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scaling issue in max/viz


Bugga_Guy
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Hi all.

 

I have a problem that has been annoying me since I been using max/viz...

 

It has to do with scaling. When I set a box, shape or extrude an object and scale it down/up it still remains at the same numbers as it was set prior to scaling it down (at least in the modifer panel). My only way to solve this was that I ended up using the measure tool, and size up the object to that measure tool, but now that Discreet/autodesk got rid of the ORTHO, POLAR etc, tools (WHY DID THEY HAVE TO DO THAT, WHY?????? :mad: ), its not as accurate. It REALLY BUGS ME ARGH!!!!

 

Anyone have a solution around this, or any tips?

 

Thanks in advance.

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Hi Brian

 

Not much help probably. But one created the parameters of an object is almost just like a text tag of the object and thus it does not get altered when scaling etc.

 

In some limited cases, the alignment tool might be a help though.

 

(Say I have made a simple chair and then scaled it in various directions. To make it the right dimensions, create a box of the right dimensions. Select the chair, select align tool then box. Then only fill in the bottom option "match scale" x/y/z).

 

Kind regards

 

3dfreelancer

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hey, I sympathize with you, it's really stupid. I've had a bunch of problems with it.

 

 

XForm is the modifier you want to add, I think. I always forget, but I believe that will reset the scale. If you still can't figure it out, email on Monday and I can tell you.

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The issue here is to understand how things work. I'll help you a bit.

 

The system is based on nodes. A node is a geometric entity, a helper, a light, etc. It's nothing more than a bunch of stuff that defines something. Example: a box will contain parameters to generate a box and so. Then that node needs to be placed in the scene. To do so, it needs 3 things: Position, Rotation and Scale. The three combined create what's called a Transformation Matrix.

 

MAX applies the transformation matrix to the end result of the node. So, when you look at the object, the order things happen is something like this:

 

- Get the Width, Length, Height and create a Box

- Apply a UVW Modifier

- Apply a Bend Modifier

- Transform it and place in the scene

 

So the transform does not care if the object is blue, green, spherical, light, box, cone, teapot, DWG Link, etc. All it cares is that it will place that object at a certain place, with a certain stretch factor and rotation.

 

Knowing that, the rule of thumb is to never scale an object. An Xform adds itself before the transform and still won't change the numbers, cause it's applied after the numbers.

 

The only way to make it work the way you want is to have Editable Mesh objects only, like 3ds DOS did, or other apps out tehre do. But then you lose the ability to specify the parameters through Width/Height/Length.

 

Hope it helps explain how 3dsmax/VIZ work,

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abicalho

 

Its not like I don't understand the concept its just why can't there be alittle dialog box/ checkmark box that gives you the option perserving true scale or something, I never thought it would be something difficult to have the parameters of an object change when scaling? that's all..

 

Also why did Autodesk get rid of th Ortho, Polar button? That was a very big mistake to the Architectural communitiy?

 

Sorry abicalho, I am not grilling autodesk, just very curious..

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Hi Bubba,

 

What parameters do you scale when you scale a Box? Do you scale the width/height/length or do you scale the lengthsegs, widthsegs? If it has a modifier, do you scale the modifier parameters too?

 

What you want to do is feasible with a utility called "Rescale World Units". It will iterate through all the parameters of the given object and will scale them by changing their value. It allows you to scale the whole scene or just the selection.

 

This could not be done interactivelly in the scale command itself because there would be many parameters in many places on many objects to handle all at once and it would be less than interactive to do so.

 

Another thing to notice is that if you're scene has the correct size and the correct system units, when you merge or Xref it in a scene with a different unit the system will automatically rescale it, so in a sense you should never need to scale anything - I personally do not, I just save it as a "block", go to that file and set the system unit to the correct value; re-inserting it later - sorta similar to an AutoCAD way.

 

Hope it helps,

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