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    Snap object in mouse input

    PYTHON Development
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    • H
      Helper
      last edited by

      On 08/01/2013 at 10:25, xxxxxxxx wrote:

      what do you mean with surface snapping 🙂

      1. snap onto the polygon polygon centers, which is basically just a weighted
      point snapping. get the vectors between your snap position and  the points of your
      snapping objects, select the three shortest vectors out of that list, get the polygon,
      use the points to calc the center.

      2. actually snap onto the closest point on a polygon (in a retopo fashion). you would 
      have to dig yourself through this. i have actually done this once, but i cannot share
      the code but i still have the links i relied on then. you hvae basically do everything like
      for no. 1 and then solve the the closest point in triangle problem.

      http://www.geometrictools.com/Documentation/DistancePoint3Triangle3.pdf
      http://www.gamedev.net/topic/552906-closest-point-on-triangle/
      http://www.blackpawn.com/texts/pointinpoly/default.html

      edit : ok that is also a way. i am usally not so good at this wrap your head arround math stuff, 
      but won't a camera 'normal' based snapping lead to funny results ?  the point which is sitting
      perpendicular on the viewplane does not have to be closest point, which at least I would
      associate with polygon snapping. i would call it view dependent obstacle snapping or something 
      like that 🙂 or am i missing something here (again) ?

      1 Reply Last reply Reply Quote 0
      • H
        Helper
        last edited by

        On 08/01/2013 at 10:42, xxxxxxxx wrote:

        Hi Ferdinand,

        I'm not sure what you mean with "camera 'normal' based snappin lead to funny results". Possibly
        I just should get some sleep, but would you mind to elaborate a little bit more on what you are
        talking about? 🙂

        Thanks for the resources, I've always been interested into that topic but these links are new
        to me!

        -Nik

        1 Reply Last reply Reply Quote 0
        • H
          Helper
          last edited by

          On 08/01/2013 at 10:48, xxxxxxxx wrote:

          Thank you so much for your help, now everything is much more understandable ^_^

          Thanks NiklasR 👍 and Thanks littledevil 👍

          1 Reply Last reply Reply Quote 0
          • H
            Helper
            last edited by

            On 08/01/2013 at 10:53, xxxxxxxx wrote:

            as I already said this might be based on a misconeption of your code,
            but this is what is was talking about. (awesome paint pic inc.) :

            the red line is what your code will return for my understanding, the green line is
            the closest point on surface. at least i would consider the red result as unwanted
            or 'funny'.

            edit : i hope this does make any sense for someone else than me 🙂

            1 Reply Last reply Reply Quote 0
            • H
              Helper
              last edited by

              On 09/01/2013 at 11:33, xxxxxxxx wrote:

              Originally posted by xxxxxxxx

              You need to use the c4d.utils.GeRayCollider class to find an intersection on the surface of the
              destination-object, intersected by the line defined by the mouse-position in global space and
              the camera position.

              op = doc.GetActiveObject()
                    op_next = op.GetNext()
                    if not op_next:
                        return True

              # Convert op_next to a polygon object.
                    # Simplified here, just for demonstration purpose.
                    op_next = op_next.GetCache()
                    if not op_next or not op_next.CheckType(c4d.Opolygon) :
                        print "Cache is not existent or is not a polygon object."
                        return True
                   
                    win.MouseDragStart(button=device, mx=int(mx), my=int(my), flags=c4d.MOUSEDRAGFLAGS_DONTHIDEMOUSE)
                    result, dx, dy, channel = win.MouseDrag()
                    while result==c4d.MOUSEDRAGRESULT_CONTINUE:
                        mx += dx
                        my += dy            
               
