# Bake3D > Bake3D turns one image into a textured, rigged, animated 3D character or object and exports it as a glTF binary (GLB). It targets arbitrary subjects (creatures, humans, machines, vehicles and props) using joint roles rather than a humanoid template. The public model name is bake3d-1.3-enhanced. Pricing is credit-based, with no free credits on sign-up: a free demo plays rigged sample characters in the browser without an account, and a free readiness check (3 a day per account) reads your own picture and quotes the exact price before you pay. A mesh is 30, 40 or 55 credits by quality tier (draft, standard, high), plus 10 for two to four reference views; a rig is 25 and includes a four-second introductory motion, so a rigged standard character is 65 credits. A described motion is 10 credits, a critique round 5; presets, exports and conversions are free. Packs from $5 (80 credits, one rigged standard character with credits to spare; pack credits never expire), plans from $29 a month (750 credits a month; plan credits renew monthly and do not roll over). Credits are charged when a job is accepted and refunded if it fails. Exports are glTF 2.0 binaries (rigged or with baked animation clips), binary FBX 7.4 from the server (skeleton, skin weights, embedded base-colour texture, one baked clip per file; Blender 4.4 import verified) and geometry-only STL and OBJ from the studio. There is no USD export. The free tools run entirely in the browser: files are never uploaded. Full text for assistants: https://bake3d.ai/llms-full.txt has every guide, landing page and free tool in plain markdown. Each guide also has its own markdown copy at its address plus .md, for example https://bake3d.ai/guides/uv-mapping.md. Official profile: X https://x.com/bake3dai (@bake3dai). ## Quick answers - Can Bake3D rig animals, creatures and machines? Yes. It labels chains by role (leg, arm, spine, neck, tail, wing, tentacle, fin, ear, antenna) instead of assuming a human skeleton, keeps rigid parts such as wheels stiff, and fits walk, run and jump presets to any number of legs (trot to four-legged rigs). - Is Bake3D a Mixamo alternative for non-humanoids? For characters you create from an image or text, yes. It does not rig a 3D model you upload; it generates the model and rigs it in the same job. - How do you animate a Bake3D model? Apply a free preset (idle, look around, nod, walk, trot, run, jump, wave, tail wag, flap, slither, swim, roll, bounce, pulse) or describe the motion in words (10 credits). Playback is deterministic: the same program on the same rig gives the same pose at the same time. - What does a rigged character cost? 65 credits at standard quality (40 for the mesh, 25 for the rig with a four-second first animation), or 55 at draft quality (30 for the mesh). The $5 Single pack (80 credits) covers one rigged standard character; the demo and the readiness check are free. - Which formats does Bake3D export? GLB (glTF 2.0) rigged or with baked animation at 24, 30 or 60 fps, binary FBX 7.4 with one baked clip per file, and STL or OBJ of the current pose. Exports stand on the ground, face +Z with Y up, and can be in place or with root motion. - Is there a free GLB to FBX converter that keeps the rig and animation? Yes: https://bake3d.ai/tools/glb-to-fbx runs in the browser and keeps the skeleton, skin weights, every animation and base color textures. Morph targets, cameras, lights and other texture maps are not kept. - Are the free tools private? Yes. The converters, the lithophane maker and the STL viewer and checker run entirely in the browser; files are never uploaded and no account is needed. - Are there free rigged and animated 3D models? Yes: https://bake3d.ai/free-3d-models offers four Bake3D characters (a fox, a robot, an old man and a T. rex) as GLB files with every clip (3 to 5 clips: walk, run, idle, look around, tail wag or intro) and as FBX files with the walk, under CC BY 4.0. Commercial use and changes are allowed with credit: “Fox” by Bake3D (https://bake3d.ai), licensed under CC BY 4.0. The robot, old man and T. rex have about 150,000 triangles each, the fox 60,000. ## Questions these guides answer Buyer questions, each answered on one page with a dated comparison table, sources and Bake3D's own limits (Bake3D is labelled as ours; no quality ranking is claimed). - What is the best AI tool to turn a single image into a rigged, animated 3D character? https://bake3d.ai/guides/best-ai-tools-image-to-rigged-3d-character (Meshy, Tripo, Anything World, 3D AI Studio, Hyper3D Rodin and Bake3D: what goes in, which bodies each rigs, motion from text, exports, free tier, price per rigged model.) - Meshy vs Tripo vs Rodin: which one rigs and animates? https://bake3d.ai/guides/best-ai-tools-image-to-rigged-3d-character - Which AI auto-rigging tools work on quadrupeds, creatures and robots? https://bake3d.ai/guides/best-ai-tools-image-to-rigged-3d-character and https://bake3d.ai/guides/mixamo-alternatives - What is a Mixamo alternative for animals, creatures and other non-humanoid characters? https://bake3d.ai/guides/mixamo-alternatives (Rigify, Auto-Rig Pro, Mesh2Motion, Meshy, Tripo, 3D AI Studio, Everything Universe, Cascadeur and Bake3D, with whether each rigs a model you upload.) - How do I animate a 3D character from a text prompt, and which text-to-motion tools handle non-humanoid bodies? https://bake3d.ai/guides/animate-3d-character-from-text (DeepMotion SayMotion, Uthana, Krikey, QuickMagic and Meshy move humanoid skeletons; Bake3D writes motion for any body it builds; step-by-step for Bake3D and SayMotion.) - What is the best free AI 3D character maker, and what is really free? https://bake3d.ai/guides/free-ai-3d-character-maker (Download limits, licenses and business use for Meshy, Tripo, Sloyd, VRoid Studio, Avatar SDK, Hero Forge, Canva and Bake3D.) - Is Ready Player Me still available? https://bake3d.ai/guides/free-ai-3d-character-maker (No: its services wound down on 31 January 2026 after Netflix bought it.) ## Product - [Home](https://bake3d.ai/): AI 3D character generator, automatic rigging and described animation. - [Pricing](https://bake3d.ai/pricing): credit costs per action, packs, plans, licensing FAQ. - [Demo](https://bake3d.ai/demo): rigged sample characters (an animal, a robot, a person and a creature) to play in the browser, free and without an account. - [About and validation](https://bake3d.ai/about): how results are checked; tested scope versus goals. - [Free 3D models](https://bake3d.ai/free-3d-models): four free rigged and animated 3D models (GLB with every clip, FBX with the walk) under CC BY 4.0, with measured triangles, bones, clips and textures, credit lines and engine notes. ## Generate (what the workflow does, per input) - [Image to 3D](https://bake3d.ai/image-to-3d): one image to a textured, rigged, animated GLB; input advice, output, limits, credits. - [AI 3D animation generator](https://bake3d.ai/ai-3d-animation-generator): animated 3D characters from one image; motion from a sentence or 17 fitted presets (walk, trot, run, jump, flap, slither, swim); GLB and FBX; honest limits (no uploads, no facial animation, 3D files not video). - [Text to 3D](https://bake3d.ai/text-to-3d): a description up to 1,024 characters becomes a mesh, then the same rig and motion stages. - [AI 3D model generator](https://bake3d.ai/ai-3d-model-generator): overview of the generator, choosing the input, judging results. - [Photo to 3D model](https://bake3d.ai/photo-to-3d-model): shooting an object so it reconstructs well; when a relief or lithophane is better. - [3D character maker](https://bake3d.ai/3d-character-maker): make a rigged, animated 3D character from one picture or a sentence, for any body; playable demo with described motions, measured bake times, exports and limits. - [3D mesh generation](https://bake3d.ai/3d-mesh-generation): what the mesh contains, mesh-only mode, inspection with the free tools. ## Solutions by sector - [Solutions index](https://bake3d.ai/solutions) - [3D printing](https://bake3d.ai/solutions/3d-printing) · [Game graphics](https://bake3d.ai/solutions/game-graphics) · [Mobile app mascots](https://bake3d.ai/solutions/mobile-app-mascots) · [Web apps](https://bake3d.ai/solutions/web-apps) · [Movie graphics](https://bake3d.ai/solutions/movie-graphics) · [3D model marketplaces](https://bake3d.ai/solutions/3d-model-marketplaces) ## Documentation - [Docs hub](https://bake3d.ai/docs) - [REST API reference](https://bake3d.ai/docs/api): bearer-key auth, image upload, generation and re-rig jobs with Idempotency-Key, job list, cancel (full refund until the result is in the project), project delete, per-rig presets, animation, export with signed download links. - [MCP server](https://bake3d.ai/docs/mcp): 16 tools for MCP-compatible assistants (account, projects, image upload, generate, job status, job list, initial animation, rig, animations, presets, animate, export, feedback, cancel, delete) at the Streamable HTTP endpoint https://bake3d.ai/api/v1/mcp (bearer API key, Pro or Studio; setup for Claude Code, Cursor, Codex and Claude Desktop). - [Editor integrations](https://bake3d.ai/docs/integrations): Blender add-on, Unity editor window, Unreal Interchange notes, Godot add-on, with validation status. ## Guides Plain-language guides written and tested by Bake3D. Each opens with a short answer, states how it was checked, and cites primary sources. Hub: https://bake3d.ai/guides ### Start here - [From one image to a rigged 3D character](https://bake3d.ai/guides/image-to-rigged-3d-character): Prepare an image, generate a textured 3D model, check its rig and create an animation you can export to your editor. - [How to Turn a 2D Image Into a 3D Model](https://bake3d.ai/guides/2d-image-to-3d-model): Three ways to turn a picture into a 3D model: AI from one image, photo scanning from many photos, or modeling by hand. Steps, costs and limits. - [How to Make a Character Turnaround Sheet](https://bake3d.ai/guides/character-turnaround-sheet): Make a character turnaround sheet that 3D artists and AI tools can use: which views to draw, how to line them up, and the mistakes to avoid. - [How to Turn a Sketch Into a 3D Model](https://bake3d.ai/guides/sketch-to-3d-model): Turn a sketch or drawing into a 3D model: which drawings work, which fail, how to prepare the page, and when to model it by hand in Blender instead. - [The Best Free 3D Modeling Software for Each Job](https://bake3d.ai/guides/free-3d-modeling-software): The best free 3D modeling software by job: Blender, FreeCAD, Tinkercad, SketchUp Free, Fusion, OpenSCAD, Nomad Sculpt and AI generators, with limits. ### Rigging - [What Is Rigging in 3D Animation?](https://bake3d.ai/guides/what-is-rigging): Rigging gives a 3D model a skeleton so it can move. Learn what bones, joints, skin weights and weight painting are, with simple examples. - [Auto Rigging: How to Rig a 3D Model Automatically](https://bake3d.ai/guides/auto-rigging): Automatic rigging explained: how AI rigging tools place bones and skin weights for you, which bodies they handle, and how to check an auto rig. - [Mixamo Alternatives for Non-Humanoid Characters: Animals, Creatures and Robots](https://bake3d.ai/guides/mixamo-alternatives): Mixamo only rigs humanoids. Compare Mixamo alternatives that rig animals, creatures and robots, from Rigify and Mesh2Motion to AI tools, checked October 2026. - [How to Rig a Character in Blender](https://bake3d.ai/guides/how-to-rig-in-blender): Rig a character in Blender step by step. Compare hand-placed bones, Rigify and auto rigging, then fix bad weights and export a clean rig. - [A-Pose vs T-Pose: Which Is Better for Rigging?](https://bake3d.ai/guides/a-pose-vs-t-pose): A-pose and T-pose compared: how each one changes shoulders, rigging and animation, and which pose to use when you make a model with AI. - [How to check an AI-generated 3D rig](https://bake3d.ai/guides/check-ai-generated-rig): Review geometry, joint placement, skin weights, motion and export quality before using an AI-generated character or object in production. - [Rig a quadruped from one image](https://bake3d.ai/guides/rig-quadruped-from-one-image): What Bake3D checks when it rigs a four-legged creature from one picture, how to read the placement and deformation reports, and how to fix common problems. ### Animation - [How to Animate a 3D Model](https://bake3d.ai/guides/how-to-animate-a-3d-model): Four ways to animate a 3D model: keyframes, motion libraries, motion capture and described motion. What each one needs and when to use it. - [Quadruped Walk Cycle: How Four-Legged Animals Walk](https://bake3d.ai/guides/quadruped-walk-cycle): The footfall order of a dog, cat or horse walk cycle, with timing you can copy. Also covers the trot, the gallop and six- and eight-legged walks. - [The Best Free 3D Animation Software for Each Job](https://bake3d.ai/guides/free-3d-animation-software): The best free 3D animation software by job: Blender, Cascadeur, Mixamo, Unreal, Unity, Godot and AI motion tools, with each license and limit checked. - [How to animate a 3D character by describing the motion](https://bake3d.ai/guides/animate-3d-character-from-text): Animate a 3D character by typing the motion. SayMotion, Uthana, Krikey, Meshy, QuickMagic and Bake3D compared: what each needs, which bodies, files and limits. ### File formats - [What Is a GLB File?](https://bake3d.ai/guides/what-is-a-glb-file): A GLB file is a whole 3D model in one file. Learn what it holds, how it differs from glTF and FBX, and how to open it on Windows, Mac or the web. - [How to Convert GLB to FBX (and FBX to GLB)](https://bake3d.ai/guides/glb-to-fbx): Convert GLB to FBX in Blender and keep the bones, skin weights and animation. The export settings that matter, common problems, and FBX to GLB. - [3MF vs STL vs OBJ: Which File Format Is Best for 3D Printing?](https://bake3d.ai/guides/3mf-vs-stl): STL, 3MF and OBJ compared for 3D printing: what each file stores, which slicers open them, and which one to pick for your next print. - [UV Mapping: What UVs Are and How to Unwrap a 3D Model](https://bake3d.ai/guides/uv-mapping): UV mapping explained in plain words: seams, islands and texel density, how to check UVs in Blender, and how to fix stretching and overlaps. ### 3D printing - [How to Make an STL File for 3D Printing](https://bake3d.ai/guides/how-to-make-stl-file): Five ways to make an STL file: from a photo, a logo, a quick design, an existing 3D model or an AI tool. Plus how to check it before you print. - [How to Make a Lithophane From a Photo](https://bake3d.ai/guides/how-to-make-a-lithophane): Make a 3D printed lithophane from any photo. Pick the right picture, set thickness in millimetres, print it standing up and light it well. - [How to Make a Custom 3D Figurine From a Photo](https://bake3d.ai/guides/3d-figurine-from-photo): Turn a photo of yourself, a pet or a character into a 3D printed figurine. Compare AI, photo scanning and paid services, then print it well. - [How to 3D Print a Picture: Relief, Lithophane or Full Model](https://bake3d.ai/guides/image-to-stl-3d-printing): Three ways to 3D print a photo or picture: a raised relief, a backlit lithophane or a full 3D model. Settings, checks and limits for each one. - [How to Make a Custom Bobblehead From a Photo](https://bake3d.ai/guides/bobblehead-from-photo): Make a custom bobblehead from a photo: get a 3D model, cut the head off in Blender, make it bigger, add a spring, then print and paint it. - [How to Make 3D Printed Miniatures From a Photo](https://bake3d.ai/guides/3d-printed-miniatures-from-photo): Make 3D printed miniatures from a photo: 28 and 32 mm scale, poses that print, bases, splitting, supports, resin and FDM settings, and painting tips. ### Game engines and editors - [AI 3D character generator for game assets](https://bake3d.ai/guides/ai-3d-character-generator-game-assets): Take a concept image to a rigged, animated GLB with Bake3D, then import it into Unity, Godot or Blender with the checks each engine needs. - [Import a rigged, animated GLB into Blender](https://bake3d.ai/guides/rigged-glb-blender): Import a rigged, animated GLB into Blender with the Bake3D add-on or by hand, then check the armature, textures and every animation before you edit it. - [Bring an animated GLB into Unity](https://bake3d.ai/guides/animated-glb-unity): Import an animated GLB into Unity with glTFast or the Bake3D editor tool, then check its clips, root motion and skeleton setup before you use it. - [Import a Bake3D animated GLB into Unreal Engine 5](https://bake3d.ai/guides/animated-glb-unreal): Import a Bake3D animated GLB or FBX into Unreal Engine 5 with the editor scripts or Interchange, then check units, facing, root motion and playback. - [Import rigged 3D models and animation into Godot](https://bake3d.ai/guides/animated-glb-godot): Import rigged 3D models and animated GLB files into Godot with the Bake3D add-on or by hand, keep root motion and foot plants, and play the clips. - [How to Reduce Polygon Count in Blender](https://bake3d.ai/guides/reduce-polygon-count): Lower the polygon count of a 3D model with the Decimate modifier in Blender. Target counts for games, web and mobile, and what to check after. - [How to Use AI-Made 3D Models in Roblox Studio](https://bake3d.ai/guides/roblox-3d-models): Bring AI-made 3D models into Roblox Studio: what the 3D Importer accepts, triangle and texture limits, custom rigs for NPCs, R15 avatars and UGC rules. ### AI assistants and automation - [Blender MCP: Control Blender With Claude and Other AI Assistants](https://bake3d.ai/guides/blender-mcp): Blender MCP lets AI assistants like Claude run Blender for you. What it can do, how to set it up, the safety risks, and when a 3D API fits better. - [Use MCP for an AI-assisted 3D workflow](https://bake3d.ai/guides/mcp-3d-workflow): Connect Bake3D to an MCP assistant, or use the Blender, Unity, Unreal and Godot integrations, to generate, animate and import a 3D model. ### Selling your work - [How to Sell 3D Models Online](https://bake3d.ai/guides/sell-3d-models): Where to sell 3D models and STL files, how each marketplace pays, their rules for AI-generated models, and how to write listings that sell. ### Comparing AI 3D tools Compared from each company's own docs and pricing pages (checked 2026-09-26, 2026-10-08 for the Meshy review, Meshy pricing and 3D AI Studio guides, and 2026-10-09 for the image-to-rigged-character, free character maker, text-to-motion and Mixamo alternatives guides), not from side-by-side output tests. Bake3D is our product and is labelled as such. - [The Best AI 3D Model Generators, Picked by the Job You Need Done](https://bake3d.ai/guides/best-ai-3d-model-generators): The best AI 3D model generators compared by job: Meshy, Tripo, Rodin, 3D AI Studio, Anything World, Sloyd, Bake3D and free open models, with prices. - [Meshy Alternatives for 3D Models, Rigging and Animation](https://bake3d.ai/guides/meshy-alternatives): Looking for a Meshy alternative? Compare Tripo, Rodin, 3D AI Studio, Anything World, Sloyd, Bake3D and free open models by rigging, animation and price. - [Meshy vs Tripo: Which AI 3D Generator Fits Your Project?](https://bake3d.ai/guides/meshy-vs-tripo): Meshy vs Tripo compared on models, rigging, animation, file formats, free plans and credit prices, from each company's own docs, checked September 2026. - [Meshy AI Review: Features, Prices, License and Limits](https://bake3d.ai/guides/meshy-ai-review): An honest Meshy AI review from its own docs, prices and terms: what it makes, how rigging and animation work, what the free plan allows, and who it suits. - [Meshy AI Pricing Explained: Plans, Credits and Real Cost per Model](https://bake3d.ai/guides/meshy-ai-pricing): Meshy AI pricing in plain words: every plan, what each step costs in credits, what the free plan allows, yearly billing, and what one model really costs. - [3D AI Studio Alternatives: What It Offers and What to Pick Instead](https://bake3d.ai/guides/3d-ai-studio-alternatives): What 3D AI Studio is, its plans and credit costs from its own pages, and the best alternatives by job: Meshy, Tripo, Rodin, Bake3D and free open models. - [Best AI tools to turn one image into a rigged, animated 3D character](https://bake3d.ai/guides/best-ai-tools-image-to-rigged-3d-character): Which AI tools turn one picture into a rigged, animated 3D character? Meshy, Tripo, Anything World, 3D AI Studio, Rodin and Bake3D compared, October 2026. - [Free AI 3D character makers: what is really free](https://bake3d.ai/guides/free-ai-3d-character-maker): Free AI 3D character makers compared by what you can really download and use: Meshy, Tripo, Sloyd, VRoid Studio, Ready Player Me and Bake3D, checked 2026. ## Free browser tools (no upload, no account, no credits) - [Tools index](https://bake3d.ai/tools) - [Image to STL](https://bake3d.ai/tools/image-to-stl): heightmap relief, millimetres, closed mesh. - [Lithophane maker (JPG to STL)](https://bake3d.ai/tools/jpg-to-stl): photo to lithophane STL in millimetres; defaults 100 mm wide, 0.8 mm minimum and 3.2 mm maximum thickness. - [STL viewer and checker](https://bake3d.ai/tools/stl-checker): 3D preview plus triangles, dimensions in mm, area, volume, watertight/non-manifold edges, winding, tiny triangles; JSON report. - [STL to OBJ](https://bake3d.ai/tools/stl-to-obj) - [OBJ to STL](https://bake3d.ai/tools/obj-to-stl) - [GLB to OBJ](https://bake3d.ai/tools/glb-to-obj) - [GLB to FBX](https://bake3d.ai/tools/glb-to-fbx): keeps the node hierarchy, skeleton, skin weights, every animation (one baked take each, every joint keyed) and embedded base color textures; binary FBX 7.4, centimetres, Y up. Output checked in three.js and Blender 4.4. - [GLB to STL](https://bake3d.ai/tools/glb-to-stl) - [OBJ to GLB](https://bake3d.ai/tools/obj-to-glb) - [FBX to OBJ](https://bake3d.ai/tools/fbx-to-obj) - [3MF to STL](https://bake3d.ai/tools/3mf-to-stl) - [Online 3D viewer](https://bake3d.ai/tools/3d-viewer): opens GLB, glTF (with .bin and textures, a folder or a .zip), FBX, OBJ with MTL, STL, PLY and 3MF in the browser; draws the skeleton, plays every animation clip (scrub, frame step, speed, loop) and lists triangles, vertices, materials, texture sizes, bones, bone-chain depth and size in metres; PNG snapshot. Draco glTF supported. Nothing is uploaded. - [GLB viewer](https://bake3d.ai/tools/glb-viewer): the same viewer, focused on checking a rigged, animated GLB. - [glTF viewer](https://bake3d.ai/tools/gltf-viewer): matches each .bin and image a .gltf names to the dropped files and lists missing ones; never fetches web addresses. - [FBX viewer](https://bake3d.ai/tools/fbx-viewer): binary FBX 6.4+ and text FBX 7.0+, bones and animation takes, unit scale read from the file. - [OBJ viewer](https://bake3d.ai/tools/obj-viewer): OBJ with its MTL materials and textures, Y-up or Z-up switch; sizes in file units because OBJ stores none. - [STL repair](https://bake3d.ai/tools/stl-repair): joins open seams within a weld distance (default 0.01 mm), removes flat and doubled triangles, turns flipped faces, closes holes bounded by simple loops, turns inside-out shells outward (hollow spaces stay hollow), optional removal of small loose parts; before/after report and repaired binary STL. Does not merge overlapping parts or thicken walls. Repaired test files checked in Blender 4.4. - [Normal map generator](https://bake3d.ai/tools/normal-map-generator): PNG, JPG or WebP to a PNG normal map; height from brightness, strength, blur or sharpen, Sobel or Scharr, OpenGL (Y+) or DirectX (Y-) green, wrap edges for tiling textures, lit plane and sphere preview; source size or 2048/1024 px. - [3D text generator](https://bake3d.ai/tools/3d-text-generator): text to a closed STL, 3MF or GLB in millimetres; 7 bundled fonts or your own TTF/OTF/WOFF; plate that follows the letters or a rectangle, keyring hole, 0.2 mm stepped bevel, raised or cut-in letters; letters that touch are joined into one solid. - [SVG to STL](https://bake3d.ai/tools/svg-to-stl): SVG shapes and strokes to a closed STL, 3MF or GLB; both fill rules (holes stay open), a height per colour, colours can be left out, optional base, mirror for stamps; text, pictures and gradients are reported, not converted. - [STL to 3MF](https://bake3d.ai/tools/stl-to-3mf): one or more binary or ASCII STL files to a core-spec 3MF in millimetres (mm, cm, m or inch input); several files as parts of one object or as separate objects; each result is read back to check it. - [FBX to GLB](https://bake3d.ai/tools/fbx-to-glb): binary FBX 6.4+ or text FBX 7.0+ (with textures beside it, a folder or a .zip) to one GLB in metres, Y up; unit and up axis read from the FBX; keeps joints, skin weights, blend shapes and every animation take; base color, normal and emissive images packed as their original bytes (TGA, BMP, GIF, WebP turned into PNG). Output checked by reading it back and in Blender 4.4. - [OBJ to FBX](https://bake3d.ai/tools/obj-to-fbx): OBJ with its MTL and textures to binary FBX 7.4 in centimetres, Y up; source units (m, cm, mm, in) and up axis (Y, Z, X) chosen by the user; material slots kept, base color texture packed, shared corners welded. - [glTF to FBX](https://bake3d.ai/tools/gltf-to-fbx): a .gltf with its .bin and images (files, a folder or a .zip) packed in memory and written with the same GLB to FBX writer: skeleton, skin weights, one baked take per animation (24, 30 or 60 fps), base color texture; missing files are named; web addresses are never fetched. - [DAE to FBX](https://bake3d.ai/tools/dae-to-fbx): Collada 1.4 .dae to binary FBX 7.4 in centimetres, Y up, with the file's unit and up axis applied; keeps joints, skin weights and every animation clip (matrix keys, baked at 24, 30 or 60 fps) and the base color texture; separate move, turn or scale channels are named, not kept. ## Optional - [Sitemap](https://bake3d.ai/sitemap.xml) - [Changelog](https://bake3d.ai/changelog): every change to Bake3D, newest first; also as [markdown](https://bake3d.ai/changelog.md) and [RSS](https://bake3d.ai/changelog/rss.xml) - [Terms](https://bake3d.ai/legal/terms) · [Privacy](https://bake3d.ai/legal/privacy) - Contact: hello@bake3d.ai ## Official answers Short answers to common questions about Bake3D, one question per page, written and checked by the Bake3D team. Each page opens with the answer and shows the date it was last checked. Hub: https://bake3d.ai/help - [What is Bake3D?](https://bake3d.ai/help/what-is-bake3d) - [What makes a good picture to start from?](https://bake3d.ai/help/what-makes-a-good-picture) - [Can I make a 3D character from a text description?](https://bake3d.ai/help/make-a-character-from-text) - [How long does a bake take?](https://bake3d.ai/help/how-long-does-a-bake-take) - [How do I contact support?](https://bake3d.ai/help/how-do-i-contact-support) - [Is Bake3D free?](https://bake3d.ai/help/is-bake3d-free) - [How much does a 3D character cost?](https://bake3d.ai/help/how-much-does-a-3d-character-cost) - [What are credits, and do they expire?](https://bake3d.ai/help/what-are-credits) - [Which characters and objects can Bake3D rig?](https://bake3d.ai/help/which-characters-can-bake3d-rig) - [Can Bake3D rig a model I already have?](https://bake3d.ai/help/can-bake3d-rig-a-model-i-already-have) - [How do described motions work?](https://bake3d.ai/help/how-do-described-motions-work) - [Which motions are free?](https://bake3d.ai/help/which-motions-are-free) - [Which file formats can I download?](https://bake3d.ai/help/which-file-formats-can-i-download) - [How do I use my character in Unity, Unreal, Godot or Blender?](https://bake3d.ai/help/use-my-character-in-unity-unreal-godot-blender) - [Can I 3D print my character?](https://bake3d.ai/help/can-i-print-my-character) - [Can I use Bake3D characters commercially?](https://bake3d.ai/help/can-i-use-bake3d-characters-commercially) - [What happens if a bake fails?](https://bake3d.ai/help/what-happens-if-a-bake-fails) - [What is the first-character guarantee?](https://bake3d.ai/help/first-character-guarantee) - [Are my pictures and models private?](https://bake3d.ai/help/are-my-pictures-and-models-private) - [Is there an API or an MCP server?](https://bake3d.ai/help/is-there-an-api-or-mcp-server) --- # Help center: official answers # What is Bake3D? Source: https://bake3d.ai/help/what-is-bake3d Last checked: 2026-10-09. Answered by Bake3D (https://bake3d.ai). ## Short answer Bake3D is a web app that turns one picture or a short description into a textured 3D character with a skeleton, then makes it move the way you describe in words. It works for animals, creatures, robots, people, vehicles and objects, and it exports files for Blender, Unity, Unreal and Godot. ## In more detail You upload a drawing, a render or a photo, or you type a description. Bake3D builds a textured 3D model. Then it plans a skeleton for that model's own body, so a fox gets four legs and a tail, and a robot gets the joints it really has. Each joint gets a job name, like head, tail or left front leg. To make it move, you pick a ready motion such as a walk, or you type what it should do, like "shakes off water". The engine writes that motion for that body. Then you download a GLB or FBX file for your game or app, or an STL of a pose to print. Bake3D is made by Bake3D Inc., a company registered in Delaware, United States. Its engine is called bake3d-1.3-enhanced. It has limits. It cannot rig a model you made somewhere else. Faces have no smile or blink controls yet. One picture shows one side, so the back of the model is a good guess, not a copy. You can see for yourself before you pay: the demo and a check of your own picture are free. ## Go deeper - [Play the free demo](https://bake3d.ai/demo): 4 rigged characters in your browser - [3D character maker](https://bake3d.ai/3d-character-maker): How it works, with measured times - [From one image to a rigged 3D character](https://bake3d.ai/guides/image-to-rigged-3d-character): Guide - [About Bake3D and how we test](https://bake3d.ai/about) --- # What makes a good picture to start from? Source: https://bake3d.ai/help/what-makes-a-good-picture Last checked: 2026-10-09. Answered by Bake3D (https://bake3d.ai). ## Short answer A good picture shows one subject, with its whole body in the frame and a little space between the legs, arms, wings or wheels. Clean drawings, renders and clear photos all work, and you can check your own picture for free before you pay. ## In more detail - **One subject.** A single character or object, not a group or a busy scene. - **The whole body.** Feet, tail, wings and ears inside the frame. Bake3D cannot build what it cannot see. - **Gaps between parts.** Limbs that touch in the picture can join in the model. Leave space between the arms and the body, and between the legs. - **A plain background.** The background is removed for you, but a busy one can leave bits behind. - **Clear shapes.** Strong outlines and even light help. Heavy painted shadows can turn into bumps. Clear beats big. About 1,000 pixels on the long side is plenty. Bake3D takes PNG, JPEG or WebP files up to 12 MB. You can add up to 4 views of the same subject in the same pose, such as a side and a back view. Then the model guesses less about the sides it cannot see. Extra views cost 10 credits, once per bake. If your character is running, sitting or has crossed limbs, Bake3D first makes a picture of it in a resting pose that is easy to rig. This step is included in the price. Pictures with nudity or sexual content are turned down before any credits are used, and pictures of real people need their consent. The free readiness check tells you what Bake3D will build, which parts will move, anything to watch for and the exact price. You get 3 checks a day with a free account. ## Go deeper - [From one image to a rigged 3D character](https://bake3d.ai/guides/image-to-rigged-3d-character): Guide - [How to make a character turnaround sheet](https://bake3d.ai/guides/character-turnaround-sheet): Guide - [Photo to 3D model](https://bake3d.ai/photo-to-3d-model): Shooting a photo that works - [How to turn a sketch into a 3D model](https://bake3d.ai/guides/sketch-to-3d-model): Guide --- # Can I make a 3D character from a text description? Source: https://bake3d.ai/help/make-a-character-from-text Last checked: 2026-10-09. Answered by Bake3D (https://bake3d.ai). ## Short answer Yes. Type a description of one character or object, up to 1,024 characters, and Bake3D builds a textured 3D model from it. It costs the same as starting from a picture, and it is rigged and animated the same way. ## In more detail For a rigged bake, Bake3D first paints a picture from your words that is easy to rig, and checks it the same way it checks an upload. Then it builds the model and the skeleton. Describe one subject. Say what it is, its shape, its colors and materials, and its style. For example: "a small green dragon with short legs, big wings and a long tail, cartoon style". A prompt for a whole game, a scene or several different characters is turned down before any credits are used, often with a suggested prompt for one subject. A few clear sentences work best. Very long prompts do not add much. If two parts of a prompt disagree, the result ends up somewhere in between. Text gives you less control over the exact shape than a picture does, so if you have a drawing, use it. Other languages can work too: the robot in the free demo came from a short prompt in Spanish. A rigged Standard character is 65 credits, the same as from a picture. The free readiness check reads pictures only, so a text bake starts without it. ## Go deeper - [Text to 3D](https://bake3d.ai/text-to-3d): Writing prompts that work - [3D character maker](https://bake3d.ai/3d-character-maker) - [Play the free demo](https://bake3d.ai/demo): The robot came from text --- # How long does a bake take? Source: https://bake3d.ai/help/how-long-does-a-bake-take Last checked: 2026-10-09. Answered by Bake3D (https://bake3d.ai). ## Short answer About 8 minutes from picture to finished rig for a typical character. A described motion is usually ready in about 35 seconds. These are the middle values of real bakes on Bake3D from 24 September to 8 October 2026. ## In more detail We measured 239 bakes. Half of them took between 5 and 11 minutes from picture to rig. We also measured 121 described motions. A long or tricky motion can take a minute or two, because the engine checks that arms and legs do not pass through the body. A bake has several steps. Bake3D reads your picture, builds the textured model, plans the skeleton, sets up the skin and makes a first short motion. The studio shows each step as it runs. You do not have to watch. The bake keeps running if you close the tab, and the finished character waits in your library. We also send you an email when it is done. Times change with the picture, the quality you pick and how busy the service is. Ready motions, like a walk, are fitted in your browser and take seconds. Downloads are made on the spot. These numbers come from our own production records. We will update this page when we measure again. ## Go deeper - [3D character maker: real numbers](https://bake3d.ai/3d-character-maker#time) - [From one image to a rigged 3D character](https://bake3d.ai/guides/image-to-rigged-3d-character): Guide - [Play the free demo](https://bake3d.ai/demo) --- # How do I contact support? Source: https://bake3d.ai/help/how-do-i-contact-support Last checked: 2026-10-09. Answered by Bake3D (https://bake3d.ai). ## Short answer Email hello@bake3d.ai, or click Contact support in the studio sidebar. The people who build and run Bake3D read every message and reply by email. ## In more detail The form in the studio is the quickest way. With it, we can see your plan, your credits and your latest jobs, so you do not have to explain them. You also get a reference number for your message. What to include: - **A model, rig or motion that went wrong:** the project name and what you expected to see. - **Billing or refunds:** the date of the purchase. Write from the email address on your account. - **Your data:** most requests, like downloading or deleting your data, you can do yourself in Account, then Settings. Two things you can check first. A failed job gives its credits back on its own, and the job shows the refund. A sign-in email holds a link and a 6-digit code, both good for 15 minutes. If the link says it was already used, type the code instead. Never send us a password or an API key. We will never ask for one. ## Go deeper - [Contact page](https://bake3d.ai/contact): Company details - [Refunds and cancellation](https://bake3d.ai/legal/refunds) - [Guides](https://bake3d.ai/guides): Step-by-step help - [API and MCP docs](https://bake3d.ai/docs) --- # Is Bake3D free? Source: https://bake3d.ai/help/is-bake3d-free Last checked: 2026-10-09. Answered by Bake3D (https://bake3d.ai). ## Short answer Bake3D is free to try, but not free for making your own characters. The demo, a check of your own picture and the browser tools are free. Your own character starts at $5 with the Single pack. ## In more detail What is free: - **The demo.** Play 4 rigged characters in your browser, with no account. - **Direct it.** With a free account, type a motion for a demo character and the engine writes it for that body, 3 times a day. - **The readiness check.** Upload your own picture. Bake3D tells you what it will build, which parts will move and the exact price, 3 times a day. - **The tools.** Converters, viewers and STL tools run in your browser. Your files are never uploaded. - **The free models.** 4 rigged, animated characters to download and use under CC BY 4.0. What costs credits: building your own model, rigging it and motions you describe for your own characters. Once you have a character, ready motions like a walk and every download are free. New accounts do not get free credits. Instead, your first pack comes with 25% extra credits if you buy it within 72 hours of signing up. And if you are not happy with your first character, the [first-character guarantee](https://bake3d.ai/help/first-character-guarantee) refunds that first pack in full. ## Go deeper - [Play the free demo](https://bake3d.ai/demo) - [Pricing](https://bake3d.ai/pricing): Every pack and plan - [Free 3D tools](https://bake3d.ai/tools): No upload, no account - [Free 3D models](https://bake3d.ai/free-3d-models): CC BY 4.0 --- # How much does a 3D character cost? Source: https://bake3d.ai/help/how-much-does-a-3d-character-cost Last checked: 2026-10-09. Answered by Bake3D (https://bake3d.ai). ## Short answer A rigged character at Standard quality costs 65 credits. That is about $4.06 in the Single pack ($5 for 80 credits) and about $3.12 in the Studio pack. Ready motions and downloads are free. ## In more detail A character is two steps. The model is 40 credits at Standard quality. The rig is 25 credits and comes with a first short motion. By quality, a rigged character costs: - **Draft:** 55 credits. The fastest, good for trying ideas. - **Standard:** 65 credits. Balanced detail and speed. - **High:** 80 credits. The most detail. Extras: two to four views of your subject add 10 credits, once. Each motion you describe in words is 10 credits. On High quality, Faithful face keeps a person's face closer to the picture for 14 more. Ready motions, exports and STL or OBJ downloads cost nothing. Packs, from the smallest: - **Single:** $5 for 80 credits, about $4.06 a character. - **Starter:** $10 for 180 credits, about $3.61 a character. - **Maker:** $25 for 500 credits, about $3.25 a character. - **Studio:** $60 for 1,250 credits, about $3.12 a character. Plans: Pro is $29 a month for 750 credits, and Studio is $79 a month for 2,100. Plans also give you API keys, MCP and the editor plug-ins. Prices are in US dollars, before any tax. The free readiness check shows the exact price for your picture before you pay. ## Go deeper - [Pricing](https://bake3d.ai/pricing): Packs, plans and the full price list - [Credit calculator](https://bake3d.ai/pricing#calculator): Find the pack that fits your plans - [3D character maker](https://bake3d.ai/3d-character-maker) --- # What are credits, and do they expire? Source: https://bake3d.ai/help/what-are-credits Last checked: 2026-10-09. Answered by Bake3D (https://bake3d.ai). ## Short answer Credits are how you pay for each step, like building a model or writing a motion. Credits from packs never expire. Credits from a monthly plan are used first and do not roll over to the next month. ## In more detail You buy credits in packs, or get them each month with a plan. Every step shows its price in credits before you start it. Your balance goes down when the job is accepted. If a step fails, or you cancel it before it finishes, every credit it took goes back to your balance on its own. - **Pack credits** stay in your account for as long as the account exists. - **Plan credits** arrive with each paid month and are spent before your other credits. What is left at the end of the month does not carry over, and they end when the plan ends. - **Bonus credits**, like the first-pack bonus or an invite reward, are taken back if the payment they came with is refunded. Credits have no cash value, and you cannot move them to another account. At pack prices one credit costs from 4.8 to 6.25 US cents. Bigger packs cost less per credit. Your account page shows your balance and your recent charges and refunds. ## Go deeper - [Pricing](https://bake3d.ai/pricing): What each step costs - [Terms of service, section 3](https://bake3d.ai/legal/terms): Credits, packs and plans - [Refunds and cancellation](https://bake3d.ai/legal/refunds) --- # Which characters and objects can Bake3D rig? Source: https://bake3d.ai/help/which-characters-can-bake3d-rig Last checked: 2026-10-09. Answered by Bake3D (https://bake3d.ai). ## 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. ## Go deeper - [Auto rigging: how to rig a 3D model automatically](https://bake3d.ai/guides/auto-rigging): Guide - [Rig a quadruped from one image](https://bake3d.ai/guides/rig-quadruped-from-one-image): Guide - [How to check an AI-generated 3D rig](https://bake3d.ai/guides/check-ai-generated-rig): Guide - [What we validate](https://bake3d.ai/about#validation) --- # Can Bake3D rig a model I already have? Source: https://bake3d.ai/help/can-bake3d-rig-a-model-i-already-have Last checked: 2026-10-09. Answered by Bake3D (https://bake3d.ai). ## Short answer No. Bake3D rigs only the models it builds from your picture or description. It cannot rig a 3D file you made in another program or downloaded. ## In more detail To rig a model you already have, you have good options: - **Rig it by hand in Blender.** Blender is free, and its Rigify add-on gives you a ready skeleton for people and animals. Our [Blender rigging guide](https://bake3d.ai/guides/how-to-rig-in-blender) shows each step. - **Use an auto rigger that fits your body type.** Some free tools rig human-shaped models in minutes. The [Mixamo alternatives guide](https://bake3d.ai/guides/mixamo-alternatives) compares them, with options for animals and creatures. Bake3D can still help if you have a picture of your character, like concept art or a render of your model. Bake3D builds a new model from that picture and rigs it. The new model is its own build, not a copy of your file, so the shape and the mesh will be different. If you only want to look inside your file, the free [3D viewer](https://bake3d.ai/tools/3d-viewer) shows its skeleton and plays its animations in your browser, without uploading it. We know many people want to upload their own model. It is not possible today. We will update this page if that changes. ## Go deeper - [How to rig a character in Blender](https://bake3d.ai/guides/how-to-rig-in-blender): Guide - [Mixamo alternatives for animals, creatures and robots](https://bake3d.ai/guides/mixamo-alternatives): Guide - [Auto rigging explained](https://bake3d.ai/guides/auto-rigging): Guide - [Free 3D viewer](https://bake3d.ai/tools/3d-viewer): See a skeleton in your browser --- # How do described motions work? Source: https://bake3d.ai/help/how-do-described-motions-work Last checked: 2026-10-09. Answered by Bake3D (https://bake3d.ai). ## Short answer You type what your character should do, like "shake off water from head to tail". Bake3D writes a motion for that character's own skeleton, checks it and saves it as an animation you can play and export. Each one costs 10 credits. ## In more detail The motion engine turns your words into a short motion program. The program moves joints by their job names, such as tail, head or left front leg, not by bone names. That is why the same words can work on very different bodies. Then the engine checks the motion, for example that arms and legs do not pass through the body, and fixes what it can. By default a described motion is a 4-second loop. Playback is exact. The same motion on the same rig gives the same pose at the same moment, every time. That matters in games, where a clip has to loop the same way each time. Tips for good results: - Describe one action, or a short chain of them: "sits down, then scratches behind its ear". - Name body parts your character really has. - Say how fast and how big: "slowly", "a small hop". Each described motion costs 10 credits. An optional review round, where the engine looks at pictures of the motion and revises it, costs 5. You can try it free on the demo characters with Direct it, 3 times a day with a free account. Limits: faces have no expressions yet, and a motion is a 3D animation clip, not a video. ## Go deeper - [How to animate a 3D model](https://bake3d.ai/guides/how-to-animate-a-3d-model): Guide - [AI 3D animation generator](https://bake3d.ai/ai-3d-animation-generator) - [Try Direct it in the demo](https://bake3d.ai/demo) --- # Which motions are free? Source: https://bake3d.ai/help/which-motions-are-free Last checked: 2026-10-09. Answered by Bake3D (https://bake3d.ai). ## Short answer Ready-made motions, such as walk, trot, run, jump, look around and tail wag, are free on your own characters. Every rig also comes with a free first motion. Only motions you describe in words cost credits. ## In more detail Ready motions are fitted to each character's own body. A walk is fitted to the length and the number of its legs. A motion only shows up when the character has the parts it needs, so a snake is offered a slither, not a walk. There are ready motions for many kinds of bodies: - **Legs:** walk, trot, run, gallop and jump. - **Heads and bodies:** idle breathing, look around, nod and shake head. - **Arms:** wave. - **Tails, wings and fins:** tail wag, flap, slither and swim. - **Objects:** roll, bounce, pulse and hover. The first motion comes with the rig at no extra cost. It is a short loop. If your picture showed an action, like running, that action becomes the first motion where it can. Downloads are free too. You can export any motion as an animated GLB or FBX as often as you like. Motions you describe in words cost 10 credits each. On the demo characters, you can try one for free with Direct it. ## Go deeper - [AI 3D animation generator](https://bake3d.ai/ai-3d-animation-generator) - [Quadruped walk cycle](https://bake3d.ai/guides/quadruped-walk-cycle): How four-legged animals walk - [Play the free demo](https://bake3d.ai/demo) --- # Which file formats can I download? Source: https://bake3d.ai/help/which-file-formats-can-i-download Last checked: 2026-10-09. Answered by Bake3D (https://bake3d.ai). ## Short answer GLB and FBX, both with the skeleton, the skin and your motions, plus STL and OBJ of a single pose. There is no USD, USDZ or VRM export. ## In more detail - **Rigged GLB:** the model at rest with its skeleton, skin weights and full PBR textures. - **Animated GLB:** the rigged model plus the motions you pick, each as its own clip. - **FBX, rigged or animated:** skeleton, skin weights and the base color texture, with one motion per file. We check FBX files in Blender 4.4. - **STL:** the pose on screen as plain shape, for 3D printing. - **OBJ:** the pose on screen with its UV map, but no skin and no textures inside. - **Textures:** the model's texture maps in a zip file. Animated files play at 24, 30 or 60 frames per second. You choose whether the character travels across the ground (root motion) or stays in place. Every GLB and FBX stands on the ground, centered, facing +Z with Y up. You can type a height in meters to scale it to real size. For a human-shaped character, you can rename the bones to Mixamo, Unity or Unreal names. Other bodies keep their own bone names. All downloads are free, and you can export again any time. There is no USD, USDZ, VRM, BLEND or 3MF export, and the skeleton is not a Roblox R15 or VRChat avatar rig. For other formats, the free converters, like [GLB to FBX](https://bake3d.ai/tools/glb-to-fbx) and [STL to 3MF](https://bake3d.ai/tools/stl-to-3mf), run in your browser. ## Go deeper - [What is a GLB file?](https://bake3d.ai/guides/what-is-a-glb-file): Guide - [How to convert GLB to FBX](https://bake3d.ai/guides/glb-to-fbx): Guide - [Free 3D viewer](https://bake3d.ai/tools/3d-viewer): Check a file before you use it - [Editor integrations](https://bake3d.ai/docs/integrations) --- # How do I use my character in Unity, Unreal, Godot or Blender? Source: https://bake3d.ai/help/use-my-character-in-unity-unreal-godot-blender Last checked: 2026-10-13. Answered by Bake3D (https://bake3d.ai). ## Short answer Download a rigged or animated GLB or FBX from the studio and import it like any other model. On the Pro or Studio plan, the Bake3D tools for Blender, Unity, Unreal and Godot can also make and import a character from inside the editor. ## In more detail - **Blender:** use File, Import, glTF 2.0 for a GLB. Motions show up as actions. GLB and FBX imports are checked in Blender 4.4 and 5.2, and so is the Bake3D add-on. - **Unity:** import the GLB with glTFast, or drop in the FBX. glTFast brings the rig in as Generic, which fits any body; Humanoid needs the FBX and a human-shaped character. Turn on Loop Time for clips that should loop. For root motion with the FBX, set the root node to `motion_root`. - **Unreal Engine 5:** import as a Skeletal Mesh with Import Animations on. The root bone is `motion_root`. For root motion, open each Animation Sequence and turn on Enable Root Motion; no Force Root Lock is needed. - **Godot 4:** export with the engine set to Godot, then drop the GLB into your project. Godot imports the skin and the clips, and that export names each looping clip with Godot's own "-loop" ending, so a walk loops without any setting. A file exported for another engine needs Loop Mode set to Linear by hand in Advanced Import Settings. Godot can read FBX too, but GLB is the path we have tested in Godot. The Bake3D tools for Unity, Unreal and Godot set these loop and root-motion options for you. Every file stands on the ground, faces +Z and has Y up. Before you export, type a real height if your game needs one, and pick 24, 30 or 60 frames per second. The editor tools need an API key, which comes with the Pro and Studio plans. Without a plan, download the file from the studio and import it by hand. Each guide below walks through one engine and the checks to run after you import. ## Go deeper - [Bring an animated GLB into Unity](https://bake3d.ai/guides/animated-glb-unity): Guide - [Import an animated GLB into Unreal Engine 5](https://bake3d.ai/guides/animated-glb-unreal): Guide - [Import rigged models into Godot](https://bake3d.ai/guides/animated-glb-godot): Guide - [Import a rigged, animated GLB into Blender](https://bake3d.ai/guides/rigged-glb-blender): Guide --- # Can I 3D print my character? Source: https://bake3d.ai/help/can-i-print-my-character Last checked: 2026-10-09. Answered by Bake3D (https://bake3d.ai). ## Short answer Yes. Pose your character in the studio, download it as an STL or OBJ, and open it in your slicer. Today the STL keeps the model's own size and uses Y as the up direction, so you set the real size and stand it upright in the slicer. ## In more detail 1. **Pick a pose.