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Maxunderground news unavailable

Precise measurments issue
show user profile  horizon
I know max is not very good with high precisions measurements and things like that, but this issue is just...wrong.

I have an object, it's pivot is centered, vertex on one end has an x axxis value of 100cm, and one on the other side is at -100, and both other axxes are the same, input by hand.
But when I measure the distance with the tape tool, with vertex snap, the distance is 200,001
So....which one is it? Why is this happening?
I did rescale the model a few times, and reset the xForm, so shouldn't the vertex positions be accurate?


read 562 times
3/14/2009 12:08:16 PM (last edit: 3/14/2009 12:08:16 PM)
show user profile  Dejitarujin
It's just inaccurate. Very, very inaccurate, and it seems no one knows why. Other programs handle much smaller values just fine, but 3D Studio doesn't like precision. The vertices are probably at 100.0003 or something, which rounds down and becomes invisible. Combined, 200.0006 rounds up.

I suggest going to four decimal places; that's what I do. I think at around 6 decimals it just stops responding to manual changes, and will always be off by some visible amount. If you get too obsessed, it can and will drive you insane - trust me, I know. I know...
~~~
Specialty: Non-organic modelling and effects.
Setup: 3D Studio 2010 with finalRender.
Rig: No, no I can't.
read 552 times
3/14/2009 1:07:24 PM (last edit: 3/14/2009 1:08:33 PM)
show user profile  horizon
I suggest going to four decimal places;

And how do you do that? It doesn't even register all numbers at 3 decimal places, it goes straight to 0,003 after 0,005
The thing is, it's for a game, so when I export it, it dends to either have a small gap or gets some z-buffer issues if it's overlapping (it's for a tileable object, which snaps to a grid in the editor)


read 511 times
3/14/2009 9:12:13 PM (last edit: 3/14/2009 9:12:13 PM)
show user profile  Garp
If you have a visible gap with a few 1/1000s of units the unit setup in your scene might be wrong.




read 502 times
3/14/2009 9:32:14 PM (last edit: 3/14/2009 9:32:14 PM)
show user profile  horizon
It's not visible in my scene garp, and it doesn't matter if it overlaps by 1/1000 units either, but I would like to be sure it's absolutely correct, like when you create a new object and set it's width.
Our game engine is obviously very sensitive about those things, and it screws up automatic tiling.
And "no I can't get it to be accurate" is not a great answer to give :P


read 485 times
3/15/2009 9:35:26 AM (last edit: 3/15/2009 9:35:26 AM)
show user profile  Dejitarujin
Well, that's the answer I've always gotten. It's been an issue since as long as I can remember.

Be glad you only have to deal with a game engine. For me, it's an obsessive-compulsive thing.
~~~
Specialty: Non-organic modelling and effects.
Setup: 3D Studio 2010 with finalRender.
Rig: No, no I can't.
read 478 times
3/15/2009 10:02:55 AM (last edit: 3/15/2009 10:02:55 AM)
show user profile  Garp
You can change the number of decimals displayed in Customize menu > Preferences > General panel > Spinners group > Precision.
Note that it only affects the display, not the precision of the value.
You can also evaluate that precision with the calculator in the System Unit Setup dialog.

I know it's not a solution but it might help you anticipate the problem.




read 459 times
3/15/2009 1:55:42 PM (last edit: 3/15/2009 1:55:42 PM)
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