(2020-03-28, 21:59)Roland Melkert Wrote: In LDCad scaling at the model level is basically misusing rotations.
The whole internals 'assume' all rotations are non scalar.
Using it couldn't do any real harm but it was never designed for it.
Fair enough, since what I'm using for is just to approximate the "misusing" of plastic in real life.
That said, it does seem to be something of a necessary evil, isn't it? I don't know of another way to "force" connections that are off by fractions of an LDU, but still large enough to be apparent in a photo-real render. Maybe it's possible in the rendering engine itself, but I don't have enough knowledge of—or access to—the inner workings of that.