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3D Transform Tool

Move, rotate, scale, centre and ground any 3D model, with the transform baked into the geometry.

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

Accepted: .glb,.gltf,.obj,.stl,.ply,.fbx,.dae,.3mf,.off

TranslateRotate (degrees)Applied in XYZ order. Check your other software uses the same convention before matching values.ScaleUniform scaleNegative values mirror the model. Triangle winding is reversed automatically so it does not render inside-out.The model keeps its current position.Uniformly scales so the largest dimension equals this value. Leave blank to skip.Bake node transformsCollapses node position, rotation and scale into the geometry. Fixes models that arrive rotated or scaled in other software.

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Move it, turn it, resize it — and know what happened

Most transform tools give you three number boxes and a download button. The problem is that you cannot see whether the operation did what you meant until you open the result somewhere else. This one shows the bounding box, dimensions and centre position before and after, so the numbers confirm the intent.

The four operations that are not just multiplication

Centre puts the bounding-box centre at the origin. CAD exports routinely arrive thousands of units away from origin — a legacy of where the part sat in the original assembly. That breaks orbit controls, degrades floating-point precision and confuses almost every downstream tool. Centring fixes all of it at once.

Ground centres horizontally but puts the base on Y = 0. This is the one people actually want for 3D printing and for AR objects that sit on a floor. Centring a model instead of grounding it is exactly why things end up half-sunk into the build plate.

Normalise uniformly scales so the largest dimension equals a size you choose. When you have assets from five different sources in five different unit conventions, normalising them all to 1 makes them comparable in one step.

Bake transforms collapses every node's position, rotation and scale into its geometry and resets the nodes to identity. This fixes a whole family of bugs where a model looks right in one program and arrives rotated or scaled in another, because the second program ignored the node matrices.

Why everything is baked into geometry

Each operation modifies the actual vertex positions rather than setting a transform on a node. That is deliberate. Some exporters flatten hierarchies. Some ignore node matrices. STL has no concept of a node at all — it is a bare list of triangles. Baking into vertices means the transform survives every export path, including the ones that throw away scene structure.

Negative scale and inside-out models

Scaling by −1 on an axis mirrors the model, which is a legitimate thing to want. It also reverses the winding order of every triangle, and a reversed triangle faces backwards — so a mirrored model renders inside-out, or invisible if backface culling is on.

This tool detects a mirroring transform and reverses the index order to compensate, automatically. It is the single most common bug in transform tools and it is not something you should have to think about.

Rotation order

Rotations are applied in XYZ order. Different orders give genuinely different results, so if you are matching values from another program, check that it uses the same convention.

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