That’s far far from being a core flaw.
It would be a core flaw if they had designed XSI based on cm, inches, feet or whatever you come up with.
They have units and it's called SI units. That's how they measure things. Just because it's not explicitly a metric system, it doesn't mean they don't take scale into consideration.
A light falloff is based on SI units, object size is based on the same thing, bone length, everything is based on SI units.
Both the physX and ODE dynamics are using 1 Softimage unit equal to 10 cm.
If you look the gravity node it's set to 98.1. If you model things with the scale of 1 SI = 1m, you will need to set the gravity to 9.81. Therefore your light falloff length and everything else will need to fit the same scale.
Real world units would be just a way to convert these existing scale.
The problem is that people want to make sure they have a "rule" going on, and a "cm" or something like that on the side of scalar inputs.
I could be wrong but I believe if they add units into XSI it would be a conversion layer between core data and user inputs.
Another example of how you can use ICE and units... take a look on my kinetic energy node [http://www.vimeo.com/1455513](http://www.vimeo.com/1455513)
It calculates Mass and the Velocity vector. the output is in joules (the default scale for Kinetic Energy).
In the image bellow I just added the name “Kg” and “Meters/Second” to my attributes.
The equation KE = 1/2 (M * (V * V)) outputs the scalar value in Joules, and as you can see the results are precise. Just look my image and try the same values in the kinetic calculator http://www.csgnetwork.com/kineticenergycalc.html
Now if I want to say that my 1 Joule is in "foot-pound force", "electronvolt" or a "British thermal unit", I can just convert it.
For example, the smallest particle in the picture bellow, has 0.1221 grams, is traveling at 2.4 meters per second and it's kinetic energy is 0.3765 Joule.
To make things easy, 1 joule = 1 newton metre = 1 watt second, so I'm gonna round this up and say that my little particle has 0.3 watt of kinetic energy, and my fellow engineer would be happy.
This is just an example of how units can work.
As I said, they didn't added real world units as a feature in XSI, and I believe they are gonna take care of that, as lots and lots of people have been asking to.
[img]http://forums.cgsociety.org/attachment.php?attachmentid=132816&stc=1[/img]
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What would you like to see in XSI that make use of a unit system?
Would you be changing your units in the middle of the work? If yes, would you expect that XSI rescale all your data? (AFAIK this is the only thing that could be an issue).
What you want to do if a model that used Meters is merged in a scene that is using Feet?
I remember 3dsmax exploding rigged characters with this thing… “Adopt system unit scale” and bam!