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Hi. I've been having a bit of a problem with making the Y axis my up axis when exporting mesh and scenes from Blender. Both Blender and my export target use right handed transformation matrices. Z is the up axis in Blender while Y is the up axis in my target. The problem exists in 2 places though. The scene's transformations can't just be shifted on the X axis to fix this, because I also need to do the Y/Z switch for the vertices in the mesh (export as vertex.x, vertex.z, vertex.y). I need to have the actual Y and Z rotations switched, so that if the Y and Z rotations are the same, no change will occur (ie. identity). Thanks for your help in advance. Feel free to ask questions if I was not thorough enough.

A: 

I ran into a similar issue when working with cinema4d and blender. In cinema4d Y is the up axis and rotations are heading,pitch and bank.

Blender's system looks like a right handed system, but rotated by 90 degrees on x axis.

I did the same thing for coordinates(exported as vertex.x,vertex.z,vertex.y). For rotations, I think you should add 90 degrees(math.pi * 0.5) for rotations on X axis and the rest should be fine.

HTH

George Profenza