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File: 1427567686238.png (355.03 KB,475x753,475:753,proportions.png)

 No.7440

Why are proportions so off from the standard system or measurement SL gives us?

This is a prim sized to match a standard US exterior door (914mm x 2032mm / 36" x 80") rezzed next to the exterior door of a fairly typical SL house.
____________________________
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 No.7441

File: 1427568651738.jpg (57.29 KB,530x653,530:653,gay.jpg)

because walking around in shitty prim/mesh houses in 3'rd person would mean a lot of clipping.
That and all the ripped brazzies are about 900 feet tall aswell.
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 No.7443

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 No.7445

>>7443
I've already fixed my camera settings, I was just wondering why everything has to be awful all the time.
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 No.7446

>>7445
Don't hang around in pubbie sims if you don't want awful.
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 No.7447

>>7445
Because they haven't fixed theirs.
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 No.7453

>>7440
Because everyone wants to have a tall avatar. The tallness then becomes the norm and taller avatars are introduced. It's very similar to financial inflation. "Short" avatars today are like 2.5 meters tall. It's really a shit situation since the growth only means we get less worth out of our sim sizes.
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 No.7454

>>7453
>5'8" tall
>adult skin
>adult clothes
>have actually been called a "child avatar" before
I'd like to say "this is what's wrong with SL", but that would be vastly understating all the other things wrong with it.
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 No.7737

The funny thing about making your avatar taller is that it makes SL more expensive. Or at the very least, makes it so you get less for your money.

Most mesh content can be reduced to half its size if your avatar is between 5 to 6' tall, and in doing so you not only end up with content that uses 1/4th the space, but it also cuts the LI cost in half.

This means if you build smaller you can either pay for half as much land and get the same exact experience, or squeeze a lot more content into the land you're paying for than you do keeping everything huge.

As for why avatars and content tend to be so oversized? Basically it comes down to LL's awful camera settings and that LL's starter avatars have always been huge.
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 No.9154

File: 1429549303820.png (392.22 KB,660x592,165:148,hello i cannot fit in the ….png)

I sell mesh doors which are 1.5m x 2.75m (1500mm x 2750mm) but I still get people sizing them up and making them look stupid. I also sell an elevator which is 3x3x3m and you would not believe the amount of bullshit I have gone through with people resizing it.

Keep in mind that most avatars are well over 7 feet tall (in this case, about 7'10")

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 No.9510

File: 1430168827411.png (308.69 KB,763x415,763:415,i want to die..png)

Speak of the devil.

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 No.12790

>>9510

Oh wow will you look at that

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 No.21006

So how do we fix it?

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 No.21008

>>21006

Some been steadily fixing it by have more smaller sized avatars and like wise for buildings, as well as giving tips on how to adjust the cameras default angle to be lower

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 No.21011

>>21006

make buildings big enough to accommodate avatars

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 No.21529

So when building for human sized avatars what scale should you build to? Even with proper camera settings I'm assuming that 1:1 will feel a little cramped, at least when it comes to ceiling height and room size.

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 No.21534

>>21529

With proper camera placement it should be fine, I imagine. But maybe see if there's an article about scale in games in general? Once the avatars are regular size(ish), regular game design philosophies start applying again.

These settings work well for me:

CameraOffsetRearview

X: -2.000

Y: -0.400

Z: -0.200

FocusOffsetRearView

X: 0.900

Y: -0.700

Z: 0.200

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 No.21619

>>7440

>>7453

>>7454

>>9154

If I might chime in and offer some insight coming from another place.

What is "one meter" in virtual space? It's nothing more than an arbitrary length decided by LL one day. There's not necessarily any correlation to a real world meter attached to it other than the name.

You have the clueless brazils with 100 on their height sliders and 7 foot something output on their shape height yes.

But then there are also these moronic size police who think that their tiny little dwarfism afflicted avatar is "realistic size" because it says 5'7 on their shape slider.

In SL a meter is not a meter and a foot is not a foot. You're trying to calibrate your avatar sizes to a system that was wrong to begin with.

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 No.21623

>>21619

If a unit of measurement exists, why not use it? If there was some other standard -- like if someone specified what an average adult male's height should be in SL, and we could calibrate that as our equivalent of "six feet", then I'd be all for that, but there is no such shared standard. The only universal standard is the meter as built into the engine itself, and ignoring that results in the hilarious size discrepancies you see all over.

Even putting aside the "size police", the pubbies all build their houses and furniture and such at different scales, because some of them are 100 height, and some of them are 100 height + 100 leg length, or whatever other combination of extremes makes them even taller than the rest. So you can't even consistently build for SL pubbie giants, because SL pubbie giants themselves aren't consistent.

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 No.21624

File: 1460692144606.png (783.53 KB,1021x698,1021:698,Firestorm-bin_2016-04-14_2….png)

>>21619

A meter is as much an arbitrary size in SL as it is in real life. We decided what these sizes are so we could use them as reference points when comparing things. You can't just make something in real life that's 2 meters long and say it's 1 meter long, because that's super dumb and people will look at you like an idiot for using a measurement system that you made up yourself.

LL gave us a sizing unit. The people that ignore it willfully are pretty clearly idiots, just like they would be in real life.

The shape slider uses some incorrect calculations to determine height, but that's a separate matter.

You ask what one meter is in virtual space? It's pic related. Because SL has provided us a way to determine exactly what one meter in virtual space is. And if you say that 1 meter is 2 meters, well, refer to the first paragraph.

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 No.22679

>>7440

I'd imagine the poor net code would make it a pain to move around if all doors were small like that.

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 No.22683

>>22679

Well, if we're to assume that door is part of your run of the mill 10x10 prim built house, it's a pretty big door on it's own compared to the smaller cube.

But op didn't include a pic with an av standing next to it for reference :U

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 No.22747

>>22683

What good does an av standing next to it for reference do when avatars are completely unmoored from any sort of size standardization?

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 No.22902

>>22747

I meant like an avatar that's normal sized and not giant sized v:

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 No.23021

http://pennycow.blogspot.sk/2011/07/matter-of-perspective.html

I think this article explains everything.

But in short LL has idiot programmers has nothing to do with game developing gave us shitty default 3rd camera settings, idiot builders did hang on that and made everything shitty sized so the camera wont clip with the ceiling and so on, then ppl scaled themself to the envirnoment :/ not even talk about the starter avatars was stupidly tall as well.

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 No.23182

>>23021

There are a lot of problems with the starter avatars and default shapes. A lot of defaults in this game are fucked.

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 No.23191

File: 1467001880587.png (498.46 KB,1024x768,4:3,Snapshot_130.png)

This is a furry sim, so maybe it was designed for giant ass muscle dragons or something, but man this door seems large.

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