How Pepakura measures a Model

FatMan

Active Member
So I've always wondered how pepakura measures the 3D object. I could never tell if it was measuring from how the object is positioned from left to right on the default view (which I just assumed it did to be safe), or if it was measuring the actual side to side no matter what angle it was on.

pHX2vtz.png



So I decided to find out by exporting the file and using Blender to rotate it to be positioned vertically. Using the same scale the measurements actually changed.

GpyyC2E.png



Anyways, I just wanted to share this. It shows how important the angle and position of your files are when it comes to scaling them.
 
very informative indeed buddy :thumbsup sorry if you encountered some difficulties on that part :facepalm it works for me though so i leave it just the same with the original model, since i'm only basing my scale on the height of the piece

great job bud
 
very informative indeed buddy :thumbsup sorry if you encountered some difficulties on that part :facepalm it works for me though so i leave it just the same with the original model, since i'm only basing my scale on the height of the piece

great job bud


No problem man, I was just curious to find out how it pepakura does it. I actually feel dumb for not knowing.
 
It probably just uses the world space AABB for calculating the dimensions.

It's tricky to know what the "true" orientation of a model is because the transform might already be baked into the vertices.


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Also know if you have an "exploded view" on a IM helmet, like the faceplate being pulled out, it throws the measurements off.
 
Non-uniform scale would be awesome. An option for independent x,y, or z coordinate scaling, that also kept the current unfold. Parts would have to be oriented correctly for that to work though, and anything with a unique symmetry (like the round shape of hip pods or screw holes/etc.) would get deformed. Robocop's arms and legs would be a nightmare lol...

I can't stand using point-to-point anymore, I end up scaling everything in 3DSmax or Blender on a digital mannequin instead.
 
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