Hello,In the PG case below, by dragging the position control lever of an object, the rotation attributes y and z values of the object are exchanged, and the scaling attributes y and z values are also exchanged. How is the function implemented here?
This is a variation of the axle system of the engine being different from the axle system of the DCC, if you want to vary this, add something like the following PG
scene.useRightHandedSystem =true;
As per the above, I could add the following for your understanding:
Notice the “_root_” node created as a parent of your imported model.
This root node is created on import to conform “right-handed” dcc system to the “left-handed” BJS standard. The transformation is made through an inverted Z-axis and a Math.PI rotation on the Y-axis to show the model as ‘mirrored’.
From there, you have two possibilities:
- Use the right-handed system for your BJS scene. This means everything you will further create in BJS will also use this system. - - OR - -
- Unparent from this node, eventually create a new parent, if required. Then work your scene using the BJS standard “left-handed” system.
I hope this information helps and meanwhile, have a great day
@mawa @11128 My problem has been resolved. Thank you for everyone’s help and I wish everyone a happy day!
Glad to hear that . Since your issue is now solved, would you mind marking as a ‘Solution’ the post from @11128 (or your own post, in case you actually solved it yourself). This is good practice essentially to avoid having other people spend time looking at a topic that has been solved. Thank you and have a great day