Vertex Positions change after importing Blender Model GLTF

Hello all, first time posting here. So i’ve modeled a brain with vertices(the z coordinate of all of the vertices is 0) in Blender and i’d like to color these vertices with my EEG Data. Because EEG Data channels are important, i placed these vertices specifically to my purpose.My Blender model :

Now i’m in the process of coloring them and this is why i’m using three.js. But i’ve come across a problem, and the problem is that when i imported my Blender model to my three.js file using GLTFLoader, i noticed that although the model looks kinda the same, there is a lot more vertices in my three.js model than my Blender model and the positions of these vertices are completely different.(There are currently 55 vertices in my Blender model.Below there are the vertices of my three.js model)
I compared the number of faces and both of Blender model and three.js model have the same number of faces which is good i guess.So here’s my code below:

<!DOCTYPE html>
<html lang="en">

	<meta charset="UTF-8">
	<meta http-equiv="X-UA-Compatible" content="IE=edge">
	<meta name="viewport" content="width=device-width, initial-scale=1.0">

	<script type="module">
		import * as THREE from "../build/three.module.js";
		import { GLTFLoader } from './jsm/loaders/GLTFLoader.js';
		import { OrbitControls } from './jsm/controls/OrbitControls.js'

		const scene = new THREE.Scene();
		var camera = new THREE.PerspectiveCamera(25, window.innerWidth / window.innerHeight, 1, 20000);
		camera.position.set(0, 2.5, 0/*1.46065*/);
		var renderer = new THREE.WebGLRenderer({ alpha: false });
		renderer.setSize(window.innerWidth, window.innerHeight);

		var controls = new OrbitControls(camera, renderer.domElement);
		//controls.enablePan = false;


		renderer.setSize(innerWidth, innerHeight)


		const loader = new GLTFLoader();

		let myMesh;

			function (gltf) {


					if( === 'Cube'){
						myMesh = child.children[0].geometry.attributes.position.array;

				gltf.scene.scale.set(1, 1, 1);
				gltf.scene.position.x = 0;				    //Position (x = right+ left-) 
				gltf.scene.position.y = 0;				    //Position (y = up+, down-)
				gltf.scene.position.z = 0;

			}, undefined, function (error) {



		function animate() {

		function render() {
			renderer.render(scene, camera);




My question is, is there a way that i can make the number of vertices in my three.js model the same with the number of vertices in my Blender model ? And the most important, how can i make the vertices in my three.js model in the exact same position as the vertices in my Blender model. Thank you for reading. And sorry for my English. It’s my second language. And below shows my three.js model

A couple things that might be happening here:

  1. A vertex might have multiple normals in Blender, one for each triangle if it isn’t smooth-shaded. This results in it being split into multiple vertices on export. Disable the normals in the Blender exporter settings if you don’t need them.
  2. Blender uses +Z=Up, and glTF uses +Y=Up. The conversion is made on export, and may change values of vertex positions. You can disable the +Y=Up conversion, but that would result in the model not appearing upright.
1 Like

Thank you so much. Doing both of your advices worked like a charm.