Go Back   Foundation 3D Forums > Fundamentals & Instruction > 3D
Register FAQ Members List Calendar Mark Forums Read

3D For questions on your particular 3D application or post questions for 3D help here

Reply
 
Submit Tools Thread Tools Display Modes
Old 20th August 2012, 06:23 PM   #1
Elowan
Contributing Member
 
Elowan's Avatar
 Gallery
3DS Max Bryce LightWave Poser Terragen Paint Shop Pro Photoshop
 
Join Date: Nov 2007
Location: Arizona
Posts: 1,927
Default LightWave - Actual resizing an object

This may be an absolute newbie question but I've never had to do it before -

How does one change the actual size of an object within Modeler? I assume that it's the SIZE option but not sure.

TY
__________________
'Meddle not in the affairs of dragons
For thou art crunchy
And go well with ketchup and cornbread.'
Elowan is offline   Reply With Quote
Old 20th August 2012, 06:35 PM   #2
ccclarke
Registered Member
 Gallery
LightWave Terragen Vue Photoshop After Effects Digital Fusion Premiere
 
Join Date: Jul 2011
Location: El Dorado Hills, CA.
Posts: 56
Default

No such thing as a newbie question, just "I've never done this before. How do I do it?"

I'm not sure if this is the answer to what you're looking for, but if I understand the question correctly . . .

Whenever I need to re-size for accuracy, I make a representation of the proper dimensions using a rectangle.

I place the rectangle in a background layer, and with my object in a foreground layer, use the Size tool (Shift<H) to change it to fit within the background layer bounding box.

Size isn't the best name for this tool. Scale would be a little more descriptive.

The Size tool is basically Stretch with all axis enabled.

The Size tool is great for converting OBJ files from say ProE, into Lightwave objects. In that case, the conversion factor is 2.54%. Enter it in the Size tool numeric panel, and Bam! You have a perfectly dimensioned object. I use this all the time at work which is a huge time-saver if I want to use a pre-built 3D ProE asset and then touch it up in LW for rendering.

CC
__________________
If you don't like change, you're gonna hate obsolescense a whole lot more.
ccclarke is offline   Reply With Quote
Old 21st August 2012, 01:48 AM   #3
CAClark
Registered Member
 
CAClark's Avatar
 Gallery
LightWave Maya Photoshop
 
Join Date: Aug 2006
Location: Blackburn, UK
Posts: 1,665
Default

There is also a tool called Absolute Size which lets you enter values to set the scale of your object in X Y Z (independent or locked values), as well as stating how the positioning will be effected in said axis (plus, minus, or centred).

Cheers!
__________________
My Website
Twitter
Facebook
CAClark is offline   Reply With Quote
Old 21st August 2012, 02:00 AM   #4
Gordon Robb
Contributing Member
 
Gordon Robb's Avatar
 Gallery
LightWave ZBrush Corel Paint Photoshop After Effects Premiere
 
Join Date: Nov 2007
Location: Scotland
Posts: 5,355
Default

Absolute Size? That's an awesome thing. Never heard of that. Thanks Craig.
Gordon Robb is offline   Reply With Quote
Old 21st August 2012, 02:58 AM   #5
Kojocci
Registered Member
 
Kojocci's Avatar
 Gallery
Bryce LightWave Poser ZBrush Photoshop After Effects Premiere
 
Join Date: Nov 2007
Location: Finland, Helsinki
Posts: 444
Default Size

I make another layer a box which is 1m 85cm height ( human average) and then use SCALE to make my actual model fit that scale.
__________________
Never is too late to learn something new.
http://www.jessnet.fi
(My Portfolio)
http://www.jessnet.fi/3df.html
(3D Database of Finland)
Kojocci is offline   Reply With Quote
Old 21st August 2012, 03:05 AM   #6
colkai
Registered Member
 
colkai's Avatar
 Gallery
LightWave Motion Builder
 
Join Date: Dec 2007
Posts: 511
Default

Quote:
Originally Posted by Kojocci View Post
I make another layer a box which is 1m 85cm height ( human average) and then use SCALE to make my actual model fit that scale.
Likewise, it's the quickest method for me and gives me a clear indicator of where I need to go.
__________________
Gentleshaw Wildlife Centre
___________________________________________

Want to learn to model?
http://www.foundation3d.com/forums/s...ead.php?t=1281
'Nuff said.
___________________________________________
This would be really funny......If it wasn't happening to me!
colkai is offline   Reply With Quote
Old 21st August 2012, 03:38 AM   #7
Matt
Administrator
 
