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MAX - model/ bits scale issue


wasteland giant
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I'm going to try and describe this.

 

ISSUE 1.

sometimes when I import objects outta say archicad/autocad - it goes into world space in the max viewport at the right scale.

 

 

the scale on this cube: say

5000mmx5000mmx5000mm

 

when you want to insert or bevel 100mm - it doesn't do that but does a huge number like 1000mm. Basically you can't control it as the scale factor on it (some influence is skewing the outcome) is off.

 

 

The only way to fix it is to merge/collapse it with a newly modelled object, then delete this "scale fixer" element. Then the 5000mm cube will work to scale properly (insert/bevel...etc).

 

Is this a common issue and what's the work around? The only one I can think of is the collapse fix but only with a new piece of geometry. I've encouter it numerous time and I wonder if there's a quicker way to fix this. This scale factor weirdness also affects UVW mapping as well but as stated. Collapsing with a word geometry seems to fix it.

 

 

 

 

 

ISSUE 2.

 

we have some dosch cars. When I merge these, all the cars bits (panels, doors...etc) all go to 0,0,0. hence, no longer a car but a mess of geometry. I've never worked out where to find the influences that make it do this. Its fine in its own scene but I can't import it without it going stupid. I've unlinked selection. Ungrouped. etc etc. Still.. no good.

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Issue 1 - sounds like the units are off. When I import from autocad into 3ds, I type UNITS in autocad to make sure I import it properly into 3ds.

 

Issue 2 - select all of the car parts in it's stand-alone scene, group them, and then save the car file as a different file name. Then try the import into your proper scene.

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