History Main / NotDrawnToScale

6th Aug '16 3:12:07 PM GlitteringFlowers
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* The infamous football fields in ''Manga/CaptainTsubasa'', whose depicted length is based on the emotional state of its protagonists. On a decisive game, the field has been calculated to become ''10 kilometers long''.

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* ''Manga/CaptainTsubasa'':
**
The series has rather infamous football fields in ''Manga/CaptainTsubasa'', whose depicted length is based on the emotional state of its protagonists. On a decisive game, the field has been calculated to become ''10 kilometers long''.long''.
** The actual characters don't look much better, as the largest guys like Jitou or Hyuuga or Nakanishi can easily morph into ''giants'' when the focus is on them.
* ''Manga/CaptainTsubasa's'' "successor", ''Anime/HungryHeartWildStriker'', is somewhat less exaggerated... emphasis on ''somewhat''. At times the protagonist Kyousuke Kanou is shown as tall but more or less realistically so, but at others he's drawn so huge that he barely fits in a normal Japanese car.
19th Jul '16 6:27:44 PM Ryusui
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->''"Hi, Iím terrible at perspective. Not with life, but with buildings and materials. So forgive me if I get buildings wrong, I hope I make up for it by getting my perspective on mankind right."''
-->-- '''Doug [=TenNapel=]''', ''Webcomic/{{Ratfist}}'', [[http://ratfist.com/page-3/ page 3]]
3rd Jul '16 10:28:46 PM rjd1922
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* ''VideoGame/CityOfHeroes'' suffered from this pretty badly, since the default height in the incredibly robust character creator was nearly 6 feet, and went all the way up to 8 feet. As a result, characters of realistic height could be dwarfed by civilian [=NPCs=], then there's the great big SuperSoldier whom you kept hitting [[GroinAttack right in the crotch]]... and then let's not get started on the borderline ChaoticArchitecture that were the indoor building maps. To make things worse, the game's own development team couldn't seem to make heads or tails of their own height system, routinely creating supposedly regular university professors who were nevertheless tall enough to give any NBA player an inferiority complex. Worse still was that even at "normal" size, most cars looked so small that a person would have to drive them with his head between his knees. On the other hand, aside from the wildly varying "normal" heights, there really weren't too many things "more giant" than they need to be when it comes to giant monsters.

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* ''VideoGame/CityOfHeroes'' suffered from this pretty badly, since the default height in the incredibly robust character creator was nearly 6 feet, and went all the way up to 8 feet. As a result, characters of realistic height could be dwarfed by civilian [=NPCs=], then there's the great big SuperSoldier whom you kept hitting [[GroinAttack right in the crotch]]... and then let's not get started on the borderline ChaoticArchitecture ChaosArchitecture that were the indoor building maps. To make things worse, the game's own development team couldn't seem to make heads or tails of their own height system, routinely creating supposedly regular university professors who were nevertheless tall enough to give any NBA player an inferiority complex. Worse still was that even at "normal" size, most cars looked so small that a person would have to drive them with his head between his knees. On the other hand, aside from the wildly varying "normal" heights, there really weren't too many things "more giant" than they need to be when it comes to giant monsters.
16th Jun '16 6:41:56 AM Adept
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* The infamous football fields in ''CaptainTsubasa'', whose depicted length is based on the emotional state of its protagonists. On a decisive game, the field has been calculated to become ''10 kilometers long''.

to:

* The infamous football fields in ''CaptainTsubasa'', ''Manga/CaptainTsubasa'', whose depicted length is based on the emotional state of its protagonists. On a decisive game, the field has been calculated to become ''10 kilometers long''.
13th Apr '16 2:54:10 AM SSJMagus
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* ''Series/StarTrekTheNextGeneration'' was notorious for changing the apparent and/or relative size of ships from episode to episode. This was primarily because of two things: first, they actually had two models of the ship built, which were different sizes (and shapes) and they reused stock footage like mad; and second, because of the motion control done ships were composited together anyway, so they were free to scale them as much as they felt they could get away with. Another problem is that there are no reference points in space. As a result Klingon ships of the exact same type ranged from a few times larger than shuttles to a few times larger than the ''Enterprise'' itself (though they're canonically half its size) depending on where they were relative to the camera.

