Horde3D

Next-Generation Graphics Engine
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PostPosted: 05.07.2008, 09:48 
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Joined: 10.04.2008, 09:13
Posts: 86
It seems ColladaConv doesn't take the unit scale into account when converting a
Collada file. When there's a:

Code:
<unit meter="0.01" name="centimeter"/>

entry in the file all positions are not converted.


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PostPosted: 07.07.2008, 11:11 
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Joined: 17.02.2008, 21:08
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Horde3D has no concept of a fixed real-world scale, so it wouldn't currently make sense to rescale things based on unit values.


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PostPosted: 07.07.2008, 12:11 
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Joined: 22.11.2007, 17:05
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reiko wrote:
Horde3D has no concept of a fixed real-world scale, so it wouldn't currently make sense to rescale things based on unit values.
I would tend to disagree - if we don't apply the scale in the collada converter, someone has to apply it manually afterwards. We can ignore the units entirely, and just multiply by that unit-scale value.

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PostPosted: 07.07.2008, 22:07 
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That's not really a scale that should always be applied... it just specifies the scale of the model against a "real world" unit. Not everyone will be using metres as their unit of length in their application, so it doesn't always make sense to multiply (or divide, in this case - note that it means that 1 model unit is 0.01m) by the specified unit. If you want to scale the model, you should really use a scale transform instead.


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PostPosted: 14.07.2008, 13:43 
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Joined: 11.06.2008, 10:34
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Still slightly confused on Horde's Scales, and how it treats each object. At the moment if you load a geo model file, HordeEdit seems to apply its own scale, (e.g. 0.2 0.2 0.2) - what reference is this based upon?

So if im correct in reading the thread, the unit definition within the Collada file is currently redundant? and if thats true, what defines the model size once converted to GEO?

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PostPosted: 14.07.2008, 14:02 
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Joined: 13.11.2007, 11:07
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Location: Germany
If you add a model to the scene using the editor, it will be added with a transformation that should fit into the current camera viewing frustum. That may be not the best way to add it. I just used this method to avoid question like "where is my model" when the model's default size does not fit to the current scene scale and may be much to big. Next to that there may be bugs in the calculation of this transformation. I remember that I changed something but can't remember if it was before or after the release of the last official version.

So the transformation used for the reference model in the editor has nothing to do with the transformations used in the .scene.xml file (or in the collada file). Instead it replaces the default transformation of the root node in the .scene.xml file. But the root node has the identiy matrix by default anyway.


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PostPosted: 14.07.2008, 14:03 
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Joined: 22.11.2007, 17:05
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PuG wrote:
So if im correct in reading the thread, the unit definition within the Collada file is currently redundant? and if thats true, what defines the model size once converted to GEO?
The exact size (in world units) that the model was originally. The converter doesn't change the size of the model, it just outputs it at the same size.

When you are creating a game, you typically come up with a scale (1 unit is one meter, a character is then roughly 2 units tall), and model to that scale.

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PostPosted: 14.07.2008, 14:10 
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Joined: 11.06.2008, 10:34
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Thanks for the replies! Just as swift suggested I was about to use 1 unit = 1 meter, just need to get Modo & LW dialled into the same.

Volker - Perhaps it might be a good idea to add an option to allow the user to select in regards to the default object scale?

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PostPosted: 16.09.2024, 07:01 
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Joined: 02.01.2017, 02:59
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yup, the converter should have a scale option, as not all assets come from the same place.
I will look into this, but I"m not sure how this works with animation? I would assume apply the scale to everything except rotations?


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