View Full Version : Unit measurements? (3ds max/maya)
RonniT
11-07-2009, 05:51 AM
Hey guys.
Looked roughly through the documentation, but did not find any answer.
Can anyone tell me the unit scale to use in 3ds/maya for the UDK? (for realistic scaling in-engine)
I could go find out manually however that would probably result in a non precise result, and well thought some of you would know (maybe some of the UT3 editing guys?).
JackyBoy
11-07-2009, 08:17 AM
yeah, a character is 96 units high and is supposed to be 6ft tall.
1 maya unit = 1 unreal unit. So use the character as reference and build around it.
and watch this Setting up unreal units in maya (http://www.youtube.com/watch?v=Xl5kJP02K0g)
Crozz
11-07-2009, 10:48 AM
Same for 3ds max, 1 unit will import as 1 unreal unit.
RonniT
11-07-2009, 11:09 AM
Thanks for the replies, and the help guys.
philnolan3d
11-07-2009, 10:43 PM
So how about LightWave, which uses real world scale (feet, inches , meters, etc.)? I know models in UDK are way oversized, but I don't remember by just how much.
warriorlax5506
11-10-2009, 03:33 PM
Is there anyone that could link me to a character model download for a scaling reference?
JackyBoy
11-10-2009, 04:16 PM
make a box 96 units high, x32x32 then that is generally the height of a person in unreal. Easier than downloading something :)
Norman3D
11-12-2009, 07:20 PM
Same for 3ds max, 1 unit will import as 1 unreal unit.
Not true, depends on your unit setup in 3ds max.
JackyBoy
11-13-2009, 03:33 AM
How do you set it up in max then?
nfollmer
11-16-2009, 07:38 AM
How do you set it up in max then?
There is no set up. No matter what modeling program you use, 1 unit in your program = 1 unreal unit.
Plastik
11-16-2009, 07:58 AM
Does anybody know units setup for UDK in XSI? I cant understand scale measurement :confused:
philnolan3d
11-16-2009, 08:02 AM
There is no set up. No matter what modeling program you use, 1 unit in your program = 1 unreal unit.
Aside from LightWave I assume since it doesn't use "units", it uses feet, inches, etc. I assume modo is the same too since it's based on LightWave.
Masakari
11-18-2009, 12:21 AM
Usually 1 Unreal unit = 1 or 2 cm, depending on your scale choice. It can be more, but isn't recommended by Epic.
Of course, in (say) 3ds Max, you might have it setup for units, that's fine, you can define it for cm, or just work with units.
philnolan3d
11-18-2009, 12:28 AM
Thank you, that's good to know. Now I just need a way to get LW objects into UDK and I'll be golden! lol ;)
RustIronCrowe
11-18-2009, 01:40 AM
12 inches = 16 UU seems to be the common factor for general mapping purposes, but I have also found that simply building the object in real scale (I use feet+decimal inches) and then upscaling 192% before exporting as .ASE seems to work admirably.
1 UU = .75 in. = 1.905 cm
Denny
11-18-2009, 03:22 AM
Instead of thinking units you could make a BSP mesh in Unreal as a reference size object, export it as obj and use it in your scene.
cgmark
11-20-2009, 02:47 PM
I posted this in a reply in docs sections :
I like to be able to look at a model in max that I make as being measured in feet . The basic unreal character is 96 unreal units tall for a 6 foot model so 96/6 = 16 units per foot.
To get that in max so that I never have to scale objects on import here is what you need to do.
Inside Max BEFORE you create anything in the scene, this is very important nothing is in the scene.
Open Customize then Units Setup
Set the Display units scale to Fractional Feet and 1/1 in the drop down menu
Click System Units Setup
Change the System Units Scale to read: 1 unit = .8 inches
Click OK
Now 1 unit in max equals 16 units in the UDK, so 1 foot in max = 16 units in UDK.
If you want the grid to snap to it, then set it to :
Grid Spacing 1 foot
Major Grid lines every 10 spaces.
You can change the Display Units scale to something like Fractional Feet and 1/2 in the drop down,but be careful when changing this as it can result in objects that will import fine but have odd measurements like 15 x 16 instead of 16 x 16 because of rounding errors in max. Max is good for a lot of things, but precision isn't one of them. If you want precision you will have to use Autocad :)
Admin-K9Gaming
11-21-2009, 03:38 AM
Hello Guys, for your convenience I have already released a Scaling Model for Max/Maya. This is a standard for most Game Development studios..
Refer to my Thread : http://forums.epicgames.com/showthread.php?t=708722
Thanks.
philnolan3d
11-21-2009, 06:19 AM
Hello Guys, for your convenience I have already released a Scaling Model for Max/Maya. This is a standard for most Game Development studios..
Refer to my Thread : http://forums.epicgames.com/showthread.php?t=708722
Thanks.
I added to that thread including the LightWave 3D version of the file with correct scale and rotation fixed so it faces the right way.
Lipton
11-21-2009, 09:56 AM
What unit in 4d cinema?
