Modeling Units
I'm trying to figure out how I should do measurements when setting up Maya. Should I stick with centimeters and later convert things to meters (i.e. for every unit we just assume 1cm = 1m so that I can keep the models small in Maya but actually have them large) or just use meters? I'm trying to avoid anything but metric as it will wind up with bad physics when I put the items in the game. So far I've had troubles with using meters for a unit because the clipping happens so fast.
How do you set up units for modeling (in Maya or others)? Why do you choose that unit?
How do you set up units for modeling (in Maya or others)? Why do you choose that unit?
As long as you stay consistent, it doesn't matter what you use.
I think if you are going to have cm detail on your m models, then model in meters. Otherwise, don't bother. Just keep it consistent.
---Kelvin--
15.4" MacBook Pro revA
1.83GHz/2GB/250GB
I was mainly curious just because of the physics later on if I should model things in meters or not. I think I'll just stick with cm because the clipping doesn't take effect.
Yeah. The only units that ever matter are that you stick with radians for angles and steradians for solid angle, for the fast math.
Speaking of radians, why does glRotate() default take degrees? Or am I doing something weird because, in my programs, I have to use degrees for glRotate()?
What are steradians and solid angles?
What are steradians and solid angles?
glRotatef takes degress, for some unfathomable reason. Steradians are for "3d angles" - "solid angles". Like so:
![[Image: steradian.gif]](http://whatis.techtarget.com/WhatIs/images/steradian.gif)
Interesting. So variable q is the steradian measurement? What in the world could you use that for?
Nick Wrote:Interesting. So variable q is the steradian measurement? What in the world could you use that for?
rotating

It's not magic, it's Ruby.
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