Vogelfrei on 29/3/2007 at 13:17
This has surely been said before - and not only once, I guess - but I can't seem to find it now: How to adjust the objects' sizes in Anim8or so they fit in DromEd?
Usually, when I build an object it turns out to be rather gigantic in both file- and physical size in the editor. Shrinking it on suspicion solves this after a few tries but it'd be nice if one of the experienced modellers out here had a hint on how DromEd units translate to Anim8or, so I can apply these in the first place.
Sluggs on 29/3/2007 at 13:35
The units are the same in Anim8or as they are in Dromed.
The best thing to do is to work big in Anim8or, then scale it in Dromed until it's the right size, then go back in Anim8or and scale it down to the same value you scaled it in Dromed.
So, if you scaled the object down in Dromed to (x) = 0.03 (y) = 0.03 (z) = 0.03 then in Anim8or, scale it to 0.03 then re-export it.
R Soul on 29/3/2007 at 13:42
I have an AI object (converted from the .e file) that I can use to compare the size of whatever I'm creating. That saves having to export it to Dromed twice.
You can then just the Scale feature and resize it until it looks right.
Yandros on 29/3/2007 at 16:36
That's clever, Robin. I usually do what Sluggs described, except I always try to plan ahead and use a 10x scale factor, and I also scale it down in 3ds2bin when I convert, instead of Anim8or.
Schwaa2 on 29/3/2007 at 19:07
I use Max, but I work big too, and set the units to 'generic' which gives the same size in Dromed (1 ft = 1 ft)
I work big because it allows me to zoom in alot closer for details (sml objs in max get clipped when you get close)
Vogelfrei on 29/3/2007 at 20:17
Thanks, that helped. (I hadn't even seen the scale function in .3ds->.bin before oO)
Up for the gemstone! o/
Nameless Voice on 29/3/2007 at 20:25
Quote Posted by Schwaa2
I use Max, but I work big too, and set the units to 'generic' which gives the same size in Dromed (1 ft = 1 ft)
I work big because it allows me to zoom in alot closer for details (sml objs in max get clipped when you get close)
I always work at 10x scale in Max for the same reason.
However, a little trick that I've found is to use User view instead of Perspective. The controls get worse for some reason, but the User grid doesn't suffer from the close-clipping 'bug' (feature?) that plagues Perspective view.
Schwaa2 on 29/3/2007 at 22:23
[worthless post]Yeah I usually just flesh things out at whatever size I make 'em in max, with no concern to size really. Then I'll make a box the correct size, like 2x2x4 and shrink the obj to fit.
Then I'll use the scale type in to enlarge. Usually I'll just put a 1 in front of the size, so I guess I work at 1100% alot, then just delete the ones and I'm back to 100%, usually just when texturing[/ worthless post]
I haven't used the user grid much, it's kindof a weird perspective that just doesn't seem right to me, kindof distorted or something. But if it doesn't clip it might be nice, quicker than resizing just to hit U and P.