# [Blend2cs-user] blend2cs coordinates system

Matze Braun matze at braunis.de
Fri Aug 20 15:30:29 CEST 2004

```Please take a look at the blend2cs README, where I put some few notes on
how we transform blender into CS coordinates. The reference on the
crystalspace site is the walktest application which was used to test the
converted maps.

Greetings,
Matze

On Thu, 19 Aug 2004, Thomas Degris wrote:

> 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.
>
> Thomas
>
> Gregor Mückl wrote:
>
> >On Wednesday 18 August 2004 12:01, Thomas Degris wrote:
> >
> >
> >>Hello,
> >>
> >>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.
> >
> >Gregor
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> >
> >
> >
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>
```