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#1
News / Toolkit - Furniture Node Setup...
Last post by kat - Yesterday at 10:24:01 AM
Handle Fix for IMVU Classic

"Toolkit - Furniture Node Setup for Classic" https://www.katsbits.com/codex/toolkit-furniture-nodes-classic/ taking a quick look at fixing the incorrectly positioned furniture Handle issue in IMVU Classic Editor/Client when using the Toolkit for Blender
#2
Blog / Artists and Creators: Understa...
Last post by kat - April 23, 2026, 11:24:07 AM
The following is opinion and should not be construed as Legal advice. Consult appropriately qualified council on Copyright or other matters of law.



Introduction
The rise of artificial intelligence (AI) technologies trained on vast datasets scraped from the internet has sparked intense debate about the rights and responsibilities of artists and creators. An argument here suggests that artists might be "to blame" for AI's growth because they freely post their work on platforms whose Terms of Service (ToS) allow broad use of content, including AI training.

While this argument might oversimplify complex ethical and legal issues, it does raise an essential truth: artists and creators have a clear and critical responsibility to proactively protect their work in today's digital ecosystem.

This article explores the legal and practical rationale behind this responsibility, helping creators understand how their choices impact the use of their content by third-parties, and what steps they might be able to take that helps safeguard their intellectual property.

The Legal Reality of Terms of Service Agreements
When artists upload their work to social media, content-sharing platforms, or other online services, they are required to agree to Terms of Service. These agreements often grant platforms broad non-exclusive, royalty-free rights to use, distribute, and (re)license content that, importantly, might also then be extend to include exploitation by AI companies that make use of publicly available data for training models.

Informed Consent Is a Legal Obligation
Legally, users are presumed to have read and understood terms laid out in the agreements they sign, agree with or consent to when clicking "Submit". Courts generally do not accept ignorance of contract terms as a valid defence; absent demonstrable coercion, fraud, or undue influence, agreeing to the ToS binds the user to its terms. This means:

  • Artists are responsible for understanding the agreements they enter into.
  • Failure to read or comprehend the ToS does not absolve them of the consequences.

This legal principle places a clear onus on creators to be informed about how their content may be used once uploaded.

Copyright Law and the Duty to Protect Your Work
Copyright law further reinforces this responsibility, of creators being obligated to actively safeguard their intellectual property. In many jurisdictions, copyright holders must police their rights to prevent infringement as failure to do so can be interpreted as implicit consent or waiver of those rights.

What This Means for Artists

  • Active enforcement: Creators should monitor how their work is used and take action against unauthorized use.
  • Use of protective tools: Technologies such as digital watermarks, content filters, and licensing platforms can help control distribution.
  • Legal recourse: Understanding and utilizing copyright law is essential to protect against misuse.

The combination of ToS agreements and copyright law means artists must be vigilant and proactive to maintain control over their creations.

Distinguishing Responsibility from Blame
It is important to differentiate between responsibility and blame:

  • Responsibility is a legal and practical duty. Artists have a responsibility to understand agreements and protect their work.
  • Blame carries moral judgment and can be influenced by broader societal and technological factors.

While the ecosystem of AI development involves many actors - platforms, AI companies, policymakers - the responsibility for protecting one's own content remains firmly with the creator.

Practical Steps for Artists and Creators
To navigate this complex landscape, artists should consider the following:

  • Read and Understand ToS: Before uploading content, review the platform's terms carefully. Look for clauses about content use, licensing, and AI training.
  • Choose Platforms Wisely: Some platforms offer more favourable terms or better content protection tools.
  • Use Protective Technologies: Employ watermarks, metadata tagging, and content-blocking tools to deter unauthorized use.
  • Monitor Your Work: Regularly search for unauthorized use of your content online.
  • Enforce Your Rights: Be prepared to issue takedown notices or pursue legal action if necessary.
  • Educate Yourself: Stay informed about copyright law, digital rights management, and emerging AI regulations.

Conclusion
The digital age and AI advancements have transformed how creative content is shared and used. While the debate about who is "to blame" for AI's growth is complex, the responsibility of artists and creators to protect their work is clear and legally grounded. By understanding the terms they agree to, actively safeguarding their content, and enforcing their rights, creators can better control their intellectual property in an evolving digital landscape.

