Game Development Community

Snap to Grid?

by Brent "Piro" Taylor · in Torque 3D Beginner · 01/20/2011 (2:47 pm) · 7 replies

Hello everyone!

I've been considering buying a few copies of Torque3D for me and my team, but I've got a few questions. I apologize if some of these questions could be answered by a forum search, but the search feature doesn't seem to be working for me at the moment. :)

I develop most of my art assets on the grid and this requires grid snapping. While I've been playing with the demo and I see a lot of snapping options, none of them work with the grid (and seem to be flakey in general). It's very possible I'm simply using the tools improperly. Does anyone have any suggestions, advice or knowledge they could share on this subject? Does grid snapping exist? As long as I have some sort of usable object or grid snapping I should be just fine.

How is the Blender and XSI support for collada files in the engine?

Thanks!

#1
01/20/2011 (3:57 pm)
Grid snapping does exist. It's basic but it's there. You can set the grid spacing and toggle into and out of snapping and have your transform widgets snap to grid increments.

Would have to check but IIRC rotation snapping isn't there.

Since grid snapping ATM only works with object centers, your models all need the right pivots.

Not sure about Blender and XSI Collada files. XSI should be totally fine but last time I checked the Blender Collada exporter was in a real sorry state and thus produced lots of problems. May be totally outdated information though. Worst case there's always UU3D :)

//Edit: Minor correction, you can snap both centroids and object origins.
#2
01/20/2011 (3:59 pm)
Any information about how to set up grid spacing and snapping?
#3
01/20/2011 (4:02 pm)


In the snapping options dropdown in the toolbar, you can toggle snapping and also set the spacing. You can also use "G" to toggle grid snapping on and off. Finally, you can ALT-drag the gizmos to temporarily activate snapping during the transform.

BTW, this is probably not in the demo. Grid snapping was added during the beta phase. If you purchase T3D, however, you'll have it.
#4
01/20/2011 (4:03 pm)
Ahhh, it's not in the demo. That explains it. :) Thanks!
#5
01/20/2011 (4:04 pm)
Yeah, unfortunately the demo is REALLY OLD by now. I really hope we get 1.1 final out the door real soon and then have an up-to-date demo. It's so outdated it's really not funny anymore.
#6
01/22/2011 (8:23 am)
it would be nice to have object snapping working again the same way it did in TGEA, building long walls now is quite the chore unless you redesign all your constructables in world unit sized or related sized pieces.

While we are on this particular subject and for the life of me I couldn't find it when I looked the snap to grid default on engine start seems to be 2 units despite the settings, if you alter the settings and back again it works as it should.

PS its good to see you back to fixing stuff Rene, you always seem to be the one fixing the problems i run into :)
#7
01/22/2011 (4:03 pm)

Quote:it would be nice to have object snapping working again the same way it did in TGEA, building long walls now is quite the chore unless you redesign all your constructables in world unit sized or related sized pieces.

I'll check it and put it on the fix list if it doesn't work ATM. The code definitely is still in there and is supposed to work.

Quote:While we are on this particular subject and for the life of me I couldn't find it when I looked the snap to grid default on engine start seems to be 2 units despite the settings, if you alter the settings and back again it works as it should.

Checked that and it's already fixed in the repo.

Quote:PS its good to see you back to fixing stuff Rene, you always seem to be the one fixing the problems i run into :)

:)