Y and Z axis

Kinda of a silly question but this has been chewing my brain. For example, when one models, Z is always up. Now I discover that for bones, Y is up. Is this a personal choice, a technical thing or industry standard for all programs? [I've had issues with Cascadeur in the past and now I come to discover that this was the cause] Why is it for one thing Z up and for the other is Y? :think:
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  • Wayne Dixon replied

    HI Juju,
    I get what you're saying, and for a long time I was always trying to force the Y on bones to be "up".

    But now I think about it differently.
    Y axis is the length of the bone and then you aim the Z axis in the relevant direction for your model.
    When you want to world align a bone - it lays flat.
    I used to think it was really weird, but now I like it a lot because I can visually see which bones are world aligned just by looking at them.  You don't need to dig into the values to see as they are often perpendicular to the model.


    This option might help you if you are importing/exporting from other software.
    It doesn't change anything under the hood but it does force the relationship lines to be drawn to the head of the bone.
    This will make more sense when working in software that uses 'joints'.



    Probably not the answer you were wanting but I hope it does help.

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  • Adrian Bellworthy replied
    It is actually the same as in modeling, if you think of it as looking at on object from front view...
    X is the width, Y is the depth (or length), and Z is the height. 
    The confusing part I think comes from when adding a single bone armature for example, the axis of the bone doesn't align with the world axis, unlike adding a mesh object.
    However the armature is world aligned only the bone isn't.
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  • Martin Bergwerf replied

    The World Z-Axis is up in Blender, that is just a (more or less) arbitrary decision made one time. There is other Software that uses the Y-Axis up for the World.

    An Armature Object, in its default Orientation (as it comes in, when you Add an Armature) is aligned to the World and thus has its Z-Axis up.

    A Bone has its Y-Axis along the length of the Bone (from Head to Tail). (I don't know if this is universal, or Software dependent.)

    A Mesh Object comes by default in, aligned to the World, so with its Z-Axis up.

    A Cube, for instance, (in Edit Mode) has 6 Faces and each Face has its Z-Axis in a different orientation.

    Please don't overthink this.

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  • Adrian Bellworthy replied

    Exactly as Martin said...
    The single bone is like the edit mode of the armature.
    In edit mode of a mesh cube, the Z axis of only the top face is aligned up. 

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  • Dwayne Savage(dillenbata3) replied
    There are 2 common Cartesian coordinate systems in 3D software. Commonly referred to as CAD based and Character base. CAD based is technically z up y forward. If they are both positive then it is right hand orientation. If they are negative the it's left hand orientation.  Blender uses right hand orientation. Blender uses this because it was the most popular thanks to AutoCAD. Maya decided to follow Animation: Master and use character based system which is y up z forward and is also right hand orientation (positive). My understanding is that blenders Armature is based off of biped which was a popular plugin for 3DS back in the day, but I haven't confirmed that. 
  • Juju (catboigalore) replied

    Thank you so much everyone for your kind [and your patience] when explaining, trully appreciated <3

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  • Martin Bergwerf replied

    ...and look at this.. Edges are a bit like Bones and have the Y-Axis along their length and so the vertical ones (of the default Cube, for instance) also have the Y-Axis up:

    Edge_01.png

    But the Cube Object has the Z-Axis up.

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