Dana2002
03/28/02, 08:51 AM
Hi,
I'm working on a game, where each level is supposed to be in the physical scale of 13*3*2 meters. (software limitations demand this). The problem is, that viewport behavier in this small scale is very difficult to handle.
Is there a way to work with small units but have max handle the scene as if its much bigger? I tryed for hours all the different kinds of unit conversions, but they don't seem to work. I thought that if I scale the scene up to 13000 units and in the pref. I write :1 unit = 1 millimeter, then i't the same as if I use a scale of 13 units and in the pref. I write: 1 unit is 1 meter.
But this doesn't work. It always exports as meters!
Any ideas how to handle this?
(I can't work in a big size and in the end scale down)
Thanks.
Hi. We are also working on very small scale scenes. Here are some things I have come up with that have made life a little easier for me.
-Increase the degrees of precision.
-Kind of give up on the grid on the perspective window.
Also I think your main problem ( mine was ) is the clipping plane. When you zoom in to the end of the clipping plane, increase your field of view so you can still see closer.
Also be careful with the spinners. Instead, try typing in the small numbers since the spinners get out of control easily.
Hope this helps at all.
This is one of the more common issues we see in problems reported to support. As scale increases or decreases, the accuracy decreases. This is simply due to computer math and the amount of rounding that is done. If you get very small or large scale, you will see a lot of strangeness. The best bet is to keep the scale of everything in a range and then scale things down appropriately in the end.
I know this doesn't help much but it at least explains the behavior.
Cheers
Darv
Darvin Atkeson
Digital Artist
darvin@attbi.com