Let me again define the units that Blender utilizes. Imperial units are the worst to work with. And if you change it to a ridiculously small number, like. If you change one of the x, y, or z dimensions to a large number, you will see that it now uses the kilometers instead of meters. Check back in the physics panel, and you'll now see (0m/s 2, 0m/s 2, -9.81m/s 2).įor another example, select a mesh and hit n in the scene view to bring up the properties panel, go to the transform section and then dimensions. If you select metric units, Blender will explicitly use metric units. If you go to the units section in the scene tab, you can see that there are three different options ("None, Metric, Imperial"). Metric unitsįirst off, let me start by defining a list of metric measurements that Blender uses. Now, if you change this value to -.0981 and every rigidbody's mass to 1⁄ 100 of what it was, you would now be working in centimeters and grams (or the cgs system). So as you can see, it's implicitly considered meters. 9.810 is the rate of acceleration in meters per second squared. If you go to the scene tab in the properties panel, then to the gravity section, you can see that the rate of acceleration due to gravity is (0.000, 0.000, -9.810). By default, it's implicitly considered meters. The Blender units system is a decimal unit system that can be whatever you want it to be.
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