** The STL is the pose shown in the viewer when you export. 2. **Export STL** from the Export tab. It is made in your browser and costs nothing. 3. **Set the size.** Open the file in your slicer and scale it to the height you want. It may show up very small or very large at first. 4. **Stand it up.** Most slicers treat Z as up, so the character may lie on its back. Turn it 90 degrees around the X axis. 5. **Check it.** The free [STL checker](https://bake3d.ai/tools/stl-checker) finds holes and flipped faces, and the free [STL repair](https://bake3d.ai/tools/stl-repair) tool can fix many of them. The height box on the Export tab scales GLB and FBX files only, not the STL. A model made for animation is not always ready to print. Thin parts, like a tail tip or ears, may need to be thicker. Small figures often need supports and a base. The STL holds the shape only, not the colors. ## Go deeper - [How to make a custom 3D figurine from a photo](https://bake3d.ai/guides/3d-figurine-from-photo): Guide - [STL viewer and checker](https://bake3d.ai/tools/stl-checker): Free - [STL repair](https://bake3d.ai/tools/stl-repair): Free - [3D printing with Bake3D](https://bake3d.ai/solutions/3d-printing) --- # Can I use Bake3D characters commercially? Source: https://bake3d.ai/help/can-i-use-bake3d-characters-commercially Last checked: 2026-10-09. Answered by Bake3D (https://bake3d.ai). ## Short answer Yes, once you pay. Anything you make after buying a credit pack, or while you have a Pro or Studio plan, comes with a commercial, royalty-free license. It stays valid after you stop paying. ## In more detail You can use those characters in games, films, apps, products, client work and ads, and you can sell work that uses them. The full rules are in section 5 of the [terms](https://bake3d.ai/legal/terms). A few things to know: - Accounts made before October 4, 2026 got free sign-up credits. Anything made with only those credits, before any purchase, is for personal use. Bake it again after a purchase to get the commercial license. - You must have the right to use the picture you upload. If it shows a trademarked character or someone else's art, the license does not cover that. - Other people may get similar results from similar pictures. The license does not promise that your character is one of a kind. The 4 characters on our [free 3D models](https://bake3d.ai/free-3d-models) page use a different license, CC BY 4.0. Anyone may use them, also to make money, as long as they credit Bake3D. ## Go deeper - [Terms of service, section 5](https://bake3d.ai/legal/terms): Generated output and licenses - [Licensing questions on the pricing page](https://bake3d.ai/pricing#licensing) - [How to sell 3D models online](https://bake3d.ai/guides/sell-3d-models): Guide - [Free 3D models](https://bake3d.ai/free-3d-models): CC BY 4.0 --- # What happens if a bake fails? Source: https://bake3d.ai/help/what-happens-if-a-bake-fails Last checked: 2026-10-09. Answered by Bake3D (https://bake3d.ai). ## Short answer You get your credits back. If a job fails, or you cancel it before it finishes, every credit it charged returns to your balance on its own. You do not need to ask. ## In more detail Credits are taken when a job is accepted, so you see the charge right away. When a job fails, the studio shows the refund next to it and your balance goes back up. A job fails when it stops with an error, for example when the model cannot be built. A job that finishes with a result you do not like has not failed, so it is not refunded on its own. For that case: - Your first character after your first pack is covered by the [first-character guarantee](https://bake3d.ai/help/first-character-guarantee). - Rate the result with the thumbs up or down in the studio and say what went wrong. The team reads every rating. - [Contact support](https://bake3d.ai/help/how-do-i-contact-support) with the project name, and we will take a look. Pictures or prompts that break the rules, such as nudity, are turned down before the job starts, so no credits are used. For a better result next time, run the free readiness check on your picture first, and read [what makes a good picture](https://bake3d.ai/help/what-makes-a-good-picture). ## Go deeper - [Refunds and cancellation](https://bake3d.ai/legal/refunds) - [How to check an AI-generated 3D rig](https://bake3d.ai/guides/check-ai-generated-rig): Guide - [Pricing](https://bake3d.ai/pricing) --- # What is the first-character guarantee? Source: https://bake3d.ai/help/first-character-guarantee Last checked: 2026-10-09. Answered by Bake3D (https://bake3d.ai). ## Short answer If you are not happy with the first character you bake after buying your first credit pack, email us within 14 days of buying it and we refund that pack in full. You do not have to give a reason. ## In more detail Before you pay, the big question is whether yours will come out well. The guarantee lets you find out with your own picture, and get your money back if it does not. The rules: - It applies once per account. - It covers credit packs, not monthly plans. - Ask within 14 days of buying the pack. - The refund takes back the credits left from that pack and any first-pack bonus. - Your character stays in your account for personal use. To ask, email hello@bake3d.ai from the address on your account, with the date of the purchase or the Stripe receipt. Approved refunds go back to the card or account you paid with. Your bank usually shows them within 5 to 10 business days. This is on top of the normal rule: a step that fails always gives its credits back on its own. ## Go deeper - [The guarantee in the refund policy](https://bake3d.ai/legal/refunds#guarantee) - [Pricing](https://bake3d.ai/pricing): Packs and plans - [Contact](https://bake3d.ai/contact) --- # Are my pictures and models private? Source: https://bake3d.ai/help/are-my-pictures-and-models-private Last checked: 2026-10-09. Answered by Bake3D (https://bake3d.ai). ## Short answer Yes. Your pictures, prompts and models stay private in your account. Bake3D uses them only to make your character, and never publishes them, shares them, uses them in marketing or trains models on them. ## In more detail To build your character, your picture goes to our servers and to the AI and computing providers that run parts of the job for us. They get it only while the job runs. They may not keep it afterwards or train on it. The [privacy policy](https://bake3d.ai/legal/privacy) lists each kind of provider we use. Your projects stay in your account until you delete them. You can: - Delete a project at any time. - Download all your data as one file from Account, then Settings. - Delete your account. Your projects and files are removed right away and are gone from backups within 30 days. Only the people who run Bake3D can reach stored data, for example to answer your support request. Payments go through Stripe, and we never see your card number. The free browser tools are different. The converters, viewers and STL tools run on your own computer, so those files are never uploaded at all. The 4 free models are our own sample characters, never customer work. ## Go deeper - [Privacy policy](https://bake3d.ai/legal/privacy) - [Terms of service, section 4](https://bake3d.ai/legal/terms): Your content - [Free 3D tools](https://bake3d.ai/tools): Run in your browser --- # Is there an API or an MCP server? Source: https://bake3d.ai/help/is-there-an-api-or-mcp-server Last checked: 2026-10-13. Answered by Bake3D (https://bake3d.ai). ## Short answer Yes. Bake3D has a REST API and an MCP server. Both need an API key, which comes with the Pro and Studio plans, and they use the same credits and prices as the studio. ## In more detail With the MCP server, an assistant such as Claude Code, Cursor, Codex or Claude Desktop can check your balance, start a bake, wait for it, add a described motion and hand back a GLB or FBX file. It connects over Streamable HTTP at `https://bake3d.ai/api/v1/mcp`. The REST API does the same from your own code. You upload a picture or send a description, start a job, check on it, add motions and download the files from signed links. Good to know: - You make keys in Account, then API keys. A free account cannot make one. - Steps that cost credits (a bake, a re-rig, a described motion) take an idempotency key, so a retry with the same key is not charged twice, even after a timeout. - Failed jobs give their credits back, just like in the studio. A job you cancel gives them back too, until its model or rig is in your project; after that it finishes on its own. - In MCP, deleting a project is the only tool that removes data, and it must be confirmed. Try Bake3D before you pick a plan. The demo and the readiness check are free, so you can judge the results first. ## Go deeper - [REST API reference](https://bake3d.ai/docs/api) - [MCP server and tools](https://bake3d.ai/docs/mcp) - [Use MCP for an AI-assisted 3D workflow](https://bake3d.ai/guides/mcp-3d-workflow): Guide - [Editor integrations](https://bake3d.ai/docs/integrations) --- # Landing pages # One image in. A textured, rigged 3D model out. Source: https://bake3d.ai/image-to-3d Updated: 2026-10-04. Upload a drawing, render or photograph and Bake3D reconstructs a textured mesh, plans a skeleton for its actual shape, and lets you describe the motion. Every stage is inspectable before you spend the next credit. 30–55 credits for the mesh · 25 for the rig · free readiness check · GLB export ## Four stages, each one visible. Image to 3D in Bake3D is not one opaque button. The mesh, the rig and the motion are separate jobs with separate reports, so a problem shows up where it starts. 1. **Upload the image.** PNG, JPEG or WebP up to 12 MB, one image or up to four angles of the same subject. The background is removed automatically and the subject is analysed so the later stages know what kind of thing they are looking at. Choose a Draft, Standard or High quality tier for the mesh. 2. **Generate the mesh.** The generator infers the hidden sides and writes a textured mesh with PBR material maps. The studio then renders seven views next to your input so you can compare the silhouette, count the parts and spot fused or missing geometry. 3. **Build a rig that fits.** Bake3D plans joints from orthographic views of your mesh, labels every joint with a role such as head, spine, left front leg or wheel, solves skin weights and reports placement, a rig check card and measured deformation. 4. **Describe the motion, export.** Type an action or pick a preset that fits the body plan. The motion engine addresses joints by role, so the same request works on a fox, a hexapod or a cart. Export a rigged GLB or an animated GLB with baked keyframes. ## What kind of image works. One subject, fully inside the frame, with the whole body visible. A three-quarter view usually reveals more of the shape than a flat front view, and a little space between limbs, wheels or wings gives both the reconstruction and the rig distinct parts to work with. Cropped feet or a tail that leaves the frame cannot be reconstructed; the generator can only guess at what it cannot see. Drawings, concept art and clean renders are the most predictable inputs. Strong outlines and flat lighting are read as shape; heavy painted shadows are read as surface, which is where dents and phantom bulges come from. If you are [working from a sketch](https://bake3d.ai/guides/sketch-to-3d-model), settle the silhouette before adding fine surface detail, because detail is textured onto the mesh while the silhouette becomes the mesh. Photographs work too, with different care: lighting, cast shadows and the background all compete with the object. The [photo to 3D model](https://bake3d.ai/photo-to-3d-model) page covers shooting an object so it reconstructs well, and when a flat relief or lithophane from the [free image-to-STL tools](https://bake3d.ai/tools/image-to-stl) is the better answer. Resolution matters less than clarity. About 1,000 pixels on the long edge is plenty; a clean 800-pixel drawing beats a noisy 4,000-pixel photo. Background removal is automatic, but a busy scene behind the subject can still leave fragments, so a plain backdrop is worth the minute it takes. If you have no image at all, [text to 3D](https://bake3d.ai/text-to-3d) starts from a description instead. One image is enough, and up to four are accepted. If you have a back, side or top view of the same subject in the same pose, add them in the studio or pass `imageUrls` through the [API](https://bake3d.ai/docs/api): the first image stays the primary reference for the source review and thumbnail, and the other angles go to the geometry engine so less of the hidden side is guessed. Be aware of the honest limit: the primary geometry engine reads all the views, but the fallback engine that steps in when it is unavailable reads one, and the finished job says which happened. Extra views help only when they show the same subject at the same scale; a second pose is a second character. ## What you get out of an image-to-3D job. **Mesh:** Textured 3D mesh with PBR material maps; Seven rendered views compared with the input; Quality tier chosen per job: Draft, Standard or High **Rig:** Skeleton planned for the actual shape, not a humanoid template; Skin weights with a measured deformation report; Joint role labels so motion can address parts by meaning **Motion:** A free four-second introductory loop after rigging; Described motions from a sentence, 10 credits each; Presets fitted to the rig at no charge, such as a rig-fitted walk **Export:** Rigged GLB: rest pose, skeleton, skin weights, textures; Animated GLB with baked keyframes for chosen clips; STL and OBJ of the current pose, written in your browser Bake3D exports glTF 2.0 binaries and binary FBX 7.4 (one baked clip per FBX file; Blender 4.4 import verified). There is no USD export. Nothing in the free tools spends credits. ## The fox you can see above. The character at the top of this page is a Bake3D-generated fox, shown live from the exported GLB with the same engine that runs in the studio. It began as one image. Generation produced the textured mesh, the rig stage planned a quadruped skeleton with a tail and head chain, and the motion programs it plays (walk, trot, idle) are written against joint roles rather than bone names. The sample file is public: [download bake3d-fox-2.glb](https://bake3d.ai/samples/bake3d-fox-2.glb) (about 2.8 MB) and open it in Blender, Godot or any glTF viewer to inspect the armature, textures and skin. Its published motion programs were checked for joint-role resolution, finite output, closed loops and measured surface deformation before release, and the homepage [motion demo](https://bake3d.ai/#motion) plays described motions on the same rig. What the fox proves is narrow: one image of one subject produced a usable rigged asset with this workflow. It does not prove that every image will, and Bake3D does not claim that. The rig stage is written for arbitrary body plans, including many-legged, winged, serpentine, wheeled and mixed rigid and soft subjects, and the [validation notes](https://bake3d.ai/about#validation) describe which structures the regression tests cover. If your subject is four-legged, the [quadruped rigging guide](https://bake3d.ai/guides/rig-quadruped-from-one-image) walks through the reports the studio shows for exactly this kind of character and the fixes for the usual problems: a joint placed inside the body, a paw that slides, a tail that pulls the hip. ## What a single image cannot tell the generator. - Hidden geometry is inferred. The back, the underside and anything occluded are the generator’s guess; a second or third view of the same subject narrows that guess but does not remove it. Inspect the seven-view comparison before rigging and regenerate rather than rig a wrong shape. - Thin parts, touching limbs and very small features are the usual failure points for both mesh and skin weights. Antennae, whiskers and thin straps may fuse or vanish. - Scale is normalised. Generated models do not know the real-world size of the subject; set the size in your editor or slicer deliberately. - A successful job means the workflow completed, not that the asset is production-ready. Review topology, joint placement and deformation in the studio and again in your target application. - Described motion is a starting point. Check loop boundaries, the fastest frames and foot contact rather than one attractive still. ## What it costs, in credits. A credit costs 4.8–6.25¢ in packs and less on a plan. The mesh is priced by quality tier: 30 credits for Draft, 40 for Standard and 55 for High, plus 10 once when you send two to four views of the subject. Rigging is 25 for any body plan and includes a four-second introductory motion, so a textured, rigged model at Standard is 65 credits, about $3.12–4.06 at pack rates. A described motion is 10 credits and an optional critique round, where a vision model reviews a rendered contact sheet and revises the program, is 5. Preset motions, repeat exports and the browser converters are free. Before you pay, a free readiness check reads your picture and quotes the exact price. Then buy a pack when you need one (80 credits for $5; pack credits never expire) or subscribe for a lower price per credit: Pro is $29 a month for 750 credits, Studio is $79 for 2,100, and plan credits renew each month. Anything generated with purchased credits carries a commercial license. Credits are charged when a job is accepted and refunded automatically if any stage fails; partial results stay in your project so you retry only the failed stage. The [pricing page](https://bake3d.ai/pricing) has the full table and a calculator. ## Questions ### Can I turn a picture into a 3D model for free? Partly. The readiness check is free: it reads your picture and tells you what Bake3D will build and the exact price. The model itself is paid, from $5 for 80 credits. The free browser tools convert images to STL reliefs and lithophanes without an account, but they map brightness to height rather than reconstructing a full object. ### How long does image to 3D take? It depends on the image, the quality tier and the service queue, so Bake3D does not publish a fixed time. Jobs run in the background; the studio shows each stage’s status and you can leave the page and come back to the finished mesh, rig and included animation. ### Does it work for things that are not characters? That is the point of the workflow. Joints are planned from the actual mesh and labelled by role, so vehicles, machines, props and hybrid objects receive rigs built around their real parts and pivots instead of a humanoid template. Results still depend on the image and geometry; inspect the rig report before relying on it. ### What file format is the 3D model? glTF 2.0 binary (GLB) containing the mesh, PBR textures, skeleton and skin weights, with baked animation clips when you choose an animated export. The server also writes binary FBX 7.4 with the skeleton, skin weights, embedded base-colour texture and one baked clip, and the studio writes STL and OBJ of the current pose in your browser. There is no USD export. ### Can I use the model commercially? Yes, if you generated it with purchased credits: any credit pack or a Pro or Studio plan gives a commercial, royalty-free license that stays valid after you stop paying. Output made only with the free sign-up credits is for personal use. You must hold the rights to the image you upload; the license covers the transformation, not the underlying picture. ### Where is the image processed? Image-to-3D generation runs on Bake3D’s servers, so the image is uploaded to produce the model. Uploads and outputs are not used to train models, and your projects stay in your account until you delete them. The free STL and OBJ converters are different: they run entirely in your browser. --- # Describe the subject. Get a rigged 3D model. Source: https://bake3d.ai/text-to-3d Updated: 2026-10-04. No image yet? A sentence or a short paragraph becomes a textured mesh through the same bake3d-1.3-enhanced workflow, then the rig and motion stages treat it exactly like a model made from an image. Prompts up to 1,024 characters · 30–55 credits per mesh · same rig and motion stages as image input ## From a paragraph to a moving model. Text to 3D shares every stage after generation with image to 3D. The only difference is what the generator starts from. 1. **Write the description.** In the studio, switch the new bake to “Describe your subject” and write up to 1,024 characters: what it is, its proportions, materials, colours, pose and style. The API and MCP accept the same `prompt` field in place of an image. 2. **Generate the mesh.** The generator produces a textured mesh with PBR maps from the description. The studio renders seven views so you can judge the shape before spending anything on a rig. Use a different seed to get another interpretation of the same text. 3. **Rig and inspect.** Joints are planned from orthographic views of the generated mesh and labelled by role, so a description of a six-legged walker gets six leg chains, not a bipedal template. Read the placement, rig check and deformation reports. 4. **Describe the motion.** A second sentence, this time about what the subject does. The motion engine composes a program against the rig’s joint roles, plays it deterministically, and exports it as baked keyframes in a GLB. ## What a useful description contains. Lead with the subject and its body plan. “A chunky ceramic fox with a glazed orange coat, standing on four legs, stylised, game-ready” tells the generator the species, the material, the number of legs, the pose and the intended look in one line. The rig stage later benefits from that clarity: a standing pose with separated legs gives it distinct parts to place joints in. State proportions and parts explicitly when they matter. “Long tail”, “oversized head”, “two wheels at the back and a caster at the front”, “four arms”: the generator cannot know a proportion you did not mention, and a vague prompt is filled in with the most ordinary interpretation. Mention symmetry if you need it and the rest pose you want, because the rig preserves the generated pose rather than forcing a standing template. Describe surfaces the way a texture artist would: material, colour, wear, finish. “Matte cast iron with chipped green paint” produces more usable maps than “metal”. Avoid packing several unrelated subjects into one prompt; text to 3D produces one object, and a scene description tends to fuse its parts into a single blob. Iterate on the mesh before the rig. If the first result has the wrong silhouette, change the words and regenerate, or keep the words and change the seed. A rig cannot recover geometry that was never generated, and the mesh is the cheaper stage to repeat. When you already have a reference picture, [image to 3D](https://bake3d.ai/image-to-3d) is usually the more controllable route. ## The same asset, from different input. **Mesh:** Textured mesh with PBR material maps; Quality tier per job: Draft, Standard or High; Seven rendered views for inspection **Rig:** Skeleton and skin weights fitted to the generated shape; Joint roles for legs, wings, tails, wheels and more; Placement, rig check and deformation reports **Motion:** Free four-second introductory loop after rigging; Described motion at 10 credits, optional critique at 5; Fitted presets such as an adaptive walk at no charge **Export:** Rigged or animated GLB (glTF 2.0) or binary FBX 7.4; STL and OBJ of the current pose from the studio; No USD ## How the fox sample would be written. The fox on this page was generated from an image, but its description as a text prompt would read: “A stylised red fox with a white chest and a thick bushy tail, standing squarely on four legs, slightly cartoon proportions, clean game-ready surfaces.” Everything the rig needs is in that sentence: four legs, a tail, a standing pose. Everything the texture needs is there too: red, white chest, stylised. After rigging, the motions on the [homepage demo](https://bake3d.ai/#motion) are the second kind of sentence: “Tilt your head, curious”, “Wag your tail, relaxed”, “Walk calmly”. Each becomes a motion program addressed to joint roles, which is why the same descriptions would apply to a different four-legged subject you generated from text instead of a picture. Treat this as one example of the workflow, not a promise about every prompt. Text to 3D is the least constrained input Bake3D accepts, so it is also the input whose result varies the most between runs. Inspect, iterate and only then rig. ## Where text falls short of an image. - Words underspecify shape. Two runs of the same prompt can differ in proportions, pose and detail; use the seed option and the seven-view comparison to converge. - Exact likeness is out of scope. A named character, a specific product or a particular person cannot be reproduced from a description; start from an image you have the rights to instead. - Long prompts do not add precision after the first few clear sentences. The limit is 1,024 characters; contradictions inside a prompt tend to produce a compromise shape. - Real-world scale is not inferred. Set dimensions in your editor or slicer. - The rig and motion stages inherit whatever the mesh got wrong. Fused legs or a missing tail cannot be fixed by rigging. ## Credits for text to 3D. Text generation costs the same as image generation: 30, 40 or 55 credits for the mesh by quality tier, 25 for the rig with its introductory motion, 10 for each described motion. Because text results vary more, budget for a second or third mesh before committing to a rig. Draft is the economical way to explore: three Draft meshes and one rig are 115 credits, about $5.52–7.19 at pack rates, and the same at Standard is 145. There are no free credits; the demo is free, and the Single pack covers one rigged model at Standard. Packs start at $5 for 80 and never expire, and anything generated with purchased credits carries a commercial license; the Pro plan ($29 a month, 750 credits that renew monthly) adds a lower price per credit and API and MCP access. Failed jobs are refunded to your balance automatically. See the [pricing page](https://bake3d.ai/pricing) for the full cost table. ## Questions ### Is text to 3D free? Not after the demo, which is free. A text-to-3D mesh costs 30 at Draft or 40 at Standard. After that, packs start at $5 for 80 credits. Preset motions, the included introductory animation and exports are free. ### Can I combine a text prompt with an image? Not in one job. A generation starts from exactly one of the two: an image or a prompt. Use the image when you have a reference; use text to explore a subject you have not drawn yet, then rig and animate either result the same way. ### Does text to 3D produce a rig and animation? Yes. Rigging, joint roles, the free introductory loop, described motion and GLB export all run on the generated mesh regardless of how it was created. The rig is planned from the mesh itself, so a description of a spider produces a many-legged rig. ### How do I get a consistent result? Keep the prompt fixed and vary only the seed to see alternatives, or keep the seed and change one phrase at a time. Compare the seven rendered views for silhouette and part count before rigging, because that is the stage where a wrong mesh becomes expensive. ### Which 3D model does Bake3D use? Every stage runs under the public model name bake3d-1.3-enhanced: geometry, rig, motion and vision. The API accepts that model name and routes the work server-side. --- # An AI 3D model generator that does not stop at the mesh. Source: https://bake3d.ai/ai-3d-model-generator Updated: 2026-10-04. Most generators hand you a static model and leave the skeleton, skin weights and motion to you. Bake3D generates the textured mesh, plans a rig for the shape it actually produced, and composes motion from a sentence, in one credit-based workflow. Image or text input · mesh, rig, motion · GLB export · bake3d-1.3-enhanced ## Generate, rig, animate, export. One model name, bake3d-1.3-enhanced, covers four stages: geometry, rig, vision and motion. Each stage is a separate job with its own report and its own credit charge. 1. **Choose the input.** Upload an image (PNG, JPEG or WebP, up to 12 MB) or write a description of up to 1,024 characters. An image gives you control over the silhouette; text lets you explore a subject you have not drawn yet. 2. **Generate the mesh.** Pick Draft, Standard or High. The generator writes a textured mesh with PBR maps and the studio renders seven views beside the input so you can judge the shape before rigging. 3. **Rig automatically.** The rig stage plans joints from orthographic views of the mesh, labels each with a role, solves skin weights and measures how the surface deforms. It is built for any body plan, from bipeds to wheeled machines. 4. **Animate and export.** A free introductory loop plays as soon as the rig is done. Then describe motions in plain language or fit a preset, and export a rigged or animated GLB for Blender, Unity, Unreal, Godot or the web. ## Image, photo or text: which one to start from. Start from an **image** when you already know what the subject looks like. Concept art, a clean render or a product shot fixes the silhouette, proportions and colours, and the seven-view comparison tells you quickly whether the generator read it correctly. This is the most controllable route and the one the [image to 3D](https://bake3d.ai/image-to-3d) page describes in detail. Start from a **photograph** when the subject exists in the real world: a toy, a figurine, a tool, a pet. Photographs bring lighting, cast shadows and backgrounds that the generator has to separate from the object, so the [photo to 3D model](https://bake3d.ai/photo-to-3d-model) page covers how to shoot one that reconstructs well. Start from **text** when there is no picture yet. A paragraph describing the subject, its parts, materials and pose becomes a mesh through the same generator. Results vary more between runs than with an image, so plan to iterate on the mesh before rigging. The [text to 3D](https://bake3d.ai/text-to-3d) page has prompt guidance. Whichever you choose, the mesh is the stage to get right. Rigging and motion are built on it and cannot add geometry that was not generated. If you only need the geometry, for printing or for your own rigging pipeline, turn rigging off and pay for the mesh alone; the [3D mesh generation](https://bake3d.ai/3d-mesh-generation) page explains what the mesh contains. ## A complete asset, with reports. **Geometry:** Textured mesh, PBR material maps; Seven rendered views compared with the input; STL and OBJ of the current pose from the studio **Rig:** Skeleton planned for the generated shape; Skin weights and a measured deformation report; Joint roles: head, spine, legs, wings, tail, wheels and more **Motion:** Included four-second loop, free; Described motion from a sentence, deterministic playback; Optional vision-model critique rounds **Access:** Studio in the browser; REST API with bearer keys on Pro and above; MCP server for assistants and editor add-ons Exports are glTF 2.0 binaries or binary FBX 7.4 (one baked clip per FBX file). No USD. Every stage runs under one public model name, bake3d-1.3-enhanced. ## How to tell a good generated model from a pretty one. A generated model can look convincing from the front and still be wrong. Orbit it. Count the appendages and compare them with the input. Check the underside and the back, because those are the surfaces the generator inferred. Look for parts that fused (two legs as one column, a tail merged into a leg) and for parts that vanished (thin straps, whiskers, antennae). Then read the rig reports rather than trusting the skeleton overlay. The placement score says how well joints sit inside the parts they drive; the rig check card lists what the stage verified; the deformation report measures compression and stretch on the skinned surface across a test motion. The [rig inspection guide](https://bake3d.ai/guides/check-ai-generated-rig) explains each number and what to do when one is poor. Finally test with an isolated motion before a complex one: turn the head, bend one leg, rotate one wheel. Nearby surfaces should follow only when that movement makes sense. If they do not, re-rig with a hint, or regenerate the mesh; both are cheaper than discovering the problem after building a scene around the asset. The fox on this page passed those checks and is shown live from its exported GLB. That is evidence for one subject, and the [validation notes](https://bake3d.ai/about#validation) describe which structures the regression fixtures cover: repeated limbs, different scales, posture changes, rigid wheel and panel assemblies, multipart meshes. ## What an AI 3D model generator still cannot do. - It infers what it cannot see. Hidden sides are the generator’s guess; a single view leaves that uncertainty in every result. - It does not know real-world scale, printer constraints or your engine’s polygon budget. Set size deliberately and check triangle counts in your tool. - Topology is generated, not hand-built. Expect to retopologise for close-up film work or strict game budgets; the rig and motion transfer to a retopologised mesh only if you re-rig it. - Exact likeness of a named character, product or person is out of scope, and you must hold the rights to any image you upload. - Text prompts vary between runs. Iterate on the mesh before paying for a rig. ## Credits, not seats. A credit costs 4.8–6.25¢ in packs and 3.76–3.87¢ on a plan. A mesh is 30, 40 or 55 credits for Draft, Standard or High, a rig 25 with its introductory loop, a described motion 10 and a critique round 5; presets, the free converters and repeat exports cost nothing. A complete rigged model at Standard is therefore 65 credits, roughly $3.12–4.06 at pack rates. There are no free credits: the demo and a readiness check of your own picture are free, and the Single pack ($5, 80 credits) covers one rigged model at Standard quality. Packs start at $5 for 80 credits, do not expire, and give what you generate with them a commercial license. Pro ($29 a month, 750 credits) lowers the price per credit and adds API and MCP access; Studio ($79, 2,100 credits) adds unlimited critique rounds. Plan credits are used first and renew each month; unused plan credits do not roll over. Charges apply when a job is accepted and are refunded if it fails. The [pricing page](https://bake3d.ai/pricing) has the table, plan features and a calculator. ## Questions ### What makes this different from a mesh-only generator? The rig and the motion. Bake3D plans a skeleton and skin weights for the shape it generated, labels joints by role so a sentence can drive them, and exports the result with baked animation. A generator that stops at the mesh leaves that work to you in Blender or Maya. ### Which subjects can it generate? Characters, animals, winged and many-legged creatures, serpentine bodies, vehicles, machines, props and hybrids. The rig stage does not assume a torso, two legs or a standing pose. Quality varies with the input; the fox sample shows one good result, not a guarantee. ### Can I use the generator from code or an assistant? Yes. The REST API exposes generate, job status, animate and export endpoints with bearer keys, and the MCP server exposes the same workflow to MCP-compatible assistants and the Blender, Unity, Unreal and Godot add-ons. Both are included with Pro and above. ### What formats can I export? GLB (glTF 2.0) as a rigged rest pose or with baked animation clips, or binary FBX 7.4 from the server (skeleton, skin weights, embedded base-colour texture, one baked clip per file), plus STL and OBJ of the current pose written in your browser. There is no USD export. ### Do I keep my credits if generation fails? Yes. Credits are charged when a job is accepted and refunded automatically if any stage fails. Partial results, such as a mesh whose rig failed, are kept so you retry only the failed stage. ### Is there a free 3D model generator here? Generating and rigging a model is paid, from $5, but the demo and the readiness check of your picture are free. The browser tools on the tools page are free without limits or accounts, but they convert and inspect existing files or build reliefs from images; they do not generate full models. --- # AI 3D animation, from one image. Source: https://bake3d.ai/ai-3d-animation-generator Updated: 2026-10-04. Upload a picture of a character, animal, creature or machine. Bake3D builds the 3D model, gives it a skeleton that fits its shape, and animates it from a sentence you type. You get a real 3D file you can use in a game or in Blender, not a flat video. 25 credits for the rig and a first motion · 10 per described motion · fitted presets free · GLB and FBX ## Picture in. Moving 3D character out. Each step is its own job with its own check, so you can see where a problem starts before you spend more credits. 1. **Upload one image.** Use a drawing, a render or a photo of one subject with its whole body in view. PNG, JPEG or WebP up to 12 MB. You can add up to three more angles of the same subject. 2. **Get a model and a rig.** Bake3D builds a textured 3D model, then places joints where your subject actually bends. Legs, wings, tails, heads and wheels each get their own joints, and the skin is weighted to follow them. 3. **Make it move.** Type what it should do, like "wag the tail slowly and look left", or pick a preset such as a walk, trot, run or jump that is fitted to its own legs. A first short motion is made for free with the rig. 4. **Export and use it.** Download an animated GLB with your clips, or an FBX with one clip, at 24, 30 or 60 frames per second. Choose whether the character travels forward or stays in place. ## An animated 3D model is not an AI video. Many tools called "AI animation" make a video. You give them a photo, and they paint new frames so the picture seems to move. That is great for a social post. But you cannot turn the character around, put it in a game, or change the motion later. An AI 3D animation is different. The result is a 3D model with a skeleton and keyframes. You can view it from any side, drop it into Unity, Unreal, Godot or Blender, light it, and play the same walk in a hundred scenes. You can also render it to video yourself, from any camera angle. If all you need is a few seconds of a moving photo, an image-to-video tool is the faster choice. If you need a character you can reuse, pose, export or print, you need a 3D model that moves. That is what this page is about. ## Describe it, pick it, or edit it. **Describe the motion in words.** Write one or two plain sentences. Bake3D turns them into a motion program that moves joints by their role, such as "tail" or "front left leg", so the same words work on a fox, a dragon or a robot arm. Each described motion costs 10 credits and can be 0.5 to 20 seconds long. **Pick a preset.** Seventeen presets are free: walk, trot, run and jump that are fitted to the length and number of legs; idle breathing, look around, nod, shake head, wave and tail wag; and presets for other bodies, like flap for wings, slither for snakes, swim for fish, roll and bounce for objects, pulse for soft shapes and hover. A preset only shows as available when the rig has the parts it needs. **Edit it yourself.** Every motion is a small program you can open in the studio. Change the speed, the loop, how far the body bobs or sways, or the root motion, and see the result at once. Nothing is baked until you export, so you can keep adjusting. You can check any motion in the studio from any angle, frame by frame, before you download it. Our guide to [four-legged walk cycles](https://bake3d.ai/guides/quadruped-walk-cycle) explains what a good walk looks like, so you know what to look for. ## Not just people. Most auto riggers only know one skeleton: a person with two arms and two legs. Bake3D plans the joints from your model itself. A cat gets four legs and a tail. A bird gets wings. A snake gets a long spine. A toy car gets wheels that turn. Because motion is written for joint roles, not bone names, one request can animate very different bodies. "Walk forward and wag the tail" works on any rig that has legs and a tail. If a body has no legs, the walk preset simply is not offered, instead of breaking the model. Every rig comes with a report: where the joints sit, how the skin stretches in test poses, and anything that looks wrong. Read it before you animate. A bad joint is cheaper to fix before you make ten clips with it. The [rig checking guide](https://bake3d.ai/guides/check-ai-generated-rig) shows what to look at. ## Files your tools can open. **Animated GLB:** Mesh, textures, skeleton and skin; One or more baked clips; Plays in any glTF viewer **FBX:** Binary FBX 7.4 with one baked clip; Skeleton, skin and base color texture; Checked by import into Blender 4.4 **Motion settings:** 24, 30 or 60 frames per second; Travel forward or stay in place; A ground-level motion_root joint **Editors:** Plug-ins for Blender, Unity, Unreal and Godot on Pro; API and MCP on Pro; Manual import works on every plan Clips are baked to keyframes on export, so any engine that reads glTF or FBX animation can play them. There is no USD export. ## What it does not do. - It animates models Bake3D makes from your image or text. It does not rig or animate a 3D model you upload. For that, see our [Mixamo alternatives](https://bake3d.ai/guides/mixamo-alternatives) guide. - It moves the body, not the face. There is no lip sync or facial expression animation. - Small parts like fingers or whiskers only move if the rig has joints there, and thin parts are the most likely to stretch. - A described motion is a strong first draft, not a final performance. Check the loop, the fastest frames and where the feet touch the ground. - It makes 3D files, not a finished video. To get a video, render the model in Blender or your game engine. ## What an animated character costs. A textured, rigged model at Standard quality is 65 credits: 40 for the model and 25 for the rig, which includes a first short motion. Presets are free. Each described motion is 10 credits. Exports are free. At pack prices a credit costs 4.8–6.25¢, so a rigged character is about $3.12–4.06. You can play rigged characters in the free demo, and check your own picture for free, before you pay. After that you can buy 80 credits for $5, and pack credits never expire, or choose Pro at $29 a month for 750 credits. If a paid step fails, its credits come back automatically. See the full [price list](https://bake3d.ai/pricing). ## Questions ### Is there a free AI 3D animation generator? You can try it for free: the demo plays rigged characters with no account, and the readiness check of your own picture is free. Making your own model is paid, from $5. The seventeen presets, like walk and jump, are always free on your own rigs. ### Can I animate my own 3D model with Bake3D? Not today. Bake3D animates the models it makes from your image or description. If you already have a finished model, a tool that rigs uploaded files is the better fit, and our Mixamo alternatives guide compares them. ### Can it animate animals and creatures, not just people? Yes. The rig is planned from the shape of your model, so four legs, wings, tails and long bodies each get their own joints. Walk, trot, run and jump are fitted to the legs the rig actually has, and there are presets for flapping, slithering and swimming. ### Can I get a video instead of a 3D file? Bake3D gives you a 3D file with animation, not a video. You can render it to video in Blender or a game engine from any camera angle. If you only need a moving photo for a short post, an image-to-video tool is quicker. ### Which file formats and frame rates can I export? Animated GLB with one or more clips, and binary FBX with one clip per file. Both can be exported at 24, 30 or 60 frames per second, either travelling forward or in place. ### Can I use the animated character in my game commercially? Yes, if you made it with purchased credits from any pack or plan. That license is royalty-free and stays valid after you stop paying. New accounts get no free credits, so everything you bake after buying is covered. Older accounts that baked with free sign-up credits before buying have a personal license for those characters. --- # Photograph an object. Get a 3D model that moves. Source: https://bake3d.ai/photo-to-3d-model Updated: 2026-10-04. A photo carries more than the object: light, shadow, background and lens. Bake3D removes the background and reconstructs the subject, but a photograph taken with the generator in mind produces a far better mesh. Here is how, and when a flat photo relief is the honest answer. JPEG, PNG or WebP up to 12 MB · automatic background removal · 65 credits for mesh and rig at Standard ## From one photograph to a rigged model. 1. **Shoot the object.** One subject, plain background, soft even light, three-quarter angle, whole object in frame. Phone cameras are fine; the generator wants a clean silhouette more than megapixels. 2. **Upload and generate.** Bake3D removes the background automatically, analyses the subject and generates a textured mesh with PBR maps. Compare the seven rendered views with your photo before spending anything on a rig. 3. **Rig for the real shape.** The rig stage plans joints from the mesh itself, so a photographed toy car gets wheel pivots and a photographed figurine gets limbs, without a humanoid template being forced on either. 4. **Animate and export.** A free introductory loop plays after rigging. Describe further motions, then export a rigged or animated GLB, or a geometry-only STL if the goal is a print. ## Photographs that reconstruct well. **Light softly and evenly.