

Drag it a short distance in any direction, and while still holding the mouse button down hold the control button on your keyboard down (this engages the snapping action). (any corner will have a vertex to snap to)Ĭlick and hold on one end of the measuring tool you made. Look for a corner on the bottom of the dome that is directly above a corner on the cylinder. In you're example you appear to be set to snap to faces, switch to snapping to vertex. Now here's where you'll have to use snapping. Click and hold near where you want to begin the measurement, drag to near where you want to end the measurement (kind of like pulling out a tape measure). Go into wire-frame mode, and make sure the x-ray function is off. That's the bottom icon in you're main window that looks like the letter L with tiny lines on it. That said I'll try to use snapping as little as possible.) Watch a bunch of YouTube videos on snapping, trust me snapping is simply too useful to continue to try to do without.
#Two impossible shapes ontop of eachother how to#
(since you seem to be having trouble with snapping I'll try to minimize using it, but you'll have to learn how to use snapping sooner or later. This will give you finer dimensions to work with. If you working in metric, switch to millimeters, if you're working in feet, switch to inches. Switch to the scene tab (the one that looks like a cone with a tiny sphere next to it).

Note the inner circumference is lower than the outer. This is the result of modifier - Solidifying a hemisphere. I can't be sure of the source of the mismatch between the dome and the ring, but it might be this: Or do it by hand: H hide a face next to the rim to give you access, Alt - select the internal ring of faces, and again, delete them, before Alt H unhiding your hatch.In Edit Mode, select none and then Header > Select menu > All By Trait > Interior Faces and X > Delete Faces.This will leave you with a ring of internal faces. Edit Mode, select all vertices, M > By Distance merge the coincident vertices.In Object Mode, Ctrl J join the objects.Later, you want to join the objects into a single manifold mesh. Now you have your object-rims exactly coincident. (If the objects are not aligned on the Global Z, create a Custom Orientation from one of the rim faces, and use the Z from that.) G Z move the dome down and snap the active vertex to the corresponding one on the ring.Put the dome into Edit Mode, select an accessible rim vertex, and hit A to select the rest.It looks as though your objects are aligned.
