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primitive template table wip


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#21 Shoopity

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Posted 12 June 2014 - 04:31 PM

Hey UW, since you're so savvy with this, what's the best practice for getting good sizes?  When you're exporting from FP, do you just scale by the same amount every time?  Do Blender units transpose easily (and will this throw a wrench into things if they go to more standard units in VP10)?

 

Let's say I wanted to create a brand new toy in Blender, how big should I make it?



#22 unclewilly

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Posted 12 June 2014 - 04:51 PM

If its an fp object scale x y and z by .019 and it is pretty much the perfect size for vp

Edited by unclewilly, 12 June 2014 - 04:51 PM.

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#23 kiwi

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Posted 13 June 2014 - 02:52 PM

According to the VP manual
 

1 vp unit = .53975 mm

 

then

 

1 mm = 1,85270 vp units

So we should scale in Blender by 0,0185.

 

 

 

 

 

 

I, for facilitating the mathematical accounts divide the VP unit for two,
1024 VP unit means 512 mm in Future Pinball, and with Blender I scale the objects  by 0.02 .

What I said in another thread is just a coincidence or a lucky shot, because I built the table large 1024 instead of 952 vp unit.

I will verify to what I did wrong, I think I have really little wrong since the wire guides fit perfectly in the place where I positioned.

 

Max



#24 ICPjuggla

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Posted 13 June 2014 - 03:23 PM

I used .019 conversion in blender for playboy and it seemed to work out perfect..

Attached File  image.jpg   688.6KB   12 downloads

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#25 unclewilly

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Posted 13 June 2014 - 03:25 PM

I round that to .019

"it will all be ok in the end, if it's not ok, it's not the end"
 
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#26 kiwi

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Posted 13 June 2014 - 06:03 PM

Good, there is no big difference between the two scales .019 and .0185, VP like both  :)  .

 

Max



#27 unclewilly

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Posted 16 June 2014 - 08:48 PM

Ok got some more done.

Eventually will make ss and textures per object and have them grouped by object type in folders.  I'll put it all in a drop box and post a link.

 

For now i will add the template table to the first post and update it as i add more

 

For this every thing is set to the playfield level or z of 0.  so even the rubber are sitting on the playfield.   i figured this would make more sense and allow people to adjust the heights easier.

 

here is where i'm at right now.   Will add the table to cut and paste from to the first post

 

 

Attached File  ModelTemplate.png   650.87KB   16 downloads


"it will all be ok in the end, if it's not ok, it's not the end"
 
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx

uw2.gif


#28 zany

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Posted 16 June 2014 - 08:58 PM

Looks AWESOME buddy...keep it up! :D



#29 dark

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Posted 16 June 2014 - 09:00 PM

According to the VP manual
 

1 vp unit = .53975 mm

 

then

 

1 mm = 1,85270 vp units

So we should scale in Blender by 0,0185.

 

 

 

 

 

 

I, for facilitating the mathematical accounts divide the VP unit for two,
1024 VP unit means 512 mm in Future Pinball, and with Blender I scale the objects  by 0.02 .

What I said in another thread is just a coincidence or a lucky shot, because I built the table large 1024 instead of 952 vp unit.

I will verify to what I did wrong, I think I have really little wrong since the wire guides fit perfectly in the place where I positioned.

 

Max

Well this explains why my models in 3dsmax end up so large in VP, I've been working in standard inches...lol...it's not hard to re-size things in VP though.

 

With all the recent accumulation of primitives, perhaps it's time primitives/3D models and objects get their own section in the resources section?



#30 zany

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Posted 16 June 2014 - 09:14 PM

dark.....agree....it would be awesome to have a section like that! :D



#31 freneticamnesic

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Posted 16 June 2014 - 09:34 PM

UW your avatar always makes me think of the scene at the end of Waking Life

 



#32 unclewilly

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Posted 16 June 2014 - 09:42 PM

That's funny.
It's actually a real funny photo of me that grizz cartoonized
Great movie btw

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#33 dark

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Posted 16 June 2014 - 10:05 PM

That's funny.
It's actually a real funny photo of me that grizz cartoonized
Great movie btw

I thought as much, I remembered seeing a photo of you way back and saw the resemblance when the cartoon one surfaced.



#34 ICPjuggla

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Posted 16 June 2014 - 10:05 PM

Scott this is awesome..

 

Thank you much appreciated.. :-)


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#35 UltraPeepi

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Posted 16 June 2014 - 11:27 PM

BTW, you can't scale by 0.0185 in Blender.  All you get is three decimal places.  Make it 0.019, then if you need, scale down a bit more in VP (97-98 percent).


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#36 faralos

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Posted 17 June 2014 - 01:19 AM

what? no rotating targets? or colored rubbers?

kewl table UW and I am guessing those table objects are the primitives I keep on hearing about


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#37 unclewilly

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Posted 17 June 2014 - 01:22 AM

I haven't finished yet farlos. There are many more to come. Just haven't had time to convert them all yet

"it will all be ok in the end, if it's not ok, it's not the end"
 
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx

uw2.gif


#38 freneticamnesic

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Posted 17 June 2014 - 01:27 AM

I haven't finished yet farlos. There are many more to come. Just haven't had time to convert them all yet

busy man, slow down a bit!



#39 kiwi

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Posted 17 June 2014 - 03:11 PM

BTW, you can't scale by 0.0185 in Blender.  All you get is three decimal places.  Make it 0.019, then if you need, scale down a bit more in VP (97-98 percent).

That's right, we were talking about Blender, and I wrote Blender.
With MeshLab you can scale by 0.0185.

 

 

Thanks UncleWilly, many useful items.

 

Max



#40 mukuste

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Posted 17 June 2014 - 03:21 PM


Well this explains why my models in 3dsmax end up so large in VP, I've been working in standard inches...lol...it's not hard to re-size things in VP though.

 

You only need to do this resizing if you import an FP object... for VP, you want to work in the 50 units = standard ball diameter scale. The reason primitives import so huge initially is that VP defaults to scaling primitives up by a factor 100, if you reset those to 1 then you are back at the original scale of the .obj file. Should be fixed for VP10 probably.