Object, Edit, and Pose Mode





Snapping lets you easily align objects and mesh elements to others. It can be toggled by clicking the magnet icon in the 3D Viewport’s header, or more temporarily by holding Ctrl.


Magnet icon in the 3D Viewport header (blue when enabled).


Snap menu.

Snap To



Object, Edit, and Pose Mode


Snapping ‣ Snap To



Determines the target which the selection will be snapped to.


Snaps to grid points. When in Orthographic view, the snapping increment changes depending on the zoom level.


By default, this option won’t snap to the grid that’s displayed in the viewport, but an imaginary grid with the same resolution that starts at the selection’s original location. In other words, it lets you move the selection in “increments” of the grid cell size.

If you want to snap to the viewport grid instead, you can enable Absolute Grid Snap (see below).


Snaps to the vertex that’s closest to the mouse cursor.


Snaps to the edge that’s closest to the mouse cursor.

Face Project

Snaps to the face that’s under the mouse cursor.

Face Nearest

Individually snaps each object (in Object Mode) or vertex (in Edit Mode) to the face that’s closest to its new location. This makes it possible to snap to occluded geometry.


Snaps the selection to a depth that’s centered inside the object under the cursor. This is useful for positioning an Armature bone so it’s centered inside a character’s arm, for example; the other snapping options would place it on the arm’s surface instead.

While Blender also has Volume objects, this option is not related to those.

Edge Center

Snaps to the centerpoint of the edge that’s closest to the mouse cursor.

Edge Perpendicular

Snaps to a specific point on the edge so that the line from the selection’s original location (indicated by a white cross) to its new location is perpendicular to that edge.


Multiple snapping modes can be enabled at once using Shift-LMB.

Snap With



Object, Edit, and Pose Mode


Snapping ‣ Snap with



Determines what part of the selection will coincide with the target. (The rest of the selection will follow along.)


Snaps using the origin (in Object Mode) or center (in Edit Mode) of the active element.


Snaps using the median of the selection.


Snaps using the current transformation center (another word for the pivot point). This option is especially useful in combination with the 3D Cursor for choosing the snapping point completely manually.


Snaps using the vertex that’s closest to the target.







Target Selection

Sets more detailed snapping options. The available options depend on the mode (Object/Edit) as well as the Snap To selection.

Include Active Edit Mode

Snap to other mesh elements of the active object.

This checkbox is ignored if Proportional Editing is enabled.

Include Edited Edit Mode

Snap to other objects that are also in Edit Mode.

Include Non-Edited Edit Mode

Snap to other objects that are not in Edit Mode.

Exclude Non-Selectable

Snap only to objects that are selectable.

Absolute Grid Snap Increment

Snaps to the grid, instead of snapping in increments relative to the current location.

Backface Culling

Exclude back-facing geometry from snapping.

Align Rotation to Target

Rotates the selection so that its Z axis gets aligned to the normal of the target.

Project Individual Elements Face Project

Rather than the default behavior where only the “Snap With” point gets snapped to the target and the rest of the selection follows along (maintaining the original shape), this option makes each object (in Object Mode) or vertex (in Edit Mode) snap to a target independently of the others, which may cause the selection’s shape to change.

This can be used for bending a flat sheet so it snugly fits against a curved surface, for example.

Snap to Same Target Face Nearest

Snap only to the object which the selection was nearest to before starting the transformation.

Face Nearest Steps Face Nearest Edit Mode

Breaks the overall transformation into multiple steps, performing a snap each time. This can give better results in certain cases.

Snap Peel Object Volume

If the target object is composed of several disconnected mesh islands that intersect each other, “Snap To Volume” will normally snap to the island which the mouse is hovering over, ignoring the other islands. By enabling “Snap Peel Object,” you can instead treat the target object as one connected whole.


Specifies which transformations are affected by snapping. By default, snapping only happens while moving something, but you can also enable it for rotating and scaling.

Multiple Snap Targets

While you’re transforming a selection with snapping enabled, you can press A whenever there’s a highlighted snap target to mark it. With multiple such targets marked, the selection will then be snapped to their average location.

Marking a target more than once will give it more weight.


Multiple snapping targets.