@Phil.E
What is not logic in my opinion, is that ALL the other directions are ok. Because if I click on TOP (for example) the top view is actually the top of the model (or the view). So we see the model from the top, which is correct.
Furthermore, when we click on the left side of the cube, we see the cube actually turning slowly to the left (which is correct) and we see the left of the model (which is correct also). So the problem is not with the orientation of the cube (which is absolutely correct 100% in all the directions); the pb is with the label (the label only) "RIGHT" (and "LEFT"). So the left side of the cube is labelled "RIGHT".
I didn't know that the cube was an AutoDesk asset, and that it is difficult to modify it. The cube is actually useful, except the label Right/Left. And it is wrong, otherwise other labels should be also their opposites if all the cube directions labels worked the same; but it is not.
Anyway, I accept your workaround suggestion, to define new views, even if I used this tool more for specific views, rather. (By the way F360 does not offer the LEFT view in named views, so I did).
I will also try to suggest something in the IdeaStation, like you indicated.
@etfrench
Yes I always create the model with the World view, so that everything is logical, according to what the model is doing in true life.
The little car image was just to illustrate the problem. In fact, I participate to drawing a turbine, and for us, the front is where the air is coming in (the front of the aircraft also), and the back is where the exhaust gas goes out. Then the left and right (for me) are the left and the right of the turbine. For me it is logical to have the front on the input: everything works, except left and right labels. And if I place the left and right correctly as indicated by the labels Left/Right, it will not work better. The cube itself works fine, the ONLY problem is the labels (2 of them).
The modeling program does not work with the labels, it works with the true coordinates x,y,z and some axis vectors for rotation. The screen is a plane in the geometry. Some software use this x,y,z as user reference, and do not use such label like Right which is the opposite.