I've been having a bit of a problem with making the Y axis my up axis when exporting mesh and scenes from Blender. Both Blender and my export target use right handed transformation matrices. Z is the up axis in Blender while Y is the up axis in my target. The problem exists in 2 places though. The scene's transformations can't just be shifted on the X axis to fix this, because I also need to do the Y/Z switch for the vertices in the mesh (export as vertex.x, vertex.z, vertex.y). I need to have the actual Y and Z rotations switched, so that if the Y and Z rotations are the same, no change will occur (ie. identity). Thanks for your help in advance. Feel free to ask questions if I was not thorough enough.
no, you do this
y=z
z=-y
no rotation of 90 degrees can make you go from left to right hand.