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>10 years later
>design tools and game engines still can't figure out which direction is up
>Z is up for Blender
>Y is up for Unity
>import shit from Blender into Unity
>has to hack together -90 degree X rotation to compensate for this
>fuck up all calculations regarding rotations thanks to this bullshit
>have to rotate shit in Blender before exporting to fix this, and then undo the rotation in Unity
Why does it need to be like this?
>>
>has to hack together -90 degree X rotation to compensate for this

You know you can just set an export preset for Unity and tell it that Y is up, right?
>>
>>693087
In CAD work, Z will always be up for me. For animation or anything referencing the real world, Z feels more logical for depth.
>>
>>693087
I'll never accept anything but Z as up, that's what makes most sense in mathematics (X and Y are on the paper, Z is up towards you).
>>
>>693110
but what if you need a 4 dimensional coord. system ?
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>>693111
Don't see how that changes the first three being X, Y, Z. Also in more advanced mathematics you often move over to just e1, e2,..., en or similar.
>>
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The solution is to realize that there is no up or down, just arbitrary points of reference.
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>>693119
Sounds about right when I convert objects between different 3D packages, considering how fucked up everything is afterwards.
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I was tought in school that y is up, why do people have to go and mass that up.
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>>693138
>y is up
This.
Why do they have to act up all retarded with absolutely basic shit.
Y is the vertical axis, X horizontal and Z for depth. THERE'S EVEN THE MOTHERFUCKING Z-BUFFER AND PROGRAMMERS STILL FUCK IT UP.
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>>693150
this desu
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eeww, it seems traditionally y really was up
https://www.newworldencyclopedia.org/entry/Cartesian_coordinate_system
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>>693152
goduck, I mean traditionally z was up
this really messes with my head
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>>693090
No, tell me more.
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>>693175
literally export options
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>>693178
>option exports
You mean those 9 random file extensions I don't know? I don't see any other export options.
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>>693087
pfft 10 years... newfag! I joined in in the late 90's and it's been different up-axis ever since, probably been this way since the 70's.
Infact it prob been this way since before computers even existed.

Hell, probably started a few hours after Descartes told someone about this neat new coordinate system he had made up.
>>
>>693150
>>693151

If you take a map makers view of the worlds space then the depth axis faces up towards you. That is the reason for Z up.
When you are standing at ground level and looking towards something Z is only depth as long as you are looking at it from the front.
Soon as you have 2 or more objects in the world and they are oriented differently the whole 'Z is depth' analogy breaks down.

The idea of Z-depth in camera view is in reference to screenspace which is different from worldspace so that argument is nonsensical.
Z would be depth in screenspace regardless of wheter you'd use X, Y or Z as world up-axis.

Because of the above I think Z-up is actually the most natural variant for a worldspace.
I really don't care tho as long as we could standardize it to be the same across all applications I'd be willing to change it into whatever.
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>>693194
>>
>>693087
>World coordinates
Z up
The XY plane is your floor, Y forward, X sideways.

>Camera coordinates
Y up, Z depth
Cameras project a 3D space to a 2D-ish space. In 2D math, Y is up.

everything else is retarded
>>
>>693210
This is the one true answer
>>
To be honest, I've always just used Latitude and Longitude.
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>>693220
what are you, a fucking sailor?
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>>693234
I can be, if you want me to, Captain.~
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>>693220
>>693234
>>693239
Gay
>>
X should be right, Y should be down and Z should be depth. Anything else is just being Mr. Fancypants for no good reason.
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>>693110
See, that what the guys who put y up thought too. If z is towards you, when you're sitting in front of a screen, z is horizontal
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>>693234
I only model boats.
Ahoy me hearties.
>>
Z up feels more natural as we usually move on a two dimensional plane with the height or altitude as a seperate value. As such it makes sense to group the values of the plane together as X and Y and have the height afterwards as Z. With Y up the height is awkwardly in between the other two values.
>>
>>693110
>that's what makes most sense in mathematics
"Up" is literally meaningless in mathematics; it's a fucking variable, nothing else.
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>>693207
>hidden in bottom left corner
Who the fuck would have noticed this?
>>
>>693429
People who read the manual? Not functionally diverse people?
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>>693448
Ah yes, I'm sure you read and retained every little sentence in Blender's manual before you jumped in.
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>>693470
The Tool options pane is not a small part of Blender's workflow, matey. You would have noticed that option, had looked at the dialog before clicking NEXT NEXT NEXT like a spastic autist.
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>>693429

Everyone apart from you apparently. Rotating the entire scene so it exports correctly reminds me of when i was 11 and did the same thing in 3dsmax r3 because i had a short attention span and didn't know any better.
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>>693087
Orientation is a lie.
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>>693429
Literally anyone with a single braincell, you fucking faggot.
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>>693111
In that case, W seems to be the generally accepted 4th spatial axis.
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This will only stop being a problem once humanity stops orientating itself in 2D.
The enemy gate is down.
>>
Unity and Maya’s forward axis are inverted. So models are always facing backwards when imported. 3D printers and pretty much anything outside of modelling software/game engines has the Z pointing up.

I think Z up has to do with the XY plane being flat down, and the extra axis, Z, extrudes from there.

Unity considers the XY plane to be upright with the Z axis extruding away from you. The characters or whatever else you put in there interact towards that Z axis. Maya has Z + and - flipped because they want their characters facing you when you work on them. And Blender uses the classic, textbook approach.
>>
When you're a small kiddo in school and learn about coordinates for the first time you learn that:

X is length
Y is height

Adding a third dimension Z should then logically be width, yes?
Whoever chose anything but Y as up should be executed.
>>
>>694007
No. Y is length, X is width, Z is depth.

Then again, each of them is arbitrary.
If you're looking at a tree or something from the side, X could be width, Y could be height. At the same time though, from the top, X could still be width, but Y could be length. Z would both be depth in that instance, but really each of them could be anything.
Hell, you could use melons, apples and oranges for coordinates. They're just variables.

Why there's not a standard between programs for it is dumb though. Probably amounts to competition between different companies and refusal to cooperate due to jewery.



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