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* ''Series/StarTrekTheNextGeneration'' was notorious for changing the apparent and/or relative size of ships from episode to episode. This was primarily because of two things: first, they actually had two models of the ship built, which were different sizes (and shapes) and they reused stock footage like mad; and second, because of the motion control done ships were composited together anyway, so they were free to scale them as much as they felt they could get away with. Another problem is that there are no reference points in space. As a result Klingon ships of the exact same type ranged from a few times larger than shuttles to a few times larger than the ''Enterprise'' itself (though they're canonically half its size) depending on where they were relative to the camera. While it was [[{{Retcon}} eventually established]] that there are at least three different types of Klingon ships that are identical in appearance but wildly different in size, that still fails to explain away all such discrepancies.
15th Mar '16 12:48:57 PM DanaO
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Added DiffLines:

** Variations on this are in fact endemic to game character creators (such as the above ''VideoGame/CityOfHeroes''). The simplest way to create a skeletally animated character model modifiable based on sliders is to link specific sets of mesh vertices to each slider with specific start- and end-points to linearly interpolate each such vertex along. This naturally produces additive effects when sliders combine to affect total height; the alternative is to define first absolute scales, then relative proportions, then individual sliders (producing feedback to other sliders), then nonlinear slider-vertex connections. While this reflects how artists work mentally, it's less obvious an approach to the programmers who actually have to design the system and make it work on schedule.
5th Mar '16 1:40:11 PM rjd1922
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Clever writers will often recognize these limitations by deliberately avoiding clearly classifying character's traits like [[ImprobableAge age]], height, power, or minor biographical information -- these technical features seldom relate directly to the narrative so they can often get away with it. Unfortunately, if someone else involved with the production wants to use these statistics for some other facet like merchandise, they can end up being defined inaccurately anyway. For some fans this can turn into SeriousBusiness.

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Clever writers will often recognize these limitations by deliberately avoiding clearly classifying character's traits like [[ImprobableAge [[VagueAge age]], height, power, or minor biographical information -- these technical features seldom relate directly to the narrative so they can often get away with it. Unfortunately, if someone else involved with the production wants to use these statistics for some other facet like merchandise, they can end up being defined inaccurately anyway. For some fans this can turn into SeriousBusiness.
16th Feb '16 11:55:33 AM FF32
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* The bugs in well... A Bug's Life took plenty of liberties when scaling the characters. The easiest example is Manny,
a mantis that's only slightly taller than an ant.[[/folder]]

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* The bugs in well... A Bug's Life ''WesternAnimation/ABugsLife'' took plenty of liberties when scaling the characters. The easiest example is Manny,
Manny, a mantis that's only slightly taller than an ant.[[/folder]]
11th Feb '16 1:33:28 PM Kirb-Star
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[[/folder]]

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* The bugs in well... A Bug's Life took plenty of liberties when scaling the characters. The easiest example is Manny,
a mantis that's only slightly taller than an ant.
[[/folder]]
22nd Jan '16 3:02:41 PM GrammarNavi
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* This applies to many figurines in general, specifically ones having to do with video games. The disproportionate sizing is similar to SuperSmashBros sizing.

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* This applies to many figurines in general, specifically ones having to do with video games. The disproportionate sizing is similar to SuperSmashBros ''VideoGame/SuperSmashBros'' sizing.



** Possibly the worst case of this is Olimar in ''SuperSmashBros'', who is about and inch and a half tall in his native ''{{Pikmin}}'' series and yet is just barely smaller than most other characters in the roster.

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** Possibly the worst case of this is Olimar in ''SuperSmashBros'', ''VideoGame/SuperSmashBros'', who is about and inch and a half tall in his native ''{{Pikmin}}'' series and yet is just barely smaller than most other characters in the roster.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.NotDrawnToScale