Hello,
I'm using Bullet (with irrBullet) and they suggest to use 1 unit = 1 meter for most realistic physics etc.
So I created all my models in Maya in meters, but when I load them in Irrlicht its in 100 times bigger (or just in centimeters).
What is the default units in Irrlicht?
How much is 1 unit in Irrlicht?
Should I scale all my models to 0.01 or is there a better solution?
How are you guys deciding what units to use?
Irrlicht units in meters
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Irrlicht does not specify a set unit size, a unit can be anything you want it to be
The safest bet is to take 1 unit = 1 meter in irrlicht and scale the units used in the tools you're using accordingly, a 1 unit = 1 meter approach is also the safest option for avoiding floating point precision errors
I've never actually worked with Maya, but there should be an option to set up your world units
The safest bet is to take 1 unit = 1 meter in irrlicht and scale the units used in the tools you're using accordingly, a 1 unit = 1 meter approach is also the safest option for avoiding floating point precision errors
I've never actually worked with Maya, but there should be an option to set up your world units
Thanks for you reply, gonna search for that.Radikalizm wrote:Irrlicht does not specify a set unit size, a unit can be anything you want it to be
The safest bet is to take 1 unit = 1 meter in irrlicht and scale the units used in the tools you're using accordingly, a 1 unit = 1 meter approach is also the safest option for avoiding floating point precision errors
I've never actually worked with Maya, but there should be an option to set up your world units
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you might need to set a scaling world constant when using bullet if your application is centered around irrlicht, in order to like before poster said avoid precision problems.
however my application is centered around bullet so i dont scale i just use small size on irrlicht. no problems detected so far.
however my application is centered around bullet so i dont scale i just use small size on irrlicht. no problems detected so far.
ent1ty wrote: success is a matter of concentration and desire
at a cost measure in computer resourcesButler Lampson wrote: all problems in Computer Science can be solved by another level of indirection
http://gamedev.springnote.com/pages/2960186.xhtmlTCM wrote:Anybody knows the ratio recommended for Physx ?
http://www.gamedev.net/topic/513434-phy ... p__4343002
This is what Bullet suggest -> http://www.bulletphysics.org/mediawiki- ... _The_WorldTCM wrote:Thanks. Good reading material.
I am having problems with Physx. My simulation looks slow. Only if i set the time step to 1/20 it gets a bit more realistic. But of course setting the timestep to 1/20 is not fixing the cause, just the effect.