R+R rotation and snapping dont work #51550

Closed
opened 2017-05-18 18:16:30 +02:00 by So3Datel · 7 comments

System Information
Win 10x64
gtx 1050 4gb

Blender Version
Broken: 2.78c hash: e92f235283 and 2.78 hash: 102394a
Worked: none

Short description of error
R+R rotation and snapping dont work

Exact steps for others to reproduce the error

  1. Select geometry
  2. Press R+R
  3. Hold CTRL for activate snaping. Snapping dont work

https://www.youtube.com/watch?v=N2aEWtgqJpA
RR snaping.blend

**System Information** Win 10x64 gtx 1050 4gb **Blender Version** Broken: 2.78c hash: e92f235283 and 2.78 hash: 102394a Worked: none **Short description of error** R+R rotation and snapping dont work **Exact steps for others to reproduce the error** 1. Select geometry 2. Press R+R 3. Hold CTRL for activate snaping. Snapping dont work https://www.youtube.com/watch?v=N2aEWtgqJpA [RR snaping.blend](https://archive.blender.org/developer/F602851/RR_snaping.blend)
Author

Changed status to: 'Open'

Changed status to: 'Open'
Author

Added subscriber: @AxelMening-4

Added subscriber: @AxelMening-4
So3Datel changed title from R+R rotation and snaping dont work to R+R rotation and snapping dont work 2017-05-18 18:18:20 +02:00

Added subscriber: @zeauro

Added subscriber: @zeauro

Trackball rotation is made relatively to distance between pointer position at start of mouse movement and pointer position at the end of movement.

So, if movements are initiated at different position and are terminated at the same position ; resulting rotations would not be the same, anyways.
It would require kind of non immediate snapping feature that is developped in mechanical unofficial branch.
https://github.com/mauge123/mechanical-blender

Using current snapping feature in this context would not lead to any precision gain.
Snapping is logically disabed to prevent a false expectation of correctness, here.

Trackball rotation is made relatively to distance between pointer position at start of mouse movement and pointer position at the end of movement. So, if movements are initiated at different position and are terminated at the same position ; resulting rotations would not be the same, anyways. It would require kind of non immediate snapping feature that is developped in mechanical unofficial branch. https://github.com/mauge123/mechanical-blender Using current snapping feature in this context would not lead to any precision gain. Snapping is logically disabed to prevent a false expectation of correctness, here.

Added subscriber: @Sergey

Added subscriber: @Sergey

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Sergey Sharybin self-assigned this 2017-05-22 15:19:03 +02:00

As @zeauro explained here (thanks for that!), this isn't really intuitive thing to support. Missing features are not considered a bug.

Surely improvements are always nice, but those are happening outside of the bug tracker.

So thanks for the report, but closing it now.

As @zeauro explained here (thanks for that!), this isn't really intuitive thing to support. Missing features are not considered a bug. Surely improvements are always nice, but those are happening outside of the bug tracker. So thanks for the report, but closing it now.
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Reference: blender/blender#51550
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