Measurement Units: Difference between revisions

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This page explains measurement (distance) units that are used in Verge3D and how these interact with Blender, 3ds Max, and Maya system units.
This page explains measurement units that are used in Verge3D and how these interact with Blender, 3ds Max, and Maya system units.


Verge3D uses generic units. These can be anything you want: meters, inches, centimeters, parsecs, etc. However, when dealing with the particular modeling software, some 3D-tool specifics should be considered.
Verge3D uses generic units for distance values. These can be anything you want: meters, inches, centimeters, parsecs, etc. However, when dealing with the particular modeling software, certain 3D-tool specifics should be considered.


== Verge3D for Blender ==
== Verge3D for Blender ==


1 Blender unit (BU) is 1 meter by default. Switching to some other unit system (e.g. Imperial) does not affect how Blender stores the distances/positions internally (it's purely a UI feature). So, when you export your scene to glTF and load it to Verge3D you will always get meters. Thus, for consistency with Puzzles (or JavaScript) we recommend using the metric system in Blender and always set the '''Unit Scale''' parameter to 1.
1 Blender unit (BU) is 1 meter by default. Switching to some other unit system (e.g. Imperial) does not affect how Blender stores the distances/positions internally (it's purely a UI feature). So, when you export your scene to glTF and load it to Verge3D you will always get meters. Thus, for consistency with Puzzles (or JavaScript) we recommend using the metric system in Blender and always set the '''Unit Scale''' parameter to 1.
[[File:Blender-units.webp|600px]]


== Verge3D for 3ds Max ==
== Verge3D for 3ds Max ==


3ds Max uses quite complex units system. '''System Units''' is what is stored in 3ds Max files and exported to glTF (hence used in Verge3D). '''Display Units''' is what you see in 3ds Max UI (does not affect export). For consistency with Verge3D Puzzles (and JavaScript) we recommend using '''Generic Units''' for Display Units or set the same units for System Units and Display Units (e.g. set both to Meters).
3ds Max uses quite complex units system. '''System Units''' is what is stored in 3ds Max files and exported to glTF (hence used in Verge3D). '''Display Units''' is what you see in 3ds Max UI (does not affect export). For consistency with Verge3D Puzzles (and JavaScript) we recommend using '''Generic Units''' for Display Units or set the same units for System Units and Display Units (e.g. set both to Meters).
[[File:3ds-max-units.webp|740px]]


== Verge3D for Maya ==
== Verge3D for Maya ==


Working Units default to centimeters, however you can assign your own with the Maya's property '''Settings''' → '''Working Units''' → '''Linear'''. The rule of thumb is simple — units that you see in the Maya UI will be exported to glTF and used in Verge3D as-is (no conversion happens).
Working Units default to centimeters, however you can assign your own with the Maya's property '''Settings''' → '''Working Units''' → '''Linear'''.
 
[[File:Maya-working-units.webp|828px]]


The rule of thumb is simple — units that you see in the Maya UI will be exported to glTF and used in Verge3D as-is (no conversion happens).
  Internally Maya stores everything in centimeters, but this is handled by the Verge3D exporter. This fact should not be a concern for Verge3D artists or programmers.
  Internally Maya stores everything in centimeters, but this is handled by the Verge3D exporter. This fact should not be a concern for Verge3D artists or programmers.


== Angular units ==
== Angular units ==


Verge3D exporter for Blender, 3ds Max, or Maya uses quaternions (fancy four-dimensional vectors) to represent rotations. So it does not matter which rotational units you choose in the modelling tool: degrees or radians.
Verge3D exporter for Blender, 3ds Max, and Maya uses quaternions (fancy four-dimensional vectors) to represent rotations. So it does not matter which rotational units you choose in the modelling tool: degrees or radians.


When dealing with rotational values in Puzzles you should always specify degrees, while for JavaScript radians is the only option.
When dealing with rotational values in Puzzles you should always specify degrees, while for JavaScript radians is the only option.


[[Category:Overviews]]
[[Category:Explanations]]
[[Category:Blender]]
[[Category:Blender]]
[[Category:3ds Max]]
[[Category:3ds Max]]

Latest revision as of 16:56, 24 May 2026

This page explains measurement units that are used in Verge3D and how these interact with Blender, 3ds Max, and Maya system units.

Verge3D uses generic units for distance values. These can be anything you want: meters, inches, centimeters, parsecs, etc. However, when dealing with the particular modeling software, certain 3D-tool specifics should be considered.

Verge3D for Blender

1 Blender unit (BU) is 1 meter by default. Switching to some other unit system (e.g. Imperial) does not affect how Blender stores the distances/positions internally (it's purely a UI feature). So, when you export your scene to glTF and load it to Verge3D you will always get meters. Thus, for consistency with Puzzles (or JavaScript) we recommend using the metric system in Blender and always set the Unit Scale parameter to 1.

Verge3D for 3ds Max

3ds Max uses quite complex units system. System Units is what is stored in 3ds Max files and exported to glTF (hence used in Verge3D). Display Units is what you see in 3ds Max UI (does not affect export). For consistency with Verge3D Puzzles (and JavaScript) we recommend using Generic Units for Display Units or set the same units for System Units and Display Units (e.g. set both to Meters).

Verge3D for Maya

Working Units default to centimeters, however you can assign your own with the Maya's property SettingsWorking UnitsLinear.

The rule of thumb is simple — units that you see in the Maya UI will be exported to glTF and used in Verge3D as-is (no conversion happens).

Internally Maya stores everything in centimeters, but this is handled by the Verge3D exporter. This fact should not be a concern for Verge3D artists or programmers.

Angular units

Verge3D exporter for Blender, 3ds Max, and Maya uses quaternions (fancy four-dimensional vectors) to represent rotations. So it does not matter which rotational units you choose in the modelling tool: degrees or radians.

When dealing with rotational values in Puzzles you should always specify degrees, while for JavaScript radians is the only option.