Documentation

Build with Bake3D.

Start with a walkthrough or connect the tools to your existing workflow. Everything below describes the product as it is today, with validation status where an integration is still being verified.

How the pieces fit

Bake3D presents one model, bake3d-1.3-enhanced, behind one workflow. A generation job turns an image or a text prompt into a textured mesh, then rigs it: a skeleton, skin weights and role labels for every joint. Motion is composed for that labelled skeleton from a description or a preset, checked for joint references and rotation limits, and exported as baked keyframes inside a glTF binary (GLB). Reads and exports are free; generation costs 25 credits, rigging 10 and a described motion 5, charged when a job is accepted and refunded if it fails.

The studio, the REST API and the MCP server are three doors into the same jobs and projects. A project created in the studio can be animated from an assistant and exported by a script. Job status is durable: poll it, or come back later and the result is still there.

Where to start

Artists and designers should read the start-here guide and then the rig checklist; the studio needs no code. Developers integrating a pipeline want the API reference: create a key on a Pro or Studio account, send it as a bearer token, start a job and poll it. Assistant and agent builders should point an MCP client at the MCP server, which exposes the same operations as tools with explicit credit costs. Engine users can skip to the integration reference for the Blender, Unity, Unreal and Godot notes, then the matching guide for the import checks.

If you only need to convert or inspect a file, the free browser tools handle STL, OBJ, GLB, FBX and 3MF directions plus an STL checker without an account or credits.

What is verified, and what is not yet

Exports are glTF 2.0 binaries with skins and baked animation, or binary FBX 7.4 written by Bake3D’s own exporter (skeleton, skin weights, embedded base-colour texture, one clip per file); USD is not exported. Blender 4.4 imports have been inspected for bones, materials and animation, Godot 4.7.2 imports have been compared against the browser animation with sampled positions, the Unity editor window compiles against Unity 6 while native playback validation is still in progress, and Unreal import is documented as Interchange setup instructions with native validation still pending. Each integration page states its own status, and each guide opens with a testing-scope box. The validation notes explain how we separate tested behaviour from broader goals.

Rate limits apply to the public API and MCP (60 requests per minute per key by default). Error responses are JSON objects with an error field and a conventional HTTP status. Report documentation problems to hello@bake3d.ai with the page and what you expected.