Howdy, anyone know of a height "yardstick" which one may judge the height of characters rendered?

What I mean in the title is there any Daz made yardstick (imperial or metric) that someone may judge the height of characters? A bit OCD on this issue. Building a story-rich game where I want children to be as tall as they should be, dwarves, orcs, minotaurs, centaurs, humans to be their appropriate heights. I have looked for this for past few months with no success.

Yeah, I could work on their perceived heights while setting up for renders but that would take more time than I want to devote, especially with the number of renders I am planning on.

At present, the default height of Daz characters I am listing as 4'6", the average height of American women (yes, I am THAT OCD on this). I'm not asking for this measuring yardstick to aline with that height setting, I can take care of any scale related issues on my end.

Just to make the above simpler(?), I am looking for a ruler one can use in determining the various heights of characters and more.

Thanx,
Rycharde

Comments

  • Carola OCarola O Posts: 3,862

    only thing I can think of is this one Measure Metrics, not sure if that is what you are looking for though, the link opens in a new window :)

  • FSMCDesignsFSMCDesigns Posts: 12,851

    If you are developing a game make sure you have the interactive licenses for all content used or the older game developer license, just a reminder.

  • Carola O said:

    only thing I can think of is this one Measure Metrics, not sure if that is what you are looking for though, the link opens in a new window :)

    OUTSTANDING! Just took a look at this and that is just what the doc ordered! Thanx.

  • TJohnTJohn Posts: 11,352

    All the sources I can find (including the CDC) the average height of American women is 5ft 3in - 5ft 4in.

  • If you are developing a game make sure you have the interactive licenses for all content used or the older game developer license, just a reminder.

    Yeah. *head hung low* Kinda tought on an indi (sole developer), on a limited budget (disabled Social Security), working on a free game, but yeah. Seeing what assets I'm going to be using then...

    The joys of the developer's overactive mind.

    wink

  • kyoto kidkyoto kid Posts: 42,137

    ...there is a freebie I've used for years but am unable to find it anymore.  it was KP Originals Height Guide and was very easy to use.

    Did find this freebie which has both English and Metric

    https://www.sharecg.com/v/69559/related/21/DAZ-Studio/Measuring-Wall

     

  • Tjohn said:

    All the sources I can find (including the CDC) the average height of American women is 5ft 3in - 5ft 4in.

    D'oh! Did it again. Always have this prob when figuring/writing number-based figures. Well, all of the time is pushing it a bit far but you know what I mean... Right? wink

    Meant to say 5'6" (that number is from memory and I have slept since finding it. You may be correct and I may be using the 5'4" height. The number is in my notes... somewhere... where did I put that #$#( notebook again?

    kyoto kid said:

    ...there is a freebie I've used for years but am unable to find it anymore.  it was KP Originals Height Guide and was very easy to use.

    Did find this freebie which has both English and Metric

    https://www.sharecg.com/v/69559/related/21/DAZ-Studio/Measuring-Wall

    Thanx! That fits my purpose purrfectly. The Measure Metrics for DAZ Studio asset just brought to mind further uses, but for a freebie and fitting my original need, going to download immediately. Later, when I can fit in my budget I will purchace the non-freebie.

    *scribble* *scribble* *think*

    Ok, inserted in budget... Going to be awhile before I get that far.

  • nattaruknattaruk Posts: 547
    edited November 2018

    A cheap and cheerful method:

    Make a 1m primitive cube.

    Enclose your character in the primitive cube.

    Adjust the Y scale factor of the cube so it just clips the top of your character's head.

    100% == 1 metre so if the scale factor is 162% => 1.62 m == 5 foot 4 in.

     

    Post edited by nattaruk on
  • For height you can just create a plane primitive, Y Positive, and translate it up to the top of the figure's head - the Y translation value is the height in cm. If you are going to want other dimensions then Measure Metrics is the way to go - you can use the supplied wearables to get a compleet set of measurements for your figures, and use the Figure Metrics script to adjust, with selected morphs, to a target set of dimensions.

  • nattaruk said:

    A cheap and cheerful method:

    Make a 1m primitive cube.

    Enclose your character in the primitive cube.

    Adjust the Y scale factor of the cube so it just clips the top of your character's head.

    100% == 1 metre so if the scale factor is 162% => 1.62 m == 5 foot 4 in.

