I don’t know if you guys ever noticed, but when you press 1 (Front View) the view faces along global Y.
This means that for a human mesh with local Y axis being his “forward” direction, and aligned to global XYZ, pressing 1
will show me his back, not front. This is counter-intuitive = Front view should face backwards, not forward.
Notice that this does not happen with axis Z. Pressing 7 correctly faces against global Z,
which is intuitive = top view looks down.
But front view looks forward ? Why this anomaly ? Perhaps I pressed something and inverted it ?
Any comments ???
Thanks in advance,
Dimitris
PS: It actually matters in what I am doing now. It is workable but kind of annoying.
blenders Y is inverted, so -Y is actually forward i believe. but this doesnt really matter, so long as you keep all your assets consistent. i just use +Y is forward for all my stuff.
Oh I guess I am famous now Thank you for your appreciation !
Yes, it is always possible to look the way you want. The issue I am raising is about terminology,
as the title says, or equally = "which way is forward and which way is backward’.
[1] Because when I want my model to move forward, I prefer to do this =
model.applyMovement( [0, 1, 0], 1) # MOve 1 along axis Y
…instead of this =
model.applyMovement( [0, -1, 0], 1) #Move -1 along axis Y
[2] and I also want to have all assets aligned to transform orientation, so that by one look I can see everybody’s local orientation
(it is easy to determine errors like this, with one glance)
[3] …and I also want to press 1 and look his face, because I have always pressed 1 to see his face for years, and got used to it. I am 45 and you can not teach old dogs new axis alignment, you know
But in the end it seems that I can not have all three of those at the same time. One must give. I suppose it will be the third one,
because the first two I consider more important.
It surprises me that I finished the tank game without ever realizing this issue ! But I guess you learn as you progress.
Aah, that explains a lot. Thanks. Yes as I said above, I will personally follow the same principle. And use Ctrl+1 for “front” view.
You put in the effort! You’ve earned it! Enjoy the fruits of your labour!thumbsUp
Guess I didn’t read your post properly yesterday due to lack of sleep : P
But I completely understand now, and yes hmmm that is odd. I wonder if the decision for this can be found way back in the release notes somewhere?
Also this reminds me of FPS controls in games; in most situations I want Up/Down/Left/Right to move the camera in those directions, but when flying an aircraft I prefer the y-axis to be inverted.
I second that notion.
LOL! This made my day xD This was actually one of the reasons I chose Blender over other 3D applications, it had the right axis alignments!(For me anyway) xD Just out of curiosity, which 3d applications did you use before?
I think it’s kind of interesting how you noticed this, while I and I suppose many others simply adapted to this without questioning it at all.
But then again, you DID notice, the vast majority of us never did xD
Aah, that explains a lot. Thanks. Yes as I said above, I will personally follow the same principle. And use Ctrl+1 for “front” view.
I didn’t use any 3D software before. I made attempts to make 2D games in Java with Graphics Gale pixel art graphics (great program for pixel art and animation by the way). And 3D Studio Max I had used in the 90’s in the University. Very powerful. But did not have a games engine. I have made millions of nice demos, videos, etc, with those programs etc. But nothing of real value, since it has been a hobby for 20+ years now.
I programmed C / assembly shoot em up (assembly Mode X graphics) back in 1996. The tools have advanced since then to the point that I currently call the BGE an authoring tool. Back then, although we were university graduates and all, we were naive and inexperienced and dumb enough to actually believe that games development was about programming.Well it proves that it is not. It is about conceiving the assets (mostly graphics) and the gameplay to make an immersive experience. Programming is easy. Conceiving is hard. Our programming expertise actually damaged our game developing endeavors.