sorry for being late, unfortunately i couldn't understand some of the things you wrote, you wrote very "freely"
QUOTE(Joojaa @ 11/25/08, 06:29 AM) [snapback]295872[/snapback]
So you CAN have the scale values reflect the real world size, halfsize or just any relatve size you want. What is important is the realation fo the objects local transform versus its stack. What you do is make sure your local scale is known and fixed to 1 and then scale reflects the real size. But as said earlier untill you get into how the coordinate stack unravels its best to work on the actual local data.
Well you can simply ask for the computed output. its a bit tricky as theres n way to all knowingly compare 2 things thisway because how do you compare a cone to a box? (2 dimensions is esier theres only 3 things you can compare per singular topology, in 3 yo get 9 things to compare. Offcourse since topology is never just one singular entry it gets complex really fast)
So the real question remains what do you compare? volume? area? projected distance? distance? projected area? Edge Length?
i don't know how you got confused with cones and and boxes, volumes etc
we always compare their bounding boxes' edges
and that's the information i need
QUOTE(Joojaa @ 11/25/08, 06:29 AM) [snapback]295872[/snapback]
(edge length is easy just ask for the realworld bouindingbox or sampel corner points)
if by edge length you mean the length of the side of the object's bounding box, yes this is what i want
could you explain a little better what you mean by "just ask for the realworld bounding box or sample corner points"?
could you direct me specifically to some menu in maya? im kind of, new
QUOTE(Joojaa @ 11/25/08, 06:29 AM) [snapback]295872[/snapback]
What you do is make sure your local scale is known and fixed to 1 and then scale reflects the real size. But as said earlier untill you get into how the coordinate stack unravels its best to work on the actual local data.
yea, to keep the local scale fixed to 1.000 is the way i tried in some occasions
but, the plane objects i wrote about, was just a simple example in order to be clear about what im looking for
solving just this occasion by working with 1.000 local scale doesn't mean anything
lets say, i have 2 objects (two 1x1 cubes, one on top of the other) that i want to group
the value i need to have, is that the group object (its bounding box really) will have these proportions: 1.000x1.000x2.000
(of course again the problem is not the two cubes but something more complex that i can't calculate myself easily, for example one of the cubes is rotated randomly)
QUOTE(Joojaa @ 11/25/08, 06:29 AM) [snapback]295872[/snapback]
Because it couldn't tell us anything useful. All data is relative to their set components. If you think world is rigid dont touch the scae attribute of transforms. Because it does stuff you really can not do in reality.
i don't understand what you mean here
how do you mean that this information couldn't tell us anything useful?
what do you mean it does stuff you really can not do in reality?
every cad program provides this information on the fly
live, as you draw it gives you the proportions of what you create
why is it useful in cad/cam and not in maya?
or are you saying something else?
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edit:
finally after getting some help in other forums, i realised that the universal manipulator tool gives me the information i need, i hadn't noticed that the values shown by this tool is not scale values, but the ones im looking for
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thnx a lot