Forum Discussion
Dreymo
12 years agoExplorer
Scale or not to scale ?
Hi there,
so as I understand it's best to use real world scaling and leave the eyepositions alone?
I scaled everything to real world sizes but it looks totally wrong, very miniature. So i thought something
might be wrong with my scene and so I imported my character model into the Tuscany demo. The character
has proper scaling and the proportions are also realistic, measured all body parts just to make sure.
But the character looks more like a puppet or like a little boy, nowhere near like a grown up guy. He's posed into a T-stance and the arms should also look a lot longer. Tried on my notebook, looks the same. The configurations looks ok, the menu shows the correct IPD (64mm) and player height. So I'm really clueless what might be wrong? I don't think there is a problem on the rift itself?
Cheers,
Dreymo
so as I understand it's best to use real world scaling and leave the eyepositions alone?
I scaled everything to real world sizes but it looks totally wrong, very miniature. So i thought something
might be wrong with my scene and so I imported my character model into the Tuscany demo. The character
has proper scaling and the proportions are also realistic, measured all body parts just to make sure.
But the character looks more like a puppet or like a little boy, nowhere near like a grown up guy. He's posed into a T-stance and the arms should also look a lot longer. Tried on my notebook, looks the same. The configurations looks ok, the menu shows the correct IPD (64mm) and player height. So I'm really clueless what might be wrong? I don't think there is a problem on the rift itself?
Cheers,
Dreymo
10 Replies
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- moltonExplorerThe scaling on 3d models is relative, if everything else is right but your character model looks small, make your character model bigger.
- DreymoExplorerMmmh, i dont think thats correct. When everything is scaled in real world scale and relative to each other, i cant make the character bigger. I made another test and rendered out a 360 3d image with the exact scaling and it looks correct.
http://www.riftaway.com/dl/scaleTest.jpg
In Unity it looks like the arms are 20 cms long and the guy in the front like a puppet. - MrMonkeybatExplorerIf all your measurements are to scale and your IPD is accurately measured. A possible reason might be if you are in a chair, but the virtual camera height is at standing height, some people are so used to being at a lower height when seated that while looking through high virtual cameras in the Rift instead of feeling like they are in a flying chair a part of there brain tells them that the floor is much closer than it looks and scales down the world to match. A way to check if this effect is affecting you is to move the virtual camera down to sitting height or stand up.
- vrdavebOculus StaffIt can be tricky to export models at the right scale. If you instantiate the OVRPlayerController prefab in your scene, is it roughly the same size as your character without any scaling? I've seen cases where Maya and other modelers exported at centimeter scale even though all of their export settings indicated the units were meters. In some cases you just have to correct the scale after bringing the models into Unity.
- DreymoExplorerYes, its all correct. Exported as cm, and imported with 0.01 scaling factor. Next to it, is an Unity cube with the 1.7meters.
The camera is on eye level, but in the Rift I am looking above him and it just doesnt look rigtht :/
- drashHeroic Explorer
"Dreymo" wrote:
The camera is on eye level, but in the Rift I am looking above him and it just doesnt look rigtht :/
Is it possible you have an eye height issue here? Value in config util + "use player eye height" + neck model + skin width on OVRPlayerController etc. - vrdavebOculus StaffIt does sound like the camera model is being scaled up. I would check the settings drash mentioned, plus confirm the OVRCameraController and all of its ancestor GameObjects have a 1:1 scale. Is there a scale (like 0.5) for the OVRCameraController that makes things look right? IPD should be around 0.064 and Camera Root Position and Neck Position should be around their default values of (0, 1, 0) and (0, 0, 0). Did you position the camera controller GameObject where you would expect the base of the neck to be? We should also make sure your profile is set up properly. Do other apps such as the pre-built Tuscany demo have this problem?
- DreymoExplorerThanks for the help guys. I have imported another character model which is a bit bigger. But it really seems the main "problem" is that I perceive the scale like mrmonkeybat pointed out with a great difference while being seated or standing. Even when I just straighten my back I can see a difference. Never realized it makes such an huge impact, is that common? The big question I'm asking myself know, how to scale seated experiences, because for me they feel really tiny when I'm sitting in the chair.
Or maybe it's just my ego that I expect my body to look bigger in VR :) - DeadlyJoeRising Star
ut it really seems the main "problem" is that I perceive the scale like mrmonkeybat pointed out with a great difference while being seated or standing. Even when I just straighten my back I can see a difference. Never realized it makes such an huge impact, is that common?
Absolutely. The actual distance from your head to the floor underneath you needs to be to-scale in the game. If your in-game camera is at standing height, but you are actually sitting down at sitting-height in real life, then you're going to perceive a scale problem.
Everything in the game needs to be to-scale to everything in real life, including your body and head. There can be no incongruencies, because your brain will figure it out. - cheerioboyExplorerAdjust OVRPlayerController 'skin width' to 0.001
see if that helps
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