Bake3D guides

From your first image to a working 3D scene.

Learn the workflow, understand the limits, and check the result before it becomes part of your game, film or print.

What these guides cover

Every guide follows the same path Bake3D itself takes: a single image becomes a textured mesh, the mesh receives a skeleton and skin weights, a described or preset motion is composed for that skeleton, and the result leaves as a glTF binary (GLB) for your editor or engine. The guides stop at each checkpoint where something can go wrong and show you what to look at, what the studio's reports mean, and which fix applies.

They are written for arbitrary subjects, not only humans. A fox, a six-legged robot, a vehicle and a prop all rig differently, so the guides describe inspection habits and role-based motion that work across body plans rather than a humanoid checklist. Where a guide gives numbers, such as the deformation thresholds or sampled foot positions in Godot, they come from the tests recorded in our validation notes.

How to choose

New to Bake3D? Read the start-here guide first; it takes about six minutes and links onward at each stage. If you already have a generated character and something looks wrong, the rigging guides explain the placement score, rig check card and deformation report, with a dedicated walk-through for four-legged creatures. If you know which engine you are targeting, go straight to its import guide: Blender and Godot read glTF natively, Unity needs the glTFast package, Unreal Engine imports through Interchange, and the game-assets guide ties the three together with root-motion and export decisions.

The printing guide is for people who arrived looking for "image to STL" and need to decide between a raised relief, a backlit lithophane and a full generated model before touching any settings. The MCP guide is for developers who would rather drive the workflow from an assistant or a script than from the studio.

Tested scope and honesty

Each guide opens with a testing-scope box that states what was actually verified: which editor versions were used, whether native playback was compared, and which parts remain setup instructions rather than tested behaviour. Unity native playback validation, for example, is still listed as in progress, and no guide claims a generated asset is production-ready without inspection. Guides carry their publication and update dates, are written and maintained by Bake3D, and cite primary references such as the Khronos glTF specification, the Blender manual and each engine's own import documentation.

Corrections are welcome at hello@bake3d.ai. Our validation notes describe how we separate tested behaviour from broader goals.

Start here

One pass through the whole workflow: choosing an image, generating, rigging, describing a motion and exporting.

Rigging

How to judge a generated skeleton and skin, what the studio reports mean, and how to fix the usual problems without guessing.

Into your engine

What survives a glTF import in each host, which settings matter, and what each guide has actually verified.

Printing and automation

Turning pictures into printable STL the right way, and driving the same workflow from an MCP-compatible assistant.