I model and perform all aspects at real world scale.  I’d recommend it and 
though it appears Maya wants to be at 1:10 scale it’s misleading IMO.  Maya 
doesn’t really care.  If you are at 1:1 however scenes should be close to 0,0,0 
as much as possible to avoid floating point miss calcs.

 

From: python_inside_maya@googlegroups.com 
[mailto:python_inside_maya@googlegroups.com] On Behalf Of Marcus Ottosson
Sent: Wednesday, June 02, 2021 3:27 AM
To: python_inside_maya@googlegroups.com
Subject: Re: [Maya-Python] which units do you use in your productions?

 

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 <rudiham...@gmail.com 
<mailto:rudiham...@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

 

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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