                        cursorpos = bd.SW(c4d.Vector(mx,my,500))     #screen to world conversion
                        if(axis == 1) :
                            cursorpos.x = 0
                        elif(axis == 2) :
                            cursorpos.y = 0                          #Constrain drawing along an axis based on the comboButton's value
                        elif(axis == 3) :
                            cursorpos.z = 0

              cam_pos = bd.GetSceneCamera(doc).GetAbsPos()
                        collider = c4d.utils.GeRayCollider()
                        collider.Init(op_next)

              length = 500000
                        direction = -(cam_pos - cursorpos).GetNormalized()

              did_intersect = collider.Intersect(cam_pos, direction, length)
                        if did_intersect:
                            position = collider.GetNearestIntersection()['hitpos']
                            print "Intersection at", position
                        else:
                            print "No intersection."
                            position = cursorpos

              doc.AddUndo(c4d.UNDOTYPE_CHANGE, op)
                        op.SetAbsPos(position)
                        op.Message(c4d.MSG_UPDATE)

              c4d.DrawViews(c4d.DA_ONLY_ACTIVE_VIEW|c4d.DA_NO_THREAD|c4d.DA_NO_ANIMATION)
                        result, dx, dy, channel = win.MouseDrag()

              -Nik

              I again disorder 🙂
              I wanted that the active object changed the axis alignment, as the normal to the surfaced intersection?
              example:

              the current code

              my request:

              The axis changed by surface normal...

              1 Reply Last reply Reply Quote 0
              • H
                Helper
                last edited by

                On 09/01/2013 at 11:48, xxxxxxxx wrote:

                What about trying it yourself? 😉
                Slight tip: The dictionary returned by GeRayCollider.GetNearestIntersection() contains information
                like what polygon was interesected. You can then compute the normal of that polygon and rotate
                the destination object accordingly.

                @ littledevil :
                Well, we don't want the closes point on the surface, do we? I'm sorry, I don't see why the green
                line is the one we would like to use instead of the red line.. :// I also don't get how you would
                come to that green line, I don't see any relation to the camera position or view-direction or similar.

                Hope that doesn't sound offending or so, because that was not my intention. I always
                appreciate constructive criticism or questions. 🙂
                Best,
                -Niklas

                1 Reply Last reply Reply Quote 0
                • H
                  Helper
                  last edited by

                  On 09/01/2013 at 12:13, xxxxxxxx wrote:

                  NiklasR we are successful!🤝  Thank you for your precious help 🍺🍺

                  1 Reply Last reply Reply Quote 0
                  • H
                    Helper
                    last edited by

                    On 12/01/2013 at 03:43, xxxxxxxx wrote:

                    i have modified the  **op_next  **with Linkbox but... no work...
                    The object is not recognized...

                    I've never had much luck with the linkbox 😂

                    MY_LINKBOX = 100014

                    def CreateLayout(self) :
                            self.GroupBegin(id=1000, flags=c4d.BFH_SCALEFIT, cols=1, rows=1)
                            self.GroupBorderSpace(10, 10, 10, 10)
                            self.element = self.AddStaticText(id=1001, flags=c4d.BFH_MASK, initw=120, name="Inserire Oggetto:", borderstyle=c4d.BORDER_NONE)
                            self.linkBox = self.AddCustomGui(MY_LINKBOX, c4d.CUSTOMGUI_LINKBOX, "", c4d.BFH_SCALEFIT|c4d.BFV_SCALEFIT, 0, 0)
                            self.GroupEnd()
                            return True

                    def MouseInput(self, doc, data, bd, win, msg) :
                            mx = msg[c4d.BFM_INPUT_X]
                            my = msg[c4d.BFM_INPUT_Y]
                     
                            device = 0
                            if msg[c4d.BFM_INPUT_CHANNEL]==c4d.BFM_INPUT_MOUSELEFT:
                                device = c4d.KEY_MLEFT
                            elif msg[c4d.BFM_INPUT_CHANNEL]==c4d.BFM_INPUT_MOUSERIGHT:
                                 device = c4d.KEY_MRIGHT
                            else:
                                return True

                    op = doc.GetActiveObject()
                            op_next = self.linkBox.GetLink()
                            if not op_next:
                    return True

                    win.MouseDragStart(button=device, mx=int(mx), my=int(my), flags=c4d.MOUSEDRAGFLAGS_DONTHIDEMOUSE)
                            result, dx, dy, channel = win.MouseDrag()
                            while result==c4d.MOUSEDRAGRESULT_CONTINUE:
                                mx += dx
                                my += dy

                    cursorpos = bd.SW(c4d.Vector(mx,my,500))     #screen to world conversion

                    cam_pos = bd.GetSceneCamera(doc).GetAbsPos()
                                collider = c4d.utils.GeRayCollider()
                                collider.Init(op_next)

