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@greeble-dev greeble-dev commented Aug 3, 2025

Objective

Change glTF coordinate conversion to satisfy some common use cases while dodging the more controversial aspects. This fixes #20621, but at the cost of removing one feature.

Summary

The Bevy glTF loader can optionally convert nodes and meshes from glTF's "+Z forward" semantics to Bevy's "-Z forward". But the current implementation has issues, particularly with cameras and lights. It might also cause problems for users who want to re-orient the scene as a whole while preserving the original node semantics.

This PR replaces node conversion with a simpler correction to the scene root and mesh entities. The new approach satisfies many use cases and fixes the issues with cameras and lights. But it could be a regression for some users.

Background

There's been confusion over how glTF behaves and what users might want from coordinate conversion. This section recaps the basic concepts, glTF's semantics, the current loader behaviour, and some potential user stories. Or you can skip to the next section if you want to get straight to the changes.

Click to expand

Coordinate Systems and Semantics

3D coordinate systems can have semantics assigned to their axes. These semantics are often defined as a forward axis, an up axis, and a handedness - the side axis is implicit in the other choices.

Bevy's standard semantics are "-Z = forward, +Y = up, right handed". This standard is codified by the forward and up methods of Transform and GlobalTransform, and by the renderer's interpretation of camera and light transforms. There are debates about the standard and whether users should be able to choose different semantics. This PR does not account for those debates, and assumes that users want to follow the current standard.

Other engines, DCCs, and file formats can have different semantics. Unlike Bevy, some vary their semantics by object type - a camera's forward axis may not be the same as a light's. Some only specify an up axis, leaving the forward and side axes unspecified.

Assets might not follow the standard semantics of their file format. Static mesh hierarchies and skeletal animation rigs may even have per-node or per-joint semantics - a character rig could be +Y forward in the scene, while the head joint is +Z forward. One character rig might have both feet +X forward, while another rig might have the left foot +X forward and the right foot -X forward. This creates complexity, but also creates jobs, so no-one can say if it's good or bad.

Asset Loaders And Coordinate Conversion

Bevy currently has a glTF loader, and I'm assuming it will get in-repo FBX and USD loaders at some point. These loaders are likely to follow a common pattern:

  • The files contain meshes, which correspond to Bevy Mesh assets and skinned meshes.
    • Bevy meshes can only have a single material, so what the file format considers a single mesh might be multiple Bevy meshes.
  • The files have a node hierarchy, where nodes roughly correspond to Bevy entities with a Transform.
    • Nodes can optionally be mesh instances, cameras, lights or skinned mesh joints.
  • The loader outputs the assets and a Scene with an entity hierarchy that tries to match the file's node hierarchy.
    • Some aspects of nodes (e.g. pivot transforms) can't be represented in Bevy within a single entity.
    • So a 1:1 mapping might not be possible - instead nodes become multiple entities, or some data is lost (e.g. baking down pivot transforms).
  • Users can choose to spawn the scene, or they can ignore it and use the assets directly.

Users may want asset loaders that convert assets to Bevy's standard semantics, so Transform::forward matches the asset. But the details of conversion can be contentious - users may want some parts of the scene to be converted differently from other parts, and assets may have ambiguities than can only be resolved by the user. There will never be a simple "it just works" option, although there could be a least worst default that satisfies the biggest group of users.

Converting in the loader is not the only option. The user could edit the assets themselves or run a conversion script in DCC. But that's a pain - particularly for users who rely on asset packs and don't have DCC experience. Another option is to implement an asset transform that does coordinate conversion. But having the options right there in the loader is convenient.

User Stories

For coordinate conversion in the loader, some user stories might be:

  • "I want to spawn a scene on an entity with Bevy semantics and have it look right."
    • This is probably the most common case - the user wants to do SceneRoot(load("my.gltf")) and have it visually match the entity's Transform::forward(), and cameras and lights should do the right thing.
    • The user might not care about the semantics of mesh assets and nodes in the scene - they just want the scene as a whole to look right.
  • "I want to spawn a scene, and convert some or all of the nodes to Bevy semantics."
    • The user might have nodes in their scene that they want to animate manually or hook up to other systems that assume Bevy semantics.
    • That becomes easier if the loader can convert the node's forward to match Transform::forward().
    • Conversely, some users might want nodes to stay as they are (particularly skeletal animation rigs).
  • "I want a mesh asset that's converted to Bevy semantics. I'm not using a scene."
    • Maybe the user is doing Mesh3d(load("mesh.gltf#Mesh0")) and wants it to match the entity's forward.
    • Or this is the first stage of an asset pipeline and the remaining stages expect Bevy semantics.
  • "I don't want the loader to touch anything."
    • Maybe they've already converted the file, or want to convert it post-load, or don't want to use Bevy semantics at all.
  • "I want one of the other conversion stories, but the loader should convert to my chosen semantics rather than Bevy's".
    • Z-up is not a crime.

glTF Semantics

glTF scene semantics are "+Z = forward, +Y = up, right handed". This is almost the same as Bevy, except that scene forward is +Z instead of Bevy's -Z.

