View Full Version : Lack of measuring tools is forcing me to use 3dsmax
riyazgomes 03-06-2006, 02:53 PM Does XSI have measuring tools?? real world Units?? I searched on the net but could not find anything useable.
I think if XSI wants to be taken seriously in the gaming industry then they should cover the basics....and measuring tools are the basics for any game environment artist...Hopefully it will be incorporated in the next version.
-Riyaz
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daniel77
03-06-2006, 04:22 PM
I was looking for that to today. If anybody nows of a distance measure script or some way to do it please post. I guess it would be easy to script a script that would make two nulls and displaying the distance between them.
Does XSI have measuring tools?? real world Units?? I searched on the net but could not find anything useable.
I think if XSI wants to be taken seriously in the gaming industry then they should cover the basics....and measuring tools are the basics for any game environment artist...Hopefully it will be incorporated in the next version.
-Riyaz
could you explain a bit more why a measure tools is so essensial in the gaming industri?
Personally I cant figure out why people need a specific unit system. Units are just what you define them to be. That is how most CAD packages work..
Erik
Mathaeus
03-06-2006, 05:00 PM
Does XSI have measuring tools??
-Riyaz
Search in netview (ALT+5), MCP&UI, for display distance, info distance. There is also 'info distance positions' script at Softimage netview, working just as a Max's quick measure. You can use rulers (just like a rulers in 2d apps) in ortho views (shift+S for visibility options).
mocaw
03-06-2006, 05:03 PM
It would be nice for some people to have real work incraments. Instead your studio has to determine what 1 unit is and work with it.
Still, Resident Evil 4 was done in XSI- and it's attention to scale really helps bring the look of the game alive.
DrRoboto
03-06-2006, 05:06 PM
If anybody nows of a distance measure script or some way to do it please post. I guess it would be easy to script a script that would make two nulls and displaying the distance between them.
The easiest way to do this is to use the "distance to camera" display. (In the camera pane, click on the "eye" -> Visibility Options -> Attributes -> Distance To Output Camera). Then match the transforms of the camera (not the camera interest) to one of the objects, then look at the other one.
If this is too clunky, it's pretty trivial to write a script that calculates the distance between two selected objects, or what-have-you. If you are unfamilar with scripting, I can whip a quick and dirty version of this up for you.
Personally I cant figure out why people need a specific unit system. Units are just what you define them to be. That is how most CAD packages work..
It would all be fine if XSI itself didn't need real world units in some cases. Dynamics, DOF, and lens settings are just a few of these cases (hence the "tip" from SI people themselves, that 1 SI unit = 10cm).
And to expand on that, since SI themselves say that 1 unit = 10cm, I don't see any reason why this shouldn't be reflected in requesters and properties throughout the app.
For me, real-world units are very very high in my wishlist.
nick
ntmonkey
03-06-2006, 06:52 PM
I was looking for that to today. If anybody nows of a distance measure script or some way to do it please post. I guess it would be easy to script a script that would make two nulls and displaying the distance between them.
I'm an expert at dumb XSI tricks... :D
Take a null, and duplicate it. Orient contrain one to the other. Go to your -eye- icon dropdown and click on "relations".
You should get an OGL thing that shows the distance between the two contrained objects. However, it'll show all the relationships on a rig as well and that could get messy.
hope it helps,
Lu
It would all be fine if XSI itself didn't need real world units in some cases. Dynamics, DOF, and lens settings are just a few of these cases (hence the "tip" from SI people themselves, that 1 SI unit = 10cm).
And to expand on that, since SI themselves say that 1 unit = 10cm, I don't see any reason why this shouldn't be reflected in requesters and properties throughout the app.
For me, real-world units are very very high in my wishlist.
nick
So you want to have a fixed unit system in XSI..I dont get it ? what if I, as an example, wished that 1 unit is 10 km or 3 foot etc.
In Autocad or Solidworks you define what 1 unit is ( 1 m, 1 mm, 1 inch )making it totally scalable for the different tasks!!
