Maniphest T41602

Camera is tiny when using metric unit scaling 0.01
Closed, Resolved

Assigned To
Bastien Montagne (mont29)
Authored By
Dave P (davepoo)
Aug 27 2014, 4:35 PM
Tags
  • BF Blender
  • User Interface
Subscribers
Bastien Montagne (mont29)
Brecht Van Lommel (brecht)
Campbell Barton (campbellbarton)
Cole Reed (ichabodcole)
Dave P (davepoo)

Description

Most things work correctly when trying to work in small unit scaling (0.01) but the camera object still appears tiny in the viewport

  1. Open new scene
  2. Turn on metric units in the scene tab of the properties panel
  3. Set the unit scale to 0.01
  4. Delete all scene objects
  5. Add a new mesh cube
  6. Add a new camera

Notice that the camera is 100 times smaller than it should be and it is hard to locate visually in the scene.
This is seen in Blender 2.71

Revisions and Commits

rB Blender

Event Timeline

Dave P (davepoo) created this task.Aug 27 2014, 4:35 PM
Dave P (davepoo) raised the priority of this task from to Normal.
Dave P (davepoo) updated the task description.
Dave P (davepoo) added projects: BF Blender, User Interface.
Dave P (davepoo) edited a custom field.
Dave P (davepoo) added subscribers: Cole Reed (ichabodcole), Brecht Van Lommel (brecht).
Bastien Montagne (mont29) claimed this task.Aug 27 2014, 9:08 PM

I'd rather say that the cube is 100 times too big - should default to 2cm in this case, imho, not 2m…

Bastien Montagne (mont29) added a subscriber: Campbell Barton (campbellbarton).Aug 27 2014, 10:00 PM

Ok… Campbell, would like to summon you here, meshes/curves/metas make a specific call to WM_operator_view3d_unit_defaults() which counter balance the scale effect, so that they get still created with there default size (1 meter of radius). Other objects (cameras, empties, lamps, etc.) do not.

Imho, with a scale, of 0.01, one should expect objects with default radius of 1cm, so I would just get rid of that func. Would be consistent with what you get in existing scene when you change unit scale, too.

What do you say?

Dave P (davepoo) added a subscriber: Dave P (davepoo).Aug 28 2014, 12:10 PM

To describe the use case here..

I am making models to export to a game engine that uses centimeters as it's units. It seems like it would be a good idea to set units to "metric" (which in blender appears to mean meters) and use scale of 0.01 to scale everything into centimeters. This works well for me, if i set 100cm or 1m in blender then i get a 100cm object in my game engine.

Here is the process i end up having to go through to make this work..

  1. Set units to metric
  2. change scale to 0.01
  3. Change view clipping from 1mm to 10m, to 10cm to 1000m
  4. Change camera clipping from 1mm to 1m, to 10cm to 100m
  5. Scale the camera from 1,1,1 to 100,100,100

Not sure if this is the intended use case for the "scale" factor, but as you can see, i just want to work in centimeters instead of meters. It works pretty well but have to go around and tweak the clipping and camera values as they don't change when the scaling is altered.

Other alternative workflows to this are...

  • Make everything 100 times bigger than default (but this ends up amounting to the same problem)
  • Scale everything by 100 on export, but then this means having to remember to work in meters instead of centimeters in the editor.
Campbell Barton (campbellbarton) changed the task status from Unknown Status to Resolved.Aug 28 2014, 12:28 PM
Campbell Barton (campbellbarton) added a commit: rBe39a4961b5c3: Fix T41602: Camera draw size ignores scene scale.

Closed by commit rBe39a4961b5c3.