Great point about the animation curves, I never though about that in terms 
of how the curves display relative to each other.
Cool thanks. 
El miércoles, 2 de junio de 2021 a las 11:27:16 UTC+2, Marcus Ottosson 
escribió:

> In my experience there is no right answer, it all depends. :(
>
> Like you mentioned, for *some* grooming tools, real-world scale is 
> preferred. But even that depends on whether the tools themselves where 
> designed around it, which isn’t necessarily the case. Rendering typically 
> assumes real-world scale, for things like subsurface scatter depth being in 
> centimeters. Simulation varies greatly, to my great surprise. nCloth 
> assumes *0.01x* with a default gravity of 9.8 cm/s as opposed to m/s, 
> Bullet assumes 1.0x and who knows what third-party solvers end up choosing.
>
> For animation this problem is also ever present, in that translate versus 
> rotate curves in the graph editor appear at wildly different scales. E.g. 
> an arm rotated 20 degrees can cover the Y-axis of the editor, but then 
> display that alongside hip translation and you’ll end up either zooming in 
> or out like mad, obscuring the rotation.
>
> So no matter how consistent you are, someone *will* end up suffering. 
> It’s an unsolved problem.
>
> On Wed, 2 Jun 2021 at 09:57, Rudi Hammad <rudih...@gmail.com> wrote:
>
>>
>> hey everyone,
>> for a long a time I worked in 1:10 base scale in maya. So 10 cm units 
>> would actually represent 100 cm. If i remember correctly autodesk 
>> recommended that 1:10 scale based
>>  [image: Capture.JPG]
>> the image above show a character in 1:10 compared to 1:1. So it almost 
>> like maya is inviting you to work at 1:10 since the character looks nicely 
>> fitting the grid proportions.
>> But talking with some groming artists(and having delt with groming 
>> myself) xgen works better in a 1:1 scale. With a 1:10 scale the settings 
>> are harder to tweak because they blow out of proportions inmediatly.
>> What is your take on that on a personal or production level?
>> Cheers,
>>
>> R
>>
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