Coordinate Systems
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 uses 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 are handled by Verge3D properly.
3ds Max
Autodesk 3ds Max uses right-handed coordinate system with Z axis pointing in the up direction. This convention is similar to Blender.
Maya
By default, 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), we use the coordinate system of the scene which is loaded first.
Coordinate System Conventions
Software / Standard | Default System | Handedness | Notes |
---|---|---|---|
3ds Max | Z-up | right-handed | |
Blender | Z-up | right-handed | |
Bullet/Ammo.js | Y-up | right-handed | |
Cinema4D | Y-up | left-handed | |
DirectX | Y-up | left-handed | |
Houdini | Y-up | right-handed | |
Maya | Y-up | right-handed | configurable to Z-up right-handed |
OpenGL/WebGL/glTF | Y-up | right-handed | |
Unity | Y-up | left-handed | |
Unreal Engine | Z-up | left-handed | |
Verge3D | Y-up | right-handed |