Orientation / rotation

Rotate or re-orient any 3D model — Y-up ↔ Z-up, axis flip, custom Euler angles

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A model that imports sideways or upside-down is one of the most common pain points when moving assets between DCCs and engines. This tool rotates your mesh — quick axis presets, up-axis conversion, mirror flips, or custom Euler angles — and bakes the transform into a fresh file, no DCC needed.

rotate 3d model online · change orientation glb · y-up to z-up converter · fix sideways fbx · bake rotation into mesh

Why use the Orientation / rotation?

Every authoring tool and engine has its own opinion on which axis points up. Blender and Maya default to Z-up; Unity, Unreal and glTF use Y-up; older 3DS files often arrive at arbitrary rotations from photogrammetry or scanning pipelines. The mismatch shows up the moment you drop an asset into a new pipeline: a character lying on its back, a building tipped on its side, a prop facing the wrong way down the negative-Z axis.

Fixing it in a DCC means importing, rotating, applying transform, then re-exporting — three minutes of clicking per asset, ten times a day. This tool does it in one drop. Pick a preset (Y-up to Z-up, Z-up to Y-up, rotate 90° / 180° / 270° on any axis, mirror across X / Y / Z) or type custom Euler angles in degrees. The viewer shows the result live with a red/green/blue axis gizmo so you confirm visually before exporting.

The output is a new file with the rotation baked into the vertex positions — local transforms are reset to identity. Vertex normals are re-rotated so lighting stays correct, UVs are untouched, and skinning + animations pass through. Format-in, format-out: drop a GLB, get a GLB.

When you need this

Bring a Blender Z-up export into Unity or Unreal without import-time rotation hacks
Convert a Unity / glTF Y-up asset into a Blender-friendly Z-up file
Fix a Sketchfab or photogrammetry download that arrived rotated 90° on the wrong axis
Mirror a left-hand model to a right-hand model for handed-coordinate engines
Pre-bake orientation across an asset library so every prop imports the same way
Stand up a tipped scan from a LiDAR or drone pipeline before texturing

Tips

For Blender → Unity / Unreal, "Z-up to Y-up" is the right preset 99% of the time — it matches the conversion the FBX exporter would do at "Apply Transform" time.
When unsure of the source orientation, drop the file first and watch which axis points up in the viewer before picking a preset.
Mirror flips are useful for hand-pair assets (left glove ↔ right glove) — keep one source, flip across X for the other, save a modelling pass.
Bake the orientation once and import the result. Avoid rotating at runtime in your engine — it can desync collision volumes, root-motion vectors, and physics inertia.
For batch jobs across an asset folder, use the REST API: same preset applied to up to 32 files in one call.

Common pitfalls

Read these before running the tool — they save hours of debugging.

Baking rotation ≠ rotating the transform node

This tool rewrites vertex positions so the model is the same shape but lives in a different local frame. Drop the result in your engine and it imports identity-rotated — no extra transform required.

Engine import settings may apply their own axis conversion

The FBX importer in Unity has "Bake Axis Conversion" and a "Convert Units" toggle that can stack on top of your baked rotation. If a model double-rotates after import, disable axis conversion in the importer.

Mirror flips reverse face winding

Flipping across an axis turns a clockwise-wound triangle into a counter-clockwise one, which can invert face culling. The tool re-flips face winding automatically — but watch normals on flat-shaded surfaces, they may need a recompute.

Custom Euler angles are applied in XYZ order

Rotations are not commutative. The tool applies your X, then Y, then Z rotations — the same convention as glTF. If you pasted angles from a DCC using a different order (ZYX, etc.), the result will not match.

Animations are not re-baked

Skeletal animation curves live on the rig, not the geometry. Baking a rotation into a skinned mesh moves the rest pose but leaves the animation track playing in the old frame. For rigged characters, prefer re-rooting in your DCC.

Frequently asked questions

Which formats are supported?
Input and output: GLB, glTF, OBJ, FBX and STL. The output format defaults to the input but you can change it before exporting.
How is "Y-up to Z-up" different from a -90° X rotation?
Numerically they produce the same vertex positions for most assets — but the preset also re-rotates vertex normals and tangents and fixes face winding on mirror flips, where a raw rotation could leave shading or culling artefacts.
Will my animations still play after rotating?
Static geometry rotates cleanly. Skinned meshes keep their rest pose intact but skeletal animation curves are not re-baked — for rigged characters, expect the animation to play in the source orientation. Re-root in your DCC for true coordinate conversion.
In what order are custom Euler angles applied?
XYZ — the standard order used by glTF. Apply X first, then Y, then Z. If you exported angles from a DCC using ZYX or YXZ order, convert them first.
Why does my mirrored model look dark after a flip?
Mirror flips invert face winding. The tool re-flips it back automatically, but on flat-shaded surfaces vertex normals may need recomputing in your DCC or with the polygon counter tool.
Can I batch re-orient a folder?
Not from this page — drop one file at a time. The REST API accepts up to 32 files per call with the same preset applied to all.

Related tools

Need to do this from your backend? See the API.