Click the snapping icon on the left side of the viewer pane and choose Multi-Snapping options to open the snap options window. The options in this window control snapping to geometry.
Move the sliders to assign a snapping priority to each type of element. The cursor will snap to elements with a higher priority in preference to elements with a lower priority.
At the object (OBJ) level, the Snap to Template, Guide Geometry, and Construction Plane options have no effect.
How many pixels you have to be from an element before it will attract.
Whether to snap to features on Templates, Selectable Templates, and/or Visible Objects.
Snap to the XYZ location of the target geometry (point, edge, primitive, and so on). When this checkbox is off, Houdini projects the coordinates of a snap point onto the construction plane. This lets you snap to reference geometry off the construction plane without leaving the construction plane.
This option allows you to build primitives with shared points. For example, when creating a new polygon or curve, an added vertex will use an existing geometry point if you have snapped to it, and if Snap Consolidate in on.
|Orient on Snap|
When you snap one object to another, normally the orientation of the object will remain the same and only its location will change. If this option is turned on, the object will rotate so the closest major axis (x, y, z) points in the direction of the thing you are snapping to.
Drag the slider left to decrease an element’s priority, drag it right to increase its priority. Move a slider all the way too the left side to turn off snapping to that element.
Primitive snapping does not include metaballs, but works on their hulls.
In general, point-snapping should have a higher priority than edge snapping.
Resets the snap settings.
|Gravity/Apply To/Depth Snap/Snap Consolidate/Orient to Snap|
Same as above.