Archived

This topic is now archived and is closed to further replies.

JonnyBoy

Max - Why ?

Recommended Posts

JonnyBoy    122
Why does Max swap Y and Z over ? The front view represents X and Z, the Top view is X and Y. This is maintained in the exported X file. It doesn''t matter hugely, but why did they have to be so annoying?

Share this post


Link to post
Share on other sites
CamelFly    122
Because MAX was developed origially by the autocad guys - which are engineers, and engineers use that type of coordinate system for their CAD applications and math and so forth.



[Insert cool signature here]

Share this post


Link to post
Share on other sites
JonnyBoy    122
OK, where do you live ?

I''m sorry it just does not make sense to use that co-ord system. If you read any gfx book, or math book or 99% of other references, or look at most API''s, say DX, Renderware, Sony Libraries, etc, none of them use this coordinate system (as standard).

I am not being patronising here, I am interested. Are you a professional in the games industry ? Do your games get ported to other machines ? Does this coord system cause a problem on other (more fixed) API''s like the Sony libs? Why do you choose to work with this coord system ?

Share this post


Link to post
Share on other sites
JimboC    152
If you think about it, both methods make sense and its just a matter of getting used to looking at things differently.

Computers have always represented the screen coordinates in terms of X and Y. When Microsoft started to work with 3D, they made the decision to just add a Z coordinate to represent depth, rather than changing the way things had been done for years.

If you look at it from a mathmatecian''s perspective, X and Y would represent the coordinates on a graph paper sitting on a desk (similar to what is represented in 3D Studio Max). 3D Studio Max was created with this notion in mind, so the added Z pointing upwards.

In my opinion, the Z pointing up should be considered more correct, since math and graphs have been around a whole lot longer than computers. But you can do the same thing using both methods and can transpose objects from one to another fairly simply, so I guess it doesn''t matter anyway.

Share this post


Link to post
Share on other sites
Taulin    100
Math books use an upward Z axis also mostly, especially vector calculus books (About Cal3 for those still in college).

For graphics, like JimboC said, since the screen was already represented by X and Y, adding Z for depth was just a logical step. I do not think MS made the standard though.

TrueSpace is also on the list of Z-up software.

Share this post


Link to post
Share on other sites
JonnyBoy    122
OK, but on all the projects I have worked on or had contact with, it has automatically been developed with Y=UP. It seems to be pretty much the norm in this industry. So by working with Z=UP aren''t you being different for the sake of it ? And aren''t you making it more difficult for other people (who are likely to work/think along the lines of Y=UP) to maintain or port your code ?

Sorry to make a big deal over this, but I have never come across a team working with this coord system before.

Share this post


Link to post
Share on other sites