I was to go back onto the object pose, then you'll see that we still have the same problem. The reason being is that this attached object is inside of another attached item. So sometimes when using exclude non selectbs, you might encounter a problem where even though the object has that deselection, there is an item inside of it, which will not have that deselection. So make sure you have it properly set up. Although when all of the items are inside of a collection, then this shouldn't be a problem. So you can either check and expand the options to see whether there's additional items that need to be deselected, or we can create a quick collection by clicking, New collection with the armature selected. In this case, New collection, we can call it character, so create. And now, this object is going to be inside, although if you have just armature selected, you see that it's going to be now dummy outside of this module item. So just make sure to have both of these selected or multiple items selected in object mode. So now when we create a collection, we can call it character, and it's going to place it as is with its proper attachment. And if we have this d selection, we can now go back onto the armature, set it to pose, and now we're not going to have that same of an issue anymore. Oh, yeah, those are some quick problem solving parts for more of niche problems, and hope you liked it. And yeah, I'll see you in a bit. 18. UV Snapping, UDIM Workflow Pixel Grid Precision: Hi. Hello, welcome back everyone to Blender essentials for beginners snapping and alignment basics. And now we're going to talk a little bit about UV editing. So if we go onto UV Editing tab, this one over here, we'll have some nice little setups for our viewport on the right hand side, and our UD space, which is used for UV editing. So if, let's say, select the object and go into Edit mode, will now be able to see this entire object, so. And if you're not seeing it, just make sure to click on UV sync button over here. This will make sure that the entire object that is within the Edit mode, at the top, we have ourselves the option for snapping, just like that. And we have options for Snap target. Although once you open the tab, you'll notice that it's way less to what you'd have in your viewport. We only have options for increment, grid, and vertex to be used as snap targets. And then we have Snap base, which is only for the vertex. So if we have grid or increment enabled, these are going to be disabled. Then we have options for effect for move rotate and scale wherever we want to turn them on, and of course, rotation increments. Again, by default is going to be five degrees and one degree for smaller edits. First thing that I want to mention is moving UVs using snap to grid. This one is pretty good when we want to use our objects for, let's say, something like UDMs. UDMs would require us to set ourselves up UV spaces not only 0-1 coordinates, but in multiple quadrants. This means that if one object has set up for Eudims, we'd have to move them around. So let's say you would want to move this upper section to be one object, this little tower at the top. What could we do about it? Well, in order to make sure that we have the same amount of spacing and the same amount of texture density, we don't change that. We could select one object. We could go onto Edit mode, entire setup selected. What we can do is we can make sure that the snap target is actually increment. That way, when we are moving it, we can see that it snaps to bits, like so. And that way, we can just click X as well to make sure that it moves along the side. Move it all the way to the right, like so to make sure that this square is an imaginary square that's next to our up UV section. And by doing that, we can see that it's going to give us those exact same coordinate outcomes because UVs end up wrapping the texture coordinates. They end up going on a loop. So we can see it with just normal textures. But this would allow us to, for example, make it so that one part is on one end, then this part could be even mortar right. At this point, we wouldn't be able to see more of the quadrants. So to help us out a little bit, if you go to overlays on the right hand side, if you're not seeing it, just make sure to scroll down using your mouse wheel by hovering over this section. And within the overlay, you can turn on X tiles for X and Y. So if we set something like ten by ten, you'll have all these quadrants to be set by ten by ten. And this will help us out to kind of manually move this. So again, we still have the option for snapping two increments. We can then move these tiles easily to other parts. And just like that, we can move them around. Like so up to you for the positioning but once we are done with this, we would have all of these pillars, as you can see in different quadrants and they'd still be using that same amount of layout, which is pretty good. So now if we were to use this entire tower, if we were to join up as an object and then put it maybe through something like substance painter, we would have all of these UVs nicely already laid out and repurposed from a normal UV setup to UDM setup. So we could have additional details, for example, for graffiti or something of that sort. Next up, we have options for if I was to go back to the usual tile set. So next up, we have options for grid. This grid option is actually very handy, especially when we're using with overlay options. So right now, our overlay for the UVs is going to be