Noob to 3DS

Post » Mon Apr 11, 2011 2:31 pm

Hi

I was looking on the net, and cant find much info to confirm the Units setup for 3ds for oblivion.

Is this what i need to do, just set to generic units?
Customize >> Units setup >> generic units??


And if that's a yes, what is generic units, like is it a inch a foot, mm and cm's?

Plus what ever the unit i should be using, i imagine it should be the same unit for Fallout 3 and Fallout New Vegas as well?

And one more question, i learned about editable poly and editable mesh, the poly would be for models and mesh for normal objects?
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Arnold Wet
 
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Post » Mon Apr 11, 2011 9:54 am

I don't use 3ds but my understanding is that 1 unit in 3ds = 1 Oblivion unit. I assume they used 3ds to create their assets.

There is more information about Oblivion http://cs.elderscrolls.com/constwiki/index.php/Oblivion_Units on the wiki.
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DAVId Bryant
 
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Post » Mon Apr 11, 2011 2:08 pm

I ignore the whole units question and start by importing an existing item, if only as a template for size comparison. The exporter will respect the current setting and not rescale, regardless of the units you work with. If you're making armor, for example, you want it to fit the body, rather than be x units high, so just import a body and fit it to that, and then delete the unused body parts before you export (or in NifSkope afterwards).

Editable poly/editable mesh are different ways of editing the object, rather than different objects. You can convert from one type to the other in order to use different tools, although I'd avoid that in the special case of making morphs, where the conversion could renumber vertices. Conversion could also mean collapsing the edit stack, which you can't undo. I'm happy doing all object edits with Editable Mesh, and don't ever convert to poly. IIRC the exporter script expects to have an editable mesh to export.
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Siidney
 
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Post » Mon Apr 11, 2011 10:00 am

I ignore the whole units question and start by importing an existing item, if only as a template for size comparison. The exporter will respect the current setting and not rescale, regardless of the units you work with. If you're making armor, for example, you want it to fit the body, rather than be x units high, so just import a body and fit it to that, and then delete the unused body parts before you export (or in NifSkope afterwards).

Editable poly/editable mesh are different ways of editing the object, rather than different objects. You can convert from one type to the other in order to use different tools, although I'd avoid that in the special case of making morphs, where the conversion could renumber vertices. Conversion could also mean collapsing the edit stack, which you can't undo. I'm happy doing all object edits with Editable Mesh, and don't ever convert to poly. IIRC the exporter script expects to have an editable mesh to export.


Max Units = Oblivion Units = Morrowind Units = Fallout 3 Units = damn near every game ever created Units as 99% of all games are designed with either Max or Maya and both of their units are =.

Personally I work almost exclusively with Edit Poly I hate having my unselected objects being viewed as triangles the view seems un-clean -> the Max exporter is fully capable of exporting ANY poly based object as all objects are made up of nothing but Tri's to begin with.
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Rob Davidson
 
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Post » Mon Apr 11, 2011 5:18 am

And if that's a yes, what is generic units, like is it a inch a foot, mm and cm's?

just to confuse you- By default 1 max unit = 1inch

Games tend not to use them as actual inches. it's much better to keep things with dimensions in the power of 2 convention, for world building and tiling purposes. that is why a normal human is roughly 128units high... if you thought of that as 128 inches, the guy would be over 10' tall.
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Charlotte Henderson
 
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Post » Sun Apr 10, 2011 11:34 pm

Thank you so very much, that's helped a lot :celebration:
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Laura Shipley
 
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