Bug: Blender 2.80 Beta, X and Z-Axes of objects moves in a Front Orthographic rotation. #58261

Closed
opened 2018-11-30 03:32:15 +01:00 by James Nopmark · 6 comments

System Information
Operating system: Windows 10 Home, 64bit
Graphics card: ASUS GTX660-DC2O-2GD5 G-SYNC Support GeForce GTX 660 2GB 192-Bit GDDR5 PCI Express 3.0 x16 HDCP Ready SLI Support Video Card
(I have 2 of these cards in SLI setup)

Blender Version
Broken: Version 2.80 Beta, Date: 2018-11-29 15:57, Hash: 26d5a3625e, Branch: blender2.8

Short description of error
Rotating objects in "Front Orthographic" (Y-Axis) somehow causes X and Z-Axes to move slightly based on the cursor movement for rotation.
Expected behavior: The X and Z-Axes should always be "0"(zero).

Exact steps for others to reproduce the error
Press Num5 > Press Num1. (Enter Front Orthographic view)
Press N. (Show Properties Region)
Select an Object and Press R. (Move the rotation cursor around and note the X and Z-Axes on the Rotation section under Transform in the Properties Region)
(For me, X and Z-Axes actually move slightly based on my cursor movement. The expected behavior for these axes should be constant 0.

**System Information** Operating system: Windows 10 Home, 64bit Graphics card: ASUS GTX660-DC2O-2GD5 G-SYNC Support GeForce GTX 660 2GB 192-Bit GDDR5 PCI Express 3.0 x16 HDCP Ready SLI Support Video Card (I have 2 of these cards in SLI setup) **Blender Version** Broken: Version 2.80 Beta, Date: 2018-11-29 15:57, Hash: 26d5a3625ed, Branch: blender2.8 **Short description of error** Rotating objects in "Front Orthographic" (Y-Axis) somehow causes X and Z-Axes to move slightly based on the cursor movement for rotation. Expected behavior: The X and Z-Axes should always be "0"(zero). **Exact steps for others to reproduce the error** Press Num5 > Press Num1. (Enter Front Orthographic view) Press N. (Show Properties Region) Select an Object and Press R. (Move the rotation cursor around and note the X and Z-Axes on the Rotation section under Transform in the Properties Region) (For me, X and Z-Axes actually move slightly based on my cursor movement. The expected behavior for these axes should be constant 0.
Author

Added subscriber: @Sayoo

Added subscriber: @Sayoo
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Added subscribers: @brecht, @lichtwerk

Added subscribers: @brecht, @lichtwerk
Member

I believe these are floating point imprecissions when dealing with rotations based on the view (as opposed to really constraining the rotation by R Y)
(this is also the case in 2.79 btw)

@brecht: I assume this could be closed as "not-a-bug" (unless you think it is worth the effort of finding an exact axis from the view and do a real transform constraint in this case?)

I believe these are floating point imprecissions when dealing with rotations based on the **view** (as opposed to really constraining the rotation by `R` `Y`) (this is also the case in 2.79 btw) @brecht: I assume this could be closed as "not-a-bug" (unless you think it is worth the effort of finding an exact axis from the view and do a real transform constraint in this case?)

Added subscriber: @mont29

Added subscriber: @mont29

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Bastien Montagne self-assigned this 2018-11-30 12:05:55 +01:00

indeed no bug here, that’s good old rotation issues/imprecisions (and maybe some gimbal lock thingy as well…).

indeed no bug here, that’s good old rotation issues/imprecisions (and maybe some gimbal lock thingy as well…).
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Reference: blender/blender#58261
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