I’ve been wondering about PlayCanvas, why is the forward vector negative z? It seems a bit backwards to me, as Camera direction, Light direction, and lookAt function etc. all point in the “opposite” direction.
Should I just accept that as the PlayCanvas norm? Model my assets to face towards negative z and such? Or otherwise be in a world of bother…
My brain is too feeble to fully understand the implications of handedness in coordinate systems and all the consequences.
Maya was probably a good choice for reference, as I believe it has been THE 3D package for games for many years! I’m using Blender, and it definitely has export options for UP vector. Might have for FORWARD too.
It’s just confusing to me how a camera looks like this, pointing in the “opposite” direction
That decision was made because I think Max or Maya did that for a default directional/spot light back when I wrote the lighting code in the engine. Because lights, y’know, tend to point downwards.