Drop a cube.
Ctrl click the cube
Set z orientation to 0.2 or 0.1 (component properties).
Unselect the cube
Ctrl click the cube
z orientation is back to 0.0
Drop a cube.
Ctrl click the cube
Set z orientation to 0.2 or 0.1 (component properties).
Unselect the cube
Ctrl click the cube
z orientation is back to 0.0
I don’t see that I can do anything about this one. I had a look, and It’s the accuracy of the math. Eventually, .2 degrees probably seems like a fairly large distance from 0 degrees, but not with the accuracy of numbers I work with. It is something like .99993. Very close to "1". Eventually the rounding results in it being "1". This is especially true because it isn’t just the angle of this one group, but the math involved in relation to the world, it’s parent etc.
So, I’ll move this to "outstanding issues", and I’ll keep it in mind for a possible solution.
… then it’s back to original orientation.
Sorry, I don’t understand. .1 and .2 degrees round down to 0 degrees due to the vector math involved. These (euler) angles are not stored internally, they are converted to a matrix and it is the conversion to these matrix that results in the rounding error.
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