                    length = 500000
                                direction = -(cam_pos - cursorpos).GetNormalized()

                    did_intersect = collider.Intersect(cam_pos, direction, length)
                                if did_intersect:
                                    position = collider.GetNearestIntersection()["hitpos"]
                                    print "Intersection at", position
                                else:
                                    print "No intersection."
                                    position = cursorpos

                    doc.AddUndo(c4d.UNDOTYPE_CHANGE, op)
                                op.SetAbsPos(position)
                                op.Message(c4d.MSG_UPDATE)

                    c4d.DrawViews(c4d.DA_ONLY_ACTIVE_VIEW|c4d.DA_NO_THREAD|c4d.DA_NO_ANIMATION)
                                result, dx, dy, channel = win.MouseDrag()

                    1 Reply Last reply Reply Quote 0
                    • H
                      Helper
                      last edited by

                      On 12/01/2013 at 07:22, xxxxxxxx wrote:

                      try :

                      op_next = self.linkBox.GetLink(c4d.documents.GetActiveDocument(), c4d.Obase)
                      
                      1 Reply Last reply Reply Quote 0
                      • H
                        Helper
                        last edited by

                        On 12/01/2013 at 09:11, xxxxxxxx wrote:

                        Originally posted by xxxxxxxx

                        try :

                        op_next = self.linkBox.GetLink(c4d.documents.GetActiveDocument(), c4d.Obase)

                        "object has no attribute 'linkBox'"....  
                        I am beginning to think that linkbox they hate me 😂

                        Thanks littledevil, you are a generous person, always ready to help all friends in this forum 👍

                        1 Reply Last reply Reply Quote 0
                        • H
                          Helper
                          last edited by

                          On 12/01/2013 at 10:37, xxxxxxxx wrote:

                          could be some kind of call order problem. try something like this

                          class myclass(c4d.Something) :
                          	def __init__(self) :
                          		self.linkBox = None
                          	
                          	def CreateLayout(self, *args) :
                          		self.linkBox = Something
                          	
                          	def AnotherMethod(self) :
                          		if (not self.linkBox) :
                          			return False
                          		else:
                          			x = self.linkBox.Do(blah)
                          

                          MouseInput might be called the first time before CreateLayout has been called and as you 
                          haven't defined linkBox as a variable in the class constructor it does not yet exist at that point.

                          1 Reply Last reply Reply Quote 0
                          • H
                            Helper
                            last edited by

                            On 12/01/2013 at 12:08, xxxxxxxx wrote:

                            littledevil, i have pasted the entire code. 
                            You can control it and correct it?
                            I would like to understand where I'm wrong ...
                            Thanks for your help 🍺

                            import os
                            import sys
                            import c4d
                            from c4d import plugins, utils, bitmaps, gui, documents
                             
                            PLUGIN_ID = 10000008 # THIS id IS FOR TESTING PUPOSES ONLY!!!
                             
                            #for GeLoadString values must match with the header file
                            IDS_ESTENSIONE = 100000
                            MY_LINKBOX = 100015
                              
                              
                            class SettingsDialog(gui.SubDialog) :
                             
                             
                                def CreateLayout(self) :
                                    self.GroupBegin(id=1000, flags=c4d.BFH_SCALEFIT, cols=1, rows=1)
                                    self.GroupBorderSpace(10, 10, 10, 10)
                                    self.element = self.AddStaticText(id=1001, flags=c4d.BFH_MASK, initw=120, name="Inserire Oggetto:", borderstyle=c4d.BORDER_NONE)
                             **        self.linkBox = self.AddCustomGui(MY_LINKBOX, c4d.CUSTOMGUI_LINKBOX, "", c4d.BFH_SCALEFIT|c4d.BFV_SCALEFIT, 0, 0)**
                              
                            		
                            		
                                    self.GroupEnd()
                                    return True
                                def InitValues(self) :
                                    
                                    return True
                             
                                def Command(self, id, msg) :
                             
                                    return True
                             
                            class Caleidos(plugins.ToolData) :
                              
