Treellama wrote:I don't know about Maya units, but according to the MML guide, Aleph One's 3D model loader uses internal units, i.e. 1/1024 WUs. You can adjust this by changing the scale attribute in the model MML.
jessenator wrote:Maya can model in mm, cm, meter, inches, feet, yardsâ?¦ but I guess what matters is the OBJ-to-AO relationshipâ?¦ which I don't know.
jessenator wrote:Now if only my UVs worked.
Shadowbreaker wrote:I actually tried out some 3d objects I made recently in A1. I had to flip my texture file vertically after I had created it for some reason...
Hopper wrote:Make sure you're using the MML model type of "obj", not "wave", for Wavefront models. The old loader needed texture flipping and other awkwardness, so gjditchfield and I added "obj" to support a saner workflow.
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jessenator wrote:So upon further testing I've discovered that the perspective, at that range, affects the 3d OBJ files differently (albeit slightly) than the steps.
Not Invented Here wrote:You always want a slight margin where an object may come into contact with a surface like that. In general, it's better to just avoid situations where 3d objects intersect with walls and poly sides, since it can cause problems with rendering.
If your computer can handle it, running in Shader mode will remove the perspective mismatch. Classic is and will continue to be the default renderer, so you'd want to design keeping in mind how things look there, but Shader is more accurate for this sort of testing.
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