** The generator interprets shading as surface. A hard flash creates a bright hotspot and a deep shadow that become a bump and a dent in the mesh, and specular highlights on glossy toys turn into flat white patches in the texture. Window light on an overcast day, or two lamps bounced off a wall, gives the flattest, most honest lighting. **Use a plain background with contrast.** Background removal is automatic, but it works best when the object’s edge is unambiguous. Put a dark object on a light sheet of paper and a light object on a dark one. Avoid backgrounds that share colours with the subject, patterned fabric and other objects in frame, all of which can leave fragments attached to the reconstruction. **Choose the angle for the silhouette.** A three-quarter view from slightly above shows the front, one side and the top at once, which is the most information a single photo can carry. Keep limbs, wheels, handles and tails separated from the body in the outline. Fill the frame but leave a margin; a cropped foot cannot be reconstructed. **Shoot more than one angle if you can.** Bake3D accepts up to four photographs of the same object in one job. Keep the object, the lighting and the distance fixed and walk around it: front three-quarter first, then the back, a side, and the top if the top matters. The first photo is the primary reference used for the source review; the others are given to the geometry engine when it reads several views, which is the case for the primary engine but not for the fallback engine, and the finished job reports how many were used. Do not move the object between shots and do not include a different pose. **Photograph the object, not the scene.** Shadows on the table become geometry, so raise the object slightly or shoot from an angle where the shadow falls behind it. Remove packaging, stands and hands. If the object is symmetrical, a straight three-quarter view helps the generator infer the far side; if it is not, the far side will be guessed and you should inspect it closely. ## Full 3D model, or a photo relief? “Photo to 3D” covers two different jobs, and choosing the right one saves credits and disappointment. A **full 3D model** has a back, sides and a base you would recognise from any angle: a toy, a figurine, a pet, a tool, a car. That is what the credit-based generator makes, and what this page is about. A **photo relief or lithophane** is a flat plate whose thickness follows the picture’s brightness. It is the right answer when you want the photograph itself as a printable object: a portrait that appears when backlit, a logo standing proud of a plaque. The free [JPG to STL](https://bake3d.ai/tools/jpg-to-stl) and [image to STL](https://bake3d.ai/tools/image-to-stl) tools do this in your browser, without an account or upload, and the [image to STL guide](https://bake3d.ai/guides/image-to-stl-3d-printing) compares the three routes in detail. The test is simple. If the thing in the photo lives on one flat face, use a relief. If it has a silhouette from the side, generate a model. Trying to get a figure out of a heightmap gives you a raised silhouette, and trying to get a portrait out of the full generator gives you a head with an invented back. ## What a photo becomes. **Mesh:** Textured mesh with PBR maps derived from the photo; Hidden surfaces inferred and shown in seven views; Normalised scale; set real dimensions in your editor or slicer **Rig and motion:** Skeleton, skin weights and joint roles fitted to the shape; Free introductory loop, described motion at 10 credits; Wheels and rigid parts get their own pivots **Export:** Rigged or animated GLB or binary FBX; STL or OBJ of the current pose for printing; No USD ## What photographs get wrong. - Reflective, transparent and very dark surfaces reconstruct poorly. Glass, chrome and black plastic hide their shape from a camera and therefore from the generator. - Lighting is baked into the texture. Shadows and highlights in the photo remain in the material maps; shoot flat and let your renderer add light. - The far side is invented from one photo. A back or side photo of the same object narrows the guess when the geometry engine reads it; asymmetric objects still need a close look at the views no photo showed. - People and faces are not a good fit for this workflow; fine facial detail and hair are beyond a single-photo reconstruction, and portraits are usually better served by a lithophane. - Real size is unknown. A 5 cm figurine and a 50 cm one produce models of the same normalised size. ## Credits, and whose photo it is. Costs are the same as any image: 30, 40 or 55 credits for the mesh by tier, 10 more once when you send two to four photos, 25 for the rig with its introductory loop and 10 per described motion, with a free readiness check first and packs from $5 for 80. The free relief and lithophane tools cost nothing and never upload the photo. Credits are charged when a job is accepted and refunded if it fails; see the [pricing page](https://bake3d.ai/pricing). You must hold the rights to the photograph you upload and to what it shows where that matters. Bake3D does not check ownership and its license covers the transformation, not the underlying picture. Uploads are used only to produce your assets and are not used to train models; the [privacy notice](https://bake3d.ai/legal/privacy) describes processing and retention. ## Questions ### Can I make a 3D model from one photo, or do I need many? One photo is enough; up to four of the same object are accepted. Bake3D reconstructs the visible surfaces and infers the rest, then shows seven rendered views so you can judge the inferred sides. Extra angles are read by the primary geometry engine and reduce what has to be inferred; they are not a photogrammetry scan, which needs dozens of overlapping photos and different tools. With one photo, shoot the most informative angle. ### What photo resolution do I need? About 1,000 pixels on the long edge is plenty. Files may be up to 12 MB in JPEG, PNG or WebP. Clarity, lighting and a clean edge against the background matter far more than pixel count. ### Will the model keep the photo’s colours and details? The texture is derived from the photograph, including its lighting, so colours and printed patterns carry over on the visible side. Details smaller than the silhouette can read, such as engraving or fine text, are not reliably reconstructed. ### Can I 3D print a model made from a photo? Yes, with checks. Export a geometry-only STL of the current pose from the studio, run it through the free STL checker for shells, boundary edges and volume, and set the real size in your slicer. A successful generation is not a printability certificate. ### Should I photograph my pet for this? You can, but expect the usual animal problems: fur has no clean silhouette, legs are often together, and the far side is invented. A pet in a relaxed standing pose on a plain floor, photographed from a low three-quarter angle, gives the best chance. The rig stage handles four-legged subjects; see the quadruped guide. --- # Generate the mesh. Then actually look at it. Source: https://bake3d.ai/3d-mesh-generation Updated: 2026-10-04. AI mesh generation produces triangles you did not model by hand, so inspection matters more, not less. Bake3D generates a textured mesh from an image or text, renders it from seven angles next to your input, and ships free tools that measure what the preview cannot show. Mesh only: 30–55 credits · GLB, STL and OBJ · free STL checker and converters ## Mesh generation without the rig, if that is all you need. 1. **Provide the subject.** An image (PNG, JPEG or WebP, up to 12 MB) or a text description up to 1,024 characters. Background removal and subject analysis run first so the generator knows what it is reconstructing. 2. **Pick a quality tier.** Draft for blocking out, Standard for balanced detail and speed, High for the most detail and texture resolution. PBR maps are on by default; turn rigging off when you only need geometry. 3. **Inspect from seven views.** The studio renders the mesh from seven angles beside the input. Compare silhouettes, count parts, look at the inferred back and underside, and regenerate if the shape is wrong. 4. **Export and measure.** Export GLB, or write STL or OBJ of the current pose in your browser. Run the STL through the free checker for shells, boundary edges, non-manifold edges, winding and signed volume. ## Triangles, UVs, materials and what is not there. A generated Bake3D mesh is triangle geometry with UV coordinates and PBR material maps: base colour plus the surface maps the generator produces for the quality tier. It is packaged as a glTF 2.0 binary, which means positions, normals, UVs, indices and textures travel in one file that Blender, Godot, three.js and most modern tools read directly. Topology is generated, not hand-built. Expect an even triangle distribution rather than clean quad loops around joints, and expect several shells when the subject has separate parts, such as a rider and a mount, or wheels and a body. That is often correct for the object; the [STL checker](https://bake3d.ai/tools/stl-checker) reports the shell count so you can decide. Scale is normalised. The mesh does not carry the real-world size of the subject, so a figurine and a truck arrive at comparable dimensions. The studio’s STL export carries the scene size in millimetres; read the reported dimensions in your slicer or editor and scale deliberately. What is not in a generated mesh: hidden geometry you can trust without looking (the far side is inferred), engineering tolerances, and guaranteed watertightness. A clean-looking mesh can still have boundary edges. The free tools exist to find those before a print or an import does. ## Measure the geometry, do not eyeball it. **In the studio:** Seven rendered views versus the input image; Orbit, check underside and back; Regenerate the mesh before rigging a wrong shape **STL checker (free):** Triangles, welded vertices, shells, bounds; Surface area and signed volume; Boundary, non-manifold and inconsistent edges; inside-out detection; degenerate and tiny triangles; JSON report **Converters (free):** GLB → STL and GLB → OBJ for print and modelling tools; OBJ → STL, STL → OBJ, OBJ → GLB with explicit units and up axis; FBX → OBJ and 3MF → STL for files from elsewhere All free tools run in your browser: nothing is uploaded, no account is needed and no credits are spent. Images are limited to 32 MiB and models to 64 MiB, with expanded geometry bounded at 1,000,000 vertices. ## Rig it, print it, or take the geometry elsewhere. If the mesh passes inspection and the subject should move, add a rig for 25 credits; it includes a four-second introductory motion. The rig stage plans joints from orthographic views of exactly this mesh, so it inherits whatever the geometry got right or wrong; that is why inspection comes first. A rigged mesh then takes described motion and exports as an animated GLB. The [image to rigged character guide](https://bake3d.ai/guides/image-to-rigged-3d-character) covers the sequence. If the goal is a physical object, export STL from the studio, check it, and set the size in millimetres in your slicer. The [3D printing solution](https://bake3d.ai/solutions/3d-printing) page and the [image to STL guide](https://bake3d.ai/guides/image-to-stl-3d-printing) walk through the print-specific checks and the difference between a generated model and a flat relief. If you have your own rigging or retopology pipeline, take the GLB or OBJ into it. Bake3D does not currently offer a retopology stage; for close-up film work or strict game budgets, plan to retopologise and re-rig. The [game graphics](https://bake3d.ai/solutions/game-graphics) and [movie graphics](https://bake3d.ai/solutions/movie-graphics) pages are honest about where generated topology fits and where it does not. Generation and mesh-only export are available through the [REST API](https://bake3d.ai/docs/api) and the [MCP server](https://bake3d.ai/docs/mcp) as well as the studio, so a pipeline can request meshes by script and pull the GLB from a signed download link. ## The fox mesh, by the numbers you can check yourself. The sample [bake3d-fox-2.glb](https://bake3d.ai/samples/bake3d-fox-2.glb) is about 2.8 MB with textures embedded. Drop it into the free [GLB to STL](https://bake3d.ai/tools/glb-to-stl) converter, then open the result in the [STL checker](https://bake3d.ai/tools/stl-checker): you will see the triangle count, the number of shells, the millimetre bounds and whether the surface is watertight, computed in your browser from the actual file rather than quoted here. That is deliberately how this page treats numbers. Triangle counts and dimensions vary with the subject and the quality tier, so Bake3D reports them per model instead of advertising a typical figure. Run the checker on your own output and on the sample to calibrate expectations. ## What generated geometry does not promise. - Watertightness, wall thickness and manifold edges are not guaranteed; measure them with the checker before printing or booleans. - Topology is even triangle soup. Edge loops for animation and clean quads for subdivision need a retopology pass in your own tool. - The far side is inferred from one view; asymmetric subjects need a close look at the views the input did not show. - Thin parts, touching limbs and very small features can fuse or vanish. Regenerate from a clearer input rather than trying to rig around them. - Real-world scale is unknown. Set dimensions deliberately in your editor or slicer. ## Mesh-only is the cheapest job. A mesh is 30 credits at Draft, 40 at Standard and 55 at High, whether it comes from an image or a description; a Standard mesh is about $1.92–2.50 at pack rates, and two to four reference views add 10 once. Turn rigging off in the job options and nothing else is charged. Adding the rig later costs 25 credits, or the studio can request a joint plan only, also 25, and build the skin in your browser; a project pays for one or the other. A free readiness check reads your picture and quotes the exact price first, and the Single pack covers one Standard mesh and its rig. Packs start at $5 for 80 credits and never expire; plans start at $29 a month. Charges are made when a job is accepted and refunded on failure. Exports and the browser tools are free. Full details on the [pricing page](https://bake3d.ai/pricing). ## Questions ### Is the generated mesh watertight? Not guaranteed. Generated geometry can carry boundary edges, several shells and occasional inside-out faces, and a convincing preview does not reveal them. Export STL and run the free STL checker; it reports boundary and non-manifold edges, winding and signed volume from the actual file. ### What topology does the mesh have? Generated triangle topology with an even distribution, not artist quad loops. It is suitable for previews, many game uses, printing after checks and as a base for retopology. Bake3D does not currently provide a retopology stage. ### Can I generate only the mesh without a rig? Yes. Turn rigging off when you start the job and only the mesh is charged: 30, 40 or 55 credits by tier. You can add the rig later for 25 credits. ### How many triangles does a generated mesh have? It varies with the subject and the quality tier, so Bake3D does not advertise a typical count. Convert the GLB to STL with the free tool and read the triangle count in the STL checker, or inspect it in your editor. ### Which mesh formats can I get? GLB (glTF 2.0) with textures from the server, and STL or OBJ of the current pose written in your browser from the studio. Rigged projects also export binary FBX 7.4 from the server. The free converters add GLB to STL, GLB to OBJ, OBJ to GLB and other static-geometry directions. There is no USD export. --- # Make a 3D character from one picture. Source: https://bake3d.ai/3d-character-maker Updated: 2026-10-08. Draw it, photograph it or describe it in a sentence. Bake3D turns it into a textured 3D character, gives it a skeleton that fits its body and moves it the way you describe. Animals, robots, monsters and people all work. 65 credits for a rigged Standard character · 10 per described motion · ready motions free · GLB and FBX ## Tell a character what to do. Bake3D made these four characters. Pick one and play its walk. Then type a motion of your own, like "shakes off water" or "takes a bow". The engine writes it for that body, usually in under a minute. A free account lets you direct 3 motions a day. ## Four steps, from a picture to a moving character. You see each step before you pay for the next one. 1. **Bring a picture or a sentence.** Use a drawing, a render or a photo. Show the whole body. No picture yet? Describe the character in a sentence instead. 2. **Check it for free.** Bake3D looks at your picture. It tells you what it will build, which parts will move and the exact price. You get 3 free checks a day. 3. **Bake the model and the rig.** Bake3D builds a textured 3D model. Then it puts joints where your character really bends, like legs, arms, wings, a tail or wheels. The skin is set up to bend with them. 4. **Make it move, then export.** Pick a ready motion such as a walk, or type what the character should do. Then download it for Blender, Unity, Unreal or Godot. ## Not only people. Some character tools start from a human template. That works for people. It breaks for a fox, a spider or a robot. [Mixamo](https://bake3d.ai/guides/mixamo-alternatives), for example, is made for two-legged human shapes. Bake3D has no fixed template. It looks at your model and plans a skeleton for the body it sees. Each joint gets a job name, like head, tail, left front leg or wheel. Motions use those names, not a list of bone names. So "walk" moves four legs on a fox and two on a T. rex. The same request works on very different bodies. The four characters in the demo above show this. The fox came from one picture. The robot came from a short text prompt in Spanish. The person came from a picture of an old man in an armchair, and Bake3D built him standing. The T. rex has two legs, small arms and a heavy tail, and its walk is fitted to its own legs. We test the rig on many kinds of bodies before each release, including many-legged, winged, snake-like and wheeled ones. The [validation notes](https://bake3d.ai/about#validation) list what the tests cover. One good character does not promise the same result for every picture. That is why the free check comes first. ## How long it takes. We measured real bakes on Bake3D from 24 September to 8 October 2026. Across 239 bakes, the typical character went from picture to finished rig in about 8 minutes. Half of them took between 5 and 11 minutes. A described motion is faster. Across 121 of them, the typical one was ready in about 35 seconds. A long or tricky motion can take a minute or two, because the engine checks that arms and legs do not pass through the body. ## A character you can use right away. **Model:** Textured 3D model with PBR materials; Seven views to compare with your picture; Draft, Standard or High quality **Rig:** A skeleton planned for its own body; Skin weights checked as it bends; Mixamo, Unity or Unreal bone names for human-shaped characters **Motion:** A free four-second intro loop with the rig; Described motions, 10 credits each; Ready motions like walk and look around, free **Export:** Rigged GLB with textures; Animated GLB, or FBX with one clip per file; STL or OBJ of a pose for 3D printing There is no USD or VRM export. The skeleton is not a Roblox R15 or VRChat avatar rig. ## Games, apps, film and prints. [Game makers](https://bake3d.ai/solutions/game-graphics) use it for creatures, NPCs and enemies. Concept art goes in. A rigged GLB comes out for Unity, Unreal or Godot. The [game assets guide](https://bake3d.ai/guides/ai-3d-character-generator-game-assets) covers polygon counts and engine setup. [App makers](https://bake3d.ai/solutions/mobile-app-mascots) give a mascot a short idle loop. [Web teams](https://bake3d.ai/solutions/web-apps) load the GLB with three.js or a model viewer. [Film teams](https://bake3d.ai/solutions/movie-graphics) block a shot with a moving stand-in before the final model exists. You can also pose a character and export it as STL. Then you can [print it as a figurine](https://bake3d.ai/guides/3d-figurine-from-photo). ## What a character costs. A rigged character at Standard quality is 65 credits. That is 40 for the model and 25 for the rig, which comes with a first short motion. Ready motions like walk are free. Each described motion is 10 credits. Downloads are free. At pack prices a credit costs 4.8–6.25¢. So a rigged character costs about $3.12–4.06. The Single pack is 80 credits for $5, enough for one character and a described motion. Pack credits never expire. The full [price list](https://bake3d.ai/pricing) has every pack and plan. ## What to know before you start. - One picture shows one side. The back is a good guess, not a copy. You can add up to four views of the same pose so it guesses less. - Limbs that touch in the picture can join in the model. Leave a gap between the arms and the body, and between the legs. - Bake3D rigs the characters it builds. It cannot rig a model you already have. - Faces have no expression controls yet, such as a smile or a blink. - Very thin parts, like whiskers or straps, can vanish or merge with the body. Before you animate, the [rig check guide](https://bake3d.ai/guides/check-ai-generated-rig) shows how to spot a joint in the wrong place. ## Questions ### Is there a free 3D character maker? You can play the demo and direct its characters for free. You can also check your own picture for free, 3 times a day. Making your own character starts at $5 with the Single pack. If a step fails, its credits come back on their own. Our guide to [free AI 3D character makers](https://bake3d.ai/guides/free-ai-3d-character-maker) compares what other free plans let you download and use. ### Can I make a 3D character from a drawing? Yes. A clean drawing with the whole body in view works well. Strong outlines help. Heavy painted shadows can turn into bumps. The [2D to 3D guide](https://bake3d.ai/guides/2d-image-to-3d-model) shows what works and what does not. ### Can I use my character in Unity, Unreal, Blender or Godot? Yes. Download a rigged or animated GLB, or an FBX with one clip per file. Each one has a step-by-step guide: [Unity](https://bake3d.ai/guides/animated-glb-unity), [Unreal](https://bake3d.ai/guides/animated-glb-unreal), [Godot](https://bake3d.ai/guides/animated-glb-godot) and [Blender](https://bake3d.ai/guides/rigged-glb-blender). ### Can I sell my character or use it in a paid game? Yes, once you buy credits. Characters made after you buy a pack, or while you have a Pro or Studio plan, can be used in games, films, products and client work. The [terms](https://bake3d.ai/legal/terms) explain the licence. ### Can Bake3D rig a character I already made? Not today. Bake3D rigs the characters it builds. If you have your own model, you can rig it by hand. The [Blender rigging guide](https://bake3d.ai/guides/how-to-rig-in-blender) shows how, step by step. ### What if my character comes out wrong? A step that fails gives its credits back on its own. Your first character also has a 14-day guarantee. If you are not happy with it, your first pack is refunded in full. The [refund policy](https://bake3d.ai/legal/refunds#guarantee) has the details. --- # From a picture to a checked STL. Source: https://bake3d.ai/solutions/3d-printing Updated: 2026-10-08. Printing needs geometry, not textures or animation, and it punishes hidden defects. Bake3D generates the full object, lets you pose it with the rig, writes STL in your browser, and provides free tools to measure the file before your slicer does. STL and OBJ export in the browser · free STL checker · relief and lithophane tools · 30–55 credits per mesh ## Generate, pose, export, check, slice. 1. **Decide the route.** A figure, creature, prop or vehicle with a real back and sides is a full model: use the generator. A logo, plaque or backlit portrait lives on one face: use the free relief or lithophane converters instead and skip the credits. 2. **Generate and inspect.** Upload the image or describe the subject. Compare the seven rendered views with the input, looking hardest at the underside and the inferred back, because those surfaces will be printed. 3. **Pose with the rig, optionally.** Add a rig (25 credits) and the studio’s STL export writes the current pose. Scrub a described motion or a preset to a frame you like, then export: a posed figurine without sculpting. 4. **Check before slicing.** Open the STL in the free checker. Read shells, boundary and non-manifold edges, winding, signed volume and millimetre bounds. If it finds holes or flipped faces, the free STL repair closes and turns them. Then set the real size in your slicer. ## What the export contains and what it does not. The studio writes binary STL of the current pose, geometry only, in your browser; nothing is re-uploaded and nothing is charged. STL has no colour, no texture and no units, so the file carries the model’s scene size and slicers assume millimetres. Generated characters use normalised dimensions, so read the reported size in the [STL checker](https://bake3d.ai/tools/stl-checker) or your slicer and scale deliberately: a 1.8 m character is an 1,800 mm print at scale 1. A posed export bakes the skin deformation of that frame into the surface. That is what makes a posed figurine possible from a rigged model, and it is also why you should inspect the joints in the pose: a knee that pinches in the deformation report will pinch in the print. Rest pose is the safest export when in doubt. A model with separate parts, such as a rider and a mount, exports as several shells. That can be correct. What needs attention is a boundary edge on what should be a closed surface, a non-manifold edge, or an inside-out verdict, all of which the checker reports from the actual triangles rather than the preview. The free [STL repair tool](https://bake3d.ai/tools/stl-repair) joins open seams, closes holes bounded by simple loops and turns flipped or inside-out faces, then shows the numbers from the checker before and after. It does not thicken walls against your nozzle or resin, merge overlapping parts or know your build volume. Check the layer view in your slicer as well. A successful generation, conversion or repair is not a printability certificate, and Bake3D does not claim that every model prints without changes. ## The browser tools that surround the print workflow. **From pictures:** [Image to STL](https://bake3d.ai/tools/image-to-stl): closed heightmap relief, mm, Z up; [JPG to STL](https://bake3d.ai/tools/jpg-to-stl): backlit lithophane with minimum thickness **From models:** [GLB to STL](https://bake3d.ai/tools/glb-to-stl) with a scale control; [OBJ to STL](https://bake3d.ai/tools/obj-to-stl) with declared units and up axis; [3MF to STL](https://bake3d.ai/tools/3mf-to-stl) for manufacturing files; [STL to 3MF](https://bake3d.ai/tools/stl-to-3mf) to fix the unit or join parts in one file **From text and logos:** [3D text generator](https://bake3d.ai/tools/3d-text-generator): keychains and name plates in mm; [SVG to STL](https://bake3d.ai/tools/svg-to-stl): a logo with a height for each colour **Inspection:** [STL checker](https://bake3d.ai/tools/stl-checker): shells, edges, winding, volume, tiny triangles; JSON report download; Dimensions in millimetres; [STL repair](https://bake3d.ai/tools/stl-repair): seams, holes, flipped and inside-out faces Every tool parses, previews and writes the file locally. No upload, no account, no credits. Images are limited to 32 MiB; models to 64 MiB and 1,000,000 expanded vertices; STL tools to 2,000,000 triangles. ## Where generated models and prints disagree. - Thin parts are the usual failure: whiskers, antennae, straps and tails may be missing, fused or too thin to print. Inspect them and thicken in a modelling tool where needed. - The far side is inferred from one view. For a print that will be handled and seen from every angle, look at all seven views before spending on the rig. - Generated topology is triangle soup by design. Slicers do not mind, but repairs and edits are easier after a remesh in your own tool. - Watertightness is not guaranteed. The checker tells you, and the free STL repair closes common holes and flipped faces; it cannot thicken thin parts or rebuild missing shapes. - Overhangs, orientation, supports and material choice are yours. Bake3D does not slice. ## What a printable model costs. A mesh is 30, 40 or 55 credits by quality tier, and High carries the most surface detail into a print. A rig adds 25, so a Standard mesh with its rig is 65 credits, about $3.12–4.06 at pack rates; the rig is optional for printing and only useful if you want a posed export. STL and OBJ exports are free, as are the browser converters and the checker. A free readiness check of your photo quotes the exact price before you pay, and the Single pack ($5, 80 credits) covers one High model, or a Standard model with its rig. Charges are made when a job is accepted and refunded on failure. Models made only with the free sign-up credits have a personal-use license, which covers printing for yourself; selling prints needs the commercial license that comes with purchased credits, from a $5 pack or a Pro ($29 a month) or Studio plan. See the [pricing page](https://bake3d.ai/pricing) for the table and the [marketplaces page](https://bake3d.ai/solutions/3d-model-marketplaces) for licensing detail. ## Questions ### Can I 3D print a model generated from one image? Often, after checks. Generate, inspect the seven views, export STL from the studio and run the free STL checker. Expect to fix thin parts and occasionally boundary edges in a repair tool, and set the real size in your slicer because generated models use normalised dimensions. ### How do I get a posed figurine? Add a rig, play a described motion or preset, pause on the frame you want and export STL. The export writes the current pose with its skin deformation baked in, so check the joints in the deformation report first. ### Should I use the generator or the image-to-STL tool? If the object has a silhouette from the side, use the generator. If it lives on one flat face, a logo or a portrait, use the free relief or lithophane converter; it is instant, free and never uploads the image. ### Does Bake3D repair meshes or check wall thickness? The free STL repair tool fixes common mesh problems in your browser: open seams, holes bounded by simple loops, flipped and inside-out faces, and flat or doubled triangles. It does not check wall thickness, merge overlapping parts or slice. The checker reports shells, edges, winding, volume and dimensions from the actual triangles; wall thickness and slicing stay in your own tools. ### What units is the STL in? STL carries no units; slicers assume millimetres and the browser tools write millimetres with a flat base at Z = 0 where they build geometry. The studio STL carries the scene size, so read the bounds in the checker and scale to the print you want. --- # Concept art in. A playable character out. Source: https://bake3d.ai/solutions/game-graphics Updated: 2026-10-08. A game character needs a skeleton the engine can drive, skin weights that survive a run cycle, a clip or two to start from and a format that imports without a conversion. Bake3D produces all four from one image as a glTF binary, with per-engine notes that say what has been tested. Rigged and animated GLB · Unity, Godot, Unreal, Blender · root motion on or off · 65 credits for mesh and rig ## From concept to engine in four checked steps. 1. **Generate from concept art.** Flat-lit concept art with strong outlines reconstructs predictably. One subject, whole body, a little space between the limbs. Creatures, robots, vehicles and props all rig; a humanoid skeleton is never forced on a four-legged or wheeled subject. 2. **Rig and read the reports.** Placement score, rig check card and the measured deformation percentage tell you whether the skin holds before you animate. A knee in the wrong place produces wrong motion in every clip you make. 3. **Add clips your controller can use.** Describe motions in plain language or fit a preset such as the adaptive walk, which measures a stride from limb reach. Decide whether the clip or the controller moves the character; export in place or with root travel. 4. **Export with an engine preset.** Rigged GLB for projects that supply their own animation; animated GLB with baked keyframes otherwise. Presets for Unity, Unreal, Godot and Blender change only the file suffix and remind you of the import notes. ## What each import has actually verified. **Godot 4:** Imports GLB skins and clips natively; Tested in Godot 4.7.2 with sampled animation comparisons and preserved foot plants; [Godot guide](https://bake3d.ai/guides/animated-glb-godot) and MCP add-on **Unity:** Import with glTFast or UnityGLTF; Editor tool compiles against Unity 6; native playback validation still in progress; [Unity guide](https://bake3d.ai/guides/animated-glb-unity) **Unreal Engine 5:** Interchange glTF import to a skeletal mesh, skeleton and sequences; Editor Python script verified in CI, not yet run inside the editor; check scale, axes and root motion; [Unreal guide](https://bake3d.ai/guides/animated-glb-unreal) **Blender:** File → Import → glTF 2.0; clips appear as NLA actions; Verified in Blender 4.4 for armature, materials and animation; [Blender guide](https://bake3d.ai/guides/rigged-glb-blender) Bake3D exports glTF 2.0 and binary FBX 7.4 (one baked clip per FBX file, base colour only). The FBX import has been verified in Blender 4.4; Unity and Unreal FBX imports have not been run by Bake3D yet. The browser’s optional dual-quaternion skinning is not part of glTF, so deformation can differ slightly under an engine’s linear skinning. ## Clips that behave in a game loop. Motion in Bake3D is a program addressed to joint roles, played by a deterministic engine: the same program on the same rig at the same time gives the same pose, in the studio and in the exported keyframes. Ask for a loop when you need a repeatable cycle, and check the loop boundary, the fastest frames and foot contact before treating a clip as final. The homepage [motion demo](https://bake3d.ai/#motion) shows described motions on the sample fox. Root motion is a decision, not a default. The studio’s animated export bakes clips with travel included; the API and MCP export accept `rootMotion: false` for an in-place clip and an `fps` of 24, 30 or 60. Applying both controller movement and baked travel moves the character twice, so pick one and match the controller speed to the clip. The included four-second introductory loop is free and a good first test of the skin. For locomotion on a standing rig with two or more separate leg chains, the fitted walk preset staggers footfalls from the measured stride; hanging, seated, swimming or flying rest poses need a different action, and wheels and rigid panels get motions around their real pivots. A described motion costs 10 credits and an optional critique round, where a vision model reviews a rendered contact sheet and revises the program, costs 5. Presets and re-exports are free, so iterating on the clip set is cheap once the rig is right. ## What a game project still has to add. - No polygon budget or LOD stage. Generated topology is even triangle soup; check the count in your engine and retopologise or decimate for tight mobile or VR budgets. - No retargeting to third-party animation libraries. Motion is composed for the generated rig’s roles; bringing in clips authored for another skeleton is your engine’s job. - Unity native playback and in-editor Unreal validation are still pending. The guides say exactly what was tested. - Texture resolution follows the quality tier. Inspect maps at your target resolution before shipping. - A successful job is not production readiness. Review topology, joints and deformation in the engine, not only in the studio. ## Credits per character, not per seat. A textured, rigged character is 65 credits at Standard (55 at Draft, 80 at High), roughly $3.12–4.06 at pack rates; each described clip adds 10. Preset clips, the introductory loop and every export are free. The free readiness check quotes a character before you pay, and its preset clips cost nothing; packs start at $5 for 80 credits. Shipping a game needs the commercial license, which comes with any purchased credits: a pack from $5, Pro ($29 a month, 750 credits, plus API and MCP access) or Studio ($79, 2,100 credits). Output made only with the free sign-up credits is for personal use. Charges are made on job acceptance and refunded on failure. The [pricing page](https://bake3d.ai/pricing) has the full table. ## Questions ### Which engines can use the exported character? Any engine that reads glTF 2.0 with skins and animation. Godot 4 and Blender import it natively and have been verified; Unity needs the glTFast or UnityGLTF package and native playback checks are in progress; Unreal imports through Interchange and has not yet been validated inside the editor. ### Do I get FBX for Unity or Unreal? Yes. The server and the studio write binary FBX 7.4 with the skeleton, skin weights, an embedded base-colour texture and one baked clip per file. Both engines import FBX natively; Bake3D has verified the file in Blender 4.4 and has not yet run the Unity or Unreal imports itself. GLB remains available for glTF pipelines. ### Can I get in-place animation for my character controller? Yes. The API and MCP export accept rootMotion: false for an in-place clip; the studio export bakes travel in. Use one source of movement and match the controller speed to the clip. ### How many animations can I add? As many as you describe or fit. Described motions cost 10 credits each; presets are free. Animated exports bake the clips you select into one GLB. ### Is the character game-ready out of the box? It is engine-importable out of the box. Game-ready depends on your budget, LODs, collision and controller, none of which Bake3D generates. Treat the asset as a strong start that you inspect, not a finished product. --- # Your mascot, in 3D, with something to do. Source: https://bake3d.ai/solutions/mobile-app-mascots Updated: 2026-10-04. A mascot earns its place by reacting: a tilt of the head at an empty state, a wag when a task completes. Bake3D turns the illustration you already have into a rigged model and composes those small loops from plain-language descriptions, exported as glTF for the engine or view your app uses. Short described loops at 10 credits · free introductory loop · GLB for Unity, Godot and web views ## From the brand illustration to a set of loops. 1. **Start from the mascot you have.** Use the cleanest full-body illustration of the character, ideally in its neutral pose with limbs apart. Flat brand colours and clean outlines reconstruct well; the texture keeps the palette. 2. **Generate and rig.** The mesh and a fitted rig cost 65 credits together at Standard. Read the deformation report: a mascot is seen close and often, so a pinching shoulder is worth fixing now. 3. **Describe the reactions.** “Tilt your head, curious.” “Wag your tail, relaxed.” “Look left, then right.” Each sentence becomes a loop written for the rig’s joint roles; the homepage demo plays exactly these on the sample fox. 4. **Export for your runtime.** Animated GLB with the loops you select, baked to keyframes. Unity, Godot and web-based views load glTF; the format notes below cover what each platform needs. ## Small motions, stated precisely. Mascot animation is a vocabulary of short, repeatable states: idle, greeting, success, confusion, waiting. Describe each as an action with energy and timing. “Bounce once, happy, then settle” gives the motion engine more than “celebrate”. Ask for a loop when the state persists, such as idle or waiting, and for a one-shot when it is a reaction to an event. The engine is deterministic: the same program on the same rig gives the same pose at the same time, so a loop you approve in the studio plays identically in the exported keyframes. Review the loop boundary, because that is where a mascot’s idle either breathes or visibly snaps. Keep the set small at first. The included four-second introductory loop is free and a good idle. Add a greeting and a success reaction at 10 credits each, watch them at normal speed and by scrubbing frames, and use the optional 5-credit critique round when a motion needs a second opinion from the vision model. Reactions should respect the user’s settings. The Bake3D homepage stops autoplay under a reduced-motion preference; your app should do the same and show the rest pose or a still instead. ## Getting a GLB onto a phone. **Unity and Godot:** Import the GLB as in any project; Godot 4 reads skins and clips natively, Unity via glTFast; Build for iOS and Android with the engine’s own pipeline; [Game graphics page](https://bake3d.ai/solutions/game-graphics) for engine specifics **Web views and hybrid apps:** three.js GLTFLoader plays skinned GLB with baked clips; the Bake3D homepage does exactly this; Reduced-motion and a poster fallback keep first paint fast; [Web apps page](https://bake3d.ai/solutions/web-apps) **Native AR viewers:** Android Scene Viewer accepts glTF; iOS AR Quick Look expects USDZ, which Bake3D does not export; conversion is an external, untested step Bake3D does not ship a mobile SDK or host assets for your app. You bundle or serve the GLB yourself. ## What to plan around. - File size. The sample fox GLB is about 2.8 MB with textures embedded. Budget for your app size or lazy-load the model after first paint. - Polygon and texture budgets are yours. Generated topology is not optimised for low-end phones; decimate in your editor if frame time matters. - No USD export; FBX is written with one baked clip per file. iOS Quick Look pipelines need an external conversion that Bake3D has not validated. - Fine features such as thin ears, antennae or accessories can be missing or fused after generation. Inspect the seven views. - Likeness to an existing branded character depends entirely on your illustration; you must hold the rights to it. ## A mascot and three reactions for 95 credits. Mesh 40, rig 25 and three described reactions at 10 each come to 95 credits, about $4.56–5.94 at pack rates. The $5 Single pack covers the mascot, its rig and one described reaction, and the readiness check of your art is free. Presets, the introductory loop and re-exports are free, so revising the export after a rig fix costs nothing. A mascot in a shipped app is commercial use, which needs purchased credits: any pack from $5, or a Pro ($29 a month) or Studio plan. Assets generated with them keep their commercial license after you stop paying; the free sign-up credits are for personal use. Jobs are charged on acceptance and refunded on failure; see the [pricing page](https://bake3d.ai/pricing). ## Questions ### Can I animate my existing 2D mascot? You can generate a 3D model from its illustration, rig it and animate it. The result is a 3D interpretation of the drawing, not the 2D artwork itself; expect to inspect the inferred sides and any thin features. ### What loops work best for an app mascot? A gentle idle, a greeting, a success reaction and a waiting or thinking state cover most interfaces. Describe each with an action, an energy and a timing, and ask for loops where the state persists. ### How do I show it in a React Native or Flutter app? Through a web view or a 3D view that loads glTF; three.js in a web view is the path Bake3D itself uses on its homepage. Native 3D layers need their own glTF loader, which Bake3D has not tested. ### Can I use the mascot on iOS AR Quick Look? Not directly. Quick Look expects USDZ and Bake3D exports GLB only. Converting is an external step that Bake3D has not validated. ### Is the motion the same on every device? The exported clips are baked keyframes, so any glTF player shows the same poses. Frame rate and skinning method belong to the runtime; the browser’s optional dual-quaternion skinning is not part of glTF. --- # A 3D character your web app can load tonight. Source: https://bake3d.ai/solutions/web-apps Updated: 2026-10-04. The web already speaks glTF. Bake3D exports it, three.js and the standard model viewers load it, and the same deterministic motion engine that plays the fox on this page runs in the browser. Generation can be driven from the studio, the REST API or an MCP assistant. GLB (glTF 2.0) · three.js GLTFLoader · REST API and MCP · sample GLB about 2.8 MB ## Generate, export, load, play. 1. **Generate and rig.** From an image or a description. Inspect the seven views and the rig report; a web hero asset is seen from every angle a user can orbit to, so the inferred back matters. 2. **Add motion.** Describe loops for idle, hover and reaction states, or fit a preset. Ask for loops explicitly; check the boundary. Motion is deterministic, so the studio preview matches the exported keyframes. 3. **Export animated GLB.** One file with mesh, PBR textures, skeleton, skin weights and the clips you select, baked at 30 fps in the studio or at 24, 30 or 60 through the API. Host it with your own static assets. 4. **Load it in the page.** three.js GLTFLoader plus AnimationMixer plays skinned clips; a glTF model-viewer element handles orbit, autoplay and a poster with no custom code. Provide a still image as the fallback and honour reduced motion. ## What the fox on this page is doing. The character at the top of this page is the sample [bake3d-fox-2.glb](https://bake3d.ai/samples/bake3d-fox-2.glb), loaded with three.js in a React island. A poster image paints first; the engine, the GLB and the motion programs load afterwards, and if anything fails the page stays on the poster. That is the pattern to copy: the page never depends on WebGL to render, and users who prefer reduced motion see a still by default. Two ways to play motion on the web. The simple one is the exported animated GLB: baked keyframes that any glTF player, including three.js AnimationMixer and standard model-viewer elements, plays without knowing anything about Bake3D. The other is what this page does, running Bake3D’s motion engine on the rigged GLB in the browser to switch between programs at runtime; that is how the homepage demo swaps “Tilt your head” for “Walk calmly” without reloading a file. Textures are embedded in the GLB, so a single request fetches everything; the sample is about 2.8 MB. Serve it compressed from your CDN, lazy-load it below the fold, and keep a lower-quality-tier version for mobile if the size matters. Bake3D does not host assets for your site; signed download links from the export API expire after two hours and are meant for your build or deployment step. Lighting and material response are up to your renderer. The GLB carries PBR maps that three.js and model viewers interpret with their standard material, so results are consistent across glTF-compliant viewers; the studio’s optional dual-quaternion skinning is the one thing that does not travel, and deformation can differ slightly under linear skinning. ## Generate from your backend or an assistant. **REST API:** `POST /api/v1/generate` from an image URL or a prompt; `GET /api/v1/jobs/:id` to poll; `POST /api/v1/projects/:id/animate` and `/export`; Bearer keys on Pro and above; [reference](https://bake3d.ai/docs/api) **MCP:** The same workflow as tools for MCP-compatible assistants; Create jobs, direct motion, request exports from a chat; [MCP docs](https://bake3d.ai/docs/mcp) and [workflow guide](https://bake3d.ai/guides/mcp-3d-workflow) **Credits:** Charged when a job is accepted, refunded on failure; Exports and repeat downloads are free; Submit once per intended result ## What the web still asks of you. - File size and polygon count are not optimised for the web by default. Measure the GLB and decimate or use a lower quality tier where needed. - Exports do not use glTF mesh-compression extensions. Serve with HTTP compression and consider your own optimisation step. - No hosting, CDN or embed snippet. You serve the file. - Accessibility is yours: a poster fallback, a text description and reduced-motion handling belong in your page. - The runtime motion engine used on this site is part of the Bake3D product, not a published library; ship baked clips unless you are integrating with the API. ## What a web asset costs. A rigged model at Standard is 65 credits, about $3.12–4.06 at pack rates, and each described loop is 10. Exports, presets and re-downloads are free, so re-exporting after trimming the clip set costs nothing. A free readiness check quotes your asset before you pay, and packs start at $5. A model on a commercial site is commercial use, covered by the commercial license that comes with any purchased credits, from a $5 pack upwards. Pro ($29 a month, 750 credits that renew monthly) adds the API and MCP access an automated web pipeline needs. Full table on the [pricing page](https://bake3d.ai/pricing). ## Questions ### Which web libraries load the export? Any glTF 2.0 loader with skinning and animation support. three.js GLTFLoader with AnimationMixer is what Bake3D uses on its own pages; standard model-viewer web components load the same file with orbit and autoplay built in. ### Can I switch animations at runtime on the web? With baked clips, yes: export several clips into one GLB and cross-fade them with your player. Composing new motion at runtime, as this page’s demo does, uses Bake3D’s own engine and is not a published library. ### How big is the file? It depends on the subject, quality tier and clip count. The sample fox with embedded textures is about 2.8 MB. Measure your export and lazy-load it below the fold. ### Can I generate models from my server? Yes. The REST API accepts an image URL or a prompt, returns a job to poll, and exports a signed download link that expires after two hours. Keys are available on Pro and above. ### Does it work without WebGL? The GLB needs WebGL or WebGPU to render. Ship a poster image as the fallback, as this page does, so the content still reads when 3D is unavailable or reduced motion is preferred. --- # Concept art that moves before the modelling team starts. Source: https://bake3d.ai/solutions/movie-graphics Updated: 2026-10-04. Film work rewards early motion: a creature that walks in a blocking pass answers questions a static concept cannot. Bake3D turns a concept image into a rigged model with described motion, exports glTF that Blender imports with its armature and actions, and is honest about where hand-built assets take over. Rigged and animated GLB or FBX · Blender 4.4 import verified · described motion at 10 credits · no USD or Alembic ## From concept to a moving blocking asset. 