P.S.
If I want to measure a giving distance I create a 2D-bone and then read lenght in the ppg. If I want to change it to another point I simplt press Ctrl - j to move the endeffector where I want it.
Erik
So you want to have a fixed unit system in XSI..I dont get it ? what if I, as an example, wished that 1 unit is 10 km or 3 foot etc.
In Autocad or Solidworks you define what 1 unit is ( 1 m, 1 mm, 1 inch )making it totally scalable for the different tasks!!
Yes but the point is, XSI needs, like I said before, a "fixed" unit system in some cases. Even the manual suggests that when setting up dynamics, you should try to keep objects in logical sizes, following the 1U=10cm rule. That alone is a fixed system imposed by the app. Same goes for lens settings.
So, if it wasn't for those requirements set by the app itself, then I 'd be fine with an arbitrary unit system. All I 'm asking for is to make the proposed analogy of U/cm "official".
nick
Bullit
03-06-2006, 10:56 PM
http://www.shems.biz/naim_site//ShowDistance.rar
I think this link is still working.
Search a thread in XSIbase it talks about it and how u can use it.
It is indeed 1U=10cm now i can understand the complain for someone new to XSI and the awkward behaviour(somewhat hidding it) of Softimage in this question.
withanar
03-07-2006, 01:44 AM
In physics, there are probably more exponential relationships than linear ones. Dropping a weight from 100 feet up does not hit the ground twice as fast as one dropped from 50 feet. So SI's idea universally relative scaling won't work unless the folks who write all the shader phenomena and dynamics phenomena hook themselves into some global XSI unit system. Looking into XSI's prefs, you can see they thought about it and installed the rudiments of a such a system, but it was unfortunately never finshed off and pushed all the way through the app.
Units are important. The longer SI waits, the more work it will take to implement them. The more work, the less likely they will want to. If I were a developer, it would feel like punishment to draw the short straw and have the units implementation task slapped on my desk.
NeptuneImaging
03-07-2006, 02:16 AM
I have complained about this before, but I have found a way around the measurement dealy in XSI. I can create a cube, and if I want it to be lets says a 3 foot box, I type 36*2.54 (which is a math formula to convert inches to centimeters) and you should get 91.4 for a radius. That is three feet in the real world. I am building an environment in VIZ, and bringing it into XSI.
For gravity and cloth sim, I turn the gravity to 981 and it acts like the real thing using real world units.
Go here, and see for yourself. http://www.manuelsweb.com/in_cm.htm
ThE_JacO
03-07-2006, 02:19 AM
I have complained about this before, but I have found a way around the measurement dealy in XSI. I can create a cube, and if I want it to be lets says a 3 foot box, I type 36*2.54 (which is a math formula to convert inches to centimeters) and you should get 91.4 for a radius. That is three feet in the real world. I am building an environment in VIZ, and bringing it into XSI.
For gravity and cloth sim, I turn the gravity to 981 and it acts like the real thing using real world units.
Go here, and see for yourself. http://www.manuelsweb.com/in_cm.htm
your math there is flawed.
a SI unit is 10cm, which means the inch relationship is 0.254
your cube of 91.4 in the example infact is not 3feet wide, but over 9 meters, aka 30feet.
your conversion should be 36*0.254
and by the way a cube doesn't have a radius, the standard measure for a cube is its height ;)
as for the original post, the question is legit, and the thread is nice, but please, please, PLEASE can we stop with the damn "application challenges"?
a confrontational title like "XSI doesn't do this therefore it's making me use max!" is absolutely unneeded and prone to flames.
You would get the same results if you abstracted the question to just measure units and only concretized for the example on how you deal with things in max.
I'm sure the intentions were good, but starting with milder tones and without a straight comparison in the thread title would make my life as a mod much easier, and this is getting a bit too common (at least one thread a week starts on totally confrontational introductions and titles) and making my life a bit too hard.
