About Bake3D

More ideas deserve
to move in 3D.

Bake3D connects image-based 3D generation, automatic rigging and described animation in one workflow. Our ambition is broad: characters, creatures, vehicles and objects with very different structures.

One workflow, many shapes

A humanoid skeleton is not a useful default for every idea. Bake3D uses joint roles and motion programs to work with different body plans, repeated appendages and mechanical parts. You can inspect the mesh, skeleton and animation in the studio and export a GLB for another application.

Our MCP tools let compatible assistants run that workflow. Editor integrations then bring the asset into a host application. Each host has its own import and animation requirements; our integration reference explains those differences.

How we check the work

Our release checks cover motion validation, skin weights, geometry preservation, job charging and export behavior. Engine regression cases include repeated limbs, different scales, posture changes, rigid wheel and panel assemblies, and meshes with multiple parts and materials.

  • Real generation: we have run an image-to-mesh-and-rig job on the live service, created motion through MCP, and inspected its animated GLB.
  • Native import: generated and regression assets have been imported into Blender 4.4 to inspect bones, materials and animation. Unity editor integration has compilation checks; full native Unity playback and Unreal validation remain pending.
  • Visible review: the homepage fox is a Bake3D-generated example with curated motion programs. It demonstrates one result, not a quality guarantee for every possible input.

A single image leaves hidden geometry uncertain. Thin parts, touching limbs, unusual anatomy and extreme movement can still expose defects. Review topology, joint placement and deformation before using an asset in a production project. Our rig inspection guide gives you a concrete checklist.

Validation notes updated September 8, 2026. Coverage describes checks we have performed, not certification of every generated asset.

How we write and check our guides

Bake3D writes and maintains all 44 of our guides. No guide is signed by one person, because each one is written, checked and kept current by the team that builds the product. These are the rules every guide follows:

  • Answer first. Each guide opens with a short, plain answer, then the details.
  • Say how we checked it. A note at the top of every guide says what we tested ourselves, what comes from documentation, and what we have not verified.
  • Use our own numbers where we have them. Walk cycle timing, tool defaults and file sizes come from our engine, our free tools and our own sample models.
  • Cite primary sources. Facts about other software, file formats and marketplaces come from their own documentation, specifications or research papers. We list the sources and the date we read them.
  • Compare fairly. When we compare tools, including our own, we compare what each one says it supports. We do not rank output quality we have not measured side by side.
  • Write for everyone. Short sentences and plain words, so a beginner can follow along, with the exact settings an expert needs.
  • Keep it current. Every guide shows the date it was last updated. We revise guides when software, prices or our product change.

For support or a correction, contact hello@bake3d.ai. For product questions, include the project or job ID and what you expected to happen. Never include an API key or password.

Who we are

Bake3D is made by Bake3D Inc., a Delaware corporation in the United States. We build the image to 3D pipeline, the rigging engine, the motion system, the free browser tools and the editor integrations ourselves. Our terms and privacy notice explain how the service and your files are handled.