Yea, I think that this would also be a great idea. It would also good for the 
tangent space map too so that people can flip the green (Y+ to Y-) for when 
they are using game engines such as UDK or CryENGINE.

On 14 Jun 2013, at 09:58, Fredrik hansson <fredrikhansson_12...@yahoo.com> 
wrote:

> a better option imo would be to give 3 small dropdown boxes under the object 
> space selection or somewhere similar to the user where you can pick what goes 
> where so you set it to match your target application
> 
> 
> 
> 
> ________________________________
> From: "metalliandy...@googlemail.com" <metalliandy...@googlemail.com>
> To: "bf-committers@blender.org" <bf-committers@blender.org> 
> Sent: Friday, June 14, 2013 10:50 AM
> Subject: [Bf-committers] Object space normal map axis proposed change.
> 
> 
> Hy everyone,
> 
> I would like to propose a change the the axis configuration that is currently 
> used when baking to object space normal maps. What does everyone think about 
> changing it so that the axis matches the one for the tangent space normal 
> maps (X+ Y+ Z+)? 
> Currently the OS maps use a very odd configuration so if anyone wants to use 
> them in other applications, or as something like a selection/direction mask 
> while texturing, they have to do some very complicated channel flipping and 
> swapping within Photoshop which is confusing even to experienced users.
> 
> Cheers,
> 
> -Andy
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