Results 1 to 12 of 12
  1. #1

    Default what are your grid settings in maya?

    heres two different settings i found from google but my question is what are your settings and why do you use those settings ?

    udk to maya scale = 1:1 ratio
    16uu = 1 foot

    setting up the grid in maya
    display>grid options

    Length/Width: 512
    Grid Lines Every: 512
    Subdivisions: 32

    "This will give you every grid unit in Maya = 16uu.

    How did we figure that out? We took

    Grid Lines Every: 512 divide by Subdivisions: 32 = 16.

    512/32=16" it means each grid square equals one foot


    OR



    1 Unreal Unit (UU) = 1 Centimeter (CM)

    So as a working grid in Maya, you should set your grid accordingly:
    Display->Grid->[Options]

    Length and Width: 1024.00 units
    Grid Lines every: 16.00 units
    Subdivisions: 1

    This will give you a grid in Maya that represents using a 16uu scale in Unreal.


    this is what i found but i dont think this is right. one says each unit is 1 foot and the other 1 centimeter

  2. #2
    MSgt. Shooter Person
    Join Date
    Nov 2009
    Posts
    243

    Default

    You could loose yourself in endless math or just use scripts that do it for you
    http://www.creativecrash.com/downloa...pe=search_tags

  3. #3

    Default

    i've seen the jbUDK one before i think i'll go with that one ... ninja udk looks kinda useful too

    thanks for the link man

  4. #4
    MSgt. Shooter Person
    Join Date
    Nov 2009
    Posts
    243

    Default

    Be sure to also use UDK Tool 0.2.2. It might look like the same, but the grid handling is much better and that collsion naming tool can speed up the export process quite alot if you have to handle multiple meshes.

  5. #5
    Prisoner 849
    Join Date
    Feb 2010
    Posts
    957

    Default

    This question comes up so often and there is no answer. Default pawn is 96uu and you can't change that easily. Only way to scale the character is to scale the environment instead of the pawn. So it depends on whether you want 5 foot character or 6 foot character.

    I work in default centimeter grid in Maya. I model everything to real life scale. Then I scale everything down to 0.6 before exporting. If I need a little taller person, I scale 0.55 and so on.

  6. #6

    Default

    @FlynT which maya are these plugins for?

    @taz1004 does that even work cause i mean your saying its centimeter scale but you model everything to real life scale so are you even using the grid?

  7. #7
    MSgt. Shooter Person
    Join Date
    Nov 2009
    Posts
    243

    Default

    I know that jbUDK and the UDK Tool work for maya 2012, so i guess they will work for earlier versions.
    And afaik you can scale the pawn by modifying the "Scale" in YourPawn.uc i've made a post about it a while ago http://forums.epicgames.com/threads/...7#post30023377

    And also some nuts and bolts about scaling can also be found here http://forums.epicgames.com/threads/...eal-Dimensions

    Hope this helps a bit, if you need further help please let me know but be warned im not a coder

  8. #8
    MSgt. Shooter Person
    Join Date
    Mar 2012
    Location
    Chicago Il
    Posts
    177

    Default

    My setup is pretty simple


    This makes it so every grid line in maya is = 1 foot in udk.

  9. #9

    Default

    ok so i guess 1 foot is good cause its the same as the udk tool

  10. #10
    MSgt. Shooter Person
    Join Date
    Nov 2009
    Posts
    160

    Default

    Quote Originally Posted by DGlow View Post
    My setup is pretty simple


    This makes it so every grid line in maya is = 1 foot in udk.
    Pretty much this, you really don't need fancy tools just to set up a grid system. But of course there is no replacement for testing your objects before you start to add detail in maya. Best way is to get the rough blockout of the model you are making (even if it consists of like 2 cubes for a car or similar) then import it into UDK and make sure the size looks good. I've found after allot of testing that sticking rigidly to real life sizes can make things look skewed in game, so as I have said before - always work iteratively.

  11. #11
    Prisoner 849
    Join Date
    Feb 2010
    Posts
    957

    Default

    Quote Originally Posted by badaboom View Post
    @taz1004 does that even work cause i mean your saying its centimeter scale but you model everything to real life scale so are you even using the grid?
    I build 2 meter wall to 200 centimeter in maya. 10 meter wall to 1000 centimeter in maya... why wouldn't it work?

    ok so i guess 1 foot is good cause its the same as the udk tool
    UDK uses feet?
    Last edited by taz1004; 04-28-2012 at 03:00 PM.

  12. #12
    MSgt. Shooter Person
    Join Date
    Feb 2011
    Posts
    213

    Default

    Scale is set per game, not by the engine.

    As such, you can look at previous UE3 titles to get a good idea (and as most of the assets that come with UDK are scaled for Unreal3..... it's a "pseudo-standard").

    http://udn.epicgames.com/Three/UnrealUnits.html

    In all of the Unreal Tournament games, 1 Unreal Unit is equal to 2 cm.

    In Gears of War approximately 2 Unreal Units equal 1 inch, because the characters are 156 units tall and a floor of a building is 256 units tall. This was decided on for grid purposes and so our cover height worked out well. The values for gravity were not based on reality, but on what felt right.

    Most licensees use a scale of 1 Unreal Unit to 1 cm.
    See also:

    http://udn.epicgames.com/Three/ChangingUnits.html

    http://odedge.com/ut-3-tutorials/dgunreal-tips-scale/

    http://wiki.beyondunreal.com/Legacy:...And_Dimensions


 

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Copyright ©2009-2011 Epic Games, Inc. All Rights Reserved.
Digital Point modules: Sphinx-based search vBulletin skin by CompletevB.com.