Hello ! I've been trying to reuse the code of the 3D tutorial on a personal project (for training purpose). I kept godot's default inputs instead of re-creating my owns.
So I have an object "player" with a "pivot" node containing my 3D object. My script is more or less the tutorial's one, except than I did not take the "jump" or "killing monsters" part. I imported my player scene in a "main" scene. But when I move the character, even though he goes to the right direction, he faces the opposite direction. (I'll add a video as an answer, I don't know how to do it otherwise).
I am sure that I am missing some basic stuff... But which one ?
#look_at facing the opposite direction
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Spin your character around 180 degrees
Godot considers -z to be forwards. So your character is facing backwards (his back is considered his front)
the model is likely whats facing backwards, not look_at()
try rotating it 180 degrees
It does the trick, thank you ! :D I am still a bit confused. I was making sure that the pivot and the model were facing me when I hit 1 on the numpad to go into "front" view. But front view != actual front, that's right ?
If I want to make sure that my other models are facing the right direction in the future, do I have to rotate them every time, or is there something else that I have to change on a more global setting ?
The front in Blender and Godot is inverted.
3D works the opposite from what you would expect, forward is actually backwards due to how rendering is designed.
Blender goes the extra mile and makes everything intuitive by flipping it for the user.
Godot doesn't, for performance and clarity reasons.
Still, Blender should have an option to invert the Z axis on export.
thank you a lot for the explanation ! :D (I don't know how to mark a question as "it's ok now")
You can add the "Solved" flair where you added "3D" and "Godot4".