Why SideFX have chosen XY Plane to face in Negative Z?

   3479   9   2
User Avatar
Member
8 posts
Joined: Sept. 2019
Offline
Why SideFX have chosen default XY Plane for Grid/Circle/Whatever to face in Negative Z?
I came with this question because it does not fit into my logic that calls that default created objects should face up (or have normals be directed) to scene coordinate system.
I wish someone can explain me why I'm wrong..if am I.
Thank you.

Attachments:
why-z.jpg (648.9 KB)

User Avatar
Member
13 posts
Joined: Feb. 2006
Offline
Good question so far
User Avatar
Member
2038 posts
Joined: Sept. 2015
Offline
I believe it's for backward compatibility.
User Avatar
Member
1755 posts
Joined: March 2014
Offline
Backwards compatibility should be present for a version, maximum two. Or we're never going to move forward on some fronts. And there should be an option/preference to opt for said compatibility or to adopt the new stuff, if you're going start a new project. IMO…
User Avatar
Member
2038 posts
Joined: Sept. 2015
Offline
Uhm…sry?…that was meant as a joke;

“…Face in the negative Z…” (Backwards) <> Backwards compatibility.
User Avatar
Member
11 posts
Joined: Sept. 2016
Offline
I never understood this as well.
User Avatar
Member
31 posts
Joined: May 2018
Offline
BabaJ
Uhm…sry?…that was meant as a joke;

“…Face in the negative Z…” (Backwards) <> Backwards compatibility.
I read your post and was going to make that joke because I thought you were being serious
Edited by asm - Oct. 2, 2019 17:21:49
User Avatar
Member
1755 posts
Joined: March 2014
Offline
BabaJ
Uhm…sry?…that was meant as a joke;

“…Face in the negative Z…” (Backwards) <> Backwards compatibility.
Cool, it flew over my head obviously, but my point still stands, as a general approach.
User Avatar
Member
1 posts
Joined: Oct. 2019
Offline
I recall in programming land that the default glm camera/opengl API the positive z-axis going through the screen towards you, maybe related to that!
User Avatar
Member
7714 posts
Joined: July 2005
Offline
furrycghamster
I recall in programming land that the default glm camera/opengl API the positive z-axis going through the screen towards you, maybe related to that!

That is my guess as well. When you put down a Houdini camera, it is facing in the negative z-axis. That is also the default axis when you do “look at” constraints. So by having these “flat” primitives point in the z-axis, this makes it easier to do “look at” constraints with off the bat.
  • Quick Links