Snap to point problem

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Hi all. It`s about modeling.

I have strange problem with “snapping to point” in Houdini.

1. Create a curve (or any object contain points).
2. Put the edit sop.
3. Select any point and press “t”
4. Press “toggle snap to points”
5. Put cursor on any handle arrows and drag it to target point.



6.In result - the snap “catch” the CURSOR position on handle, instead of edited point position:



What i do wrong ? If i put cursor on handle center - all nice, but my edited point move in all axes. I need move point in only ONE axis, and properly snap to target point. In result, i snap not point, i snap the place, where i put cursor arrow on handle.

In Maya, the snap work with edited point - the edited point move to snap object, and unimportant where cursor was placed.

~~~

How can i properly transform the edited point with snap to target point? Why snap work with cursor position on handle axis?
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Hm. Silence..

I learn modeling in Houdini.

What wrong in my steps ? Why when i try align the point, i align not a point. I`m align the place, where cursor was placed on handle. I mean - the “snap gravity” magnify the place, where cursor was placed on handle.

Somebody like this? I`t normal workflow ? Of course, i can open parameters window and make handwork, remember the position parameters of a point, then move point by dragging center of a handle, then enter in point position parameter fields old “X” or “Y” or “Z” value.

I think this break normal modeling workflow. When i build the profiles or any curves in Maya, i very frequently use the point snapping. It is fast and nice.

“Snap to point” in Maya looks like “snap edited point - to target point”.
“Snap to point” in Houdini = “snap cursor position on edited point handle - to target point”.

? it`s a right ?

Sorry for my bad english
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Not currently possible with our handle. I have submitted the RFE.

In the mean time you will need use quad views.

I attached my flatten to point asset that takes any point selection and a second target point selection then gives you the option to flatten in either X, Y or Z axes. It isn't as seamless as having a proper handle solution but is much more procedural and has other uses.
I use this to sometimes take the mirror points that aren't quite flat and make them flat.

Attachments:
flatten_to_point.otl (4.6 KB)

There's at least one school like the old school!
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I like the pictures
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jeff
Not currently possible with our handle. I have submitted the RFE.

RFE about snap, is good idea. Improved snap is really needed. When i do models in Maya, i frequently use the “snap to”. In houdini snap work in another way.

Jeff, is the “otl” file was compiled for older version Houdini ?

jacob clark
I like the pictures Smile
Just tons times of render. Thanks..
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Jeff, is the “otl” file was compiled for older version Houdini ?
Yes. It uses “bindselectors” to do the viewport interactivity. Not HOM.

Bindselectors are still valid and forward compatible. I need to move this all over to HOM…
There's at least one school like the old school!
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