3d View, Orientation and x,z,y axis problems

hello guys, just finished reading some of the topics talking about noob posts and the moderator war against spam so this is my retry, a re post of my original post minus the link.:spin: hopefully without a link to the official blender site this thread will appear this time.

Ok, I just started learning blender today. I began by watching the video tutorial about the interface from Metsys then when I began the 3d viewport vid i noticed a problem when i loaded the monkey mesh as he did in the video. It turns out his 3d front view default is set up as (x,z) but i need to go to the top view (x,y) to see the face of the monkey. im so confused by this! I’m using blender 2.5.2 and (x,y) is listed as the top view and (x,z) is the front view, this is the reverse of what it should be right? x,y should be the front of the monkey face and x,z should be the top. this confuses the other views also because the side view isn’t a right side up view of the monkey head from the side but instead it is the head rotated 90 degrees back view from the side. also the top view is the bottom of the head instead of the the top (not caused by holding ctrl+num1). Also when i ctrl+7 the monkey mesh it gives me the back of the head but turned upside down, i’m almost positive this isnt the way its supposed to be.

thanks in advance for any help i may receive

The views are named correctly. However, Blender creates the Suzanne (Monkey) mesh with the face pointed upwards. I’m not really sure why.

After you create the mesh, hit 3 on the number pad to go to side view, then press R to rotate. Turn the monkey 90 degrees counter-clockwise, and it’ll be facing the correct way.

Depending on how long you’ve been using Blender, you might also have luck adding the monkey from front view (NumPad1), then using Ctrl+AKey to apply the object’s rotation. Newer versions of Blender behave differently, and I’d have to send you hunting through the preferences to set this up; rotating the monkey from side view will work no matter how your Blender is configured.

I think the problem stems from a minor change of function.
Blender can add objects oriented to view, so that the monkey will be facing you whichever view you are in when you add the object.
This can be changed in User Preferences:-


Have fun! …and welcome to blenderartists!

omg! wow, its so obvious. I feel so dumb for not realizing this myself. thanks TGR!!

and thanks organic, despite this small blunder I am really enjoying getting back in to 3d modeling and animation and this site will be my home away from home for a while until I’m the best blender user in the world (then we can all read my first post and see that even the best started as a noob at one point _ ).

There’s also the key combination ALT+R to clear rotation of an object, so if you hit that after adding an object, it resets itself to it’s original orientation. Very convenient.

hi Im new here. and i have run into the same problem. and i also think that althought your explanation provide a work around to the problem is not the solution. And you have not understood Pablo’s problem.

The problem is that Blender (Im using 2.48a) shows the views planes incorrectly. We all now since is basic knowledge that X refers to the horizontal plane, Y to the vertical plane and Z to the depth plane. Regardless what program you use, your front view is always (X,Y). X=lenght Y= height and Z=depth.

So a front view should have X as the horizontal line and Y as the perpendicular line indicated in the corner, a top view should have X as the horizontal and Z as the perpendicular line and a side view should have Z as the horizontal and Y as the perpendicular line.

BUT this is not how the program is set up (which is what is confusing people)
The front view is actually showing a view from the top, The top view is actually showing the front view and the Side view, althought showing the correct planes, the orientation of the planes is reversed.

On the top views of teh pictures below we see the basic set up of blender and the bottom how it should be base on my explanation and that the face of the monkey is the front of the object. (basic rules… the front of an object is always the side of the object that faces the direction of travel or its the most detailed part, example. the screen of a tv, the face of the monkey, the windshield of a car, faceplate of a car stereo etc etc)http://i88.photobucket.com/albums/k181/Soliduskal/views.jpg

SO How do we change the view to fix this or change the view names to match the correct orientation of teh planes?

This is no law, just a convention a lot of programs use, but not all, and Blender is among the latter. Blender happens to use it’s axes the way that +Z is up, you can’t change it unless you are willing and able to change the source code.