Some glTF assets do not follow the spec's scene semantics. The Kenney asset packs use a mix of +Z and -Z forward. At least one of the Khronos sample assets uses +X forward. That said, the majority of Kenney assets and almost all the Khronos sample assets I tested do follow the spec.

glTF camera node and light node semantics are different from glTF scene semantics - they're -Z forward, same as Bevy.

The glTF spec doesn't explicitly say if non-camera/light nodes and mesh buffers have semantics. I'm guessing that some users will have nodes and meshes that follow the spec's scene semantics, and might want them converted to Bevy semantics. But as noted in the user stories, it's likely that other users will have different needs.

glTF and Bevy allow a single node/entity to be both a mesh and a camera or a light. This only makes sense if the user intends the mesh to have the same semantics as cameras and lights. I think it's very unlikely that significant numbers of users will want support for this combination - many other DCCs, file formats and engines don't support it at all.

How The Bevy glTF Loader Works

The loader maps glTF nodes to Bevy entities. It also adds entities for two cases:

  1. A single "scene root" entity is added as a parent of the glTF root nodes.
    • Note that this is not the user's entity with the SceneRoot component - the scene root entity is a child of that entity.
  2. Mesh primitive entities are added as a child of each glTF mesh node.
    • In glTF, a single mesh node can contain multiple primitives.
    • But in Bevy a mesh component can only contain a single primitive, so one entity can't contain multiple primitives.
    • So, for each primitive, Bevy adds a child entity with a mesh component.

A single branch of the resulting scene hierarchy might look like this:

  • User entity with SceneRoot component.
    • Scene root entity.
      • glTF root node entity.
        • glTF intermediate node entities.
          • glTF mesh node entity (does not contain Mesh3d component)
            • Mesh primitive entities (does contain Mesh3d component).

glTF Loader Changes In 0.17

In Bevy 0.16, the only user story supported by the glTF loader was "no conversion". During the 0.17 cycle, #19633 and some follow up PRs implemented an option that converts nodes, meshes and animation tracks.

The changes do satisfy some user stories, including the common "convert scene semantics" (mostly) and "convert mesh semantics". But there's some problems (#20621):

  • The conversion depends on converting both nodes and meshes.
    • Some users might want to convert the scene without converting nodes and/or meshes.
  • Light and camera nodes get complicated.
    • glTF camera/light nodes already match Bevy semantics, so they need a counter-conversion (since their parent might have been converted).
    • Animation tracks for lights and cameras are not correctly converted.
      • (Counterpoint: This is fixable at the cost of some complexity)
    • Child nodes of lights and cameras are not correctly converted.
      • (Counterpoint: Also fixable, and probably a niche case?)
    • The conversion can't support a node that's a mesh instance and also a light and/or a camera.
      • (Counterpoint: As mentioned earlier, this is probably a very niche or non-existent use case.)

Solution

The big change in this PR is the removal of node conversion. Instead, corrective transforms are applied to the scene root entity and mesh primitive entities.

Before this PR:

  • Scene root entity.
    • glTF root node entity. <-- CONVERTED
      • glTF intermediate node entities. <-- CONVERTED
        • glTF mesh node entity. <-- CONVERTED
          • Mesh primitive entities.

After this PR:

  • Scene root entity. <-- CORRECTIVE (if scene conversion enabled)
    • glTF root node entity.
      • glTF intermediate node entities.
        • glTF mesh node entity.
          • Mesh primitive entities. <-- CORRECTIVE (if mesh conversion enabled)

The result is visually the same even though the scene internals are different. Cameras and lights now work correctly, including when animated.

The new conversion is also simpler. There's no need to convert animations, and the scene part of the conversion only changes a single entity:

+let world_root_transform = convert_coordinates.scene_conversion_transform();

 let world_root_id = world
-    .spawn((Transform::default(), Visibility::default()))
+    .spawn((world_root_transform, Visibility::default()))
     .with_children(|parent| {
         for node in scene.nodes() {

Removing node conversion might be a regression for some users. My guess is that most users just want to spawn a scene with the correct orientation and don't worry about individual node transforms, so on balance this PR will be win. But I don't have much evidence to back that up. There might also be a path to adding node conversion back in as an option - see the "Future" section below.

