Coordinate Systems

This article describes where calibration puts the world origin, which way the axes point, and what changes when you import the result into a Y-up tool.

Calibration measures everything against one anchor. You choose it on card A: either a printed ChArUco board laid on the floor, or one of the cameras. See Capture the Space - Choose a world origin.

The board frame

With the board as the reference, the world frame is:

  • The origin sits at the bottom-left corner of the printed pattern. The whole board lies in +X and +Y.

  • +X runs along the columns, 270 mm on the shipped board. +Y runs up the rows, 180 mm. +Z comes out of the printed face.

  • Units are metres, right-handed.

Lay the board face-up and +Z points up in the space. This is the Z-up convention that Blender, CAD and ROS use.

The camera frame

If you use a camera as the reference instead of the board, the world frame is that camera's sensor frame. Pick which camera in Calibrate's Reference option, or leave it on auto.

Z-up and Y-up

Unity, Godot and glTF viewers are all Y-up, so importing this world frame into one of those needs the usual Z-up to Y-up swap.

TODO(software):

Give the exact conversion, and state whether the Unity Plugin applies it for you. See Flowbit Unity Plugin.

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