From f67e09afe17361cfb7da958eea8f63c31831fa04 Mon Sep 17 00:00:00 2001 From: Alexander Sellite Date: Sun, 26 Jul 2026 14:33:47 +0000 Subject: [PATCH] Add Blender Setup and Scale --- Blender-Setup-and-Scale.md | 132 +++++++++++++++++++++++++++++++++++++ 1 file changed, 132 insertions(+) create mode 100644 Blender-Setup-and-Scale.md diff --git a/Blender-Setup-and-Scale.md b/Blender-Setup-and-Scale.md new file mode 100644 index 0000000..8343e17 --- /dev/null +++ b/Blender-Setup-and-Scale.md @@ -0,0 +1,132 @@ +# Blender Setup and Scale + +NETFISHING uses the following scale convention: + +- 1 Blender unit = 1 meter +- 1 Godot unit = 1 meter + +A model exported at the correct scale should normally import into Godot with a scale of: + + X: 1 + Y: 1 + Z: 1 + +If an imported model must be scaled to `0.01`, `100`, or another corrective value, the source file is probably configured incorrectly. + +## Blender unit settings + +In Blender: + +1. Open **Scene Properties** +2. Open **Units** +3. Set: + - Unit System: `Metric` + - Unit Scale: `1.0` + - Length: `Meters` + +## Axis conventions + +Blender uses: + +- X: left and right +- Y: forward and backward +- Z: up and down + +Godot uses: + +- X: left and right +- Z: forward and backward +- Y: up and down + +GLB/glTF handles the axis conversion automatically. + +Do not rotate the complete Blender scene to compensate for Godot’s coordinate system. + +## Blender default cube + +The default Blender cube is: + + 2 m × 2 m × 2 m + +Its vertices are one meter away from the origin in each direction. + +Scaling the default cube by five creates a ten-meter-wide cube, not a five-meter-wide cube. + +For precise environment modeling, enter exact dimensions in the Item panel. + +Open the Item panel with: + + N + +Then edit the values under **Dimensions**. + +## Applying transforms + +Before export: + +1. Select the model +2. Press `Ctrl+A` +3. Choose **Rotation & Scale** + +The final object scale should normally be: + + X: 1.000 + Y: 1.000 + Z: 1.000 + +## Scale-reference collection + +Contributors should create a non-exported Blender collection named: + + REFERENCE + +Recommended contents: + +- Player reference +- One-meter cube +- Door reference +- Five-meter path +- Ten-meter measuring strip +- Water-level reference + +Suggested sizes: + +| Object | Approximate size | +|---|---:| +| Player | 1.5–1.8 m tall | +| Door | 0.9–1.1 m wide | +| Door height | 2–2.2 m | +| Comfortable path | 3–5 m wide | +| Multiplayer fishing bank | 3–4 m per player | +| Small dock | 3–5 m wide | +| Dock post | 0.2–0.4 m thick | +| Bench | 1.5–2 m wide | +| Small rock | 0.4–0.8 m wide | +| Large rock | 1.5–3 m wide | +| Mushroom | 0.15–0.5 m tall | +| Small tree | 4–6 m tall | +| Large stylized tree | 7–10 m tall | +| One-story shop | 3–5 m tall | + +Third-person spaces should generally be wider than real-world equivalents. + +A realistic one-meter path will feel cramped when several players and a third-person camera must use it. + +## Scale-testing workflow + +Before creating a major asset, test the intended scale in Godot. + +A useful scale-test scene contains: + +- One-meter cube +- Player reference +- Two-meter doorway +- Five-meter-wide path +- Five-meter tree +- Small dock section + +Export the scene as GLB and compare it directly to the real player and gameplay camera. + +The working rule is: + +> Measure in Blender. Judge in Godot. \ No newline at end of file