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FPSC Classic Models and Media / Model Is Too Small When I Export From Blender

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Werecool
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Posted: 9th Jun 2012 05:55
I have exported a model dozens of times from Blender and yes, I have scaled it. I scaled it in Edit mode and in Object mode, yet when I run it through the Entity Maker, it comes out the size of an ant. How do I get this to work?

Thanks

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JLMoondog
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Posted: 9th Jun 2012 06:09
Check your export options, make sure your not normalizing scale. A lot of programs have default export options that auto-scale an object to a specific amount.

Werecool
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Posted: 9th Jun 2012 06:19
There are not scaling options. I've watched dozens of tutorials and the only thing I need to do is flip the z-axis to the y-axis. And then click export.

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JLMoondog
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Posted: 9th Jun 2012 07:31
What's the scale of the model in blender(units)?

Werecool
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Posted: 9th Jun 2012 07:49
There is no specified scale measurement in Blender.

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Disturbing 13
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Posted: 9th Jun 2012 09:09 Edited at: 9th Jun 2012 09:10
Quote: "What's the scale of the model in blender(units)"

What Josh Mooney is saying is definitely key to your dilemma. For example, I had to learn in Milkshape 3d, how many units made up a single floor segment to get an idea of what I had to scale things up to before I exported it. I learned 100x100 units in Milkshape was one segment large.
Try experimenting with making a single floor tile to figure out how big you need to scale things in order to achieve the correct size. Make a square 10 units x 10 units and place it on top of a single segment. From there you can multiply the size (in Blender)and retry comparing it to a floor segment ill you get an idea of the size you need to be exporting to.

Disturbing13
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Werecool
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Posted: 9th Jun 2012 09:31
There are no specified units in Blender. If you are referring to the grid, each square changes every time you zoom in or out of the model so I am not quite aware of how to measure something in units in Blender.

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maho76
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Posted: 9th Jun 2012 11:53 Edited at: 9th Jun 2012 13:56
the scale for blender to fpsc is REALLY big, the blender grid is about as big as a mobile for fpsc. rescale it using a reference stock-model as said, but dont forget to fix the new scale with ctrl+a.

Kravenwolf
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Posted: 9th Jun 2012 13:46 Edited at: 9th Jun 2012 13:48
The ratio of the grid in Blender remains the same regardless of how far you zoom in. There are 10x10 squares in each quadrant, and each of those squares in that quadrant is another quadrant of 10x10 squares.

A traditional segment in FPS Creator is 1 quadrant (10x10) in Blender. So base your entity's proportions on that scale. If it appears as "anti-sized" in the entity maker, scale by a unit of 10, 100, or 1,000 until it's size seems appropriate. Or you could simply import a segment wall for reference.

JLMoondog
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Posted: 9th Jun 2012 14:17 Edited at: 9th Jun 2012 14:20
Quote: "There are no specified units in Blender. If you are referring to the grid, each square changes every time you zoom in or out of the model so I am not quite aware of how to measure something in units in Blender."




If you take a default cube and size it it:
x:100
y:100
z:1
...this will give you the size of a single segment tile in fpsc.

To proportion a model correctly, a good way is to setup a 10x10x10 cube and scale the object until is looks correct. The cube being a base for a single rooms size. Then go to your vector settings and add a zero to each x/y/z. Then when you export make sure you disable anything that will normalize the scale.

From experience this is true for most modeling packages when exporting to FPSC.

Another way is to just change the scale in the fpe file.

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maho76
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Posted: 13th Jun 2012 10:41 Edited at: 13th Jun 2012 10:46
Quote: "Another way is to just change the scale in the fpe file."


wich will cause collision-problems most of the time when scaling over 100%. also autosized decals will refer to the original size, for example.

i have done myself a reference-pack to work with as default for blender. loaded the x-files into fragmotion and export as simple obj-files into blender: a floor segment, a wall, a character, the stock-door that i use most of the time. with that you will have a good reference to scale your customs.

by the way you can build them in small scale on the grid, you just have to scale and fix size before you start animating.

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