### Houdini to Different Software Axis Conversion Lookup Table

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Joined: 2月 2021
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Lookup table format:

Target Software
Coordinate System
Vector conversion formula (target vector expressed in Houdini's coordinates) = {...}
Quaternion conversion formula (target quaternion expressed in Houdini's coordinates) = {...}

Reference Houdini vector = {x, y, z}
Reference Houdini quaternion = {x, y, z, w} (order: imaginary components i, j, k, real component w)

Target Coordinate Systems: Houdini, Maya, Substance Painter, Modo, Godot, Marmoset Toolbag, OpenGL
Right-handed Y-Up or Y-X-Z clockwise
Vector conversion formula = {x, y, z}
Quaternion conversion formula = {x, y, z, w} 3ds Max, Blender, CRYENGINE, AutoCAD, Source, SketchUp
Right-handed Z-Up or Z-Y-X clockwise
Vector conversion formula = {x, -z, y}
Quaternion conversion formula = {x, -z, y, w} Unity, ZBrush, Cinema 4D, LightWave, DirectX
Left-handed Y-Up or Y-Z-X clockwise
Vector conversion formula = {-x, y, z}
Quaternion conversion formula = {x, -y, -z, w} Unreal Engine
Left-handed Z-Up or Z-X-Y clockwise
Vector conversion formula = {x, z, y}
Quaternion conversion formula = {-x, -z, -y, w}
Edited by MaiAo - 2022年3月23日 22:34:23

Attachments:
Houdini Coord System.png (167.6 KB)
Blender Coord System.png (100.0 KB)
Unity Coord System.png (98.9 KB)
Unreal Coord System.png (241.5 KB)

Mai Ao
Senior Technical Lead of SideFX Labs Member 118 posts
Joined: 12月 2013
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Thanks for posting. This is great information.

Glen Member 4 posts
Joined: 5月 2019
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This is great but I honestly have no idea how to actually apply the information provided here. Ive been trying to do this with a transform node and Im just getting confused. Maybe Ill try to do work out how to do this with vex.