Set Base Height
- Place or stack one mesh element on top of another; e.g. placing a book or vase on the surface of a shelf; placing a cup on a table top; setting a table or a piece of furniture at a given floor height.
Creates a bounding box, with handles at each corner, around a polygon selection and allows the polygons to be moved, snapped and set to a given height.
Set Base Height was created for situations where you have several small meshes/models within a single mesh item layer, so it currently works at the component level; e.g. it moves vertices or polygons, rather than setting the item transforms.
This tool is designed for modo's fast Select Through workflow; You can change your component (vertex|edge|polygon) selection on the fly and set the base heights as required without having to drop the tool.
- Select one or more mesh items
- Select one or more vertices, edges or polygons (optional)
- Activate the tool
- Click-drag any of the bounding boxes handles to move the geometry and to set the base of the bounding box to given height
- Optional: Once the tool is active you can make another selection and repeat step 4.
- Lock Height
- When selected the height (base of bounding box) of the current polygon selection is locked. For example, if you select a book that's resting on a table top you can move it, using the tool's handles, safe in the knowledge that its height will not change. The base of the bounding box changes to red to indicate that this option is active.
- Set Height
- The base of the bounding box will be set to Height value (see below) in world space. Note: You must drag on one of the bounding box's handles to change its height.
- Height value - distance above the ground plane - that will be used when the Set Height option is enabled.
- Get Height
- Gets the height of the top of the bounding box for the current selection and transfers the value to the Height attribute. This height can then be used to set the base height of a subsequent selection by enabling the Set Height option.
- The mesh bounds are calculated around the raw (cage) polygons rather than the smoothed surface. This means that if you intent to apply subdivision surface smoothing you might need a bit of manual tweaking when sitting one mesh atop another.
- This tool is designed for moving geometry at the component level and is not suitable for moving large meshes - just like modo's native move tool under the same conditions. For large, dense meshes; e.g. trees or cars, it is far better to have each mesh/model within a separate mesh item and to use Item Transforms to set their position.
- You must drag one of the bbox handles in order to change height. I will likely remove this requirement or add a separate handle, at some point in the future.