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Engine Conversion

Conversion

Conversion of coordinate system

Houdini to Different Software Axis Conversion Lookup Table | Forums | SideFX

Reference Houdini vector = {x, y, z} Reference Houdini quaternion = {x, y, z, w} (order: imaginary components i, j, k, real component w)

  • Group one

    Houdini, Maya, Substance Painter, Modo, Godot, Marmoset Toolbag, OpenGL Right-handed Y-Up or Y-X-Z clockwise Vector conversion formula = {x, y, z} Quaternion conversion formula = {x, y, z, w}

  • Group two

    3ds Max, Blender, CRYENGINE, AutoCAD, Source, SketchUp Right-handed Z-Up or Z-Y-X clockwise Vector conversion formula = {x, -z, y} Quaternion conversion formula = {x, -z, y, w}

  • Group three

    Unity, ZBrush, Cinema 4D, LightWave, DirectX Left-handed Y-Up or Y-Z-X clockwise Vector conversion formula = {-x, y, z} Quaternion conversion formula = {x, -y, -z, w}

  • Group Unreal

    Unreal Engine Left-handed Z-Up or Z-X-Y clockwise Vector conversion formula = {x, z, y} Quaternion conversion formula = {-x, -z, -y, w}