I already have a job, please don't make my time on CGTalk another 12hrs a day one :)
NRG-Alpha
03-07-2006, 02:21 AM
I work in the gaming industry myself, and I can certainly attest to the importance of being able to specify units (in either centimeters, meters, etc...). From the standpoint of interaction with items, doors, etc, it really becomes vital to need to know very specific heights. Game characters are a specific height, and as such, this pretty much governs the scale of objects in the surrounding world (including the world itself). Programmers don't code games using 'universal one size fits all scales of measurement'.
And seeing how XSI is breaking into the gaming industry, I think it would be very wise for Softimage to implement things like this (different scale settings for example). The game industry is NOT like the VFX industry. It is a completely different set of 'rules' that govern these systems.
I don't know if anyone has logged this request with Softimage Support. I have spoken with Luc-Eric not too long ago on the MajorDomo mailing list, and he told me that the Softimage web support logs all the requests/complaints/bugs/etc.. in a database that is collected and sorted and taken into consideration. So I strongly urge people to report this to them. (I'm really hoping to see things like this make it into version 6). But I understand everyone who needs this kind of functionality. As Soft gears itself more and more for gaming (if this is infact what they are doing.. I could be wrong.. it could simply be that game studios are starting to adopt Soft into thier pipelines. In either case, the gaming industry is simply too huge a market for Soft to ignore imho), then Soft needs to add some additional functions that cater to this industry.
Just my 2 cents.
Cheers,
NRG
NeptuneImaging
03-07-2006, 02:39 AM
your math there is flawed.
a SI unit is 10cm, which means the inch relationship is 0.254
your cube of 91.4 in the example infact is not 3feet wide, but over 9 meters, aka 30feet.
your conversion should be 36*0.254
and by the way a cube doesn't have a radius, the standard measure for a cube is its height ;)
you're probably right, Jaco (you are saving my bacon right now)...I have to look at my scene again that I brought in from VIZ. I have been using the Inches to centimetres formula. (in x 2.54 - cm). I may have to compare it to the unit of measurement I have been using. :) I am also modeling in Real World measurements. Since 1 SI Unit is 10 cm, 30 cm, is nearly one foot or 3 SI Units :). I have been testing this to death :)
NeptuneImaging
03-07-2006, 03:40 AM
BTW, the 36 was meant as inches in my previous post. :D
mr Bob
03-07-2006, 03:47 AM
I do certainly find the lack of a realworld measurement system a major draw back and having wasted numerous hours, dealing with models people created in all sorts of weird and wonderfull scales and then asking them so what scale is this ?. In the end it often turns to guess work using a couple of boxes and some nulls with an expression. Which I have found usefull although not entirely accurate.
If I need to resize objects between inches and mm for example .I also often build a null into the heirachy which I use to control scale. So then I can know that my objects size is correct for the enviroment its in.
B
PS I always use 1 xsi unit = 1m
NeptuneImaging
03-07-2006, 04:05 AM
Jaco was right...by me using the ACTUAL formula, I ballooned my scene to enormous size....
so, for now on, my real world scale formula is inches x .254...? Gotcha :)
scottsch
03-08-2006, 07:04 AM
Realistically, it's going to be hard to beat 3dsmax when it comes to that sort of thing. Even if XSI gets new tools for measuring, it's still built on a relative scaling system like Maya. Maya improved things a lot in version 7 but 3dsmax was more or less built for absolute scaling/measuring.
When I work in XSI for something that needs specifc scales I just create a plan view in Adobe Illustrator and import the EPS into XSI to use as a guide. If you create a 10cm box in the plan view (in Illustrator), you can scale the whole plan up or down in XSI so that the 10cm box matches a grid unit.
There's no sense fighting XSI's method, just work around it. It's kind of silly that XSI has a scale of 1 Unit = 1 Decimeter. I've always disliked the relative scaling method in Maya also, but that's just the way it is. :D
Ethangar
03-08-2006, 12:07 PM
Where I find it most annoying is when working off of background images and modeling to realworld scale. Knowing that each grid square = an arbitrary amount is annoying coming from Lightwave where I can simply type in that say a box is 33' 10.25" long and 17' 8" tall.
I'm surprised no one has mentioned the two point linear curve trick.
Just create a 2 point linear curve, and when you press SHIFT->ENTER it pops up the length of the curve. A big advantage of this trick is that you can use the Tweak tool and any of the snaps to get exact distances to other polymeshes vertices, edges, polys, etc.
On the subject of units, because I work with other programs I really wish XSI would either allow different units, or at least have the standard unit something more "standard" than 10cm. 1 unit = 1 metre would be ideal (but I'm sure our imperial colleagues would disagree). It must be a nightmare for imperial users, but it's also a pain for we (royal we) metric users, as we just aren't brought up thinking in decimetres.
NeptuneImaging
03-08-2006, 02:02 PM
@ yog: I think I should try this linear curve trick. When I modelled my scene for my short film, I had to scale it back to one fourth of it's size. And after Jaco gave me the correct math, it actually makes complete sence. And I have not used Lightwave in so long. The new model is being built in Autodesk VIZ for now...
If I started this in XSI, I would have to draw my plan on paper, and mark down what the measurement was. And then try to match it. That was when I didn't even know of the 1 SI Unit = 10 cm.
I really dont get the point here, I mean if you didnt have a standardized scale from the start what good would a real-world unit system do you?
If you decide that your characters are going to be 100 units high, you could call that 100 cm, 100m or anything else, the size doesnt matter in most cases, its just a matter of finding a scale that will not make the whole scene way too big or way too small, for rendering and animation purposes (precision errors etc)
If you're working on a project where all characters are human and have about the same length, why cant you just define a length in SI units for each character and let everyone in the team work based on that?
A while ago we did a project here at work which involved a number of characters, we decided from the start that each character was going to be 30 units tall, and we built all the sets and everything based on that, it worked out fine and we never felt the need to define anything in cm as all that matters is the relation in size between objects..
I do certainly find the lack of a realworld measurement system a major draw back and having wasted numerous hours, dealing with models people created in all sorts of weird and wonderfull scales and then asking them so what scale is this ?. In the end it often turns to guess work using a couple of boxes and some nulls with an expression. Which I have found usefull although not entirely accurate.
If I need to resize objects between inches and mm for example .I also often build a null into the heirachy which I use to control scale. So then I can know that my objects size is correct for the enviroment its in.
B
PS I always use 1 xsi unit = 1m
scottsch
03-08-2006, 10:29 PM
I think the overall opinion is ...why not just build the application using a real world measurement system in the first place. You can always use relative measurements later. I think the reason why people get so annoyed is that obvious things like being able to create, for example, a 36" tall window next to a 7 foot tall door, along a 10' tall wall with electrical outlets 12" off the floor every 6 feet... becomes a nightmare in XSI. It's a 3D program. Stuff like that should be brain-dead easy. A max user could model the above example in the time it took me to write the sentence. Modelling anything that's not a character is 100 times easier with real world measurements. A productive solution is to use something other than XSI for that.
I still dont get why putting a unit after the number would do any good in most cases?
"36" tall window next to a 7 foot tall door"
why cant you just make it 36 UNITS tall for example? explain please..
edit: I see the point now when you use feet and inches in the same scene, I would be used to work in cm etc where 1m is 100cm etc so it makes the math behind it very simple but I can see why you would want the application to convert the units for you..
XSI allows you do type in any formula in any fields so I guess you could just find the formula to convert between all your units and then just type that in.
I think the overall opinion is ...why not just build the application using a real world measurement system in the first place. You can always use relative measurements later. I think the reason why people get so annoyed is that obvious things like being able to create, for example, a 36" tall window next to a 7 foot tall door, along a 10' tall wall with electrical outlets 12" off the floor every 6 feet... becomes a nightmare in XSI. It's a 3D program. Stuff like that should be brain-dead easy. A max user could model the above example in the time it took me to write the sentence. Modelling anything that's not a character is 100 times easier with real world measurements. A productive solution is to use something other than XSI for that.
It's a small point, but if you want everything (dynamics, default rig sizes, etc) to work correctly in XSI you have to use 10 units (10cm) to equal 1 meter. However if you then take the XSI scene into another program (as I sometimes do), then the items of the scene all have to be scaled down by a factor of 10 to equal 1 unit in the other program. Not such a problem for a single polymesh, but can cause problems when there are several objects and/or some of them are linked in a hirachy.
NeptuneImaging
03-09-2006, 01:09 PM
I have encountered that problem myself, Yog. When I brought in my mesh from VIZ, the model size ballooned to impossible sizes where dynamics and rigs were unusable. So, I had to scale my scene down to 1/4 of it's original size. Not that I am complaining or anything, since what I import can be branch selected :-D and scaled all at once.
I used the dotxsi4Max plugin and the only thing I wish it could do so I don't have to rescale my scene and keep the normals the way they are.
I can't even use Toon Shading without seeing wireframes in some areas, forcing me to clean my mesh.
EDIT: I forgot I left some of my edges open
Chris-TC
03-10-2006, 10:42 AM
I still dont get why putting a unit after the number would do any good in most cases?
"36" tall window next to a 7 foot tall door"
why cant you just make it 36 UNITS tall for example? explain please..
Yeah, I've always wondered the same thing. Sometimes it'd be nice to have units but mostly it's really not necessary, at least not if you're used to the metric system like you say.
The whole thing with inches and feet is totally twisted and I'm uber-glad that we've got the metric system where I live.
I mean, 12 inches = 1 foot, 5280 feet = 1 mile? What kind of math is that?
100 cm = 1 m; 1000 m = 1 km makes so much more sense to work with.
BTW, I don't like that XSI's default unit equals 10 cm. I usually like to work with 1 unit = 1cm and if necessary I'll parent all scene objects under a null once I'm done modeling and scale the null down to 1/10th.
This leaves all objects' scaling settings untouched and yet brings them down to XSI's default unit system.
Sbowling
03-11-2006, 12:54 AM
I really dont get the point here, I mean if you didnt have a standardized scale from the start what good would a real-world unit system do you?
I don't have a huge problem with this in XSI, but it would be nice to be able enter in measurements and have XSI change the scale to match the current units. For example, if I had an object that I know is 12.3" tall, I could just set the size to 12.3" and XSI would convert that to metric or whatever the current scale is. It's mostly convenience and the lack of having to convert different units. this can be a real hassle when modeling things from images and you have different measurement units for each object. I would love to be able to enter in .367 cm for one measurement and .5" for another, ant 1km for another and have XSI do all the math.
Another problem that I haven't seen mentioned is that if you create your objects too big you could have render problems. I had this happen when doing some camera matching, when I ended up creating a huge model and then scaled everything to match. When I tried to render I ended up with all kinds of render errors.
I agree that it would be helpful to have the app self convert inputed measurements... I've grown very comfortable with the arbitrary scale configuration, but when I'm using 1 foot = 1 siu... typing 3.5/12 is a hair more frustrating than typing 3.5"... but not much.
NeptuneImaging
03-11-2006, 02:48 AM
Usually JDex, now that Jaco has opened my eyes a little, if I want a box to be 4 feet entirely, I just type 48 (in) * .254. And I get the desired measurement... and after putting a rig in my scene, it makes complete sence.
Yeah... i do the final "to 10cm per siu" conversion before I start uving... If I do it at all... sometimes 10cm per unit makes the scene stretch out beyond the scene size I like to stay within for rendering.
Just depends on the situation.
3DDave
03-13-2006, 12:25 AM
Just posted on XSI base.
http://www.xsibase.com/forum/index.php?board=9;action=display;threadid=24159;start=1
riyazgomes
03-13-2006, 04:14 AM
Gr8 tool but it still only displays the units as Softimage units..:( it would be gr8 if someone could add to this script for cms,meters,inches, etc.
