Free · runs in your browser · GLB, GLTF, FBX, OBJ in · GLB out

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.

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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. 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. 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. 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. 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 presetsBottom 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 pointTurn 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 axisZ-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.
ScaleMillimetres, 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 methodDefault: 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.
OutputA 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.

More free 3D file tools

Pivot editor FAQ

Drop the GLB, GLTF, FBX or OBJ file on this page. Click Bottom centre, Centre, Top centre or Min corner, or turn on "Click a point" and click the model. The arrows move to the new origin at once. Then click Download GLB. Nothing is uploaded and no account is needed.
Yes, with the default method. The new origin, axis and scale are stored on one new root node above the model, so the skeleton, the skin weights and every animation clip stay as they were. The panel shows the clip and track counts, and the exported GLB has the same numbers.
A root node keeps the mesh data untouched and adds one transform above it, which is safe for every model. Baking applies the change to the vertex positions and normals, so the meshes have no extra node, which some pipelines prefer. Baking is turned off for skinned, animated, morphing or instanced models, because it would break them.
No. The download is an uncompressed binary GLB. Draco and meshopt-compressed files are decoded when they are read and are written back uncompressed, so the new file can be larger. Textures are kept, but are written again as PNG or JPEG.
FBX and OBJ files are read so you can fix their origin, and the result is always a GLB. FBX and OBJ textures that sit in separate image files are not read from a single dropped file. To convert with texture files and more options, use the FBX to GLB or OBJ to GLB converter.
GLB is the binary form of glTF 2.0, which is Y-up and in metres. Blender, Godot and web viewers built on three.js open GLB directly, and Unity and Unreal Engine read it through their glTF importers. With the pivot at the bottom centre, the model lands standing on the floor at the origin.
No. The file is read, edited and written in your browser, and it never leaves your device. Only the page itself is downloaded. There is no account, no credits and no watermark.