Fusedgore
11-21-2009, 10:57 PM
That is an exellent video tut .Thanks allot.
Viion
11-22-2009, 11:02 AM
What unit in 4d cinema?
If your using Meters as default then 1:10, udk:c4d
Lipton
11-22-2009, 05:55 PM
If your using Meters as default then 1:10, udk:c4d
Thanks:) now I know))
RT-Visualization
11-22-2009, 07:58 PM
I did some tests with Softimage 2010 and it follows the same rule as Maya and 3ds, that means that if you create a cube with a lenght of 96 is going to match the character height
http://img690.imageshack.us/img690/779/83259887.jpg (http://img690.imageshack.us/i/83259887.jpg/)
Tom Shannon
11-23-2009, 01:03 PM
Here's a more clear setup for the MAX users out there.
The biggest thing to remember is: The Display Unit Scale is ONLY a display conversion for your System Units. This means that you can set this to whatever you are most comfortable working in. It does NOT effect your scene or models in ANY way.
http://content.screencast.com/users/kopar/folders/Jing/media/d040646e-8ce3-43a8-b53f-b19f332b0d6f/UnitsSetup.png
Setting your System Units to the following will give you the exact 1UU = 2cm scale discussed here without any need to scale or mess with models before export:
http://content.screencast.com/users/kopar/folders/Jing/media/971c976d-59c6-42ee-a077-c45757689502/SystemUnitSetup.png
RustIronCrowe
11-23-2009, 03:41 PM
I posted this in a reply in docs sections :
I like to be able to look at a model in max that I make as being measured in feet . The basic unreal character is 96 unreal units tall for a 6 foot model so 96/6 = 16 units per foot.
(...)
Open Customize then Units Setup
Set the Display units scale to Fractional Feet and 1/1 in the drop down menu
Click System Units Setup
Change the System Units Scale to read: 1 unit = .8 inches
Click OK
Now 1 unit in max equals 16 units in the UDK, so 1 foot in max = 16 units in UDK.
Change the System Units Scale to read 1 unit = .75 inches. (12/16) or if you prefer to work in metric 1 unit = 1.905 centimeters.
Dregoloth
12-20-2009, 11:55 PM
I did some tests with Softimage 2010 and it follows the same rule as Maya and 3ds, that means that if you create a cube with a lenght of 96 is going to match the character height
http://img690.imageshack.us/img690/779/83259887.jpg (http://img690.imageshack.us/i/83259887.jpg/)
Do you know how to change the grid in modtool 7.5 to match udk's grid?
shaheen
12-30-2009, 02:09 AM
make a box 96 units high, x32x32 then that is generally the height of a person in unreal. Easier than downloading something :)
thanks. It works perfectly.
iniside
01-02-2010, 08:11 AM
yeah, a character is 96 units high and is supposed to be 6ft tall.
1 maya unit = 1 unreal unit. So use the character as reference and build around it.
and watch this Setting up unreal units in maya (http://www.youtube.com/watch?v=Xl5kJP02K0g)
I setup everything just like in video and it simply doesn't work. When i make example box 16x16x16uu and import it to UDK it shows 0x0x0 in Static Mesh Editor.
3ds Max 2010. So I must ask, what have gone wrong ?
radomiro
12-10-2010, 10:42 AM
since 6ft = 1,8288 m = 96 uus
then we can say a 1 uus ~ 2 cm, so 1 m is about 50 uus
Peppigno
12-11-2010, 09:00 AM
Does anybody know units setup for UDK in XSI? I cant understand scale measurement :confused:
XSI doesn't use conventional unit measurement, but anyway you can considerer 1 xsi unit -> 1 unreal unit (tested :D).
Deathbliss
01-19-2011, 10:24 PM
Once you have the units set up in Max, and your grid set to 16.0 for Grid Spacing and 8.0 for Major Lines Every Nth Line (also be sure that All Viewports radio is filled) you will find that whatever you make in Max will now import at the correct size in not only Unreal, but also in Morrowind and Oblivion (characters are 128 units tall for these games).
My question is this... Now that I have my Max Grid Settings where I want, how do I set the World Units for reactor? Remember reactor wants 1m to equivocate to something...
- Deathbliss
RocknRollCowboy
01-21-2011, 03:53 PM
hi folks,
i thought i had the units setup for udk inside 3ds max right but apparently i dont.
- in my "units setup" dialog under custom unit i have "U_Units = 0.046 feet"
- under the "units setup" dialog and in the "System Unit Setup" menu i have "1 unit = 1 inch"
- on the snaps toggle button on the toolbar under the "Home Grid" tab i have Grid Spacing set to 16.0 U_Units
so made a few simple modular assets and exported them to udk as a .fbx and in udk they arent on the grid. in max,the origin is right and in the editor it is too but the scale is wrong.
for example,on the grid in max i have a wall piece 10 units hight and 10 units wide. in udk it snaps but is slightly off the grid. any ideas what i did wrong?
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