1. **Generate from the concept.** Use the cleanest full-body concept, ideally a turnaround’s three-quarter view. Creatures, vehicles, props and hybrids all rig on their own terms; a seated or hanging design keeps its pose rather than being forced to stand. 2. **Rig and read the deformation report.** The rig stage plans joints for the actual shape, solves skin weights and measures compression and stretch across a test motion. For previs the numbers only need to be good enough to read the performance. 3. **Describe the beats.** “Crouch low, then spring forward.” “Turn the head slowly to the left, pause, return.” Each description becomes a motion program on the rig’s joint roles, played deterministically, revisable with an optional vision-model critique round. 4. **Take it into Blender.** Import the animated GLB: the armature, materials and each clip as an NLA action arrive together. Block the shot, retime, or use the asset as reference for the hero build. ## Previs, animatics, backgrounds and reference. **Previs and animatics.** A creature that walks, turns and reacts in a blocking scene tells the director how it reads in motion at the cost of a few credits, days before a modelling and rigging pass would. Camera, staging and timing decisions do not need final topology; they need something that moves plausibly and matches the concept’s silhouette. **Background and mid-ground characters.** Crowd fill, distant creatures and set-dressing vehicles are often seen small and briefly. A generated, rigged asset with a fitted walk or an idle loop can fill those roles after inspection, and Blender gives you the armature to adjust or retarget. **Reference for the hero build.** The generated rig is a concrete proposal for joint placement, chain structure and proportions on a design that exists only as a drawing. Modellers and riggers can take it into Blender as a maquette they can pose, then build the production asset with the topology and controls the shot needs. **Not the hero close-up.** Generated topology is even triangle soup, texture resolution follows the quality tier, and skin weights are solved automatically. Facial performance, cloth, fur and close inspection want hand-built topology and a production rig. Bake3D does not currently provide retopology, and it says so. ## What arrives in Blender, and what does not. **Arrives:** Mesh with PBR materials, glTF metres, Y up; Armature with the planned skeleton and skin weights; Selected clips as NLA actions, baked keyframes at the export frame rate **Verified:** Blender 4.4 import of generated and regression assets: bones, materials, animation; Bake3D add-on for generate, describe motion and import through MCP; [Blender guide](https://bake3d.ai/guides/rigged-glb-blender) and [integration notes](https://bake3d.ai/docs/integrations#blender) **Does not travel:** No USD or Alembic export; FBX carries one baked clip per file and base colour only, so convert in Blender if a downstream tool needs more; The studio’s optional dual-quaternion skinning; deformation can differ under linear skinning; Motion programs themselves; only the baked keyframes Unreal Engine import through Interchange has a CI-verified script that has not yet been run inside the editor; virtual production pipelines should validate scale, axes and root motion themselves. See the [Unreal guide](https://bake3d.ai/guides/animated-glb-unreal). ## What a film pipeline still owns. - Topology, UV layout and texture resolution are generated, not art-directed. Plan a retopology and texture pass for anything that fills the frame. - No facial rig, blend shapes, cloth or fur simulation. The rig is a skeleton with skin weights. - No USD or Alembic. Interchange with other DCCs goes through Blender. - Hidden surfaces are inferred from one view; turnarounds cannot be fed as multiple inputs. - Described motion is blocking-grade. Expect to refine timing and contact in the animation tool. ## A moving maquette for under a dollar. A rigged model at Standard is 65 credits, around $3.12–4.06 at pack rates; each described beat adds 10 and an optional critique round 5. Exports and presets are free. A free readiness check quotes a first asset before you pay; the Studio plan ($79 a month, 2,100 credits) includes unlimited critique rounds for heavier iteration. Anything in a released production is commercial use, which needs purchased credits: assets generated with any credit pack or a Pro or Studio plan carry a commercial license that stays valid after you stop paying. You must hold the rights to the concept art you upload. Charges are made on acceptance and refunded on failure; the [pricing page](https://bake3d.ai/pricing) has the table. ## Questions ### Is the output usable for final shots? For background and mid-ground elements after inspection, sometimes. For hero close-ups, no: generated topology, automatic skin weights and tier-limited textures are not a production rig. Use it for previs, blocking, reference and fill, and build the hero asset by hand. ### Can I export USD or FBX for my pipeline? FBX yes: the server writes binary FBX 7.4 with the skeleton, skin weights, embedded base-colour texture and one baked clip per file, verified in Blender 4.4. USD and Alembic no; Blender imports the GLB or FBX with armature and actions and can write those from there as an external step. ### How does the animation arrive in Blender? Each exported clip becomes an NLA action on the imported armature, baked to keyframes at the export frame rate. The studio bakes at 30 fps; the API allows 24, 30 or 60 and in-place or travelling root motion. ### Can I feed a full turnaround sheet? Not as multiple inputs; generation starts from one image. Use the most informative single view, usually the three-quarter, and inspect the seven rendered views for the sides it inferred. ### What about non-creature designs, such as vehicles or machines? The rig stage plans joints from the mesh, so vehicles get wheel pivots and machines get moving parts without a humanoid template. Regression fixtures include rigid wheel and panel assemblies; inspect the rig report for your specific design. --- # Make it, check it, and know what you are allowed to sell. Source: https://bake3d.ai/solutions/3d-model-marketplaces Updated: 2026-10-04. A marketplace listing is a promise about a file. Before you make one, know exactly what Bake3D’s license covers, which formats you can honestly offer, and which measurements to run so the promise holds. Personal license on free sign-up credits · commercial license with any purchase · GLB, STL and OBJ · free STL checker ## What you may do with a generated model. **Free sign-up credits** carry a personal-use license: portfolio, study, hobby projects and prints for yourself. Selling a model generated only with them, or a print of it, is commercial use and is not covered. **Purchased credits** carry a commercial, royalty-free license. Assets generated with credits from any pack, including the $5 Single pack, or from a Pro or Studio plan may be sold, and the license stays valid after you stop paying. Subject to the terms, Bake3D assigns you whatever rights it holds in the meshes, rigs and animations generated for you. That is what lets you list them. A model made with free credits before your first purchase stays personal; regenerate it after buying if you want to list it. **Your input is your responsibility.** You must have the rights to the image you upload. Bake3D does not check ownership, and its license covers the transformation it performs, not the underlying picture. A model generated from someone else’s character art does not become yours to sell because it passed through a generator. **No exclusivity.** Output may resemble output generated for other users from similar inputs, and Bake3D makes no exclusivity promise. Distinctive input and your own finishing work are what make a listing yours. The full wording is in the [terms](https://bake3d.ai/legal/terms). ## From a good generation to a listing-quality asset. 1. **Generate from your own design.** Start from artwork or a description you own. Inspect the seven rendered views and regenerate until the silhouette and part count are right; buyers see every side. 2. **Rig only if you sell it rigged.** A rigged listing should ship with reports you have actually read: placement, rig check and deformation. Test isolated motions, then a full cycle, before calling it animation-ready. 3. **Export the formats you can stand behind.** Rigged or animated GLB and binary FBX from the server; STL and OBJ of the current pose from the studio; more static directions through the free converters. Do not list USD, Blend or Collada, because Bake3D does not produce them. 4. **Measure before you describe.** Run the STL through the free checker and quote what it reports: triangle count, shells, dimensions, watertight or not. Describe generated topology as generated topology. ## What you can offer, and what you would need to add. **From Bake3D:** GLB (glTF 2.0): mesh, PBR textures, skeleton, skin weights, baked clips; STL: current pose, geometry only, from the studio; OBJ: current pose with UVs, no embedded textures **Via free converters:** [GLB to OBJ](https://bake3d.ai/tools/glb-to-obj) and [GLB to STL](https://bake3d.ai/tools/glb-to-stl); [OBJ to GLB](https://bake3d.ai/tools/obj-to-glb) with explicit units and up axis; All local, no upload, no credits **Not from Bake3D:** USD, Blend, 3MF, Collada, PLY; Blender can write several of these after a GLB or FBX import; that is your step, not a Bake3D export; Retopologised or LOD variants ## What to verify and state honestly. - Geometry: shells, boundary and non-manifold edges, winding and volume from the STL checker. Say whether the model is watertight; do not assume it. - Scale: generated models use normalised dimensions. State the bounds you measured and whether you rescaled. - Textures: which PBR maps are embedded and at what resolution, which follows the quality tier you chose. - Rig: which joints exist and what the deformation report measured, if you sell it rigged. Include a still of the skeleton. - Provenance: many marketplaces have rules on AI-generated content and disclosure. Read the marketplace’s own policy and follow it; Bake3D cannot answer for it. ## What it costs to make sellable assets. A textured, rigged model at Standard is 65 credits, about $3.12–4.06 at pack rates; a mesh alone is 30 to 55 by quality tier. Exports and the browser tools are free, so producing GLB, STL and OBJ of the same model costs nothing beyond the generation. Iterating on the mesh is the main expense; budget for regeneration until the silhouette is right. Commercial use starts with any purchase: the Single pack is $5 for 80 credits, enough for about 1 rigged models, and pack credits do not expire. For a steady catalogue, Pro at $29 a month for 750 credits (about 11 rigged models) and Studio at $79 for 2,100 lower the price per credit and add API and MCP access; plan credits renew each month and do not roll over. Charges are made on acceptance and refunded on failure. See the [pricing page](https://bake3d.ai/pricing). ## Questions ### Can I sell models I generate on the Free plan? Not with the free sign-up credits alone: output made only with them, before any purchase, has a personal-use license. Buy any credit pack (from $5) or a Pro or Studio plan, and what you generate with purchased credits carries a commercial, royalty-free license. Regenerate earlier free-credit models after the purchase if you want to sell them. ### Does the commercial license end when I cancel? No. Assets generated with purchased credits keep their commercial license after you cancel a plan or stop buying credits. Only output made with the free sign-up credits alone, before any purchase, is limited to personal use. ### Can I list the model as FBX? Yes. Bake3D writes binary FBX 7.4 with the skeleton, skin weights, an embedded base-colour texture and one baked clip per file, verified in Blender 4.4. Check the file in the marketplace’s target tool yourself; Bake3D has not run Unity, Unreal or marketplace importers on it. ### Is my generated model unique? Not guaranteed. Similar inputs can produce similar outputs for other users and Bake3D promises no exclusivity. Distinctive source artwork and your own finishing work make the listing yours. ### Do I have to disclose that a model is AI-generated? That depends on the marketplace and, in some places, on law. Check the marketplace’s policy on AI-generated content and describe the asset accurately: generated topology, measured dimensions, and the reports you actually ran. --- # Free tools Every free tool runs in the browser; files are never uploaded. ## Lithophane Maker: Free JPG and Photo to STL Source: https://bake3d.ai/tools/jpg-to-stl Turn a JPG or other photo into a flat lithophane STL: dark pixels become thicker regions for backlighting. Adjust the thickness and tone curve, preview the geometry, and download an STL in millimetres. Maps photo brightness to material thickness and writes a closed, rectangular lithophane mesh. Dark pixels become thicker so the picture appears when light passes through the print. It does not reconstruct 3D depth from the photograph. - Inputs: JPG/JPEG, PNG or WebP photo - Outputs: Binary STL in millimetres, flat base at Z = 0, Z up - Limits: Image 32 MiB, 64 megapixels and 32,768 px per edge; Mesh grid is bounded along the long edge; No colour, texture or printer profile in the STL ## Image to STL Converter: Free PNG and JPG to STL Source: https://bake3d.ai/tools/image-to-stl Create a closed heightmap relief locally from PNG, JPG or WebP. Adjust dimensions, height, smoothing and inversion, then download STL. For a full 3D object, use the separate studio generator. Turns image brightness into a raised relief above a solid base and closes the sides and bottom. Transparent pixels stay at the base. The separate, credit-based studio generator infers a full object with hidden surfaces; this instant tool does not. - Inputs: PNG, JPG/JPEG or WebP image - Outputs: Binary STL in millimetres, flat base at Z = 0, Z up - Limits: Image 32 MiB, 64 megapixels and 32,768 px per edge; Rectangular relief of the visible picture only; No colour, texture or printer profile in the STL ## GLB to FBX Converter: Free, Keeps the Rig and Animation Source: https://bake3d.ai/tools/glb-to-fbx Turn a GLB or glTF file into an FBX for Unity, Unreal Engine, Blender or Maya. The skeleton, skin weights, every animation and the base color texture come along. Nothing is uploaded. Reads the glTF scene and writes a binary FBX 7.4. Every node keeps its place in the hierarchy, joints become FBX bones, skinned meshes keep their weights and bind pose, and each glTF animation becomes its own FBX take, baked on every frame with every joint keyed. From each material, the base color and its texture carry over. - Inputs: GLB, or glTF with embedded buffers - Outputs: Binary FBX 7.4 in centimetres, Y up, with embedded base color textures and one take per animation - Limits: Model 64 MiB per file; expanded geometry is bounded at 1,000,000 vertices; Morph targets, cameras, lights, vertex colors and maps other than base color are not kept; Draco or meshopt compressed files, and files that use separate .bin or image files, are not supported ## FBX to OBJ Converter: Free, In Your Browser Source: https://bake3d.ai/tools/fbx-to-obj Convert supported binary or ASCII FBX meshes to static OBJ geometry. Preview the shape and download locally; rigs, animation and materials are omitted. Reads supported binary or ASCII FBX scenes, bakes node transforms, expands instances and writes the static geometry as Wavefront OBJ with normals and UVs. Skeletons, animation, materials and embedded textures are not carried over. - Inputs: Binary or ASCII FBX (version 6400 and later as supported by the three.js loader) - Outputs: OBJ text with positions, normals and UVs; coordinates copied from the FBX - Limits: Model 64 MiB per file; expanded geometry is bounded at 1,000,000 vertices; Static bind-pose geometry only; No MTL file is written ## 3MF to STL Converter: Free and Private Source: https://bake3d.ai/tools/3mf-to-stl Extract printable triangle objects from a 3MF build into one STL file. Preserve supported placements and normalize dimensions to millimetres. Opens the 3MF package, resolves its primary model and part references, composes build-item transforms, converts the declared unit to millimetres and writes the printable objects into one binary STL. It does not union overlapping shells. - Inputs: 3MF package (core specification; production references supported) - Outputs: Binary STL in millimetres, 3MF axes preserved (Z up) - Limits: Model 64 MiB per file; expanded geometry is bounded at 1,000,000 vertices; Unknown required extensions fail explicitly; Colours, materials and slicer metadata are dropped ## GLB to STL Converter: Free glTF to STL for Printing Source: https://bake3d.ai/tools/glb-to-stl Extract static geometry from a GLB or embedded glTF file as STL. Inspect dimensions and geometry in your slicer before printing. Skinned meshes use their base bind geometry. Loads a self-contained GLB or embedded glTF without decoding its images, bakes node transforms and instances, converts glTF metres to millimetres with your print multiplier and writes a Z-up binary STL. Skinned meshes use bind geometry; animation and morph targets are ignored. - Inputs: GLB, or glTF with embedded buffers - Outputs: Binary STL in millimetres, Z up - Limits: Model 64 MiB per file; expanded geometry is bounded at 1,000,000 vertices; External .bin or image files are rejected before any request; Compressed geometry needs a decoder this tool does not ship ## OBJ to GLB Converter: Free OBJ to glTF Binary Source: https://bake3d.ai/tools/obj-to-glb Wavefront OBJ in, a single self-contained GLB out. Normals are kept, groups become nodes, and a neutral PBR material is assigned. Parses the OBJ text, scales it from the unit you declare to glTF metres, rotates the declared up axis to Y and writes one self-contained GLB with a neutral PBR material. MTL files and image sidecars are not read. - Inputs: Wavefront OBJ text - Outputs: Binary glTF 2.0 (GLB) in metres, Y up, embedded buffer, neutral material - Limits: Model 64 MiB per file; expanded geometry is bounded at 1,000,000 vertices; No textures, rig or animation are created; Group boundaries become separate meshes ## STL to OBJ Converter: Free, In Your Browser Source: https://bake3d.ai/tools/stl-to-obj Read a binary or ASCII STL and write Wavefront OBJ geometry with recomputed normals. Keep the STL axes for CAD workflows or rotate to Y up for viewers and game engines. Parses a binary or ASCII STL, welds the triangle soup into indexed geometry, derives vertex normals and writes an OBJ file. The numbers stay millimetres because OBJ has no unit field; you choose whether Z stays up or becomes Y. - Inputs: Binary or ASCII STL - Outputs: OBJ text with positions and normals; millimetre values, Z up or Y up - Limits: Model 64 MiB per file; expanded geometry is bounded at 1,000,000 vertices; Up to 2,000,000 triangles; STL per-facet colours are not written; no MTL file ## OBJ to STL Converter: Free, With Units and Up Axis Source: https://bake3d.ai/tools/obj-to-stl Turn Wavefront OBJ geometry into a binary STL in millimetres with Z up. Declare the units and up axis the OBJ was authored in, then check the reported dimensions before slicing. Parses the OBJ text, scales from the declared unit to millimetres, rotates the declared up axis to Z and writes a binary STL. Groups become separate shells inside one file; the tool does not union or repair them. - Inputs: Wavefront OBJ text - Outputs: Binary STL in millimetres, Z up - Limits: Model 64 MiB per file; expanded geometry is bounded at 1,000,000 vertices; Materials, UVs and MTL data are dropped (STL has none); Not a printability or manifold repair ## GLB to OBJ Converter: Free glTF to OBJ Online Source: https://bake3d.ai/tools/glb-to-obj Extract the static geometry of a GLB or embedded glTF as Wavefront OBJ. Coordinates stay in glTF metres with Y up; normals and texture coordinates are kept, materials and animation are not. Loads a self-contained GLB or embedded glTF without decoding images, bakes node transforms and instances, uses bind geometry for skinned meshes and writes the result as OBJ in the same metre, Y-up frame. - Inputs: GLB, or glTF with embedded buffers - Outputs: OBJ text with positions, normals and UVs in metres, Y up; one object per mesh - Limits: Model 64 MiB per file; expanded geometry is bounded at 1,000,000 vertices; External .bin or image files are rejected before any request; No MTL, textures, skin or animation in the output ## STL Viewer and Checker: Free Online STL Inspector Source: https://bake3d.ai/tools/stl-checker Inspect an STL before slicing. Measure triangles, welded vertices, millimetre dimensions, surface area and signed volume, and find open edges, non-manifold edges, inconsistent winding and tiny triangles. Reads the STL locally, welds identical corners, builds an edge table and reports geometry statistics with a watertight and winding verdict. It measures; it does not change the file. When it finds holes, flipped faces or broken triangles, Repair this file opens the free STL repair tool with the same file. - Inputs: Binary or ASCII STL - Outputs: On-page report plus a downloadable JSON report; the model itself is not modified - Limits: Model 64 MiB per file; expanded geometry is bounded at 1,000,000 vertices; Up to 2,000,000 triangles; Welding is exact: corners that differ by rounding count as separate vertices and boundary edges; Volume is reliable only for a closed, consistently wound mesh ## Online 3D Viewer: Free GLB, FBX, OBJ and STL Viewer Source: https://bake3d.ai/tools/3d-viewer Open a GLB, glTF, FBX, OBJ, STL, PLY or 3MF file and turn it around. Show the bones, play each animation and read the real numbers: triangles, textures and size. Your file never leaves your computer. Reads the file in your browser with the three.js loaders and shows it in soft studio light on a measured grid. It draws the skeleton, plays every animation and counts triangles, vertices, meshes, materials, textures and bones. It does not change, convert, fix or upload the file. - Inputs: GLB, or glTF with its .bin and textures; FBX, binary or text; OBJ with its MTL and textures; STL, PLY (meshes and point clouds) and 3MF; Several files, a folder or a .zip at once - Outputs: Model details on the page; PNG snapshot of the view, with a background or see-through - Limits: 64 MiB per file and 256 MiB per drop; Draco compressed glTF loads a decoder from bake3d.ai; your file still stays on your computer; Not read: Blender, Collada, USD and CAD files ## GLB Viewer: Free Online, With Bones and Animations Source: https://bake3d.ai/tools/glb-viewer Drop a .glb file to see it in 3D. Show the skeleton to see every bone, play each animation, and check the triangles, textures and real size in metres. Nothing is uploaded. Opens a GLB (binary glTF) with three.js in your browser. It shows the model with its own materials, draws the skeleton, plays each animation and lists triangles, textures with their pixel sizes, bones and the size in metres, the unit glTF always uses. - Inputs: GLB (glTF 2.0 binary), Draco compressed too; Also opens glTF, FBX, OBJ, STL, PLY and 3MF - Outputs: Model details on the page; PNG snapshot of the view - Limits: 64 MiB per file and 256 MiB per drop; Material features three.js does not support show the base material; Cameras and lights in the file are not used ## glTF Viewer: Open .gltf With Its .bin and Textures Source: https://bake3d.ai/tools/gltf-viewer A .gltf file often comes with a .bin file and some images. Drop them all at once, the whole folder, or the .zip you downloaded. The viewer finds every file the glTF asks for and tells you which ones are missing. Reads the .gltf text, matches each buffer and image it names to the files you dropped (by path first, then by file name) and loads the scene with three.js. A missing .bin stops the load and names the file. A missing image shows the plain material and a note. Nothing is fetched from the web. - Inputs: .gltf with .bin files and images (PNG, JPEG, WebP); A folder or a .zip that holds them; GLB and the other 3D formats too - Outputs: Model details and a list of missing files; PNG snapshot of the view - Limits: 64 MiB per file and 256 MiB per drop, up to 1,000 files; Web addresses inside the glTF are never fetched; glTF 1.0 files are not read ## FBX Viewer: Free Online, See Bones and Animation Takes Source: https://bake3d.ai/tools/fbx-viewer Check an FBX before you import it into Unity, Unreal Engine or Blender. See the mesh and every bone, play each animation take, and read the triangles, textures and size. The file stays on your computer. Reads binary and text FBX files with the three.js FBX loader in your browser. It shows meshes, skins and bones, plays each animation take, uses textures packed in the file or dropped beside it, and reads the unit scale to give the size in metres. - Inputs: Binary FBX, version 6.4 (6400) or newer; Text FBX, version 7.0 or newer; Texture images dropped with it (PNG, JPEG, TGA) - Outputs: Model details on the page; PNG snapshot of the view - Limits: 64 MiB per file and 256 MiB per drop; Only the first layer of a layered animation or texture is used; Some material settings from 3D apps have no match in three.js ## OBJ Viewer: Free Online, With MTL Materials and Textures Source: https://bake3d.ai/tools/obj-viewer Drop an .obj file, or the .obj with its .mtl and images, to see the model with its colors and textures. Check the wireframe, the triangle count and the size, and set which way is up. Nothing is uploaded. Reads the OBJ text and the MTL files it names, matches each texture to the files you dropped and shows the result with three.js. OBJ stores no unit and no up axis, so sizes are shown in the units of the file and you can switch between Y up and Z up. - Inputs: Wavefront OBJ; MTL files and their images (PNG, JPEG, TGA); A folder or a .zip that holds them - Outputs: Model details on the page; PNG snapshot of the view - Limits: 64 MiB per file and 256 MiB per drop; OBJ has no rig or animation, so there is nothing to play; Sizes are in file units, because OBJ does not say what they are ## STL Repair: Fix STL Files Online Source: https://bake3d.ai/tools/stl-repair Fix the problems that stop an STL from slicing well. Join open seams, remove broken triangles, turn flipped faces, close holes and point every part outward. Compare before and after, then download the repaired STL. Reads the STL in your browser and repairs it in steps you can see. It joins corners on open edges that are closer than the weld distance, removes flat, doubled and back-to-back triangles, makes neighbouring faces agree, can drop small loose bits, closes holes whose edge is a simple loop, and turns each shell outward while a hollow space inside stays hollow. It does not thicken thin walls, merge overlapping parts or rebuild missing shapes. - Inputs: Binary or ASCII STL - Outputs: Binary STL in the same units (millimetres), facet normals worked out again; Before and after report on the page and as JSON - Limits: Model 64 MiB per file, up to 2,000,000 triangles; Holes are closed flat between corners already in the file; no corners are added; Non-manifold edges and overlapping parts are shown, not rebuilt ## Normal Map Generator: Image to Normal Map Source: https://bake3d.ai/tools/normal-map-generator Turn a photo or texture into a normal map. Brightness becomes height, and the slope of that height becomes color. Light it on a plane or a sphere, then download a PNG at full size. Reads brightness as height (bright is high, or the reverse), smooths or sharpens it, measures the slope with a Sobel or Scharr filter and stores each surface direction as a color. It makes a normal map from one picture. It does not bake one from a 3D model, and it cannot know the true depth in a photo. - Inputs: PNG, JPG/JPEG or WebP image - Outputs: PNG normal map (8-bit RGB) at the source size, or 2048 or 1024 px on the long edge; OpenGL (Y+) or DirectX (Y-) green channel - Limits: Image up to 32 MiB, 8,192 px per side and 40 megapixels; Brightness is only a guess at height: shadows and colors in a photo can read as bumps; 8-bit PNG output; no 16-bit PNG or EXR ## 3D Text Generator: Free Text to STL and 3MF Source: https://bake3d.ai/tools/3d-text-generator Type a name or a word, pick a font and get 3D letters ready to print. Add a plate that follows the letters, a keyring hole or a bevel, then download STL, 3MF or GLB. Lays out your text in the chosen font, joins letters that touch or overlap, and builds one closed solid: raised or cut-in letters, an optional plate, an optional keyring hole and an optional stepped bevel. Every model is checked with the same edge test as the STL checker before you download it. - Inputs: Text, up to 120 characters on up to 6 lines; One of 7 bundled fonts, or your own TTF, OTF or WOFF file - Outputs: Binary STL in millimetres, Z up, one closed mesh; 3MF in millimetres with one part per colour; GLB in metres, standing up and facing the front - Limits: Your own font file: up to 32 MiB, read in the browser (no WOFF2); No kerning for the bundled fonts; adjust the letter spacing; Characters the font lacks are left out and listed ## SVG to STL Converter: Free SVG to 3D for Printing Source: https://bake3d.ai/tools/svg-to-stl Turn an SVG logo, icon or drawing into a 3D model for printing. Set the width in millimetres, give each colour its own height and add a base, then download STL, 3MF or GLB. Reads the shapes, strokes, colours and fill rules of the SVG, works out which colour shows at every point, and raises each colour to its own height as one closed solid. Holes such as the inside of an O stay open. Text, pictures and gradients cannot become geometry, so the tool names them instead of guessing. - Inputs: SVG file with paths, rectangles, circles, ellipses, lines, polylines and polygons - Outputs: Binary STL in millimetres, Z up, one closed mesh; 3MF in millimetres with one part per colour; GLB in metres, standing up and facing the front - Limits: SVG files up to 32 MiB and 100,000 elements; Text must be converted to outlines first; pictures are skipped; Gradients become one colour; clip paths, masks and filters are ignored ## STL to 3MF Converter: Free, Combine Several STLs Source: https://bake3d.ai/tools/stl-to-3mf Convert one or more STL files into a 3MF file with the right units. Keep several files together as parts of one model for multi-colour printing, or lay them out side by side. Reads binary or ASCII STL files, joins the repeated corners into a proper vertex list, converts the units you choose to millimetres and writes a 3MF package (content types, relationships and the 3D model part). The file is then read back with our 3MF reader to confirm it opens with the same size. - Inputs: Binary or ASCII STL, one or more files - Outputs: 3MF in millimetres: one object with a part per file, or one object per file - Limits: Each file up to 64 MiB; up to 2,000,000 triangles in all files together; Not a repair tool: open or broken meshes are reported, then written as they are; STL has no colours, so the 3MF parts have none until you pick filaments ## FBX to GLB Converter: Free, Keeps Rig and Animation Source: https://bake3d.ai/tools/fbx-to-glb Turn an FBX file into a GLB for the web, three.js, Godot or any glTF app. The skeleton, skin weights, blend shapes, every animation take and the textures come along. Nothing is uploaded. Reads binary or text FBX with the three.js FBX loader, applies the unit and up axis the file declares, and writes one self-contained GLB in metres with Y up. Joints stay joints, skinned meshes keep their weights and bind pose, blend shapes stay, and every animation take becomes a glTF animation with its own keys. Base color, normal and emissive images are packed as their original bytes; TGA, BMP, GIF and WebP pictures are turned into PNG first. - Inputs: Binary FBX, version 6.4 (6400) or newer; Text FBX, version 7.0 or newer; Textures saved next to it (PNG, JPEG, TGA, BMP), a folder or a .zip - Outputs: Binary glTF 2.0 (GLB) in metres, Y up, with packed textures and one animation per take - Limits: 64 MiB per file and 256 MiB per drop; up to 1,000,000 triangles; Cameras, lights, and bump, specular and transparency maps are not kept; Keys are kept as they are; between keys the motion is a straight blend ## OBJ to FBX Converter: Free, With MTL and Textures Source: https://bake3d.ai/tools/obj-to-fbx Turn an OBJ file, with its MTL and textures, into one FBX for Unity, Unreal Engine, Blender or Maya. Pick the units and up axis, check the size, and download. Nothing is uploaded. Reads the OBJ and the MTL files it names, scales from the unit you pick to centimetres, turns the up axis you pick to Y and writes a binary FBX 7.4. Each object or group becomes a mesh, each MTL material a material slot, and the base color texture is packed inside the FBX. Corners that share a point, normal and UV are joined again, so the mesh stays connected. - Inputs: Wavefront OBJ; MTL files and texture images (PNG, JPEG, TGA, BMP); A folder or a .zip that holds them - Outputs: Binary FBX 7.4 in centimetres, Y up, with packed base color textures - Limits: 64 MiB per file and 256 MiB per drop; up to 1,000,000 triangles; Polygons become triangles; only the base color map is kept; OBJ has no rig or animation, so the FBX has none ## glTF to FBX Converter: Free, With .bin and Textures Source: https://bake3d.ai/tools/gltf-to-fbx Drop a .gltf with its .bin and texture files, the whole folder or the .zip, and get one FBX. The skeleton, skin weights, every animation and the base color texture come along. Nothing is uploaded. Finds each buffer and image the .gltf names among the files you add (by path, then by file name), packs them into one glTF in memory and writes a binary FBX 7.4 with the same writer as our GLB to FBX tool. The node tree, joints as FBX bones, skin weights and bind pose, one baked take per animation and the base color texture all go into the FBX. - Inputs: .gltf with its .bin files and images (PNG, JPEG); A folder or a .zip that holds them; A GLB works too - Outputs: Binary FBX 7.4 in centimetres, Y up, with packed base color textures and one take per animation - Limits: 64 MiB per file and 256 MiB per drop; up to 1,000,000 vertices; Morph targets, cameras, lights, vertex colors and maps other than base color are not kept; Draco and meshopt compressed files are not read; web addresses are never fetched ## DAE to FBX Converter: Free Collada to FBX Online Source: https://bake3d.ai/tools/dae-to-fbx Turn a Collada .dae file into an FBX for Unity, Unreal Engine or Blender. Joints, skin weights, animation clips and the base color texture come along, and the unit and up axis come from the file. Nothing is uploaded. Reads the DAE with the three.js Collada loader, applies the unit and up axis it declares and writes a binary FBX 7.4 in centimetres with Y up. Joints become FBX bones, skinned meshes keep their weights and bind pose, each animation clip becomes a take baked on every frame, and the base color texture is packed inside. - Inputs: Collada 1.4 .dae file; Texture images saved next to it (PNG, JPEG, TGA, BMP); A folder or a .zip that holds them - Outputs: Binary FBX 7.4 in centimetres, Y up, with packed base color textures and one take per clip - Limits: 64 MiB per file and 256 MiB per drop; up to 1,000,000 triangles; Animation is read from matrix keys; separate move, turn or scale channels are named, not kept; Morph targets, cameras, lights and maps other than base color are not kept --- # Guides # From one image to a rigged 3D character Source: https://bake3d.ai/guides/image-to-rigged-3d-character Updated: 2026-10-04. Written by Bake3D (https://bake3d.ai). Prepare an image, generate a textured 3D model, check its rig and create an animation you can export to your editor. ## Short answer To turn one image into a rigged 3D character, upload a clear picture of one subject, generate a textured mesh and check it from every side. Then add a rig, test a small motion, and describe the animation you want. Export a rigged or animated GLB or FBX, and check it in your editor before you build on it. ## How we checked The image-to-mesh-to-rig workflow and described-motion export were exercised on Bake3D, followed by native Blender 4.4 import. Individual input quality still varies. A useful image-to-3D workflow has more than one checkpoint. A model can look convincing from the front while its back, joints or skin weights still need work. Inspecting each stage is faster than discovering a problem after you have built a scene around it. If you are still choosing a tool, our comparison of the [best AI tools for image to rigged 3D character](https://bake3d.ai/guides/best-ai-tools-image-to-rigged-3d-character) shows which ones rig animals, creatures and machines. ## Choose an image the reconstruction can read Use one subject, fully inside the frame. A three-quarter view often reveals more of the body than a flat front view. Keep limbs, wheels, wings and other moving parts separated in the silhouette where possible. Avoid cropping the feet or the end of a tail. A clean background reduces ambiguity. Strong shadows, overlapping props and motion blur can look like part of the object. If you are working from a drawing, make the intended shape clear before adding tiny surface detail. Upload PNG, JPEG or WebP, up to 12 MB. ![A fox character rendered from a Bake3D-generated model](https://bake3d.ai/samples/fox-poster-20260908.png) This fox is a workflow example, not a required body type. Bake3D also targets non-humanoid creatures, mechanical assemblies and unusual objects. ## Generate and inspect the mesh Open the studio, start a new bake and upload your image. Choose a quality level and keep rigging enabled if you want to animate the result. The mesh costs 30, 40 or 55 credits for Draft, Standard or High, and the rig 25, so a rigged character is 65 credits at Standard and 55 at Draft. Before you pay, the free readiness check reads your picture and quotes these prices. The Single pack is $5 for 80 credits, enough for one Standard character. Keep **Initial animation** enabled to create a four-second introductory loop from the completed rig at no extra credit charge. The saved motion loads in the studio when ready, unless you have already chosen another program. Reduced-motion preferences prevent automatic playback. You can turn the option off when you only need the mesh and rig. Generation time depends on the input, selected quality and service queue. When the mesh is available, orbit around it. Check the back and underside, count the visible appendages, and look for surfaces that were joined or cut off. A later rig cannot reconstruct geometry that is missing from the mesh. If the shape is wrong, improve the source image or generate another mesh before spending time refining motion. A successful job status means the workflow completed; it is not a guarantee that the asset is ready for production. ## Check the rig before adding a complex action View the skeleton and the rig-check preview. Joints should correspond to the parts that need to move. Separate tentacles, wheels or wings need their own useful controls. A seated or hanging creature should retain that rest pose rather than being forced into a standing template. *Figure: A small test motion before anything complex: one leg lifted, the head turned and the tail raised. The nearby surfaces bend with each part and stay smooth.* ([picture](https://bake3d.ai/guides/rig-pose-test.webp)) Start with a small motion. Turn the head, bend one appendage or rotate one mechanical part. Watch nearby surfaces: they should follow only when that movement makes sense. The [rig quality checklist](https://bake3d.ai/guides/check-ai-generated-rig) explains what to inspect. ## Describe a specific animation The included introduction gives you a first motion to inspect. If it could not finish, use **Create included animation** in the Motion tab to recover it for free. Recovery is bounded to three jobs per rig per UTC day and six starts per account in 24 hours. The rig remains available if motion authoring fails; check the reported warning and its labels before retrying. A prompt such as "turn the head slowly to the left, pause, then return" gives more direction than "make it realistic." Include the action, energy, timing and whether the body should travel or remain in place. Ask for a loop when you need repeatable game animation. Described motion uses 10 credits. Review the result at normal speed and by scrubbing individual frames. Check the loop boundary and foot contact rather than relying on a single attractive frame. ## Export and check the destination Choose a rigged GLB for the rest pose or an animated GLB with baked keyframes. Use in-place motion for a stationary preview; preserve root travel when your game or scene should use it. Follow the [Blender guide](https://bake3d.ai/guides/rigged-glb-blender), [Unity guide](https://bake3d.ai/guides/animated-glb-unity), or the [editor integration reference](https://bake3d.ai/docs/integrations). Confirm textures, scale, the skeleton and animation in the destination before replacing an existing production asset. --- # How to Turn a 2D Image Into a 3D Model Source: https://bake3d.ai/guides/2d-image-to-3d-model Updated: 2026-10-04. Written by Bake3D (https://bake3d.ai). Three ways to turn a picture into a 3D model: AI from one image, photo scanning from many photos, or modeling by hand. Steps, costs and limits. ## Short answer To turn a 2D image into a 3D model, you can use an AI image-to-3D tool, which guesses the hidden sides from one picture in minutes. You can scan a real object with photogrammetry, which needs dozens of photos from all around it. Or you can model it by hand in a program like Blender, using the picture as a guide. For printing a flat picture, a relief or a lithophane may be all you need. ## How we checked The AI steps, limits and prices are from the Bake3D studio as it works today. The photo scanning and hand modeling steps follow the public documentation linked below. We did not benchmark third-party apps. Picture a photo of a toy dog, taken from the front. You can see its face, its front legs and a bit of its sides. You cannot see its back, its tail or the bottom of its paws. A 3D model needs all of those. So the real question is: who fills in the parts the photo does not show? There are three answers. An AI can guess them. More photos can show them. Or a person can build them by hand. ## The three ways at a glance | Method | What you need | Time | Best for | |---|---|---|---| | AI image to 3D | One picture | Minutes | Characters, creatures, props, drawings | | Photogrammetry | 30 to 200 photos of a real object | An hour or more | Real objects you can walk around | | Modeling by hand | A picture as a guide, plus skill | Hours to days | Exact shapes, clean topology, full control | There is also a fourth, flat option. If you only want to 3D print the picture itself, like a logo or a photo lamp, you may not need a full model at all. See [flat options](#flat-options-relief-and-lithophane) below. ## Way 1: AI image to 3D from one picture An AI image-to-3D tool has learned from many 3D shapes. It looks at your picture and predicts the full object, including the sides it cannot see. You get a textured 3D model in one step. *Figure: A textured 3D model made from one image with Bake3D. It has 60,000 triangles and one texture, 2048 pixels square. Rendered in Blender.* ([picture](https://bake3d.ai/guides/fox-3d-model-render.webp)) Here is how it works in Bake3D: 1. **Pick your picture.** Use PNG, JPG or WebP, up to 12 MB. One clear subject works best. 2. **Upload it** in the studio and choose a quality level. Draft costs 30 credits, Standard 40 and High 55. 3. **Choose whether to rig it.** A rig adds a skeleton so the model can move. It costs 25 credits more and includes a four-second starter animation. 4. **Inspect the model.** Turn it all the way around. The studio also shows seven views: front, back, both sides, top, bottom and three-quarter. 5. **Export it.** Download GLB or FBX for games and animation, or STL and OBJ for printing and modeling. If you have two to four pictures of the same subject from different sides, you can add them as extra views for 10 more credits. Extra views give the AI less to guess. **What AI does well:** stylized characters, animals, creatures, toys, props and concept art. It is also the only quick way to get a 3D model from a drawing of something that does not exist. **What AI struggles with:** exact sizes, small text, thin wires, see-through glass, mirror-like metal, and parts hidden behind other parts. The back of the model is a smart guess, not a fact. ## How to choose a good picture The picture matters more than the settings. Use this checklist: - **One subject.** Crop out other people, pets and props. - **The whole thing.** Do not cut off feet, ears, wheels or the tip of a tail. - **A plain background.** Busy scenes can blend into the model. - **A three-quarter view** if you can. It shows the front and one side at once. - **Even light.** Hard shadows can look like dents or holes. - **Separate limbs.** Arms pressed to the body, or legs crossed, often fuse together. - **Sharp focus.** Motion blur hides edges. You do not need a huge file. About 1,000 pixels on the long side is plenty. A clean shape matters more than extra pixels. ## Way 2: Photogrammetry (scan a real object) Photogrammetry builds a model from many photos of a real object. Software finds the same points in different photos and works out where they sit in 3D space. Nothing is guessed. Every side you photograph is measured. To scan an object: 1. Put it in soft, even light. A cloudy day outdoors works well. 2. Walk around it in a slow circle. Take a photo every few steps, so each photo overlaps the last one by a lot. 3. Do a second circle higher up, looking down, and a third lower down. 4. Load the photos into a photogrammetry app or program and let it build the model. 5. Clean up the result. Delete the floor and any stray bits. Photogrammetry is great for real objects: a sculpture, a shoe, a rock, your pet's toy. It does not work for a drawing, a photo you found online, or something that does not exist. Shiny, clear and very dark objects are hard to scan. So are pets and people who will not stay still. ## Way 3: Model it by hand A 3D artist can build the model in a program such as Blender, using your picture as a guide. If you are picking a program, our guide to [free 3D modeling software](https://bake3d.ai/guides/free-3d-modeling-software) matches each free tool to the job it does best. 1. Add the picture as a reference image behind the scene. Blender can load images as reference objects. 2. Block out the big shapes with simple forms, like cubes and spheres. 3. Refine the shape, then add detail. 4. [Unwrap the surface](https://bake3d.ai/guides/uv-mapping) and paint or project the texture. 