Accurate measurements in blender

Discussion in 'Content Creation' started by Yota, Jul 8, 2018.

  1. Yota

    Yota
    Expand Collapse

    Joined:
    Mar 10, 2017
    Messages:
    86
    Hey all, when browsing the forums I see the staff say BeamNG is accurate to the real world, and everything is properly scaled in meters. I am wondering how to get proper sized models in Blender. I tried to get 2x4 square tube in blender by using the measurements as meters, and then converting 2x4 to meters, but it ended up looking like 3x6 or something. I'm wondering how I could get an accurate 1 3/4 tube from say a Bezier curve?

    Thanks
     
  2. Ytrewq

    Ytrewq
    Expand Collapse

    Joined:
    Dec 6, 2014
    Messages:
    2,270
     
    • Like Like x 1
    • Agree Agree x 1
    • Informative Informative x 1
  3. fufsgfen

    fufsgfen
    Expand Collapse

    Joined:
    Jan 10, 2017
    Messages:
    6,782
    upload_2018-7-9_7-53-40.png

    In edit mode under Mesh Display on right you can see new boxes, which allow you to see angles and lengths of edges or/and face area/angle:
    upload_2018-7-9_7-57-51.png

    When you extrude it shows data in realtime, which is really handy at times:
    upload_2018-7-9_8-0-7.png

    You can also make default cube shape to be exact size you want, then remove some faces and have it behind object you are making:
    upload_2018-7-9_8-3-7.png

    Spawn as many cubes as you need, and set dimensions to which dimension you aim to, then place them where you need to measure, you can use also torus shape, then in edit mode remove part you don't need to have guide for your arc.

    Pressing n gives that panel with dimension and measurements, you can input exact coordinates for each vertex if you want and calculate positions in Excel if you wish, geometrical shapes are just mathematical problems, so it is possible to calculate what you need.
     
    • Informative Informative x 6
    • Agree Agree x 2
  4. Sithhy™

    Sithhy™
    Expand Collapse

    Joined:
    Apr 5, 2017
    Messages:
    3,345
    In the panel on the right side, you have a tab called Scene. In there, under "Units" you can change from the default Blender units to Metric or Imperial system. After that, everything you spawn/make should be turned automatically into real units

    upload_2018-7-9_20-55-0.png

    After that, press N to show another side panel, scroll down till you see the option called Normals & in there you can turn on the setting to show you the length of an edge or face (or both)

    upload_2018-7-9_20-59-49.png

    As you can see, it shows the length & width of the selected edges in centimeters for me

    upload_2018-7-9_21-0-43.png
     
    #4 Sithhy™, Jul 9, 2018
    Last edited: Jul 9, 2018
    • Informative Informative x 1
  5. fufsgfen

    fufsgfen
    Expand Collapse

    Joined:
    Jan 10, 2017
    Messages:
    6,782
    There is only one downside using metric units, which is why I don't use them, no longer it is possible to have 1.5 units, it will show centimeters, so my brain is confused all the time, I know it is problem in my brain more than in Blender, but if one is used to calculate with 1.5 units + 0.5 units, that is really easy, but having that as 150cm + 50cm is not the same, even it is same.

    I could not find any way to show meters instead of cm when unit was metric, so I'm using Blender units, they are exactly same as meters, just missing some letters at the end.

    Not sure if anyone else is having issues with their brain and cm, but for them Blender units might work better.
     
    • Agree Agree x 1
  6. Alastair

    Alastair
    Expand Collapse

    Joined:
    Aug 5, 2012
    Messages:
    77
    I've never encountered a situation where I had to set blender to "metric" to get metres. The arbitrary blender units seem to be metres in everything but name.
     
    • Agree Agree x 3
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice