View Full Version : Silo to C4D and back again
09-06-2007, 02:49 AM
I am having a huge headache getting Silo and C4D to have the same scale settings when importing and exporting between the 2. C4D's default settings for objects like the cube are 200m, which when viewed in Silo is just massive. In reality it is and how often are you producing stuff that is 200ms wide really. And yet that's the way I've been doing stuff forever with C4D. Silo has it's cube set to 1x1x1 which makes it 1mm I think. Which is tiny when it's imported. I did multiply the scale by 100 in the wavefront import, but when I export it back to Silo it's absolutely huge. I also tried to do an export that's .001 to get it back to normal, but it didn't seem to work or else was so small it disappeared into the ether!
I now have my import and export set to 1, which means it's small when it comes in but I know it will be ok on the way out.
So does anyone who uses both Silo and C4D have any tips about using the 2 programs so they behave nicely together?
All the best
09-06-2007, 03:41 AM
0.001 is the same as dividing it by 1000, if you want it to be divided by 100 then you set it's size to be 0.01
Cinemas units are arbitrary, all the preference changes is the label (and some of the math when converting between imperial and metric, which the fields will take care of).
09-06-2007, 07:53 AM
Cinema's units have been a huge headache for me. All the models I've created in Lightwave in the past come in pretty small, and when I use Silo or Modo the scale is a serious pain. I wish someone could help clear this up for me as well. I'm sort of new to C4D so the whole scale issue is really bugging me out. Seems like you are kind of stuck at one size, which turns out to be absolutely huge in other apps.
09-06-2007, 04:20 PM
I went to my Preferences within Cinema and changed the size to 500 under Inport\Export\Wavefront Export and Wavefront Inport.
That seems to work well fro getting the size normal for C4D->Silo and back.
I then tried opening the .OBJ file in Silo and Lightwave. Both applications open the model without me having to resize anything.
09-07-2007, 10:01 PM
Assuming that you are using Riptide for import/export (does anyone actually use the built-in import/exporter anymore? :) ), then...
- Use 100 (or 1000 or whatever) Scale Factor for Import.
- Use 100 (or 1000 or whatever) Scale Factor for Export.
...basically, use the SAME value - don't use some fraction. Riptide does the conversion for you. It scales UP (multiplies) by the Scale Factor when importing. It scales DOWN (divides) by the Scale Factor when Exporting.
Note that this behaivior is different from apps like Wings3D, where you do in fact need to use 0.001 (or some other fraction) to scale down.
EDIT: This is one of the few remnants/design influences of 'Poser' .obj files showing through... Poser uses a very tiny scale, I always scaled UP when importing and then back DOWN when exporting, so when I wrote Riptide, I just stuck with that methodology. For what it's worth, I think that C4D uses a single combined import/export 'Scale' setting, so you only enter it in one place, but it uses the same principle as Riptide. Riptide just happens to have separate import/export Scale Factor settings, but you should normally always use the same value in each if you're importing/exporting from/to the same app.
09-07-2007, 10:01 PM
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