Both assets are of comparable size inside of
Cinema 4D. Both DAE files were produced with the same export process.
Importing the DAE files into a SceneKit scene, however, produces different results.
Chango.dae imports at a "normal" size with a bounding box of
Tiki.dae imports at a huge size with a bounding box of
~155x325x140. Its dimensions inside Cinema 4D is
1) How do you make sure assets "fit" into a
SceneKit scene? Are you supposed to scale down assets with the "scale" property of the
SCNNode, or are you supposed to ask the designer to make the asset of a certain size? In
UIKit, this is straightforward. The asset size correlates directly to its screen size (e.g.,
20x20 icon takes about that much screen space depending on resolution). However, what's the analog for
SceneKit? If you want an asset to fit into a
SCNNode, what size do you ask the designer to make the asset?
2) If your asset is too large for a scene, how do you scale it down? In
UIKit, for instance, you can scale an image to fit a
UIView with something like
ScaleAspectFit. There doesn't seem to be an analog for a
SCNNode. Using the
scale property changes the appearance, but doesn't change the asset's bounding box. And even changing the appearance isn't precise. For instance, with
Tiki.dae, the original height of the asset (as shown by the bounding box) is 324.36. If you set the Y-scale to 0.01, however, the height doesn't become ~3.24. It becomes smaller than 3, which you can prove by fitting it comfortably within a sphere of height 3 (radius of 1.5).