Metzger wrote:Why scale everything to .01? The scale function should be on the exporter. Why should I have to pay the price because some people don't know how to properly rig and model to correct scale?
Scaling issues in maya
Moderator: JimStar
But what do you do when the exporter does not scale right Herr Metzger?
That´s all not so easy...
You must know, how Maya handle the units internal.
You model in cm and have a vertice at 1/1/1, then you switch to meter.
Becomes the vertice then the position 0.01/0.01/0.01?
That would be correct, but i think, the unit is only a working help. Means, that the vertice is ever on 1/1/1, whatever you unit size is.
Another problem is, how should you implement it.
Because the obj-export haven´t an option to rescale, you must bake the entire scene to a new mesh and scale it up/down.
If you have a scene with 4mio+ triangles, how long you will wait for an animation with 100 frames?
Solution1:
You can drop the scaling feature in the exporter and hope, that the user model in the right dimension.
Solution2:
You can write a new obj-export with which you have access to all vertices. Then you can simple multiply the positions by the unitfactor and become the right result.
You will see, the fastest solution is to drop the unit scaling feature.
And let me say, to write a good obj-export can take month, i know it
face
You must know, how Maya handle the units internal.
You model in cm and have a vertice at 1/1/1, then you switch to meter.
Becomes the vertice then the position 0.01/0.01/0.01?
That would be correct, but i think, the unit is only a working help. Means, that the vertice is ever on 1/1/1, whatever you unit size is.
Another problem is, how should you implement it.
Because the obj-export haven´t an option to rescale, you must bake the entire scene to a new mesh and scale it up/down.
If you have a scene with 4mio+ triangles, how long you will wait for an animation with 100 frames?
Solution1:
You can drop the scaling feature in the exporter and hope, that the user model in the right dimension.
Solution2:
You can write a new obj-export with which you have access to all vertices. Then you can simple multiply the positions by the unitfactor and become the right result.
You will see, the fastest solution is to drop the unit scaling feature.
And let me say, to write a good obj-export can take month, i know it

face
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
I think the scaling function needs to go back into the exporter for the time being. You shouldn't be exporting a rig file directly anyways. You should always be baking your geo at worldspace. Once you have cached Geo, there should be no problems exporting that into Octane using the exporter.
Or Refractive can support FBX format which will hold Geo-cache, curves, geo, and Camera. Or possibly even Alembic which also does deformable geo/ non deformable geo with camera from what I understand.
Thanks.
Or Refractive can support FBX format which will hold Geo-cache, curves, geo, and Camera. Or possibly even Alembic which also does deformable geo/ non deformable geo with camera from what I understand.
Thanks.
- babygenius55
- Posts: 39
- Joined: Sat Jun 04, 2011 3:29 pm
- Contact:
Yeah, there is something going on with the scaling conversion, and the camera not following somehow. just for the record i'm pretty sure that it's a maya thing. even if I export a pure .obj file with corresponding settings in octane the size is messed up. it's really hard to tell when there is no camera info, but I'm pretty sure that's what's happening. When I offset the .obj in worldspace so that I can see everything normally i find i still have to do a lot of zooming in octane. maybe autodesk has done something funny?
R.I.P. Pootie. Too much hate in the world. 

- babygenius55
- Posts: 39
- Joined: Sat Jun 04, 2011 3:29 pm
- Contact:
I wish i had seen this a little earlier. i would have found my answer sooner. A 1 is a 1 anywhere in math, just about. Maybe instead of fussing over lables such as meters, centermeters and such we should worry about what actually matters. I'm thinking the "native units/math" of these things.face wrote:That´s all not so easy...
You must know, how Maya handle the units internal.
You model in cm and have a vertice at 1/1/1, then you switch to meter.
Becomes the vertice then the position 0.01/0.01/0.01?
That would be correct, but i think, the unit is only a working help. Means, that the vertice is ever on 1/1/1, whatever you unit size is.
Another problem is, how should you implement it.
Because the obj-export haven´t an option to rescale, you must bake the entire scene to a new mesh and scale it up/down.
If you have a scene with 4mio+ triangles, how long you will wait for an animation with 100 frames?
Solution1:
You can drop the scaling feature in the exporter and hope, that the user model in the right dimension.
Solution2:
You can write a new obj-export with which you have access to all vertices. Then you can simple multiply the positions by the unitfactor and become the right result.
You will see, the fastest solution is to drop the unit scaling feature.
And let me say, to write a good obj-export can take month, i know it
face
Just don't change anything in maya, i decided to delete (rename) my userprefs.mel and somehow everything works fine with no further adjusting in maya! The units are set to CM, but it/everything exports just fine. With Octane using meters to meters, it works just like the video. YAAAAY! Now, if i could only learn how to model.

R.I.P. Pootie. Too much hate in the world. 
