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Integrated BIM tools, including Revit, AutoCAD, and Civil 3D
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Professional CAD/CAM tools built on Inventor and AutoCAD
Integrated BIM tools, including Revit, AutoCAD, and Civil 3D
Professional CAD/CAM tools built on Inventor and AutoCAD
Use the Settings in Preferences to scale your model correctly for realistic animation and interaction within the game engine.
Type:
Tutorial
Length:
4 min.
Transcript
00:04
The first thing we need to check is the actual scale of the model.
00:07
You should always check with a client so you can get an exact size.
00:11
Our rig will be scalable,
00:13
but it's better for the animators to be working with a clean
00:16
rig from the offset rather than one whose size has been changed.
00:21
First, we go to windows settings, preferences, preferences,
00:26
we need to check what units may is using.
00:29
Let's look under the settings tab
00:32
here, we can see the working units
00:35
by default, it's usually set to centimeters, which is exactly what we need.
00:40
Now, we know the working units,
00:42
we can adjust the grid so we can see how tall this creature is.
00:46
Let's close that
00:47
and now go to display grid and open the options.
00:52
Let's reset this and apply it.
00:56
You can see that the grid has changed and each square now represents one centimeter.
01:02
Now,
01:02
the last thing we need is to have to count each one of thee to work out the right size.
01:07
But luckily, we can adjust the grid settings to simplify things.
01:11
We ideally need a line at each meter
01:14
which is 100 centimeters.
01:16
So let's change each of the units to 100.
01:19
So we just get a line at every 100 centimeter point.
01:23
We should also reduce the subdivisions to one
01:25
because we just want to see the main lines
01:29
if we apply that. Now, the grid has simplified
01:32
and we can instantly see that the creature is just over a meter tall
01:36
according to the client.
01:38
Ideally, he needs to be closer to 1.8 or 1.9 m.
01:43
We can now adjust the scale to make him bigger.
01:47
The next thing we need to check is that his feet are actually
01:50
on the floor plain and not floating above it or below it.
01:55
I have a floor plane in the scene already
01:57
which is just a polygon plane which I added
01:59
just so we can see the shadows.
02:01
And also so we know where the real world ground level is.
02:05
So we can see he is clearly below ground level.
02:09
I'll just turn off the textures.
02:12
So there we can see he needs to be moved up
02:16
that looks better
02:18
bring the textures back.
02:21
OK? So that's a scale and vertical position fixed.
02:25
He is roughly 1.8 m tall now
02:29
and his feet are planted on the ground.
02:31
Perfect.
02:34
Now, we need to make sure the horizontal position is right.
02:37
Let's switch to the front view.
02:40
So this is the grid line and it represents the middle of the scene.
02:44
What we can see is that the model is offset slightly.
02:47
We need the middle of the model to be on this grid line.
02:51
This makes using Mayer's symmetry tools easier and is
02:54
better when creating joints and also mirroring skin weights
02:58
again, moving this back will make your life easier.
03:02
So let's select the main group.
03:05
And this time I'm going to use the snapping tools to help me snap to the grid.
03:09
All I need to do is hold down X
03:11
and you will be able to see the grid snapping
03:13
icon update up here to tell us it's active.
03:17
If I just move along the X axis, now
03:19
you will see that the model snaps to the grid points.
03:23
I'll just double check that the middle of the model is sat exactly on the grid.
03:28
Obviously, this works better if the model is symmetrical just like this one is.
Video transcript
00:04
The first thing we need to check is the actual scale of the model.
00:07
You should always check with a client so you can get an exact size.
00:11
Our rig will be scalable,
00:13
but it's better for the animators to be working with a clean
00:16
rig from the offset rather than one whose size has been changed.
00:21
First, we go to windows settings, preferences, preferences,
00:26
we need to check what units may is using.
00:29
Let's look under the settings tab
00:32
here, we can see the working units
00:35
by default, it's usually set to centimeters, which is exactly what we need.
00:40
Now, we know the working units,
00:42
we can adjust the grid so we can see how tall this creature is.
00:46
Let's close that
00:47
and now go to display grid and open the options.
00:52
Let's reset this and apply it.
00:56
You can see that the grid has changed and each square now represents one centimeter.
01:02
Now,
01:02
the last thing we need is to have to count each one of thee to work out the right size.
01:07
But luckily, we can adjust the grid settings to simplify things.
01:11
We ideally need a line at each meter
01:14
which is 100 centimeters.
01:16
So let's change each of the units to 100.
01:19
So we just get a line at every 100 centimeter point.
01:23
We should also reduce the subdivisions to one
01:25
because we just want to see the main lines
01:29
if we apply that. Now, the grid has simplified
01:32
and we can instantly see that the creature is just over a meter tall
01:36
according to the client.
01:38
Ideally, he needs to be closer to 1.8 or 1.9 m.
01:43
We can now adjust the scale to make him bigger.
01:47
The next thing we need to check is that his feet are actually
01:50
on the floor plain and not floating above it or below it.
01:55
I have a floor plane in the scene already
01:57
which is just a polygon plane which I added
01:59
just so we can see the shadows.
02:01
And also so we know where the real world ground level is.
02:05
So we can see he is clearly below ground level.
02:09
I'll just turn off the textures.
02:12
So there we can see he needs to be moved up
02:16
that looks better
02:18
bring the textures back.
02:21
OK? So that's a scale and vertical position fixed.
02:25
He is roughly 1.8 m tall now
02:29
and his feet are planted on the ground.
02:31
Perfect.
02:34
Now, we need to make sure the horizontal position is right.
02:37
Let's switch to the front view.
02:40
So this is the grid line and it represents the middle of the scene.
02:44
What we can see is that the model is offset slightly.
02:47
We need the middle of the model to be on this grid line.
02:51
This makes using Mayer's symmetry tools easier and is
02:54
better when creating joints and also mirroring skin weights
02:58
again, moving this back will make your life easier.
03:02
So let's select the main group.
03:05
And this time I'm going to use the snapping tools to help me snap to the grid.
03:09
All I need to do is hold down X
03:11
and you will be able to see the grid snapping
03:13
icon update up here to tell us it's active.
03:17
If I just move along the X axis, now
03:19
you will see that the model snaps to the grid points.
03:23
I'll just double check that the middle of the model is sat exactly on the grid.
03:28
Obviously, this works better if the model is symmetrical just like this one is.
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