HowTo:FullUnwrap7Orient

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Optimizing ship orientation for UV unwrapping

For the Vegastrike engine, and in OpenGL, we're used to orient our ships in 3D such that, if one is sitting at the cockpit, X grows positve to the left, Y grows positive in the forward direction, and Z positive is up from on top of your head. Blender is not like that, though. The Blender developers decided that Y is up, and Z is forward. Ever since I've been using Blender, I've been using the Z is up standard. In the final analysis, it should make no difference, right?

Wrong! Finally, for the sake of this tutorial, I decided to make an experiment:

My biggest complaint about Blender has always been the numpad numbers for changing views. Specially the 15 degree rotators... Well, that was the problem: I just turned my ship so that Z is forward and Y is up, and Bingo: I can now view my ship from the side such that front is to the left, back to the right; and I can use the 8 and 2 numpad keys to turn the ship like barbecue. That's exactly what I had always wanted to be able to do in Blender... Grrr... Anyways, if I ever said to you that Z is up, in some other tutorial, forget it. Z is forward. We can rotate the ship at the end, before exporting; but from now on I'm going to use Blender's orientation from the start of a design until the very end.