corblet opened this issue on Jan 05, 2002 ยท 14 posts
corblet posted Mon, 07 January 2002 at 7:15 AM
Heh. I can understand his answer, though. Digital math is really a klunker; the more powers of two you scale a floating-point value by, the fewer binary digits you have left over to carry the decimal places for accuracy. In the experiment I described at the top of this thread my goal was to recognize the round-off problem, find a consistent scaling magnitude that gave me comfortably-large objects to work with in 3DS, and then counteract the round-off with the Poser's global scaling import. It just so happened that five orders of magnitude came out to about 3% round-off in Poser, hence the 97% final tweak. I didn't play with the Habware scalings, but I'm betting the rounding will be similar when all's said and done, just gotta find the time to run some values and see what happens. ObjScalar losing UV maps was something I hadn't considered; it's no big deal when I plan to re-map parts from scratch to fit a new role anyway, but getting them back to Poser makes for issues. Hmm. Morph targets have never been a problem for me, but since deciding to learn to make new objects these scaling issues have really become a pain. I thought I couldn't wait to ditch my "day job" in engineering, and here I am rarin' to crunch more numbers. Sheesh! LOL! Cheers! Mark