ah ! well. I don’t use any of the programs that are left handed so I can’t say I’ve ever had to struggle with I/O shenanigans, if that’s what you’re talking about. But you’re leaving me guessing, so not sure what else I can say
I spend a lot of time opening files in multiple programs. What would even happen if you switched from a right handed program to a left handed program? It’s completely up to interpretation how to read the orientation.
I know Z as upward. X and Y were always on the base plane representing length and width. Z comes in being all like, “Now we’re being 3D!”
So wherever the “floor” is, represented with gridlines, boundary, canvas, etc. that’s where they live. That is Flatland where there is no up or down. It is 2D where most of my work is. If you try tell me Y is Z, I’d ask “wtf is a Z?”
You’re mixing up perspective with the object’s actual coordinates system. The “left-right-up-down” are your perspective or computer screen and do not define the axes of the object itself. The object has its own.
If I rotate a map on a table, it’s X and Y don’t suddenly flip. The coordinates belong to the object, I’m just viewing them from a different perspective now.
In mathematics, the Z axis only exists because it’s defined as being perpendicular to an existing plane (the plane X and Y form). The gridlines represent that plane and Z’s extrusion values reference it. Your perspective or viewing angle don’t influence these coordinates at all.
Commonly we face the XY plane down as it’s “floor”. We build things from the ground up. We draw from top down. It’s just how gravity brought the standard around. You can flip it however you want, though. But if you see a grid, that’s a plane and Z is extrusion off that.
No. That is not my logic. It’s the logic of Rene Descartes who invented the thing you are trying to talk about.
And because gaslighting attempts online are hilarious, I’ll assume you just didn’t read so good and will repeat myself again; we tend to rest the plane on the floor, as it is in our reality with gravity it is easier to conceive. Like modelling a car, it’s wheels on the screen spend most of the time pointed down.
You don’t have to. You can model it any direction you want, but most people find it easy in an orientation that mimics common perspective. But however you do it, you still can’t have a Z axis without a plane. That’s the point. Grid is plane and plane is needed for Z. If you have a grid on Z it’s representing an infinitely possible slice through extrusion and that’s basically a concept behind some fractals, which introduces a new vector for new XYZ points within.
I know you really want to be right but this is very long-standing foundational and basic stuff we just do. It isn’t my logic or opinion, I’m sharing this knowledge to you, something you can very easily look up yourself right now and forget I even exist—which would be neat.
By that logic the only non-arbitrary dimension is defined by gravity, so the primary axis (X) should be up and down.
Math is not rigid like you are saying: 3D coordinates can be oriented in any direction because they are fundamentally arbitrary. A lot of people a damn lot smarter than you have damn good reasons for using different coordinate systems, and they are mathematically correct.
Top one is incorrect. Z needs to point outwards.
Z always points outwards
There are three kinds of people…
Actually…
Invalid diagram. FreeCAD demands representation.
Unreal Engine is switching to Y-up
https://x.com/TimSweeneyEpic/status/1930678660098408669
That’s…not the problematic part there, like at all.
There’s a problematic part ?
A left handed coordinate system is absolute blasphemy.
ah ! well. I don’t use any of the programs that are left handed so I can’t say I’ve ever had to struggle with I/O shenanigans, if that’s what you’re talking about. But you’re leaving me guessing, so not sure what else I can say
I spend a lot of time opening files in multiple programs. What would even happen if you switched from a right handed program to a left handed program? It’s completely up to interpretation how to read the orientation.
Thank god, this is the one true coordinate system
Personally I feel limited if I’m working in anything else than a non-euclidean coordinate system
unreal georg is an anomaly and should not be counted
Z up all the way because my 3d printer but why is Minecraft y-up D:
I’m not getting left handed vs right handed. Right handed means negative values go right? Why would anyone do that?
Right handed means that when you curl the fingers on your right hand from +X towards +Y, your thumb points towards +Z.
I know Z as upward. X and Y were always on the base plane representing length and width. Z comes in being all like, “Now we’re being 3D!”
So wherever the “floor” is, represented with gridlines, boundary, canvas, etc. that’s where they live. That is Flatland where there is no up or down. It is 2D where most of my work is. If you try tell me Y is Z, I’d ask “wtf is a Z?”
Only in a top-down perspective. Most screens are vertically oriented though, meaning the reference 2D plane is left-right-up-down.
You’re mixing up perspective with the object’s actual coordinates system. The “left-right-up-down” are your perspective or computer screen and do not define the axes of the object itself. The object has its own.
If I rotate a map on a table, it’s X and Y don’t suddenly flip. The coordinates belong to the object, I’m just viewing them from a different perspective now.
In mathematics, the Z axis only exists because it’s defined as being perpendicular to an existing plane (the plane X and Y form). The gridlines represent that plane and Z’s extrusion values reference it. Your perspective or viewing angle don’t influence these coordinates at all.
Commonly we face the XY plane down as it’s “floor”. We build things from the ground up. We draw from top down. It’s just how gravity brought the standard around. You can flip it however you want, though. But if you see a grid, that’s a plane and Z is extrusion off that.
By your own logic there is no “up”, only x/y/z, so what’s your complaint?
There is NO mathematical or physical reason why XY should be the floor, that is your own bias.
No. That is not my logic. It’s the logic of Rene Descartes who invented the thing you are trying to talk about.
And because gaslighting attempts online are hilarious, I’ll assume you just didn’t read so good and will repeat myself again; we tend to rest the plane on the floor, as it is in our reality with gravity it is easier to conceive. Like modelling a car, it’s wheels on the screen spend most of the time pointed down.
You don’t have to. You can model it any direction you want, but most people find it easy in an orientation that mimics common perspective. But however you do it, you still can’t have a Z axis without a plane. That’s the point. Grid is plane and plane is needed for Z. If you have a grid on Z it’s representing an infinitely possible slice through extrusion and that’s basically a concept behind some fractals, which introduces a new vector for new XYZ points within.
I know you really want to be right but this is very long-standing foundational and basic stuff we just do. It isn’t my logic or opinion, I’m sharing this knowledge to you, something you can very easily look up yourself right now and forget I even exist—which would be neat.
By that logic the only non-arbitrary dimension is defined by gravity, so the primary axis (X) should be up and down.
Math is not rigid like you are saying: 3D coordinates can be oriented in any direction because they are fundamentally arbitrary. A lot of people a damn lot smarter than you have damn good reasons for using different coordinate systems, and they are mathematically correct.