a little bit different. We have a grid guideline, and we have options for dynamic fixed and pixel. So dynamic will allow us to basically zoom in and get more of those little squares so we can position them in tinier bits, just like that. And if we zoom out, that's not going to be the case anymore, we're going to be working with larger grids. But changing this to fixed will keep our grid always the same size. So now, even if we are zooming in, we're always going to have that same grid. The other option is to use pixel. Pixel is very interesting one because it allows us to basically treat grid as individual pixels. So as you can see, we have a tiny, tiny amount just like that. This pixel setup is actually tied to your image, the texture that you're using currently. So right now because we're using 2048 resolution, the pixels are going to look like that, and we are able essentially to snap it onto our setup quite easily using the snapping the grid, just like that. So we're able to nap it like so, as you can see. If you would have a lower resolution, you would have a different snapping grid. But I would also like to let you know that if you have a resolution that's not set in the square for texture, something like let's say I have right now an option for a background, this one over here. If I have this on or an image background, you'll see that based on that, we're going to have ourselves a grid that's going to be wider just like that. So ideally you'd want to have a resolution of an image to use that that would match the usual texture square, which is either a 1024 or 2048 resolution, or if you're working with Pixel art, 25, six or 512 would also work, or even going smaller 64 example or one, 28 would also be an option. Then you would have yourself a way bigger grid, and it would be snapping perfectly to your texture size. All right, so now I'm just going to go and revert the setup. And let's say I want this to be placed where option over here is where the black panel is. So the bottom of this would be black, and let's say we want to reuse it. So the top would also be a set as black. Well, what can we do about it? Well, we could simply grab the panel over here. We could put it more in the middle, like so, and then we could use vertex snapping. So vertex snapping would allow us to go and use basically snapping to vertices option. And if we use it individually on each vertex, we can just snap it directly to other UV endpoints, basically. That way, we'll get ourselves a perfect overlay of what the previous panel looked like, and you can see that we're getting ourselves all nice type of detail over here. So this is going to give us this chunky block, let's say. And just because I like this one, I'm going to go ahead and just make a duplicate onto this upper part with increment snapping. Make a duplicate GX, and then just move to the side. There we go, I think, black panels look quite nice. Now looking at this panel over here might not be the best location for it. So maybe we can even just put it right in the middle of these panels, like so Alright, so we're going to end our lesson here. Thank you so much for watching, and I will be seeing you in a bit. 19. Modular Entrance Design with Precision Snapping: Hi. Hello, welcome back every on to Blender Essentials for beginners Snapping and alignment basics. Now that we covered everything about UVs, let's go ahead and actually make use of it in real life applications. So for us to do that, we are going to start off perhaps by just upgrading this already set up base. And let's say we want to maybe create ourselves an entrance platform over here. We can grab ourselves one of the platform setups. So maybe something like this yeah, this wide small one over here, and I'm just going to make a duplicate right away. Just using snapping increment, we can place it where the door is, and it's going to be perfectly centered because we're using the grid. Most of the cases, if a modular item has a grid setup, so if like a panel has a full grid use, you can see that right now it's just using two sections of the grid and it's two by four. Make full use out of it if it's possible. And then afterwards, we can grab this wider part over here. We can put it, duplicate it over to the side, rotate around using control while holding control, so we get 90 degrees, nice quick snap, and then we can just try to align it to this section and see if it would work. Maybe it's not as well. There we go, something like that. I think that will look quite nice. And then we can just move it to the outer section. To move it to the outer side, all we can do is just simply duplicate it, maybe even mirror it, mirror global X. So and just kind of reposition it real quick. There we go. Nice little walkway. And let's say we want to now kind of reinforce it with smaller parts, small pieces, so we can use these items over here. I'm just going to grab these ones, like so, these free items, and then we can just move it off to the side. So these parts are not perfectly to the grid, as you can see. So we're going to work around that. We're going to make sure that they're set nicely by snapping items directly onto the basis, but at the same time, we want to have some visual aesthetics over the grid so we can position some symmetry from one end to another and just make sure that we just make it look a little bit nicer. Actually, these parts can be a little bit too big. We can make them smaller. And for that, we can scale it down and using control, we can just scale it down to