Why is the up and down movement in 3d view port called de z axis and in the graph editor called y -movement ?
Because the graph editor is 2D and uses a 2D Cartesian coordinate system, which is X over Y up, and the 3D viewport uses a 3D Cartesian coordinate system, which is traditionally Z up. That’s it, no special meaning, it’s just the math conventions that already existed
But that make it confusing when using the graph editor with the 3d view port. Z= , Y movement
Not for those who can remember what X, Y, and Z actually are. As noted, this is a math concept that precedes Blender by… Centuries?
It’s an axis translation, positive and negative. Not “up” and “right”.
It would be better that the graph editor in a 3d program has the same movement names.
We have enough to remember !
Sorry, I don’t know what to tell you. Its not something I consciously “remember”.
It’s like color. I don’t “remember” that this is blue, that is red, and that over there is purple. It’s just a basic fact that is ingrained in my head.
It’s just a matter of how your represent it in your head. Perhaps it’s confusing because you picture the viewport as seen from the side, but try and picture it from the top, and here are your X and Y axes
Yes but i look at the viewport so it means what i see there, is something else when I look at the graph editor. Is that why z en y are different in maya.
Again, there are no reasons… only conventions, and not one is more valid than the other. So it’s just a matter of getting used to it. Blender follows the CAD convention which stemmed from drawing floor plans, so X and Y lie on the ground, and Z is up. Maya comes from a different world, so to say, and the convention is different. We’ve had threads covering axes before, you can search for them, I recall them being very historically instructive
Oke i understand.
What’s up in the 3d viewport is totally a matter of perspective:
Looks like Y points to the top of my monitor, same as graph editor.
I’ve heard people say that Blender’s choice of 3D axes (which isn’t universal to modelling apps, but isn’t unique either) is about working with people doing architectural work, where people spend a lot of time looking from overhead. Contrast with character work, where people spend a lot of time looking from the front.
That’s not to say that I don’t accidentally g z in UV editor sometimes, I do. I suppose I’m just being cheeky. I don’t think it would be terrible for 2D viewports to interpret y and z as the same thing.
And, yeah, I kinda wish that all modelling applications chose a universal up (gravity goes down) axis, and that they would just settle on left-handed coordinates or right-handed coordinates. But it’s probably just not going to happen. It’s too late.
A universal up would be nice because people are free to switch there software program.
But i think youre right its probably too late.
And big software companys have made up and down y movement there industry standard !
Perspective view is a good tip for me.
I want to use the graph editor from an animators perspective.
I understand that the operation of graph edit is the same in all 3D programs. This expresses the 3D position in 2D coordinates. (I think it is more precise than the representation of 3D space. )
If you are not familiar with or uncomfortable with this method of expression, you should use an addon.
(Other 3D software uses the same method.)
People cant stop complaining about how Blender doesn’t line up with some random software, but Autodesk softwares doesnt even line up with each other lmao
respect!
i think you’re talking about shortcuts…
like to move something and you want to press G after that Y and you see it go up in the 3d viewport or the graph editor.
when you say they need to have the same movement name, they are not both movements in facts: in the viewport you are moving an object up and down . in the graph editor you are increasing / decreasing a value. now if you think of it like this it will not hurt much.
some people used to think of 3d as a paper on your desk and when imagining a 3d dimension it goes up. some by looking at window/ 2d screen, and depth goes away from there so Y ended going up cause that’s how 2d graphic started on computer before 3d where X was the horizontal and Y vertical.
think of the graph editor as window laying flat on the floor in blender not standing up.
Sorry i meant not to complain about blender.
I just wonder how i could get a good graph editor view from an animators perspective.
But its solved. Had to learn to watch in perspective. Sorry for asking.
no worries, just trying to help
the best mindset is to not let the 3d viewport be your reference but the opposite
think of anything 2d as XY, X horizontal and Y vertical.
for 3d you always have the world gizmo in the corner to remind you when you switch apps and if you stay in the same app for a while it become second nature