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Found 8 results

  1. WorldRotate(vec3) scales object

    Steps: -Add the following component to a primitive box -Use space / enter to trigger WorldRotate using System; using System.Collections; using System.Collections.Generic; using Unigine; [Component(PropertyGuid = "24c7af91cfafa3bcc0f32beb363ad04ec4089b55")] public class BugTester : Component { private void Update() { // write here code to be called before updating each render frame if (Input.IsKeyDown(Input.KEY.SPACE) || Input.IsKeyPressed(Input.KEY.RETURN)) { node.WorldRotate(new vec3(0,0,0.1f)); } Log.Message("rotation " + node.GetRotation()); Log.Message("position " + node.Position); Log.Message("scale " + node.Scale); } } With a Z rotation input vector the cube scales down on X and Y axises until the scale and rotation properties turn into NaN. Unigine Community C# (edit, seems to work the same in C++ version too) WorldRotate.mp4
  2. Elevation scaling best practices?

    We are encountering a scaling issue after generation of our terrain. It seems as though each pixel/polygon is exponentially higher than it should be (this is at 1m/px resolution, georeferenced). This seems like a very easy fix - just adjust scale, but I am having a hard time figuring out what the actual height of the terrain is in-engine, so scaling it is guesswork. This is real-world terrain, so accuracy is crucial. What is the best way to to properly scale a terrain? Is the max value displayed in Unigine somewhere? Also, in the second pic, what causes this unusual plateau-like feature? Is there a terrain bounding box in effect?
  3. Rendering at cosmic scale

    Hello A task is to render scene with small details at near and cosmic moving objects at distances more than reasonable Zfar value (setting Zfar bigger than 32000 lead to a black screen, with znear = 0.001) what technics can be used to render distant dynamic objects? thanks
  4. I've been struggling to get the scale correct when importing a world transform path. I want to create a path for a character to animate around a race track and it needs to be 100% precise of course. Here's how I'm doing it at the moment. 1 I create a spline path in Max using the same race track .fbx geometry that I use for my environment in Unigine as a guide 2 I animate a box along the spline 3 I export the box via Unigine Path Export (*.PATH) scale: 1.0, from frame 0 to frame 100 4 in Unigine I create world transform path (import .path file) The scale of the imported path is massive. I've tweaked and tweaked the export scale settings but to no avail. it's either a little bit too big or a little bit too small. At the moment I'm exporting the .path file at a scale of 0.01 but it's a little too big. It would be great if I could simply scale the path in Unigine. Any suggestions?
  5. Understanding Terrain Step

    I'm trying to understand the meaning of terrain step. Evidently I'm missing the core concept. I'm considering the units system to be meters for my purposes. If I have terrain source data that's 4096px x 4096px and 1px = 0.854m (real world meters) Does that therefore mean that my 'step' is 0.854? If not, what then is 'step' exactly? The documentation says: Step The size of a grid cell in units. Step controls how big the created terrain will be. If I create a terrain using in this context, my terrain appears relatively smaller than where the rest of my objects should be.
  6. Scalable GUI

    I spend a lot of time programming Android applications and found automatic GUI scaling very useful - there are lots of different screen resolutions and DPIs, so you'll never have to use fixed-size widgets. I was very surprised that in Unigine there is no way to automatically re-scale GUI. Even more, most widgets fail to correctly respond to setWidth/setHeight methods - sometimes those are just ignore and sometimes (i.e. for icons) only widget frame is changed while inner picture remains fixed. Is there a way of scaling GUI and/or widgets depending on screen resolution without inventing the wheel with custom controls based on WidgetSprite?
  7. [SOLVED] .sanim scales model

    Hi, i was wondering if it is possible to disable scaling of character meshes when a .sanim file is loaded? Here is the problem, we have a set of characters that all share a set of .sanim files, for all of the adult characters this works fine as they are all the same scale. However we also have a set of smaller characters (with the same bone structure and count), these are elderly people and children etc. In 3ds max loading the .bip file to the small characters works fine, however after exporting and applying one of the .sanim files that the other sized characters use in Unigine the small characters get scaled up to the size of the adults (who were used to export the base set of .sanim files). Can we disable this scaling? we do not want to have to export a seperate set of animations for different sized characters if possible, but to just have one base set of animations for all the characters. thankyou in advance
  8. При масштабировании объектов, сильно теряется точность. Отладочный пример: 1. basic players demo из EvaluationKIT 2. Добавить пирамиду, в основании квадрат 1*1 метр и высота 1 метр. 3. Подбежать actor(ом), коллизия точная, относительно. 4. Делаем масштабирование пирамиды по x, y, z в 5 раз. 5. Коллизия стала очень неточной. Translate: Debug sample: 1. Start basic players sample from EvaluationKIT browser. 2. Add new static mesh: pyramid with square 1*1 metr and height 1 metr. 3. Run and jump on it by PlayerActor, precision is normally. 4. Scale pyramid by x, y, z in 5 times. 5. Collision has been very inaccurate. normal.bmpscale_bug.bmp
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