                                def __init__(self) :
                                    self.data = 0
                              
                                def KeyboardInput(self, doc, data, bd, win, msg) :
                                    key = msg.GetLong(c4d.BFM_INPUT_CHANNEL)
                                    cstr = msg.GetString(c4d.BFM_INPUT_ASC)
                                    if key==c4d.KEY_ESC:
                                        #do what you want            
                                        #return True to signal that the key is processed
                                        return True
                                    return False
                             
                             
                                def MouseInput(self, doc, data, bd, win, msg) :
                            	
                            		if msg.GetLong(c4d.BFM_INPUT_CHANNEL)==c4d.BFM_INPUT_MOUSELEFT:
                            			print "Begin Mouse Left Pressed"
                            			while True:
                            			
                            				bc = c4d.BaseContainer()
                            				if gui.GetInputState(c4d.BFM_INPUT_MOUSE, c4d.BFM_INPUT_MOUSELEFT, bc) :
                            					if bc.GetLong(c4d.BFM_INPUT_CHANNEL)==c4d.BFM_INPUT_MOUSELEFT:
                            						print "Mouse Left Pressed"
                            			
                            						mx = msg[c4d.BFM_INPUT_X]
                            						my = msg[c4d.BFM_INPUT_Y]
                            				 
                            						device = 0
                            						if msg[c4d.BFM_INPUT_CHANNEL]==c4d.BFM_INPUT_MOUSELEFT:
                            							device = c4d.KEY_MLEFT
                            						elif msg[c4d.BFM_INPUT_CHANNEL]==c4d.BFM_INPUT_MOUSERIGHT:
                            							 device = c4d.KEY_MRIGHT
                            						else:
                            							return True
                              
                            							
                            						doc.GetActiveObject()
                            						doc.StartUndo() 
                            						myobject = **self.linkBox.GetLink()**
                              
                              
                            						op = myobject
                            						op_next = doc.GetActiveObject()
                            						
                            						win.MouseDragStart(button=device, mx=int(mx), my=int(my), flags=c4d.MOUSEDRAGFLAGS_DONTHIDEMOUSE)
                            						result, dx, dy, channel = win.MouseDrag()
                            						while result==c4d.MOUSEDRAGRESULT_CONTINUE:
                            							mx += dx
                            							my += dy            
                              
                            							cursorpos = bd.SW(c4d.Vector(mx,my,500))     #screen to world conversion
                            							cam_pos = bd.GetSceneCamera(doc).GetAbsPos()
                            							collider = c4d.utils.GeRayCollider()
                            							collider.Init(op_next)
                            							length = 500000
                            							direction = -(cam_pos - cursorpos).GetNormalized()
                            							did_intersect = collider.Intersect(cam_pos, direction, length)
                            							if did_intersect:
                            								position = collider.GetNearestIntersection()["hitpos"]
                            								print "Intersection at", position
                            							else:
                            								print "No intersection."
                            								position = cursorpos
                            							doc.AddUndo(c4d.UNDOTYPE_CHANGE, op)
                            							op.SetAbsPos(position)
                            							op.Message(c4d.MSG_UPDATE)  
                            							c4d.DrawViews(c4d.DA_ONLY_ACTIVE_VIEW|c4d.DA_NO_THREAD|c4d.DA_NO_ANIMATION)
                            							result, dx, dy, channel = win.MouseDrag()
                               						if not bc.GetBool(c4d.BFM_INPUT_VALUE) : break
                            			print "End Mouse Left Pressed"
                                def AllocSubDialog(self, bc) :
                                    return SettingsDialog(self.data) #always return new instance(self.data)
                             
                             
                              
                            if __name__ == "__main__":
                                bmp = bitmaps.BaseBitmap()
                                dir, file = os.path.split(__file__)
                                fn = os.path.join(dir, "res", "Icon.tif")
                                bmp.InitWith(fn)
                                plugins.RegisterToolPlugin(id=PLUGIN_ID, str="Caleidos",info=0, icon=bmp, help="Statusbar Text",dat=Caleidos())
                              
                            
                            
                            1 Reply Last reply Reply Quote 0
                            • H
                              Helper
                              last edited by

                              On 12/01/2013 at 13:03, xxxxxxxx wrote:

