The reference measurements in this guide were originally created for the game Crysis, but are also useful if you are using Crysis-based animations as prototypes, or as a guide for creating new assets.
The ladder measurements are particularly useful if you are using the ladders included in the SDK. For further information on setting up ladders, refer to the Ladders tutorial.
1 meter = 1 Unit in CRYENGINE
The best way to work in 3dsMax is to set the unit to centimeters you can also adjust the grid and make it more readable while working on an Asset.
There is also a very useful way to get feedback directly from the Engine.
Simply set up a 1x1x1m Designer object and go to the File\Export Selected Objects then in the save as dialog box, make sure to set the file type to *.obj.
Import this *.obj into 3dsMax scene and use it as a size reference to configure the grid & unit scale. Adjust the grid accordingly to match your 1x1x1m cube. Re-export out to test that the setting are correct.
Inside 3dsMax, the unit setup can be found under the menu Customize -> Units Setup.
Whats important here is that you are using the Metric system!
Home Grid settings
Right click the Snaps Toggle area under the menu bar and go to the 3rd Home Grid tab to adjust your grid size. The size and spacing of the grid that you're setting up is only relevant to the size of the object your making. Adjust according to have a comfortable grid that's appropriate to the size of the model your creating. Creating a coin model vs a 2 story house model require a vastly different grid setup!
In this example, a grid spacing of 0.5m, with a major line every 5 units & a grid extension (view distance) of 20.
Maya Unit set up
1 meter = 1 Unit in CRYENGINE
The best way to work in Maya is to set the unit to centimeters you can also adjust the grid and make it more readable while working on an Asset.
There is also a very useful way to get feedback directly from the Engine. Simple set up a 1*1*1 solid and go to the Menu -> File -> Export Selected Geometry to .OBJ.
Import the created solid to your 3D's scene and use it as a reference.
The unit setup can be found under Window -> Settings/Preferences -> Preferences
In the "General Application Preferences" menu you have to set the Working Units to centimeter or the exporter will post a warning on export! Meter increments can be used but must be shifted back if you wish to have a warning and error free export process.
- Table Height (top of table) = 75 cm.
- Seat height (top of chair, seat) = 46 cm.
- Stairs height = power of 75 cm (150 cm, 225 cm, 300 cm, 375 cm, 450 cm ).
- Stair steps = 18.75 cm (4 steps will sum up to 75 cm).
- Boxes = 60cm x 40cm x 40cm.
- Hide Objects (which AI are prone to hide behind) = object that are smaller than 120 cm.
- Hide Objects (which AI crouch to hide behind) = object that are bigger than 120 cm.
- Hide Objects (which AI stand to hide behind and strafe left/right to leave cover) = object that are bigger than 180 cm.
- Jump over Objects (standing, without hand) = 30 - 50 cm high.
- Jump over Objects (running jumps) = 50 - 100 cm high.
- Jump over Objects (sideways, with using hand) = 120 - 150 cm high.
The pivot for the hinge controls the rotational point in the engine. Move it accordingly.
This is an example of a door in the Sandbox Editor:
- The pivot has to be 25cm below the upper edge of the first rung.
- The distance from upper edge of rung to the edge of the next rung: 25 cm.
- The distance from upper edge of the last (grabbed) rung to upper edge of the whole ladder object (proxies are also taken into account): 75 cm.
- The length of each rung: > 50cms.
- The number of rungs: 7 + multiples of 2 (the initial "start climbing ladder needs 7 rungs; a climbing cycle is 2 rungs long); i.e. 10 cycles on a ladder needs 27 rungs (7+ 10*2).
Click here for more information on Ladders.