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  • Published 13 Jan 2018

Can there be an option added to use the traditional coordinate system?

Blender uses a very odd coordinate system, where Z axis is the axis that is pointing up. Is it possible to include a setting to change it to a y axis that is the axis that is pointing up, as a lot of softwares such as Maya, Unity, Godot etc uses the traditional coordinate system? At least for the upcomming release Blender 2.8?

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Development Status: Open

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justman111111
13 Jan 2018

7 Comments

jason

Y-up vs Z-up varies across the full gamut of applications. There isn't really a solid standard there and most applications don't offer the ability to customize the global axis this way. Also, adding such flexibility adds a fair amount of complexity to the code base. Personally, I'd rather have developers focus on bigger issues and let exporters/importers handle up-axis conversions.

2
lcwilliams_services

Maya, even though is has support for Y & Z, will turn into a big steaming mess when you change it to Z. Models made with the Y up opened in a Z up environment will fuck up the entire viewport & navigations.

I personally prefer Z up, as it makes much more sense and convenience in regards to Axis & convention (flat front, flat left, UP = X, Y, Z).

Everyone's currently made a valid anti-argument for this.

Ezydenias

Well it does depends if you want it cosmetically or Functionally. Seeing as most export formats convert it right by default now I don't even see that problem.

But than again Houdini for example has the option to change from y-up to z-up so there is no reason blender couldn't provide it.

justman111111 Author

@Ezydenias: There is a new game engine coming out called Armory which is based on Blender. That is why I want the coordination system to be fixed up.

Ezydenias

@justman111111: why fixed up it isn't broken and if it would be based on blender than the up axis would be z wouldn't it? No seriously It would be z than! In that case why do you need y as the up axis?

Actually I always found it better that the z axis is up. But since all imports and exports work correctly why the fuzz? I mean look at opengl vs directx And yet you don't have to do anything anymore when you change contend made for OpenGL to use it in DirectX or vice versa. Unless you're intend is low level coding, in which case you wouldn't wait for a game engine to come out but rather use something like the lwjgm for example where you have to code EVERYTHING!. Than I don't see your problem.

I would rather see it if you worked with other tools before and just want an easier way to find into, but I use cinema 4d and blender 3d at the same time in work and I never encountered any problem with the up vector. Or being even slightly startled that y moves different in both tools.

But I don't say it wouldn't be worth a shot, I would rank this here like a very low level problem, one that could be dealt with when some coder feels like only doing some small task. Which probably right now there is no time but maybe shortly before 2.80 it could be in it.

justman111111 Author

@Ezydenias: It is just a preference to see the y axis pointing up.

visnevskis

The only thing possibly not matching the use of any axis or their combination as up is viewport turntable mode. Switch to trackball and you can forget about it. In fact I often have to rotate my models so they point to Z+ as upside, because nothing suggests that should be the case by default. Albeit there are labels "top", "left", etc. assigned to numpad views, but they're just that - labels.