• [VIDEO] The Y-Axis is Supposed to be Inverted
    54 replies, posted
If moving mouse forward tilts your character down Moveing it sideways would tilt it sideways, not turn
Aside from there's a huge difference between planes and axis, you're right. X-axis is horizontal. If you rotate on the X axis, you would be doing the uppy downy movement like in the video. An axis is a single line/one dimension. A plane is a flat surface/2 dimensions. A rotation on the Y axis is equivalent to a rotation on the X+Z plane. A Y-axis rotation is this: https://files.facepunch.com/forum/upload/795/34794741-bfc5-41a3-8a2e-2f984e34be38/Yaxis.gif An X-axis rotation is this: https://files.facepunch.com/forum/upload/795/42505a90-71af-417e-b444-4cf978e9c5cc/Xaxis.gif
People like this should be put into camps. They will be well taken care of course, but there will be no risk of them spreading thier deviancy to the civilized world.
yeah but you're not rotating the axis when you look up/down, you're panning on that axis. https://files.facepunch.com/forum/upload/113147/061409fb-8b0a-40b5-ac53-9a6f287890de/axis.PNG
Yeah thats rotation, not just moving. This isn't about rotation in-game it's about how you move whatever you use to control siad movement aka a mouse on a flat square or a joystick in the same directions.
k this makes sense thank you
It feels like my brain is broken. I can't play games with inverted camera controls, but I can't fly anything in games unless it's inverted, which means I can do either one and be fine, but if I try it's impossible.
Inverted Y-Axis probably refers to the vertical axis of the plane the mouse (or stick) is moving on. When you refer to the rotation the camera is performing as a result of that, it's more accurate to call it inverted pitch, because when rotating objects you typically don't refer to XYZ coordinates.
Worth noting that different 3d modelling software and game engines defines axes differently, most have options to swap it. Blender by default: https://files.facepunch.com/forum/upload/211478/d8c3ee7a-adec-447a-8266-f852f50ee052/image.png Unreal engine actuall does it like 3 different ways depending on the context and even which window you have open. There isn't one standard, even in hard math there are a few different standards and options for which axes to use in 3d. but for this purpose, most 2d coordinate systems have Y always being vertical and X always being horizontal, which is pretty much standard in math and everywhere. Though even then there are places which uses -y instead of y for up/down in screenspace
In retrospect I realise that this tilting logic makes flight controls make perfect sense, if sideways motion translates to roll
Again I process this as based around the view moving, especially for planes. View goes up, input goes up. View goes left, input goes left. If the movement is to roll, it'll be on a different input to keep the up and down and left and right as a group. Since I tend to control aircraft entirely by keyboard in games, this most commonly manifests as W/S for thrust and brake, A/D for roll, and then either the arrow keys for pitch and yaw or 8/5 and 4/6, or mouse if I can't use those. It works very well for me.
I always map my airplane/helicopter controls to follow the reticle, i.e. mouse up, nose up. It helps with targeting and orientation since you have a common reference point across all modes of motion. Even piloting a helicopter becomes natural.
I would never invert the y-axis on mouse, but on controller I always need the y-axis inverted for aiming. I learned on Goldeneye64 where the y-axis is inverted and connot be changed. Always stuck ever since.
Yeah. I want the movement to be natural and flowing, not authentic.
Have you tried if pitch and roll controls are easier with gamepad thumbsticks? I found that far more natural than having to unlearn all the muscle memory I have with m+kb
Although his observation may make sense, he's still wrong and will never be allowed within a kilometer of my general location.
Ohh I've played that way, I just excel with mouse and keyboard. Like I said, it's entirely mechanical and about simplicity and grouping similar movements.
Oh my god, I watched this guy's Mechwarrior videos years ago, where I first heard him drop that "Inverted Y-Axis is objectively correct" line and I was just floored to the point where I've used it as a cheap punchline on occasion for nitpicky weirdos. Does it really matter what people use their y-axis with? You're not a true gamer unless you've played with inverted x-axis. When you turn yourself, you're not turning right, you're rotating your legs left while gravity holds you to the ground and the recoil makes your body turn right.
Didn't know inverted was considered so strange, I'm an N64 kid so a lot of the games I grew up with were inverted. Nowadays I play all my games with Y-inverted aim, the only types I don't invert are oddly the third-person PC games, it just feels strange when I move my mouse and the camera pivots down but moves up, but other than that it's flight-stick all the way.
Except nobody thinks of moving their head as "pushing their head forward" like you're taking some invisible hand and pushing on it, they think of it as looking down. Normal x and y controls make more sense from the actual human experience perspective and inverted y axis people seem to interpret normal human movement as having airplane controls.
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