x, y, z axes
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Bopete Yossarian
The Script Whisperer
Join date: 28 Feb 2004
Posts: 61
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05-08-2004 00:03
Ok, this has been driving me nuts, and I need to ask and see if I'm just terribly confused...
In the admittedly few 3D modeling programs I've dealt with, it seems that the X axis was side-to-side, Z was front-to-back, and Y was up-and-down. Here it seems that Y and Z are switched.
So someone tell me please, which is the standard way of referring to the 3 axes?
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Siobhan Taylor
Nemesis
Join date: 13 Aug 2003
Posts: 5,476
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05-08-2004 00:29
Actually, X is west to east, Y is south to north and Z is down to up.
And to answer your question, this seems to be the standard way. Though I have seen different.
Sio
*edited after I reread the question, lol... aaarg, I need coffee!*
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Jake Cellardoor
CHM builder
Join date: 27 Mar 2003
Posts: 528
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05-08-2004 13:26
I guess it all depends on what you expect to be the default viewing orientation. I expect the x-y plane to be the ground, because I assume that a position's "longitude" and "latitude" would be described as an (x,y) pair of coordinates. In which case z would be altitude. This is indeed how SL treats the global coordinate axes.
Bopete, it seems like you expect the x-y plane to be perpendicular to the ground, where y is altitude. That would imply that "longitude" and "latitude" would be the x and z coordinates.
In a sense, you're looking toward the horizon, while I'm looking toward the ground as if I'm reading at a map.
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Bopete Yossarian
The Script Whisperer
Join date: 28 Feb 2004
Posts: 61
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05-08-2004 20:10
Ok, I had to do some research to see if I was really crazy - while that is always a possibility with me (hehehe), I did find several sites that supported *some* of my original assumptions, inluding this one at http://webreference.com/3d/glossary/3dcoord.html<start quote> In most applications the X dimension is horizontal to the gravitational sense of the scene. It is the horizon. Positive X values increase to the right, negative values to the left. The Y dimension will typically be vertical, positive coordinates increasing upwards, negative coordinates downward. Z will generally be depth, negative coordinates increasing as you move forward into the scene past the origin, positive coordinates increasing as you retreat backwards from the origin. <end quote> It then goes on to say this isn't standard, which is what I was confused about, since math and geometry seems to be very precise and consistant. I suppose that the different methods can be attributed to different uses involving 2d coordinates - maps (horizontal), or CRTs (vertical).
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Carnildo Greenacre
Flight Engineer
Join date: 15 Nov 2003
Posts: 1,044
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05-08-2004 22:00
What 3D coordinates an application uses depends on where the developer is coming from.
If the developer has done mostly computer-aided design work, Z is up. This is because, in 2D CAD, the Y-axis is vertical, while the X-axis is horizontal. Design is done from a top-down perspective, so the Z-axis coming out of the screen is "up".
If the developer has done mostly computer graphics design work, Y is up. On a computer screen, Y is vertical, while X is horizontal. Design is done from a "user's viewpoint" perspective, so the Z-axis coming out of the screen is the user's line of sight, which is horizontal.
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Julian Fate
80's Pop Star
Join date: 19 Oct 2003
Posts: 1,020
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05-10-2004 13:24
I think the standard cartesian XY axis graph we all know from highschool geometry was meant to represent a flat plane like a tabletop. That would make X and Y horizontal and Z vertical. Unfortunately, when you see the graph on paper it's hard to know if you're looking down at a table or straight ahead at a wall, hence the confusion.
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Paradigm Brodsky
Hmmm, How do I set this?
Join date: 28 Apr 2004
Posts: 206
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05-10-2004 22:40
I've uses several 3D modeling and animation applicaitons, including some of the biggest names, 3d Studio Max, POV-Ray, Maya, etc and in my experience, this is not the standard way. As was mentioned above, the point of view here is as if you are looking down on a map. I am used to looking into single or two point perspective towards the horizon. No method is wrong however, as long as there are only 3 dimentions  The way I remember what axix is what is by associating two concepts. * Mathematics, the points of a graph are always writen in alphabetical order, (X , Y, Z) * In computer graphics, colors are described in combinations of (Red, Green, Blue) in that order. In SL, the X axis is colored Red, the Y Axis is Green, and the Z Axis is Blue. (Red X, Green Y, Blue Z) Remember that and you will get used to orienting yourself in no time. 
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