[Blend2cs-user] blend2cs coordinates system

Thomas Degris blend2cs-user@blender.org
Thu Aug 19 07:07:55 CEST 2004

Yes, you are right. This is definitely a very strange reference for a 
coordinates system. So, here is what it seems :
CrystalSpace: X->1 is left, Y->1 is up, Z->1 is pointing to me.
Then, I guess the conversion shoud be :
crystalspace.x = blender.x * -1;
crystalspace.y = blender.z;
crystalspace.z = blender.y * -1;

At this point, it is in blend2cs (well, at least for what I have looked 
into the code):
crystalspace.x = blender.x;
crystalspace.y = blender.z;
crystalspace.z = blender.y;

Anyway, I am quite surprise that Crystal doesn't use a direct reference 
for its coordinates system.


Gregor Mückl wrote:

>On Wednesday 18 August 2004 12:01, Thomas Degris wrote:
>>I had a talk with Jorrit and here are the convention in blender and CS
>>(right hand):
>>Blender: X->1 is right, Y->1 is pointing to the front of me, Z->1 is up
>>CrystalSpace: X->1 is right, Y->1 is up, Z->1 is pointing to me.
>>So, if I am not wrong, the conversion is :
>>crystalspace.x = blender.x;
>>crystalspace.y = blender.z;
>>crystalspace.z = blender.y * -1;
>According to your description the CS coordinate system would be a right hand 
>coordinate system, which it surely is isn't. To make it a left-handed 
>coordinate system the z axis would have to point into the opposite direction. 
>Just wanted to point that out.
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