Difference between revisions of "Coordinate Systems"

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== Verge3D ==
In Verge3D we use right-handed coordinate system with Y axis pointing in the up direction.
Right-handed means when you place an imaginary screw perpendicular to both X and Y and then rotate X axis to Y axis, the screw goes in the direction of Z axis.
== Blender ==
Blender users right-handed coordinate system with Z axis pointing in the up direction. This convention is different from Verge3D, however in most cases you don't need to worry about it. When you export you scene from Blender to glTF we automatically convert all coordinates by swapping Y/Z axes. Basically, you animate and move your objects in Blender, and these movements will be handled by Verge3D properly.
== 3ds Max ==
Autodesk 3ds Max users right-handed coordinate system with Z axis pointing in the up direction. This convention is similar to Blender.
== Maya ==
Autodesk Maya uses right-handed coordinate system with Y axis pointing in the up direction. This convention is similar to Verge3D.
== Puzzles ==
In Puzzles we use coordinates depending on the loaded scene. If the scene was made in Blender or 3ds Max, we use Z-up coordinate system. If the scene was exported from Maya, we use Y-up coordinate system. That means, that in Puzzles you stick to the coordinate system of your modelling suite. In case if you load scenes made in different modelling suites (for example if you run [https://www.soft8soft.com/product/verge3d-ultimate-web-interactive-suite/ Verge3D Ultimate]), use the coordinate system conventions of the scene which is loaded first.
{| class="wikitable sortable"
{| class="wikitable sortable"
|+ Coordinate system convenstions in various modelling suits/standards
|+ Coordinate system convenstions in various modelling suits/standards

Revision as of 12:07, 9 September 2021

Verge3D

In Verge3D we use right-handed coordinate system with Y axis pointing in the up direction.

Right-handed means when you place an imaginary screw perpendicular to both X and Y and then rotate X axis to Y axis, the screw goes in the direction of Z axis.

Blender

Blender users right-handed coordinate system with Z axis pointing in the up direction. This convention is different from Verge3D, however in most cases you don't need to worry about it. When you export you scene from Blender to glTF we automatically convert all coordinates by swapping Y/Z axes. Basically, you animate and move your objects in Blender, and these movements will be handled by Verge3D properly.

3ds Max

Autodesk 3ds Max users right-handed coordinate system with Z axis pointing in the up direction. This convention is similar to Blender.

Maya

Autodesk Maya uses right-handed coordinate system with Y axis pointing in the up direction. This convention is similar to Verge3D.

Puzzles

In Puzzles we use coordinates depending on the loaded scene. If the scene was made in Blender or 3ds Max, we use Z-up coordinate system. If the scene was exported from Maya, we use Y-up coordinate system. That means, that in Puzzles you stick to the coordinate system of your modelling suite. In case if you load scenes made in different modelling suites (for example if you run Verge3D Ultimate), use the coordinate system conventions of the scene which is loaded first.


Coordinate system convenstions in various modelling suits/standards
Software / Standard Default System Handedness Notes
3ds Max Z-up right
Blender Z-up right
Bullet/Ammo.js Y-up right
Cinema4D Y-up left
DirectX Y-up left
Houdini Y-up right
Maya Y-up right configurable to Z-up right-handed
OpenGL/WebGL/glTF Y-up right
Unity Y-up left
Unreal Engine Z-up left
Verge3D Y-up right