**System Information**
Operating system: Windows-10-10.0.19043-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.39
**Blender Version**
Broken: version: 3.0.1, branch: master, commit date: 2022-01-25 17:19, hash: `rBdc2d18018171`
**Short description of error**
In rigs, and to a lesser degree in geometry itself, there is percievable jiggle in moving objects that are further from world origin.
We are working on an animation feature film, which has lots of open nature scenes. That assumes moderately large object dimensions and distances (1-10 kilometers) in relation to life sized character close-ups. In shots that are not located in the center of the coordinate system there is a visible jiggle in bone locations and resulting geometry. Same jiggle can be seen in plain geometry objects that are further from origin, however in characters it becomes a problem already at a 100m from the world origin, probably due to many layers of transform/parent/constraint relationships multiplying the error.
The current workaround is to parent everything and move to the world origin for each shot.
Insufficient floathing point precision? T90125 might be of same nature but in rotation.
Edit: just to be clear this is about precision of transforms and calculated final world coordinates. Never encountered problems with precision of the stored geometry data.
**Exact steps for others to reproduce the error**
{F12897157}
Press play. Vertex motion gets quantized.