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@@ -29,6 +29,33 @@ Copy the scene file together with the textures and mesh data (if separate) to
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the project repository, then Godot will do a full import when focusing the
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editor window.
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+3D asset direction conventions
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+------------------------------
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+
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+Godot uses a right-handed, Y-is-up coordinate system, with the -Z axis as
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+the camera's forward direction. This is the same as OpenGL. This implies
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+that +Z is back, +X is right, and -X is left for a camera.
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+
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+The convention for 3D assets is to face the opposite direction as the camera,
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+so that characters and other assets are facing the camera by default.
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+This convention is extremely common in 3D modeling applications, and is
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+`codified in glTF as part of the glTF 2.0 specification <https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#coordinate-system-and-units>`.
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+This means that for oriented 3D assets (such as characters),
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+the +Z axis is the direction of the front, so -Z is the rear,
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++X is the left side, and -X is the right side for a 3D asset.
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+In Blender, this means that +Y is rear and -Y is front for an asset.
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+
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+When rotating an oriented 3D asset in Godot, use the ``use_model_front``
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+option on the ``look_at`` functions, and use the ``Vector3.MODEL_*``
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+constants to perform calculations in the oriented asset's local space.
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+
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+For assets without an intrinsic front side or forward direction, such as
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+a game map or terrain, take note of the cardinal directions instead.
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+The convention in Godot and the vast majority of other applications is
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+that +X is east and -X is west. Due to Godot's right-handed Y-is-up
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+coordinate system, this implies that +Z is south and -Z is north.
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+In Blender, this means that +Y is north and -Y is south.
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+
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Exporting glTF 2.0 files from Blender (recommended)
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---------------------------------------------------
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