# Flip the world cordinates when exporting to other programs

**URL:** https://discourse.shapr3d.com/t/flip-the-world-cordinates-when-exporting-to-other-programs/9205
**Category:** Modeling Questions
**Created:** [September 28, 2020, 10:40am UTC](https://discourse.shapr3d.com/t/flip-the-world-cordinates-when-exporting-to-other-programs/9205 "2020-09-28T10:40:35Z")
**Posts on this page:** 4
**Page:** 1

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### Author: ![Vassi\_solutions](https://avatars.discourse-cdn.com/v4/letter/v/bc79bd/32.png) [@Vassi\_solutions](https://discourse.shapr3d.com/u/Vassi_solutions)
#### Post date: [September 28, 2020, 10:40am UTC](https://discourse.shapr3d.com/t/flip-the-world-cordinates-when-exporting-to-other-programs/9205/1 "2020-09-28T10:40:35Z")

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In shapr3d the Z-axis is the vertical axis just like with most 3D printers. But some other 3D programs ( Forger and Apple reality Converter/composer) the Y-axis is considered as the vertical axis.

This means that I usually have to rotate my models in shapr3d before exporting them to Forger.  
Blender does have an option to set the axis when importing. Forger doesn´t.

What is considered correct? And would it be possible to add an option to flip/convert the world cordinates when exporting?

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### Author: ![Victor\_Shapr3D](https://sea2.discourse-cdn.com/flex002/user_avatar/discourse.shapr3d.com/victor_shapr3d/32/3502_2.png) [@Victor\_Shapr3D](https://discourse.shapr3d.com/u/Victor_Shapr3D)
#### Post date: [September 28, 2020, 11:53am UTC](https://discourse.shapr3d.com/t/flip-the-world-cordinates-when-exporting-to-other-programs/9205/2 "2020-09-28T11:53:29Z")

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Hi Christian, at the moment the way around will be to rotate the grid before exporting. A specific feature for this is not on our near plans but I already share your feedback with our product team.

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### Author: ![McD](https://sea2.discourse-cdn.com/flex002/user_avatar/discourse.shapr3d.com/mcd/32/15504_2.png) [@McD](https://discourse.shapr3d.com/u/McD)
#### Post date: [September 28, 2020, 3:47pm UTC](https://discourse.shapr3d.com/t/flip-the-world-cordinates-when-exporting-to-other-programs/9205/3 "2020-09-28T15:47:36Z")

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From an engineering, manufacturing, and mathematical perspective, Z is always the vertical axis. I have no idea why the two companies would define anything other than Z as the vertical axis. It is universal, or it was, until these other 3D programs chose to make it different. I suspect they are working around an intellectual property (patent) issue, where some entity has called out the vertical Z axis as proprietary. Regardless, it is silly for this industry to vary away from the Z axis being a vertical standard.

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### Author: ![Vassi\_solutions](https://avatars.discourse-cdn.com/v4/letter/v/bc79bd/32.png) [@Vassi\_solutions](https://discourse.shapr3d.com/u/Vassi_solutions)
#### Post date: [September 28, 2020, 4:44pm UTC](https://discourse.shapr3d.com/t/flip-the-world-cordinates-when-exporting-to-other-programs/9205/4 "2020-09-28T16:44:37Z")

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Edit:  
Blender was actually the same as Shapr3d. But it has the ability to export with y axis as the vertical.

FORGER and Apple Reality Converter/Composer on the other hand.

[https://us1.discourse-cdn.com/flex002/uploads/shapr3d/original/2X/0/0203f831f8cee7914b27ee472cbc3bc5cfa1f5b1.MP4](https://us1.discourse-cdn.com/flex002/uploads/shapr3d/original/2X/0/0203f831f8cee7914b27ee472cbc3bc5cfa1f5b1.MP4)

[https://us1.discourse-cdn.com/flex002/uploads/shapr3d/original/2X/6/61a4ee753e288a2356f0d60d689c58d485b74486.MP4](https://us1.discourse-cdn.com/flex002/uploads/shapr3d/original/2X/6/61a4ee753e288a2356f0d60d689c58d485b74486.MP4)
