Why can't I quantize vertex rotation or scale
Vertex or bezier curve control points are one dimensional by definition and don't really have rotation or scale values, so it is not possible to quantize these types of transforms for them.
Bezier curves do have a Radius property by vertex, but it is not supported at the the moment for quantization
Why do my objects not lign up correctly to a grid?
Some objects are missing or overlapping, how can I fix them?
Quantizer
only quantizes the position coordinates by rounding them to the closest
matching value for the given precision threshold. If in your original
scene or model they happen to be deviated enough from their "correct" or
expected position, they may end up an undesirable or unexpected
position.The addon only does a purely mathematical rounding of
values, it doesn't try to "be smart" about it. If you get "wrong"
results those have most likely to be fixed manually, either before
quantizing by manually moving the objects closer to their desired final
position, or afterwards by snapping them into place.
Why can't I quantize mesh faces or edges?
Mesh edges are defined by the two connecting vertex. By quantizing
both end vertex you end up quantizing the edges they define. Edges
themselves don't really have a position property, unless you compute
their median point, and quantizing that could potentially look
arbitrary.Guaranteeing one edge was quantized by moving its
center would unintentionally alter the positions of all adjacent ones,
leading to possible conflicts or undesired results.Likewise
faces could be even more complex since they are potentially non planar,
and quantizing by their center could be hard since there are many ways
to measure them (like median or center of mass) and centering those
would become meaningless and hard to predict.Ensuring multiple
adjacent faces had a quantized center position would also be hard, since
moving neighbours alters their shape, which in turn alters their
centers again recursively, leading to a deadlock.