godotengine / godotengine/collada-exporter
Exported models use Z axis as their forward vector while Godot uses -Z
- Dominant language
- Python
- Stars
- 438
- Forks
- 135
- PR merge metrics
- No merged PRs in 30d
Description
When I create a model facing the negative `Y` axis which is the default 'forward' direction in Blender (can be seen by switching to the front view / `NUM1`), it is exported as having the `Z` axis as its foward vector.
This behavior can cause confusion, since Godot uses the negative `Z` axis as the forward vector for global and local coordinates.
We should change this to match Godot's convention, or add an option to let users to decide which coordinate system they want to use.
Contributor guide
No contributing guide indexed for this repository
Research direction
Start by reproducing the export from Blender with a model facing negative Y, then inspect the exporter’s coordinate conversion and compare its result with Godot’s negative-Z convention. Done means exports follow Godot’s convention or provide a documented choice of coordinate system; the issue does not name a file or test to run.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- blender, python
- Domain
- game-dev, tooling
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 35/100