{"issue":{"pull_request":{"diff_url":null,"html_url":null,"patch_url":null},"state":"open","user":{"avatar_url":"https://secure.gravatar.com/avatar/f7198d527b29cd2b6211826c03dfeaea?d=https://a248.e.akamai.net/assets.github.com%2Fimages%2Fgravatars%2Fgravatar-140.png","gravatar_id":"f7198d527b29cd2b6211826c03dfeaea","url":"https://api.github.com/users/arcanin","login":"arcanin","id":1037931},"milestone":null,"labels":[{"name":"Question","color":"dad9ff","url":"https://api.github.com/repos/mrdoob/three.js/labels/Question"}],"assignee":null,"updated_at":"2011-11-11T01:43:53Z","comments":6,"closed_at":null,"url":"https://api.github.com/repos/mrdoob/three.js/issues/737","body":"Hi,\r\n\r\nIt seems that the PerspectiveCamera is looking in the opposite Y direction of the Object3d direction.\r\n\r\nIf I apply a translateZ() on a mesh with a Y-rotation of zero, it will move following the positive Z-axis, so it means that the mesh is 'looking' following the positive Z-axis. However, as you will see on the jsfiddle, the camera is looking at the negative Z-axis.\r\n\r\nResult expected : displaying the red sphere (which follow the positive Z-axis)\r\nResult displayed : displaying the blue sphere (which follow the negative Z-axis)\r\n\r\nFiddle related : http://jsfiddle.net/fQQhB/\r\n(I'm working with the dev branch)\r\n\r\nIs it a bug, or am I wrong ?\r\n\r\nThanks,\r\n","html_url":"https://github.com/mrdoob/three.js/issues/737","title":"Camera rotation inverted ?","number":737,"id":2188276,"created_at":"2011-11-09T17:04:47Z"},"action":"created","comment":{"user":{"avatar_url":"https://secure.gravatar.com/avatar/d4046093d5c6499ff13d5b5690a6cb32?d=https://a248.e.akamai.net/assets.github.com%2Fimages%2Fgravatars%2Fgravatar-140.png","gravatar_id":"d4046093d5c6499ff13d5b5690a6cb32","url":"https://api.github.com/users/vance","login":"vance","id":145471},"updated_at":"2011-11-11T01:43:53Z","url":"https://api.github.com/repos/mrdoob/three.js/issues/comments/2703961","body":"Just to clarify translateZ() is different than setting the position.z, where translating it is a local transformation and would be a scalar value related to the original vector. \r\n\r\nMaybe the PerspectiveCamera should not have a starting matrix \"orientation\" of 0,0,-1 (and thus the negative translation) and instead should be rotated on Y 180 deg with an initial vector of 0,0,0. Come to think of it, i guess most 3D apps like max or maya use the same globally relative rotation \"north pole\".","id":2703961,"created_at":"2011-11-11T01:43:53Z"}}