Normal parts, Windows 8/8.1, I’ve only seen it happen with the default Studio rotate tool.
EDIT: Also, this isn’t new. I’ve seen it for months, which is one reason why I prefer CmdUtil’s rotate tool (it doesn’t seem to have this problem).
Normal parts, Windows 8/8.1, I’ve only seen it happen with the default Studio rotate tool.
EDIT: Also, this isn’t new. I’ve seen it for months, which is one reason why I prefer CmdUtil’s rotate tool (it doesn’t seem to have this problem).
What could possibly go wrong with 90 degree rotations ending up at 89.98? Thanks for the find!
Windows 8.1, normal parts, happens whenever I rotate any part in this one place of mine, I don’t use anything but the default rotate tool, you can have a simple repro place/screenshots if it helps any
It seems to happen on more than 8/8.1 for me so it looks like a more systematic issue, although I still haven’t had it occur with only using R to rotate the object. The steps are fairly simple so no repro place is needed. Thanks for the help!
R to rotate, along with using the rotate draggers (on both grid size settings) both produce the same 90* rotation problems
This is still happening (to me anyway).
I have noticed that Wedges seem to have the issue more than Parts.
I have a Wedge in my place that I’m trying to Union with other Parts. I’ve noticed that negative angles, or angles that have decimals don’t Union well, so I tried setting the Rotation of the Wedge to 0,0,0 and using the Studio Rotate tool to place it the correct way.
After using the 1 stud grid (45 degree angle movements) to rotate the Wedge by 90 degrees in 2 planes, I get a Wedge that appears to be aligned with the other Parts correctly, but when I check the Rotation I find it’s at -128.927, 89.98, -141.073.
By that Position the Wedge shouldn’t be aligned to any x,y,z plane at all!
Also, changing any value in the Rotation manually (say, the 89.98 y axis to 0) completely changes the other angles.
This makes Unioning parts very much a pain in the ass.
I’m using OSX 10.10.4 and it also happens to me.
Plus, dragging two or more parts seems to raise the parts by about 0.02, especially when placing the parts against another part.
:oops: Oh yeah, Windows 8.1 on an HP AMD FX 3.5 GHz 770K Quad core.
Does using a mouse or touch screen make any difference here? I’m using a mouse…
I’m on Windows 10 and I’m having the same issue.
I want to scream.
Bumping this because my OCD is off the charts right now and I don’t even have OCD.
If you use cmdutl or another plugin that circumvents the default studio tools, rounding errors don’t happen.
¯\_(ツ)_/¯
Instead of multiplying the cframe by a 90 degree matrix, it should flip the components of the two perpendicular vectors, and make one negative. I recently updated my geometry plugin to do 90 degree rotations without matrix creep (the “Part Flip” tool):
Edit: CFrame.Angles(math.pi/2, 0, 0) wont create a perfect 90 degree matrix because radians aren’t exact (you can get values like 0.0000000437 instead of 0). Multiplying by a perfectly aligned matrix composed of 0’s, 1’s, and -1’s should be okay.
What OS are you on and can you send a copy of the model or an image of it?
Repro.rbxl (11.4 KB)
Rotating the part in the repro file (starting at <0,-90,0>) gives rotation values of <-179.998, -44.998, -179.997> and <-0.002, -45.002, -0.003> when rotated left/right using the default rotate tool and the 1-stud increment.
OS: Windows 10. Pretty sure this happened when I was using Windows 7 as well.
That’s interesting. When/how was this part created? If I load that place and rotate it, it has problems as described, but if I set the rotation to 0,0,0 then paste the original rotation back in, it no longer has this issue.
It was created within the last week. It was created in an empty place and then pasted into an existing place, where I assume it picked up the awkward rotation when it was dragged across the floor it’s sitting on top of (which also has this issue).
I’m able to reproduce the issue from scratch as well though. Steps I took:
It isn’t a reliable repro, but it’s how I was able to get it to happen from scratch. Wouldn’t surprise me if little values of rotation inaccuracies build up over time as you continually add new parts and drag them across parts with rotation inaccuracies, causing the part to have an even larger inaccuracy whenever you rotate it. Maybe someone has a more reliable repro though where it happens pretty much instantly.
Either way though, it can be pretty devastating, because once you have one part with a “dirty” rotation in your place, all others may soon follow :(
Is this rotation one constant rotation or a large number of small rotations? Does this also happen with a default part?
Both
Yes
Insert the default part, switch to no-grid, and as you rotate (constant rotation is easiest), look at the rotation in the properties window. When you stop seeing 180 and start seeing 179.998, stop rotating and drag the part around on the baseplate to reset/snap its rotation to a normal value. Even though the part appears to have a proper rotation, as you can see in that screenshot, it has a slight offset. It took me about a minute of rotating it constantly to get that to happen.
I’ll check again, but just to make sure, what version of Studio are you using?
Version 0.244.0.74597
I updated a couple days ago I think