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Mesh move after deselect?

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Bailey KalestiMesh move after deselect?
by on Dec 14, 2010 at 10:02:59 pm

Hey guys,
So, I'm having trouble resolving this seemingly trivial issue.

I'm using Max 2011, and I experience a slight mesh offset when I edit it's coordinates numerically.

Let's say I move a vertex by typing in the x-position (or y-, or z-...doesn't matter), after I type in the number (or paste number), when I de-select the vertex (by clicking into space), the vertex shifts an extra bit (beyond what I typed in). If I undo the last action, I can revert this extra little transform, but this is tedious.

Why is it moving an extra bit? I'm trying to create models with precise vertex coordinates, and this tiny change is really driving me crazy.

I hope I have explained it well enough. Thanks for any help you can provide! :)

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Tiago RibeiroRe: Mesh move after deselect?
by on Dec 15, 2010 at 12:15:58 am

Give an example. Is it a numeric precision issue?

By default, max uses 3 decimal digits precision.
That means that if you type in 0.0006, it will round up to 0.001
If this is your problem,you can go to Customize -> Preferences -> General, and set the "Precision" in the "Spinners" group.

If it's not this, you may want to check all the snapping settings. It is possible to enable snapping for spinners, so you may have done so without noticing =)

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Bailey KalestiRe: Mesh move after deselect?
by on Dec 15, 2010 at 12:38:49 am

Thanks for the quick reply.
Spinner snap was not on, but I increased the decimal digit precision, and it looks like it's not "jumping" any more. Thanks!

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