> For the complete documentation index, see [llms.txt](https://atiysus-organization.gitbook.io/aty-scripts/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://atiysus-organization.gitbook.io/aty-scripts/map-editor/guide/transform-and-snapping.md).

# Transform and snapping

## Transform and snapping

Dragging by hand gets a prop roughly where you want it. The snapping keys get it exactly there.

Every key here does **one** thing while editing. That is deliberate: earlier layouts had surface align on Left Alt (which is also the cursor toggle) and vertex snap on Ctrl+Z (which is also undo), and both misfired constantly.

### Modes

| Key   | Mode                      |
| ----- | ------------------------- |
| **W** | Move                      |
| **R** | Rotate                    |
| **S** | Scale                     |
| **Q** | Toggle world / local axes |

World axes are aligned to the map. Local axes are aligned to the prop itself — the one you want when moving a prop that is already rotated 30°.

### Snapping

| Key           | Hold or press | What it does                                                                                 |
| ------------- | ------------- | -------------------------------------------------------------------------------------------- |
| **Left Ctrl** | hold          | Grid snap on position, angle snap on rotation                                                |
| **V**         | hold          | Vertex snap — the prop's corner jumps to the nearest corner of another prop                  |
| **X**         | hold          | Surface align — the prop lies flat against whatever surface you point at, matching its angle |
| **Space**     | press         | Drop onto the ground directly below                                                          |
| **G**         | press         | Reset rotation to zero                                                                       |

The HUD shows which snap is active while you hold it, so you always know what the next drag will do.

#### Which one to use

**Grid snap** for anything that should line up: walls, fences, floor tiles, road furniture.

**Vertex snap** for anything that should touch: modular building pieces, connected fence runs, stacked crates. This is what makes a wall of separate panels read as one wall.

**Surface align** for anything that should follow a slope or a wall: signs, pipes, debris on a hillside, a ladder against a building. Without it you are eyeballing two rotation axes at once.

**Space** for the common case of "this is floating one metre up".

### Scale

Scale is per-axis. In the properties panel you can type exact values; with the gizmo you drag. Scale is stored with the prop and carried through every export format that can express it.

{% hint style="warning" %}
Collision does not scale with the model. A prop scaled to 3× looks three times bigger but still collides at its original size. This is a GTA V limitation, not an editor one — for anything players walk into, prefer a bigger model over a scaled small one.
{% endhint %}

### Exact numbers

Open **M** → **Transform** for numeric position and rotation fields. Type values, or copy the ones the editor shows into a script. **Reset** returns the prop to zero rotation and default scale.

### Attaching

Hold **Shift** while editing to attach the prop to the one you point at, so moving the parent moves both. Useful for building a composite object out of several models — a sign on a pole, a light on a bracket — before positioning it as a unit.
