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Okay, this question might sound like I am being too knit-picky, but in my situation, this is very import to have.
The project:
I am looking at creating a few MCG tools, in which will cut down on doing repetitive work. These tools will require finding the local translation from the parent pivot. I have come up with using the quaternion rotation between to vectors node to find the direction that the parent object is pointing towards.
The problem:
Once the tool calculates the local translation, its answer has this extremely long decimal, instead of either saying it is a zero or 1. For example, if the local translation is pointing towards the 'Y' axis, its answer is [0.0, 0.99999999, -3.090862E-08]. At first, some people might think this is overkill to worry about, but in reality, this can make a huge difference, depending on the project. How is this so, you might ask? Think of it this way, to move an object along its local translation, the formula is Local Vector * Scalar. A first example, could be maybe you wanted a child object to move 2 units in its local direction. So, taking our above local direction and multiplying it by 2, we get [0.0, 0.99999999, -3.090862E-08] * 2 = [0.0, 1.99999998, -6.181724E-08]. This example is not that bad. I can still get away with moving the child object 2 units in the 'Y' axis and make it visually appear that it is laying on the grid without any gaps between each child object. However, my system units are in centimeters, so I am usually duplicating my child objects by 100cm or more. So with this example, taking [0.0, 0.99999999, -3.090862E-08] * 100 = [0.0, 99.999999, -3.090862E-6]. Normally, when modeling things to be rendered in 3ds Max or other 3d applications, this isn't too bad. However, my objects are made for Unreal Engine 4, which requires the engine to bake-out all static lights that are placed in the scene. So, what might seem to be considered minute gaps in between each object, it is huge in Unreal Engine 4, due to the fact, it can create lightmap leaking. This is when there is enough space for light to seep through, causing seams and artifact shadows to show up in your objects .
So my question, Does 3ds Max have a decimal precision allowance that I can set it to?
Solved! Go to Solution.