# Is it possible to make Blender a Y-up world?

After learning bits and pieces of Maya, 3DS Max, IMAGINE and XSI I noticed that they all have Y-up worlds with Z being used for depth (naturally).

is there a way to make Blender a Y-up world? and does anyone know why isnt it Y-up in the first place?

• would be interesting to find out from Ton himself why he went with Z up. – zeffii May 30 '13 at 7:04
• I think 3DS Max is actually Z-up as well. The reason is explained well here. – grc May 30 '13 at 7:06
• Tips for Unity Game Modeling in Blender The link above is what I keep in mind before starting any Blender project I know that will be used for Unity. – Nate Jun 2 '17 at 5:04

This is unique to Blender and as far as I know, cannot be changed. .

Blender uses the right hand coordinate system with the Z axis pointing upwards. This is common with the coordinate systems used by most common 3D CAD packages.

Another reasoning for this is that a common convention for real world applications for engineering and science is that X and Y axes define a flat ground plane while the Z axis defines up and down

However, if you work between these software that you mention above, one way you could maintain consistency is to export the object(s) as a .obj or .fbx (or any other similar format, most if not all exporters in Blender have this option) to the other application with the 'up' axis being Z etc.

• hmm. so the Z-buffer is really a Y-buffer ? :) – user232 May 30 '13 at 12:27
• @user232 - No, that is camera coordinates where x and y are on the image plane and z giving the depth. – neil Jun 21 '13 at 14:32

It's obviously not perfect, but here are a few things that will make Blender "act" like Y is up.

You could change all the shortcut keys so that Y was sort of the top.

Gravity
Change Gravity to Y direction:

Grid
Finally, remove the grid floor and only show the x and z axis when rotating the view.

• You should probably rotate the camera too, while you're at it. – Gwen May 30 '13 at 15:01
• where is the Grid Floor option? – rraallvv Jun 22 '13 at 0:08
• In the properties panel (N). – CharlesL Jun 22 '13 at 12:58
• This answer should be higher up, it at least adds some workarounds that might be useful! – Ludwik Jul 19 '15 at 14:16

Blender is based on Cartesian right handed system, which is Z-up. From what I've read it's not possible to change that since it's pretty much hardcoded among Blender's various features, but I may be wrong.

• you're wrong, you can have an Y-up right-handed coordinate system, or any-up for that matter. – user1095108 May 21 '18 at 1:33
• Can you supply source? I haven't used blender for some time now, but I recall it wasn't possible back then (but then, I haven't supplied source either). – dwelle May 21 '18 at 17:54
• Where in math has anyone heard of Y-up (or down, for that matter)? The proper criterion for a right-handed coordinate system is the result of the cross product (z = cross(x, y), x = cross(y, z), y = cross(z, x)), it does not matter at all which of the unit vectors (x, y, z) points "up". – user1095108 May 21 '18 at 18:05
• You can have right-handed with Y being up as well as left-handed with Z being up. They are not mutually exclusive. Godot uses Y-is-up and right-handed. Here's a chart: pbs.twimg.com/media/DTbWux8WkAUOZZx.jpg:large – Aaron Franke Dec 8 '18 at 7:35
• @AaronFranke good point – dwelle Dec 8 '18 at 18:41

## protected by cegatonJun 2 '17 at 6:05

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