I’m probably going about it all wrong. Thinking I should have made the pawn all one face and then used the follow me tool instead of the way I’m trying to go about it now.
At this point I’m trying to figure out how to sit the ball down and on center of the body.
That’s like parking your car in the garage by building the garage around the car.
You really need to master moving things (of any shape) to a precise position, which is eminently possible using inferencing. You do yourself no favor by coming up with ways to avoid the use of inferencing. Whichever way you turn, the need to align objects using inferencing stands before you.
As I presume you know, with inferencing you can lock movement along a single axis at a time. Now, if you turn on hidden geometry, you can see that your sphere is divided up into a grid of horizontal circles of latitude and vertical circles of longitude like a globe of the Earth. Assuming you have constructed your sphere on axis (as you should), there will always be a meridian (a great circle of longitude) parallel to the x axis and another parallel to the y axis. Grab any point on the x meridian and move the sphere along the y axis until it snaps to alignment with the vertical axis of your assembly, thus aligning it in y. Then grab any point on the y meridian and move the sphere straight along x, once again until you can snap to the vertical axis, aligning in x. The sphere is now centered on the x and y axes. Now just move the sphere along the Blue (vertical) axis until it’s at the correct elevation, or snap the equator to some point to align in z.
In other words, you can almost always align objects along one axis at a time, and frequently this is the fastest, easiest way to go. Although it’s a bit different from your present arrangement, the following picture shows a similar three-step alignment process:
It is important to get used to the idea of grabbing an entity by a point that can be snapped to a destination point. This will make it much easier to move the entity precisely.
Will the sphere be a separate part from the body of the pawn?
So in the image posted by Gully it shows a ring around the spheres Blue Axes.
I’m I to some how click and highlight the sphere to make that ring around it?
Seems all I can do is highlight the complete sphere before moving it.
If you want to keep the sphere separate from the body of the pawn, an alternative method would involve drawing the sphere in its final resting place while leveraging the power of components along with Copy and Paste in Place. Then you don’t need to move the sphere into place at all because it’ll already be where you need it. Most of my modeling is done that way because I can use parts I’ve already drawn to get the shapes of mating parts.Much less work that way.
I added a depiction of the relevant great circle for each move for illustrative purposes. All you really see is the hidden geometry in dashed lines. It’s up to you to discern the right one to grab.
It’s like when Batman hits someone, it doesn’t really write “Pow!” in mid-air even though the comic book shows it that way.
(By the way, “meridian” isn’t a SU term. All the language about meridians and equators and latitude and longitude is borrowed from geography, because it describes the geometric elements of a modeled sphere so well.)
To ensure your edges align to axes, you may find it helpful to change the cursor to the axes colors. Or if you need to check the alignment of existing geometry, change your edges to the axes colors.