@@ -29,6 +29,33 @@ Copy the scene file together with the textures and mesh data (if separate) to
2929the project repository, then Godot will do a full import when focusing the
3030editor window.
3131
32+ 3D asset direction conventions
33+ ------------------------------
34+
35+ Godot uses a right-handed, Y-is-up coordinate system, with the -Z axis as
36+ the camera's forward direction. This is the same as OpenGL. This implies
37+ that +Z is back, +X is right, and -X is left for a camera.
38+
39+ The convention for 3D assets is to face the opposite direction as the camera,
40+ so that characters and other assets are facing the camera by default.
41+ This convention is extremely common in 3D modeling applications, and is
42+ `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> `.
43+ This means that for oriented 3D assets (such as characters),
44+ the +Z axis is the direction of the front, so -Z is the rear,
45+ +X is the left side, and -X is the right side for a 3D asset.
46+ In Blender, this means that +Y is rear and -Y is front for an asset.
47+
48+ When rotating an oriented 3D asset in Godot, use the ``use_model_front ``
49+ option on the ``look_at `` functions, and use the ``Vector3.MODEL_* ``
50+ constants to perform calculations in the oriented asset's local space.
51+
52+ For assets without an intrinsic front side or forward direction, such as
53+ a game map or terrain, take note of the cardinal directions instead.
54+ The convention in Godot and the vast majority of other applications is
55+ that +X is east and -X is west. Due to Godot's right-handed Y-is-up
56+ coordinate system, this implies that +Z is south and -Z is north.
57+ In Blender, this means that +Y is north and -Y is south.
58+
3259Exporting glTF 2.0 files from Blender (recommended)
3360---------------------------------------------------
3461
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