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A-Frame ↔ RealityKit
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Drop .usdz or .glb here
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Transform Controls
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RealityKit
Copy
// A-Frame pos 0,0,0 = bounding-box center, not USDZ file origin
entity
.transform.translation =
SIMD3<Float>
(0.00, 0.00, 0.00)
entity
.transform.rotation =
simd_quatf
(angle: 0.000, axis: [0,1,0])
entity
.transform.scale =
SIMD3<Float>
(1.00, 1.00, 1.00)
// 1.5/maxDim A-Frame normalisation
A-Frame
Copy
position=
"0.00 0.00 0.00"
rotation=
"0 0 0"
scale=
"1.00 1.00 1.00"
Position
X
Y
Z
Rotation
A-Frame: degrees, YXZ order — RealityKit: radians, quaternion (Y→X→Z)
X
Y
Z
Scale
A-Frame scale is arbitrary; RealityKit is meters. USDZ component applies 1.5/maxDim normalisation.
U
Per-axis override
X
Y
Z
Pivot
X
Y
Z
Reset Transform
Coordinate Systems
A-FRAME
Y
+up
X
+right
Z
+fwd
rot:
YXZ Euler, deg
scale:
dimensionless
REALITYKIT
Y
+up
X
+right
Z
+fwd
rot:
simd_quatf
scale:
meters