Preparing character for rigging, size and units


#1

Hi,

I am a 3DMAX rigger for several years; max and maxscript is not a problem at all for me.
Now, I finally see the reality of all companies and just begin a weeks ago with maya/mel/python.

Methodology is not a problem, but some minor details (thats like reseting my brain again @_@) like units is a headache.

Actually I just exported a character from 3ds max to maya. In 3ds max both units, system and display, are in cm. In maya by default I now it is in cm.

When I import to maya, character is really huge, and really dont know if the proportion is correct (grid is small and joints created are like bugs)

I prefer to be sure that units are correct instead of crying after couple of weeks preparing a rig :confused:

Can anyone help me?


#2

Keep Maya in cm. A lot of tools and particles etc depend on it.
You are correct,. the file will come in large… its ok.


#3

So you mean, just import and the size is correct?

I tried with OBJ and FBX, size is the same.


#4

You will still need to check and make sure your character is 6foot tall, just check it in cm.
Type this into google 6 foot in cm = 182.88
Then make a measure tool in maya at 182 cm, then you know you have a character at 6ft.


#5

This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.