Delete page "2a.-Blender-Setup-and-Scale"
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# Blender Setup and Scale
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NETFISHING uses the following scale convention:
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- 1 Blender unit = 1 meter
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- 1 Godot unit = 1 meter
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A model exported at the correct scale should normally import into Godot with a scale of:
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X: 1
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Y: 1
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Z: 1
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If an imported model must be scaled to `0.01`, `100`, or another corrective value, the source file is probably configured incorrectly.
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## Blender unit settings
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In Blender:
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1. Open **Scene Properties**
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2. Open **Units**
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3. Set:
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- Unit System: `Metric`
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- Unit Scale: `1.0`
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- Length: `Meters`
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## Axis conventions
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Blender uses:
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- X: left and right
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- Y: forward and backward
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- Z: up and down
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Godot uses:
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- X: left and right
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- Z: forward and backward
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- Y: up and down
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GLB/glTF handles the axis conversion automatically.
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Do not rotate the complete Blender scene to compensate for Godot’s coordinate system.
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## Blender default cube
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The default Blender cube is:
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2 m × 2 m × 2 m
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Its vertices are one meter away from the origin in each direction.
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Scaling the default cube by five creates a ten-meter-wide cube, not a five-meter-wide cube.
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For precise environment modeling, enter exact dimensions in the Item panel.
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Open the Item panel with:
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N
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Then edit the values under **Dimensions**.
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## Applying transforms
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Before export:
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1. Select the model
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2. Press `Ctrl+A`
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3. Choose **Rotation & Scale**
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The final object scale should normally be:
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X: 1.000
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Y: 1.000
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Z: 1.000
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## Scale-reference collection
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Contributors should create a non-exported Blender collection named:
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REFERENCE
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Recommended contents:
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- Player reference
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- One-meter cube
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- Door reference
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- Five-meter path
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- Ten-meter measuring strip
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- Water-level reference
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Suggested sizes:
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| Object | Approximate size |
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|---|---:|
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| Player | 1.5–1.8 m tall |
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| Door | 0.9–1.1 m wide |
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| Door height | 2–2.2 m |
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| Comfortable path | 3–5 m wide |
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| Multiplayer fishing bank | 3–4 m per player |
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| Small dock | 3–5 m wide |
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| Dock post | 0.2–0.4 m thick |
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| Bench | 1.5–2 m wide |
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| Small rock | 0.4–0.8 m wide |
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| Large rock | 1.5–3 m wide |
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| Mushroom | 0.15–0.5 m tall |
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| Small tree | 4–6 m tall |
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| Large stylized tree | 7–10 m tall |
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| One-story shop | 3–5 m tall |
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Third-person spaces should generally be wider than real-world equivalents.
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A realistic one-meter path will feel cramped when several players and a third-person camera must use it.
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## Scale-testing workflow
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Before creating a major asset, test the intended scale in Godot.
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A useful scale-test scene contains:
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- One-meter cube
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- Player reference
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- Two-meter doorway
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- Five-meter-wide path
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- Five-meter tree
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- Small dock section
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Export the scene as GLB and compare it directly to the real player and gameplay camera.
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The working rule is:
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> Measure in Blender. Judge in Godot.
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