Snapping (thread includes a concept)

Snapping (thread includes a concept)

Hi Martin,
here you have my No. 1 feature request: Snapping for Tools

This animated gif should show you what I'm actually asking for:
snappingguidesfy9.gif

(It loops, so just watch it twice, if you think you missed some details ;)
Btw. did I mention how much I love Ps CS3's new timeline feature? Now I did.)


# # # # # # # # # # # # # # # # # # # # #

And here is a second feature request, also for snapping: Snapping for Transformations

Snapping for Transformations should be accessable easily by either a small
icon or a checkbox. (means: no menu item, etc)

Besides the snapping guides I'd also like to have a way to define snapping
values for transforming an object, such as scaling, rotating and moving.

Especially when scaling a polygon(/edge/vertex) selection it would be nice
to let Cheetah snap to values (predefined by the user) such as 0,5; 1,5x; 2x

Same goes for rotating a selection. Here you would probably have values
like 45°; 90°; 135° and 180°(also predefined by the user).

When you move a selection it should snap to the grid.
(or a grid whose interval you can define)
 
Oh man, your GIF at the top is awesome. That would be amazing!

Of course, what do you want to have happen with, say, a triangle? Or any polygon with a non-uniform body? Might get a little ugly.
 
Oh man, your GIF at the top is awesome. That would be amazing!
Thanks ;) Wanted to try out the new timeline of PS CS3. ;)
And I thought, a "movie" says more than a hundred words. :rolleyes:

Of course, what do you want to have happen with, say, a triangle? Or any polygon with a non-uniform body? Might get a little ugly.
Well, yes. Snapping guides for shape mode would be limited to 4-gons I guess.

Anyway, the much more important feature would be snapping guides for edge mode. :cool: I need it all the time. It's a PITA not to have such guides!
 
I think it would only make sense for (reasonably flat and convex) quads, and triangles.

The math is pretty simple, for quad A B C D:

Center X = mean of A, B, C, D.
Corners of inner grid = midpoints of A X, B X, C X, D X
Midpoints of inner grid = midpoints of AX BX, BX CX, etc.

So you don't need any 3d math, just average a bunch of coordinates.

For tri A B C, basically same thing but with three vertices (or treat as quad with C == D).
 
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