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Apr 13, 2021 at 10:15 comment added Gorgious @JernejKalin There is no solution to this problem. You have to use transforms that are relatively close to the origin of the world in Blender, otherwise you won't have deterministic precision due to floating point precision error
Apr 12, 2021 at 17:31 comment added Jernej Kalin I probably could but it's not my decision to make because the client uses this measurement. I exported the object at the world origin and manually set the transformation in another program. This worked but I would still like to find the solution for such cases for future projects
Apr 12, 2021 at 13:07 history edited TheLabCat CC BY-SA 4.0
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Apr 12, 2021 at 13:02 history answered TheLabCat CC BY-SA 4.0