Empowering artists with knowledge and tools is essential to ensure their creativity is respected and fairly used in the age of AI.
#3
News / Legacy ASE Exporter + Batch (A...
Last post by kat - April 14, 2026, 02:21:06 PM
Legacy ASE export + Batch

"Legacy ASE Exporter + Batch (Add-on)" https://www.katsbits.com/codex/legacy-ase-exporter/ updated the very old ASE export script(s) for legacy content creation (idtech et al). Now includes Collection batching (to individual *.ase files) and axis flipping... Compatible with Blender 4.x & 5.x
#4
News / Re: FBX Batch Exporter Add-on ...
Last post by kat - April 03, 2026, 10:23:12 AM
Minor update to the FBX Batcher + Rotation add-on, script needed a few tweaks to the UI and rotation values. Should be fixed now.

Installation
  • Remove previous install and shut down Blender.
  • (Re)open Blender and install the FBX Export Add-on
  • Restart Blender

A bit fiddly but this ensures Blender clears the *.py script and Add-on repository (cache), forcing it to use the latest install instead of pulling in the cached version.
#5
News / Unity FBX Model Import Rotatio...
Last post by kat - March 31, 2026, 02:12:53 PM
Unity FBX rotation fix

"Unity FBX Model Import Rotation Fix" https://www.katsbits.com/codex/unity-rotation-fix/ taking a quick look at fixing Unity auto-rotating FBX models on import despite correct axes being set... grrrr
#6
Blog / Process vs. Problem Solving Mi...
Last post by kat - March 31, 2026, 01:58:52 PM
Having just posted a tutorial (Unity FBX Model Import Rotation Fix) on a particular way to work with, or around, the problem of Unity constantly auto-rotating models despite being exported with the correct orientation axes (Y/up, Z/Forward), a couple of comments suggested the solution to this was simply a matter of "changing the export settings", the implication being the tutorial is wrong because its not explaining the "right" way to do something, rather than it outlining what to do when the "right" thing doesn't work.

This is the "process mindset" in action; it sees a problem and presumes it can be fixed by simply making sure the correct settings are used. For Unity model import, that's just making sure to set the axes correctly, because of course that's the problem.

Except, Unity uses a heuristic algorithm that analyses meshes during import beyond the XYZ axes values that, if it thinks a mesh is wrong, it will apply the coordinate fix to compensate, rotating the model on one or more axes, regardless (for Blender that's typically -90° around the X axis).

When this happens, the "process mindset" hits a wall because it can't comfortably step outside the problem. Instead, the it looks at the rotation settings and can't figure out what the problem is, largely because it doesn't understand the entirety of the process its locked in to, that the issue may be being caused by something outside their segmented understanding of the process itself - "it worked before, why isn't it working now?".

The "problem-solving mindset" sees the same problem - correct axes, failed import - and asks whether something else is going on, and whether there's another way to get to the same end result. Often this might not be the procedurally "correct" way to do something, getting models to behave correctly in Unity, but it'll work.

To the "process mindset" folks, this is a bad thing, because its not the correct thing, even though it works fine and produces the desired end result. And they will let everyone know.

For the "problem-solving mindset" they'll make a note of the problem and how it was solved so it can be used the next time the issue occurs. And they too, might let everyone know.

Both attitudes, or approaches, have their place; the "process mindset" tends to keep standards high or locked-in, whereas the "problem-solving" mindset remains flexible and keeps things moving when set processes don't work or match reality.

Learning to recognise the difference is a part of the craft no one really says anything about.

P.S. there's obviously a difference between "problem solving" and just throwing stuff at a wall to see what sticks.
#7
Blog / Even AI is Confused by Blender...
Last post by kat - March 30, 2026, 04:49:48 PM
While writing up the "Unity FBX Model Import Rotation Fix" tutorial, (Opera) AI was consulted to double-check axes and coordinate differences to make sure Up is up and Forward is forward depending on the editing environment. It turns out even AI is confused by Blender!

Maybe it's the way the questions were phrased, but this raises an interesting point about the reliability of AI, even for relatively well known and established 'facts'; if the questioner doesn't know the 'correct' answer, meaning they're able to double-check the information being double-checked, they won't know if the answer provided by AI is correct.

# # #

Q: Clear something up; in Blender 3D the -Y axis represents Forward, and +Z represent Up, is that right?

