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convert units when merging files.


Guest nazcaLine
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Guest nazcaLine

i have a max scene file with system units in meters. i want to merge a max file containing a chracter that has system units in inches. when i merge the file, it appears huge, 63 meters tall. is there a way to convert units when merging files? i tried unchecking the "respect file units" checkbox in the system unist setup dialog but nothing.

is there a way to avoid scaling the file manually?

i would really appreciate your help

thanks

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There is a way to do this, but I cant remember it. I know that doesnt sound helpful, but what I mean is, your on the right path.

I was in on a discussion where someone had the porobelem you have with a mocap rigged person model. I think they were going from mm's to inches and they were struggling to scale the bones. The solution was something to do with changing the file units on the original file, saving, then merging and using 'convert units'. The problem is, there anre 2 options for your world units and 2 on import, so the actual combinations of alternatives is quite large. Keep trying different variations.

Tom Munz at Pulse Studios was the guy that had the same problem.

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Guest nazcaLine

yup. i meant scale the mesh, then make the bones from scratch.

by the way, i have a little trick to make my meshes recover the "100%" after scaling. i make a box, turm to poly, then attach the scaled mesh. then detach the box.readjust the pivot point. bum. or is there an easier way??:confused:

 

Eduardo

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I wouldnt scale down, you will face future issiues with units (mapping, new geometry, etc) try importing it to a new file and checking re scale, files scale or merging, and see how much it measures. once your scaling is correct, re improt to the other scene.

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I wouldnt scale down, you will face future issiues with units (mapping, new geometry, etc) try importing it to a new file and checking re scale, files scale or merging, and see how much it measures. once your scaling is correct, re improt to the other scene.

 

I think the ResetXForm modifier should get you round all those problems. Should be able to do a scale operation then do the modifier and return the model to world correct dimensions.

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