Add Blender Setup and Scale

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# 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 Godots 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 | 1.51.8 m tall |
| Door | 0.91.1 m wide |
| Door height | 22.2 m |
| Comfortable path | 35 m wide |
| Multiplayer fishing bank | 34 m per player |
| Small dock | 35 m wide |
| Dock post | 0.20.4 m thick |
| Bench | 1.52 m wide |
| Small rock | 0.40.8 m wide |
| Large rock | 1.53 m wide |
| Mushroom | 0.150.5 m tall |
| Small tree | 46 m tall |
| Large stylized tree | 710 m tall |
| One-story shop | 35 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.