That makes good sense, thanks for taking it further pushing models from ZB and RC to Blender. I agree on the need for an option in RC to set up axis, but that only covers what happens after the roundtrip through ZB, or even more importantly to me, in Mari, where it’s nuts to paint on something lying on its side. If I got this right, you say ZB now supports setting up axis on import of FBX, but that because it’s unable to control for left or right-handed, this isn’t enough. No? I just poked around and found this in the Prefs:
Have you tried playing with whatever iSwitchYZ is or any other permutations of iFlipY and iFlipZ? None of these work? I’ll try to play with that here too when I come up for air. I should note, RC users aren’t alone in this lament, see posts from a Photoscan user in ZB complaining about the same issue. BTW, something else not making sense, you say you believe RC is X-up, which would be really off-map, but if this were the case I wouldn’t be able to import RC meshes into Unreal with correct up axis as I do, and Unreal is Z-up. I just used my hands to simulate Z-up and Y-up left and right-handed, playing out what should happen in Blender to predict those values you show, +90 on the X, -90 on the Z, can’t seem to get there from here ;^) Matters not. If we can get to a coherent view of the behavior and be sure about the proposed fix in whatever prefs in RC, that’s our strongest bet to affect change.