     

    For height you can just create a plane primitive, Y Positive, and translate it up to the top of the figure's head - the Y translation value is the height in cm. If you are going to want other dimensions then Measure Metrics is the way to go - you can use the supplied wearables to get a compleet set of measurements for your figures, and use the Figure Metrics script to adjust, with selected morphs, to a target set of dimensions.

    Very cool. My memory THINKS it has heard of something like that before... Damn if I can remember when. But will look into that as well. There are other measurement problems I have run into but they are SOOO low-priority I may overlook them. (See, I CAN overcome my OCD... sometimes at least.)

  • JOdelJOdel Posts: 6,322

    Or you can build your own by stacking primitives of whatever incriment you want to use. I built a 10-foot cylander from 3-inch disks to use as a measurment tool. Saved it as a scene, merge the scene when I need to measure a character rough (or scene prop) and delete it once I have the character to the size I want it. 

  • GreycatGreycat Posts: 334
    edited November 2018

    A cube can be created in several different increments (inches, feet, Meters, etc.). So create a 1-foot cube and scale it in the “y". Percent means 100, thus 100% of one foot equals one foot and 500% of one foot equals 5 feet. Since one foot equal 12 inches, 4 inches/12 inches equals .33 or 33%. Therefore if you scale the cube in the “y" 533% it will be exactly 5ft-4inches. Do not mix metric and feet and inches it will never come out right.  

    Post edited by Greycat on
  • tj_1ca9500btj_1ca9500b Posts: 2,057
    edited November 2018
    Post edited by tj_1ca9500b on
  • kyoto kidkyoto kid Posts: 42,137

    ...nice.

    Between the one above and the one i linked to, there is little need to try and create your own. 

  • dragotxdragotx Posts: 1,147

    If you are developing a game make sure you have the interactive licenses for all content used or the older game developer license, just a reminder.

    Yeah. *head hung low* Kinda tought on an indi (sole developer), on a limited budget (disabled Social Security), working on a free game, but yeah. Seeing what assets I'm going to be using then...

    The joys of the developer's overactive mind.

    wink

    If your game does not use the models (if you are just using Studio for pre-rendered graphics, like a visual novel) I don't believe you need the interactive liscense. Essentially, if the Daz models are not loaded into the game engine, where they could theoretically be ripped back out by someone, then you don't need the liscense (unless something has changed and I missed it)
  • dragotx said:
     
    If your game does not use the models (if you are just using Studio for pre-rendered graphics, like a visual novel) I don't believe you need the interactive liscense. Essentially, if the Daz models are not loaded into the game engine, where they could theoretically be ripped back out by someone, then you don't need the liscense (unless something has changed and I missed it)

    That is good to know, and yes, I'm using simple renders, no models. I will look over the terms and such when I get to that point in the development of my game.

    Thanx

  • fastbike1fastbike1 Posts: 4,081
    edited November 2018

    I always chuckle at considerations of the "proer" height of dwarves, orcs, minotaurs, centaurs. In a fantasy setting, the world gets to be however the author/artist wants.

    Even saying "All the sources I can find (including the CDC) the average height of American women is 5ft 3in - 5ft 4in" ignores specific demographics. Casual observation of (at least) American women from late teens to late twenty's would suggest that 5'4" is on the low end of the distribution.

    Post edited by fastbike1 on
  • fastbike1 said:

    I always chuckle at considerations of the "proer" height of dwarves, orcs, minotaurs, centaurs. In a fantasy setting, the world gets to be however the author/artist wants.

    Even saying "All the sources I can find (including the CDC) the average height of American women is 5ft 3in - 5ft 4in" ignores specific demographics. Casual observation of (at least) American women from late teens to late twenty's would suggest that 5'4" is on the low end of the distribution.

    As far as the non-human species -- consciously not using race since that term has been assumed by humans for its own purposes -- non-human species (orcs, dwarves, etc) I am giving them heights and such of my own creation, for instance, orc females average at 6'4" while males are 6'0".

    The default height of most characters, definitely on all G# characters is 5'6" according to all measuring sticks/walls I've found, so the average height for women is 5'6" for my game.

    I just wanted to make the characters no matter what species and age to have their "true" height that way making it easier to use the various species together in one scene.

    I know all of these comments do not match what you said but it helps cement them in my faulty memory.

    wink

  • TJohnTJohn Posts: 11,352
    edited November 2018

    NM.

    Post edited by TJohn on
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