Snapping would certainly work, but the interior and exterior are actually separate objects and one is not actually inside the other (as that would make it pretty hard to see the one through the other) they're actually next to eachother (for ease of access as I work on both) so I don't know how I could reference one to the other for snapping.
That said, I... wasn't using math in this case, I just happen to know the exact height because I know exactly what height I... put that floor at. And since I know that off the top of my head just having a way to designate "I want this cut at a height of 1.2" seems a lot simpler and faster than setting up a reference from one object to another object so a tool being used on object a will snap to the height of object b. Like why? I know it's at 1.2. Just make it 1.2.
I... will look up a youtube tutorial on interobject reference snapping of the multicut tool. But that sounds super specific and usually the more specific something gets the harder it gets to find a video that shows you exactly how to do one particular thing. Which is why I ask questions here, I have very, specific needs. I could troll youtube tutorials for DAYS and not find anything to answer my particular question. And in many cases, I already have.
What I meant about not understanding how people do 3D was simply that: I want a specific feature in a specific place, no amount of relative/snap/etc. tools will ever be as direct as just placing that feature at the exact spot I want it. So I don't understand how people model without having a means of, for example, making a cut at a specific height on the Y axis, or any other thing.
I mean, I'm not as new at modeling as everyone seems to think. Here are some weapon models I made for Fallout 3, two from reference images of real world, and one original concept, they're actually pretty complex models (if you ask me), and pretty accurate to the reference images:
MK17
M60
Original Concept, Laser
So. If everyone could stop showing me video tutorials on basic Extrusion when I asked an extremely specific question about how to mirror the angle of a face. Like, I couldn't even make as much as I have without extruding, why would anyone think that's the answer to my question? Mirror Angle is literally the title of that thread and the extrude video someone gave me as an answer didn't even say the words "mirror" or "angle" let alone "here is how you mirror a specific angle" So???
I appreciate that people are trying to help I just don't get how people aren't getting what I'm asking.
Part of the problem is that I learned on blender. I switched to Maya because booleans do NOT work on blender and I'm making things complex enough that I NEED booleans. But blender has a myriad of ways to do exactly the things I'm asking about in Maya. For example. If I wanted to drag a single vertex exactly +5 units along the x axis in blender, I could select the vertex with the move tool, click the x axis of the move tool and drag slightly in the positive direction, then just. Type. 5. And it would know I want to move it on this axis in this direction that many units and do it immediately. I don't see any way of doing that in Maya. Except to open the component editor select the vertex, manually add 5 to whatever its x coordinate is and then manually type that in to the x coordinate. Do you see how convoluted that is compared to, click, drag, 5? So. I'm very annoyed with hearing an answer like, there is no way of placing a cut along 1.2y
That's not a criticism of you. I'm complaining about the program NOT you.
I do get what you mean by assembling an interrior out of modular pieces that snap together. What originally got me into 3D modeling was modding fallout and I noticed that's how interior environments were made in that game.
The reason I'm doing it this particular way is that I've played games before where I went inside a building and "Wow, the interior of this building is very blatantly obviously three times bigger than the exterior" Which would be great if it was a Doctor Who game but it was not. And I dont' want that happening here. I want the interior to actually be true to the exterior size and shape. This ship is so small that it will be pretty obvious if the interior rooms were all square even though the exterior has steeply angled walls, you should have the same angled wall inside that you do outside.
Later I'll be making more and bigger ships so peices of this that are generic enough will probably be saved separately, then duplicated and put together modularly. Just this particular model is so small that there's like two rooms in it that won't share a wall with the exterior of the ship so it has to be pretty specific to capture that, and this precludes modularity to a certain extent. And when this is all in game, the entire interior of the ship will not be present in scenes of the exterior. Like I said, interior spaces that connect directly to the exterior through a door or window will be included in the exterior model so that you can actually see them through any open doors/windows. It'd be a problem if a door opened and you just saw a hollow interior of a ship, or rather, saw through the backfaces and saw nothingness inside. Right? But the non contiguous interor spaces will be exported and loaded separately in game. It's just all together in one scene file while I'm building it.
Also, this is not a thing that exists in reality so there won't be any reference images to look up. It's a spaceship not a submarine. SOrry for the vent?