The previous conversion option - GltfPlugin::use_model_forward_direction - has been split into two separate options for scene and mesh conversion.

 struct GltfPlugin {
     ...
-    use_model_forward_direction: bool,
+    convert_coordinates: GltfConvertCoordinates,
 }
struct GltfConvertCoordinates {
    scenes: bool,
    meshes: bool,
}

This might be turn out to be unnecessary flexibility, but I think it's the safer option for now in case users have unexpected needs. Both options are disabled by default.

Testing

I've tested various examples and glTFs with each combination of options, including glTFs with animated cameras and lights.

# Visually the same as current Bevy *without* conversion.
cargo run --example scene_viewer "assets/models/faces/faces.glb"
cargo run --example scene_viewer "assets/models/faces/faces.glb" --convert-mesh-coordinates

# Visually the same as current Bevy *with* conversion.
cargo run --example scene_viewer "assets/models/faces/faces.glb" --convert-scene-coordinates
cargo run --example scene_viewer "assets/models/faces/faces.glb" --convert-scene-coordinates --convert-mesh-coordinates

cargo run --example animated_mesh

Future

Click to expand

This PR removes node conversion, which is a desirable feature for some users. There are a couple of ways it could be added back as an option.

The difficult part of node conversion is how to support camera and light nodes. glTF's camera/light semantics already match Bevy's -Z forward, so simply converting every node from +Z to -Z forward will leave camera and light nodes facing the wrong direction.

The obvious solution is to special case camera/light node transforms - this is what the 0.17 conversion tries to do. But it's surprisingly complex to get right due to animation, child nodes, and nodes that can be meshes and cameras and lights. E.g. children of cameras and lights need a counter-conversion applied to their transform and animation tracks.

For cameras, an alternative would be to split them multiple entities. The existing entity would correspond to the glTF node and be converted like every other node. But the Bevy Camera component would be on a new child entity and have a corrective transform.

Before:

  • Parent glTF node entity.
    • Camera glTF node entity with Camera component and animated transform.
      • glTF node parented to camera node.

After:

  • Parent glTF node entity.
    • Camera glTF node entity with animated transform.
      • New child entity with Camera component and corrective transform.
      • glTF node parented to camera node.

Lights are already set up this way, so they only need the corrective transform.

This approach is simpler since nodes are treated uniformly. And it's arguably a better reflection of the glTF format - glTF cameras are kind of a separate thing from nodes, and can be given a name that's different to their node's name. So it could be better for some users.

The downside is that the glTF node entity might have the wrong semantics from the perspective of some users (although not all). And it will be annoying for users who currently assume the Camera component is on the node entity.

Alternatives

Click to expand

What About The Forward Flag Proposal?

There's a proposal to allow per-transform semantics, aka the "forward flag". This means the axis of Transform::forward() and others would depend on a variable in the Transform. In theory the forward flag might avoid the need for coordinate conversion in the loader. But whether that works in practice is unclear, and the proposal appears to be stalled.

What Do Other Engines Do?

Godot's semantics are the same as the glTF standard. Godot doesn't offer any conversion options.

Unreal's default semantics are "+X forward, +Z up, left handed", except meshes are typically "+Y forward, +Z up". Their glTF importer converts nodes and meshes to Unreal's mesh semantics - this is done by swapping the Y and Z axes, which implicitly flips the X for handedness. So Unreal's approach is actually closer to the current main approach of node + mesh conversion, versus this PR's scene + mesh conversion. The Unreal importer also supports a custom scene/mesh rotation and translation that's applied after normal conversion. There's no option to disable conversion.

@greeble-dev greeble-dev marked this pull request as draft August 3, 2025 11:58
@alice-i-cecile alice-i-cecile modified the milestones: 0.18, 0.16.2, 0.17 Aug 3, 2025
@alice-i-cecile alice-i-cecile added X-Controversial There is active debate or serious implications around merging this PR S-Needs-SME Decision or review from an SME is required A-glTF Related to the glTF 3D scene/model format labels Aug 3, 2025
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Did not test this in-depth with all scenes, but the explanation and the code make sense to me. This is a well thought out improvement on the situation on main and I feel comfortable merging this, provided we untangle the question of whether it should convert by default or not.