A: In Blender 3D, the axis orientation is indeed as follows:

 • The -Y axis represents Forward (the direction you move forward in the default view).
 • The +Z axis represents Up (the vertical direction).

So yes, your understanding is correct. Blender uses a right-handed coordinate system where:

 • X axis points to the right,
 • Y axis points backward (so -Y is forward),
 • Z axis points upward.

This is a standard convention in Blender for navigation and object orientation.


Q: So, when the viewport is in "Front" orthogonal view, the users point-of-view is looking *backwards* along the +Y axis?

A: Yes, when the viewport is set to the "Front" orthogonal view in Blender, the user's point of view is looking backward along the +Y axis.
To clarify:

 • The "Front" view in Blender looks toward the scene from the front, meaning you are positioned on the +Y axis looking toward the origin.

 • Since the forward direction in Blender is along the -Y axis, looking from the front means you are looking backward along the +Y axis.

So effectively, in the Front orthographic view, you are looking from positive Y toward negative Y, which is backward relative to the forward direction (-Y).


Q: Shouldn't that be the other way around? You're looking at the +Y (backwards) *from* the -Y (forwards) point of view?

A: I understand the confusion—3D coordinate systems can be tricky! Let's clarify carefully:

In Blender:

 • The Forward direction is along the -Y axis.
 • The Back direction is along the +Y axis.
 • The Up direction is along the +Z axis.

When you switch to the Front orthographic view, Blender places the camera (the viewpoint) on the +Y axis, looking toward the origin (which is toward the -Y direction). So:

 • You are looking from +Y toward -Y.
 • Since -Y is Forward, you are looking forward into the scene.
 • The scene in front of you extends along the -Y axis.

So, the user's viewpoint in Front view is at positive Y, looking toward negative Y (forward).

In other words:

 • You are at +Y, looking toward -Y (Forward).
 • The "Front" view shows you the scene as if you are facing forward.

This means you are looking at the -Y axis (Forward) from the +Y axis (Back).

So your intuition is right: the viewpoint is located on the +Y side, looking toward -Y (forward), not the other way around.


Q: Right but in Front View, you should be actually looking *backwards* into the scene (relative to grid centre), along the +Y? What you seem to be describing is the view being set to *Backwards*, which *would* mean you looking *forward* into the scene?

A: Let's clarify the Blender viewport views and directions precisely, as this is a common point of confusion.

Blender Coordinate System Recap:

 • Forward direction: -Y axis
 • Backward direction: +Y axis
 • Up direction: +Z axis
 • Right direction: +X axis

Viewport Views and Camera Directions:

 • Front View:
  o The camera is positioned on the -Y axis (negative Y side).
  o The camera looks toward +Y (positive Y direction).
  o So, in Front View, you are looking along +Y into the scene.
  o This means you are looking backwards relative to the forward direction (-Y).
 • Back View:
  o The camera is positioned on the +Y axis (positive Y side).
  o The camera looks toward -Y (negative Y direction).
  o So, in Back View, you are looking along -Y into the scene.
  o This means you are looking forward relative to the forward direction (-Y).

What this means:

 • In Front View, you look backwards into the scene along the +Y axis.
 • In Back View, you look forward into the scene along the -Y axis.

Why this is confusing:

 • The Forward direction in Blender is -Y.
 • The Front View camera is placed on the -Y side, looking toward +Y.
 • So the Front View shows you the scene from the front, but you are actually looking backwards relative to the forward direction

Conclusion:
You are correct in your understanding:

In Front View, you look backwards along +Y into the scene.

What I described earlier was inverted.

Thank you for pointing that out! This is a subtle but important distinction in Blender's coordinate and viewport system.

#8
News / FBX Batch Exporter Add-on with...
Last post by kat - March 26, 2026, 03:03:41 PM
FBX export Addon with Rotation

"FBX Batch Export Add-on with Rotation" https://www.katsbits.com/codex/fbx-batch-export-rotation/ an Add-on for batch exporting (static/non-animated) mesh objects in a Collection to FBX with axes of orientation data (including a fix for Unity's aggressive rotation filter for Blender exported files).
#9
Blog / Re: SCAM WARNING - eBusiness N...
Last post by kat - February 12, 2026, 06:32:22 PM
EU Business Register
register@pzmedia.net
#10
Account Registration / Apply for a Forum Account
Last post by kat - February 12, 2026, 06:27:45 PM
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