Rotation issues with MMB constraints On #116448
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Reference: blender/blender#116448
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System Information
Operating system: Windows 11
Graphics card: Nvidia ADA 6000
CPU: AMD Threadripper 3960x
Blender Version
Broken: 4.02
Short description of error
When rotation objects with MMB for constraint to certain axis, I am getting rotation imperfections. For example, I click on the object and start rotating it and then MMB to constraint it to X axis for example, when I finish my rotation, it will add some small numbers to Y or Z axis. This does not happen when you lock your axis constraint with X Y or Z keys instead of using MMB. But I am using MMB since it is much faster and more intuitive, so I get a lot of these imperfection which I did not see in other 3D apps.
As I am modeling and doing a lot of rotations this gets worse over time to the point where many of my faces/edges are misaligned, so this leads to other issues like using Mirror modifier.
Exact steps for others to reproduce the error
Thank you,
Toni Bratincevic
I tried to reproduce the problem using Blender version 4.02, but I couldn't encounter the same behavior.
In Blender, the rotation constraint with X, Y, or Z should not behave differently than with the MMB. The underlying code works the same for both methods of constraint.
It's important to note that imprecision issues can arise when working with 32-bit numbers due to floating precision limitations. Unfortunately, this is a known issue in Blender.
To further investigate the problem, could you please double-check if the same imprecision really doesn't occurs when using the X, Y, and Z constraints? Additionally, if possible, could you provide more specific steps to help us replicate the issue?
Hi Germano thank you for reaching to me so quickly. I recorded a small session showing this issue, hopefully it helps. It looks like it does happen even if I lock axis with X Y or Z keys but it happens more often if I do it with MMB.
From what I saw in the video, it seems that the constraint with MMB behaves the same way as using X, Y, or Z.
After the second 31 of the video, the Cube's rotation is confirmed with a slight tilt, so it is expected that the inaccuracy will become even worse from there.
Based on what I can tell, this is actually an issue with Blender's inherent inaccuracy. It is a known limitation and has been reported multiple times in the past. Some related reports include:
Unfortunately, there isn't a specific solution at the moment :\
Hi Germano.
Thank you for explaining this issue. I will try to be aware of this limitation in the future in case I need to correct it.
But I was wondering if there is a small number added to the rotation like 0.0001 why is Blender not rounding this to 0? No user would probably rotate by that angle? I am also wondering if rotation is locked to one axis, why is it adding number to the other axis?
I deeply appreciate reaching out to me so fast. I didn't expect this fast response. Thank you!
Interesting suggestion, however, implementing this feature would require considering certain conditions:
While it is possible to implement this, it would add complexity to the code and may not resolve all cases.
But in fact, it seems to be viable.