Birdoggydog's Builds

Holding lit faces 4 mm off neighbors on axes and a chest

Sixteen models still failed the lit-face check. I fixed the great axe, the arc cleaver and one chest in the generators, and now all 1780 pass.

Every installed model in Blobber now passes the check for a lit face lying in the plane of another face. 16 of 1780 failed it before: the great axe in four themes and three wear states each, the cyberpunk arc cleaver in three states, and one steampunk chest. I fixed each in its generator and rebuilt them, and the shapes look the same.

29 seconds in the Breakout Site: the cyberpunk and fantasy great axes, the arc cleaver turned in the light, and the steampunk chest, each before and after.

Why were these left over?

These are what the new check found beyond the operating lamp, which I covered in the post on the check. I filed them separately because every rebuilt model loses my approval of it and has to be asked about again. On the Review Desk I approved the 12 rebuilt axes with “Approve all 12”.

How were the axe and the cleaver fixed?

The check’s tolerance is the same as before: planes within 0.5 mm, normals within about a degree, and an overlap over 1 mm2. A new constant, GLASS, is 4 mm. NEAR is 1 mm, the distance within which a member counts as sitting in a lit plane. Anything further off than that is left where it was, so no other model’s bytes change.

On the great axe, the spike on the back of the head has its foot in the eye ring, and the gem set in the eye has a flat girdle face at the same height. When I measured it, that face was 0.46 mm from the spike’s foot. In weapon_kit._axe, I work out the height of the gem’s lowest girdle face from the gem’s size. If the spike’s foot is within NEAR of it, the foot goes 4 mm into the eye instead.

On the arc cleaver, the emitter box had its top in the housing’s top and its foot in the blade’s heel. It’s now 4 mm proud of the housing at the top and 4 mm up the haft from the heel at the foot. Its box is 4 mm taller and 4 mm shorter, so the far end doesn’t move.

How was the chest fixed?

The chest’s lock gauge has a dial whose face was 0.40 mm from the plane of the gauge’s glass. I added a small query to the prop builder, Prop.lit_plane, that asks whether any lit part has a face in a given plane near a point. When it says yes, the dial sets its face 4 mm behind the glass, unless that would sink it into the gauge cap, and then it goes 4 mm the other way. When it acts, the build prints a line saying how far off the face was.

How did I know nothing else moved?

I compared the weapon shapes against main, and only the great axe in four themes changed, plus an ornate variant that was never installed. I did the same over all 302 installed steampunk props. 301 were identical apart from a manifest line that records the new check, and the one that changed was the chest. A lathe changes shape a little when a profile point moves: the worst change at any point was 4.5 mm on the axe, 4.4 mm on the cleaver and 17.4 mm on the chest, with a mean of 0.10 mm.

Eight frames of a gray metal corridor with a tall black axe, a red axe, a black and cyan cleaver and a closed chest, a before and an after for each.

Eight frames from the film, with their captions.

Each rebuilt model went through every step of the model pipeline and was installed through its gate. The meat great axes are the same file and textures, so I didn’t reinstall them and they kept their approval. The pipeline self-test passed 157, and a run of weapon, model pipeline, model gate and furniture tests passed 7. Re-running the check also found a different fault, a maul that clips 11 mm into an orc body, which I filed separately.