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NVentive
07-23-2008, 09:09 PM
We've got a project going now that we're crashing on time-wise, we are contracting out some of the modeling. The objects that were built in Maya are importing in super-sized, even though they were built in scale. Re-sizing has not been a huge prob, but it is time-consuming. Any quick fixes for this? Thanks -S

voriax
07-23-2008, 09:17 PM
I think size has to be determined at the moment of export. Stuff built in scale in Maya/Max and Lightwave swap over at very different scales. Objects made to scale in lightwave export to Max as miniscule objects, and objects made in max come in to lightwave as massive objects. From memory the scale is 1mm in Max/Maya equals 1m in LW.

Unless you can get the people exporting them to set the scale smaller, you'll have to do it yourself. One option is to just load everything into LW at it's exported size, then parent them all to a null and size them down by scaling the null. A bit sloppy, but it's quicker than opening up each model and sizing it down.

Castius
07-23-2008, 09:22 PM
I usally use FBX it should handle scaling.

But if you can't.
Load them all into layout scale them all down and then use save transformed.

StereoMike
07-24-2008, 01:53 AM
I'd use one of the conversion tools batch processing capabilities. I think right hemisphere's deep exploration and okino polytrans can do this. You can define resizing etc and it will do it all alone. You need an installed Maya/Max on the converting machine to deal with these formats.

mike

NVentive
07-27-2008, 08:28 PM
Thanks Everybody -- S