Name | Right | Up | Forward | Handedness |
OpenGL View Space | +x | +y | -z | right |
Three.js | +x | +y | -z | right |
ARKitlink | +x | +y | -z | right |
Mayalink | +x | +y | -z | right |
Houdinilink | +x | +y | -z | right |
Direct3D View Spacelink | +x | +y | +z | left |
Unity | +x | +y | +z | left |
Blender | +x | +z | +y | right |
3ds Maxlink | +x | +z | +y | right |
Unreal Engine | +y | +z | +x | left |
Quakelink | +x | +z | +y | right |
GLTFlink | -x | +y | +z | right |
View space axis names: "Right" and "Up" correspond to their respective directions on screen. The "Forward" axis points to the direction the camera is looking.
World space axis names: Consider a top-down view of the world. The "Right" and "Forward" axes increase to the right and up, respectively. So "Right" corresponds to "easting" and "Forward" to "northing". The "Up" axis points away from gravity vector.
Maintained by Pekka Väänänen at 30fps.net