Why DM scaled down after export from PhysX Lab

I have a .fbx mesh that im trying to convert to an .apb destructible mesh with PhysX Lab.

After importing my mesh into PhysX Lab it is scaled down and the pivot is shifted to the center.
I´m using the centimeter units and default export settings in Maya, i tried using other units but no change…even if i scale the mesh in Maya there´s no change.

Here you can see the .fbx and the .apd in front.

Hi Shaft,

PhysX Labs uses a different scale than what UE4 uses as the default.

While UE4 uses CM and you’ve probably setup Maya to build your assets and export in Centimeters you’ll find that PhysX is using inches.

Nvidia’s documentation shows that there is a scale setting when exporting the asset ( at least there used to be ), but I do not believe this to be in their publicly released version. You can see this in their documentation by going to Help > PhysXLab Help > Search > Scale > Asset Authoring with PhysXLab

18553-physxscale.png

Since this won’t help us you’ll need to get your asset to the scale you’d in Centimeters then scale it up by 2.54 in the XYZ before importing into PhysX Lab if you want to keep your scale correctly set.

Thanks!

Tim

Thank you very much for the response!

I tried scaling the mesh up but it doesnt effect it in any way… No matter how much i scale it up it has always the same size in physxlab!

Are there any specific export settings i have to make in Maya?

Right now im using the default settings except fot centimeter units and the .fbx 2013 format.

Maybe i´m stupid or PhysX is…

I start PhysX → import my mesh → mesh has wrong scale!

BUT if i start PhysX → import Destruction Sample “Wall” → import my mesh → mesh has the right scale!

I still don´t know what i did wrong but it works that way!

I had a same problem, but I did fix it by exporting mesh as .obj and scaled it x100 in Blender
and then import mesh in PhysX Lab.

All of this should be handled in the modeling program, and nothing should need to be changed in PhysX Lab. If you need a check, make sure your FBX file imports in the correct scale; if not, then your model was exported incorrectly. This doesn’t matter too much really, and as long as it’s importing in a uniform scale you can just tell UE to up the scale when you import the APB file and all the collisions will work just as well.

My import method for DM FBX files:

  1. Maya 2016- Unit Scale set to Meters. If you made the model in the centimeter scale (default) you will need to scale it up by 100x after you set your Unit Scale to Meters (if your model looks tiny on your grid it’s still sized wrong). Set model center and pivot point to 0,0,0 and export as FBX.
  2. Apex 1.3.2 PhysX Lab 3.3- No settings changes, import FBX, stuff and things, export APB.
  3. Unreal Engine 4.12 & 13- Import APB.