                              this obviously won't work. i think you do not really understand what self means in python.
                              it is similar to this in c# or java. it is a referecne to the actual instance of the class from which
                              the code is being executed from. you are doing more or less this :

                              class clsA() :
                              	def __init__(self, x) :
                              		self.X = x
                                
                              class clsB() :
                              	def someMethod() :
                              		# raises a runtime error as class b does not have a memeber called X
                              		print self.X
                              

                              you have either make your dialog class instance a globally available variable (but this
                              could be considered as really bad style) :

                              class clsA() :
                                  def __init__(self, x) :
                                      self.X = x
                                
                              class clsB() :
                                  def do (self, classAinstance) :
                                      print classAinstance.X
                                     
                              def main() :
                                  A = clsA()
                                  B = clsB()
                                  B.do(A)
                              

                              or you have to make an instance of your GeDialog class a memeber of your
                              ToolData class.

                              class ToolDataClass() :
                                  def __init__(self) :
                                      self.dialog = None
                                      self.data = None
                                  
                                  def doSomething(self) :
                                      if (self.dialog) :
                                          print self.Dialog.linkBox.GetLink(document, c4d.Obase)
                                      else:
                                          print 'dialog has not been raised yet.'
                                      
                                  def AllocSubDialog(self, bc) :
                                      self.Dialog = SettingsDialog(self.data)
                                      return self.Dialog
                              

                              edit : fixed a typo,  should be if (self.dialog) : of course and not if(self.data) :

                              1 Reply Last reply Reply Quote 0
                              • H
                                Helper
                                last edited by

                                On 12/01/2013 at 14:28, xxxxxxxx wrote:

                                Originally posted by xxxxxxxx

                                or you have to make an instance of your GeDialog class a memeber of your
                                ToolData class.

                                class ToolDataClass() :
                                    def __init__(self) :
                                        self.dialog = None
                                        self.data = None
                                    
                                    def doSomething(self) :
                                        if (self.dialog) :
                                            print self.Dialog.linkBox.GetLink(document, c4d.Obase)
                                        else:
                                            print 'dialog has not been raised yet.'
                                        
                                    def AllocSubDialog(self, bc) :
                                        self.Dialog = SettingsDialog(self.data)
                                        return self.Dialog
                                

                                edit : fixed a typo,  should be if (self.dialog) : of course and not if(self.data) :

                                Work!!! I succeeded! littledevil Thanks!!!!!!! 🤝

                                1 Reply Last reply Reply Quote 0
                                • H
                                  Helper
                                  last edited by

                                  On 19/07/2013 at 09:28, xxxxxxxx wrote:

                                  Originally posted by xxxxxxxx

                                  You need to use the c4d.utils.GeRayCollider class to find an intersection on the surface of the
                                  destination-object, intersected by the line defined by the mouse-position in global space and
                                  the camera position.

                                  op = doc.GetActiveObject()
                                        op_next = op.GetNext()
                                        if not op_next:
                                            return True

                                  # Convert op_next to a polygon object.
                                        # Simplified here, just for demonstration purpose.
                                        op_next = op_next.GetCache()
                                        if not op_next or not op_next.CheckType(c4d.Opolygon) :
                                            print "Cache is not existent or is not a polygon object."
                                            return True
                                       
                                        win.MouseDragStart(button=device, mx=int(mx), my=int(my), flags=c4d.MOUSEDRAGFLAGS_DONTHIDEMOUSE)
                                        result, dx, dy, channel = win.MouseDrag()
                                        while result==c4d.MOUSEDRAGRESULT_CONTINUE:
                                            mx += dx
                                            my += dy            
                                   
                                            cursorpos = bd.SW(c4d.Vector(mx,my,500))     #screen to world conversion
                                            if(axis == 1) :
                                                cursorpos.x = 0
                                            elif(axis == 2) :
                                                cursorpos.y = 0                          #Constrain drawing along an axis based on the comboButton's value
                                            elif(axis == 3) :
                                                cursorpos.z = 0

                                  cam_pos = bd.GetSceneCamera(doc).GetAbsPos()
                                            collider = c4d.utils.GeRayCollider()
                                            collider.Init(op_next)

                                  length = 500000
                                            direction = -(cam_pos - cursorpos).GetNormalized()

