Constraints: Scaling operator do not affected by min scale limits #107924
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Reference: blender/blender#107924
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System Information
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61
Blender Version
Broken: Current master.
Worked: Never.
Short description of error
The scale limiter does not affect the operation of the scale operator.
Exact steps for others to reproduce the error
Limit Scale
constraints on object.a. Set some
Minimum
to ON.S
.scale bug.blend
Can confirm.
Limit scale constraint goes negativeto Scaling operator is inverted if the model is not in the center of the objectThis is reproduced without constraints, so I've edited the report. Still not sure if this is the expected behavior.
Right, need to check again. Will reset the status for now.
I thought it was a normal behavior, but what got me is that the constraint is supposed to clamp the scale to 0, yet it doesn't.
Scaling operator is inverted if the model is not in the center of the objectto Constraints: Scaling operator do not affected by scale limitsConstraints: Scaling operator do not affected by scale limitsto Constraints: Scaling operator do not affected by min scale limitsManual says: This constraint does not tolerate negative scale values (those you might use to mirror an object…)
So I would say, that this works as expected.
Would you mind explain what could this actually mean? I feel like it still wouldn't justify not clamping the scale values to the min/max range.
For some reason, instead of clamping the values, it turns the scale into negative, and takes the min/max to negative ( so instead of being min 0 to max 1, it turns into max 0 to min -1 )
However, as you just showed, the constraint doesn't tolerate negative values, yet inserting them into the fields is allowed . The only issue is that it keeps units at 0m ( no scale at all ), which I find it to be an odd behavior to say at least.
My only issue really is about the clamping, if I set my scale range to be min 0 to max 1, I think it should at least try to keep it that way ( in a nutshell, thinking twice about it, it is working as the manual says, but is it really the way it should? )
I took a look at the code, it used
mat4_to_size(obsize, cob->matrix);
to determine object's original scale, and this will only give you positive values. So that's why you can scale objects in range (-1, 1) (even you don't have it at 0 as minimum, it can still go to the negative value if you transformed enough), I think we could address this by checking handedness of the matrix.@mod_moder What do you mean reproduced without constraints?
@ChengduLittleA Initially, I sat on the trail of a another behavior...
@mod_moder ah ok. I just did a quick fix, seems to have resolved the negative scaling issue.