![]() ![]() This is just an example of how units can work. To make things easy, 1 joule = 1 newton metre = 1 watt second, so I'm gonna round this up and say that my little particle has 0.3 watt of kinetic energy, and my fellow engineer would be happy. Just look my image and try the same values in the kinetic calculator Now if I want to say that my 1 Joule is in "foot-pound force", "electronvolt" or a "British thermal unit", I can just convert it.įor example, the smallest particle in the picture bellow, has 0.1221 grams, is traveling at 2.4 meters per second and it's kinetic energy is 0.3765 Joule. The equation KE = 1/2 (M * (V * V)) outputs the scalar value in Joules, and as you can see the results are precise. ![]() In the image bellow I just added the name “Kg” and “Meters/Second” to my attributes. the output is in joules (the default scale for Kinetic Energy). It calculates Mass and the Velocity vector. I could be wrong but I believe if they add units into XSI it would be a conversion layer between core data and user inputs.Īnother example of how you can use ICE and units. The problem is that people want to make sure they have a "rule" going on, and a "cm" or something like that on the side of scalar inputs. Real world units would be just a way to convert these existing scale. ![]() Therefore your light falloff length and everything else will need to fit the same scale. If you model things with the scale of 1 SI = 1m, you will need to set the gravity to 9.81. If you look the gravity node it's set to 98.1. Just because it's not explicitly a metric system, it doesn't mean they don't take scale into consideration.Ī light falloff is based on SI units, object size is based on the same thing, bone length, everything is based on SI units.īoth the physX and ODE dynamics are using 1 Softimage unit equal to 10 cm. They have units and it's called SI units. It would be a core flaw if they had designed XSI based on cm, inches, feet or whatever you come up with. ![]()
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