3D Model Pivot Editor: Fix Origin, Up Axis and Scale (GLB)
Drop a GLB, GLTF, FBX or OBJ file and see where its origin is. Snap the pivot to the bottom centre, the centre or any point you click, turn a Z-up model Y-up, and set its real size in metres or centimetres. Then download a GLB that keeps its materials, skins and animations.
Sideways, tiny, or spinning around the wrong point?
Why is my GLB model sideways or lying on its back?
glTF defines +Y as up. Many modelling and CAD tools use Z as up, and if that is not converted on export, the model arrives lying on its back or face down. Click "Z-up to Y-up" (a -90° turn on X), then "Bottom centre" so it stands on the floor at the origin.
Why is my 3D model tiny or huge?
glTF reads 1 unit as 1 metre. A model made in millimetres or centimetres keeps its numbers, so a 180 cm character can arrive 180 m tall, and a model scaled down twice can arrive tiny. Pick the unit change (for example cm to m) or type the real height.
Why does my model rotate around the wrong point?
Engines and viewers rotate and scale an object around its origin, also called the pivot. If the origin sits off to one side, as it often does in parts cut from a bigger scene and in scans, the model swings around that point. Set the pivot to the centre, the bottom centre or the exact point you click.
How to change the pivot point of a 3D model
- 1
Drop your model
A GLB, a single-file GLTF, an FBX or an OBJ, up to 60 MB. It opens in your browser and is never uploaded.
- 2
Check the origin
The red, green and blue arrows show the origin (0,0,0). The yellow box and the panel show the size, the up-axis guess, and any skins or animations.
- 3
Fix pivot, axis and size
Pick bottom centre, centre, top centre, min corner, or click a point. Rotate Z-up to Y-up or by 90°, and pick a unit change or a target height.
- 4
Download the GLB
The new origin, axis and scale go on one new root node, so rigs and animations keep working. Static models can also be baked into the vertices.
The settings
| Pivot presets | Bottom centre (stands on the floor at 0,0,0: the usual choice for games, AR and scenes), centre (for things that spin or float), top centre (things that hang), min corner (for grid snapping), or keep the current origin. |
|---|---|
| Click a point | Turn on "Click a point", then click the model: the point under the cursor becomes the new origin. Use it for a door hinge, a wheel axle or a handle. |
| Up axis | Z-up to Y-up (rotates -90° on X), Y-up to Z-up, ±90° on X, Y or Z, flip upside down, turn around. Turns add up in order and the pivot is set again after each one. |
| Scale | Millimetres, centimetres or inches to metres, metres to centimetres, or set the height to an exact number of cm or m. glTF reads 1 unit as 1 metre. |
| Transform method | Default: a new root node holds the change, so skinned meshes, bones and animation clips keep their bind pose. "Bake into vertices" moves the vertices instead; it is only offered for static meshes. |
| Output | A binary GLB, uncompressed. Draco or meshopt-compressed files are decoded on the way in and written back uncompressed, so the file can be larger than the one you dropped. |
Blender, Unity, Unreal Engine, Godot and three.js are named only to describe compatibility; The3DAI is not affiliated with or endorsed by them.
Need a model to start from? Make one from a photo or text with AI
Turn a product photo, a sketch or a character picture into a textured 3D model, or describe what you need in words. Bring the GLB back here to set its origin and size. The AI generators use credits; this pivot editor does not.