steunissen wrote at 2010-10-29 14:51:
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 !
objo wrote at 2010-10-31 16:59:
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.
steunissen wrote at 2010-12-17 15:20:
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....
objo wrote at 2010-12-17 15:44:
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.
steunissen wrote at 2010-12-18 09:42:
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...
objo wrote at 2010-12-19 12:34:
see the new UpDirectionDemo :-)
steunissen wrote at 2010-12-21 08:54:
Thanks ! Downloading it now....
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