Thanks
CiaranM
03-13-2006, 04:33 AM
Gr8 tool but it still only displays the units as Softimage units..:( it would be gr8 if someone could add to this script for cms,meters,inches, etc.
Thanks
Since the units are arbitrary, can't you just pretend in your own head that 1 unit = 1cm? or 1 m? Works for me.:)
NeptuneImaging
03-13-2006, 04:45 AM
I think it can work until you have to use Dynamics.... :p
riyazgomes
03-13-2006, 04:49 AM
Since the units are arbitrary, can't you just pretend in your own head that 1 unit = 1cm? or 1 m? Works for me.:)
Not really...I plan to export these as OBJ's to a client who will import them into 3dsmax to use with his existing data.
nomis
03-13-2006, 05:03 AM
On xsi base a measuring tool has just been posted.
Works very well,
hope this helps.
http://www.xsibase.com/forum/index.php?board=29;action=display;threadid=24159;start=1
nomis
CiaranM
03-13-2006, 05:13 AM
Not really...I plan to export these as OBJ's to a client who will import them into 3dsmax to use with his existing data.
Well, surely in that case all you need to do is experiment to find what is the conversion factor when exporting an OBJ from XSI to MAX. For instance export a cube from XSI with a height of 1 XSI unit. Then when imported to MAX, measure its height. This measurement will define your scale, so that you may accurately predict how your models will translate. You may keep your units in XSI e.g. 1 unit = 1 cm, just scale your whole scene approriately before export and the transition should be seamless. Also, I don't know about MAX, but many OBJ importers, exporter will often automatically scale by a set value upon your request, which can make the job even easier.
riyazgomes
03-13-2006, 07:28 AM
I know that 1 SU = 1millimeter in max but I dont know how to put this into the script???
Mic_Ma
03-14-2006, 05:14 PM
XSI really needs to implement a powerful unit system I think.
In Max you can specify what units you work with (cm, m, inch, ft, whatever) and the scale of these units in relation to your max units. It even goes beyond mere distance metrics and includes things such as weight and various lighting units.
You can then easily make convincing architectural scenes. Make a room, and put in some lights (perhaps even dowload IES lighting files), add architectural materials (with real-world diffuse and whatnot), and in no time you have a realistic render.
Hi guys.
I am a born max - converted to cinema4d (relief) user. I must admit that the most tempting software has always been XSI. when I went thru the tutors it seemed ok but when you try to do your own thing. Here is where I collapse.
It's never the unit type that is problem in XSI. It is the global size. I have posted about this in previous versions of xsi but no solution was there. I wonder if any improvements are made in 5.
Size I mean - not scale. We cannot see our objects size in XSI. For example i created a 1x1x1 cube. scaled it 2 times. Now it is 2x2x2 right? ok now i go in points and stretch one side away. So how big is our object now? still says 2 in scale but we know it is not. .Don't tell me to measure it ,come on.
People always say that XSI is oriented towards char. animation, not architecture or so, when we ask about these things. Same problem - I think - still exists in Maya too. I think those great XSI developers should stop aiming only the maya crowd, and begin looking elsewhere too. Even cinema4d has these tools naturally.
Below some captures from c4d to explain the problem better.
1.here is our created cube with its size
http://img490.imageshack.us
/img490/1681/size18tm.th.jpg (http://img490.imageshack.us/my.php?image=size18tm.jpg)
2.and this is it's scale:
http://img60.imageshack.us/
img60/6725/scale15mr.th.jpg (http://img60.imageshack.us/my.php?image=scale15mr.jpg)
3.and after tweakin the points here is the scale same again: http://img459.imageshack.u
s/img459/7427/scale23tt.th.jpg (http://img459.imageshack.us/my.php?image=scale23tt.jpg)
4.but now this shows it's true size:
http://img490.imageshack.us
/img490/8429/size28lz.th.jpg (http://img490.imageshack.us/my.php?image=size28lz.jpg)
Another Cinema user here. While XSI has some brilliant tools for character animation, I can't think of using it for everyday modeling or scene building because of the lack of measurements or meaningful units. In that respect it seems very primitive and awkward compared to Cinema. In Cinema you have the coordinates manager which shows object size in units as well as scale, the interactive measurement tool, and the the grid which can be set to represent real world units. In Cinema you can set units to equal any real world unit such as centimeters, inches, feet, or meters. Say you're working in centimeters and you have some points selected that you want to move one foot in the Y direction. All you have to do is select those points and in the Y field of the coordinates manager type in +1ft and the conversion automatically is done and the points are moved 2.54 units.
