Move the pivot of any 3D model — recenter, ground-align, set custom origin
A misplaced pivot point is the silent killer of clean transforms in any 3D engine. This tool moves the origin of your model — recenter on its bounding box, align to the ground plane, or set a custom point — and bakes the result into a fresh file, no DCC needed.
change pivot 3d model · recenter mesh online · set origin glb · align to ground fbx · bake pivot point
Why use the Pivot / origin?
The pivot point of a mesh is where its local coordinate system sits. When you rotate, scale or place that mesh in your engine, every operation pivots around that point. If the origin is buried in the model's centre, the asset orbits around itself when you rotate it — fine for a barrel, terrible for a door that should swing on its hinge.
Re-baking the pivot is normally a chore: open the DCC, freeze transforms, snap origin to a face or vertex, re-export. This tool does it in one drop. Pick a preset — bottom-centre (anything that sits on the floor: characters, props, furniture), centre (turntable previews), top-centre, or any of the eight cardinals on the bounding box — or type in custom XYZ coordinates. The viewer shows the new origin live with a red/green/blue axis gizmo, so you can confirm before exporting.
The output is a new file with the pivot baked into the geometry: vertex positions are shifted so the new origin lands at (0, 0, 0). Animations and skinning are preserved. UVs, normals and materials pass through untouched. Format-in, format-out — drop a GLB, get a GLB back.
When you need this
Tips
Common pitfalls
Read these before running the tool — they save hours of debugging.
Baking pivot ≠ moving the model
This tool moves the origin to a new point in the model's space, then bakes that point as (0, 0, 0). Visually, nothing moves — but the file's local coordinate frame has changed. Drop the new file in your engine and it will sit where the new origin is, not where the old one was.
Animations have their own pivot too
If the mesh is part of a skinned rig, animation curves are applied through the bone hierarchy, not the geometry origin. Baking the mesh pivot does not affect the rig — for that, you need to re-root the skeleton in your DCC.
Multi-mesh files share one origin
A scene with three meshes and one root node gets one re-pivot operation applied to the root. If each mesh needs its own pivot, split the file first or do it per-mesh in your DCC.
Bounding-box presets ignore animation poses
Bottom-centre, centre, etc. are computed on the rest-pose geometry. If your character animates in T-pose then walks, the bottom-centre at rest pose may sit slightly above the ground at frame 30. For animation-driven foot placement, use foot-IK targets in the engine.
Frequently asked questions
Which formats are supported?
Will animations still play correctly after re-pivoting?
What does "ground-align" do?
My pivot looks right in the preview but offset in my engine — why?
Can I batch re-pivot a folder of assets?
Related tools
Polygon counter
Drop a model — get triangles, vertices, UV channels, bounds, and budget bands (mobile / indie / AAA).
LOD generator
One file in, four levels of detail out, packed in a ZIP with a manifest. Web, mobile, and game presets.
Polygon reducer
Decimate any 3D model to a target triangle count or ratio.
3D viewer
Drop a GLB, FBX, OBJ or STL and preview it. Wireframe, snapshot to PNG / SVG.
Polygon reducer
Drop a 3D model, set a polygon budget, and export a lighter low-poly version.