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RL Metric system Versus SL Metric system

Arlo Weir
Registered User
Join date: 5 Feb 2007
Posts: 19
08-04-2008 01:49
Hi fellow residents,

For a while now ive noticed that the seconlife Metric system Is not the same as in real life.
For example My avatar is 2.20 meters in hight and is actualy looks ok. I myself in RL am 1.88 meter tall and thats a bit above average in europe. but when i make my avatar the same hight I look like a teen boy. even if i scale down all my "parts" it still looks small althoug my heigt is still 1.88m high. If i use the SL heigt meter (freebee) the measurements are way off. it says i am 1.71 meter INCL shoes. But when i make a prim exactlu 1,88 meter high a m fine.

Also in holland the doorways (for example) are about 2,15m high and 93 cm wide (real life) and i am quite a brought person. but i still have plenty room to spare to pass throug the doorway. But on the otherhand if i create the same door size in sl the doorway is just big enough to squeeze my way to small avatar trough.

The metric system in secondlife is way off.. opticaly i would say 1 meter in RL = 1,25 meter in SL (rough estimate).

Actualy the whole grid is way to big and everything made is way to big too. Why is this like this??

Can someone explain why ? and Why everyone in SL is building way to big ?
Wolwaner Jervil
SL Guided Tours
Join date: 21 Dec 2006
Posts: 119
08-04-2008 02:06
Got this from a basic class concerning building:
Avatars are usually much larger in SL - mostly because we all enter the world as giants and most of the people don't reduce it to their real size.

The camera position is behind the head and the camera interacts with objects.
Most buildings serve as malls, clubs, exhibition centers which have a large size in RL too.

So to allow avatars to move around (including their camera in the back) in a good manner when inside a building it was recommended to build in a scale of at least 1.5, or double size compared to RL measures.

Thus room heights of 4m and associated 3m doors would perfectly fit a 2.3m Avatar.

Wol
Metal Bookmite
Registered User
Join date: 25 May 2008
Posts: 70
08-04-2008 13:34
Got to agree my friend.
I made a guitar with its RL overall length of 95cm replicated in SL.

It looked waaay too small, so I've made it a wee bit bigger, but I would have thought that keeping a 1:1 ratio would be easier for Linden unless the size discrepancy is accidental.
Starfire Desade
Can I play with YOUR mind
Join date: 10 Jul 2006
Posts: 404
08-04-2008 14:00
From: Arlo Weir
If i use the SL heigt meter (freebee) the measurements are way off. it says i am 1.71 meter INCL shoes. But when i make a prim exactlu 1,88 meter high a m fine.


The height meter (freebie) is not accurate - I have heard it only measures up to your eye height, but I can't attest to that statement. To get your actual size, you need to make a prim your exact height and check the height of the prim.
Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
08-04-2008 14:16
Virtually all "Avatar Rulers" rely on an LSL call that reports back the height of the avatar's eyes. This scripted call was intended for positioning the Mouselook camera, not for determining the height of the top of your head.

As a result, all avatars start off AT LEAST 4 to 8 inches too tall, because the person checks some height checker, and thinks it means height to top of head...

As stated eatlier, the follow camera is above and behind you, and to work with that, instead of only in Mouselook, you need to scale ceilings up higher and make rooms bigger. A scale of between 1.25 and 1.5 times "normal" works well. Especially if you want to accommoadte the full range of normal avatar heights, which include some people well over 7 feet tall.

A room with ceilings less than 4.5 M high will not allow you to offer a TP for someone to join you in the room. They will appear on the roof, or on the floor above, because we TP in about a meter off the ground and then settle down lower. If that embeds us in a ceiling, we appear above that obstruction.

A meter is in SL what it is in RL, but our perspective when viweing and interacting with the SL world is not what it is in RL. You can, for example, design an avatar and a building at exactly 1:1 scale. But it will only look right and work if you are always in mouselook mode.
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Shirlee Iuga
Gruftschlampe ;-)
Join date: 1 Jul 2007
Posts: 35
08-05-2008 10:35
Avatarsize has nothing to do with eye height
The scripted ava size toys only use llGetAvatarSize() inside a LSL-Script, and this function returns the diemensons of the bounding box of the avatar inside a vector. x- and y-parameters are constant, only z varies.
The bounding box is essential for the physics engine and determines whether an avatar fits through a hole in a wall or not.

But that bounding box sometimes differs from your real avatar, and so your avatar is in most cases even taller than the result of this measurement. This can be up to 0.1 m.
With some attachments (impressive hairdo...)you have even more difference.

And: Most avatars are way to tall, with a median Size of about 2m, women wit heels sometimes even have 2.50m.
Just put a 2.0 m sized Prim next to your avatar and compare.

The median room height in SL is about 4m or even more, because you have a 3rd person cam behind and over your ava. If you are not using that camera, 2.50 to 3m rooms and 2.20m door height would be fine, just as in RL.
Arlo Weir
Registered User
Join date: 5 Feb 2007
Posts: 19
08-05-2008 11:34
I understand perfectly. but is linden after 5 years of SL not able to correct this "bug" ?
Like an ajustable camera position that stays that way and not revert to the SL default position ?
and especialy teleporting 2 meters in the air bug ?
Imnotgoing Sideways
Can't outlaw cute! =^-^=
Join date: 17 Nov 2007
Posts: 4,694
08-05-2008 12:04
This is why I made my scaled height bar texture. I don't like dealing with numbers and figures so much. Practically everything I build is drag-drop-pull and I really only use the snap-to-grid for angles. I don't have a single avatar shape over 6' tall (Prim height) and none of my shapes look dwarfed in any way. (=_=)
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