Y rotation of objects stuttering when X/Z axis are locked #49174

Closed
opened 2016-08-27 08:57:31 +02:00 by mik arieta · 7 comments

Small problem present in Blender 2.77 and also fef0cd8. Windows 10.

Steps:

  • create an object
  • go to N panel>transform tab>lock X and Z rotation of that object
  • press R and move the mouse, the object will stutter/glitch when rotating.

The issue is not present if using quaternion or if pressing R+Y .

Small problem present in Blender 2.77 and also fef0cd8. Windows 10. Steps: - create an object - go to N panel>transform tab>lock X and Z rotation of that object - press R and move the mouse, the object will stutter/glitch when rotating. The issue is not present if using quaternion or if pressing R+Y .
Author

Changed status to: 'Open'

Changed status to: 'Open'
Author

Added subscriber: @mikarieta

Added subscriber: @mikarieta

Added subscriber: @SpectreFirst

Added subscriber: @SpectreFirst

Strangely enough, but it seems it can also be replicated in 2.76b as well; rotation tends to stutter somewhere around 90 degrees skipping from something like 83 to something like 97. Similar thing happens when it passes 270 degrees. I have also noticed that it happens in perspective mode but doesn't happen in ortho.

Strangely enough, but it seems it can also be replicated in 2.76b as well; rotation tends to stutter somewhere around 90 degrees skipping from something like 83 to something like 97. Similar thing happens when it passes 270 degrees. I have also noticed that it happens in perspective mode but doesn't happen in ortho.

Added subscriber: @Sergey

Added subscriber: @Sergey

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Sergey Sharybin self-assigned this 2016-09-27 12:48:01 +02:00

This is a limitation of the system here. The way how it works when object's transform is locked is that transform first calculates transform as if nothing is locked and only "discards" modifications of the locked transform channels. This is not really mathematically stable and can cause such "flickering" or "jumps".

When you use constraint during transform (R+Y) the original transform is calculated around Y axis to begin with, so no decomposition is done and things works smooth for the artist.

While improvements are possible, this is a know behavior and trying to change that would mean re-considering the whole transform system. There are other limitations in there, so perhaps we'll get to those sooner than later.

So thanks for the report, but considering it a TODO for now.

This is a limitation of the system here. The way how it works when object's transform is locked is that transform first calculates transform as if nothing is locked and only "discards" modifications of the locked transform channels. This is not really mathematically stable and can cause such "flickering" or "jumps". When you use constraint during transform (R+Y) the original transform is calculated around Y axis to begin with, so no decomposition is done and things works smooth for the artist. While improvements are possible, this is a know behavior and trying to change that would mean re-considering the whole transform system. There are other limitations in there, so perhaps we'll get to those sooner than later. So thanks for the report, but considering it a TODO for now.
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Reference: blender/blender#49174
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