I have a scene that I set my units to inches to match with the existing plans, but I kept running up against the granularity of the zoom making editing cumbersome. Workarounds are fine in the short term, but if we can get clearer on what exactly some of us are looking for, we may run across a method that makes it easier for Maxon to eventually implement a beefed-up units system that’s comfortable for everybody. One of C4D’s strengths is in its interface “comfiness” so I think this is an important topic for discussion. Tell me how you work? What unit of measure? (Feet/Meters etc.) And at what size do you create your models? ![]() An average person is 6 feet tall or 1.8288 M, but to have to multiply everything by 100 just takes a little longer to figure out. I can easily visualize things in “real world units” and so I can build them quicker if I can work that way. IMO not working in “real world units” just makes the calculations more difficult to figure out. So instead of having a wall an actual real world unit size of 8’ feet tall (2.4384 M) I guess I’ll have to build it 800 feet tall or (243.84 M) tall so I still have room zoom in and add detail like window frames etc? If I build the walls 100x their actual size. If my wall is 8’ feet tall (2.4384 M) then why can’t I build it this size in C4D? But the default cube is an unrealistic 200 m x 200 m in size. It’s harder to judge the size of elements when you have to multiply them by 10 or 100 units. I need to make a building in C4D for another application and if I make it in “real world units” in C4D it is very small and I can only zoom in 1x or 2x and then I’m out of zoom-in’s if you know what I mean. Why doesn’t Maxon make the zoom fit real world units so when I create a 6 foot figure I can still zoom in a lot, but it doesn’t seem to work that way. It doesn’t let you zoom in more than 1x or 2x unless I’m missing something. Try creating a 6 foot human and then try zooming in. So as far as I can tell working in “Real World Units” does not work in Cinema 4D.
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