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3D Model Editor

Edit a 3D scene directly in your browser — no upload, no Blender round-trip.

upload_file

Click to browse or drag & drop files here

Select a 3D model — GLB, GLTF, OBJ, STL, PLY, FBX, DAE, 3MF, USDZ or 3DS

Accepted: .glb,.gltf,.obj,.stl,.ply,.fbx,.dae,.3mf,.3ds,.off,.usdz,.wrl,.vtk,.amf

Companion files (optional)upload_file

Click to browse or drag & drop files here

Add .bin buffers, .mtl files or textures referenced by the model

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Most broken assets are not broken geometry

When a 3D file arrives from a client, a marketplace or an exporter you did not choose, the mesh is usually fine. What is wrong is the structure around it: a prop parented under a stray empty two hundred units from where it appears to be, a Cube.001 placeholder nobody deleted, a rig and three lights that were never meant to ship, or node names like Object_12 that your engine is supposed to look up by name at runtime.

Fixing any of those normally means launching a full DCC application, waiting through an import, changing one field, and re-exporting — while the exporter quietly rewrites five other things on the way out. This editor works on the scene graph directly and re-exports through the same pipeline that read the file.

Node transforms, not baked vertices

Every edit here changes a node's position, rotation and scale rather than rewriting vertex coordinates. That distinction matters. In a scene editor the hierarchy is the point: moving a parent has to move its children, and baking transforms into geometry would flatten exactly the structure you are trying to repair. GLB and glTF store node transforms natively, so edits round-trip losslessly. STL, OBJ and PLY have no concept of a node, so their exporters bake world matrices on the way out — the result is still correct, just flat.

If you want the opposite behaviour — everything collapsed into the vertices so it survives any exporter — use the 3D Transform Tool instead.

Hidden is not the same as deleted

This catches people out constantly. Hiding a node sets a visibility flag, and the glTF exporter honours it by omitting the node from the file entirely. The STL, OBJ and PLY exporters do not look at that flag at all and write the geometry anyway. So a model that looks clean as a GLB can arrive with the hidden junk intact as an STL. If you want something gone in every format, delete it rather than hiding it.

Rotation in degrees, scale that cannot hit zero

Rotations are stored internally in radians and shown in degrees, applied in XYZ order. Scale is clamped away from exactly zero: a zero scale produces a singular matrix, which turns into NaN values during export and gets a GLB rejected by validators.

Nothing leaves your machine

The file is parsed, edited and re-exported entirely in the browser tab. No upload, no server, no account.