Comments (10)
Scale correction is a setting shared between export and import - so it's just a convention. Personally I think it is psychologically easier to work with values like 10 or 100, rather than 0.1 or 0.01 (also more difficult to tune in blender's UI). Maybe all we need is better documentation of the meaning of the value (i.e. factor to make things smaller on import, and factor to make things larger again on export).
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Well I imagine that a bigger number should result in the object being imported as bigger rather than smaller.
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My point is that the same argument holds for export.
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Yes but there is currently no way to distingush which way that scaling works. i.e does 10 result in SCALEx10 or SCALE*(1/10). In either case, I would prefer that scaling be such that the 10 would increase the relative scale both on import and export. If someone decides to scale it by 0.5 on import, the relative export mirrored should be 2 to ensure that import=export, which ultimately the user can change on export.
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Well, to my understanding, scale correction of 10 means 10 nif units = 1 blender unit. Such explanation works either way, right?
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Think we are getting towards the crux of the problem. Scale correction is a bit of a misnomer, something like "nif -> blender units".
The main issue I have is that the mental mappings do not match. Putting in every more increasing values, relatively decrease size for import. Either way a larger value should produce a larger result.I propose two changes;
Choose a base unit: Personally I would like the Blender unit, but the nif unit should be absolute. This also leaves scope for doing crazy stuff with pulling the internal mapping of units should we decide to add that as a feature?
Show don't tell. Have the UI show exactly what altering this value will do. This is easily to achieved. Display the 1 nif unit = x blender units, where x is caluculated based on the above assumption of how the value should work and have an update function to update the UI value of the "unit correction/mapping" display.
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Agreed. This is an easy one (just needs updating of the description of the setting) - perhaps @Ghostwalker71 or @Aaron1178 want to take this one?
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Whilst looking at some other code, I noticed that the description is already correct. So I guess it's just a matter of a choosing a better name.
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I meant to post this link as it was what drew me to the issue in the first place - http://forums.nexusmods.com/index.php?/topic/828733-blender-not-exporting-scale/
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I finally managed to work in the changes needed to make scale correction function as it does in blender.
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