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Three.js Coordinate System

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  • #1360
    Will Welker
    Customer

    What are the odds of changing the three.js coordinate system to match Blender?
    I have noticed if I use JavaScript to add in procedural lines, I need to exchange the Y and Z and then change polarity on the new Z.
    For example:
    new v3d.Vector3( -102, 219, -87 )
    Needs to be:
    new v3d.Vector3( -102, -87, -219 )
    If you made the change in the three.js engine to match Blender, would it work with 3ds Max also?
    I could also just write a for loop to swap the numbers around before rendering.

    #1363

    The current coordinate system in Verge3D follows the glTF standard, so unfortunately there is some inconvenience for application developers which we cannot overcome. :unsure:

    Chief 3D Verger | LinkedIn | Twitter

    #1395
    Will Welker
    Customer

    There are a couple ways to work around this. One is to just write a loop that converts the arrays but if you just need to convert a few coordinates, you can write a spreadsheet formula that converts the coordinates into a copy/paste friendly format.
    Spreadsheet

    #1737
    jem
    Customer

    Will,
    I just ran into this issue. At first, I could not understand the behavior that I was seeing, but I remembered this post of yours. It was an easy fix after that.
    Thanks,
    Jem

    Jeremy Wernick

    #44822

    BTW, we have an article in Verge3D Wiki which explains differences between coordinate systems used by Verge3D and various modelling suites.

    Soft8Soft Tech Chief
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