diff --git a/src/plugins/assetimporters/assimp/assimpimporter.cpp b/src/plugins/assetimporters/assimp/assimpimporter.cpp
index 712831173ed77be8f83e6871444c7a7004acdbc1..c8b50b3203d72e8aa23c9127d6cc3e67ea7aad84 100644
--- a/src/plugins/assetimporters/assimp/assimpimporter.cpp
+++ b/src/plugins/assetimporters/assimp/assimpimporter.cpp
@@ -398,13 +398,13 @@ void AssimpImporter::generateModelProperties(aiNode *modelNode, QTextStream &out
 QSSGQmlUtilities::PropertyMap::Type AssimpImporter::generateLightProperties(aiNode *lightNode, QTextStream &output, int tabLevel)
 {
     aiLight *light = m_lights.value(lightNode);
-    // We assume that the direction vector for a light is (0, 0, 1)
-    // so if the direction vector is non-null, but not (0, 0, 1) we
+    // We assume that the direction vector for a light is (0, 0, -1)
+    // so if the direction vector is non-null, but not (0, 0, -1) we
     // need to correct the translation
     aiMatrix4x4 correctionMatrix;
     if (light->mDirection != aiVector3D(0, 0, 0)) {
-        if (light->mDirection != aiVector3D(0, 0, 1)) {
-            aiMatrix4x4::FromToMatrix(light->mDirection, aiVector3D(0, 0, 1), correctionMatrix);
+        if (light->mDirection != aiVector3D(0, 0, -1)) {
+            aiMatrix4x4::FromToMatrix(light->mDirection, aiVector3D(0, 0, -1), correctionMatrix);
         }
     }
 
@@ -495,10 +495,10 @@ void AssimpImporter::generateCameraProperties(aiNode *cameraNode, QTextStream &o
     // We assume these default forward and up vectors, so if this isn't
     // the case we have to do additional transform
     aiMatrix4x4 correctionMatrix;
-    if (camera->mLookAt != aiVector3D(0, 0, 1))
+    if (camera->mLookAt != aiVector3D(0, 0, -1))
     {
         aiMatrix4x4 lookAtCorrection;
-        aiMatrix4x4::FromToMatrix(camera->mLookAt, aiVector3D(0, 0, 1), lookAtCorrection);
+        aiMatrix4x4::FromToMatrix(camera->mLookAt, aiVector3D(0, 0, -1), lookAtCorrection);
         correctionMatrix *= lookAtCorrection;
     }
 
diff --git a/src/quick3d/qquick3dcamera.cpp b/src/quick3d/qquick3dcamera.cpp
index a32cb4a14642c0b6cc5cdeaf49ce49f137a885cf..b5c8c967bd498a90d199d332d2af00835d79922d 100644
--- a/src/quick3d/qquick3dcamera.cpp
+++ b/src/quick3d/qquick3dcamera.cpp
@@ -56,7 +56,7 @@ QT_BEGIN_NAMESPACE
     First it is possible to position this Camera like any other spatial Node in
     the scene. This determines where the Camera is in the scene, and what
     direction it is facing. The default direction of the camera is such that the
-    forward vector is looking up the +Z axis, and the up direction vector is up
+    forward vector is looking up the -Z axis, and the up direction vector is up
     the +Y axis. With this in mind any transformation applied to the camera as
     well as the transformations inherited from it's parent Nodes you can define
     exactly where and in what direction your camera is facing.