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Author Topic: Matching Scale Between Applications  (Read 617 times)
Delerna
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« on: August 01, 2008, 09:57:48 PM »

This topic arose in the following related thread http://www2.gamecore.ca/forums/index.php?topic=52.msg277#msg277

but its really different so to avoid hijacking I created this



Hey IndieWerks
Thanks for this Idea from the above thread
Quote
I use an object as a ruler. I have made a box, 1 meter of each side, and use it as a ruler for my project.

I use Milkshape so.
In gamecore I made a box without collisions and made it 1 metre square
In milkshape I made a cube and saved it
I added that cube and moved it next to the box in game core.
I repetitively resized the cube in milkshape and re-added to gamecore until the box and the cube were the same size.

Once I had that I set the grid size in milkshape until 1 grid cell was the same size as the cube.
Now My grid in milkshape is my ruler with 1 metre graduations Grin


PS The grid size turned out to be 1.5 Milkshape  =  1.00 GameCore (1 metre)  (for me)
Obviously a grid size of 0.15 would therefore = 0.1 (10 cm) in gamecore

Not scientifically accurate but good enough for me
« Last Edit: August 01, 2008, 10:03:50 PM by Delerna » Logged
Javier
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« Reply #1 on: August 02, 2008, 01:15:53 AM »

Good method Delerna.

There are some 3D Modelling Applications that let you to set the unit equivalence when exporting FBX: 1 unit = 1 centimeter; 1 unit = 1 meter; etc.
If not have this, you have explained a good method to calculate the units yourself.  Smiley
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pixel_legolas
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« Reply #2 on: August 02, 2008, 06:48:14 AM »

just a sidenote. You dont have to re-add model. If you save on same file GC will update object automatically with new size if it has been added once in scene
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hikmayan
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« Reply #3 on: August 04, 2008, 01:09:42 PM »

That's true....I am glad the scale thing is behind us now....moving forward....with GC capabilities...it's a smooth flow. As mentioned above,load scene once and the rest get taken care of Automatically....sweet!. Cool
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gekido
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« Reply #4 on: August 06, 2008, 02:11:19 PM »

Whether you use an actual 'ruler' model or not, it is definitely a good idea to use some kind of reference object to base new ones from.  As well in most packages (milkshape aside) you can specify the units that are used in the program, so you can manually tell the modeler what units you are using.

(in max make sure you set the system units, not the display units - why they are seperate is beyond me, but display units don't do anything useful except get max to lie to you about what the actual scale is)

Internally we tend to use one of our character models as the reference to base things on - since you are usually modeling so that a character can interact with the world in a proper way, this seems to work. 
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hikmayan
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« Reply #5 on: August 09, 2008, 01:29:47 PM »

Yeah,using a character model is the best way to go....make level desig much easier and avoid a lot of scale issue.
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