Jumping coordinates #39326

Closed
opened 2014-03-21 16:01:18 +01:00 by Karja Krähwald · 6 comments

System Information
Windows 7 64, HD 5770

Blender Version
Broken: 2.69 release, 2.7 release, hash: 3406ef8

Short description of error
Vertices tend to have slightly incorrect values after rotation of object or in edit mode.

Exact steps for others to reproduce the error
{F82097}A few examples. Move the vertices and switch "Units:Metric/Units:None/global value/local value" freely.

Steps:

  • Add a Nurbspath
  • Rotate Object Z 90°
  • Go to Edit mode and select local value display
  • Select "snap to increments of grid" tool (Shift Tab)
  • Move any vertice in the direction the path is pointing (G+Y)

Problem: in this example i get increasing value divergence on the Y-Axis.
If i select global value display instead, vertices already have 0.000013 for Y.

Other modelling offers random (seems so) jumping vertices from clean numbers like 2.0 to 2.999999 instead of 3.0,
if i use the snap to grid tool.
Jumping_coordinates.png

**System Information** Windows 7 64, HD 5770 **Blender Version** Broken: 2.69 release, 2.7 release, hash: 3406ef8 **Short description of error** Vertices tend to have slightly incorrect values after rotation of object or in edit mode. **Exact steps for others to reproduce the error** {[F82097](https://archive.blender.org/developer/F82097/Value_divergence.blend)}A few examples. Move the vertices and switch "Units:Metric/Units:None/global value/local value" freely. Steps: - Add a Nurbspath - Rotate Object Z 90° - Go to Edit mode and select local value display - Select "snap to increments of grid" tool (Shift Tab) - Move any vertice in the direction the path is pointing (G+Y) Problem: in this example i get increasing value divergence on the Y-Axis. If i select global value display instead, vertices already have 0.000013 for Y. Other modelling offers random (seems so) jumping vertices from clean numbers like 2.0 to 2.999999 instead of 3.0, if i use the snap to grid tool. ![Jumping_coordinates.png](https://archive.blender.org/developer/F82098/Jumping_coordinates.png)

Changed status to: 'Open'

Changed status to: 'Open'

Added subscriber: @karja

Added subscriber: @karja

Added subscriber: @mont29

Added subscriber: @mont29

This is not a bug, but mere float precision issues, we can’t do anything about it! Thanks for the report anyway.

This is not a bug, but mere float precision issues, we can’t do anything about it! Thanks for the report anyway.

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Bastien Montagne self-assigned this 2014-03-21 17:19:07 +01:00

Isnt there a way to handle this with a similar option like "Snap to Pixels" from the UV-Editor?
"Snap to Pixels" aligns the fractional part like 8.34 to integer value 8.00.

I mean a "Snap to" option under the magnet symbol that aligns vertices exactly to an objects local grid (dependent on Grid Floor Scale)
Gridscale.png
The reason is, i would really love to correct this in my architecture models.
Different point is, that modeling on child objects relys very strong on its parent rotation to get intended values right.
This tool could fix mistakes in a lot of geometry simultaneously and very fast by selecting all vertices and moving them a little.

Sry for making suggestions here, but i have missed such an option many times.
Wouldnt that be a possible solution?

Anyway, thank you for clarification.

Isnt there a way to handle this with a similar option like "Snap to Pixels" from the UV-Editor? "Snap to Pixels" aligns the fractional part like 8.34 to integer value 8.00. I mean a "Snap to" option under the magnet symbol that aligns vertices exactly to an objects local grid (dependent on Grid Floor Scale) ![Gridscale.png](https://archive.blender.org/developer/F82136/Gridscale.png) The reason is, i would really love to correct this in my architecture models. Different point is, that modeling on child objects relys very strong on its parent rotation to get intended values right. This tool could fix mistakes in a lot of geometry simultaneously and very fast by selecting all vertices and moving them a little. Sry for making suggestions here, but i have missed such an option many times. Wouldnt that be a possible solution? Anyway, thank you for clarification.
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Reference: blender/blender#39326
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