UP direction swapped ?

Oct 29, 2010 at 1:51 PM

Hi there. First of all : Great great work !! Really usefull.

But I have an issue. I used to be displaying my 3D model with the <Viewport3D>.

Now I converted to <HelixView3D>. But the "up" direction seems to be wrong... I created my model according to the "standard coordinate system" being z-axis is up.

But using HelixView3D, the up direction seems to be the Y-axis...No I am using a <RotationTransform> to display it correctly...


Please continue the good work !



Oct 31, 2010 at 4:59 PM

hi Sander, the HelixView3D control sets the camera UpDirection to the positive z-axis. All the demo applications have z-axis up. (and the default camera position is (2,16,20), looking at the origin).

Can you add a "CoordinateSystemVisual3D" to your model, and check that the blue arrow points up? It should not be neccessary to rotate your model.

Dec 17, 2010 at 3:20 PM

Hi Objo,

I guess I was sleeping when I wrote my opening mail...

I'm picking up the implementation of the helix toolkit into my program. Although I am not saying your up-direction is incorrect, I was really expecting the Y-direction to be up as it is in the opengl and direct3d coordinate systems as well. (my original viewport3d has this Y=up to. So implementing your viewport is not that easy as I would have hoped....

Dec 17, 2010 at 3:44 PM

did you try setting the Camera UpDirection to (0,1,0)? I can add an example for this later. The CameraController might need a small modification for this to work properly with the "2-axis" rotation mode.

Dec 18, 2010 at 9:42 AM

By using the Updirection for my camera I cannot use the  HelixView3D if I am not mistaken. And I think as a consequence I loose the nice options of "showing the coordinate axes", the "view cube" etc.... I think I am going to do a axis-rotation transform on my model... Not that nice, but hopefully effective...

Dec 19, 2010 at 12:34 PM

see the new UpDirectionDemo :-)

Dec 21, 2010 at 8:54 AM

Thanks ! Downloading it now....