# How to clear pre-rotation of mixamo fbx model

**URL:** https://discourse.threejs.org/t/how-to-clear-pre-rotation-of-mixamo-fbx-model/72512
**Category:** Questions
**Tags:** rotation, skeleton, models
**Created:** [October 7, 2024, 3:02pm UTC](https://discourse.threejs.org/t/how-to-clear-pre-rotation-of-mixamo-fbx-model/72512 "2024-10-07T15:02:35Z")
**Posts on this page:** 3
**Page:** 1

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### Author: ![tommy988](https://yyz1.discourse-cdn.com/flex035/user_avatar/discourse.threejs.org/tommy988/32/52511_2.png) [@tommy988](https://discourse.threejs.org/u/tommy988)
#### Post date: [October 7, 2024, 3:02pm UTC](https://discourse.threejs.org/t/how-to-clear-pre-rotation-of-mixamo-fbx-model/72512/1 "2024-10-07T15:02:35Z")

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when import fbx model like markerman, can i reset rotation come from pre-rotation in fbx file to (0,0,0) but remain the same rotation of model(T-Pose). This operation is same as blender “apply transform”. please help, thank so much!

 ![image](https://canada1.discourse-cdn.com/flex035/uploads/threejs/original/3X/e/3/e37a169eec80f15715e5663ea350540a72948f59.png)  
 ![Screenshot 2024-10-07 at 23.01.22](https://canada1.discourse-cdn.com/flex035/uploads/threejs/original/3X/3/4/343ae02828df7816435920f1f28a9b6bd429fdbe.png)

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### Author: ![Fennec](https://yyz1.discourse-cdn.com/flex035/user_avatar/discourse.threejs.org/fennec/32/59265_2.png) [@Fennec](https://discourse.threejs.org/u/Fennec)
#### Post date: [October 8, 2024, 3:57am UTC](https://discourse.threejs.org/t/how-to-clear-pre-rotation-of-mixamo-fbx-model/72512/2 "2024-10-08T03:57:30Z")

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From this thread:

> [@Is it possible to reset object's rotation but to preserve orientation?](https://discourse.threejs.org/t/is-it-possible-to-reset-objects-rotation-but-to-preserve-orientation/42155):
>
> My situation is like this: I load a 3D model The model is looking at pozitive Z direction I rotate model to look at negative Z direction (with rotateY(Math.PI)) My model is now rotated one PI around Y axis. And everything looks ok. But… I need my rotation to be 0 for all axes, because of the future transformations. I know I could edit model in Blender and rotate it to achieve this, but is there maybe a Three.js way to do this?

You have three options, the first and best option, is to simply add your model to an `Object3D` or a `Group`, and correct the rotation.

the second one, the more complex, and the one you’re looking for, is to apply the mesh transformations directly to the geometry, your model is composed of multiple geometries, so you’ll have to traverse it, and apply the transformation for each geometry while resetting its parent mesh transformation and taking into consideration nested meshes (world coordinate).

The last option, is to correct the model rotation in blender before reexporting as a `GLTF` or `GLB` file.

I’d personally go for the first or last options as the second one require some knowledge on how three.js transformation matrices works, while the first option will do the math for you.

~~If you insist on the second option, here is a [quick example](https://jsfiddle.net/1sox7hwm/) on how to apply nested meshes transformations to their respective geometries. checkout the `applyWorldMatrixToGeometry` function.~~ This will mess animation, just go with the first option.

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### Author: ![tommy988](https://yyz1.discourse-cdn.com/flex035/user_avatar/discourse.threejs.org/tommy988/32/52511_2.png) [@tommy988](https://discourse.threejs.org/u/tommy988)
#### Post date: [October 8, 2024, 4:38am UTC](https://discourse.threejs.org/t/how-to-clear-pre-rotation-of-mixamo-fbx-model/72512/3 "2024-10-08T04:38:36Z")

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Thank you so much! I’m so grateful. I will try and reply later.
