0 Members and 1 Guest are viewing this topic. At the end of that transformation, you'll still get 2D window space coordinates and a depth value. Click your name in the upper-right corner, and then choose Preferences from the drop-down menu. Thanks for contributing an answer to Game Development Stack Exchange! To translate this article, select a language. The Loop: Our Community Roadmap for Q4 2020, Podcast 279: Making Kubernetes work like it’s 1999 with Kelsey Hightower, APS-C lenses on full frame Mirrorless bodies.

Your assumptions aren't wrong: each engine treats these coordinates differently. When I move the spindle along the Z axis, whether it be alone or with X and/or Y, and click "Restore XYZ" the Z-axis takes off in the wrong direction and until it maxes out at the top (currently limit switches are not available).

When working with 3D you need to be competent at going from one coordinate system to another via rotations, translations, and scaling - indeed, this is how models end up in the world - so there's not much point getting too attached to any notion of a standard.

2) What's the logic behind horizontal movement being X/Z and vertical movement being Y?

I think Hoss used it a bit when using his mill as a lathe. It's a 7 ring aromatic with O on the 1st C and OH on the 2nd C. Is this plot of deep space trajectories correct?

If we move down or to the left, we are moving in a negative direction. Connect, consult with, and hire trusted industry experts on the Autodesk Services Marketplace.

The idea that an API inherently maps the 3D coordinates of X, Y, or Z to "depth" is not really correct -- you can come up with any transformation that interchanges the meaning of the coordinates. If you are using Mach, imagine standing in front of your mill looking down at the table. According to the right hand rule (x->thumb, y->index finger, z->middle finger), Z points towards you. Use what is easiest for you, but be aware that any choice is arbitrary and that you may need to convert between them and use multiple coordinate systems within one program. For example, the Y axis is up, but you want the Z axis to be up.

To subscribe to this RSS feed, copy and paste this URL into your RSS reader. As I understand it, Quake 3, the Source Engine, and the Torque engine all have Z as up.

It might just be easier to conceptualize the transformations. Did most launch retrograde from Earth?

An orientation chooses which of the two half-lines determined by O is the positive, and which is negative; we then say that the line "is oriented" (or "points") from the negative half towards the positive half.
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The three number lines are called the x-axis, the y- axis, and the z-axis.Together, the three axes are called the coordinate axes.

By this convention, each layer is deposited by a combination of the X and Y movement, while the Z movement is responsible for … It's not uncommon.

Generally speaking X is almost always the East-West axis but whether Y or Z is the Altitude axis tends to vary. :-). Once you have this, now you can make sense of vectors that you print out, or write your algorithms in a way that makes sense. There are three problems that I can think of at the moment: (a) Let's say one day you want to use a physics library that uses the standard coordinate frame. Imagine looking at a piece of paper held out in front of you with a chart on it, the axes are typically labeled X across the bottom and Y up the vertical; this leaves Z to be the outwards axis along the ground.

http://www.hsmworks.com/docs/cncbook/en/#Ch04_VMCMachineMotion, https://www.youtube.com/watch?v=mBhE8Mbkj1A, Quote from: JohnHaine on February 28, 2014, 12:21:07 PM. The X and Y axis meet in the lower left corner -- an area usually called the origin. What I have learned is the tables are X and Z and the mill spindle vertical is Y.  I need to know proper directions + and - for the three axis's. The idea is that the x and y axes stay the same - y is 'up' on the screen, and x is across.

Looking at Y, extending the mill into the work I would expect to be -Y. Tell us about your issue and find the best support option. As I understand it, Quake 3, the Source Engine, and the Torque engine all have Z as up.

A 3D printer’s lateral movement is usually assigned to the X- and Y-axis, while the Z-axis corresponds to vertical motion. Never used it or really read up on it. Makes a lot of sense. 3-D, Absolute coordinates, Axis, X-axis, Y-axis

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In 3 dimensions this gets a bit odd, but for positioning things in screen space it makes more sense. 3-D, Absolute coordinates, Axis, X-axis, Y-axis Your explanation of the rotating part of the machine being Z, makes sense as to why the lathe could look different than the mill, where the lathe spindle is in the same plane as the table and the mill spindle is perpendicular to it. Axis locking limits the transformation to a single axis (or forbids transformations along two axes). Every character in the scene has a local coordinate system attached to them, and in their local coordinate frames X is always right, Y is up and Z is backwards. Choosing a Cartesian coordinate system for a one-dimensional space—that is, for a straight line—involves choosing a point O of the line (the origin), a unit of length, and an orientation for the line.
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How to change the orientation of a model in Fusion 360, Defining Work Coordinate Systems in Fusion 360 Manufacture, How to change the default position for the Home view in Fusion 360, Software installation, registration & licensing.

Mirrodin Besieged: do I win despite failing to draw a card? The positive x-axis in vehicles points always in the direction of movement.

On a graph, the coordinates of this spot are called 0,0. So does the modelling tool 3DS Max.

(b) When you want to share code with someone, or bring someone over to help with development, they have to get used to your convention. rev 2020.10.21.37861, The best answers are voted up and rise to the top, Game Development Stack Exchange works best with JavaScript enabled, Start here for a quick overview of the site, Detailed answers to any questions you might have, Discuss the workings and policies of this site, Learn more about Stack Overflow the company, Learn more about hiring developers or posting ads with us. When referring to a three-dimensional plane, a z-axis refers to the depth of a three-dimensional object. I need to detemine the size of a Tropolone molcule? I want to die in my sleep like my grandfather, not like the passengers in the car! It is also known as the "Right Hand Rule". Y is defined as motion perpendicular to X axis and Z axis, equal to or not as long as X. If you did not follow the standard, now you have to think about the transformation that takes you from your world to the physics world. Z- would be cutting towards the chuck (or into the table if a mill), X- is the tool traveling towards the center of the piece. As I read through tutorials and examples, I find that the X/Y/Z coordinates seem a bit backwards than my first guess. Then each point P of the line can be specified by its distance from O, taken with a + or − sign depending on which half-line contains P.

Left/Right Hand Coordinate Systems. I was corrected before that the X and Z axis are the table planes and the Y is the vertical plane.

The X and Y axis meet in the lower left corner -- an area usually called the origin. Game Development Stack Exchange is a question and answer site for professional and independent game developers. MathJax reference. Horizontal alignment in an item in itemize. Why is the airflow in airline cabins downwards? The square root of the square root of the square root of the…. How to react to some students who book an appointment and do not show up? He is a little slow to get started but informative just the same. It only takes a minute to sign up. Asking for help, clarification, or responding to other answers. z - the third dimension, projects back into the screen (ignoring the issues of handedness here). This changes the default orientation for new models but has no effect on existing models and imported files.

Btw, You are now a hobby machinist until it pays the bills. In other fields like CAD your version would be more common.

On the other hand, if you think primarily in terms of rendering (and many game engine developers do), you're used to X and Y being the screen coordinates, so adding a 3rd axis naturally goes in or out of the screen. I would likely just have 2 profiles for the different processes. If you want your own system, just be aware of this as some translation may be required. 3D is new to me and I may not be thinking about things properly. For example, if your game is set on a 2D height map, it makes sense for Z to be 'up', because then your X and Y coordinates in the 3D world map directly to the X and Y coordinates on the height map.