Límites de Trabajo

Espacio

While object positions, vertex locations are not clamped, larger values become increasingly imprecise. To get an idea of the precision you can work with using different scales. Here’s a table of scales and their associated accuracy:

10

1/1.048.576ava

100

1/131.072ava

1,000

1/16.384ava

10,000

1/1.024ava

100,000

1/128ava

1,000,000

1/16ava

Consejo

For a rough rule of thumb, values within -5,000/+5,000 are typically reliable (range of 10,000). Internally single precision floating point calculations are used.

Tiempo

The maximum number of frames for each scene is currently 1,048,574, and allows for continuous shots for durations of:

24 fps

12 horas, 8 minutos.

25 fps

11 horas, 39 minutos.

30 fps

9 horas, 42 minutos.

60 fps

4 horas, 51 minutos.

Nota

In practice, a finished work is typically composed of output from many scenes. So this limit does not prevent you from creating longer works.

Campos de texto

Fixed strings are used internally, and while it is not useful to list all limits, here are some common limits. Used for data-block names, modifiers, vertex groups, UV layers…

directorio

767

file-name

255

file-path

1023

identificador

63

Nota

Multi-byte encoding means some Unicode characters use more than a single ASCII character.