The Molecular Graphics Laboratory Forum

AutoDock, AutoLigand, MGLTools, Vina, PyRx and more.
It is currently Thu May 25, 2017 2:19 pm

All times are UTC




Post new topic Reply to topic  [ 2 posts ] 
Author Message
PostPosted: Mon Dec 01, 2014 10:02 am 
Offline
Millimolar User
Millimolar User
User avatar

Joined: Thu Apr 10, 2014 9:17 am
Posts: 2
This question keeps bothering me. When a molecule is fetched, it's always huge. What I usually did was to select the empty object for the molecule and then scale it. But I really doubt it's the right way, as if I turn on the atom representation, the CPK object is too large again. And I couldn't scale the CPK object. Any suggestion? Thanks in advance.


Top
 Profile  
 
PostPosted: Wed Mar 18, 2015 9:09 pm 
Offline
Micromolar User
Micromolar User
User avatar

Joined: Wed Nov 10, 2010 1:19 am
Posts: 19
I'm not a frequent Blender user, but in all of the systems, the imported molecules match molecules that are exported from other molecular viewers (Pymol and Chimera, etc), so ePMV retains this default scale to match those systems for people who want to combine representations from different viewers. These come in huge in Maya and Blender and 3D Studio Max, but at a good size in Cinema 4D...

We strongly recommend that people never scale molecular data once it is brought in so you can update or alter the molecule in a future session, however, I realize what a pain it is to animate when things are 10 or 100x too big in the native scene. What I recommend is to build your model and modify it with ePMV until you are happy, then scale the parent object in multiples of 10, either make it 0.1 or 0.001 etc. Don't just use the manual drag to scale tools, do it to a perfect 10. That way, if you need to modify the molecule or make a new one for your scene or even bring one in from a different program, you can simply apply the same scale to that before you begin your scene design, rigging, and animation.

In the future, we should consider adding some sort of "Scale all data" button that will help make this process more seamless for Blender, Maya, and Max.
Thanks,
Graham


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 2 posts ] 

All times are UTC


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
POWERED_BY
Translated by MaĆ«l Soucaze © 2009 phpBB.fr