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Chapter 7: Transforming Objects, Pivoting, Aligning, and Snapping



                           To use AutoGrid, click the AutoGrid option after selecting an object type to create. If no objects are in the
                           scene, then the object is created as usual. If an object is in the scene, then the cursor moves around on the
                           surface of the object with its coordinate axes perpendicular to the surface that the cursor is over. Clicking
                           and dragging creates the new object based on the precise location of the object under the mouse.
                           The AutoGrid option stays active for all new objects that you create until you turn it off by unchecking the box.

                   Tip
                   Holding down the Alt key before creating the object makes the new construction grid visible, disables the
                   AutoGrid option, and causes all new objects to use the new active construction grid. You can disable this active
                   construction grid by enabling the AutoGrid option again. n

                           Tutorial: Creating a spyglass
                           As you begin to build objects for an existing scene, you find that working away from the scene origin is
                           much easier if you enable the AutoGrid feature for the new objects you create. This feature enables you to
                           position the new objects on (or close to) the surfaces of the nearby objects. It works best with objects that
                           have pivot points located at their edges, such as Box and Cylinder objects.
                           In this example, you quickly create a spyglass object using the AutoGrid without needing to perform addi-
                           tional moves.
                           To create a spyglass using the AutoGrid and Snap features, follow these steps:
                               1. Before starting, click the Left viewport and zoom way out so you can see the height of the
                                  spyglass pieces.
                               2. Select Create ➪ Standard Primitives ➪ Cylinder, and drag from the origin in the Top viewport to
                                  create a Cylinder object. Set the Radius value to 40 and the Height value to 200. Then enable the
                                  AutoGrid option in the Object Type rollout.
                               3. Drag from the origin again in the Top viewport to create another Cylinder object. Set its Radius to
                                  35 and its Height to 200. Repeat this step three times, reducing the Radius by 5 each time.
                           Figure 7.17 shows the resulting spyglass object.
                           Using Snap Options

                           Often, when an object is being transformed, you know exactly where you want to put it. The Snap feature
                           can be the means whereby objects get to the precise place they should be. For example, if you are con-
                           structing a set of stairs from box primitives, you can enable the Edge Snap feature to make each adjacent
                           step align precisely along the edge of the previous step. With the Snap feature enabled, an object automati-
                           cally moves (or snaps) to the specified snap position when you place it close enough. If you enable the Snap
                           features, they affect any transformations that you make in a scene.
                           Snap points are defined in the Grid and Snap Settings dialog box that you can open by choosing
                           Tools ➪ Grid and Snaps ➪ Grid and Snap Settings or by right-clicking any of the first three Snap buttons on
                           the main toolbar. (These Snap buttons have a small magnet icon in them.) Figure 7.18 shows the Snaps
                           panel of the Grid and Snap Settings dialog box for Standard and NURBS objects. NURBS stands for Non-
                           Uniform Rational B-Splines. They are a special type of object created from spline curves.

                   Cross-Ref
                   In addition to the snap points for standard objects, the Snaps panel also includes a list of snap points for NURBS
                   objects. For more information on NURBS, see Bonus Chapter 3 on the DVD, “Working with NURBS.” n
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