![]() (an invalid combination would be something paradoxal like : Z Up, Z Forward). However, that's not universal, so the fbx exporter allow every valid Up/Forward combination. It's quite conventional that the vertical axis points up (not down), and the X axis points right (not left). Of course it opposes to right-handed coordinates where the "Y-finger" would point forward. Sometime this kind of orientation is called "left-handed coordinates" : In Blender if you turn the view so the Z axis points up, and the X Axis points right, then the Y axis points backward in other terms, the -Y axis points forward. ![]() It will either ignore it and erase any other modifiers below it on the list or (if you have 'Apply Modifiers' ticked in your FBX export settings, under Geometry) it will apply them. ![]() Once you know which axis means vertical, you need to determine how the two other axis are oriented. To my knowledge, you cannot export a Blender Modifier via an FBX. In many other software like Unity, the vertical axis is called Y (so X and Z define the floor plane). ![]() ![]() In Blender, the vertical axis is called Z (so X and Y define the floor plane). That doesn't change anything while your working into a soft, but can be problematic when you export models and animations. Each software handle axis names/orientation differently. ![]()
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