Changelog · Updated

What's new in Bake3D.

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.

Updates
78
Last 30 days
67
New features
28
Days shipped
23
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Highlights

All 78 updates

October 202645 updates

  1. ImprovedNew for youAnimation · Rigging

    A rig with legs always gets a walk

    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.

  2. FixedNew for youSpeed and reliability

    Large bakes recover at once from a memory limit

    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.

  3. ImprovedNew for youSpeed and reliability · Export and formats

    Your character arrives first; the game-ready copy follows

    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.

  4. ImprovedNew for youRigging

    Every limb is checked on its own skin

    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.

  5. ImprovedNew for youStudio

    Truer colours in the studio viewer

    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.

  6. NewNew for you3D models

    Pictures that hide the face get extra drawn views

    When your picture shows the subject from the side or the back, we draw the views it is missing and build a second mesh from them. The second mesh is delivered only when it wins our comparisons against the first.

  7. ImprovedNew for youAnimation

    Described motions are judged on what they add

    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.

  8. FixedNew for youSpeed and reliability

    Fewer bakes stuck near the end

    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.

    • A step that is refused keeps its own message, so the bake tells you the real reason.
  9. ImprovedNew for youRigging

    Hems and sashes move with what they hang from

    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.

  10. ImprovedNew for youRigging

    Cleaner joints where limbs meet the body

    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.

  11. ImprovedNew for youAnimation

    Nods, shakes and looks lead with the head

    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.

  12. ImprovedNew for youExport and formats · 3D models

    Game-ready mesh: full detail plus a rigged quad copy

    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.

    • The copy has 50K quads at Standard and High quality, so small forms like a muzzle survive.
    • It is rigged with your character's own skeleton, so the same animations play on both.
  13. FixedNew for youExport and formats

    Retopologise works again, and checks its result

    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.

  14. ImprovedNew for you3D models

    A face the mesh lost is rebuilt

    If your picture clearly shows a face and the generated mesh lost it, the mesh is now rebuilt on our next 3D engine.

  15. ImprovedNew for youRigging

    Rigs follow the body's own centre and symmetry

    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.

  16. ImprovedNew for youAnimation

    The free intro animation falls back less

    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.

  17. ImprovedNew for youAnimation

    Named gestures land where their name says

    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.

    • Skin that rests on the head, such as hair or a hood, now follows a head turn wherever the rig check measures no worse.
  18. NewNew for youFree tools

    Fourteen new free tools that run in your browser

    Viewers, converters and 3D printing tools, all free. They work inside your browser, so your files are never uploaded.

  19. ImprovedNew for youPricing and account

    Fair storage: rebuilt files no longer count

    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.

  20. NewNew for youGuides and help

    Ten new guides, and four old claims corrected

    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.

    • We re-read our comparison guides against the other tools' own pages and corrected four claims that had gone out of date.
  21. ImprovedNew for youAnimation · 3D models

    Softer jumps and natural shoulders

    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.

  22. FixedNew for youPricing and account

    Checkout works on phones

    Buying credits on a phone no longer gets stuck before payment.

  23. ImprovedNew for you3D models · Pricing and account

    Content rules are checked before you pay

    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.

  24. ImprovedNew for youAnimation · Rigging

    A big round of motion fixes across body types

    We measured 1,888 animation clips on 205 rigs, grouped the faults we found and fixed the most common ones.

    • Seated characters move their whole body, and crouched hind legs hop.
    • Trotting feet leave and land moving with the ground.
    • Head turns no longer shear eyes or jaws out of shape.
    • Limbs joined to each other are delivered moving as one piece instead of being refused.
    • Motions on a limb that rests on the body play on the free side, or are held back with the reason.
    • Saved animations are re-checked when you open them, with an honest notice if one no longer fits.
    • Small, timid motions play larger wherever every check stays clean.
  25. ImprovedNew for youSpeed and reliability

    A faster site and studio

    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.

  26. ImprovedNew for youStudio · Pricing and account

    New bake: set it up first, pay at the end

    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.

  27. ImprovedNew for youAnimation

    Hands and forearms stay out of the body

    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.

  28. NewNew for youPricing and account

    Try before you buy: free demo, free check, packs from $5

    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.

    • Your first pack comes with 25% extra credits when you buy it within 72 hours of signing up.
    See pricing
  29. ImprovedNew for youRigging

    Props stay in hand, plates hang right

    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.

