Thanks for the reply. Scaling in the game engine though causes the engine to add a layer of transformation math per vertex per frame, doesn't it? Which for one model wouldn't be a concern, but doing that for every model for a large game adds to your draw time. There are also issues with physics apparently doing it in the engine too. It is better to prescale.
But you have given me the idea of trying to export from Softimage->FBX, scale the object in UE4 and then export it out of UE4->FBX to see if the fbx exporter applies the scaling and will import back into Softimage or UE4 with the new size(the scaling I previously applied). :) I'll give that a try later. On Wed, Jun 24, 2015 at 2:38 PM, Nicolas Esposito <[email protected]> wrote: > If you're using Unity of UE4 scaling the rig directly inside the game > engines themself create no problem. > For other game engine I'm not sure, but nowdays scale is not a big issue > anymore. > > 2015-06-24 17:04 GMT+02:00 Patrick Neese <[email protected]>: >> >> So I have a model I did some test animation on. >> >> Of course the scale I used to model/rig was Softimage's and not the >> game engine that is 9.67 times larger. >> >> So I have at least two options: I can scale the root null before >> plotting or I can use the scale factor of upon FBX export. Is there >> another option to, in essence, freeze the scaling in Softimage for >> this model/rig or scale it up another way and freeze? As the >> documentation says, you cannot freeze non-geometric objects. Should I >> even worry about the scaling being 9.67 rather than 1s? >> >> Thanks, >> Patrick N. > >

