Simply rotate Genesis on the X rotation to -90degrees to place it lying on the Floor. Switch camera to top. The floor grid is measured at 1Mx1M per square. Now you can see exactly how tall your figure is.

Simply rotate Genesis on the X rotation to -90degrees to place it lying on the Floor. Switch camera to top. The floor grid is measured at 1Mx1M per square. Now you can see exactly how tall your figure is.

It’s been noted many times that DS uses centimeters for scaling so you can simply load a plane primitive, “Y” translate to the top of the figure and read the height in centimeters.

Or use a 100cm cube primitive, then change the YScale (easier than a plane because it loads on the floor at zero). Yscale of 170% = 1.70cm

mac

Mac, the plane loads on the floor at zero too. You just drag it up and read off its Y-Position instead of messing with the scale to get the right height. And because DS shows the number right there in the viewport when you do the dragging you don’t even need to roll out the Parameters tab.

This thread is really good… I very much like the plane idea… Sounds very accurate. I’m very big on scaling my characters… Height to me is like the facial features. Thanks for all the different methods!

You know you can type a math formula into the number boxes. Want a character 5 feet 10 inches tall, type ((5*12)+10)*2.54{the number of centimeters in an inch} and you will get 177.8

It’s unlikely to be accurate for both DS and Poser, using the real world units inside Poser, as those assign different values to the basic OBJ/Poser unit.