which units do you use in your productions?

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Rudi Hammad

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Jun 2, 2021, 4:57:12 AM6/2/21
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hey everyone,
for a long a time I worked in 1:10 base scale in maya. So 10 cm units would actually represent 100 cm. If i remember correctly autodesk recommended that 1:10 scale based
 Capture.JPG
the image above show a character in 1:10 compared to 1:1. So it almost like maya is inviting you to work at 1:10 since the character looks nicely fitting the grid proportions.
But talking with some groming artists(and having delt with groming myself) xgen works better in a 1:1 scale. With a 1:10 scale the settings are harder to tweak because they blow out of proportions inmediatly.
What is your take on that on a personal or production level?
Cheers,

R

Marcus Ottosson

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Jun 2, 2021, 5:27:16 AM6/2/21
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In my experience there is no right answer, it all depends. :(

Like you mentioned, for some grooming tools, real-world scale is preferred. But even that depends on whether the tools themselves where designed around it, which isn’t necessarily the case. Rendering typically assumes real-world scale, for things like subsurface scatter depth being in centimeters. Simulation varies greatly, to my great surprise. nCloth assumes 0.01x with a default gravity of 9.8 cm/s as opposed to m/s, Bullet assumes 1.0x and who knows what third-party solvers end up choosing.

For animation this problem is also ever present, in that translate versus rotate curves in the graph editor appear at wildly different scales. E.g. an arm rotated 20 degrees can cover the Y-axis of the editor, but then display that alongside hip translation and you’ll end up either zooming in or out like mad, obscuring the rotation.

So no matter how consistent you are, someone will end up suffering. It’s an unsolved problem.


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Rudi Hammad

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Jun 2, 2021, 5:54:38 AM6/2/21
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Great point about the animation curves, I never though about that in terms of how the curves display relative to each other.
Cool thanks.

bobrobertuma

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Jun 2, 2021, 12:13:48 PM6/2/21
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I model and perform all aspects at real world scale.  I’d recommend it and though it appears Maya wants to be at 1:10 scale it’s misleading IMO.  Maya doesn’t really care.  If you are at 1:1 however scenes should be close to 0,0,0 as much as possible to avoid floating point miss calcs.

image001.jpg

Rudi Hammad

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Jun 2, 2021, 12:25:06 PM6/2/21
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thanks for you input Jason.
About floating point miss calculation, it is not a problem. You just have to localize the skin.
R
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