Player Size in Game World
by Tim Robinette · in Torque 3D Professional · 01/25/2013 (4:30 pm) · 8 replies
I've gathered that the player's default model is about 2.4 meters tall. Am I correct on that? Thats what I've seen on other posts. In real world units, thats ~8' tall. Quite a tall individual.
I know that when you export a model from Blender, it should be a 1:1 ratio when imported into Torque. 1 Blender unit is the same as 1 Torque unit. Is this also correct?
In the particular model I'm making in Blender, I was having Blender display real units to get correct scale. So if the object is about 2.4m or 8ft tall, I would expect it import at the same size. Although, the model appears to be the right size in reference to real units (about 6') He still seems rather wide and tall, especially while viewing in a first-person camera.
I'm curious as to if he is 2.4 meters tall, then why is the model seem shorter than 2.4 meters in relation to the imported object? I'm trying to figure out a scale ratio to scale the model up before exporting.
I was thinking of scaling it 1.3 units bigger (2.4m/1.8m)
I'm trying to get a better understanding of the relationship between height and width of the player in the game to that of a person with real-world units and I feel like I'm missing something.
I know that when you export a model from Blender, it should be a 1:1 ratio when imported into Torque. 1 Blender unit is the same as 1 Torque unit. Is this also correct?
In the particular model I'm making in Blender, I was having Blender display real units to get correct scale. So if the object is about 2.4m or 8ft tall, I would expect it import at the same size. Although, the model appears to be the right size in reference to real units (about 6') He still seems rather wide and tall, especially while viewing in a first-person camera.
I'm curious as to if he is 2.4 meters tall, then why is the model seem shorter than 2.4 meters in relation to the imported object? I'm trying to figure out a scale ratio to scale the model up before exporting.
I was thinking of scaling it 1.3 units bigger (2.4m/1.8m)
I'm trying to get a better understanding of the relationship between height and width of the player in the game to that of a person with real-world units and I feel like I'm missing something.
#2
I guess my problem is that even though my scale is right, he seems so bulky in first-person mode. For example, take a standard 32" door width. In Torque, he barely can fit through, if he even does. His shoulder length seems so broad when standing in an area that size.
Where is the camera positioned on the character when it's first-person?
Perhaps its the bounding box thats throwing me off. Something just didn't look right in scale. *shrug*
01/25/2013 (6:02 pm)
Ah, 1.9m seems more correct. Past forum comments were confusing me with 2.4m.I guess my problem is that even though my scale is right, he seems so bulky in first-person mode. For example, take a standard 32" door width. In Torque, he barely can fit through, if he even does. His shoulder length seems so broad when standing in an area that size.
Where is the camera positioned on the character when it's first-person?
Perhaps its the bounding box thats throwing me off. Something just didn't look right in scale. *shrug*
#3
01/25/2013 (6:16 pm)
One world unit is intended to be one meter. However, that's just a convenient frame of reference for humans - it can be whatever you like, but it gets weird if you get carried away.
#4
i prefer that. bcz,each artist use their own variation on scaling.
no matter what sized player you add , u can resize it anytime.
for dae model u have to adjust "Unit" value of tsshapeconstructor.
stock engine do not have that for "dts" .(although i have made one by changing in source).so u have no choice without setScale().just use same value for each axis(like %obj.setScale("5 5 5")).
01/25/2013 (7:32 pm)
u can resize player ingame.i prefer that. bcz,each artist use their own variation on scaling.
no matter what sized player you add , u can resize it anytime.
for dae model u have to adjust "Unit" value of tsshapeconstructor.
stock engine do not have that for "dts" .(although i have made one by changing in source).so u have no choice without setScale().just use same value for each axis(like %obj.setScale("5 5 5")).
#5
Unless this issue had been fixed?
01/25/2013 (9:11 pm)
Be careful with scaling in game. From what I understand it can cause collision issues and falling through terrain. Unless this issue had been fixed?
#6
01/26/2013 (3:31 am)
I think TGE's Kork was over 2m tall. The bounding box of the stock player is ridiculously wide, designed to prevent the player's eye node (where the camera is mounted) from penetrating walls, etc. But this makes it difficult to fit through relatively tight spaces!
#7
I agree with you Richard, I think I've been getting carried away, and things are just too odd. A computer character is to stiff unrealistic to directly compare to an actual person in the physical world, and things don't "appear" the same, even if they are.
I'm not a modeler, so I'm stumbling through software until we get a team member to do so for us. I'm pulling in free models of everyday objects that I can't make myself, and a lot are to scale, therefore I was trying to get everything else to scale, so things wouldn't look weird.
I might try scaling the character itself, just to tweak around and see if I can get something that looks better without redoing meshes. On that though, would scaling the character in game, would that affect animations, or attached objects to the character?
01/27/2013 (2:30 pm)
Probably why I was getting conflicting results. Since I don't have Kork, I was probably seeing measurements from him several years ago. I just have a soldier. And yes as Duion said, he is approx that tall. Although, granted he wears armor, his width from shoulder to shoulder seemed to be about 0.7m.I agree with you Richard, I think I've been getting carried away, and things are just too odd. A computer character is to stiff unrealistic to directly compare to an actual person in the physical world, and things don't "appear" the same, even if they are.
I'm not a modeler, so I'm stumbling through software until we get a team member to do so for us. I'm pulling in free models of everyday objects that I can't make myself, and a lot are to scale, therefore I was trying to get everything else to scale, so things wouldn't look weird.
I might try scaling the character itself, just to tweak around and see if I can get something that looks better without redoing meshes. On that though, would scaling the character in game, would that affect animations, or attached objects to the character?
#8
01/27/2013 (2:40 pm)
Scale him in the modeling program, it's not that hard.
Duion