Which characters and objects can Bake3D rig?
By the Bake3D teamLast checked:
Short answer
Bake3D rigs the characters and objects it builds, whatever their body: people, four-legged animals, spiders, birds, snakes, fish, robots, vehicles and props. It has no fixed human template. It plans a skeleton for the body it sees.
In more detail
Each joint gets a job name, such as head, spine, tail, wing, fin, tentacle, antenna or wheel, with a left and a right side where it has one. Motions use these names, not bone names. So "walk" moves four legs on a fox and two on a T. rex, and a body with no legs is simply not offered a walk.
Hard parts, like wheels and armor plates, are kept stiff, so they move without bending. Soft parts bend with the skin.
For a human-shaped character with two arms and two legs, you can export with Mixamo, Unity or Unreal bone names, so it works with tools that expect them.
Where it struggles:
- Limbs that touch or cross in the picture can join in the model, and joined parts cannot move apart. Leave gaps in your picture.
- Very thin parts, like whiskers, straps or antennae, can vanish or merge with the body.
- Faces have no smile or blink controls yet.
- It cannot rig a model you made somewhere else.
Every rig comes with a check you can look at before you animate: where the joints sit and how the skin bends in test poses. We test each release on many kinds of bodies, but one good result does not promise the same for every picture.
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Written and checked by the Bake3D team. Prices and limits in our answers come from the same price list as checkout. See something out of date? Email hello@bake3d.ai and we will fix it.