Snap constraint
This relation creates a position and rotation connection between two (or more) objects. You can interactively manipulate the constrained object, but when you release the mouse, the object will reconnect to the leader object. You can choose the amount of time that the object takes to reconnect. An object can be connected to more than one object. When you translate the constrained object and release the mouse button, it snaps to the closest connecting object. This can be useful if you want the surfer to freely move an object and have it land safely somewhere when released.
To apply a snap constraint:
- Multi-select the follower and then the target to which it will snap, in that order.
- Choose Relations > Snap.
- You can repeat the previous step with any number of targets.
Adding transition periods to the constraint will allow you to move the object around before it snaps back into position when released.
Snap Constraint Parameters
Active
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Toggles the constraint on and off.
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Weight
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Determines the weight of the constraint in relation to other constraints acting on the same object.
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Constrained position
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Determines the point of the object that will snap to the target. By default the constrained position is the center of the object. This allows you to offset that point (in X,Y, Z units). For example, if you are snapping a coffee cup to saucers, you could use the bottom of the cup as a constrained position so it would not go through the saucer.
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Transition period
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Time in seconds the object will take to snap back into position when released. Having a period of 0 will force the object to stay on its target. It will only move if the cursor is dragged close enough to another target.
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(Target) Position
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Determines an offset (in X,Y, Z units) from the actual target for the object to snap to.
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(Target) Orientation
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Allows you to modify the orientation of the object as it hits the target.
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See also:
Unlocking constraints
Using weight to control multiple constraints
"To view the constraint in the viewports:"