, Sr. Member
Hi Margaret,
I have to handle this headache on a daily basis, getting models from different modelling environments and countries of the world.
I have learned to take everything into 3d Studio MAX (though Blender is probably the same) and convert to generic units.
The units in any 3d engine are in principle arbitrary and you can decide yourself how they relate to the real world. (exceptions being, when working with raytrace lighting that requires realworld scales, or physics engines that may impose restrictions).
I have found using 1 unit to 1 cm gives a nice working scale. If I get a model in inches I scale it by 2.54 before using it. Metric models are often in mm.
The important thing I’ve found is that you 3d software should be in generic units, as this guarantees that the actual values you read in the program are exported without any conversion going on behind the scenes.
Another “gotcha” is that scaling doesn’t necessarily change the coordinate values in a mesh, but may just add to it’s stack. This is especially relevant in mesh hierarchies, and grouped meshes. Reset Xform is the solution to that one in MAX (I’m sorry I don’t know Blender that well).
To answer you question, or at least give you a hint, try exporting a box 1m x 1m and comparing to a cube generated in Away3d that is 100 x 100.
You may find that the exported coordinates have undergone a transformation if you choose to work in Blenders metric coordinates.