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Question by theot3 · Aug 09, 2011 at 01:11 PM · blenderscaleunitsprimitives

Units/Scale advice

Hi there, simple question here: What is the best way to create an environment and keep the units in check? Is there a way to adjust the absolute size instead of the scale of an object?

Using primitives (cylinder, plane, cube), the only way i seem to get things to look realistic is by relative size, but that doesn't help much with physics because the units are arbitrary.

Using blender models in conjunction with primitives (or standard assets like water/trees), they always seem to be in totally different scales. Please help!

any advice is appreciated

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Answer by CHPedersen · Aug 09, 2011 at 01:22 PM

There is no such thing as the "absolute" size of an object, but easiest way to keep the units in check is to scale them so they make sense in the metric system. This is because gravity is set to 9.82 by default, which is in m/s^2, so even though the units are unitless in a mathematical sense, it seems the developers did favor the SI system. Thus, for things to make physical sense, try to scale your models realistically. That is, if you have a model of a man, make the upright value of his localscale around 1.7-1.85 or so, since a man is typically between 1.70m and 1.85m. You'll find you have an easier time making sense of the physics that way.

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