NRG-Alpha
03-28-2006, 03:58 PM
In this day and age, it is very easy to lose sight of the fact that XSI is built primarily as a character (read-organic modelling) / effects application. So as it stands, there is not much we can do (except perhaps beg Softimage to have this stuff added to XSI in a future release). :)
Cheers,
NRG
Yes there seems nothing else we can do. I know that program companies list the most wanted features and try to add them from top to bottom. So we can assume that this feature has not been a major problem for the XSI users to this day. I really wonder how people can work without these:P
NeptuneImaging
03-28-2006, 04:28 PM
I have worked in XSI with virtually no problems...after following the 1 SI Unit = 10 cm, I can now make any object I want...relative to the real world....
NRG-Alpha
03-28-2006, 04:35 PM
I think part of the issue behind this is that perhaps when dealing with cinematics or effects, as far as I know, units are not as important (as in theory you could build everything to its own scale in your own scene (world) for a pure CG cinemtic render). And as far as can tell, I dont think effects require this particular units either (but of course, I could be wrong on all of this).
That being said however, it is a growing trend that XSI is getting into game developement. And this is where scale does matter (3d engines don't use just any size.. when you get into specific video graphic stuff like polygon fill-rates, frustums and a whole bunch of other good stuff, scale does indeed make a difference). Perhaps now that XSI is involved in this field of computer graphics, there might be a growing need for these changes.
Cheers,
NRG
NeptuneImaging
03-28-2006, 04:58 PM
I agree with you, NRG about the game design part of XSI. I can easily build a room in XSI, it just takes some time to put it together. and a few conversions to get it the way I want it... :) Is it possible to create a display script that tells you this info...?
NRG-Alpha
03-28-2006, 05:39 PM
Halo.. if you are asking me if I can write a script that could display this info, I honestly can't script my way out of a paper bag (yet). Im going to be looking into learning scripting in the not-to-distant future. Im sure there must be some sort of scripting solution, perhaps using the geometry's 'bounding box' dimensions to help sort this kind of thing out?
I would simply figure out the difference of units between XSI and game engine X (do some comparative tests using exporting a few boxes that is say 10, 20 50 and 100 units high in XSI and find out what this translates to in say Unreal) and base your modelling off of those comparisons (I never made such tests, so I cannot off the top of my head tell you what some of the XSI unit equivalents may be in other 3d engines). Might be worth the initial hassle to ensure your meshes don't turn out gigantic or nano in your game engine of choice.
Cheers,
NRG
Funky
03-28-2006, 08:43 PM
Hi
I made a little script that can help you HaliAnimator, perhaps :)
http://www.xsibase.com/forum/index.php?board=10;action=display;threadid=22354;start=0#msg145526
Hoep it can helps
nAIM
NeptuneImaging
03-28-2006, 09:50 PM
Dude, this is awesome, just what I needed! Thank NAiM
Bullit
03-29-2006, 07:50 PM
hmm i posted the wonderfull naim script in #12 post in this thread...
thedoc
03-30-2006, 10:09 AM
I dont think that you need to be in the gaming indstry to use the measure tool. What if you need to know how tall one character is so that you can create an enviroment that'll suite him
NeptuneImaging
03-30-2006, 01:13 PM
I can't complain but, I have gotten very used to just creating a grid and then raising it to a desired height....by using (12 (in)* (whatever my feet are)) * .254= height of object or clearance.
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