I'm in favor of still nudging the user to opt-in so we can gather feedback before changing the default, but that decision is outside the scope of this PR.

@janhohenheim janhohenheim modified the milestones: 0.17, 0.18 Aug 16, 2025
@greeble-dev greeble-dev added the M-Migration-Guide A breaking change to Bevy's public API that needs to be noted in a migration guide label Aug 22, 2025
@greeble-dev greeble-dev marked this pull request as ready for review August 22, 2025 11:42
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greeble-dev commented Aug 22, 2025

Changed from draft to ready for review. I've done some more testing, added a migration guide for 0.18, and expanded the GltfConvertCoordinates docs.

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Reviewed the code. Didn't test asset importing with this PR.

@cart cart moved this to Respond (With Priority) in @cart's attention Dec 1, 2025
/// coordinate system. This means cameras and lights will match
/// `Transform::forward` even if conversion is disabled.
#[derive(Copy, Clone, Default, Debug, Serialize, Deserialize)]
pub struct GltfConvertCoordinates {
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It seems to me like the big downside of this new approach is that local transforms within a scene (that correspond to nodes) will now no longer have "correct" forward directions. This relies on nesting the scene underneath a top level entity that is "uncorrected", which we use to call "forward" on. Trying to do that within the scene will not produce the expected "forward" behavior.

This is likely to be problematic in the world of BSN "scene inheritance", where rather than spawning the gltf scene root underneath a higher level "bevy scene root", we would instead treat the gltf scene root as the root, and write our changes directly on top. I believe this is the better model when compared to the current "add another root on top" approach, as it allows developers to think about and interact with GLTF scenes exactly as if they were bevy scenes (ex: if the root node has a property, then when we inherit from it, we can directly read/write that property on the root).

I believe this will also come into play if developers try to animate the root transform of the scene, which will snap our corrections back to whatever the animation thinks is correct.

The benefit of course is that the scene is "locally consistent". But within that space, everything is still "uncorrected". If a "player" node exists inside a larger GLTF "world" scene, that player scene's forward will be wrong.

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Got one thing to check before I reply in full - does BSN require a single scene root entity or does it support multiple roots? Asking because glTF supports multiple roots, so if BSN doesn't then that could spoil things.

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Actually, gonna reply now so we can keep moving forward - I'll assume that BSN does support multiple roots.

There's something I should have clarified in the PR: dropping support for node conversion in the short-term doesn't stop us adding it back in later. There are some awkward questions around cameras (which the 0.17 conversion has to address too), but if they're solved then it's feasible to support "scene conversion" and "node conversion" as mutually exclusive options. I've edited the PR to add more detail on this - see the "Future" section at the bottom.

Having two options might seem more complex than necessary. But I think it reflects that different users will have different ideas of what the correct semantics are, and which parts of the scene they prefer to modify.

So right now the 0.17 conversion could be framed as "support one use case, but with bugs". While this PR is "support a different use case, without bugs". Both choices have paths to supporting the other's use case. But I feel this PR is the least worst choice in the short-term, and solves the more common use case of current users.

Another path forward is to try solving the camera problems first, then come back to scene conversion versus node conversion later. I can expand on this solution if desired.

This is likely to be problematic in the world of BSN "scene inheritance", where rather than spawning the gltf scene root underneath a higher level "bevy scene root", we would instead treat the gltf scene root as the root, and write our changes directly on top.

That behaviour can be supported by this PR if the correction is baked into the glTF root nodes instead of the current scene root.

I believe this will also come into play if developers try to animate the root transform of the scene, which will snap our corrections back to whatever the animation thinks is correct.

That issue can be solved by this PR if the animation of root nodes is corrected. Note that 0.17 and node conversion in general already requires correcting animations.

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I'll assume that BSN does support multiple roots.

Yes and no. BSN currently has two forms: bsn! and bsn_list!. These are separate things because bsn! can then be a single root / directly inheritable / directly writeable on top and bsn_list! can be spawned flat as many roots or as a relationship. We're also discussing "BSN sets", which would be collections of multiple named BSN entries.

I think we'll want to latch on to one of the two models for glTF assets (or perhaps load it as a BSN set and force developers to select individual scenes from it).

Having two options might seem more complex than necessary. But I think it reflects that different users will have different ideas of what the correct semantics are, and which parts of the scene they prefer to modify.
Another path forward is to try solving the camera problems first, then come back to scene conversion versus node conversion later. I can expand on this solution if desired.

