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    Axes and views - I have a feeling i'll be embarrassed...

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    • C Offline
      ccsc
      last edited by

      i've read the axes are assigned the convention rgb=xyz. When i start a sketch and set camera to front view, i get red to right (pos x) blue up (pos y) and green z - pos or neg depending on how i orbit. I have always thought front view would show red to rt and green pos up. If is set camera top i get red to rt pos x, and green up. Have i accidentally set my axes wrong? Am i missing something dumb? If i orbit around to get the axes the way i understand them to be correct, orbit is wonky.

      Thanks

      Chip

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      • Rich O BrienR Offline
        Rich O Brien Moderator
        last edited by

        Red = X = Left to Right
        Green = Y = Front to Back
        Blue = Z = Top to Bottom

        From Front View you see Red and Blue
        From Top View you see Red and Green

        Download the free D'oh Book for SketchUp πŸ“–

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        • C Offline
          ccsc
          last edited by

          thx Rich- I'm just used to graphing 2d plots - old school, where x and y are left/right and top/bottom.

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          • TIGT Offline
            TIG Moderator
            last edited by

            Don't be embarrassed.
            There are two different 'CAD' coordinate/axes conventions.
            One grew from 2d the other reflects 3d more sensibly...

            The older way is indeed what you had wrongly assumed for SketchUp.

            Old way...

            X left/right on screen == 'Width'
            Y up/down on screen == 'Height'
            Z in/out of screen == 'Depth'

            SketchUp and several other newer 3d apps...
            With an 'Origin' at [0,0,0] defining the 'ground-plane'

            X left/right on a 'ground-plane' == Red, aka 'Length'
            Y in/out on a 'ground-plane' == Green, aka 'Depth'
            Z up/down from the 'ground-plane' == Blue, aka 'Height'

            Points, offsets etc are always defined as [X, Y, Z] values

            In fact for those of us using the Ruby API... the SUp 'bounding-box' convention is the awkwardly set up as the 'old-way' - which can be very confusing as bb.width/bb.height/bb.depth is actually bb.x_size/bb.y_size/bb.z_size, when intuitively we might assume the SUp convention of x/z/y
            πŸ˜’

            The two coordinate/axes conventions lead to some anomalies when importing/exporting - where you might see 'Flip Y/Z Axes' options. This is there to convert one set of axes to another, otherwise an imported object might come in 'laid on its back' etc...

            TIG

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