Lookup table format:
Target Software
Coordinate System
Vector conversion formula (target vector expressed in Houdini's coordinates) = {...}
Quaternion conversion formula (target quaternion expressed in Houdini's coordinates) = {...}
Reference Houdini vector = {x, y, z}
Reference Houdini quaternion = {x, y, z, w} (order: imaginary components i, j, k, real component w)
Target Coordinate Systems:
Houdini, Maya, Substance Painter, Modo, Godot, Marmoset Toolbag, OpenGL
Right-handed Y-Up or Y-X-Z clockwise
Vector conversion formula = {x, y, z}
Quaternion conversion formula = {x, y, z, w}
3ds Max, Blender, CRYENGINE, AutoCAD, Source, SketchUp
Right-handed Z-Up or Z-Y-X clockwise
Vector conversion formula = {x, -z, y}
Quaternion conversion formula = {x, -z, y, w}
Unity, ZBrush, Cinema 4D, LightWave, DirectX
Left-handed Y-Up or Y-Z-X clockwise
Vector conversion formula = {-x, y, z}
Quaternion conversion formula = {x, -y, -z, w}
Unreal Engine
Left-handed Z-Up or Z-X-Y clockwise
Vector conversion formula = {x, z, y}
Quaternion conversion formula = {-x, -z, -y, w}