Member jlert Posted March 19, 2010 Member Report Share Posted March 19, 2010 Hi all, When I create an object in lightwave and import it as voxels I always have to blow it up to an enormous size. The first time I tried importing an object I thought there was something wrong with 3d-coat until I realized that my object was so small that it was hidden inside the cube at the center of the transform gizmo. Is there a setting in 3d-coat to set the scale of objects so that they can be a meter or so across instead of hundreds of meters? Thanks, -Joe Lertola Quote Link to comment Share on other sites More sharing options...
Javis Posted March 19, 2010 Report Share Posted March 19, 2010 Hey there. I'm not aware of any setting to do this - I'm a LW user too - I always just scale my objects accordingly. I also notice that when using LW, even if your model is created with real world scale, it is really small or really large. Not sure what determines how it is decided what scale it should be when using the merge tool for voxels. Anyway, I'll talk to Andrew on the matter. Maybe he has some idea. I'll report back when I hear back. Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted March 19, 2010 Reputable Contributor Report Share Posted March 19, 2010 Scaling is for increasing your voxel resolution but at the merge screen just click on the yes button in the dialog box. That will keep your original scale of you lightwave object upon export after you complete your work. At least that is what I think it is for. Any other objects you import in a different layer, 3DCoat will not ask you again but I believe it keeps the same setting for the session... Quote Link to comment Share on other sites More sharing options...
Member Mix Mash Posted March 20, 2010 Member Report Share Posted March 20, 2010 In my experience the issue is with Lightwave. In Lightwave, if you want to export your object to real-world scale, you need to scale in up by 100,000%! Whenever I've had anything printed from 3d, this was the scale I needed to use. Lightwave has it's own internal measurement system and does not use the same "units" as other 3d programs. Paul Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted March 20, 2010 Report Share Posted March 20, 2010 In my experience the issue is with Lightwave. In Lightwave, if you want to export your object to real-world scale, you need to scale in up by 100,000%! Whenever I've had anything printed from 3d, this was the scale I needed to use. Lightwave has it's own internal measurement system and does not use the same "units" as other 3d programs This depends, For example if I set max to use real-world scale, then objects imported from LightWave are correct. Same goes for Unity 3D. The problem is that some other programs use some strange "units" system instead of real measurements. Quote Link to comment Share on other sites More sharing options...
Javis Posted March 20, 2010 Report Share Posted March 20, 2010 In my experience the issue is with Lightwave. In Lightwave, if you want to export your object to real-world scale, you need to scale in up by 100,000%! Whenever I've had anything printed from 3d, this was the scale I needed to use. Lightwave has it's own internal measurement system and does not use the same "units" as other 3d programs. Paul See below This depends, For example if I set max to use real-world scale, then objects imported from LightWave are correct. Same goes for Unity 3D. The problem is that some other programs use some strange "units" system instead of real measurements. Right! This is correct. LW is the program using the CORRECT measurement system, as in - Real world measurements. The other applications are using BS arbitrary measurements. It's a long debated topic, unfortunately. The only conclusion I can reach: LW = Real. Others = Arbitrary. Quote Link to comment Share on other sites More sharing options...
Advanced Member ifxs Posted April 3, 2010 Advanced Member Report Share Posted April 3, 2010 In my experience the issue is with Lightwave. In Lightwave, if you want to export your object to real-world scale, you need to scale in up by 100,000%! Whenever I've had anything printed from 3d, this was the scale I needed to use. Lightwave has it's own internal measurement system and does not use the same "units" as other 3d programs. I also get this issue when importing OBJ's exported from Blender, I have to upsize like 1000% just to see it Quote Link to comment Share on other sites More sharing options...
Advanced Member Calabi Posted April 3, 2010 Advanced Member Report Share Posted April 3, 2010 Its the same with Wings3D. Quote Link to comment Share on other sites More sharing options...
Advanced Member ifxs Posted April 4, 2010 Advanced Member Report Share Posted April 4, 2010 sounds like a feature that should be "fixed" IMO Quote Link to comment Share on other sites More sharing options...
Advanced Member geo_n Posted June 4, 2010 Advanced Member Report Share Posted June 4, 2010 When working with 3dcoat voxel units in meters, does anyone experience that objects exported from 3dc become very big in 3d appz like 3dmax or lightwava? I exported a simple cube in meters and it was 100 times bigger in 3dmax and lightwave. Quote Link to comment Share on other sites More sharing options...
Advanced Member Polygoon Posted June 4, 2010 Advanced Member Report Share Posted June 4, 2010 Yeah! It is the same for SoftImage. They seem to be 15 to 20 times bigger. Personally I don't find it a problem with SI., but in blender parts of the model don't show, though they are still there. Quote Link to comment Share on other sites More sharing options...
Advanced Member geo_n Posted June 5, 2010 Advanced Member Report Share Posted June 5, 2010 Atleast it is consistent for 3dmax and lw that its 100 times bigger. Putting cm or mm units in 3dc had no affect to export as well. Quote Link to comment Share on other sites More sharing options...
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