5. Add a rig if it needs to move. This takes the most time and skill, from hours for a simple prop to days for a detailed character. In return, you control every edge. Game studios often still model hero characters by hand, or use an AI model as a starting block and rebuild it. ## Flat options: relief and lithophane Sometimes you do not need a full 3D model. If you want to 3D print the picture itself, a flat print may be better. *Figure: Three ways to print a picture. A relief raises shapes above a base. A lithophane hides a photo in its thickness. A full model can be seen from every side. All three are renders of files made with our tools.* ([picture](https://bake3d.ai/guides/image-to-stl-three-routes.webp)) - **Relief.** Bright parts of the picture rise up from a base, like a coin or a stamp. It works well for logos, text and line art. Try our free [image to STL tool](https://bake3d.ai/tools/image-to-stl). - **Lithophane.** Dark parts of the photo become thicker plastic. When you shine a light through the print, the photo appears. Try the free [lithophane maker](https://bake3d.ai/tools/jpg-to-stl), and read [how to make a lithophane](https://bake3d.ai/guides/how-to-make-a-lithophane). Both run in your browser. Nothing is uploaded. Our guide on [how to 3D print a picture](https://bake3d.ai/guides/image-to-stl-3d-printing) explains when to pick each one. ## Turning a drawing or sketch into 3D Drawings work well with AI, with a few tips. - **Draw the whole character.** A bust will give you only a bust. - **Use clean outlines.** Rough sketch lines can turn into bumps. - **Add simple shading.** Flat line art has no depth clues. A little shadow on one side shows the AI which parts stick out. - **Keep limbs apart.** Leave space between the arms and the body, and between the legs. - **Show more sides if you can.** A front view plus a side view gives the AI far more to work with. A [character turnaround sheet](https://bake3d.ai/guides/character-turnaround-sheet) is the best input of all. For examples of drawings that work and drawings that fail, read [how to turn a sketch into a 3D model](https://bake3d.ai/guides/sketch-to-3d-model). ## Which method should you pick? - **You have one picture or a drawing** and want a model fast: use AI image to 3D. - **You have the real object** and need its true shape: use photogrammetry. - **You need exact sizes,** clean topology for a game, or a very specific style: model it by hand, maybe starting from an AI draft. - **You only want to print the picture** as a wall piece or a lamp: make a relief or a lithophane. ## Check the model before you use it Whatever method you pick, look at the result closely. 1. **Turn it all the way around.** Check the back and the bottom, where guesses happen. 2. **Count the parts.** Four legs? Two ears? One tail? 3. **Look for holes and floating bits.** 4. **Check the size.** Models often come in at the wrong scale. Set it before printing or placing it in a scene. 5. **For printing,** open the STL in our [STL checker](https://bake3d.ai/tools/stl-checker) to find open edges and flipped faces. ## What to do with your new 3D model Once the shape is right, you can: - **Animate it.** Rig it and add motion. See [how to animate a 3D model](https://bake3d.ai/guides/how-to-animate-a-3d-model). - **Put it in a game.** Import the GLB or FBX into [Unity](https://bake3d.ai/guides/animated-glb-unity), [Unreal Engine](https://bake3d.ai/guides/animated-glb-unreal), [Godot](https://bake3d.ai/guides/animated-glb-godot) or [Blender](https://bake3d.ai/guides/rigged-glb-blender). - **Print it.** Export STL or 3MF. Our [3MF vs STL guide](https://bake3d.ai/guides/3mf-vs-stl) explains which one to pick. - **Turn it into a figurine.** See [how to make a custom figurine from a photo](https://bake3d.ai/guides/3d-figurine-from-photo). Ready to try it? Start on the [image to 3D page](https://bake3d.ai/image-to-3d). Run the free readiness check on your picture first. It tells you what will move and what it costs. ## Questions ### Can I turn a 2D image into a 3D model for free? You can try it for free. Bake3D has a free demo with rigged models to play in your browser, and a free readiness check that reads your own picture and quotes the price. A rigged model then costs from $5 for 80 credits. Blender is free for modeling by hand. Our [image to STL](https://bake3d.ai/tools/image-to-stl) and [lithophane](https://bake3d.ai/tools/jpg-to-stl) tools are free and run in your browser. ### Can AI turn a drawing into a 3D model? Yes, if the drawing is clear. Use one character on a plain background, show the whole body, and add simple shading so the AI can read the shape. A clean side view or a [turnaround sheet](https://bake3d.ai/guides/character-turnaround-sheet) helps even more. ### What is the best picture for image to 3D? One subject, fully in frame, on a plain background, seen from the front or at a three-quarter angle. Even light, no motion blur, and limbs that do not overlap the body. About 1,000 pixels on the long side is plenty. ### Is a 3D photo on Facebook the same as a 3D model? No. A social media 3D photo is a depth effect. The picture tilts a little as you scroll, but there is no back or sides. A 3D model is a full shape you can turn all the way around, print or animate. ### Can I 3D print a model made from a picture? Yes. Export it as STL or 3MF, set the size in millimetres, and check it for holes before slicing. Our free [STL checker](https://bake3d.ai/tools/stl-checker) shows open edges, flipped faces and the real size. ## Sources - [Blender Manual, Reference and background images](https://docs.blender.org/manual/en/latest/modeling/empties.html) - [Wikipedia, Photogrammetry](https://en.wikipedia.org/wiki/Photogrammetry) - [Khronos glTF 2.0 Specification](https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html) --- # How to Make a Character Turnaround Sheet Source: https://bake3d.ai/guides/character-turnaround-sheet Updated: 2026-09-26. Written by Bake3D (https://bake3d.ai). Make a character turnaround sheet that 3D artists and AI tools can use: which views to draw, how to line them up, and the mistakes to avoid. ## Short answer A character turnaround sheet shows the same character from the front, three-quarter front, side, three-quarter back and back, drawn at the same size and in the same pose. Draw horizontal guide lines across the page for the top of the head, the eyes, the chin, the shoulders, the waist, the knees and the feet, and keep every view on those lines. Use a neutral pose, such as an A-pose, and flat views without perspective, so a 3D artist or an AI tool can read the shape. ## How we checked The drawing conventions are the ones character designers commonly use. The Blender steps follow the Blender manual. The multi-view input rules come from Bake3D's studio and from the Tripo, Meshy and Hyper3D API docs, read on 25 September 2026. The template was drawn by us and is free to use. One drawing of a character leaves a lot of questions. How long is the ponytail at the back? How thick is the body from the side? What does the backpack look like? A turnaround sheet answers all of them on one page, so a 3D artist, an animator or an AI tool does not have to guess. ## What is a character turnaround sheet? A turnaround sheet, also called a model sheet or a character sheet, shows one character from several angles. Each view is drawn at the same size, in the same pose, next to each other. Imagine the character standing on a slow turntable while you draw it every few steps. Animation studios have used model sheets for decades to keep a character looking the same across many artists. 3D modelers use them as a blueprint. Now, multi-view AI tools use them to build a 3D model with less guessing. ## Which views to draw | View | What it shows | Needed for 3D | |---|---|---| | Front | Width, face, the whole outline | Yes | | Three-quarter front | How the front and side connect | Helpful | | Side | Depth, posture, the profile of the face | Yes | | Three-quarter back | How the back and side connect | Helpful | | Back | Hair, clothing, tails, packs | Strongly recommended | If you only have time for two, draw the front and the side. If you have time for three, add the back. ## How to line up the views The views only work if they agree with each other. The eyes in the front view must be at the same height as the eyes in the side view. Here is how to make sure of that: 1. **Draw guide lines across the whole page** before you draw the character. Mark the top of the head, the eyes, the chin, the shoulders, the chest, the waist, the hips, the knees, the ankles and the ground. 2. **Draw each view on those lines.** The chin sits on the chin line in every view. 3. **Keep the same height.** Every view stands on the same ground line and reaches the same head line. 4. **Draw flat, not in perspective.** Imagine looking from very far away, so near and far parts are the same size. 5. **Use a center line** in each view, running from the top of the head to the ground. *Figure: A blank five-view template. Ten guide lines run across all views, from the top of the head through the eyes, shoulders, hips and knees to the ground, so every feature lines up.* ([picture](https://bake3d.ai/guides/character-turnaround-template.svg)) You can [download this turnaround template](https://bake3d.ai/guides/character-turnaround-template.svg) and print it, or open it in any drawing app. It is free to use and share. ## Step by step: draw a turnaround 1. **Start with the front view.** It is the easiest to get right. Use a neutral pose. 2. **Set your guide lines** from the front view. Put a line at every key feature. 3. **Draw the side view** next to it, using the same lines. Think about depth: how far the nose, chest and feet stick out. 4. **Draw the back view.** Its outline is a mirror of the front, so trace the outline and add the back details. 5. **Add the three-quarter views** if you want them. They are the hardest, so do them last. 6. **Check every line.** Hold a ruler across the page. Do the eyes, shoulders and knees line up in every view? 7. **Add flat color.** Keep shading light and even, so colors are clear. 8. **Add short notes** off to the side: colors, materials, and the character's height if it matters. ## Keep the same pose in every view The pose must not change between views. If the left arm is raised in the front view, it must be raised in the side and back views too. The easiest way is a neutral pose: - Standing straight, facing forward. - Arms angled down and away from the body, in a relaxed A-pose. - Legs a little apart. - Hands open. - A calm, neutral face. Our guide on [A-pose vs T-pose](https://bake3d.ai/guides/a-pose-vs-t-pose) explains why this pose rigs well. ## Turnarounds for animals, creatures and machines - **Four-legged animals:** the side view is the most important, because it shows the length of the body and how the legs bend. Add a front view and a top view if you can. - **Winged creatures:** draw the wings half open in every view, so you can see how they attach. - **Vehicles and robots:** use front, side, back and top views, like a blueprint. Line up wheels, axles and joints across the views. *Figure: A turnaround of our sample fox, rendered from its 3D model with a flat (orthographic) camera. Every view is the same size, and the ears and feet touch the same guide lines. Aim for the same in a drawing.* ([picture](https://bake3d.ai/guides/fox-character-turnaround.webp)) ## Use a turnaround in Blender A turnaround sheet makes 3D modeling in Blender much easier. 1. Cut the sheet into separate images: one for the front, one for the side, one for the back. 2. In Blender, add each image as a **Reference image** empty. The front goes in the front view, the side in the side view. 3. In the image settings, turn on **Show in Orthographic** and **Only Axis Aligned**. Now each image only shows when you look straight from its side. 4. Scale the images so the heights match. 5. Model on top of the images, switching between front and side views as you go. ## Use a turnaround for AI image to 3D Multi-view AI tools take several pictures of one subject and build one model from all of them. A turnaround sheet is the perfect input, once you prepare it. 1. **Cut it into one image per view.** Most tools want separate files. 2. **Remove labels, arrows and notes.** The AI may read them as part of the character. 3. **Use a plain background** and the same lighting in every view. 4. **Crop each view the same way,** with the whole character inside. 5. **Upload the front view first.** Several tools treat the first image as the main view. Different tools accept different sets of views: | Tool | Views it accepts | |---|---| | Bake3D | Two to four reference views of the same subject, for 10 extra credits | | Tripo | Front, left, back and right; the front is required, and at least two in total | | Meshy | One to four images; the first is the main view | | Hyper3D Rodin | One to five images; the first sets the materials | With extra views, the AI has less to guess. The back of the model, in particular, comes out much closer to what you drew. ## Common turnaround mistakes - **Using perspective,** so the views do not line up. - **Letting features drift,** like eyes that are higher in the side view than in the front. - **Changing the pose** between views. - **Arms touching the body,** which makes the 3D model fuse them together. - **Heavy shadows,** which read as dents or holes. - **Views of different sizes** on the same page. - **Labels on top of the character,** which confuse AI tools. Once your sheet is ready, turn it into a model on the [image to 3D page](https://bake3d.ai/image-to-3d), or read [how to turn a 2D image into a 3D model](https://bake3d.ai/guides/2d-image-to-3d-model) for the other options. Only have one drawing? Our [sketch to 3D model guide](https://bake3d.ai/guides/sketch-to-3d-model) shows how to get it ready. ## Questions ### What views are in a character turnaround? The usual set is front, three-quarter front, side, three-quarter back and back. For 3D modeling, the front, side and back matter most. The three-quarter views help people understand the shape. ### How many views do I need for 3D modeling? Two views, front and side, are the minimum. Three, with the back, is much better. Multi-view AI tools usually accept two to four views. Bake3D accepts two to four reference views of the same subject. ### Should a turnaround sheet be drawn in perspective? No. Draw each view flat, as if seen from very far away. Perspective makes near parts bigger than far parts, so the views stop lining up. ### What pose should a turnaround use? A neutral standing pose, the same in every view. For people, a relaxed A-pose with the arms away from the body and the legs a little apart works well. See [A-pose vs T-pose](https://bake3d.ai/guides/a-pose-vs-t-pose). ### Can AI make a 3D model from a turnaround sheet? Yes. Cut the sheet into one image per view, with the same size and a plain background, then upload them as the views of one subject. Remove labels and arrows first, because the AI may treat them as part of the character. ## Sources - [Blender Manual, Empties (reference images)](https://docs.blender.org/manual/en/latest/modeling/empties.html) - [Tripo API docs, Multiview to model](https://docs.tripo3d.ai/model-generation/multiview-to-model-v3-0-v3-1.html) - [Meshy API docs, Multi-image to 3D](https://docs.meshy.ai/en/api/multi-image-to-3d) - [Hyper3D docs, Rodin Gen-2.5 API](https://docs.hyper3d.ai/en/api-specification/rodin-gen2-5) --- # What Is Rigging in 3D Animation? Source: https://bake3d.ai/guides/what-is-rigging Updated: 2026-09-26. Written by Bake3D (https://bake3d.ai). Rigging gives a 3D model a skeleton so it can move. Learn what bones, joints, skin weights and weight painting are, with simple examples. ## Short answer Rigging is the step that makes a 3D model movable. You place a skeleton of joints inside the model, then give every point on the surface a skin weight that says which bones pull it and how hard. After that, an animator can pose the model by rotating joints instead of moving thousands of points by hand. ## How we checked The examples use real numbers from Bake3D's own rigs, such as the sample fox on our home page (60,000 triangles, 28 joints). The terms follow the Blender manual and the glTF 2.0 specification, which are linked at the end. Think of a clay figure for stop-motion films. Inside the clay there is a wire frame. You bend the wire, and the clay bends with it. A 3D rig works the same way. The wire is a set of joints. The clay is the mesh, the surface made of many small triangles. Without a rig, the only way to bend a 3D arm is to move each point of the surface yourself. Our sample fox has 41,822 of those points. Nobody wants to move them one by one. With a rig, you turn one elbow joint, and hundreds of points follow in a smooth curve. ## What a rig is made of Every rig, simple or complex, is built from the same few pieces. *Figure: The rig inside our sample fox. Each orange shape is a bone and each white dot is a joint. The chain runs from the hips along the spine to the head, down each leg and out along the tail. Rendered in Blender from the fox GLB.* ([picture](https://bake3d.ai/guides/fox-rig-skeleton.webp)) **Bones and joints.** A bone is a straight segment. The point where it turns is the joint, also called the pivot. In Blender, a group of bones is called an armature. Our fox has 28 joints, from the hips to the tip of the tail. **A hierarchy.** Bones are linked in a family tree. The upper arm is the parent of the forearm. The forearm is the parent of the hand. When you rotate a parent, its children come along. That is why lifting a shoulder also lifts the hand. **A root.** One bone sits at the top of the tree, usually at the hips or the base of the object. Moving the root moves the whole model through the scene. **Skin weights.** Each point on the mesh stores small numbers that say which bones pull it. A point in the middle of the forearm might follow the forearm bone 100%. A point right at the elbow might follow the upper arm 50% and the forearm 50%. The weights for one point add up to 1. This part of rigging is called skinning. **Controls.** Animators rarely grab bones directly. They grab controls, which are easy handles outside the mesh. A foot control can plant the foot on the ground while the knee bends on its own. **Shape keys.** Faces often need more than bones. Shape keys, also called blend shapes or morph targets, store a whole new shape, like a smile. The animator mixes them in with a slider. ## How rigging works, step by step Most rigs are built in the same order, whether a person or a program does it. 1. **Start from a rest pose.** The model stands still in a neutral pose. Arms are out to the side or angled down. For more on this, see [A-pose vs T-pose](https://bake3d.ai/guides/a-pose-vs-t-pose). 2. **Place the joints.** Each joint goes where the real bend happens. A knee joint sits inside the knee, not in front of it. 3. **Build the chains.** Joints connect into chains: a leg, a spine, a tail. Each chain gets a clear start and end. 4. **Bind the skin.** The software gives every point a first set of weights. Blender calls this "With Automatic Weights". 5. **Fix the weights.** You test poses and repair spots where the skin tears, pinches or follows the wrong bone. 6. **Add controls.** You add inverse kinematics, limits and handles so animation is quick and safe. 7. **Test hard poses.** Bend each joint far. Turn the head. Crouch. Anything that breaks now will break in the final animation. ## What is weight painting? Weight painting is how you see and fix skin weights. You pick one bone. The mesh turns into a heat map. In Blender, red means the point follows that bone fully. Blue means it ignores that bone. Green and yellow are in between. *Figure: Weights for one bone, the upper front leg. Red means the skin follows that bone fully. Blue means the bone does not move it at all. The soft fade in between lets the leg bend without a sharp crease.* ([picture](https://bake3d.ai/guides/skin-weights-front-leg.webp)) You paint with a brush to add or remove influence. Common fixes are: - A shoulder that pulls part of the chest when the arm lifts. - A thigh that drags the belly with it. - A tail bone that pulls a leg because the two sit close together. Good weights change smoothly across a joint. A sharp jump from red to blue makes a hard crease. A wide, soft blend makes a rubbery bend. Rigid parts are the exception. A robot plate or a car door should follow one bone 100%, with no blend at all. ## Rigging vs skinning vs animation These three words get mixed up a lot. Here is how they differ. | Step | What it does | What you get | |---|---|---| | Rigging | Builds the whole movable setup: joints, chains, controls | A model you can pose | | Skinning | Ties each surface point to bones with weights | Skin that bends with the joints | | Animation | Poses the rig over time | Motion, stored as keyframes | A rigger builds the puppet. An animator plays it. In small teams and in solo projects, one person often does both. ## FK and IK in plain words There are two ways to pose a chain of joints. **Forward kinematics (FK)** means you rotate each joint yourself, from the top down. Shoulder, then elbow, then wrist. It is great for swinging motions, like arms during a walk. **Inverse kinematics (IK)** means you move the end of the chain, and the software works out the joints above it. Put the foot on a step, and the knee and hip bend to match. It is great for feet that must stay planted. Most character rigs use IK for legs and a mix of FK and IK for arms. *Figure: FK turns the joints one by one. IK moves the end of the chain and lets the software bend the joints above it.* ([picture](https://bake3d.ai/guides/fk-vs-ik.svg)) ## Rigs for different body types A human rig is only one kind. Real projects need many more. - **Four-legged animals** need four leg chains, a spine that can bend and twist, a neck and often a tail. The legs of a dog bend in a different pattern than a human leg. - **Birds and dragons** need wing chains that fold and spread. - **Snakes, tails and tentacles** are long chains with many small joints, so they can curve smoothly. - **Insects and spiders** need six or eight leg chains that work together. - **Machines and vehicles** are mostly rigid. Each wheel, door or arm segment follows one joint fully and turns around a fixed axis, like an axle or a hinge. Bake3D names each chain by its role instead of a fixed bone name. The roles include leg, arm, spine, neck, tail, wing, tentacle, fin, ear and antenna. That way, a motion like "walk" can find the legs on a dog, a spider or a robot, whatever their bones are called. You can read how this works for four-legged animals in [rig a quadruped from one image](https://bake3d.ai/guides/rig-quadruped-from-one-image). ## How to tell if a rig is good A rig can look fine in its rest pose and still fail in motion. Test it before you animate. 1. Bend each knee and elbow about 90 degrees. The joint should fold, not collapse into a thin crease. 2. Twist the forearm or the neck. Watch for a "candy wrapper" twist, where the skin pinches into a narrow band. 3. Lift each leg. Nothing else should move, except parts that should, like the hip. 4. Move the root. The whole model should travel as one piece. 5. For rigid parts, turn a wheel or open a door. It should spin around its real axis without bending. Our [rig checklist](https://bake3d.ai/guides/check-ai-generated-rig) goes deeper and covers what AI-made rigs tend to get wrong. ## Ways to get a rig You have four main options. They trade time for control. | Option | Good for | Watch out for | |---|---|---| | Rig by hand in Blender or Maya | Full control, unusual shapes, hero characters | Takes practice and hours of work | | Rigify in Blender | Humans and some animals, with good controls | You still place the bones yourself | | Auto riggers like Mixamo | Humanoid characters in minutes | Most only accept two-legged, two-armed bodies | | AI rigging tools | Fast rigs for many body types | Always check weights and joint positions | To go further, read [how to rig a character in Blender](https://bake3d.ai/guides/how-to-rig-in-blender), [how auto rigging works](https://bake3d.ai/guides/auto-rigging) or our comparison of [Mixamo alternatives for animals and creatures](https://bake3d.ai/guides/mixamo-alternatives). ## Rigging words at a glance | Word | Meaning | |---|---| | Armature | Blender's name for a skeleton | | Bone | One straight segment of the skeleton | | Joint or pivot | The point a bone turns around | | Rest pose | The neutral pose the skin was bound in | | Skin weights | Numbers that tie mesh points to bones | | Weight painting | Fixing skin weights with a brush | | IK | Move the end of a chain; the joints follow | | FK | Rotate each joint one by one | | Shape keys | Stored shapes mixed with a slider, often for faces | | Retargeting | Copying motion from one rig to another | When you are ready to try it, the [image to 3D workflow](https://bake3d.ai/image-to-3d) builds the mesh and the rig from one picture, and you can inspect every joint before you export. ## Questions ### What does rigging mean in animation? Rigging means building the controls that move a 3D model. It usually has two parts. First you add a skeleton of joints. Then you connect the surface of the model to those joints with skin weights, so the skin bends when a joint turns. ### What is the difference between rigging and skinning? Rigging is the whole job of making a model movable. Skinning is one part of it. Skinning is the step where each point on the mesh gets weights that tie it to one or more bones. ### Do I need to rig a model to animate it? Not always. A rigid object like a box, a coin or a car body can move as one piece without a rig. Anything that bends, like a leg, a tail or a face, needs a rig or shape keys. ### Is rigging hard to learn? The basics take an afternoon. Placing bones and using automatic weights in Blender is quick to learn. Good weights at shoulders, hips and faces take practice. An [auto rigging tool](https://bake3d.ai/guides/auto-rigging) can do the first pass for you. ### What file formats keep a rig? GLB, glTF and FBX can store a skeleton, skin weights and animation. OBJ and STL cannot. They only hold the shape. See [what a GLB file is](https://bake3d.ai/guides/what-is-a-glb-file) for details. ## Sources - [Blender Manual, Armatures](https://docs.blender.org/manual/en/latest/animation/armatures/index.html) - [Blender Manual, Weight Painting](https://docs.blender.org/manual/en/latest/sculpt_paint/weight_paint/index.html) - [Khronos glTF 2.0 Specification, Skins](https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#skins) - [Wikipedia, Skeletal animation](https://en.wikipedia.org/wiki/Skeletal_animation) --- # Auto Rigging: How to Rig a 3D Model Automatically Source: https://bake3d.ai/guides/auto-rigging Updated: 2026-10-09. Written by Bake3D (https://bake3d.ai). Automatic rigging explained: how AI rigging tools place bones and skin weights for you, which bodies they handle, and how to check an auto rig. ## Short answer Auto rigging is software that adds a skeleton and skin weights to a 3D model for you. You upload the model, the tool finds the body parts, places joints inside them and works out how the skin should bend. Most auto riggers only handle humanoid characters in a T-pose or A-pose. A few newer tools also rig animals and creatures. Always test the rig with a few hard poses before you animate. ## How we checked The tool details come from each vendor's own documentation, read on 25 September 2026, and are linked below. We did not run the same model through every tool, so this is not a quality ranking. The Bake3D details come from our own rigging engine. A rig is a skeleton inside a 3D model, plus skin weights that tell the surface how to follow each bone. If those words are new, start with [what rigging is](https://bake3d.ai/guides/what-is-rigging). An auto rigger builds both for you. What used to be an afternoon of placing bones and painting weights can become a few minutes of checking. But "automatic" does not mean "always right". Knowing what the tool does behind the scenes helps you pick the right one and fix what it gets wrong. ## What an auto rigger does Every auto rigger does four jobs, in this order. 1. **Finds the body parts.** Where is the head? Which parts are legs? Is there a tail? 2. **Places the joints.** It puts each joint where the bend should happen, like inside the knee or at the base of the neck. 3. **Builds the chains.** It links the joints into a family tree, from the hips out to the fingers, toes and tail tip. 4. **Computes skin weights.** It decides how much each point on the surface follows each bone. Some tools also add animation controls, like foot handles and inverse kinematics. Many add ready-made animations you can apply right away. ## How auto riggers find the joints Tools use four main ways to place joints. The method tells you a lot about what the tool can handle. | Method | How it works | Examples | |---|---|---| | Markers you place | You drop a few points, like wrists, elbows, knees and groin. The tool fills in the rest. | Mixamo | | Templates you fit | You pick a ready skeleton, like a horse or a spider, and drag it into place. | Rigify, Mesh2Motion | | Shape detection | The tool studies the mesh and guesses the skeleton type and joint spots. | Meshy, Tripo, Auto-Rig Pro Smart | | Views and roles | The tool looks at the model from several sides, plans joints for each body part, and labels them by role. | Bake3D | Marker and template tools are only as flexible as their skeleton list. If there is no template for a crab, you cannot rig a crab. Detection tools are faster, but they can guess wrong on unusual shapes. ## How skin weights are worked out Once the joints exist, the tool must decide how the skin follows them. Most tools spread each bone's pull across the nearby surface, strongest close to the bone and fading with distance. Blender's "Automatic Weights" option uses a method like this, based on heat spreading out from each bone. Problems show up where two body parts touch or sit close together. An arm resting on the hip can end up tied to the hip. A tail close to a leg can pull the leg. That is why a neutral pose with space between the limbs gives better weights. Rigid parts need the opposite. A robot plate, a wheel or a car door should follow one bone 100%, with no soft blend. Good tools detect rigid parts and keep them stiff. *Figure: Skin weights that Bake3D worked out for our sample fox, shown for the upper front leg bone. The weight is strongest on the upper leg and fades out toward the chest and the paw.* ([picture](https://bake3d.ai/guides/skin-weights-front-leg.webp)) ## Which body types can auto riggers handle? This is the biggest difference between tools. Here is what each one says it supports, from its own documentation as of 25 September 2026. | Tool | Body types it rigs | Price | |---|---|---| | Mixamo | Two-legged humanoids only | Free with an Adobe ID | | AccuRIG 2 | Two-legged characters, including hoofed legs | Free, Windows only | | Rigify (Blender) | Any body you build, with starter rigs for human, cat, wolf, horse and shark | Free | | Auto-Rig Pro (Blender) | Humanoids automatically; animals and spiders by placing limbs yourself | $50 full, $25 lite | | Mesh2Motion | Templates for human, fox, horse, bird, dragon, kaiju, spider, snake and fish | Free, open source | | Meshy | Humanoid, quadruped and a beta mode for other creatures | Rigging is 0 credits in the web app | | Tripo | Biped, quadruped, hexapod, octopod, bird, serpent and sea creature | 20 credits in Tripo Studio | | Everything Universe | Humans, four-legged animals, birds, fish, snakes, and vehicles split into parts (insects and spiders listed as coming soon) | 5 credits per rig | | Bake3D | Any body plan: legs, arms, wings, tails, tentacles, fins and rigid parts like wheels | 25 credits, only for models it generates | A tool that rigs a creature does not always animate it well. Meshy says quadrupeds only get a walk. Tripo lists at most one clip for each non-human type, and none for birds. Check the animations you need, not just the rig. Our [Mixamo alternatives guide](https://bake3d.ai/guides/mixamo-alternatives) compares the animation side in more detail, and [Meshy vs Tripo](https://bake3d.ai/guides/meshy-vs-tripo) puts those two side by side. ## How to auto rig a model, step by step These steps work for most tools. 1. **Clean up the mesh.** Join it into one object if the tool asks for that. Delete stray parts, floating bits and hidden faces. 2. **Center it and set the scale.** Put the feet on the ground at the center of the scene. In Blender, apply the scale and rotation before you export. 3. **Pose it neutrally.** Arms out to the side or angled down. Legs slightly apart. See [A-pose vs T-pose](https://bake3d.ai/guides/a-pose-vs-t-pose) for which to pick. 4. **Export a format the tool reads.** FBX, OBJ and GLB are the common ones. 5. **Upload and pick the body type,** or place the markers. 6. **Check the joints.** Knees inside knees, elbows inside elbows, the neck at the base of the head. 7. **Test hard poses.** Bend, twist and lift each limb. 8. **Export the rigged model** as FBX or GLB for your engine. ## How to check an auto rig in two minutes Run these tests before you spend time on animation. *Figure: A quick pose test on our auto-rigged fox. We lifted one front leg, turned the neck and raised the tail. Look at the elbow, the shoulder and the base of the tail. The skin should bend smoothly, with no spikes or dents.* ([picture](https://bake3d.ai/guides/rig-pose-test.webp)) - **Bend each knee and elbow** to about 90 degrees. Look for collapsing, pinching or tearing. - **Twist the neck and forearms.** The skin should turn smoothly, not wring into a thin band. - **Lift one leg at a time.** Only that leg and its hip should move. - **Move the tail, ears or wings,** if your model has them. They should not drag the body. - **Spin wheels and open doors** on machines. Rigid parts should stay rigid. If one area fails, fix the weights there with weight painting. If many areas fail, try a better pose or a different tool. Our [rig checklist](https://bake3d.ai/guides/check-ai-generated-rig) covers this in more depth. ## Auto rigging animals, creatures and machines Humanoids are the easy case. Every tool has a human skeleton. Things get harder when the body is different: - **Four-legged animals** need legs that bend in the right places. On the hind legs of a dog or a horse, the joint that points backward is the ankle, not the knee. - **Birds and dragons** need wings that fold, and often a separate pair of legs. - **Spiders and insects** need six or eight legs that do not tangle. - **Snakes, tails and tentacles** need long chains with many joints. - **Vehicles and robots** need rigid parts that turn around hinges and axles. Bake3D was built for this problem. It names each chain by its role, like leg, wing, tail, tentacle or fin, instead of assuming a human skeleton. So its presets and described motions can find the legs on a spider or the wheels on a car. You can see the four-legged case in [rig a quadruped from one image](https://bake3d.ai/guides/rig-quadruped-from-one-image). ## Auto rigging in Blender If you work in Blender, you have three good options. - **Rigify** is built in. Pick a starter rig, like Human, Cat, Wolf or Horse, and fit its bones to your model. Then generate the rig and bind the mesh with **Automatic Weights**. Rigify itself does not create skin weights. - **Auto-Rig Pro** is a paid add-on. Its Smart feature places humanoid bones for you. For animals, you place its modular limbs by hand. - **Import a rig from elsewhere.** Rig in another tool, export FBX or GLB, and import it into Blender. Our guide on [how to rig a character in Blender](https://bake3d.ai/guides/how-to-rig-in-blender) walks through the manual and Rigify routes. ## When to rig by hand instead Auto rigging is the right start for most projects. Rig by hand, or fix a lot by hand, when: - It is your main character and will be seen up close. - The face needs detailed expressions. - The body is so unusual that no tool has a matching template. - The rig must follow a studio standard, like exact bone names for a shared animation library. ## Start from a picture instead If you do not have a 3D model yet, you can skip a step. Bake3D makes the model from one image or a text description and rigs it in the same job, for any body type. You can play rigged samples in the free demo, and the free readiness check reads your own picture first. A rigged model then costs from $5 for 80 credits. Try it on the [image to 3D page](https://bake3d.ai/image-to-3d). ## Questions ### What is the best free auto rigger? For humanoid characters, Mixamo is free with an Adobe account. In Blender, Rigify is free and can build rigs for people and some animals, but you place the bones yourself. Mesh2Motion is free, open source and runs in the browser, with templates for humans, animals, birds, spiders, snakes and fish. ### Can you auto rig a quadruped? Yes, with some tools. Mixamo cannot. Meshy, Tripo, 3D AI Studio, Mesh2Motion and Everything Universe list four-legged animals. Check what animation you get afterward, because several of them only offer a walk for non-human rigs. ### Is auto rigging good enough for games? Often, yes, for background characters, prototypes and simple motion. Main characters usually need a check and some fixes by hand, especially at the shoulders, hips and face. ### Does auto rigging work on any pose? Most tools want a neutral pose, like a T-pose or an A-pose, with arms and legs away from the body. Crossed legs, arms pressed to the sides or a sitting pose often fail. ### Can Bake3D rig a 3D model I already have? Not today. Bake3D makes the 3D model from your picture or text description and rigs it in the same job. To rig an existing mesh, use one of the other tools in this guide. ## Sources - [Adobe, Mixamo FAQ](https://helpx.adobe.com/creative-cloud/faq/mixamo-faq.html) - [Blender Manual, Rigify basics and meta-rigs](https://docs.blender.org/manual/en/latest/addons/rigify/basics.html) - [Meshy docs, Rigging](https://docs.meshy.ai/en/webapp/guides/3d-model/rigging) - [Tripo developer docs, Rig](https://developers.tripo3d.ai/en/docs/animations-rig) - [Mesh2Motion on GitHub](https://github.com/Mesh2Motion/mesh2motion-app) - [Auto-Rig Pro on Superhive](https://superhivemarket.com/products/auto-rig-pro) --- # Mixamo Alternatives for Non-Humanoid Characters: Animals, Creatures and Robots Source: https://bake3d.ai/guides/mixamo-alternatives Updated: 2026-10-13. Written by Bake3D (https://bake3d.ai). Mixamo only rigs humanoids. Compare Mixamo alternatives that rig animals, creatures and robots, from Rigify and Mesh2Motion to AI tools, checked October 2026. ## Short answer Mixamo only rigs two-legged humanoids. For non-humanoid bodies, such as animals, creatures and robots, try Mesh2Motion (free, open source, with fox, horse, bird, dragon, spider, snake and fish templates), Rigify in Blender, or AI riggers like Tripo, Meshy and Everything Universe. For humans, AccuRIG 2 is free. If you start from a picture, Bake3D makes and rigs the model for any body, but it cannot rig a model you upload. ## How we checked Every fact about other tools comes from that vendor's own documentation, help center or pricing page. We first read them on 25 September 2026 and checked every vendor fact again on 9 October 2026, and each page is linked under Sources. On 13 October 2026 we added Tripo's text to motion, announced in its September update. We did not run one model through every tool, so this is a feature comparison, not a quality ranking. Bake3D facts come from our own product. Prices change often, so check the vendor page before you buy. Mixamo made auto rigging easy for millions of people. You upload a character, click a few points and get a rigged model with a big library of motions. For a human character, it is still hard to beat on price, because it is free. The catch is written in Adobe's own FAQ. The auto rigger and the animation library are for two-legged humanoids only. Extra limbs, wings and tails may fail. So the moment your character has four legs, a tail or wheels, you need a different tool. If you do not have a model yet, you can skip a step. A [3D character maker](https://bake3d.ai/3d-character-maker) can build the model and the rig from one picture, and our guide to the [best AI tools for image to rigged 3D character](https://bake3d.ai/guides/best-ai-tools-image-to-rigged-3d-character) compares the ones that do. To see a rigged fox, robot and T. rex move before you choose anything, open the free [demo](https://bake3d.ai/demo). ## Why people look for a Mixamo alternative - **It only rigs humanoids.** Dogs, horses, birds, spiders, snakes and cars are out. - **Its motions are for humans.** You cannot put a human walk on a cat. - **It needs an Adobe ID.** Adobe's FAQ says Enterprise and Federated IDs and accounts in China cannot use it. - **It has not changed much in years.** Adobe's Mixamo FAQ still says it was last updated on 14 September 2021. - **Some users report outages.** Adobe community threads describe multi-day downtime in June 2025 and more problems later that year. None of this means Mixamo is bad. It means it was built for one job: human characters. ## Mixamo alternatives compared Here is what each tool says it can do, from its own documentation, checked on 9 October 2026. | Tool | Rigs these bodies | Your own model? | Animation for them | Price | Runs on | |---|---|---|---|---|---| | Mixamo | Humanoids only | Yes | Large human motion library | Free with Adobe ID | Web | | AccuRIG 2 | Two-legged, including hoofed legs | Yes | Motions from Reallusion's ActorCore library | Free | Desktop app | | Rigify | Any body you build; starter rigs for human, cat, wolf, horse, shark | Yes | None built in; animate in Blender | Free | Blender | | Auto-Rig Pro | Humanoids automatically; animals with limbs you place | Yes | Retargets motion from BVH or FBX | $50 full, $25 lite | Blender | | Mesh2Motion | Human, fox, horse, bird, dragon, kaiju, spider, snake, fish | Yes | Over 170 animations | Free, open source | Web | | Meshy | Humanoid, quadruped, and a beta "Smart Rig" for creatures | Yes | 600+ clips for humans; quadrupeds get a walk | Rigging is 0 credits in the web app; paid plans from $20 a month | Web | | Tripo | Biped, quadruped, hexapod, octopod, bird, serpent, sea creature | Yes | 90+ clips for two legs on its older rigger, 11 on the newer; one clip per other type, none for birds; text to motion announced in September 2026 | 20 credits per rig in Studio; plans from free to $90 a month, Team per seat | Web, API | | 3D AI Studio | Biped, quadruped, bird, serpent | Yes | 12 presets at 15 credits each | Plans from $19 a month | Web | | Everything Universe | Humans, four-legged animals, birds, fish, snakes, worms, vehicles with 2 to 4 wheels | Yes | Its own clip library, by category | Free tier with 1 download; paid from $30 a month | Web | | Cascadeur | Its own rig, built with its Quick Rigging Tool | Yes | Physics-based posing; quadrupeds on Pro | Pro is $49 a month | Desktop | | Bake3D (ours) | Any body plan: legs, wings, tails, tentacles, fins, wheels | No | Presets fitted to the rig, plus motions you describe in words | 25 credits per rig; free demo, packs from $5 | Web, API, MCP | Three notes on this table. Everything Universe is the new name of Anything World, and it lists insects and spiders as coming soon. 3D AI Studio rigs creatures only through one of its two rigging models; the other does humans only. And Bake3D does not rig a model you upload. It makes the model from a picture or a text description, then rigs it. ## The best Mixamo alternative for each kind of character ### Humans and humanoids If you only need a better human rig, stay close to Mixamo's style. - **AccuRIG 2** is free, rigs hands and fingers, and accepts A-pose, T-pose and scanned poses. It is a desktop app. We found no Mac version. - **Auto-Rig Pro** places humanoid bones for you inside Blender and exports FBX and glTF with presets for Unity, Unreal and Godot. - **Meshy** and **Tripo** also rig humanoids, and Meshy has the larger library of human clips. ### Dogs, cats, horses and other four-legged animals *Figure: A four-legged rig is the kind Mixamo cannot make. This one has chains for four legs, two ears and a four-bone tail. Bake3D made it from one image of the fox.* ([picture](https://bake3d.ai/guides/fox-rig-skeleton.webp)) - **Rigify** ships cat, wolf and horse starter rigs. You fit the bones by hand, then bind with Blender's Automatic Weights. It is free and gives you full control. - **Mesh2Motion** has fox and horse templates and runs in your browser. - **Meshy, Tripo and 3D AI Studio** rig quadrupeds from an upload. Check the animation side. Meshy says quadrupeds only get a walk, and Tripo lists one walk clip for them. Our [Meshy alternatives](https://bake3d.ai/guides/meshy-alternatives) guide compares these AI tools in more depth. - **Bake3D** fits walk, trot, run and jump to the rig's own legs, and you can describe other motions in words. Read [how four-legged animals walk](https://bake3d.ai/guides/quadruped-walk-cycle) to judge any of these results. *Figure: The same fox with a walk applied. Each foot lands in turn, one every 6 frames. A human motion library has no clip for a body like this.* ([picture](https://bake3d.ai/guides/quadruped-walk-contact-frames.webp)) ### Birds and dragons - **Mesh2Motion** has bird and dragon templates. - **Tripo** lists a bird body type, though no ready clip for it. - **Bake3D** labels wing chains, so a flap or a glide can be applied to them. It has a Flap (hover) preset. ### Spiders and insects - **Tripo** lists hexapod (six legs) and octopod (eight legs) body types. - **Mesh2Motion** has a spider template. - **Everything Universe** lists insects and spiders as coming soon, so check before you plan on it. - **Bake3D** walks any number of legs, using a wave from back to front so neighbor legs never lift together. ### Snakes, fish and tentacles - **Mesh2Motion** has snake and fish templates. - **Tripo** lists serpent and sea creature types. - **Everything Universe** lists fish, snakes and worms. - **Bake3D** has Slither and Swim presets and treats tentacles and fins as their own chains. ### Robots, vehicles and props Most auto riggers skin everything softly, which makes metal bend like rubber. For machines, you want rigid parts that turn around hinges and axles. - **Everything Universe** rigs vehicles with two, three or four wheels. - **Bake3D** keeps rigid parts stiff and can roll wheels. - **Meshy's** documentation says props, buildings and vehicles cannot be rigged there. - For full control, rig machines by hand in Blender with one bone per moving part. ## What to check before you choose 1. **Can it rig your body type?** Check the actual list, not the marketing headline. 2. **Can it animate that body type?** Many tools rig creatures but only give them one walk. If you want new motions, our guide on how to [animate a 3D character by describing the motion](https://bake3d.ai/guides/animate-3d-character-from-text) compares the tools that make motion from words. 3. **Can you upload your own model?** Some tools only rig models they create. 4. **Which formats come out?** FBX suits Unity and Unreal. GLB suits the web, Godot and Blender. See [GLB to FBX](https://bake3d.ai/guides/glb-to-fbx) if you need to switch. 5. **What is the license?** Free tiers often limit commercial use. Meshy's free plan, for example, uses a CC BY 4.0 license, and Tripo's free plan is for non-commercial use. 6. **What does one rig really cost?