Mesh Orientation

3D models may have different axis designations and different handedness for positive and negative sides of the axis. These conventions vary by 3D model format, and in some cases are not standardized.

If the model appears in the wrong orientation, use the following tools to correct it.

Select the mesh with the Digitizer tool, and right-click to the Vertex Editing menu to see these options.

Reverse the vertex normals of selected meshes

The vertex normals describe how the light interacts with the mesh. Reversing them will change the shadowing effects on the mesh. Use CTRL+N to show vertex normals, or N to toggle through display modes for normals.

Reverse the faces of selected meshes (clockwise to CCW or vice-versa)

The face normals define the orientation of the faces. Changing the order that the vertices of the face are interpreted (clockwise or counterclockwise) will change which side of the face is the front and which is the back. This changes the texture application, as well as backface culling when enabled. Use SHIFT+N to show face normals, or N to toggle through normal display modes. Use CTRL+B to toggle backface culling.

Perform Y-up conversion on the selected meshes (y= -z, z=y)

A y-up conversion will flip the model forward 90 degrees about the model origin. This means in the front view orientation (CTRL+SHIFT+F) , the faces on the front of the model facing the camera will become the bottom of the model. If the model appears as if lying on its back, this will flip it upright.

Perform Z-up conversion on the selected meshes (y=z, z= -y)

A z-up conversion will flip the model backward 90 degrees about the model origin. This means the faces pointing at the camera in the default view will become the top of the model. If a model appears as if lying on its face, this will flip it upright.

Change mesh handedness (y= -y, z=-z)

This will flip the model upside down about the model origin.

See Also Rotating and Scaling Features for additional mesh orientation options.

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