01-11-2014, 06:29 PM
as puzzledpaul suggested, you could define your own user grid by creating a custom sized grid object, then lock it in the geometry graph window (and hiding the default ground plane of course).
Then, you could also emulate grid snapping based upon this same own grid object by defining alternate constraints, in the "constraints" preference tab. Then, initiate a transform command, like move (whatever axis) and before terminating/confirming the move operation hit shift+tab to switch the default wings constraints to the ones you just defined, no need to redo that for further command, nor even the next times that you'll launch wings3D. I used a similar setup to define a UDK compliant grid, with a 16 wings units base constraints.
Then, you could also emulate grid snapping based upon this same own grid object by defining alternate constraints, in the "constraints" preference tab. Then, initiate a transform command, like move (whatever axis) and before terminating/confirming the move operation hit shift+tab to switch the default wings constraints to the ones you just defined, no need to redo that for further command, nor even the next times that you'll launch wings3D. I used a similar setup to define a UDK compliant grid, with a 16 wings units base constraints.