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Left/Right File Conversions

The lower case x, y, z are the original values from the PDB

Environment X Y Z   Method Notes and Recommendations 
          n=native,  b=base  
Scientific Inputs          –> = "becomes", <–> = "swaps"  
PDB = Base x y z right base=base  
EMDB             
             
DejaVu  - - - right    
DejaVu.pdb   x y  z right native=base  
             
.wrl   x  y  z right native=base  
.obj   x  y  z right native=base  
.fbx    x  y  z right native=base  
.dae    x  y  z right native=base  
             
UCSF Chimera  -  -  -  right    
Chimera.pdb  x y z right native=base   
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
             
Maya  - - - right   
Maya_upy.pdb  x y z right  native=base  
Maya.fbx  x y z right  native=base  
Maya.dae  - - - ?     
             
C4D   -  -  - left     
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_inxy  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
             
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
Blender.stl_out  x y z right native=base ? have not confirmed export as of Feb 12, 2013
             
Unity  -  -  -  left     
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 
             
SoftImage  -  -  -  ?  ?  
             
3DstudioMax  -  -  -  right ?   
3dsMax_upy.pdb           Matches Blender- right handed world with Z pointing up
       
Modo  -  -  -  ? ?