a value of 0.7, like so, you can see perfect 0.7 because we were holding control. So again, usually, when I'm working with snapping, most of the cases like 70% of it or more even, would be set up with Snap base, set to median increment and affect move only. And then when I'm holding control, we can affect rotate and scale, and just switching between that using just control will be, so much better. Next up, we can just place some items over here. And let's say we want this to be a little bit lower. So in this case, I'm going to hold control, just manually reposition this first item, so making sure that the face is generally somewhere in the middle, just like that, and we got ourselves a first setup. We can a little bit move it a little bit to the front because there's going to be a pipe at the front leg. So at this point, I'm just playing around with the shapes with the form. Snapping doesn't only allow you to keep it rigid, but also allows us to well, play around with the forms and shapes, making sure that it's conformal yet flexible for us, so we don't have to manually readjust parts. So right now, for example, we want to snap it to the center of this part. We would need to enable a face center, like so, and we can just move this item right to the top, and there we go. We got ourselves a nice little setup like so. And then I'm going to make a duplicate, going to also enable the aligned rotation to target, like so, and we can just snap it directly into this object, and I am going to what's up with that doesn't seem to want to work yet, because these are set as strangles. So we can either dissolve this triangle over soap or if we don't have an option like that, we can always just change up ourselves to be using edge center instead. So when an object is strangulated, we'll be able to do that. As you can see, though, now, we don't have a good option with the rotation. It's giving us a little bit of a messy setup. So in this case, we can firstly use something like face center with a line rotation to target to make sure it aligns to that angle, like so, then we can move it off to the side a little making sure that there's no items in the background, so it wouldn't just re snap it, or we can also use control to make sure that we just move it off to the side. And then we can just turn off a line rotation to target, turn back to edge center, move this to the centerpiece, and there we go. We're going to get ourselves lovely little setup. This time, I'm just going to make it much, much thinner, just like that, and we're going to sell a real nice type of a fit. In this case, I'm not using snapping scale. I think it's going to be quite right. Yep, looks reasonable, because I'm not planning to use this multiple times. I think it's okay. Then afterwards, we can just snap this, duplicate it off to the side, snap this to the upper side, rotate this R Z and use control to snap at 90 degrees like that. And I think next up, we can just use face project. Base center. Sorry. There we go. And it's going to snap it perfectly. So I'm just duplicating it and snapping it perfectly to the face just like that. And you can see how nice and simple this is. Super easy to use. And we can afterwards, maybe just grab something like this, put it maybe in the middle over here, we attach it to the sides. Although, in this case, we have an issue of them not aligning properly or if I try to use it, it's going to use the origin points, so it's not going to snap to my desired location. So what I'm going to do instead is, I am going to this case, I'm going to use G, click B, and snap to the center of this. But let me see. Yeah, it's a triangle again, so I'm going to go ahead and check real quick if there's a triangle over here. So no, in this case, it might be just easier to make to dissolve this triangle. But let's say we don't have an option for that. Would basically, in this case, want to use an option for where it snaps to the center of the face and an option two, where we have an edge center edge of the snapping. So what can we do? We can't just tell it normally, so we can use face center and holding shift, use edge center. If we want to snap this object to the pipe, and let's say we don't see both of the faces at once, what we can do is we can click G, B, snap it over here. And now at the bottom, you see that we have saying that we can use all navigate. So whilst holding old, we can use our middle mouse button to rotate this around and now snap it perfectly to where we want it to be, just like so. Although I'm worried that this might not be perfectly centered, I think that's okay for now. But let's just keep that in mind. Because then afterwards, we can just go ahead and close this up a little bit to make sure they look nicer. So this upper section, we can just duplicate. We can then actually, what am I doing? We can just go ahead and duplicate it, click Escape GZ, and move it upwards like so, and then mirror it in global Z, just like that. I'm going to raise it GZ holding control is going to raise it above, and I can use this pace. So that's going to be nice. So GB, snap it to the middle Oldt snap it to the middle over here. And there we got ourselves this up part. And I'm not too keen about moving all of these at once or one by one, so I'm going to do it all together. So I'm going to grab all of these frames, going to this time, make sure that we are snapping it to the active one, and we're going to make sure that the last one selected is going to be the one that's needed to be snapped to. So