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The options in this window control snapping to geometry. the
Enable Snapping button and choose Snapping Options to open the snap options window.
Whether a cursor snaps to geometry depends on an element’s gravity and, when Multi-Snapping is on, priority level.
Note
At the object (OBJ) level, the Templates, Guides, and Construction Plane options have no effect.
Snapping Mode Gravities ¶
How many pixels you have to be from a grid, primitive, point, or multi-snap element before it attracts. The cursor snaps to elements once it’s within their pixel range.
Move the sliders to assign a pixel distance to each type of element.
Multi-Snapping Priorities ¶
The priority level of each element. The cursor snaps to elements with a higher priority in preference to elements with a lower priority.
Note
In most scenarios, point snapping should have a higher priority than edge snapping.
Drag a slider left to decrease an element’s priority and drag a slider right to increase its priority. Move a slider all the way to the left side to turn off snapping to that element. Click Clear to reset the snap settings.
Primitive snapping does not include metaballs, but works on their hulls.
Apply To ¶
Whether to snap to features on the Current Geometry, Templates, Selectable Templates, Visible Objects, Guides, and/or X-Ray Geometry.
Properties ¶
Occlusion
Prevent snapping to targets occluded by geometry.
Depth Snap
Snap to the XYZ location of the target geometry (point, edge, primitive, and so on). When this checkbox is off and the only constraint applied to a motion is the plane (construction or view), Houdini projects the coordinates of a snap point onto the plane. This lets you snap to reference geometry off the plane without leaving the plane.
Tangent Plane Snap
Snap to the intersection of the line and the plane tangent to the primitive under the cursor when dragging along a line rather than directly to the primitive itself. Applies only to primitives with a tangent plane, which excludes open curves.
Interior Snapping
Snap to the center of the target geometry (point, edge, primitive, and so on). The center of the geometry is determined using either the view direction or the normal direction. Interior snapping can only be performed when depth snapping is on.
View Based
View based interior snapping determines the center of the target geometry by choosing the average of the closest two points of intersection along the viewing direction
Normal Based
Normal based interior snapping determines the center of the target geometry by choosing the average of the XYZ position of the target geometry and the first point of intersection along the normal of the target geometry.
Snap Consolidate
This option allows you to build primitives with shared points. For example, when creating a new polygon or curve, an added vertex uses an existing geometry point if you have snapped to it and Snap Consolidate is on.
Orient on Snap
When you snap one object to another, normally the orientation of the object remains the same and only its location changes. If this option is turned on, the object rotates as determined by the following setting.
Nearest Axis to Normal
Rotate so the closest major axis (x, y, z) points in the direction normal to the thing you are snapping to.
Nearest Axes to Frame
Rotate so the closest two major axes (x, y, z) point in the directions normal to and tangent to the thing you are snapping to, respectively.
Standard Axes to Frame
Rotate so the z axis and x axis point in the directions normal to and tangent to the thing you are snapping to, respectively.