s&box/field-guide
tag

#wrong-facing

11 items (11 fixes)

fixes
26.07
"Angles struct fields are lowercase"

Angles uses .pitch/.yaw/.roll (lowercase) and Vector3 uses .x/.y/.z — capitalized sightings in a codebase belong to unrelated component properties.

26.07
"Character facing derived from velocity flips 180 degrees on every pendulum reversal"

Deriving a visual's facing from horizontal velocity causes 180-degree snaps on any momentum reversal — lock facing to an attach-time azimuth for pendulums and oscillators.

26.07
"FacingYawOffset swaps which local axis is the flip axis vs the cartwheel axis"

A front-flip rotation uses _baseRot.Forward (not .Right) when FacingYawOffset is ±90° — the offset swaps which local axis is perpendicular to travel.

26.07
"Importing Kenney / CC0 kits into s&box"

CC0 kits import like any OBJ+vmdl; city kits share colormap.png, nature kits need per-color vmats, and facing is a per-model yaw guess.

26.07
"My model imported upside down / sideways / facing the wrong way"

Blender +X becomes world −Y after OBJ import; yaw +90° faces +X — and Blender +Y rotation tips the +X edge down.

26.07
"Noclip in a trace-based kinematic controller is a state, not a collider toggle"

Disabling a collider does nothing for a hand-integrated kinematic controller — noclip must be a movement state that skips traces, gravity, and ground-snap entirely.

26.07
"Orient a flat decal box to the hit normal"

Rotation.FromYaw alone leaves a decal flat on the floor — build a rotation that aligns the thin axis to the surface normal, then offset along it.

26.07
"Retargeting free Mixamo mocap onto a custom rig"

Transfer rest-delta rotations parent-relative (not world) — avoid the forward-hunch bug and never transform_apply scale on Mixamo armatures.

26.07
"Rotation.FromYaw is counter-clockwise"

Rotation.FromYaw(+angle) is a LEFT (CCW) turn — get the sign right or steering, AI, and autopilot spiral the wrong way.

26.07
"The FBX export recipe that actually works"

Default −Z/Y axes, bake_space_transform, no leaf bones, X/Z bone axes, mesh FBX + per-clip armature FBX; scale via ScaleAndMirror 0.3937.

26.07
"Vector3.Right is (0, -1, 0) — not +X"

Source engine convention: Forward = +X, Left = +Y, Right = -Y. Using Vector3.Right for '+X' silently slides geometry the wrong way.