I don't object to supporting both paths, provided they are clearly labeled. I think node conversion is likely the "endgame" and I think I actually prefer leaving the current node conversion code in, but putting it under an experimental flag with docs explaining the situation and limitations. No need to throw it out entirely / start from scratch. It seems like the limitations are a result of not doing some things, rather than doing things incorrectly.

That behaviour can be supported by this PR if the correction is baked into the glTF root nodes instead of the current scene root.

I don't think thats true in all cases. The current corrective behavior only works because we have a root node that is "uncorrected / identity" that we call forward on. Doing the correction at the root removes that, so forward would still be mismatched.

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I don't think thats true in all cases. The current corrective behavior only works because we have a root node that is "uncorrected / identity" that we call forward on. Doing the correction at the root removes that, so forward would still be mismatched.

I think I disagree, but I might be just misunderstanding how BSN works. The "scene conversion" option in this PR is basically "do whatever is necessary to make it visually correct but without changing node semantics". I think that can work however BSN organizes the hierarchy, even if some cases are more complex (like needing animation fixup). But maybe this discussion should wait until BSN lands and I can understand it better.

I don't object to supporting both paths, provided they are clearly labeled. I think node conversion is likely the "endgame" and I think I actually prefer leaving the current node conversion code in, but putting it under an experimental flag with docs explaining the situation and limitations. No need to throw it out entirely / start from scratch. It seems like the limitations are a result of not doing some things, rather than doing things incorrectly.

On node conversion being the endgame, I don't agree. It's a useful option, but I think some users will also want the option of whole scene conversion that doesn't change node semantics. Maybe that's how their assets ended up, or maybe they prefer those semantics, or maybe they feel more comfortable with a more minimal option.

Moving forward, I've sketched out a PR that might more agreeable: greeble-dev#1. This keeps the current node conversion and adds a mutually exclusive scene conversion option. I don't like this, because I think it's risky to continue shipping a quirky node conversion when users might come to depend on the quirks, and the path to reliable node conversion remains unclear. But I can follow it through to a real PR if desired.

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The "scene conversion" option in this PR is basically "do whatever is necessary to make it visually correct but without changing node semantics". I think that can work however BSN organizes the hierarchy

The point is that "do whatever" currently relies on adding an additional layer of hierarchy when spawning in Bevy to provide the "correct" forward direction. If we remove that, then we can't "do whatever" to fix it without changing the node semantics. This isn't a problem currently, but it will surface the moment we remove that added layer of hierarchy (and I strongly think that we should).

Just want to note that I fully agree with what @greeble-dev says here

I'm cool with "no node conversion, reliable scene conversion" path for 0.18. I just expect us to very quickly feel the need to reopen this conversation (and reintroduce essentially all of the existing node conversion code) when BSN lands and we drop the extra hierarchy layer.

Semantics: "scene conversion"

I don't love this framing for the current implementation. I think a more functional description like rotate_scene_root would help people conceptualize this better than something like "scene conversion" which could be interpreted to be a more holistic conversion.

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fair! :)

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Ok, I'm still confused about the hierarchy issues, but I'll assume we don't have to resolve that now.

I'm happy to develop greeble-dev#1 into an alternative PR if a maintainer thinks that might help move things forward or make decisions clearer.

Semantics: "scene conversion"

I don't love this framing for the current implementation. I think a more functional description like rotate_scene_root would help people conceptualize this better than something like "scene conversion" which could be interpreted to be a more holistic conversion.

I'm reluctant to use the word "root" as (pre-BSN at least) that could be misinterpreted as the glTF root node(s) or the entity with the SceneRoot component.

I could call it rotate_scenes. But the catch is that the separate mesh and (future) node conversions are more complex, and arguably a functional description won't fit in their names - they've got more going on than a single rotation. So we'd probably end up with an awkward struct GltfCoordinateConversion { rotate_scenes, meshes, nodes }.

Or we add rotate to all of them, even if it's a bit approximate. So I favor the current state, but I'm fine to change it to rotate_scenes, rotate_meshes if you prefer.

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Just pushed a proposed rotate_scene_entity (this matches the terminology in the docs and solves the "root ambiguity" issue) and rotate_meshes rename. I really don't think high level / general purpose names are appropriate here. Open to alternatives though!

I also added some additional clarity to the rotate_scene_entity docs.

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I'm down to merge this for 0.18 if y'all are.

@greeble-dev greeble-dev added S-Ready-For-Final-Review This PR has been approved by the community. It's ready for a maintainer to consider merging it and removed S-Needs-SME Decision or review from an SME is required labels Dec 12, 2025
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glTF coordinate conversion issues related to node conversion

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