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3D Coordinate Systems Chaos

3D Coordinate Systems Chaos

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Hand world/obj (right,up,frw) Camera, CPU (right,up,frw) Default Dist. unit Unity Left (+x, +y, +z) (+x, +y, +z) m Unreal Left (+y, +z, +x) (+y, +z, +x) cm Source Right (−y, +z, +x) (−y, +z, +x) inch Godot Right (−x, +y, +z) (+x, +y, −z) m Blender Right (+x, +z, +y) (+x, +y, −z) none (config.) Maya Right (±?, +y/z, ±?) (+x, +y, −z) cm (config.) .gltf Right (−x, +y, +z) (+x, +y, −z) m .usd Right (±?, +y/z, ±?) (+x, +y, −z) cm (config.)
What it means

A dark comparison table shows the hand conventions, world/object axes, camera/CPU axes, and default distance units used by Unity, Unreal, Source, Godot, Blender, Maya, glTF, and USD. The joke is that every 3D tool uses a different coordinate-system convention, making graphics programming unnecessarily confusing; people send it as a reaction to engine interoperability or axis-conversion headaches.

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Type
image
Size
640×398 · 40.2 KiB
Mood
саркастичный, абсурдный
Language
en
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