now we can use Shift D and just snap it directly with the face over here. And just like that, we got ourselves a nice little setup. Just to make it symmetrical and nice and pretty, I'm going to make it quick and simple solution. Going to just grab these parts, going to grab this one as well, and just duplicate it to the upside. Click X to make sure we're locking it, and then mirroring it on X just like that. Now I want to snap to this part. I think that's going to be quite right. Let's go ahead and do that. So G, B, snap over here. So now we're moving all of these structures together as one, snapping it to this up section, like so, and we got to sell this part that snap nicely. So, something like that might be alright. And let's say we can just keep it as it is. I'm considering about putting our frame on the top, but I just want the door to be more visible. But yeah, adding detail like that is quite reasonable. And let's say this part is not quite as centered as I hoped for. So we can use snapping just like we did previously. And I'm just selecting all of these frame parts, like so so it turns out that the entire section was a little bit offset. This door is not exactly right where the grid is centered to make sure that we are having it more symmetrical. I'm just going to grab this entire section like so. And once we have it selected, because this is placed with asymmetry, mind for the grid, I know that the center point is going to be right in the middle because one side is going to be the same as the other side because we're using the grid increments. And then afterwards, we can just use Snap base. With the vertex. Target, use GX and just kind of reposition to the center of where this door is. And just like that, we got ourselves now these parts perfectly aligning to the entrance. And Nice, unique little setup. All right, so that's going to be it. Thank you so much for watching and I will be seeing you in a bit. A quick couple of things. This one over here, I think is a little bit too big, so I'm just going to make it smaller more reasonable amount. Go to use snapping face center to make a duplicate onto this panel over here. That way, it's nice in the middle of these panels. Let's send it here and continue on with it in the next lesson. Thank you so much for watching and I will be seeing you in a bit. 20. Centering and Aligning Stairs with 3D Cursor Snapping: Hello and welcome back ever on to Blender Essentials for beginners Snapping and Alignment basics. So let's continue on where we left off. And this part over here is, well, we can replace it with stairs since we have them. Let's go ahead and do that. We can click L to select Linked, limit is set to normal. We can just go ahead and select the stop and actually just delete it, so that way, we can replace it with these lovely stairs if we choose to. Let's go ahead and make a duplicate out of them. Hold shift to select the upper part, click Control J and make this into one piece. And now let's see how we can, well, put it in the center. So for this case, I think we can use the precursor. So let's go ahead and just select dots on one end and then another. We can use shifting S. Cursors to selected, so now it's going to be perfectly centered. Then select the staircase and now use shiftinS selection to cursor and no rotation. There we go. And this is looking quite nice. We can use scale with control to scale it down to a perfect size, and there we go. We got to selves a nice looking staircase going downwards. So that's quite interesting. And this part over here, I'm just going to go ahead and make sure that roof is selected. We can just call this Wanda building. Like, so I'm just going to make sure that the entire section is set into building. And now we can move this building B next to the upper building that we already had on the scene. So before I had individual origins, just playing around. But now median point, we rotate this building 90 degrees, moving it somewhere closer, maybe something like so, saving a look. Of course, we need to raise it up a little bit, and I'm going to go ahead and do that by using the snapping mode to make sure it's placed normally on the ground. So to do that, we're going to just use grid snap. We can use G and then B to snap it to the vertice, which is not allowing us because we need to select Snap target also to be vertex. So hold shift, select the vertex. Now grid and vertex are enabled. So we can click G, B, snap it to the bottom, like so, and then move it upwards, just like that. And now it's going to be facing and sitting perfectly on the ground. And maybe I'll just move it a little bit to side, just like that, something like so. I think that's quite right. And the next part is actually just to make it a little bit nicer. We are going to replace this pattern a little bit. I really, really do not like how these on the end turned out, so we can just go ahead and delete them. And now the next step would be just to well, position these little ones over on the top. So I'm going to use this time face center and position this at the center of each one of those grids on top of the rooftop. Just like that. Super nice, super simple. Maybe even consider placing one in here, but no, I do not like it. And just like that, we got ourselves a way, way nicer, visually pleasing result. All right, so that's going to be it. Thank you so much for watching. And I hope that this information about snapping has been informative for you. So yeah, that's pretty much it for me. Happy modeling, everyone.