Matt's Avatar
 Gallery
LightWave Photoshop
 
Join Date: Aug 2006
Location: Australia
Posts: 2,645
Default

Although Wikipedia cannot be cited for scientific or factual items in any standard documentation, 1.85m "average" height would probably be pushing the envelope a little-- http://en.wikipedia.org/wiki/Human_h...ound_the_world Even so I usually work on the presumption when working on say a spacecraft, that each deck including deck plating is 3m in height which I read a long while ago that that was the practiced norm for things like Star Trek. For interiors, I've been going with 2.5m in actual height.
__________________
Administrator -- Foundation3D

It's an inescapable truth in this world that you have to grow old, it's inevitable...
...but that does not mean with any certainty that you have to grow up
Matt is offline   Reply With Quote
Old 21st August 2012, 04:54 AM   #8
Andrew March
Premiere Member
 
Andrew March's Avatar
 Gallery
Terragen Vue Corel Paint Photoshop After Effects Digital Fusion Premiere
 
Join Date: Nov 2008
Location: W-S-M
Posts: 2,531
Default

Quote:
Originally Posted by Kojocci View Post
I make another layer a box which is 1m 85cm height ( human average) and then use SCALE to make my actual model fit that scale.
The 1.85m scale is actually based on the door frame average, a construction industry standard, since 6ft 8in can't really be called Human average.
__________________
The trumpets of St David are being blown by thier owner again, oh the modesty...
Andrew March is offline   Reply With Quote
Old 21st August 2012, 08:36 AM   #9
ccclarke
Registered Member
 Gallery
LightWave Terragen Vue Photoshop After Effects Digital Fusion Premiere
 
Join Date: Jul 2011
Location: El Dorado Hills, CA.
Posts: 56
Default

If you read the first post, Elowan is asking how to properly scale an object to actual size, --not an average. This distinction can be important. Size Does Matter, despite what some magazines would lead many to believe.

There's a lot to be said about striving for dimensional accuracy when building real-life objects. (Science Fiction being a little looser and subjective-- generally speaking.) It's usually easier to model something right the first time, rather than try to fix it later. This was indelibly tatooed in the long-term memory part of my brain early on in my modeling career.

In school, we would split into groups and each member would model a piece of a larger object, to be combined on a Friday and rendered for the final grade after submission on Monday morning. Many students would use a photograph of their parts or just wing it, trying to make it look right.

After class, I spent most of a rainy evening driving around unfamiliar Orlando, looking for an auto parts shop. I finally found one and bought a set of cheap digital calipers for $10. (Better is the enemy of good enough.)

Calipers in hand, I was able to quickly and accurately measure the parts I needed to model, keeping their tolerances tight -within 1 mil. The next morning, I showed my group (most had never seen --or used a pair of calipers before) how easily we could accurately measure and model our parts prior to integrating them into a finished object at the end of the week. The end result being the team's pieces would match up,--right, the first time.

This seemed like a no-brainer, and with everyone's heads nodding in an up-and-down affirmative motion, I passed the calipers around for each team member to use.

As in many groups, there's often one member who wants to do things their own way, and as a result, I spent the whole weekend and nearly the entire night before our deadline, re-building the parts from scratch he had contributed on Friday, --rather using the time for posing, lighting and rendering like I had planned. Not much fun, and my grade suffered as a result.

Some of the best modeling tools aren't in the software. Every Modeler should have a tape measure and set of digital calipers available when building real-world objects, along with a camera to record textures and reference material. If you're striving for accuaracy and photo-realism, don't rely on your memory. The ability to read technical blueprints and drawings is a huge plus.

Talent is only part of the requirement of being a really efficient 3D modeler. Proper preparation prior to wrangling pixels is a fundamental element that will pay off over the course of a project.

Not everyone models to scale, but for those that do, accuracy (not averages) can make or break a project and deadline.

CC
__________________
If you don't like change, you're gonna hate obsolescense a whole lot more.
ccclarke is offline   Reply With Quote
Old 21st August 2012, 09:10 AM   #10
Elowan
Contributing Member
 
Elowan's Avatar
 Gallery
3DS Max Bryce LightWave Poser Terragen Paint Shop Pro Photoshop
 
Join Date: Nov 2007
Location: Arizona
Posts: 1,927
Default

Thnx for the responses peeps. All extremely useful.
__________________
'Meddle not in the affairs of dragons
For thou art crunchy
And go well with ketchup and cornbread.'
Elowan is offline   Reply With Quote
Old 21st August 2012, 09:11 AM   #11
Elowan
Contributing Member
 
Elowan's Avatar
 Gallery
3DS Max Bryce LightWave Poser Terragen Paint Shop Pro Photoshop
 
Join Date: Nov 2007
Location: Arizona
Posts: 1,927
Default

Quote:
Originally Posted by CAClark View Post
There is also a tool called Absolute Size which lets you enter values to set the scale of your object in X Y Z (independent or locked values), as well as stating how the positioning will be effected in said axis (plus, minus, or centred).

