A changelog, on the site and in the app
Every change we ship, in plain words, here and under What's new in the app. The app marks what changed since your last visit, and you can follow along by RSS.
Changelog · Updated
Every change we ship, in plain words: new features, better rigs and motion, and the fixes behind them. Each entry says what changed and what it means for your characters.
The biggest changes, newest first
All 78 updates
Every change we ship, in plain words, here and under What's new in the app. The app marks what changed since your last visit, and you can follow along by RSS.
A walk is no longer held back because of torn skin alone. It plays at full size where the tear covers almost none of the character on screen, otherwise at the largest size that keeps it that small, and the studio names the spot in a note.
When a step of a large bake runs out of memory, it now starts again straight away in a fresh run, without a wait and without using up one of its retries.
A bake no longer waits at the very end for its game-ready quad copy. The rigged character is delivered as soon as it is ready, and the copy is made afterwards in a job of its own, so a slow quad service can no longer hold a finished character back.
The rig check now reads each arm, leg, tail and wing on its own surface. A limb that would crumple when it bends is repaired, simplified or named in the bake's warnings, and never passed as clean.
The checks that run on a motion you describe now measure each clip once instead of several times. They reach the same verdicts, about twice as fast.
The studio now shows models through a tone curve that keeps each colour's hue, so light and colourful characters keep their colour instead of washing out.
A motion you describe is now judged on what it adds to the character's rest pose, so contact that is already there at rest no longer counts against it. When a limb passes into the body during the motion, the animation is delivered with a note instead of being refused.
When a heavy step runs out of computing time, it now starts again straight away in a fresh run, instead of waiting on a retry that could hang for minutes. A rescue step that crashes keeps the rig found so far instead of failing the bake.
The hem of a tunic and the loose end of a sash now follow the part they hang from instead of being pulled along by a nearby limb. No animation is made smaller to work around them.
A limb, tail or ear no longer takes skin from the body where it attaches. Rigs also measure where each limb starts and flag limbs whose first joint sits too low, and the rig review now looks closely at these roots.
Head motions now lead with the head wherever it has room to move. A look stops short of any pose the rig check would flag, instead of pushing through it.
Choosing the game-ready mesh no longer swaps your character for a lighter one. You keep the full-detail character and also get a rigged quad copy made from it.
Retopologise now runs on a new quad service. The clean quad mesh faces the right way, keeps the original texture and is checked before it is offered to you. If the service fails, the action pauses itself until it is fixed.
If your picture clearly shows a face and the generated mesh lost it, the mesh is now rebuilt on our next 3D engine.
Rig plans are now read against the body's own centre line rather than the centre of the picture, and paired limbs are measured against the body's mirror symmetry. Subjects that sit off-centre in a photo get more even left and right sides.
Every rigged bake comes with an introduction animation. It now falls back to a simpler motion less often, and when it must, it falls back to a lively walk fitted to your rig.
An easy address to share that leads straight into the free readiness check, where you find out whether a picture will make a good character before you pay.
The help center answers the questions we hear most, from what a character costs to which file formats you can download, each in a few sentences with links to go deeper.
A gesture aimed at a part of the body now places the hand on that landmark, and is checked before it is stored. If a described animation cannot be kept exactly as written, we keep its intent.
The Bake tab now shows the quality and mesh layout you picked for a project, instead of always showing Standard.
The quote you see before a bake now fits on a laptop screen and shows the larger packs with their price per character.
On the demo you can type a motion in your own words and watch a sample character perform it. It is free with a verified account, up to 3 a day, and takes about a minute.
Animations you describe now run as background jobs, so a heavy rig or a closed tab no longer leaves a paid animation unfinished.
Viewers, converters and 3D printing tools, all free. They work inside your browser, so your files are never uploaded.
Download rigged, animated characters made with Bake3D for free, under the CC BY 4.0 licence. Use them in games, videos and prototypes, and credit Bake3D.
Files we rebuild for you no longer count against your storage. Credit buyers get 10 GB, and when storage is full a clear dialog explains what you can do.
New guides on UV mapping, sketch to 3D, bobbleheads and miniatures from a photo, AI models in Roblox, free 3D modeling and animation software, and fair comparisons of other AI 3D tools.
Jumps now crouch only as deep as the character's skin allows. Pictures we re-pose for rigging keep their own pose, so lowered arms no longer bloat the shoulders.
Not happy with the first character you bake after buying your first credit pack? Ask within 14 days and we refund that pack in full.
After the free check, the quote shows what your character costs in dollars, exactly what you get, our promises, and a finished example.
Buying credits on a phone no longer gets stuck before payment.
Pictures with nudity or sexual content are now declined before any credits are charged. When a 3D engine declines a picture under its own content rules, the bake says so plainly and explains what that means for the rig.
We measured 1,888 animation clips on 205 rigs, grouped the faults we found and fixed the most common ones.
Pages start faster, your session needs one database read instead of several, and project lists load small thumbnails. A page left open during an update now reloads itself once instead of breaking.
If you have no credits yet, New bake now lets you set up your character first and shows the price and checkout at the end.
A rig critique you paid for now finishes and keeps its answer even if the page reloads in the middle. A rig that tears at rest still gets its intro animation.
Every clip on the free demo is fitted to its character and checked for motion faults, and a permanent test fails any demo clip that shows one.
