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- This topic has 5 replies, 3 voices, and was last updated 2 years, 9 months ago by
kdv.
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2023-01-11 at 3:43 am #59498
kdv
Participantis there a way to detect what units were used in a 3D editor before exporting to gltf? as we know, Blender exports 1:1 (1 m in Blender == 1 unit in Verge3D). 3DsMax models are exported 1000 times larger (1 mm in Max == 1 unit in Verge3D). when exporting to STL we get different dimensions of the output geometry. that’s not good, the geometry dimensions should be unified (scaled). but how?
In my CAD software Blender’s models (exported to STL) are imported with the ratio 1000:1 (too small), Max’s models are 1:1…Puzzles and JS coding. Fast and expensive.
If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.
2023-01-11 at 4:28 am #59499
solidCustomerthis question is also interesting
Webgl Interactive Development https://t.me/AlternativeWebgl
2023-01-11 at 8:30 am #59502
Alexander KovelenovStaff2023-01-11 at 5:40 pm #59509kdv
ParticipantSo 1000:1 is not always the case.
not always but quite often
is it possible to transfer this info about used Max/Maya units into the scene to read it afterwards? or maybe this info is alredy present in Max’s models?
Puzzles and JS coding. Fast and expensive.
If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.
2023-01-12 at 7:45 am #59528
Alexander KovelenovStaff2023-01-12 at 7:55 am #59529kdv
ParticipantYou didn’t get the point ))) I don’t use Max and I don’t need to modify its plugin for my needs. I’m trying to write a universal plugin exporting ANY model to STL with the correct dimensions. If I were writing it only for myself then there is no any problem: I can set any scale in the JS code…
https://v3d.net/e2sPuzzles and JS coding. Fast and expensive.
If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.
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