** Add up the rig, the animations and any exports. Bake3D's costs are on the [pricing](https://bake3d.ai/pricing) page. ## Is Mixamo still worth using? Yes, for human characters. It is free, quick and its motions are royalty free under Adobe's FAQ. Many teams use Mixamo for humans and a second tool for everything else. Our guide to [free 3D animation software](https://bake3d.ai/guides/free-3d-animation-software) shows where it fits next to Blender, Cascadeur and the game engines. If you use it, keep a local copy of your rigged characters. Adobe's FAQ says Mixamo only stores the last character you uploaded. If you just need a rigged animal or creature to test with, our [free 3D models](https://bake3d.ai/free-3d-models) page has a fox, a robot, an old man and a T. rex, rigged and animated, under CC BY 4.0. ## How we compared these tools We read each vendor's own documentation, help center and pricing page on 25 September 2026, then checked every vendor fact again on 9 October 2026. That second check changed five things: Meshy's human clip count, Tripo's top plans, Everything Universe's insects (now coming soon), Cascadeur's rig rule and AccuRIG's platform, which Reallusion's pages do not name. Where a vendor's pages disagree with each other, we used the more specific or more recent one. Mesh2Motion's website says it exports GLB and FBX, while its code page still says GLB only. We did not run the same model through every tool, so the table shows what each tool says it supports, not how good the results are. If you spot something out of date, email us and we will fix it. For how auto riggers work under the hood, read [auto rigging explained](https://bake3d.ai/guides/auto-rigging). If you want to try the Bake3D route, the [AI 3D animation generator](https://bake3d.ai/ai-3d-animation-generator) page shows the full workflow, from one picture to a rigged, animated model. ## Questions ### Is Mixamo still free in 2026? Yes. Adobe's Mixamo FAQ says it is free for anyone with an Adobe ID, with no Creative Cloud plan needed. The FAQ also says characters and animations are royalty free for personal and commercial projects. ### Does Mixamo work on animals or quadrupeds? No. Adobe says the Mixamo auto rigger and animation library are for two-legged humanoids only. It also warns that extra limbs, wings and tails may not work. ### Is there a Mixamo alternative that can auto rig animals, creatures and non-humanoid models? Yes. Mesh2Motion is free and has templates for a fox, a horse, a bird, a dragon, a spider, a snake and a fish. Tripo auto rigs seven body types, from four legs to eight legs, birds, snakes and sea creatures. Meshy rigs four-legged animals and has a beta rig for other creatures. Everything Universe rigs animals, fish, snakes and wheeled vehicles. ### What is the best free Mixamo alternative? For humans, AccuRIG 2 is free. For animals and creatures, Mesh2Motion is free and open source. Rigify in Blender is free and very flexible, but you place the bones yourself and add the skin weights. ### Can I put Mixamo animations on a dog or a horse? Not directly. Mixamo motions are made for a human skeleton. A dog has four legs that bend in different places, so it needs animal motions made for its own rig. ### Which AI auto rigging tool works for robots and vehicles? Everything Universe rigs vehicles with two, three or four wheels. Bake3D keeps rigid parts stiff and can roll wheels, but only on models it makes. Meshy says props, buildings and vehicles cannot be rigged there. For full control, rig a machine in Blender with one bone per moving part. ### Is AccuRIG better than Mixamo? AccuRIG 2 is a desktop app, handles hands and fingers, and works with A-poses, T-poses and scans. Like Mixamo, it rigs only two-legged characters, though it can handle hoofed legs. Ready motions for it come from Reallusion's ActorCore library, which lists over 4,500 premium motions. ## Sources - [Adobe, Mixamo FAQ](https://helpx.adobe.com/creative-cloud/faq/mixamo-faq.html) - [Reallusion, AccuRIG](https://www.reallusion.com/auto-rig/accurig/) - [Reallusion ActorCore, AccuRIG](https://actorcore.reallusion.com/auto-rig/accurig) - [Blender Manual, Rigify basics](https://docs.blender.org/manual/en/latest/addons/rigify/basics.html) - [Auto-Rig Pro on Superhive](https://superhivemarket.com/products/auto-rig-pro) - [Mesh2Motion](https://mesh2motion.org) - [Mesh2Motion on GitHub](https://github.com/Mesh2Motion/mesh2motion-app) - [Meshy Help Center, auto-rigging and animation](https://help.meshy.ai/en/articles/16231707-how-to-create-3d-animation-with-auto-rigging) - [Meshy docs, rigging](https://docs.meshy.ai/en/webapp/guides/3d-model/rigging) - [Meshy pricing](https://www.meshy.ai/pricing) - [Tripo developer docs, rigging](https://developers.tripo3d.ai/en/docs/animations-rig) - [Tripo developer docs, animation retargeting](https://developers.tripo3d.ai/en/docs/animations-retarget) - [Tripo pricing](https://www.tripo3d.ai/pricing) - [3D AI Studio docs, Rigging](https://docs.3daistudio.com/processing/rigging) - [3D AI Studio pricing](https://www.3daistudio.com/pricing) - [Anything World docs, Animate Anything FAQ](https://anything-world.gitbook.io/anything-world/quickstart/animate-anything-quickstart/faq) - [Cascadeur help, AutoPosing](https://cascadeur.com/help/tools/animation_tools/autoposing) - [Cascadeur plans](https://cascadeur.com/plans) - [Tripo blog, September 2026 update (text to motion, skeleton presets)](https://www.tripo3d.ai/blog/tripo-september-update) --- # How to Rig a Character in Blender Source: https://bake3d.ai/guides/how-to-rig-in-blender Updated: 2026-09-26. Written by Bake3D (https://bake3d.ai). Rig a character in Blender step by step. Compare hand-placed bones, Rigify and auto rigging, then fix bad weights and export a clean rig. ## Short answer To rig a character in Blender, add an armature and place bones inside the body, or use the free Rigify add-on to generate a full rig from a template. Then select the mesh, add the armature to the selection, and press Ctrl+P and choose With Automatic Weights. Test poses in Pose Mode, fix problem areas in Weight Paint mode, and export the rigged model as GLB or FBX. ## How we checked The menu paths, shortcuts and Rigify details follow the Blender manual for Blender 5.2 LTS, read on 25 September 2026. The Rigify template list comes from the manual and Blender's own source code. The Auto-Rig Pro details come from its store page. The export notes match what we see when we import Bake3D rigs into Blender. Rigging turns a still model into a puppet. In Blender, the puppet's skeleton is called an armature, and each part of it is a bone. If these words are new, read [what rigging is](https://bake3d.ai/guides/what-is-rigging) first. It takes five minutes and makes the steps below much easier to follow. ## Three ways to rig in Blender | Way | Best for | Time | Cost | |---|---|---|---| | Place bones by hand | Simple characters, props, machines, learning | Medium | Free | | Rigify | People and animals that need a full animation rig | Medium | Free, built in | | Auto rigger | Humanoids you want rigged fast | Fast | Paid add-on or outside tool | ## Before you start: prepare the model A clean model rigs much better. Do these steps first. 1. **Stand the model at the center,** with its feet on the ground. 2. **Use real-world size.** Rigify expects one Blender unit to equal one metre. 3. **Apply the scale and rotation.** Select the model and press **Ctrl+A**, then choose **All Transforms**. 4. **Use a neutral pose,** with arms and legs away from the body. See [A-pose vs T-pose](https://bake3d.ai/guides/a-pose-vs-t-pose). 5. **Clean the mesh.** In Edit Mode, select everything and use **Mesh, Clean Up, Merge by Distance** to remove doubled points. ## Way 1: Rig a character by hand This is the best way to learn, and it works for any shape. 1. **Add an armature.** In Object Mode, press **Shift+A** and choose **Armature**. One bone appears at the 3D cursor. 2. **See the bones through the mesh.** In the armature's Object Data tab, under **Viewport Display**, turn on **In Front**. 3. **Build the spine.** Press **Tab** for Edit Mode. Move the first bone to the hips. Select its tip and press **E** to extrude new bones up through the spine, the neck and the head. 4. **Add the legs and arms.** Extrude from the hips down to the knees, ankles and toes. Extrude from the upper chest out to the shoulders, elbows and wrists. 5. **Name the bones.** Give left and right bones matching names ending in **.L** and **.R**, like `thigh.L` and `thigh.R`. Build one side, then use **Armature, Symmetrize** to copy it to the other side. 6. **Fix the bone roll.** Select all bones and press **Shift+N** to recalculate the roll, so the bones twist the right way. 7. **Bind the mesh.** Go back to Object Mode. Click the mesh, then Shift-click the armature so it is active. Press **Ctrl+P** and choose **With Automatic Weights**. 8. **Test it.** Select the armature and press **Ctrl+Tab** for Pose Mode. Rotate bones with **R**. Watch the knees, elbows, shoulders and hips. ### Add inverse kinematics to the legs Inverse kinematics, or IK, lets you move a foot and have the knee and hip follow. 1. In Edit Mode, add a new bone at the ankle that is not connected to the leg. Name it `foot_ik.L`. 2. In Pose Mode, select the shin bone. 3. In the **Bone Constraints** tab, add **Inverse Kinematics**. 4. Set the **Target** to the armature and the **Bone** to `foot_ik.L`. 5. Set **Chain Length** to 2, so only the shin and thigh follow. 6. Add a knee control as the **Pole Target** to decide which way the knee points. ## Way 2: Rig with Rigify Rigify is a free rig generator that comes with Blender. You start from a template called a meta-rig, fit it to your model, and Rigify builds a complete rig with animation controls. 1. **Turn it on.** Go to **Edit, Preferences, Add-ons**, search for Rigify and enable it. 2. **Add a meta-rig.** Press **Shift+A**, choose **Armature**, and pick a template. The Blender manual lists Basic Human, Basic Quadruped, Human, Cat, Wolf, Horse and Shark. Blender's source code also includes a Bird. 3. **Fit it to your model.** Scale the meta-rig to about the right size. In Edit Mode, move each joint to the right spot inside the body. Turn on **X-Axis Mirror** so the left and right sides move together. 4. **Generate the rig.** In the armature's Object Data tab, open the **Rigify** panel and click **Generate Rig**. 5. **Bind the mesh.** Click the mesh, Shift-click the new generated rig, press **Ctrl+P** and choose **With Automatic Weights**. 6. **Test the controls.** The generated rig has colored handles for the arms, legs, torso and fingers. Rigify builds the bones and controls, but it does not create skin weights. That is why step 5 is needed. The generated rig has three kinds of bones: DEF bones bend the mesh, while ORG and MCH bones are helpers. ## Way 3: Use an auto rigger If you have many humanoid characters to rig, an auto rigger saves a lot of time. - **Auto-Rig Pro** is a paid Blender add-on. The full version costs $50 and the lite version $25. Its Smart feature places humanoid bones for you. For animals and spiders, you place its modular limbs yourself. - **Mixamo** is free and rigs humanoids on the web. Export an FBX from Blender, rig it in Mixamo, then import the result back into Blender. - **Other tools** rig animals and creatures too. Our [Mixamo alternatives guide](https://bake3d.ai/guides/mixamo-alternatives) compares them. ## Fix the weights with weight painting Automatic weights are a starting point. A few areas usually need help. *Figure: Weight paint colors, as Blender shows them in Weight Paint mode. Red means full control by the bone and blue means none. This is the upper front leg bone of our sample fox, rendered with the same colors.* ([picture](https://bake3d.ai/guides/skin-weights-front-leg.webp)) 1. Click the armature, then Shift-click the mesh. 2. Switch to **Weight Paint** mode. 3. **Ctrl-click a bone** to see its weights. Red means full influence. Blue means none. 4. Use the brush to **add** weight where the bone should pull, and **subtract** where it should not. 5. Use the **Blur** brush to smooth the change across a joint. 6. Turn on **Auto Normalize** so the weights on each point always add up to 1. Common fixes: - The chest follows the arm when the arm lifts. Remove the upper arm's weight from the chest. - The belly follows the thigh. Remove the thigh's weight from the belly. - A joint folds into a thin crease. Blur the weights across the joint. - A rigid part, like armor or a helmet, bends. Give it 100% to one bone. ## Fix common Blender rigging problems - **"Bone Heat Weighting: failed to find solution for one or more bones."** Merge doubled points by distance, separate loose parts, apply the scale, or scale the model up and bind again. - **Parts of the mesh do not move.** Those points have no weights. Check the mesh's vertex groups, or paint weight onto them. - **The mesh jumps or twists when you pose it.** Recalculate the bone roll with Shift+N in Edit Mode, then bind again. - **Moving the armature leaves the mesh behind.** The mesh needs an Armature modifier that points to your armature. - **The mesh follows the wrong bone.** Vertex group names must match bone names exactly. ## Rig animals and machines in Blender - **Four-legged animals:** start from Rigify's Basic Quadruped, Cat, Wolf or Horse template. The hind leg has an extra segment, and the joint that points backward is the ankle. - **Machines and vehicles:** do not use automatic weights. Add one bone per moving part, then parent each rigid part straight to its bone with **Ctrl+P, Bone**. Place wheel bones at the axle and door bones at the hinge. *Figure: A four-legged rig from the side. Each leg is its own chain of bones. The front legs join at the chest, and the back legs and the four-bone tail join at the hips.* ([picture](https://bake3d.ai/guides/fox-rig-skeleton.webp)) For more on four-legged motion, see our [quadruped walk cycle guide](https://bake3d.ai/guides/quadruped-walk-cycle). ## Export the rigged character - **GLB** for the web, Godot and many other tools: **File, Export, glTF 2.0**. For a Rigify rig, turn on the option to export deformation bones only. - **FBX** for Unity and Unreal Engine: see [how to convert GLB to FBX](https://bake3d.ai/guides/glb-to-fbx) for the settings that matter. Bake the animation before export if it uses IK or constraints. glTF and FBX store the baked result, not the controls. If you would rather skip the manual work, Bake3D makes and rigs a model from one picture, for people, animals, creatures and machines. The rig comes into Blender as a normal armature with skin weights. See [import a rigged GLB into Blender](https://bake3d.ai/guides/rigged-glb-blender). ## Questions ### Is rigging in Blender free? Yes. Blender is free, and it includes Rigify, a rig generator with templates for people and animals. Paid add-ons like Auto-Rig Pro can speed up the work, but you do not need them. ### What does "With Automatic Weights" do? It gives every point on the mesh a starting weight for each nearby bone, based on distance. It is a quick first pass. You will usually fix a few areas, like the shoulders and hips, by hand afterward. ### Why does Blender say "Bone Heat Weighting failed"? Automatic weights could not work out the weights for some bones. Common causes are overlapping or doubled points, separate loose parts, or a model that is very small. Try merging points by distance, applying the scale, or scaling the model up and trying again. ### Does Rigify work for animals? Yes. Rigify ships starter rigs for a basic quadruped, a cat, a wolf, a horse and a shark, and its source code also includes a bird. You fit the template to your model, then generate the rig. ### How do I export a Rigify rig to a game engine? Rigify builds many helper bones. Only the bones whose names start with DEF bend the mesh. When you export to glTF, turn on the option to export deformation bones only, and bake the animation so the helper bones are not needed. ## Sources - [Blender Manual, Armatures](https://docs.blender.org/manual/en/latest/animation/armatures/index.html) - [Blender Manual, Rigify basics](https://docs.blender.org/manual/en/latest/addons/rigify/basics.html) - [Blender source, Rigify meta-rigs](https://github.com/blender/blender/tree/main/scripts/addons_core/rigify/metarigs) - [Blender Manual, Weight Paint](https://docs.blender.org/manual/en/latest/sculpt_paint/weight_paint/index.html) - [Blender Manual, glTF 2.0 export](https://docs.blender.org/manual/en/latest/addons/scene_gltf2.html) - [Auto-Rig Pro on Superhive](https://superhivemarket.com/products/auto-rig-pro) --- # A-Pose vs T-Pose: Which Is Better for Rigging? Source: https://bake3d.ai/guides/a-pose-vs-t-pose Updated: 2026-09-26. Written by Bake3D (https://bake3d.ai). A-pose and T-pose compared: how each one changes shoulders, rigging and animation, and which pose to use when you make a model with AI. ## Short answer A T-pose has the arms straight out to the sides, like the letter T. An A-pose has the arms angled down, often around 45 degrees, like the letter A. Many artists find the A-pose bends the shoulders more naturally, while the T-pose is what some tools require, such as Unity's Humanoid rig and the VRM avatar format. For AI image to 3D, a relaxed A-pose with the arms clear of the body works well, and you can switch poses later when you retarget. ## How we checked The tool requirements come from Unity's manual, the VRM specification, Unreal Engine's retargeting docs, Reallusion's manuals, Adobe's Mixamo FAQ and Meshy's API docs, read on 25 September 2026. The notes on non-human rest poses come from how Bake3D's own rigging treats standing, seated and hanging models. Before a character can be rigged, it needs a rest pose. This is the pose the model stands in while the skeleton is placed and the skin weights are worked out. Everything the character does later is measured from this pose. So a small choice at the start affects every animation after it. ## What is a T-pose? In a T-pose, the character stands straight, facing forward, with both arms stretched straight out to the sides. From the front, the body looks like a capital T. The T-pose is easy to set up in software. The arms line up with one axis, so bones are simple to place and mirror. It has been a default for a long time, and many older rigs and tools expect it. ## What is an A-pose? In an A-pose, the arms point down and out at an angle, often around 45 degrees. From the front, the body looks more like a capital A. The A-pose is closer to how arms rest in real life. That is why many modern character bases use it. ## A-pose vs T-pose at a glance | | T-pose | A-pose | |---|---|---| | Arms | Straight out to the sides | Angled down, often around 45 degrees | | Shoulders | Stretched and raised | Closer to relaxed | | Arms at the sides later | Skin must stretch a long way | Less stretching needed | | Arms raised overhead later | Less stretching needed | More stretching needed | | Required by | Unity Humanoid, the VRM avatar format | Few tools require it | | Common in | Older rigs, many game pipelines | Newer character bases, scans | *Figure: The same body in both rest poses. Only the angle of the arms changes.* ([picture](https://bake3d.ai/guides/a-pose-vs-t-pose.svg)) ## Why the pose matters for rigging Skin weights are worked out in the rest pose. The further a body part has to move from that pose, the more the skin stretches and squashes. Think about the shoulder. Most of the time, a character's arms are down or in front. From a T-pose, the arms have to drop about 90 degrees to get there. The skin around the shoulder and armpit stretches a lot. From an A-pose, the arms only drop about 45 degrees. Many artists find this gives better shoulders in everyday poses. Reallusion, for example, made its newer Character Creator base an A-pose partly to allow better arm and armpit shapes. The trade-off: poses with the arms overhead, like climbing or cheering, stretch more from an A-pose. ## Which pose do popular tools expect? - **Unity Humanoid** says the T-pose is the default pose it requires. If a model is not in a T-pose, the avatar setup warns you and offers **Enforce T-Pose** to fix it. - **VRM**, the avatar format used by VRoid and many VTubers, defines a required T-pose with the arms level and the palms facing down. - **Unreal Engine** can retarget between any two characters, as long as their reference poses match. If one is in a T-pose and the other in an A-pose, you adjust the retarget pose of one of them. - **Mixamo** asks for a default or neutral pose. It does not name the T-pose, but it warns that posed or uneven characters may fail. - **AccuRIG** from Reallusion recommends a T-pose or an A-pose, and also supports relaxed and scanned poses. - **Meshy's** multi-image to 3D API has a setting to generate the model in an A-pose or a T-pose. ## How to switch between A-pose and T-pose You rarely need to rebuild a model. You can usually fix the pose at the retargeting step. - **In Unity:** open the model's Rig settings, set it to Humanoid, click Configure, and use **Pose, Enforce T-Pose**. - **In Unreal Engine:** in the IK Retargeter, edit the retarget pose of the source or target so they match. Auto Align can help. - **In Blender:** pose the armature the way you want. Apply the mesh's Armature modifier so the mesh keeps the new shape. Then use **Pose, Apply, Apply Pose as Rest Pose**, and add the Armature modifier back. Test the skin weights afterward, because the mesh is now bound in the new pose. ## The best pose for AI image to 3D When you create a character from a picture, the pose in the picture becomes the pose of the model. A few habits help the AI and the rig: 1. **Draw or pick a relaxed A-pose.** Arms angled down and away from the body. 2. **Leave space.** Keep a clear gap between the arms and the body, and between the legs. Parts that touch in the picture often fuse in the model. 3. **Face forward** or turn slightly, to a three-quarter view. 4. **Open the hands.** Fists and crossed fingers are hard to rig. 5. **Show the whole body,** feet included. If you have several views, a [character turnaround sheet](https://bake3d.ai/guides/character-turnaround-sheet) in the same pose gives the best result. ## Rest poses for animals, creatures and machines T-pose and A-pose are human ideas. Other bodies need their own neutral pose. *Figure: A good rest pose for a four-legged animal: standing on all four feet, legs straight under the body, tail relaxed. These are five views of our sample fox, all at the same scale.* ([picture](https://bake3d.ai/guides/fox-character-turnaround.webp)) - **Four-legged animals:** standing on all four legs, legs fairly straight under the body, with a little space between them. The tail relaxed, away from the legs. - **Birds and dragons:** wings half open, so each part of the wing can be seen and rigged. - **Snakes and tentacles:** a gentle curve, not a tight coil. Coils make touching parts that are hard to separate. - **Vehicles and machines:** doors and hatches closed, wheels on the ground, arms of a robot slightly away from the body. Not every subject stands, and that is fine. Bake3D keeps a seated, swimming or hanging creature in its own rest pose instead of forcing it into a standing template. Separated parts matter more than the exact pose. ## Quick checklist - Decide what your target tool needs before you model or generate. - For humans, pick an A-pose unless a tool requires a T-pose. - Keep limbs clear of the body. - Keep hands open and feet flat. - Use the same pose in every view of a turnaround sheet. - Retarget instead of rebuilding if you need the other pose later. To see how the pose feeds into the rest of the rig, read [what rigging is](https://bake3d.ai/guides/what-is-rigging) and [how auto rigging works](https://bake3d.ai/guides/auto-rigging). ## Questions ### Why do 3D characters T-pose in games? When a game cannot load a character's animation, the character falls back to its rest pose. For many characters, that rest pose is a T-pose. That is why a glitching character suddenly stands with its arms straight out. ### Is an A-pose better for animation? Often, around the shoulders. Arms at rest hang down, so a model built with the arms angled down needs less stretching to reach common poses. Reallusion made its newer character base an A-pose partly for better arm and armpit shapes. Some tools still require a T-pose, so check yours. ### Does Mixamo need a T-pose? Adobe's FAQ asks for a default or neutral pose and warns that heavily posed or uneven characters may fail. It does not say the pose must be a T-pose. Keep the arms away from the body either way. ### Can I change a model from an A-pose to a T-pose? Yes. In Unity, the Humanoid setup has an Enforce T-Pose option. In Unreal Engine, you can adjust the retarget pose. In Blender, you can pose the rig, apply it to the mesh and set it as the new rest pose, then check the skin weights. ### What pose should I draw for image to 3D? Draw the whole character facing forward, arms angled down and away from the body, legs a little apart, hands open. For animals, draw them standing on all legs with space between the legs. ## Sources - [Unity Manual, Configuring the Avatar](https://docs.unity3d.com/6000.3/Documentation/Manual/ConfiguringtheAvatar.html) - [VRM 1.0 specification, T-pose](https://github.com/vrm-c/vrm-specification/blob/master/specification/VRMC_vrm-1.0/tpose.md) - [Unreal Engine Docs, Retargeting bipeds with IK Rig](https://dev.epicgames.com/documentation/en-us/unreal-engine/retargeting-bipeds-with-ik-rig-in-unreal-engine) - [Reallusion, Bind pose for exporting characters](https://manual.reallusion.com/Character-Creator-4/Content/ENU/4.0/17_Export/Bind-Pose-for-Exporting-Characters.htm) - [Adobe, Mixamo FAQ](https://helpx.adobe.com/creative-cloud/faq/mixamo-faq.html) - [Meshy API, Multi-image to 3D (pose mode)](https://docs.meshy.ai/en/api/multi-image-to-3d) - [Wikipedia, T-pose](https://en.wikipedia.org/wiki/T-pose) --- # How to check an AI-generated 3D rig Source: https://bake3d.ai/guides/check-ai-generated-rig Updated: 2026-09-26. Written by Bake3D (https://bake3d.ai). Review geometry, joint placement, skin weights, motion and export quality before using an AI-generated character or object in production. ## Short answer To check an AI-generated rig, look at the mesh from every side first, then test the joints one at a time. Bend the knees and elbows, twist the neck, lift each leg and spin any wheels. Watch for skin that tears, pinches or follows the wrong bone. Then play a full motion loop and open the exported file in your target editor. ## How we checked Bake3D regression fixtures cover animals, repeated appendages, surface contacts, non-standing poses and rigid assemblies. These checks do not certify every generated object. A rig is useful when the right surfaces move around the right pivots. A high joint count or a successful export does not establish that on its own. Use a few deliberate tests before committing an AI-generated asset to a project. ## Check the geometry first Rotate the unposed model through a full turn. Look for missing surfaces, floating fragments, unexpected holes and limbs fused to the body. Count the appendages you intended to create. Check thin structures such as antennae, fingers and propeller blades from more than one angle. If the mesh itself is incomplete, a skeleton cannot repair that missing anatomy. Return to the generation stage. Save a copy of any result you want to preserve before trying another version. New Bake3D generations check the delivered triangle scene before accepting it. With analysis enabled, the **Source geometry** panel also compares the input image with seven mesh views: front, back, both sides, top, bottom and three-quarter. Open the inspection image to examine a suspected cut, missing appendage or fused moving part. A flat panel can legitimately disappear edge-on; a stylized creature can legitimately have unusual anatomy. Compare against your actual reference and intended use. A high-confidence visual finding supported by both the reference and mesh views can trigger one recovery candidate within the same generation job, without another user credit charge. The candidate replaces the original only when the comparison favors it. Both valid meshes remain available to download in the panel. If recovery fails or looks worse, the original stays selected. Download links preserve the two source files; they do not switch an existing rig to another mesh. This review is advisory, and unavailable or ambiguous comparisons do not establish correctness. It cannot reconstruct unseen surfaces with certainty. The panel also reports lossless file-packaging adjustments, such as correcting a texture's media type. Those adjustments preserve the encoded pixels and geometry; they do not remodel the subject. ## Inspect the pivots and hierarchy A knee should bend around the knee, and a wheel should rotate around its axle. Body parts that need independent movement need distinct joints or chains. The hierarchy should follow the physical relationship: rotating a parent carries its children, but rotating one child should not drag an unrelated part. *Figure: The skeleton of our sample fox. Joints sit where the body bends: at the shoulders, elbows, hips, knees, ankles and along the tail. Each ear has its own bone, so the ears can move on their own.* ([picture](https://bake3d.ai/guides/fox-rig-skeleton-front.webp)) For long flexible appendages, inspect the full chain from root to tip. Eight tentacles should not become two chains that accidentally connect unrelated arms. For machines, distinguish a physical body joint from a control handle that has no surface of its own. Rest pose matters. A raised leg is not automatically misplaced, and a hanging or swimming creature does not necessarily have feet on a floor. ## Test skin weights with isolated movement Move one part at a time, initially through a modest angle. Look at the joint and its neighbours. Watch for stretching, collapse, tearing, detached surfaces or motion leaking into the opposite limb. *Figure: One part at a time. We bent one front leg, turned the neck and lifted the tail, then looked at the elbow, the shoulder and the base of the tail for stretching or dents.* ([picture](https://bake3d.ai/guides/rig-pose-test.webp)) For rigid parts, watch the shape as well as the pivot. A wheel or panel should retain its dimensions while rotating. For organic parts, a smooth bend is usually more useful than a hard hinge. Mixed soft and mechanical structures deserve extra scrutiny because one material setting may not suit the whole object. Bake3D's rig-check image helps reveal these problems, but a numeric score and an AI critique are diagnostic aids. Inspect the actual deformation yourself. ## Read the measured deformation report New Bake3D rigs include a surface measurement from four role-driven diagnostic poses. The report shows how much of the original surface exceeds 3× extension or falls below 0.1× compression, together with the tested joint and triangle counts. It weights the result by surface area, so adding more triangles to one patch does not automatically make that patch dominate the percentage. A correctly rigid part can rotate without being counted as stretched. When more than 0.5% of the surface exceeds these limits, the server correction loop can revisit the joint plan within its existing attempt limit. The report identifies involved skin influences, and the saved comparison shows the most affected diagnostic pose. Use those regions as inspection starting points. They do not prove which joint caused the problem, and a small percentage can still contain a visibly poor bend in an important detail. The **placement** score, **visual** opinion and surface measurement answer different questions. A placement score of 100 does not establish good deformation. An older rig, or one without a supported articulated test pose, may have no measurement. These stress poses do not establish anatomical limits, detect every collision or validate every motion you might create; continue with the intended animation below. ## Review a complete motion cycle Play at normal speed, then inspect the fastest and most extreme frames. For locomotion, watch foot plants, slipping and sudden body-height changes. For a loop, compare the end with the beginning. For an object with several moving parts, make sure unrelated parts stay stable. Use a simple action as a baseline before adding several motions together. If a motion references joints the rig does not contain, choose a compatible action or correct the rig rather than expecting the engine to invent the missing controls. For standing rigs with two or more separate leg chains, **Walk · fit to this rig** measures a common stride from limb reach and staggers footfalls across all resolved legs. In MCP or the API, export with `presetId: "adaptive-walk"`. Explicitly hanging, seated, swimming or flying rest poses need a different action. Wheels and rigid panels also need their own motions. Review the full cycle with travel enabled: a planted foot should stay in the same place on the floor while the body advances. Check every leg, including an odd or rear-mounted limb. Then export an in-place clip if your game controller will supply movement. Matching the controller's speed to the clip remains necessary. This preset produces a geometric gait; it does not simulate balance, collisions or terrain, and it does not repair a poor rig or fused mesh. ## Verify the exported file Import the final GLB into the target editor. Check the same motion there, because shading and skinning implementations can differ. Confirm that all mesh parts, material assignments, UV sets, textures, bones and clips survived the transfer. A [glTF validator](https://github.com/KhronosGroup/glTF-Validator) checks file structure and conformance. It does not judge whether a creature walks naturally. Use structural validation and visual review together. See the [Blender import guide](https://bake3d.ai/guides/rigged-glb-blender) and [our validation approach](https://bake3d.ai/about#validation) for reproducible examples and current limits. --- # Rig a quadruped from one image Source: https://bake3d.ai/guides/rig-quadruped-from-one-image Updated: 2026-09-26. Written by Bake3D (https://bake3d.ai). What Bake3D checks when it rigs a four-legged creature from one picture, how to read the placement and deformation reports, and how to fix common problems. ## Short answer To rig a quadruped from one image, generate a mesh from a clear picture of the animal standing on all four legs, then run the rig step. Bake3D plans joints for the legs, spine, neck and tail, checks them against the mesh, and reports placement and deformation. Fix what the reports flag, or generate a new mesh if a leg is missing or fused. ## How we checked Regression fixtures cover four-legged creatures at several proportions and scales, repeated limbs, non-standing poses and rigid assemblies, and the homepage fox is a measured Bake3D result. These checks describe the tested behaviour, not a guarantee for every generated quadruped. A quadruped is the most common non-human subject people bring to Bake3D: a fox, a dog, a horse, a dragon on four legs. The rig has to put a pivot in each hip, knee and ankle, run a spine from hips to head, give the tail its own chain and assign every surface to the right joints. Bake3D does that automatically, then measures the result. This guide explains what it checks, what the numbers mean and what to do when one of them is wrong. ## What happens when you press Rig The mesh is rendered into orthographic views, and a vision model places a **joint plan** on them: each joint is named by a role such as `thigh.L`, `shin.R`, `spine.1`, `neck`, `head` or `tail.2`, and is located in at least two views so its position can be triangulated. The plan is checked against the geometry: joints that fall outside the surface are pulled inside their intended part, bilateral pairs are compared for symmetry, and each chain is checked so that its joints lie on one parent-child path. Skin weights are then solved for the creature's own shape, not a template. Finally the rig is posed through four diagnostic stress poses and the surface is measured for stretching and compression. Each of these stages produces a report you can read in the studio's Rig tab. The **Faces** control tells the planner which way the creature looks (+Z by default). The optional **Hints** field lets you describe moving parts or intended pivots in a sentence before the plan is made. Both matter more for quadrupeds than for humans, because a side-on animal has front and back legs that look similar in a single view. *Figure: The finished rig of our sample fox: 28 joints, each with a role such as thigh, shin, neck, head or tail. Rendered in Blender with the body made see-through.* ([picture](https://bake3d.ai/guides/fox-rig-skeleton-front.webp)) ## Read the reports **Joint placement** summarises the plan: how many joints were placed, how many views constrained each one, and which joints were under-constrained. The **Rig check** card lists problems by category. *Outside mesh* means a joint started outside the surface and was corrected, or could not be corrected; *Symmetry* means a left/right pair disagrees in position more than expected; *No influence* means a joint moves no surface; *Weight errors* means a vertex ended up with invalid or missing weights. The **deformation report** is the most useful number for a quadruped. It shows the percentage of the original surface area that exceeds 3× extension or falls below 0.1× compression across the diagnostic poses, together with the joint and triangle counts tested. It weights by area, so a dense patch of small triangles does not dominate. Above 0.5% the server can revisit the joint plan within its attempt limit before returning the rig. The saved comparison image shows the most affected pose, and the report names the skin influences involved. A placement score of 100 does not prove good deformation, and a deformation percentage below the threshold can still hide a visibly poor bend in a paw or ear. Use the numbers as pointers, then look at the actual surface. ## Common quadruped problems and fixes **Front and back legs confused.** The hips and shoulders of a side-on animal can be swapped if the planner misreads which way it faces. Set **Faces** to match the image, then re-rig. Adding a hint such as "four legs, the tail is at the back, head faces +Z" removes the ambiguity. *Figure: A stress pose like the ones the rig report runs. The front leg lifts cleanly at the shoulder and bends at the elbow, and the chest does not dent.* ([picture](https://bake3d.ai/guides/rig-pose-test.webp)) **A joint pulled into the body instead of the leg.** On thin legs a knee or ankle can start just outside the surface; the correction step pulls it into the nearest part, which is usually right but can be the torso when the legs touch it. The Rig check card flags this as *Outside mesh*. Re-rig with a hint that names the appendage ("place the knee inside the lower rear leg"), or regenerate the mesh with the legs more separated in the source image. **Legs fused in the mesh.** If two legs were generated as one shell, no joint plan can separate them. The **Source geometry** panel compares the image with seven mesh views and, for a high-confidence finding, can trigger one recovery candidate within the same generation job without another charge. If recovery does not help, return to the image: a three-quarter view with daylight between the legs reconstructs better than a side view with the legs overlapping. **Stretching across the belly or chest.** A high deformation percentage with the hips or shoulders listed as involved influences usually means a leg root sits too close to the spine, so the torso surface follows the leg. Re-rigging with a hint about the leg roots ("hips at the top of the rear legs, not in the belly") commonly moves them. Compare the before-and-after deformation percentages; a single re-rig costs the rig price shown on the [pricing page](https://bake3d.ai/pricing), charged on accept and refunded on failure. **Tail or ears do not move.** *No influence* in the Rig check, or a motion that addresses `tail` and produces nothing, means the chain received no surface. Check that the part exists as geometry rather than as texture. A painted tail on a flat surface cannot be rigged. **Feet slide in the walk.** Use **Walk · fit to this rig** (preset `adaptive-walk` in the API and MCP), which measures stride from limb reach and staggers footfalls across every resolved leg. Review the cycle with travel enabled: a planted paw should stay in place while the body advances. Sliding after that points at a knee or ankle placed too high or low; re-rig rather than editing the motion. ## When to regenerate instead of re-rig A rig cannot add anatomy the mesh lacks. Missing paws, a tail merged with a leg, or a head fused to the chest are generation problems, and the fastest fix is a better source image or another generation. Save the assets you want to keep; both the original and a recovery candidate stay downloadable in the project. Re-rig when the mesh is right and the joints are wrong. Regenerate when the mesh itself is incomplete. Hints and the forward axis are free to change between attempts; the rig charge applies to each accepted rig job. ## Verify in the target editor Export a rigged GLB and import it into Blender, Godot or Unity, then bend each leg and the spine with the same isolated-movement test described in the [rig checklist](https://bake3d.ai/guides/check-ai-generated-rig). Shading and skinning implementations differ between viewers, so a joint that looks acceptable in the studio deserves a second look where the creature will actually be used. The [Blender import guide](https://bake3d.ai/guides/rigged-glb-blender) shows what to expect from a native glTF import. ## What the tests cover Bake3D's regression fixtures include four-legged bodies at different proportions and scales, creatures with repeated limbs, non-standing rest poses and rigid assemblies, and the homepage fox gaits were fitted from measured paw surfaces. These establish the behaviour on those cases; they do not prove every generated quadruped will rig cleanly. The [Khronos glTF 2.0 specification](https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html) defines how the exported skin, joints and inverse bind matrices are stored, and the [Blender manual's armature pages](https://docs.blender.org/manual/en/latest/animation/armatures/index.html) are a good reference for inspecting the result. --- # How to Animate a 3D Model Source: https://bake3d.ai/guides/how-to-animate-a-3d-model Updated: 2026-09-26. Written by Bake3D (https://bake3d.ai). Four ways to animate a 3D model: keyframes, motion libraries, motion capture and described motion. What each one needs and when to use it. ## Short answer To animate a 3D model, first give it a rig (a skeleton inside the mesh). Then pose the rig over time in one of four ways. Set keyframes by hand, apply a ready-made motion from a library, record real movement with motion capture, or describe the motion in words and let a tool create it. Export the result as GLB or FBX with baked keyframes. ## How we checked The export options, frame rates and preset names come from Bake3D's own studio and API. The Blender steps follow the current Blender manual. Third-party motion libraries and capture tools are described from their public documentation, not from our own benchmark. Animation is just change over time. A pose at one moment, a new pose a moment later, and the computer fills the gap. The hard part is getting good poses and good timing. The four methods below differ in who makes those poses: you, a library, a real performer or a program that reads your words. ## Step zero: does your model need a rig? Ask one question first. Does any part of the model bend? - **No, it moves as one piece.** A coin, a crate, a spaceship or a car body can be animated by moving the whole object. Skip the rig. - **Yes, parts bend or swing.** Legs, arms, tails, wings, necks and faces need a rig. A rig is a skeleton of joints inside the mesh, plus skin weights that tell the surface how to follow each joint. Read [what rigging is](https://bake3d.ai/guides/what-is-rigging) if the idea is new. - **Only the face changes.** Shape keys, also called blend shapes, may be enough. If your model is not rigged yet, you can rig it by hand, use Rigify in Blender, or use an [auto rigging tool](https://bake3d.ai/guides/auto-rigging). Bake3D rigs the model during generation and adds a short first animation for free. ## Way 1: Keyframe animation by hand This is the classic method. You pose the rig at key moments. The software fills in the frames in between. *Figure: Two ways to pose a rig when you set keyframes. FK turns each joint. IK moves a hand or foot and bends the joints for you.* ([picture](https://bake3d.ai/guides/fk-vs-ik.svg)) Here is a simple loop in Blender: 1. Select the armature and switch to **Pose Mode**. 2. Go to frame 1. Pose the character. Press **I** to insert a keyframe. 3. Go to frame 12. Make the next pose. Insert a keyframe again. 4. Go to frame 24. Copy the frame 1 pose here, so the loop closes cleanly. 5. Press play. Open the **Graph Editor** to smooth the curves and fix sudden jumps. Keyframing gives you full control. It is the best choice for acting, for style and for anything unusual. It is also the slowest. Polished character motion can take hours of work for just a few seconds on screen. A few habits help a lot: - **Ease in and ease out.** Real things speed up and slow down. Flat, even motion looks robotic. - **Follow arcs.** Heads, hands and tails move in curves, not straight lines. - **Let loose parts lag.** Ears, tails and antennas should follow a few frames behind the body. - **Show weight.** A heavy body sinks a little when a foot lands. ## Way 2: Motion libraries and presets A motion library is a collection of finished moves, like walk, run, jump and wave. You apply one to your rigged model, and it plays. The best-known free library is Adobe Mixamo. It is fast and easy, but it only works on humanoid characters: two legs, two arms, one head. For animals and creatures, see our list of [Mixamo alternatives](https://bake3d.ai/guides/mixamo-alternatives). Bake3D's presets are written against body parts, not bone names. So "walk" finds the legs on a dog, a spider or a robot and fits the steps to that rig. The current presets are: | Group | Presets | |---|---| | Any body | Idle (breathe), Look around, Nod, Shake head | | Legged | Walk, Trot, Run and Jump, each fit to the rig's own legs | | Humanoid | Wave | | Creatures | Tail wag, Flap (hover), Slither, Swim | | Objects | Roll, Bounce, Pulse | Presets cost 0 credits. They run in your browser. The trade-off with any library is that everyone has the same moves. Use library motion as a base, then adjust timing or add your own poses on top. *Figure: Four frames from a walk preset applied to our sample fox. One foot lands every 6 frames, and the whole cycle takes 24 frames, one second at 24 fps. Rendered in Blender from the exported GLB.* ([picture](https://bake3d.ai/guides/quadruped-walk-contact-frames.webp)) ## Way 3: Motion capture Motion capture, or mocap, records a real performer and copies the movement onto a rig. There are two kinds. - **Suits and markers.** A performer wears sensors or reflective markers. The result is very accurate. The gear is costly. - **Video-based AI capture.** You film a person with a normal camera. An AI tool guesses the pose in each frame. It is cheap and quick, but hands, feet and fast moves often need cleanup. Mocap is great for natural human motion, like sports, dance and fighting. It is hard to use for a dragon, a snake or a car, because you cannot put a suit on those. ## Way 4: Describe the motion in words The newest method is to write what you want. For example: "Walk forward four steps, stop, look left, then sit down." A program reads the text and creates the keyframes on your rig. In Bake3D, a described motion works like this: 1. You type the motion. Say the action, the energy, the timing, and whether the body should travel or stay in place. 2. Bake3D writes a motion program. It moves joints by their role, like "front left leg" or "tail", so it fits your model's own body. 3. The engine plays the program. The same program on the same rig always gives the same pose at the same time. There is no guessing during playback. 4. You watch it, then ask for changes or an optional visual critique. A described motion costs 10 credits. A critique round costs 5. It is a good fit for non-human bodies and for motions no library has, like "flap the left wing twice, then glide". Other tools, such as DeepMotion SayMotion, Uthana and Meshy, make motion from text for human-shaped characters. Our guide on how to [animate a 3D character by describing the motion](https://bake3d.ai/guides/animate-3d-character-from-text) compares them, with steps for each. ## Which method should you use? | Method | Speed | Skill needed | Body types | Cost | |---|---|---|---|---| | Keyframes by hand | Slow | High | Any | Free in Blender, plus your time | | Motion library | Fast | Low | Mostly humanoid | Often free | | Motion capture | Medium | Medium | Mostly humanoid | Free apps to costly suits | | Described motion | Fast | Low | Any rig with labeled parts | Credits per motion | A common mix is to start with a preset or a described motion, then polish key poses by hand. To choose a program, our guide to [free 3D animation software](https://bake3d.ai/guides/free-3d-animation-software) sorts Blender, Cascadeur, Mixamo, the game engines and AI capture tools by job, with the license rules of each. ## In place or moving forward? Walks and runs can be exported two ways. This matters a lot for games. - **In place.** The character walks on the spot, like on a treadmill. Your game code moves it through the world. This is simple and common. - **Root motion.