Why are the viewpoints “Left” and “Right” inverted in Blender 3.2.2 (and previous)? Is that not confusing? Common logic suggests, that everything should be relative to the point of origin of the scene.
Should the blender’s viewpoints be instead, Y=front, -Y=back? For X=right, -X=left to be correct. https://en.wikipedia.org/wiki/Right-hand_rule
If they want to keep -Y=front, fair enough. But now, the left and the right should be inverted to stay consistent with common conventions. You can download the file to check by yourself.
And if you think: “The inversion of X (which is the axes considered for left/right) is similar to you looking at a person.” It is incorrect. Because for Blender, the X axis is inverted like if you are looking at a mirror, and that explains why -Y=front in the first place.
So in Blender, the x-axis doesn’t take into consideration the scene’s point of origin. But the point of view of the viewer. As if we were looking at ourselves in a mirror.
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