The lower case x, y, z are the original values from the PDB
Environment |
X |
Y |
Z |
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Method |
Notes and Recommendations |
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n=native, b=base |
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Scientific Inputs |
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–> = "becomes", <–> = "swaps" |
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PDB = Base |
x |
y |
z |
right |
base=base |
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EMDB |
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DejaVu |
- |
- |
- |
right |
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DejaVu.pdb |
x |
y |
z |
right |
native=base |
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.wrl |
x |
y |
z |
right |
native=base |
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.obj |
x |
y |
z |
right |
native=base |
|
.fbx |
x |
y |
z |
right |
native=base |
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.dae |
x |
y |
z |
right |
native=base |
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UCSF Chimera |
- |
- |
- |
right |
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Chimera.pdb |
x |
y |
z |
right |
native=base |
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Chimera.stl_in |
x |
y |
z |
right |
native=base |
|
Chimera.stl_out |
x |
y |
z |
right |
native=base |
? have not confirmed export as of Feb 12, 2013
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Maya |
- |
- |
- |
right |
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Maya_upy.pdb |
x |
y |
z |
right |
native=base |
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Maya.fbx |
x |
y |
z |
right |
native=base |
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Maya.dae |
- |
- |
- |
? |
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C4D |
- |
- |
- |
left |
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C4D_upy.pdb |
z |
y |
x |
left |
baseXYZ –> nativeZYX |
|
C4D.wrl_in |
z |
y |
x |
left |
baseXYZ –> nativeZYX |
good hierarchy & texture, but point/poly shift |
C4D.wrl_out |
x |
y |
z |
right |
nativeXYZ –> baseZYX |
|
C4D.obj_in |
x |
y |
-z |
left |
baseVect(1,1,1)•(1,1,-1) |
lost hierarchy, lost texture |
C4D.obj_out |
x |
y |
z |
right |
nativeVect(1,1,1)•(1,1,-1) |
useless |
C4D.fbx_in |
x |
y |
-z |
left |
baseVect(1,1,1)•(1,1,-1) |
*perfect hierarchy & textures |
C4D.fbx_out |
x |
y |
z |
right |
nativeVect(1,1,1)•(1,1,-1) |
*perfect match to C4D but primitives–>meshes
*to export from C4D to proper right-hand, must first set H,P,B = 90,0,0 in "Object Axis Tool" mode before export (see image below) |
C4D.dae_in |
x |
y |
-z |
left |
baseVect(1,1,1)•(1,1,-1) |
hierarchy is reversed but all else matches |
C4D.dae_out |
x |
y |
z |
right |
nativeVect(1,1,1)•(1,1,-1) |
*to export from C4D to proper right-hand, must first set H,P,B = 90,0,0 in "Object Axis Tool" mode before export (see image below) |
C4D.stl_in |
x |
z |
y |
left |
baseXYZ –> nativeXZY |
|
C4D.stl_out |
x |
z |
y |
right |
nativeXYZ –> baseXZY |
*to export from C4D to proper right-hand, must first set H,P,B = -90,0,-90 in "Model Tool" mode before export (see image below) |
C4D.swc_in | x | y | z | left | baseVect(1,1,1)•(1,1,-1) | right-to left handed conversion required for use with Nick Woolridges AutoNeuron1.4+.py script in C4D. C4D.swc_out is not applicable |
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Blender |
- |
- |
- |
right |
|
Z is up, so Y points to the back |
Blender_upy.pdb |
x |
y |
z |
right |
native=base |
Clean like Maya, but different in default viewport from Zup default |
Blender.wrl_in |
-z |
x |
y |
right |
bX–>nY, bY–>nZ, bZ–>nX(-1) |
The result looks similar to C4D default, but rotated 90 about Y |
Blender.obj_in |
- |
- |
- |
- |
|
useless |
Blender.fbx_in |
- |
- |
- |
- |
|
Not available because not GPL friendly (AutoDesk owns fbx) |
Blender.dae_in |
x |
y |
z |
right |
native=base |
*best choice |
Blender.stl_in |
x |
y |
z |
right |
native=base |
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Blender.stl_out |
x |
y |
z |
right |
native=base |
? have not confirmed export as of Feb 12, 2013
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Unity |
- |
- |
- |
left |
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Unity.fbx_in |
-x |
y |
-z |
left |
bX–>nZ(-1), bZ–>nX(-1) |
*fbx is default for C4D & Maya Assets, so we should use it |
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SoftImage |
- |
- |
- |
? |
? |
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3DstudioMax |
- |
- |
- |
right |
? |
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3dsMax_upy.pdb |
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Matches Blender- right handed world with Z pointing up |
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Modo |
- |
- |
- |
? |
? |
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