Motions that would push a hand or forearm into the body are caught before they reach you, and arm positions are corrected during playback wherever that measures better.
Play with rigged sample characters on the demo and check whether your own picture will work, both free, before you spend anything. When you are ready, credit packs start at $5.
Held props such as swords and staffs ride with the hand that holds them and stay above the floor when the arm swings. Plates and skirt panels that only touch a limb go back to the part they hang from.
Machines now move like machines. Wheels, rotors, steering and hinges are posed and driven about the mechanical axes we measure on the mesh, and wheeled vehicles face the way they roll.
Runs spring without knee snaps, and jumps crouch, push off, fly and land smoothly. Feet lock in place while they carry weight and bend to keep the sole above the floor.
Arms drawn in a T or A pose now hang relaxed in every motion, for any body with arms. Four-legged walks stand up, step out and swing with their feet planted on the ground.
A new action in the studio rebuilds your model as a clean quad mesh and keeps its texture, ready to edit in Blender or use in a game engine. It costs 20 credits.
New bake can ask for a game-ready quad mesh at the same price. The quads are kept in the rigged FBX, and a triangle mesh is the fallback when the quad mesh fails.
An option on High quality builds human-like faces closer to your picture, for 14 extra credits. If it does not apply to your character, those credits are refunded.
Humanoid characters now walk with lowered, swinging arms, a chest that turns against the hips, and a level head.
Download your model's base colour, normal, roughness and metallic maps as one zip, free. Two-armed, two-legged characters can also export with Mixamo, Unity or Unreal bone names.
When a service we rely on is busy, a paid job now waits and tries again, within limits, instead of failing. Requests that stall fall back to another route sooner.
A rig that fails its check now goes through a short, bounded repair loop, and a repaired rig must measure clean before it is used. When a rig still cracks, it is delivered with a warning that says where.
Characters baked at High quality can be animated again and downloaded as FBX. Animated FBX files no longer sink into the floor when they play.
A Contact support button in the app sidebar opens a short form, and we reply by email.
Walking characters keep their planted leg as drawn, fold their knees along the direction of travel and roll each foot from heel to toe, with longer, more natural strides.
Which way a character faces is now read separately in each view, so its left and right are never swapped in the rig.
Cracks that could open along seams when a character moved are fixed at their root. Limbs that the mesh fused together are cut apart and capped at rig time.
Every step of a bake can now handle meshes of half a million triangles, so High quality is back to its full 500K.
Before we build the 3D model, your picture is turned into a clean, rig-ready pose of the same character and checked. The model is built from that, so limbs come out separate and easy to rig.
Characters are now built on a new main 3D engine that gives upright characters a T or A pose for rigging, with a second engine as backup. When an engine is out of capacity, bakes move to the other one.
Tell us what worked and what did not, right where you see it in the studio. Each rating is tied to the exact model it is about, so we can find it and fix it.
Every finished job sends you an email, so you can close the tab during a bake and come back when it is done.
Editor plug-ins let you generate, rig, animate and import characters without leaving Unity, Unreal Engine, Godot or Blender. An API and MCP tools let your own code or an AI assistant do the same.
Convert a GLB to FBX in your browser and keep its skeleton, skin weights and every animation.
Plain-language guides on rigging, animation, file formats and 3D printing, checked against our own engine and the other tools' own documentation.
Stored models are cached close to you and sent compressed, and the studio loads a lossless viewer copy that shows the geometry first and the textures after.
Motions now carry a gaze, so characters look where they are going, and walk cycles are fitted to each rig's own proportions. Feet stay planted and wheels roll about their measured axles.
Loading a model in the studio can be cancelled and recovers from errors, and a saved rig that fails to load is no longer mistaken for a failed bake.
Download any rigged, animated character as FBX as well as GLB. You can also give a bake more than one picture of your character, such as the front and the side, for 10 extra credits.
The studio's ready-made motions are fitted to each rig, with strides scaled to its legs, and ranked by how well they fit. Saved animations are checked again whenever you make a new rig.
Enter your email address and sign in from the link we send you, no password needed.
Rigid parts such as armour plates, held tools and machine panels are found as whole pieces and kept solid when the character moves, while the soft surfaces next to them still blend.
Repeat, replay and the timing at the ends of a clip now work as expected in the studio preview, and the studio keeps working after a motion or graphics error.
A rigged character arrives with an introduction animation made for its own body, so you see it move the moment the bake finishes, in the studio and in your editor.
Each rig is measured for how its surface stretches when posed, and the Rig tab shows that evidence with the rest pose and a test pose side by side.
Turn a photo into a lithophane you can 3D print, free in your browser. The other free converters were tightened up at the same time.
Bake3D rigs characters in-house, whatever their shape: two legs, four, none, tentacles, fins, wings or wheels. Each rig is planned, checked in a test pose and planned again when it falls short, and the cleanest one is kept.
Walks and runs play in place by default, so your character never leaves the frame while you watch it.
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An entry goes up when a change reaches bake3d.ai, dated the day it went live. We write what you will notice, not how we built it, and we say when something was broken and is now fixed.
Numbers in an entry, like how many clips we measured or how many free tools we added, come from our own tests and records. Prices and limits are read from the same settings the product uses, so they stay current.
Spotted something we got wrong, or a change you would like to see next? Email hello@bake3d.ai.