You can rotate and parent the mesh to a TransformNode, and use that node to do transformations, or you can rotate the mesh and recalculate the positions of the local vertices, like:
mesh.rotate(BABYLON.Axis.X/Y/Z, Math.PI/2, BABYLON.Space.LOCAL/WORLD);
mesh.bakeCurrentTransformIntoVertices();
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In this way, every imported mesh needs to be rotated
why not moving your camera then ?
so you could simply move your camera to face the y axis and you should be in a similar setup. A repro in the playground would help understanding your problem.
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Have you tried checking this option when exporting files ?
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I found the problem, thank you for your answers.
I should use Plane instead of Ground
Hey i have the same problem, what do you meant by your solution? how does that change the rotation of the axes?
I changed the reference plane to Y up, same as Babylon.Ground
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