System Information
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.28
Blender Version
Broken: version: 2.83 (sub 15), branch: master, commit date: 2020-05-06 16:18, hash: rB9605c2616696
Short description of error
Coordinate limit of 10,000 units, incoherence
Exact steps for others to reproduce the error
- Create an object and go to edit mode.
- Select a vertex.
- In the vertex coordinate fields, enter a value of more than 10,000 units.
- Blender will limit the value to 10,000 units.
Problem
I know this limitation is a feature part of the software and it is not a programming bug. Based on what I read, the reason was a precision issue. However, I decided to report it as a design bug instead for the following reasons.
There is a paradoxical and illogical aspect in this behavior.
- First, the limit exists only when editing the value directly into the value field. Despite this limitation, I can still use the move gizmo to move the vertex many times beyond the limit of 10,000 units. The move gizmo allows to move the vertex, but not editing the field value. Where’s the difference in that? Mainly, we do not have the possibility to enter a precise value, but the move gizmo allows to move the vertex.
- Second, scaling up an object and applying the scale transform still works. All the vertices could be beyond the 10,000 unit limit.
- Third, as a workaround, if I move the origin of the object close to the target vertex, I can enter my value up to 10,000 units because the limitation works relatively to the origin. Once done, I can move back the origin to what it was and the edited vertex stays beyond the 10,000 unit limit.
Therefore, this behavior only limits the user when editing a value directly into the value field. Otherwise, a user can create an object with vertices beyond the 10,000 unit limits when using other editing methods and the result still works well. That raises the question of having this limitation when editing the value field manually.
Recommendation and solution
I recommend removing this limitation. If you really need to work with the precision issue, please warn the users instead when using values beyond the problematic threshold. There might be an option to check/uncheck. This way, Blender does not prevent users who really need to work with high values.
Example of a typical case
To justify where it does not make sense for me, here is an example.
I have a landscape in Blender to be exported to the Unity game engine. The landscape is a simple mesh with mountains and a width of more than 30,000 meters. Therefore, the vertices are beyond the 10,000 unit limit. During the editing, I used the move gizmo to edit the vertices and to shape the landscape. I exported the mesh to Unity and everything worked fine. Yet, I could not edit the vertices manually beyond the 10,000 unit limit when I needed a precise value that I could not enter with the move gizmo. The values are still close to 10,000 compared to someone who would edit the whole planet Earth. Editing a landscape is a common scenario for game developers and if there is a value limit, at least it should be within a more realistic range. The landscape with the mountains does not need to have a high precision in that case.
Therefore, it is paradoxical to be able to complete the process and use a functional mesh with values far beyond 10,000 units, but not be able to edit a couple of vertices manually with more precise values.