                                  did_intersect = collider.Intersect(cam_pos, direction, length)
                                            if did_intersect:
                                                position = collider.GetNearestIntersection()['hitpos']
                                                print "Intersection at", position
                                            else:
                                                print "No intersection."
                                                position = cursorpos

                                  doc.AddUndo(c4d.UNDOTYPE_CHANGE, op)
                                            op.SetAbsPos(position)
                                            op.Message(c4d.MSG_UPDATE)

                                  c4d.DrawViews(c4d.DA_ONLY_ACTIVE_VIEW|c4d.DA_NO_THREAD|c4d.DA_NO_ANIMATION)
                                            result, dx, dy, channel = win.MouseDrag()

                                  -Nik

                                  an example for snap on point object? thanks 🙂

                                  1 Reply Last reply Reply Quote 0
                                  • H
                                    Helper
                                    last edited by

                                    On 30/08/2013 at 07:08, xxxxxxxx wrote:

                                    Originally posted by xxxxxxxx

                                    What do you mean with "the snap does not work"? You are not even trying to snap the
                                    object, just setting it to the cursor position.

                                    joint.SetAbsPos(cursorpos)

                                    If you want to to snap to a grid with a spacing of 50 units (just for the sake of example), you
                                    need to adjust the position vector.

                                    def snap_value(value, step) :
                                          rest = value % step
                                          on_grid = value - rest

                                    if rest / float(step) >= 0.5:
                                              on_grid += step

                                    return on_grid

                                    def snap_grid(vector, gridsize) :
                                          vector = c4d.Vector(vector)
                                          vector.x = snap_value(vector.x, gridsize)
                                          vector.y = snap_value(vector.y, gridsize)
                                          vector.z = snap_value(vector.z, gridsize)
                                          return vector

                                    # ...

                                    gridsize = 50
                                      position = snap_grid(cursorpos)
                                      joint.SetAbsPos(position)

                                    See the full code here.

                                    -Niklas

                                    HI NiklasR How do you adjust the cursor position for snap points ? 🙂

                                    1 Reply Last reply Reply Quote 0
                                    • H
                                      Helper
                                      last edited by

                                      On 08/09/2013 at 16:07, xxxxxxxx wrote:

                                      Originally posted by xxxxxxxx

                                      an example for snap on point object? thanks 🙂

                                      Assuming you have a coordinate in 3D space, you can just use the nearest mesh point and maybe
                                      check if the point is within the snap radius.

                                          import c4d
                                      
                                          
                                      
                                          def snap_point(point, radius, obj) :
                                      
                                              """
                                      
                                              Calculate the snapping point from a coordinate in 3D space
                                      
                                              to a point object within the defined \*radius\*. Requires
                                      
                                              the \*point\* in global space.
                                      
                                              """
                                      
                                          
                                      
                                              mg = obj.GetMg()
                                      
                                              points = obj.GetAllPoints()
                                      
                                              point = ~mg \* point
                                      
                                              radius \*\*= 2
                                      
                                          
                                      
                                              nearest = None
                                      
                                              for p in points:
                                      
                                                  delta = (p - point).GetLengthSquared()
                                      
                                                  if delta <= radius and (not nearest or nearest[1] > delta) :
                                      
                                                      nearest = p, delta
                                      
                                          
                                      
                                              if nearest:
                                      
                                                  point = nearest[0]
                                      
                                              return point
                                      
                                          
                                      
                                          def main() :
                                      
                                              p = c4d.Vector(102, 99, 97)
                                      
                                              print snap_point(p, 10, op)
                                      
                                          
                                      
                                          main()
                                      
                                        
                                      
                                      
                                      Best regards,
                                      
                                      -Niklas
                                      
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                                      • H
                                        Helper
                                        last edited by

                                        On 08/09/2013 at 16:10, xxxxxxxx wrote:

                                        Originally posted by xxxxxxxx

                                        HI NiklasR How do you adjust the cursor position for snap points ? 🙂

                                        You can not "adjust" the cursor position, the cursor is where the mouse points it to. There is also
                                        a snapping mode for snapping to object points, so what exactly do you need?

                                        Cheers,
                                        -Niklas

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