** The animation itself carries the character forward. The engine reads that travel and moves the character. Feet match the ground better, but your code must support it. Bake3D exports either way. With root motion turned on, the forward travel is stored on a ground-level joint called `motion_root`. With it off, the character stays in place, but jumps and wheel spins are kept. ## Export the animation Most engines want the motion "baked". That means every joint has a stored value on every frame, so no special rig controls are needed. - **GLB** keeps the mesh, textures, skeleton, skin weights and baked clips in one file. Blender, Godot, three.js and many web viewers read it directly. See [what a GLB file is](https://bake3d.ai/guides/what-is-a-glb-file). - **FBX** is the classic choice for Unity and Unreal. Bake3D writes one baked clip per FBX file. To move an existing file from one format to the other, see [GLB to FBX](https://bake3d.ai/guides/glb-to-fbx). Pick 24, 30 or 60 frames per second to match your project. Then follow the import guide for [Blender](https://bake3d.ai/guides/rigged-glb-blender), [Unity](https://bake3d.ai/guides/animated-glb-unity), [Unreal Engine](https://bake3d.ai/guides/animated-glb-unreal) or [Godot](https://bake3d.ai/guides/animated-glb-godot). ## Common problems and quick fixes - **Feet slide on the floor.** The stride does not match the travel speed. Use IK on the legs, or pick root motion. - **The loop pops.** The last frame does not match the first. Copy the first pose to the end. - **Skin tears or pinches at a joint.** This is a weight problem, not an animation problem. Fix the skin weights. - **The model is 100 times too big or small.** The two programs use different units. Set the scale at export or import. See the unit notes in the GLB to FBX guide. - **Parts pass through each other.** Reduce the swing on that joint, or add a limit. For four-legged characters, the order the feet hit the ground matters too. Our [quadruped walk cycle guide](https://bake3d.ai/guides/quadruped-walk-cycle) gives the exact footfall order and timing. ## Questions ### Can I animate a 3D model without rigging it? Yes, if it moves as one solid piece. You can spin a coin, bounce a ball or drive a car body by moving the whole object. Anything that bends, like legs, tails or faces, needs a rig or shape keys first. ### What is the easiest way to animate a 3D model? Use a ready-made motion or describe the motion in words. Both skip posing by hand. Motion libraries are fastest for human characters. Described motion also works for animals, creatures and machines, as long as the rig labels its legs, wings or wheels. ### Can AI animate a 3D model? Yes. AI can rig a model, capture motion from a video, or turn a written description into keyframes. Always watch the result at full speed and frame by frame. Look for feet that slide, parts that pass through each other and jumps where the loop restarts. ### What frame rate should I use for 3D animation? Film often uses 24 frames per second. Games, apps and the web often use 30 or 60. Pick the rate your engine or video expects. Bake3D exports at 24, 30 or 60 frames per second. ### Is Blender good for animation? Yes. Blender is free and has a full set of animation tools, including keyframes, a Graph Editor for smooth motion, inverse kinematics and the Nonlinear Animation editor for mixing clips. ## Sources - [Blender Manual, Keyframes](https://docs.blender.org/manual/en/latest/animation/keyframes/introduction.html) - [Blender Manual, Graph Editor](https://docs.blender.org/manual/en/latest/editors/graph_editor/introduction.html) - [Khronos glTF 2.0 Specification, Animations](https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#animations) - [Bake3D API reference, export options](https://bake3d.ai/docs/api) --- # Quadruped Walk Cycle: How Four-Legged Animals Walk Source: https://bake3d.ai/guides/quadruped-walk-cycle Updated: 2026-09-26. Written by Bake3D (https://bake3d.ai). The footfall order of a dog, cat or horse walk cycle, with timing you can copy. Also covers the trot, the gallop and six- and eight-legged walks. ## Short answer In a normal four-legged walk, the feet land one at a time in this order. Left hind, left front, right hind, right front, then repeat. Each foot stays on the ground for about three quarters of the cycle, so three feet hold the body up most of the time. At 24 frames per second with a one-second cycle, a new foot lands every 6 frames. ## How we checked The footfall order, stance time and timing chart come straight from the walk that Bake3D's engine builds for four-legged rigs, which our automated tests check on several different body shapes. The animal biology is summarized from the published research listed under Sources. For a long time, nobody could say for sure how a horse's legs moved. The legs were too fast for the eye. On June 19, 1878, the photographer Eadweard Muybridge lined up a row of cameras along a track in Palo Alto and photographed a horse named Sallie Gardner. His photos settled the question and gave animators a reference they still use today. You do not need a row of cameras. You need the footfall order, the timing and a few tips about how the body moves. That is what this guide covers. ## The footfall order of a four-legged walk When dogs, cats, horses and most other four-legged animals walk, they move one foot at a time. The order is: 1. **Left hind** 2. **Left front** 3. **Right hind** 4. **Right front** Then it starts again. An easy way to remember it: back, front, switch sides. Scientists call this a lateral sequence walk, because a hind foot is followed by the front foot on the same side. Biologists have measured this order in horses, dogs, cats, elephants and many other animals. Each foot spends more time on the ground than in the air. Scientists call this share the duty factor. In any walk it is more than half. Research on medium and large mammals puts it at about 0.6 to 0.75. In Bake3D's walk, each foot is down for three quarters of the cycle and up for one quarter. So three feet hold the body up at almost every moment. That is why the walk is the gait animals use to move slowly and carefully. ## A frame chart you can copy Here is one full walk cycle, 24 frames long. At 24 frames per second, that is one second. *Figure: Each bar is one foot on the ground. The gaps are the moments it swings forward. Three feet are down at any time.* ([picture](https://bake3d.ai/guides/quadruped-walk-footfalls.svg)) | Frame | Foot that lands | Foot in the air until the next landing | |---|---|---| | 0 | Left hind | Left front | | 6 | Left front | Right hind | | 12 | Right hind | Right front | | 18 | Right front | Left hind | | 24 | Left hind again (same as frame 0) | | Notice the pattern. Each foot lifts 6 frames before it lands, and lands 6 frames after the one before it. Only one foot is ever in the air. This matches the classic horse walk timing in the animation book *Timing for Animation* by Harold Whitaker and John Halas. In their 24-frame cycle, the feet land on frames 1, 7, 13 and 19. That is the same spacing, counted from 1 instead of 0. To animate it, key the contact poses first: the frames where each foot lands. Then add the passing poses in between, where the lifted foot swings past the planted leg on its side. *Figure: The same order on a real rig. We applied the Bake3D walk to our sample fox and rendered frames 0, 6, 12 and 18. The orange mark shows the foot that lands.* ([picture](https://bake3d.ai/guides/quadruped-walk-contact-frames.webp)) ## How long should the cycle be? There is no single right length. Size and mood change it. - **Start with one cycle per second.** That is 24 frames at 24 fps, or 30 frames at 30 fps. Whitaker and Halas give a horse about a second per walking stride, and Bake3D's walk preset uses this pace too. - **Small animals step faster.** The same book says a cat may take a full stride in half a second or less. - **Big animals step slower.** It gives an elephant about 1 to 1.5 seconds per stride. - **Mood matters.** A tired or sneaking animal walks slower. An excited one walks faster. The best reference is video of the real animal. Count the frames between two landings of the same foot, and use that as your cycle length. ## The body moves too A walk is not just legs. If only the legs move, the animal looks like a toy on a string. Add these on top: - **Hips and shoulders rise and fall.** The body dips a little when a foot lands and lifts as the leg pushes. - **The spine bends side to side.** Watch a dog from above. Its back curves gently left and right with each step. - **The head nods.** Many animals, horses most of all, nod the head down as a front foot lands. - **The tail follows.** A tail should lag behind the body and swing a few frames late. The same goes for ears. Bake3D's walk adds spine, head and tail follow-through for you, fitted to your rig's own proportions. ## Dog walk cycle tips - **Dogs walk on their toes.** The joint that looks like a backward knee on the hind leg is really the ankle, called the hock. The real knee sits high, close to the body. - **Front legs have a wrist.** It folds as the paw lifts, and the paw flicks forward before it lands. - **Keep the back fairly level.** A dog's head stays steady and the body flows forward. - **Big and small dogs differ.** A Great Dane moves slowly and heavily. A terrier moves in quick, short steps. ## Cat walk cycle tips - **Same order, more grace.** Cats use the same left hind, left front, right hind, right front order. - **Step into the front print.** A walking cat usually places each hind paw right on top of the print its front paw just left. Trackers call this direct register. It keeps the steps quiet and sure. - **Shoulder blades roll.** Each front step makes the shoulder blade rise and fall under the skin. - **Low and smooth.** Keep the body close to the ground with very little bounce. - **A loose tail.** Let it curve and sway slowly. ## Horse walk cycle tips - **Four clear beats.** A horse's walk has four separate hoof beats, evenly spaced. - **Big head nod.** The head and neck swing down and up with each front step. This is one of the most visible parts of a horse walk. - **Long leg joints.** The hock on the back leg and the fetlock above each hoof bend a lot as the leg lifts. - **Weight.** Let the body sink a little onto each landing leg. ## Other gaits: trot, pace, canter and gallop When animals go faster, the footfall pattern changes. | Gait | How the feet move | Beats | Who uses it | |---|---|---|---| | Walk | One foot at a time: LH, LF, RH, RF | 4 | Almost all four-legged animals | | Trot | Diagonal pairs: left front with right hind | 2 | Dogs, horses, many mammals at medium speed | | Pace | Same-side pairs: both left legs, then both right | 2 | Camels, bears, some horses and long-legged dogs | | Canter | Three beats with a lead leg | 3 | Horses | | Gallop | Hind pair, then front pair, with a moment in the air | 4 | Horses, dogs, cheetahs at top speed | Giraffes are a fun exception. Their legs on one side move almost together when they walk, so it looks like a pace. But it is still a walk, and giraffes go straight from walking to galloping. There are two kinds of gallop. In a transverse gallop, used by horses, the feet land in a zigzag across the body. In a rotary gallop, used by cheetahs, the feet land in a circle around the body. Dogs switch from transverse to rotary as they speed up. Bake3D's gallop is rotary. The hind pair lands, then the front pair, with a strong bend and stretch of the spine and a moment with all four feet off the ground. The trot is the easiest fast gait to animate, because each diagonal pair acts like one leg. Bake3D's trot is built the same way, with bounce added to the spine, head and tail. ## Six and eight legs Many creatures have more than four legs. The same rules still apply. Keep the body supported, and never lift two neighbor legs at the same time. - **Insects (six legs)** change gait with speed. Slow insects step in a wave, one leg after another, from back to front. Fast insects use a tripod gait. The front and back legs on one side move together with the middle leg on the other side. That leaves a steady triangle of three feet on the ground. - **Spiders (eight legs)** move four legs at a time, in two alternating sets. Studies of tarantulas show the sets as left 1, right 2, left 3 and right 4, then right 1, left 2, right 3 and left 4. Legs next to each other, and legs straight across from each other, are always in opposite sets. Bake3D's walk for six or more legs uses a wave that runs from the back legs to the front. Neighbor legs on the same side are a third of a cycle apart, and the left and right sides are half a cycle apart. So no two neighbor legs are ever in the air together. The run preset switches to tripods for six or more legs. ## Common walk cycle mistakes 1. **Feet slide on the ground.** A planted foot must not move. Use IK on the legs, and match the body's travel to the stride. 2. **All four legs move in pairs.** That is a trot, not a walk. For a walk, space the four landings evenly. 3. **Even, robotic timing.** Add a little ease as each foot lifts and lands. 4. **A stiff spine.** Let the back bend and the hips tilt. 5. **Legs bend the wrong way.** On the hind legs of dogs, cats and horses, the hock points backward. Check your rig's joint placement. 6. **The loop pops.** The last frame must match the first. Copy frame 0 to the last frame. ## Make a walk cycle in minutes If your character is already rigged, Bake3D can build the walk for you. Its walk preset finds every leg on the rig, whether there are two, four, six or eight. It then works out the stride from the shortest leg, so the feet reach the ground without stretching. You can export it in place or with root motion, at 24, 30 or 60 frames per second. Do not have a rigged model yet? Start with [how to rig a quadruped from one image](https://bake3d.ai/guides/rig-quadruped-from-one-image), or read [what rigging is](https://bake3d.ai/guides/what-is-rigging) first. To take your walk into an engine, see [how to animate a 3D model](https://bake3d.ai/guides/how-to-animate-a-3d-model) for export tips. ## Questions ### What order do a dog's legs move when it walks? A walking dog moves one leg at a time. A hind leg steps, then the front leg on the same side, then the other hind leg, then the other front leg. For example, left hind, left front, right hind, right front. ### How many frames is a quadruped walk cycle? A good place to start is 24 frames at 24 frames per second, which is one full cycle per second. Use fewer frames for small, quick animals and more for big, heavy ones. Then check against video of the real animal. ### What is the difference between a walk and a trot? In a walk, the four feet land one at a time. In a trot, the legs move in diagonal pairs. The left front and right hind land together, then the right front and left hind. A trot is faster and bouncier. ### Do cats walk differently from dogs? The footfall order is the same. Cats often place each hind paw close to where the front paw on that side just stepped. They also keep their body low and smooth, with a loose, swaying tail. ### How do spiders and insects walk? Fast insects move three legs at a time, like a tripod. Slow insects step in a wave from back to front. Spiders move four legs at a time, in two alternating sets, so neighbor legs never lift together. ## Sources - [Hildebrand, M. (1965). Symmetrical gaits of horses. Science 150, 701 to 708](https://doi.org/10.1126/science.150.3697.701) - [Usherwood and Self Davies (2017). Work minimization accounts for footfall phasing in slow quadrupedal gaits. eLife](https://elifesciences.org/articles/29495) - [Dagg, A. I. (1973). Gaits in mammals. Mammal Review 3, 135 to 154](https://doi.org/10.1111/j.1365-2907.1973.tb00179.x) - [Biancardi and Minetti (2012). Biomechanical determinants of transverse and rotary gallop. Journal of Experimental Biology](https://journals.biologists.com/jeb/article/215/23/4144/11268/Biomechanical-determinants-of-transverse-and) - [Ramdya et al. (2017). Climbing favours the tripod gait over alternative faster insect gaits. Nature Communications](https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5321742/) - [Wilson, D. M. (1967). Stepping patterns in tarantula spiders. Journal of Experimental Biology](https://journals.biologists.com/jeb/article/47/1/133/21172/Stepping-Patterns-in-Tarantula-Spiders) - [US National Park Service, Mount Rainier carnivore tracks guide (direct register)](https://www.nps.gov/mora/planyourvisit/upload/Carnivore-Tracks-12-20-21_508.pdf) - [Muybridge, E. (1878). Sallie Gardner running at the Palo Alto track, Library of Congress](https://www.loc.gov/pictures/item/2007678037/) - [Whitaker, H. and Halas, J. (1981). Timing for Animation. Focal Press](https://archive.org/details/timingforanimation) --- # What Is a GLB File? Source: https://bake3d.ai/guides/what-is-a-glb-file Updated: 2026-10-08. Written by Bake3D (https://bake3d.ai). A GLB file is a whole 3D model in one file. Learn what it holds, how it differs from glTF and FBX, and how to open it on Windows, Mac or the web. ## Short answer A GLB file is a 3D model saved in the glTF 2.0 binary format. One .glb file holds everything a 3D scene needs, including the mesh, materials, textures, skeleton and animations. You can open it in Blender, in free web viewers, and in Preview on macOS 27. GLB is the one-file version of glTF, an open standard from the Khronos Group. ## How we checked The format details come from the Khronos glTF 2.0 specification. The Windows and Mac notes come from Microsoft's and Apple's own support pages, checked on 25 September 2026. Bake3D writes GLB files every day, and the sample numbers come from our own fox model. If a photo is a JPG, a 3D model is often a GLB. The Khronos Group, which looks after the glTF format, even calls glTF "the JPEG of 3D". It is small, open and easy for browsers and apps to load. That is why so many AI 3D tools, web viewers and game engines use it. ## What does GLB stand for? GLB is short for **GL Transmission Format Binary**. It is the binary version of glTF. The Khronos Group released glTF 2.0 on June 5, 2017. In 2022 it also became an international standard, ISO/IEC 12113:2022. Anyone can use it for free. ## What is inside a GLB file? A GLB file is built in three parts, one after the other. *Figure: The three parts of a GLB, with real sizes from our 2.79 MB sample fox. Almost the whole file is the binary chunk.* ([picture](https://bake3d.ai/guides/glb-file-structure.svg)) 1. **A 12-byte header.** It starts with the letters "glTF", then the version number (2) and the total file size. 2. **A JSON chunk.** This is a text description of the scene: which meshes exist, where they sit, which materials they use, and how the skeleton and animations are set up. 3. **A binary chunk.** This holds the heavy data: point positions, triangles, texture images, skin weights and animation keys. Together, those parts can store: - **Meshes:** the shape, made of triangles. - **Materials:** color, metal, roughness, bumps (normal maps), glow and see-through settings. This is called PBR, for physically based rendering. - **Textures:** the images painted on the surface, as PNG or JPEG. A UV map tells each image where to sit, as our [UV mapping guide](https://bake3d.ai/guides/uv-mapping) explains. - **A skeleton and skin weights:** so the model can bend. See [what rigging is](https://bake3d.ai/guides/what-is-rigging). - **Animations:** moves stored as keyframes. - **Morph targets:** stored shapes, like a smile. - **Cameras.** glTF also has fixed rules for size and direction. One unit is one metre. The Y axis points up. The front of a model faces +Z. That makes GLB files from different tools line up the same way. Here is a real example. Our sample fox is a 2.8 MB GLB. It holds one mesh with 60,000 triangles, one JPEG texture, a skin and a skeleton with 28 joints. ## GLB vs glTF: what is the difference? Both are glTF 2.0. The only difference is how the data is packed. | | .glb | .gltf | |---|---|---| | Files | One binary file | A text file, usually plus a .bin file and image files | | Easy to share | Yes, it is one file | You must keep the files together | | Easy to read by eye | No | Yes, the JSON is plain text | | Best for | Downloads, uploads, the web, apps | Editing by hand and debugging | A .gltf file can also embed its data as text inside the JSON. The spec notes this makes the data about 33% bigger. That is one more reason most people share .glb. Blender can save all three kinds: glTF Binary (.glb), glTF Separate (.gltf plus .bin plus textures) and glTF Embedded (.gltf). ## GLB vs FBX, OBJ and STL | Format | Who owns it | Textures | Skeleton and animation | Best for | |---|---|---|---|---| | GLB | Open standard (Khronos) | Yes, inside the file | Yes | Web, Android, Godot, Blender, AI 3D tools | | FBX | Autodesk | Yes, can be embedded | Yes | Unity, Unreal Engine, Maya, 3ds Max | | OBJ | Open, from Wavefront | Yes, through a separate .mtl file | No | Simple static models, sharing between tools | | STL | Open, from 3D Systems | No | No | 3D printing | If you need to switch between them, see [how to convert GLB to FBX](https://bake3d.ai/guides/glb-to-fbx) or our guide on [3MF vs STL vs OBJ for printing](https://bake3d.ai/guides/3mf-vs-stl). ## How to open a GLB file ### On Windows For years, Windows users could double-click a GLB to open it in Microsoft's 3D Viewer. That has changed. Microsoft deprecated 3D Viewer in February 2026 and removed it from the Microsoft Store on July 1, 2026. It was never preinstalled on Windows 11. Paint 3D and 3D Builder were removed in 2024. So today, use one of these: - **Blender** (free): File, then Import, then glTF 2.0 (.glb/.gltf). - **A web viewer.** Microsoft suggests the Babylon.js Sandbox. Drag the GLB onto the page. ### On a Mac On **macOS 27** (released September 14, 2026), the Preview app opens GLB and glTF files, along with STL, OBJ and USD. Double-click the file, or open it from Preview. On **macOS 26 or older**, Apple only documents USD support in Preview. Use Blender or a web viewer instead. ### In a web browser These free viewers open GLB files without an account: - **glTF Viewer** by Don McCurdy (gltf-viewer.donmccurdy.com) - **Khronos glTF Sample Viewer**, the official reference viewer - **Babylon.js Sandbox** (sandbox.babylonjs.com) - **model-viewer editor** (modelviewer.dev/editor), which says it does not send your file to a server - **[Bake3D GLB viewer](https://bake3d.ai/tools/glb-viewer)**, which also draws the skeleton and plays each animation, without uploading the file ### On Android Android can show GLB files in augmented reality with Google's Scene Viewer. It has limits. It only plays the first animation, it does not support morph targets, and it allows up to 254 bones. Google recommends keeping models under 100,000 triangles and 10 MB. ### On iPhone and iPad Apple's AR Quick Look uses USDZ files, not GLB. Apple's Reality Converter app can turn a glTF file into USDZ on a Mac. ## How to edit a GLB file Blender is the easiest free option. 1. Open Blender and delete the default cube. 2. Go to **File, Import, glTF 2.0** and pick your GLB. 3. Edit what you need: the shape, the materials or the animation. Blender stores each animation as an action on its own track. 4. Go to **File, Export, glTF 2.0**. Choose **glTF Binary (.glb)** as the format. Keep in mind that glTF export turns four-sided faces into triangles. Blender's area lights, world lighting and curves are not saved either. ## How to convert a GLB file - **GLB to STL** for 3D printing: use our free [GLB to STL converter](https://bake3d.ai/tools/glb-to-stl). It runs in your browser, and nothing is uploaded. - **GLB to OBJ** for other 3D tools: use the free [GLB to OBJ converter](https://bake3d.ai/tools/glb-to-obj). - **OBJ to GLB**: use the free [OBJ to GLB converter](https://bake3d.ai/tools/obj-to-glb). - **GLB to FBX** with the skeleton and animation: use our free [GLB to FBX converter](https://bake3d.ai/tools/glb-to-fbx), or Blender. Our [GLB to FBX guide](https://bake3d.ai/guides/glb-to-fbx) compares both and lists the Blender export settings. - **GLB to USDZ** for Apple devices: use Apple's Reality Converter. *Figure: Our free GLB to FBX converter after converting a walking fox. The report lists what was kept. The preview is the new FBX file, read back in your browser.* ([picture](https://bake3d.ai/guides/tool-glb-to-fbx-screenshot.webp)) ## Common GLB problems - **The model is tiny or huge.** glTF uses metres. A model made in centimetres will look 100 times too big. Scale it on import. - **Textures are missing.** Core glTF only supports PNG and JPEG. Some files use newer image types, like KTX2 or WebP, through extensions that older viewers skip. - **The model looks broken in one viewer only.** Compression extensions, like Draco, need support in the viewer. Try the file in another viewer. - **Rig controls are gone.** glTF stores the skeleton, skin weights and keyframes. It does not store rig controls, constraints or inverse kinematics. Bake the animation before export. - **Only one animation plays.** Some viewers, like Android's Scene Viewer, play only the first animation in the file. ## GLB files from Bake3D Bake3D exports every model as a GLB. You can pick a rigged GLB in its rest pose, or an animated GLB with the motion baked into keyframes. Every export stands on the ground at the center, faces +Z and has Y pointing up, just as glTF expects. Animated exports start with a ground-level joint called `motion_root`, so engines can read root motion if you want it. You can also export FBX, STL or OBJ from the same model. To see one in action, open the [image to 3D page](https://bake3d.ai/image-to-3d), or read how to bring a GLB into [Blender](https://bake3d.ai/guides/rigged-glb-blender), [Unity](https://bake3d.ai/guides/animated-glb-unity), [Unreal Engine](https://bake3d.ai/guides/animated-glb-unreal) or [Godot](https://bake3d.ai/guides/animated-glb-godot). ## Questions ### Is a GLB file the same as a glTF file? They use the same format, glTF 2.0. A .glb file packs everything into one binary file. A .gltf file is a text file that usually comes with a separate .bin file and image files. You can convert one to the other without losing anything. ### How do I open a GLB file on Windows? Microsoft removed its 3D Viewer app from the Microsoft Store on July 1, 2026, so do not count on it. Use Blender, which is free, or drag the file into a web viewer such as the Babylon.js Sandbox, which Microsoft itself suggests. ### Can I 3D print a GLB file? Yes, after a quick check. Some slicers, like Bambu Studio and Cura, open GLB directly. Others need STL or 3MF. Our free [GLB to STL converter](https://bake3d.ai/tools/glb-to-stl) makes an STL in your browser. Set the size in millimetres before printing, because GLB uses metres. ### Is GLB better than FBX? Neither is better for everything. GLB is an open standard that is great for the web, Android, Godot and Blender. FBX is owned by Autodesk and is the classic choice for Unity and Unreal Engine. Many tools, including Bake3D, can export both. ### Why is my GLB file so big? Big textures are the usual reason. A 4096 by 4096 image can take several megabytes on its own. Dense meshes add more. Shrink the textures, [reduce the polygon count](https://bake3d.ai/guides/reduce-polygon-count), or use a compression extension if your viewer supports it. ## Sources - [Khronos glTF 2.0 Specification](https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html) - [Khronos, glTF 2.0 released as ISO/IEC 12113:2022](https://www.khronos.org/news/press/khronos-gltf-2.0-released-as-an-iso-iec-international-standard) - [Microsoft Learn, Deprecated features for Windows client](https://learn.microsoft.com/en-us/windows/whats-new/deprecated-features) - [Apple, 3D file formats supported in Preview on Mac](https://support.apple.com/guide/preview/3d-file-formats-supported-in-preview-prvwenxw4tm2/11.0/mac/27) - [Blender Manual, glTF 2.0 import and export](https://docs.blender.org/manual/en/latest/addons/scene_gltf2.html) - [Google, Scene Viewer for Android](https://developers.google.com/ar/develop/scene-viewer) --- # How to Convert GLB to FBX (and FBX to GLB) Source: https://bake3d.ai/guides/glb-to-fbx Updated: 2026-10-08. Written by Bake3D (https://bake3d.ai). Convert GLB to FBX and keep the bones, skin weights and animation: a free browser converter, or Blender with the export settings that matter. ## Short answer The quickest way is our free GLB to FBX converter, which runs in your browser and keeps the skeleton, skin weights, every animation and the base color texture. For full control, import the GLB into Blender and use File, Export, FBX with Path Mode set to Copy, Embed Textures on, Add Leaf Bones off and Baked Animation on. Then check the scale, textures and each clip in your engine. ## How we checked Our free converter is tested by reading its FBX back with three.js and comparing every vertex with the original glTF at rest and during animation, and by importing its output into Blender 4.4. The menu paths and option names match Blender 5.2 LTS. We read the option defaults from the source code of Blender's FBX add-on, because the manual leaves some of them blank. Bake3D's own FBX export has been checked by importing it into Blender 4.4. We have not yet run our FBX files through Unity or Unreal Engine ourselves. GLB and FBX can both hold a full animated character: the mesh, the textures, the skeleton, the skin weights and the animation. So a conversion between them should lose very little. The trouble is that each format stores units, bone directions and materials a bit differently. Most problems after a conversion come from those three things. Pick the right settings and they go away. ## First, do you really need FBX? Check what your destination reads before you convert. | Destination | Reads GLB? | Reads FBX? | What to use | |---|---|---|---| | Unity | With the glTFast package | Yes, its main format | FBX, or GLB with glTFast | | Unreal Engine | Yes, through Interchange | Yes, its classic pipeline | Either | | Godot 4.3 and newer | Yes, recommended | Yes, built in | GLB | | Blender | Yes | Yes | Either | | [Roblox Studio](https://bake3d.ai/guides/roblox-3d-models) | Yes | Yes | Either | | Web pages and three.js | Yes | Not well | GLB | If your target reads GLB well, keep it. Every conversion is a chance for something to go wrong. Convert when a tool, a team or a store asks for FBX. ## The quick way: a free GLB to FBX converter Our [GLB to FBX converter](https://bake3d.ai/tools/glb-to-fbx) does the whole job in your browser. Drop in a GLB, pick a frame rate and download the FBX. *Figure: The converter after reading a rigged, animated fox. Nothing was dropped: the skin, all 29 joints, the walk and the texture are in the FBX. The preview on the right is the FBX file itself.* ([picture](https://bake3d.ai/guides/tool-glb-to-fbx-screenshot.webp)) It keeps: - the node hierarchy, the skeleton and the skin weights; - every animation, each as its own take, baked on every frame with every joint keyed; - static meshes, material slots and the base color texture, packed inside the file. It does not keep morph targets, cameras, lights, vertex colors or maps other than base color. It also cannot read files with Draco compression. For a .gltf with separate .bin and texture files, use our [glTF to FBX converter](https://bake3d.ai/tools/gltf-to-fbx), which takes them all at once. The report beside the download lists anything it left out. If you need one of those, use Blender, as shown below. To check the result before you import it, open the FBX in our free [FBX viewer](https://bake3d.ai/tools/fbx-viewer), which shows the bones and plays each take. ## What survives a GLB to FBX conversion | Part | Survives? | Notes | |---|---|---| | Mesh and UVs | Yes | Four-sided faces are already triangles in glTF | | Base color texture | Yes | Only if you embed or copy the textures | | Metal, roughness and normal maps | Partly | You may need to reconnect them in the target app | | Skeleton | Yes | Bone direction settings change how bones look, not how they move | | Skin weights | Yes | | | Animation | Yes | Each animation becomes its own clip, called a take or stack | | Shape keys | Test it | Check your blend shapes in the target after export | | Rig controls and constraints | No | Only their baked result is kept | ## How to convert GLB to FBX in Blender Blender is free and handles rigged, animated files well. These steps match Blender 5.2 LTS. 1. **Open Blender** and delete the default cube, camera and light. 2. Go to **File, Import, glTF 2.0 (.glb/.gltf)** and pick your GLB. 3. **Check the import.** Press play on the timeline. Blender plays the first animation. Each glTF animation is stored as an action on its own track in the Nonlinear Animation editor. 4. **Select the model.** Click the armature and the mesh, or press A to select all. 5. Go to **File, Export, FBX (.fbx)**. 6. Set the options from the table below, pick a file name and click **Export FBX**. ## The FBX export settings that matter | Section | Setting | Set it to | Why | |---|---|---|---| | Include | Object Types | Armature and Mesh | Leaves out stray lights and cameras | | Include | Limit to Selected Objects | On, if you selected the model | Exports only what you picked | | Transform | Apply Scalings | All Local (the default) | Try FBX Units Scale if the size is wrong in your engine | | Transform | Forward and Up | -Z Forward, Y Up (the default) | Matches most game engines | | Transform | Apply Transform | Off | Blender marks it as experimental and known to break armatures | | Path Mode | Path Mode | Copy | Needed to put textures inside the file | | Path Mode | Embed Textures | On (the small box icon) | Packs the images into the FBX | | Armature | Add Leaf Bones | Off | Stops extra bones ending in `_end` | | Armature | Primary and Secondary Bone Axis | Y and X (the default) | Only change these if bones look sideways in another app | | Animation | Baked Animation | On | Stores a value for every bone on every frame | | Animation | NLA Strips and All Actions | Keep one if you see doubled clips | Both are on by default and can export the same motion twice | A good habit: save these choices as an **Operator Preset** with the plus button at the top of the export window. Next time it is one click. ## Fix the usual problems **The model is 100 times too big or too small.** FBX files treat one unit as a centimetre. Blender and glTF use metres. Blender's source code notes that it scales by 100 when no unit is set. If your engine then reads the unit and the object scale in a different way, you get a jump of 100. Try the other Apply Scalings option, or turn on the unit conversion in your engine's importer. In Unity, it is called Convert Units. *Figure: Why a model can arrive 100 times too big or too small. Some apps count in metres and some in centimetres, and they do not all agree on which way is up.* ([picture](https://bake3d.ai/guides/3d-axes-and-units.svg)) **There are extra bones named `something_end`.** These are leaf bones. Export again with Add Leaf Bones turned off. **The textures are missing or grey.** The FBX saved paths to image files instead of the images. Export again with Path Mode set to Copy and Embed Textures turned on. **The animation names look like `Armature|Walk`.** Blender names each clip with the object name, a bar and the action name. Rename the actions in Blender before export if you need clean names. **The same animation appears twice.** Turn off either NLA Strips or All Actions and export again. **The bones point the wrong way in Maya or 3ds Max.** FBX bones usually point along the X axis. Blender's point along Y. This does not change how the model moves. If it bothers you, change Primary Bone Axis and Secondary Bone Axis. **The mesh does not follow the skeleton.** Check that the mesh has an Armature modifier pointing at the armature, and that the vertex groups have the same names as the bones. ## How to convert FBX to GLB The reverse trip is simpler, because glTF has fewer options. Our free [FBX to GLB converter](https://bake3d.ai/tools/fbx-to-glb) does it in your browser: it keeps the skeleton, skin weights, blend shapes and every take, and reads the unit and up axis from the file. In Blender, it goes like this. 1. In Blender, go to **File, Import, FBX (.fbx)**. Since Blender 5.0, the default FBX importer is a newer, faster one. The older one is still there, marked Legacy. 2. Check the scale, the materials and each animation. 3. Go to **File, Export, glTF 2.0 (.glb/.gltf)**. 4. Pick **glTF Binary (.glb)** as the format. 5. In the Animation section, keep animations on. If you have several, check that each one is its own action. Two things to watch. glTF only uses PNG and JPEG textures in its core format, so other image types get converted or dropped. And glTF uses a fixed material model with base color, metal and roughness, so custom FBX materials are simplified. For a static FBX with no rig, our free [FBX to OBJ converter](https://bake3d.ai/tools/fbx-to-obj) runs in your browser, and the [OBJ to GLB converter](https://bake3d.ai/tools/obj-to-glb) takes it the rest of the way. ## Skip the conversion if you can The cleanest file is one that was exported in the right format to begin with. Bake3D exports both formats from the same model: - **GLB** with the mesh, PBR textures, skeleton, skin weights and baked animation. - **FBX** in binary version 7.4 with the skeleton, skin weights, an embedded base color texture and one baked animation clip per file. We have checked our FBX files by importing them into Blender 4.4. We have not yet run them through Unity or Unreal Engine ourselves, so do a quick check in your engine. The [image to 3D page](https://bake3d.ai/image-to-3d) shows the full workflow, and [what a GLB file is](https://bake3d.ai/guides/what-is-a-glb-file) explains the format in more depth. ## Questions ### Can I convert GLB to FBX online for free? Yes. Our free [GLB to FBX converter](https://bake3d.ai/tools/glb-to-fbx) runs in your browser, so nothing is uploaded, and it keeps the skeleton, skin weights, animations and base color texture. Many other online converters keep only the mesh. Blender is the other free option when you need more control. ### Does converting GLB to FBX lose quality? The mesh, UVs, skeleton, skin weights and baked animation come across as they are. Materials are the weak spot. FBX has no single standard for metal and roughness maps, so you may need to reconnect those textures in your engine. ### Why is my FBX 100 times too big or too small? FBX files treat one unit as one centimetre, while Blender and glTF use metres. If the target app reads the file's unit setting differently from the object scale, you see a 100 times jump. Change Apply Scalings in Blender's FBX export, or use the unit option in your engine's importer. ### Why does my FBX have extra bones ending in _end? Blender's FBX exporter adds a leaf bone at the end of every chain by default. Turn off Add Leaf Bones in the Armature section when you export for a game engine. ### Can Unity open GLB files directly? Not out of the box. Unity's own importer is built around FBX. To use GLB files in Unity, install the glTFast package. See our [Unity guide](https://bake3d.ai/guides/animated-glb-unity). ## Sources - [Blender Manual, glTF 2.0 import and export](https://docs.blender.org/manual/en/latest/addons/scene_gltf2.html) - [Blender Manual, FBX export](https://docs.blender.org/manual/en/latest/files/import_export/fbx_legacy.html) - [Blender source, FBX add-on export options](https://projects.blender.org/blender/blender/src/branch/main/scripts/addons_core/io_scene_fbx/__init__.py) - [Unity Manual, Supported model file formats](https://docs.unity3d.com/Manual/3D-formats.html) - [Godot Docs, Available 3D formats](https://docs.godotengine.org/en/stable/tutorials/assets_pipeline/importing_3d_scenes/available_formats.html) - [Unreal Engine Docs, FBX content pipeline](https://dev.epicgames.com/documentation/en-us/unreal-engine/fbx-content-pipeline) --- # 3MF vs STL vs OBJ: Which File Format Is Best for 3D Printing? Source: https://bake3d.ai/guides/3mf-vs-stl Updated: 2026-10-08. Written by Bake3D (https://bake3d.ai). STL, 3MF and OBJ compared for 3D printing: what each file stores, which slicers open them, and which one to pick for your next print. ## Short answer For most prints, save your finished project as 3MF and share plain models as STL. STL is the most widely supported, but it only stores triangles, with no units, colors or settings. 3MF is a newer, zipped format that stores units, several objects, colors and slicer settings in one file. OBJ can carry colors and textures through a separate MTL file, but it has no units either. Every major slicer opens all three. ## How we checked The format facts come from the 3MF specification, 3D Systems, Blender's manual and the slicers' own documentation and source code, read on 25 September 2026. The slicer table reflects PrusaSlicer 2.9.6, Bambu Studio 2.8.2, OrcaSlicer 2.4.2 and Cura 5.13. The size math comes from the binary STL layout. You can print the same object from an STL, a 3MF or an OBJ file. The slicer will turn any of them into printer instructions. The difference is what else travels with the shape: the size units, the colors, the other parts and your settings. Those extras decide which format saves you time. ## The quick comparison | | STL | 3MF | OBJ | |---|---|---|---| | Stores | Triangles only | Triangles, units, parts, colors, settings | Shape, UVs, colors and textures through a .mtl file | | Units | None | Yes, millimetres by default | None | | Several objects in one file | No | Yes | Yes, as groups | | Color | No | Yes, with the materials extension | Yes, through materials and textures | | Slicer settings | No | Yes, saved by each slicer | No | | File type | Binary or text | A ZIP of XML files | Text | | Best for | Sharing a single model anywhere | Saving and sharing whole print projects | Colored or textured models, moving between 3D tools | *Figure: What you would find inside each file. The STL shown is the text version; most STL files are binary but hold the same data.* ([picture](https://bake3d.ai/guides/stl-3mf-obj-file-contents.svg)) ## What is an STL file? STL is the oldest and simplest 3D printing format. It was created at 3D Systems in the mid-1980s. 3D Systems dates it to 1986, and many guides say 1987. The name comes from stereolithography, the first 3D printing method. An STL file is a list of triangles. Each triangle has three corners and a direction it faces. That is all. There is: - **No unit.** The numbers could mean millimetres, inches or metres. Slicers assume millimetres. - **No color, material or texture.** - **No link between triangles.** Each triangle stands alone, which makes STL files bigger than they need to be. STL comes in two kinds: text (ASCII) and binary. Binary is smaller. A binary STL uses 50 bytes per triangle, plus an 84-byte header. So a model with 200,000 triangles is about 10 MB. ## What is a 3MF file? 3MF stands for 3D Manufacturing Format. The 3MF Consortium, a group of 3D software and printer companies, released it in 2015. Its members today include Autodesk, Microsoft, HP, Prusa Research, Materialise and 3D Systems. It became an international standard, ISO/IEC 25422, in 2025. A 3MF file is really a ZIP folder full of XML text files. Inside, it can hold: - **Units.** Millimetres by default. Microns, centimetres, inches, feet and metres work too. - **Several objects,** placed where they should sit on the build plate. - **Colors and materials,** through the Materials and Properties extension. - **A thumbnail picture.** - **Slicer settings,** such as layer height, supports and filament. That last point is why PrusaSlicer, Bambu Studio, OrcaSlicer and Cura all save projects as 3MF. Open the file tomorrow and every setting is still there. There is one catch. Each slicer stores its own settings in its own way. Bambu Studio, for example, uses the 3MF Production Extension, and Bambu's own wiki explains why some other slicers cannot fully open its project files. ## What is an OBJ file? OBJ comes from Wavefront, a 3D graphics company, and is a plain text format. It stores the shape and the UV map, which tells a texture where to sit. Colors and textures live in a second file, the .mtl file, with the images next to it. OBJ is popular for moving models between 3D programs. For printing, remember two things: - **It has no units,** just like STL. - **It has no skeleton or animation.** Blender's manual lists no support for armatures, lights or cameras in OBJ. Slicers treat OBJ colors differently. Bambu Studio can import OBJ geometry with color information. PrusaSlicer's documentation says material and texture are ignored when it imports an OBJ. ## 3MF vs STL: which should you use? **Use STL when:** - You are sharing one model with people who use many different programs. - You are uploading to a site that only accepts STL. - The model is a single piece in a single color. **Use 3MF when:** - You want to save a finished print setup to use again. - The model has several parts or several colors. - You want the units to be clear, so nobody prints it 25 times too small. - You are sending a ready-to-print project to someone with the same slicer. ## STL vs OBJ Pick OBJ over STL when you need colors or textures to come along, or when the model is going into another 3D program before printing. Pick STL when the model is going straight to a slicer. Our free [STL to OBJ](https://bake3d.ai/tools/stl-to-obj) and [OBJ to STL](https://bake3d.ai/tools/obj-to-stl) converters switch between them in your browser. The OBJ to STL tool asks for the source unit and up axis, so the result comes out in millimetres with Z up. ## Which slicers open which files | Slicer | STL | 3MF | OBJ | GLB or glTF | |---|---|---|---|---| | PrusaSlicer 2.9.6 | Yes | Yes, project format | Yes, materials ignored | No | | Bambu Studio 2.8.2 | Yes | Yes, project format | Yes, with color | Yes, plus FBX | | OrcaSlicer 2.4.2 | Yes | Yes, project format | Yes | No | | Cura 5.13 | Yes | Yes, project format | Yes | Yes | Bambu Studio added GLB, glTF and FBX import in version 2.7.1, in June 2026. If your slicer does not read GLB, our free [GLB to STL converter](https://bake3d.ai/tools/glb-to-stl) makes an STL first. ## Other files you may run into - **STEP (.step, .stp)** is a CAD format with exact curves instead of triangles. PrusaSlicer, Bambu Studio and OrcaSlicer turn it into triangles when they import it. - **AMF** was an earlier attempt to replace STL. You will rarely see it now. - **G-code** is not a model. It is the list of moves for one printer, made by a slicer. Do not share G-code as a model, because it only fits one printer and one material. - **GLB** is common for AI-generated and web 3D models. See [what a GLB file is](https://bake3d.ai/guides/what-is-a-glb-file). ## The most common mistake: units Because STL and OBJ have no units, a model can arrive the wrong size. Two classic cases: - **The model is tiny.** It was made in metres, so a 0.1 m figure became 0.1 mm. Scale it up by 1,000. - **The model is 25 times too small or too big.** It was made in inches. One inch is 25.4 mm. 3MF avoids this, because the unit is stored inside the file. When you use STL, always check the size in your slicer before you print. Our free [STL checker](https://bake3d.ai/tools/stl-checker) shows the real size in millimetres, the triangle count and whether the mesh is closed. *Figure: Our STL checker shows the real size in millimetres. If a model you expect to be 60 mm wide shows as 0.06 mm, it was saved in metres.