Cheers!
Aha!
__________________
'Meddle not in the affairs of dragons
For thou art crunchy
And go well with ketchup and cornbread.'
Elowan is offline   Reply With Quote
Old 21st August 2012, 09:13 AM   #12
3D_CG
Contributing Member
 
3D_CG's Avatar
 Gallery
3DS Max Blender Bryce LightWave Poser Terragen TrueSpace Vue ZBrush Gimp Paint Shop Pro Photoshop Digital Fusion
 
Join Date: Jan 2008
Location: Spokane Washington, North Side in a quiet neighbor hood, Tell I start My Harley, Then its NOISY...
Posts: 4,071
Default

Hey those 6'-8" blond gals are cute...

__________________

"Remember The Vets who fought for our Freedom" ...
Intel I7 980 OC'D to 5.1 GHZ, Water Cooled, Gigabyte MB
32 gig ram, 5 HD's, GTX 560 Ti (x 2)
LightWave 11.5, 32 and 64 bit
3D_CG is offline   Reply With Quote
Old 21st August 2012, 09:30 AM   #13
Elowan
Contributing Member
 
Elowan's Avatar
 Gallery
3DS Max Bryce LightWave Poser Terragen Paint Shop Pro Photoshop
 
Join Date: Nov 2007
Location: Arizona
Posts: 1,927
Default

Quote:
Originally Posted by 3D_CG View Post
Hey those 6'-8" blond gals are cute...


Yeah but you're weird .
__________________
'Meddle not in the affairs of dragons
For thou art crunchy
And go well with ketchup and cornbread.'
Elowan is offline   Reply With Quote
Old 21st August 2012, 12:16 PM   #14
JackN
Moderator
 
JackN's Avatar
 Gallery
Blender Bryce Cinema 4D LightWave Terragen Vue Gimp Illustrator Corel Draw Corel Paint Paint Shop Pro Photoshop After Effects Premiere
 
Join Date: Dec 2007
Location: Sparta, TN
Posts: 2,965
Default

Was the only way I survived at FI when I came into the Foundry as a modeler. Very first item I tracked down was a scale man model for virtual set reference. Second thing I did was break out my trusty old Drafting ruler.

While I couldn't get accurate measurements from 3-view and perspective drawings, and there were no "Blueprints", I WAS able to get ratios of length and such. So even in SciFi work, on a team, you have to be as accurate as you can...

Quote:
Originally Posted by ccclarke View Post
If you read the first post, Elowan is asking how to properly scale an object to actual size, --not an average. This distinction can be important. Size Does Matter, despite what some magazines would lead many to believe.

There's a lot to be said about striving for dimensional accuracy when building real-life objects. (Science Fiction being a little looser and subjective-- generally speaking.) It's usually easier to model something right the first time, rather than try to fix it later. This was indelibly tatooed in the long-term memory part of my brain early on in my modeling career.

In school, we would split into groups and each member would model a piece of a larger object, to be combined on a Friday and rendered for the final grade after submission on Monday morning. Many students would use a photograph of their parts or just wing it, trying to make it look right.

After class, I spent most of a rainy evening driving around unfamiliar Orlando, looking for an auto parts shop. I finally found one and bought a set of cheap digital calipers for $10. (Better is the enemy of good enough.)

Calipers in hand, I was able to quickly and accurately measure the parts I needed to model, keeping their tolerances tight -within 1 mil. The next morning, I showed my group (most had never seen --or used a pair of calipers before) how easily we could accurately measure and model our parts prior to integrating them into a finished object at the end of the week. The end result being the team's pieces would match up,--right, the first time.

This seemed like a no-brainer, and with everyone's heads nodding in an up-and-down affirmative motion, I passed the calipers around for each team member to use.

As in many groups, there's often one member who wants to do things their own way, and as a result, I spent the whole weekend and nearly the entire night before our deadline, re-building the parts from scratch he had contributed on Friday, --rather using the time for posing, lighting and rendering like I had planned. Not much fun, and my grade suffered as a result.

Some of the best modeling tools aren't in the software. Every Modeler should have a tape measure and set of digital calipers available when building real-world objects, along with a camera to record textures and reference material. If you're striving for accuaracy and photo-realism, don't rely on your memory. The ability to read technical blueprints and drawings is a huge plus.

Talent is only part of the requirement of being a really efficient 3D modeler. Proper preparation prior to wrangling pixels is a fundamental element that will pay off over the course of a project.

Not everyone models to scale, but for those that do, accuracy (not averages) can make or break a project and deadline.

CC
__________________
Lightwave 8.3
PsychoBabyl.com
My Deviant Page
JackN is offline   Reply With Quote

Go Back   Foundation 3D Forums > Fundamentals & Instruction > 3D
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Forum Jump


All times are GMT -6. The time now is 03:28 PM.


©2006 - 2012 Foundation 3D