    • Figures moulded into a flat backing are delivered as a relief or a rigid object instead of being refused.
  30. NewNew for youRigging · Animation

    Wheels, rotors and hinges turn on their real axes

    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.

    • Tyres are read from the surface around each wheel.
    • Cables and hoses follow the surface they lie on.
  31. ImprovedNew for youAnimation

    Runs, jumps and footsteps that respect the ground

    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, wings and tails are kept out of the body while they move.
    • Sprawling legs, like a lizard's or an insect's, walk, run and jump at their drawn height.
    • Separate pieces of a mesh are bound to the bone they touch.
  32. ImprovedNew for youAnimation

    Relaxed arms and planted four-legged walks

    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.

September 202633 updates

  1. NewNew for youExport and formats

    Retopologise: clean quads, texture kept

    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.

  2. NewNew for youExport and formats · 3D models

    A game-ready quad mesh option

    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.

  3. NewNew for you3D models

    Faithful face for human-like characters

    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.

  4. ImprovedNew for youAnimation

    A more natural human walk

    Humanoid characters now walk with lowered, swinging arms, a chest that turns against the hips, and a level head.

  5. NewNew for youExport and formats

    Texture download and standard bone names

    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.

  6. ImprovedNew for youSpeed and reliability

    Busy services make jobs wait, not fail

    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.

  7. ImprovedNew for youRigging

    Rigs repair themselves before they are refused

    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.

    • A re-rig first re-solves your earlier plans with the current engine.
    • A project never shows a rig built for a different mesh, and a failed re-run keeps your previous result.
  8. ImprovedNew for youAnimation

    Walks with planted legs and heel-to-toe feet

    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.

    • Legs with three or more segments fold as one shape, with no flips or backward bends.
    • The hip sway is planned over the whole clip, so loops are smooth.
  9. FixedNew for youRigging

    No more mirrored rigs

    Which way a character faces is now read separately in each view, so its left and right are never swapped in the rig.

  10. FixedNew for youRigging

    Closed seams and separated limbs

    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.

  11. NewNew for you3D models · Rigging

    Pose prep: a rig-ready picture before the mesh

    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.

    • The main subject is picked out of character sheets, scenes and screenshots.
    • Parts that touch, such as arms against the body, are separated before the mesh is made.
    • The pose in your picture becomes the character's first animation.
  12. ImprovedNew for you3D models

    A new main 3D engine, with a backup

    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.

  13. NewNew for youStudio

    Rate your models, rigs, motions and exports

    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.

  14. NewNew for youEditors and API · Export and formats

    Bake inside Unity, Unreal, Godot and Blender

    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.

    • The Export tab prepares each download for Unity, Unreal Engine, Godot or Blender, with import notes for each.
  15. NewNew for youGuides and help

    Eighteen researched guides

    Plain-language guides on rigging, animation, file formats and 3D printing, checked against our own engine and the other tools' own documentation.

  16. ImprovedNew for youSpeed and reliability · Studio

    Your 3D files load faster

    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.

  17. ImprovedNew for youAnimation

    Characters look where they go, and gaits fit each rig

    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.

  18. FixedNew for youStudio · Speed and reliability

    A sturdier studio viewer

    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.

    • A rig critique reviews clean candidates instead of failing the bake.
    • Small stretching is delivered with a warning; only clear defects are refused.
  19. NewNew for youExport and formats · 3D models

    FBX export and pictures from more than one side

    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.

  20. ImprovedNew for youAnimation · Studio

    Motion presets fitted to your rig

    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.

  21. ImprovedNew for youRigging

    Armour, tools and machine parts stay solid

    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.

  22. FixedNew for youStudio

    Repeat and replay in the studio player

    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.

  23. NewNew for youAnimation

    Every rigged bake comes with an animation

    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.

  24. NewNew for youRigging · Studio

    See how your rig bends before you animate

    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.

  25. NewNew for youRigging

    One rigging engine for any body

    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.

    • The surface picks the skinning: solid parts for machines and armour, a shell for insects, smooth blends for flesh.
    • Long, low bodies such as snakes and fish are judged by their length, not their small height.
    • Skin weights are smoother, with rough edges down 3 to 20 times on real rigs.
  26. ImprovedNew for youStudio · Animation

    Walks play in place in the studio

    Walks and runs play in place by default, so your character never leaves the frame while you watch it.

How we keep this changelog

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.