Rotate or re-orient any 3D model — Y-up ↔ Z-up, axis flip, custom Euler angles
Turn an idea into a game-ready 3D model.
These tools are best once you already have a model. Starting from a photo or an idea? Generate the game-ready asset first in Studio.
Create a free account and 50 credits are added straight away — enough to generate your first model. The converter, polygon counter, LOD builder, pivot and viewer stay free and need no account.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
Tips
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?
How is "Y-up to Z-up" different from a -90° X rotation?
Will my animations still play after rotating?
In what order are custom Euler angles applied?
Why does my mirrored model look dark after a flip?
Can I batch re-orient a folder?
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