* ([picture](https://bake3d.ai/guides/tool-stl-checker-screenshot.webp)) ## How to convert between formats - **3MF to STL:** use our free [3MF to STL converter](https://bake3d.ai/tools/3mf-to-stl). It reads the unit inside the 3MF and writes millimetres. - **STL to 3MF:** use our free [STL to 3MF converter](https://bake3d.ai/tools/stl-to-3mf). Pick the unit the STL was made in, and keep several STL files together as parts of one model. Any slicer can also save an STL as a 3MF project. - **OBJ to STL and STL to OBJ:** use our free [OBJ to STL](https://bake3d.ai/tools/obj-to-stl) and [STL to OBJ](https://bake3d.ai/tools/stl-to-obj) converters. - **GLB to STL:** use the free [GLB to STL converter](https://bake3d.ai/tools/glb-to-stl). All of these run in your browser. Your file is never uploaded. If you do not have a model yet, see [how to make an STL file](https://bake3d.ai/guides/how-to-make-stl-file), or turn a picture into a printable model with [how to 3D print a picture](https://bake3d.ai/guides/image-to-stl-3d-printing). ## Questions ### Is 3MF better than STL? For your own projects, usually yes. 3MF stores the units, several parts, colors and your slicer settings in one file. STL is still the safest choice for sharing a plain model, because every program in 3D printing can open it. ### Can I convert 3MF to STL? Yes. Our free [3MF to STL converter](https://bake3d.ai/tools/3mf-to-stl) reads the units inside the 3MF and writes an STL in millimetres, in your browser. Colors and slicer settings are dropped, because STL cannot store them. ### Why won't a Bambu Studio 3MF open in another slicer? Bambu Studio saves some project data using the 3MF Production Extension and its own settings. Other slicers may not read those parts. Export the plain model as STL, or as a generic 3MF, when you share with people using other slicers. ### Does an STL file store color? No. The STL format stores only triangles. A few programs hide color in unofficial ways, but they do not work with each other. Use 3MF or OBJ if you need color. ### Which file does a 3D printer actually read? Most printers read G-code. A slicer turns your STL, 3MF or OBJ into G-code made for one printer, one material and one set of settings. That is why you should share the model, not the G-code. ## Sources - [3MF Consortium, 3MF Core Specification](https://github.com/3MFConsortium/spec_core/blob/master/3MF%20Core%20Specification.md) - [3MF Consortium, ISO/IEC 25422:2025 announcement](https://3mf.io/news/2025/07/3mf-an-iso-standard-for-the-future-of-additive-manufacturing/) - [3D Systems, What is an STL file](https://www.3dsystems.com/quickparts/learning-center/what-is-stl-file) - [Prusa Knowledge Base, Supported file formats](https://help.prusa3d.com/article/supported-file-formats_1772) - [Bambu Lab Wiki, 3MF compatibility](https://wiki.bambulab.com/en/software/bambu-studio/3mf-compatibility) - [Blender Manual, OBJ import and export](https://docs.blender.org/manual/en/latest/files/import_export/obj.html) --- # How to Make an STL File for 3D Printing Source: https://bake3d.ai/guides/how-to-make-stl-file Updated: 2026-10-08. Written by Bake3D (https://bake3d.ai). Five ways to make an STL file: from a photo, a logo, a quick design, an existing 3D model or an AI tool. Plus how to check it before you print. ## Short answer To make an STL file, pick the method that fits your idea. Turn a logo or photo into a relief with a free image to STL tool. Build simple objects from shapes in Tinkercad. Design exact parts in a CAD program like FreeCAD. Sculpt organic shapes in Blender. Or generate a full model from a picture with an AI image to 3D tool. Then export as STL, check it for holes and set the size in millimetres. ## How we checked The Bake3D steps come from our own free tools and studio. The Tinkercad, Fusion, FreeCAD, OpenSCAD and Blender details come from each program's official pages, read on 25 September 2026. The wall thickness numbers come from Formlabs. The ChatGPT example comes from a published Tom's Hardware test. An STL file is just a list of triangles that describe the outside of an object. Your slicer reads those triangles, cuts them into layers and tells the printer where to go. So "making an STL" really means making a 3D shape, then saving it in this format. The best way to make that shape depends on what you want to print. ## Pick the right way for your idea | You want to print | Best way | Cost | Skill | |---|---|---|---| | A logo, a name sign, a coin or a stamp | Image to STL relief | Free | None | | A photo that glows when lit | Lithophane maker | Free | None | | A box, a hook, a simple toy | Tinkercad | Free | Low | | A part that must fit exactly | CAD: FreeCAD, Fusion or OpenSCAD | Free options | Medium | | A creature, a bust, an organic shape | Blender | Free | High | | A character or object from a picture | AI image to 3D | Credits or a free trial | Low | ## Way 1: Turn a picture or logo into a relief A relief is a flat base with a raised design, like a coin. Bright parts of the picture become high. Dark parts stay low. You can flip that if you want. *Figure: A relief made from our logo with the free image to STL tool: a 2 mm base with a 4 mm raised letter. Rendered in Blender from the STL.* ([picture](https://bake3d.ai/guides/relief-stl-logo.webp)) 1. Open our free [image to STL tool](https://bake3d.ai/tools/image-to-stl). 2. Drop in a PNG, JPG or WebP picture. A logo on a clean background works best. 3. Set the **width** in millimetres. The height follows the picture's shape. 4. Set the **relief height** and the **base** thickness. 5. Preview the model, then download the STL. The tool runs in your browser, so the picture never leaves your computer. Transparent parts of a PNG stay flat at the base, which makes clean cutouts. If you want a photo that shows up when light shines through it, make a lithophane instead. See [how to make a lithophane](https://bake3d.ai/guides/how-to-make-a-lithophane). For words, you do not need a picture at all. Type a name into our free [3D text generator](https://bake3d.ai/tools/3d-text-generator) to get a keychain or a name plate. If your logo is saved as an SVG, the [SVG to STL converter](https://bake3d.ai/tools/svg-to-stl) keeps its sharp edges and gives each colour its own height. ## Way 2: Build it from shapes in Tinkercad Tinkercad is a free 3D design app from Autodesk that runs in your browser. You build objects by stacking simple shapes, like boxes, cylinders and letters. You can also use any shape as a "hole" to cut into another one. 1. Make a free account at Tinkercad and start a new design. 2. Drag shapes onto the work plane. Resize them by dragging the handles or typing sizes. 3. Set shapes you want to cut away to **Hole**. 4. Select everything and click **Group** to join the pieces and cut the holes. 5. Click **Export**, then under **For 3D Print**, choose **.STL**. Tinkercad joins all your shapes into one part when it exports. It can also export OBJ and glTF. ## Way 3: Design exact parts in a CAD program When a part has to fit something real, like a phone, a shelf bracket or a replacement knob, use CAD. CAD programs work with exact sizes and let you change a measurement later. - **FreeCAD** is free and open source. - **Fusion** from Autodesk is free for personal use, if the project is not commercial and you earn less than $1,000 a year from it. - **OpenSCAD** is free and works with code instead of a mouse. It exports STL and 3MF. Our guide to the [best free 3D modeling software](https://bake3d.ai/guides/free-3d-modeling-software) compares these and other free programs by the job they suit, with the rules of each free version. The usual steps are the same in all of them. Draw a 2D sketch with exact sizes. Extrude it into 3D. Add holes, rounded edges and details. Then export as STL, or as 3MF if you want the units saved. Our guide on [3MF vs STL](https://bake3d.ai/guides/3mf-vs-stl) explains the difference. ## Way 4: Model or sculpt it in Blender For organic shapes, like creatures, faces and statues, CAD feels stiff. Blender is a free 3D program that can model and sculpt anything. 1. Model or sculpt your object. Keep it as one closed piece if you can. 2. Apply any modifiers you want in the final shape. 3. Check the size. Blender works in metres by default, and STL has no units. A model that is 0.1 units tall may print as 0.1 mm. Scale it so the numbers match the millimetres you want. 4. Select the object and go to **File, Export, STL (.stl)**. 5. Keep the binary format, which is smaller than the text (ASCII) option. ## Way 5: Generate it from a picture with AI AI image to 3D tools turn one picture into a full 3D model, back and sides included. This is the fastest way to get a character, an animal or a figurine you could never model by hand. In Bake3D: 1. Upload a picture of the subject, up to 12 MB. One clear subject on a plain background works best. 2. Generate the model. It costs 30 to 55 credits, depending on the quality level. A free readiness check shows the price first, and packs start at $5. 3. Turn the model around and check it from every side. 4. Pose it if you like, then open the **Export** tab and download an **STL** of the current pose. Want a figure with a wobbly head? Our [bobblehead guide](https://bake3d.ai/guides/bobblehead-from-photo) shows how to split the STL in Blender and fit a spring. For a game piece, see [3D printed miniatures from a photo](https://bake3d.ai/guides/3d-printed-miniatures-from-photo). The size depends on how you make the STL. The studio's STL keeps the model's own numbers, and slicers read them as millimetres, so a character 1.8 units tall opens just 1.8 mm tall. Our free [GLB to STL tool](https://bake3d.ai/tools/glb-to-stl) turns metres into millimetres instead, so the same character comes out 1,800 mm tall at scale 1. Either way, check the size in your slicer and scale it on purpose. The studio's STL also uses Y as the up direction, so turn it upright in your slicer if it lies on its back. ### What about ChatGPT Chat assistants can make simple STL files. In a test by Tom's Hardware, ChatGPT wrote the text of an STL cube, which printed after scaling. It also wrote OpenSCAD code for a cup, which the author exported as STL. This works for boxes, brackets and simple geometric parts. It does not work well for faces, animals or figurines. ## Check the STL before you print A file that downloads fine can still fail on the printer. Check these things first. *Figure: The same relief in our STL checker. It is closed (watertight), has no bad edges and measures 60 by 60 by 6 mm.* ([picture](https://bake3d.ai/guides/tool-stl-checker-screenshot.webp)) 1. **Is it closed?** An STL for printing should be watertight, with no holes in the surface. Open it in our free [STL checker](https://bake3d.ai/tools/stl-checker). It lists open edges, flipped faces and parts that do not connect. 2. **Is it the right size?** The checker shows the real size in millimetres. Your slicer does too. 3. **Are the walls thick enough?** Formlabs suggests at least 1 mm for walls on a filament (FDM) printer, and 1.2 mm is safer with a standard 0.4 mm nozzle. Resin printers can go down to about 0.2 mm. 4. **Does it have a flat base?** A flat bottom sticks to the bed better. 5. **Are there steep overhangs?** Parts that lean out past about 45 degrees usually need supports. ## Common STL problems and quick fixes - **The model is tiny or huge.** The file was made in a different unit. Scale it by 1,000 (metres to millimetres) or 25.4 (inches to millimetres). - **Holes or open edges.** Close them in your modeling program, or drop the file into our free [STL repair tool](https://bake3d.ai/tools/stl-repair). It closes holes and joins open seams in your browser. The checker shows where they are. - **Flipped faces.** Some triangles face inward. Most modeling programs can recalculate the normals so they all face out. The STL repair tool turns them back too. - **The file is too big.** Too many triangles. Reduce them. See [how to reduce polygon count](https://bake3d.ai/guides/reduce-polygon-count). - **Floating parts.** Pieces that do not touch the rest will fall over during the print. Join them or add supports. Now that you have an STL, you can slice it and print. If you want to keep your slicer settings with the model, save the project as 3MF. ## Questions ### What is the easiest way to make an STL file? For a flat design, like a name sign or a logo, upload a picture to a free [image to STL tool](https://bake3d.ai/tools/image-to-stl). For a simple object, use Tinkercad in your browser. Both take minutes and need no 3D skills. ### Can I make an STL file for free? Yes. Tinkercad, Blender, FreeCAD and OpenSCAD are free, and our image to STL and lithophane tools are free and run in your browser. Fusion is free for personal, non-commercial use if you earn less than $1,000 a year from it. ### Can ChatGPT make STL files? For simple shapes, yes. It can write STL text for a cube, or write OpenSCAD code that you then export as STL. Tom's Hardware tested both. It does not work well for organic shapes like faces, animals or figurines. For those, use an image to 3D tool. ### Can Blender make STL files? Yes. Blender can export any mesh as STL with File, Export, STL. Check the scale first, because STL files have no units and Blender works in metres by default. ### How do I make an STL file from a picture? For a flat relief or a lithophane, use our free [image to STL](https://bake3d.ai/tools/image-to-stl) or [lithophane](https://bake3d.ai/tools/jpg-to-stl) tools. For a full 3D object with a back and sides, use an AI image to 3D tool and export the result as STL. Our guide on [how to 3D print a picture](https://bake3d.ai/guides/image-to-stl-3d-printing) compares the options. ## Sources - [Tinkercad Help, Exporting 3D models for 3D printing](https://www.tinkercad.com/help-center/exporting-3d-models-for-3d-printing) - [Autodesk, Fusion for personal use](https://www.autodesk.com/products/fusion-360/personal) - [OpenSCAD User Manual, Export](https://en.wikibooks.org/wiki/OpenSCAD_User_Manual/Export) - [Blender Manual, STL import and export](https://docs.blender.org/manual/en/latest/files/import_export/stl.html) - [Formlabs, Minimum wall thickness for 3D printing](https://formlabs.com/blog/minimum-wall-thickness-3d-printing/) - [Tom's Hardware, How to use ChatGPT for 3D printing](https://www.tomshardware.com/how-to/use-chatgpt-for-3d-printing-g-code-stl) --- # How to Make a Lithophane From a Photo Source: https://bake3d.ai/guides/how-to-make-a-lithophane Updated: 2026-09-26. Written by Bake3D (https://bake3d.ai). Make a 3D printed lithophane from any photo. Pick the right picture, set thickness in millimetres, print it standing up and light it well. ## Short answer To make a lithophane, turn a photo into an STL where dark areas are thick and light areas are thin. Use a lithophane maker, set a minimum thickness of about 0.8 mm and a maximum of about 3 mm, and print it standing up in white PLA with solid infill and fine layers, about 0.12 mm. Put a cool white LED about 30 mm behind it, and the photo appears. ## How we checked The tool steps and default values come from Bake3D's free lithophane maker, whose output is checked by automated tests for closed edges, correct size and positive volume. The print settings are gathered from published lithophane guides and from Bambu Lab's and Cura's own documentation, all linked below. We did not certify them on every printer and filament. Lithophanes are older than photography as most people know it. A French baron, Paul de Bourgoing, patented the modern way of making them in 1827. Porcelain factories like Meissen and KPM Berlin then made them by the thousands. The name comes from Greek words meaning "stone" and "to appear". A 3D printer can make one in an afternoon. ## How a lithophane works The whole trick is thickness. - **Thick plastic blocks light,** so it looks dark. - **Thin plastic lets light through,** so it looks bright. A lithophane maker reads your photo one pixel at a time. It turns each dark pixel into a thick spot and each light pixel into a thin spot. With no light behind it, you see a white, bumpy plate. Turn on a light, and the photo appears. *Figure: Thickness is the whole trick. The numbers are the starting values in our lithophane maker.* ([picture](https://bake3d.ai/guides/lithophane-thickness-cross-section.svg)) ## What you need - A 3D printer. Any normal filament (FDM) printer works. - White or natural PLA filament. - A photo. - A light: an LED strip, a small LED panel or a tea light. - A lithophane maker. Ours is free and runs in your browser. ## Step 1: Pick the right photo Some photos make great lithophanes. Others turn into a grey mess. Look for these things: - **Good contrast.** Clear darks and clear lights. A flat, grey photo prints flat and grey. - **A simple background.** Busy backgrounds fight with the subject for attention. - **A big subject.** Faces should fill much of the frame. Tiny faces lose their eyes. - **Soft, even light on the subject.** Harsh flash shadows become thick, dark patches. - **Not too dark overall.** Very dark photos become very thick and dim. Crop the photo before you upload it. The maker uses the whole picture, so cut away anything you do not need. A small boost in contrast in any photo app often helps. ## Step 2: Make the lithophane STL 1. Open our free [lithophane maker](https://bake3d.ai/tools/jpg-to-stl). It reads JPG, PNG and WebP. 2. Drop in your photo. 3. Set the **width** in millimetres. The height follows the photo's shape. It starts at 100 mm. 4. Check the **minimum thickness**. This is the thinnest, brightest part. It starts at 0.8 mm. 5. Check the **thickness range**. This is how much thicker the darkest parts get. It starts at 2.4 mm, so the thickest spot is 3.2 mm. 6. Keep **invert** on, so dark pixels become thick. 7. Adjust the **tone curve** if the midtones look too dark or too light. 8. Download the STL. The file is in millimetres with a flat base, ready for any slicer. Nothing is uploaded; the whole job runs on your computer. Our maker makes flat panels. For curved panels, lamp shapes, boxes and frames, other free lithophane makers exist, and Bambu Lab's MakerWorld has a web tool called Make My Lithophane. *Figure: Our free lithophane maker with the settings from this step. The preview shows the plate lying flat, with the picture pressed into its surface.* ([picture](https://bake3d.ai/guides/tool-jpg-to-stl-screenshot.webp)) ## Step 3: Set up the slicer These settings come from published lithophane guides. Treat them as a starting point. | Setting | Start with | Why | |---|---|---| | Orientation | Standing up, not lying flat | Fine vertical layers give a much smoother picture | | Layer height | 0.12 mm | Finer layers mean finer steps of brightness | | Infill | 100%, or many walls | Any gap or pattern inside shows up as a shadow | | Brim | Yes, about 18 to 20 lines | Helps a tall, thin panel stay stuck to the bed | | Speed | About 30 mm/s | Slow printing keeps thin walls clean | | Filament | White or natural PLA | Light passes through evenly | One published guide recommends 99% infill or 99 walls. Another uses at least 7 walls with low infill, and reports no visible difference. Either works. What matters is that the inside is solid. ## Thickness: the setting that matters most | Filament | Minimum thickness | Maximum thickness | |---|---|---| | White PLA | 0.7 to 0.9 mm | 2.8 to 3.1 mm | | Grey PLA | 0.6 to 0.7 mm | 2.6 to 2.8 mm | These ranges come from the Lithophane Maker beginner's guide. The best numbers depend on your filament and your light. So print a small test piece first. Crop a strip of your photo, 30 mm wide, and print that before the full lithophane. ## Step 4: Light it - **Use a cool white light.** Warm light turns the picture orange. - **Keep the light about 30 mm behind the plate** for a night light. Too close, and you see a bright hot spot. - **Spread the light evenly.** An LED panel or a strip behind a diffuser works better than a single bulb. - **Block light around the edges** with a frame, so the only light you see comes through the picture. *Figure: The same plate with the light off and on. We made the STL with our maker and rendered it in Blender with a warm light behind it. With no light, you only see bumps.* ([picture](https://bake3d.ai/guides/lithophane-unlit-vs-backlit.webp)) ## Flat, curved or box? - **Flat panels** are the easiest to print and look great in a frame with a light behind. - **Curved panels** stand up on their own and can wrap around a tea light. - **Cylinders** make lamp shades. - **Boxes** put a different photo on each side of a cube with a light inside. ## Color lithophanes Printers that can swap filament colors can make color lithophanes. Bambu Lab publishes an official guide. It uses four colors of its PLA Basic filament: cyan, magenta, yellow and white. It suggests a 0.2 mm nozzle and 100% rectilinear infill, and a size of 144 by 108 mm to fit its frame and light board. Its free Make My Lithophane tool creates the file. ## Lithophanes in Cura, PrusaSlicer and Bambu Studio - **Cura** can open a picture directly and turn it into a lithophane. Set it to "Darker is higher". Its defaults are a 0.4 mm base and a 2.5 mm height. - **PrusaSlicer** has no built-in way to turn a picture into a lithophane. Several feature requests are still open. Use a lithophane maker, then import the STL. - **Bambu Studio** points users to the MakerWorld Make My Lithophane web tool, which exports a ready-to-print 3MF. ## Fix common lithophane problems - **The picture looks washed out.** Increase the thickness range, or move the light farther back. - **The picture is too dark.** Lower the minimum thickness a little, or use a brighter light. - **You see stripes or steps.** Print standing up with thinner layers. - **There are holes in bright areas.** The minimum thickness is too thin for your printer. Raise it to 0.8 mm or more. - **The panel fell over.** Add a wider brim, and slow down. - **The picture looks backward.** Mirror the photo before you make the STL, or turn the panel around. ## Want something more than a flat photo? A lithophane is one way to print a picture. A raised relief is another. For a full 3D figure with a back and sides, you need a 3D model. Our guide on [how to 3D print a picture](https://bake3d.ai/guides/image-to-stl-3d-printing) compares all three, and [how to make a figurine from a photo](https://bake3d.ai/guides/3d-figurine-from-photo) covers the full 3D route. ## Questions ### What is a lithophane? A lithophane is a thin plate with a picture hidden in its thickness. Thick parts block light and look dark. Thin parts let light through and look bright. The picture only shows clearly when light shines from behind. ### What is the best filament for a lithophane? White or natural PLA is the usual choice. Bambu Lab's own mono lithophane uses its Jade White PLA. Some makers also like light grey. Avoid dark colors and very glossy or sparkly filaments, which blur the picture. ### What thickness should a lithophane be? A common starting point for white PLA is a minimum of 0.7 to 0.9 mm and a maximum of 2.8 to 3.1 mm. Our free maker starts at 0.8 mm and 3.2 mm. Print a small test strip, because your filament and light change the result. ### Can I make a color lithophane? Yes, on a printer that can swap colors. Bambu Lab publishes a guide that uses cyan, magenta, yellow and white PLA with a 0.2 mm nozzle. Its free Make My Lithophane web tool creates the color file. ### Why does my lithophane look blurry or washed out? A blurry print usually means the layers are too thick or the print was lying flat. Print it standing up with 0.12 mm layers. A washed-out picture usually means the thickness range is too small, or the light is too strong or too close. ## Sources - [Wikipedia, Lithophane](https://en.wikipedia.org/wiki/Lithophane) - [American Ceramic Society, Lithophanes museum](https://ceramics.org/ceramic-tech-today/lithophanes-dedicated-museum-sheds-light-on-these-porcelain-artworks/) - [American Filament, Beginner's guide to lithophanes](https://americanfilament.us/pages/beginners-guide-to-lithophanes) - [ItsLitho, Slicer settings for lithophanes](https://itslitho.com/itslitho-blog/slicer-settings-for-lithophanes-tweaking-to-perfection/) - [Bambu Lab Wiki, CMYK color lithophane printing](https://wiki.bambulab.com/en/knowledge-sharing/cmyk-color-lithophane-printing-instructions) - [UltiMaker Cura source, image reader for lithophanes](https://github.com/Ultimaker/Cura/blob/main/plugins/ImageReader/ConfigUI.qml) --- # How to Make a Custom 3D Figurine From a Photo Source: https://bake3d.ai/guides/3d-figurine-from-photo Updated: 2026-10-04. Written by Bake3D (https://bake3d.ai). Turn a photo of yourself, a pet or a character into a 3D printed figurine. Compare AI, photo scanning and paid services, then print it well. ## Short answer To make a custom figurine from a photo, first turn the photo into a 3D model. Use an AI image to 3D tool for one photo, a phone scanning app for a real person or object that can hold still, or a paid service that sculpts it for you. Then export the model as STL, check it for holes and thin parts, and print it. Resin gives the finest detail on small figurines. Filament is fine for larger ones. ## How we checked The AI steps come from the Bake3D studio, including its STL export of the current pose. The phone scanning numbers come from RealityScan, Polycam and KIRI Engine's own pages. The printing numbers come from Formlabs, Prusa, Anycubic and Elegoo documentation, all read on 25 September 2026. We did not compare the likeness of different AI tools. Every custom figurine starts the same way. A flat photo has to become a 3D shape with a front, a back, sides and a base. Once you have that shape as an STL file, printing it is the easy part. ## Three ways to turn a photo into a figurine | | AI from one photo | Phone photo scan | Paid service | |---|---|---|---| | What you need | One clear photo | Dozens of photos, all around the subject | A few good photos | | Works for | Pets, people, characters, drawings | Real people and objects that hold still | Anyone | | Time | Minutes for the model | About an hour, plus processing | Often several weeks | | Cost | Free trial or credits | Free apps exist | The highest of the three | | Likeness | Good shape, guessed back | Very close to the real thing | Depends on the artist | ## Way 1: AI image to 3D from one photo AI image to 3D tools predict a full 3D model from one picture. They are the only quick way to make a figurine of a pet that will not sit still, a drawing, or a character that does not exist. *Figure: A model made from one image. Before it can be printed, it still needs a base and a real size in millimetres.* ([picture](https://bake3d.ai/guides/fox-3d-model-render.webp)) Here is how it works in Bake3D: 1. **Choose the photo.** The whole subject should be in the frame, on a plain background, with even light. 2. **Upload it** in the studio. Pick a quality level. Draft costs 30 credits, Standard 40 and High 55. Adding a rig costs 25 more. The free readiness check shows the exact price before you pay, and the smallest pack is $5 for 80 credits. 3. **Check the model** from every side. The studio shows seven views, including the back and the bottom. 4. **Pick a pose.** With a rig, you can play a motion, like a head turn or a walk, and pause on the frame you like. You can also describe a pose in words, like "sit down and look up". 5. **Export an STL.** The STL export saves the model in its current pose, ready for a slicer. **Good photo tips for pets:** get down to the pet's eye level. Shoot from the side or at a three-quarter angle, with all four legs visible. Avoid harnesses and toys that hide the body. **Be honest about the limits.** From one photo, the back of the model is a smart guess. A human face will look like the person in shape and style, but it may not be a perfect likeness. Adding two to four photos from other angles, as extra views, gives the AI less to guess. ## Way 2: Scan the real thing with your phone Photo scanning, also called photogrammetry, builds a model from many photos taken all around a real object. It measures the shape instead of guessing it. It needs the subject to stay completely still, so it works best for people who can hold a pose, statues, toys and keepsakes. Popular free options: - **RealityScan Mobile** from Epic Games is free on iPhone and Android. It starts processing after 20 photos and allows up to 300 per scan. Its guide asks for about 70% overlap between photos and no more than 30 degrees between neighboring shots. - **KIRI Engine** has a free plan with up to 150 photos per scan and unlimited free export. - **Polycam** has a free plan, but it only exports GLTF. STL and OBJ export need a paid plan. To get a good scan, walk slowly around the subject in a full circle. Then do a second circle higher up and a third one lower down. Use soft, even light and avoid shiny surfaces. ## Way 3: Pay a service Many shops sculpt and print a figurine from a few photos you send them. An artist builds the model by hand, then prints and often paints it. This costs the most and usually takes weeks, but you do not need a printer or any 3D skills. ## Choose a size | Size | Height | Good for | |---|---|---| | Tabletop miniature | 28 or 32 mm | Board games and role-playing games | | Desk figurine | 80 to 150 mm | Gifts, pets, characters | | Display bust | Head and shoulders, often 1:10 scale | Portraits of people | Miniature sizes are a hobby habit, not a strict standard. Brands measure them in different ways. Our guide to [3D printed miniatures](https://bake3d.ai/guides/3d-printed-miniatures-from-photo) covers tabletop scale, bases, poses and resin settings. Smaller figurines hide fewer mistakes. Thin parts like tails, ears, whiskers and fingers can become too thin to print when you shrink the model. ## Resin or filament? | | Resin (SLA or MSLA) | Filament (FDM) | |---|---|---| | Detail | Very fine. Formlabs cites layers as thin as 25 microns | Visible layer lines | | Thinnest wall | About 0.2 mm | About 1 mm, and 1.2 mm is safer with a 0.4 mm nozzle | | Best size | Small figurines and miniatures | Larger figurines | | Mess and safety | Liquid resin; wear gloves and work in a ventilated room | Simple and clean | For small figurines on a filament printer, Prusa suggests a 0.25 mm nozzle with 0.07 or 0.1 mm layers, printing slower and about 5 degrees cooler. ## Prepare the model for printing 1. **Check it for holes.** Open the STL in our free [STL checker](https://bake3d.ai/tools/stl-checker). It shows open edges, flipped faces and the real size in millimetres. 2. **Thicken thin parts.** Tails, ears and whiskers often need to be thicker than in real life. Check them against the wall thickness numbers above. 3. **Add a base.** A flat, round base keeps the figurine standing and gives it a finished look. 4. **Hollow it for resin,** if it is bigger than a few centimetres. A solid resin print wastes resin. Formlabs hollowed a bust with 2 mm walls and saved 77% of the resin. 5. **Add at least two drain holes** to a hollow resin model. Formlabs says to put one as close to the build plate as possible. The holes let trapped resin out and stop suction during the print. 6. **Set the scale on purpose.** AI models often come in with their own sizes. Check the height in your slicer. ## Paint and finish Formlabs suggests this order for figurines: 1. Remove the supports. 2. Sand the support marks and any rough spots. 3. Spray a primer. 4. Paint with acrylic paint or spray paint. 5. Seal it with a clear topcoat. A printer that can switch colors can also print the colors directly. Save the project as 3MF to keep the colors. See [3MF vs STL](https://bake3d.ai/guides/3mf-vs-stl). *Figure: Primer first, paint second. Grey primer shows every flaw before you add color. These are Blender renders of our fox model on a base, not photos of a real print.* ([picture](https://bake3d.ai/guides/figurine-primer-vs-painted.webp)) ## A note on people and characters Before you sell a figurine, think about rights. Ask the person before you sell their likeness. Famous characters belong to their owners, so selling figurines of them can break copyright or trademark rules. Figurines of your own pet, your family for personal gifts, or your own characters are the safe choice. Our guide on [selling 3D models](https://bake3d.ai/guides/sell-3d-models) covers marketplace rules. ## Start with a photo The fastest way to see if your idea works is to try it. Upload a photo on the [image to 3D page](https://bake3d.ai/image-to-3d), check the model from every side, pose it and export the STL. For a flat alternative, like a glowing photo panel, see [how to make a lithophane](https://bake3d.ai/guides/how-to-make-a-lithophane). To give the figure a big head that wobbles on a spring, follow our [custom bobblehead guide](https://bake3d.ai/guides/bobblehead-from-photo). ## Questions ### How much does a custom figurine from a photo cost? Doing it yourself costs the filament or resin, plus the 3D model. Many AI tools have a free trial. Bake3D has a free readiness check of your photo, and one model costs from $5 for 80 credits. Paid services that sculpt and print a figurine for you charge much more, and set their own prices. ### Can I make a figurine of my dog or cat? Yes. Use a clear photo of the whole animal, standing, from the side or at a three-quarter angle, on a plain background. AI image to 3D works well for pets, because they rarely hold still long enough for a photo scan. ### How many photos do I need? AI image to 3D needs one photo, and a few extra views help. Phone photo scanning needs many. RealityScan analyzes a scan after 20 photos and allows up to 300. ### Should I print a figurine in resin or filament? Resin for small figurines with fine detail, like faces and fur. Formlabs says resin printers can print layers as thin as 25 microns. Filament is cheaper and easier to handle, and works well for figurines about 10 cm tall or more. ### How big should the figurine be? Tabletop game miniatures are usually 28 or 32 mm tall. A desk figurine is often 8 to 15 cm tall. Bigger prints show more detail but take longer and use more material. ## Sources - [Epic Games, RealityScan Mobile camera movement guide](https://dev.epicgames.com/documentation/realityscan-mobile/Photogrammetry-Camera-Movement) - [Polycam pricing](https://poly.cam/pricing) - [KIRI Engine, Basic vs Pro differences](https://www.kiriengine.app/faq/basic-vs-pro-differences) - [Formlabs, 3D printing miniatures and custom figurines](https://formlabs.com/blog/3d-printing-miniatures-and-custom-figurines/) - [Formlabs, Minimum wall thickness for 3D printing](https://formlabs.com/blog/minimum-wall-thickness-3d-printing/) - [Formlabs, How to hollow out 3D models](https://formlabs.com/blog/how-to-hollow-out-3d-models/) - [Prusa, Printing miniatures with a 0.25 mm nozzle](https://blog.prusa3d.com/printing-great-looking-miniatures-with-a-0-25mm-nozzle-on-the-original-prusa-mini_33457/) --- # How to 3D Print a Picture: Relief, Lithophane or Full Model Source: https://bake3d.ai/guides/image-to-stl-3d-printing Updated: 2026-10-08. Written by Bake3D (https://bake3d.ai). Three ways to 3D print a photo or picture: a raised relief, a backlit lithophane or a full 3D model. Settings, checks and limits for each one. ## Short answer To 3D print a picture, first decide what you want. For a logo or line art that stands up from a base, make a relief with an image to STL tool. For a photo that appears when light shines through it, make a lithophane. For a figure with a back and sides, turn the picture into a full 3D model with an AI image to 3D tool. Then export an STL in millimetres, check it for holes, and slice it. ## How we checked The relief and lithophane tools have automated geometry tests for closed edges, face direction, size and positive volume, and the STL checker is tested against shapes with known answers. The studio's STL export saves the model's current pose. No print on a specific printer is certified. People search for "image to STL" or "picture to 3D print" when they want very different things. A logo that should stand up from a plaque is a relief. A photo that should appear when light shines through it is a lithophane. A toy, a creature or a prop that needs a back, sides and a base is a full 3D model. No amount of height mapping will give a flat picture those missing sides. So choose the route first. It saves more time than any setting. ## Pick the route that matches your picture | You want | Route | Tool | Cost | |---|---|---|---| | A logo, a name sign, line art, a coin | Relief | [Image to STL](https://bake3d.ai/tools/image-to-stl) | Free, in your browser | | A photo that glows when backlit | Lithophane | [Lithophane maker (JPG to STL)](https://bake3d.ai/tools/jpg-to-stl) | Free, in your browser | | A figure with a back and sides | Full 3D model | [Image to 3D](https://bake3d.ai/image-to-3d) | Credits, free check, then from $5 | A quick test: if you would recognize the object from the side, you need a full model. If it lives on one flat face, a relief or a lithophane is enough. *Figure: The three routes, made with our own tools and rendered in Blender. Pick by what the picture is: a logo, a photo or an object.* ([picture](https://bake3d.ai/guides/image-to-stl-three-routes.webp)) ## Route 1: A relief In a relief, brightness becomes height above a solid base. It works for lettering, logos, line art, coins, test patterns and decorative panels. Our free [image to STL tool](https://bake3d.ai/tools/image-to-stl) does this in your browser. You can set the width, the relief height, the base thickness, a tone curve, smoothing and inversion. It starts at 100 mm wide, with a 6 mm relief on a 2 mm base. **Prepare the picture for a relief:** - Use high contrast between the design and the background. That gives clean walls. - Use a PNG with a transparent background if you can. Transparent parts stay at the base, so the design stands alone. - Soft edges become gentle slopes. If JPEG noise turns into bumps, add a little smoothing. Very fine lettering will soften. **Set the size:** start with a modest relief height. Small differences in brightness become steep walls when the height is large. Pick a base thick enough for your material and use. *Figure: The image to STL tool with its starting settings. Bright parts of the logo became the raised letter.* ([picture](https://bake3d.ai/guides/tool-image-to-stl-screenshot.webp)) ## Route 2: A lithophane In a lithophane, brightness becomes thickness, flipped, so dark areas are thick and block more light. It works for photos you will light from behind: a window hanger, a lamp shade, a night light. Our free [lithophane maker](https://bake3d.ai/tools/jpg-to-stl) starts from thin, inverted settings: 0.8 mm at the thinnest and 3.2 mm at the thickest. **Prepare the photo for a lithophane:** - Tonal range matters more than resolution. A photo with detail in both the shadows and the highlights prints best. - Crop to what you want. The tool uses the whole visible picture. - Lighting in the photo becomes thickness. Harsh shadows print as thick, dark patches. **Set the thickness:** a common starting point for white PLA is a minimum around 0.7 to 0.9 mm and a maximum around 2.8 to 3.1 mm, printed standing up. Your filament and your light decide the final values. Print a small test strip first. The full walk-through is in [how to make a lithophane](https://bake3d.ai/guides/how-to-make-a-lithophane). *Figure: A lithophane made with our maker, rendered with the light off and on. The picture only shows when light comes from behind.* ([picture](https://bake3d.ai/guides/lithophane-unlit-vs-backlit.webp)) ## Route 3: A full 3D model Here the picture is a reference, not a height map. Bake3D generates a textured 3D model from one image and fills in the sides the picture does not show. You can check it from seven views, then export an STL of its current pose from the Export tab. If the model is rigged, you can pose it first. This route uses credits. A free readiness check of your photo comes first, and packs start at $5 for 80 credits. **Prepare the picture for a full model:** - One subject on a plain background. - A front or three-quarter view, with the whole body visible. - Limbs, tails and wheels separated from the body. Hidden parts have to be guessed, so a clean outline matters more than megapixels. **Set the size on purpose:** The size depends on how you make the STL. The studio's STL keeps the model's own numbers, and slicers read them as millimetres, so a character 1.8 units tall opens just 1.8 mm tall. Our free [GLB to STL tool](https://bake3d.ai/tools/glb-to-stl) turns metres into millimetres instead, so the same character comes out 1,800 mm tall at scale 1. Either way, check the size in your slicer and scale it on purpose. The studio's STL also uses Y as the up direction, so turn it upright in your slicer if it lies on its back. For more on this route, see [how to turn a 2D image into a 3D model](https://bake3d.ai/guides/2d-image-to-3d-model) and [how to make a custom figurine from a photo](https://bake3d.ai/guides/3d-figurine-from-photo). For a game piece at 28 or 32 mm, read [how to make 3D printed miniatures](https://bake3d.ai/guides/3d-printed-miniatures-from-photo). ## All three routes use millimetres Both of our free tools write STL files in millimetres, with a flat base at Z = 0. That is what slicers expect. Width sets the physical size, and the picture's shape sets the other side. The tools sample the picture along its long edge, with a limit, so a 4,000-pixel photo does not turn into a file with millions of triangles. STL files have no units inside them, which is why the size can surprise you. Our guide on [3MF vs STL](https://bake3d.ai/guides/3mf-vs-stl) explains why, and when 3MF is a better choice. ## Check the STL before slicing A successful download is not a promise that the print will work. Open the file in our free [STL checker](https://bake3d.ai/tools/stl-checker) and read the report. - A **relief or lithophane** should show one shell, watertight, with faces pointing the same way and a positive volume. Our tools build closed meshes, and automated tests confirm that. - A **full 3D model** can have several shells if it has separate parts. But open edges, non-manifold edges or an inside-out result need fixing. Our free [STL repair tool](https://bake3d.ai/tools/stl-repair) closes holes and turns flipped or inside-out faces. A modeling program handles the rest. Then check what the checker cannot see: wall thickness for your nozzle or resin, overhangs, the best orientation and whether it fits your printer. Check the sliced layers too, not just the preview. ## Know the limits - **A relief is a rectangle.** Nothing in a height map can undercut. A ball in a photo becomes a dome, and a person becomes a raised outline. - **A lithophane reads light as thickness.** Flash shadows and shiny spots print as shapes. - **A generated model guesses the hidden sides.** Thin parts, touching limbs and unusual shapes are the usual trouble spots. - **The converters and the checker do not change the mesh.** The STL repair tool fixes holes and flipped faces, but no tool here checks wall thickness or knows your printer. The free tools run entirely in your browser, with no upload and no account. Pictures can be up to 32 MiB and 64 megapixels. The studio uploads your picture to make a model and uses credits. Credits are refunded if a job fails, as the [pricing page](https://bake3d.ai/pricing) explains. ## Questions ### Can you 3D print a picture? Yes. A flat picture can become a raised relief, a backlit lithophane or, with an AI image to 3D tool, a full 3D model. Our [image to STL](https://bake3d.ai/tools/image-to-stl) and [lithophane](https://bake3d.ai/tools/jpg-to-stl) tools are free and run in your browser. ### How do I turn a photo into an STL file? Upload the photo to an image to STL tool, set the width in millimetres and the height or thickness, and download the STL. For a full 3D figure, use an image to 3D generator and export the model as STL. ### What is the difference between a relief and a lithophane? In a relief, bright parts usually stand higher, and you look at it from the front. In a lithophane, dark parts are thicker, and you see the picture when light shines through from behind. ### Why does my 3D printed picture look flat? A relief or lithophane only has depth in one direction, so a face in a photo stays a flat shape. If you want something you can turn around and see from the side, you need a full 3D model. ## Sources - [Wikipedia, STL file format](https://en.wikipedia.org/wiki/STL_(file_format)) - [Blender Manual, STL import and export](https://docs.blender.org/manual/en/latest/files/import_export/stl.html) - [American Filament, Beginner's guide to lithophanes](https://americanfilament.us/pages/beginners-guide-to-lithophanes) --- # AI 3D character generator for game assets Source: https://bake3d.ai/guides/ai-3d-character-generator-game-assets Updated: 2026-10-08. Written by Bake3D (https://bake3d.ai). Take a concept image to a rigged, animated GLB with Bake3D, then import it into Unity, Godot or Blender with the checks each engine needs. ## Short answer To make a game character with an AI 3D generator, start from a clear concept image, generate and rig the model, and add the motions your game needs, like idle, walk and run loops. Export an animated GLB or FBX, in place or with root motion. Import it into your engine and check the scale, facing, clips and foot contact before you use it. ## How we checked Exported rigged and animated GLBs have been imported into Blender 4.4 and Godot 4.7.2 with sampled animation comparisons; the Unity editor tool compiles against Unity 6 and native Unity playback validation is still in progress. Generated asset quality varies with the input image. A game character needs more than a pretty mesh. It needs a skeleton the engine can drive, skin weights that hold up when the legs move, an animation or two to start from, and a file format the engine imports without a conversion step. Bake3D produces all four from one image as a glTF binary (GLB). This guide follows that path and stops at each point where a game project should check the result. ## Start with a concept image the generator can read Use one subject on a plain background, seen from the front or a three-quarter view, with the whole body visible. The background is removed automatically, but limbs that hide behind the body have to be guessed, so a clean silhouette matters more than resolution; about 1,000 pixels on the long edge is plenty. Creatures, robots, vehicles and props all work; the rig adapts to the body plan instead of forcing a humanoid skeleton onto a four-legged or wheeled subject. Concept art with strong outlines and flat lighting tends to reconstruct more predictably than a painterly render with heavy shadows, because shading is interpreted as surface. A pose with a little space between the limbs gives the rig distinct parts to work with. ## Generate, rig and inspect Upload the image or describe the subject in the studio. Generation produces a textured mesh with PBR maps; rigging adds a skeleton, skin weights and role labels for every joint. Credits are charged when the job is accepted and refunded automatically if any stage fails. Current costs are on the [pricing page](https://bake3d.ai/pricing): mesh generation and rigging together are the largest part of a character. To see the result before you pay, the [3D character maker](https://bake3d.ai/3d-character-maker) page has four Bake3D characters you can direct for free. Before animating, look at the mesh from all sides. The studio's **Source geometry** panel compares the input image with seven rendered views so you can spot a cut limb or fused parts early. Then read the rig report: joint placement, the rig check card and the measured deformation percentage. The [quadruped rigging guide](https://bake3d.ai/guides/rig-quadruped-from-one-image) explains these reports and the usual fixes; the [general rig checklist](https://bake3d.ai/guides/check-ai-generated-rig) covers any body plan. Fix rig problems now, not after animation. A skeleton with a knee in the wrong place produces wrong motion in every clip you make from it. *Figure: Look at the rig before you animate. This is the skeleton of our sample fox, with the body made see-through so every joint shows.* ([picture](https://bake3d.ai/guides/fox-rig-skeleton-front.webp)) ## Add motion your game can use Bake3D composes motion from a description ("turn the head slowly and wag the tail") or from presets. For locomotion on a standing rig with two or more separate leg chains, **Walk · fit to this rig** measures a stride from limb reach and staggers footfalls; in the API and MCP it is the preset `adaptive-walk`. Hanging, seated, swimming or flying rest poses need a different action, and wheels and rigid panels need their own motions around their real pivots. *Figure: Walk fit to this rig, on our sample fox. Feet land in the order left hind, left front, right hind, right front, one every 6 frames.* ([picture](https://bake3d.ai/guides/quadruped-walk-contact-frames.webp)) Decide early whether your game controller or the clip moves the character. The studio's animated export bakes clips with travel included. The API and MCP export accept `rootMotion: false` for an in-place clip and an `fps` of 24, 30 or 60. Applying both controller movement and baked travel moves the character twice, so pick one and match the controller speed to the clip. Motion is baked to keyframes on export, so any engine that reads glTF animation can play it. A described motion is a starting point: review loop boundaries, the fastest frames and foot contact before treating it as final. ## Export the right GLB Two exports matter for games. **Rigged GLB** is the rest pose with skeleton, skin weights and textures; use it when your project supplies all animation. **Animated GLB** adds the saved clips you select, baked to keyframes. The export tab also offers engine presets that only change the file suffix and remind you of the import notes for Unity, Unreal, Godot and Blender; the glTF inside is the same. Bake3D exports glTF binary and binary FBX 7.4 (skeleton, skin weights, embedded base-colour texture, one baked clip per file; Blender 4.4 import verified, Unity and Unreal imports not yet run by Bake3D). There is no USD export. The [free converters](https://bake3d.ai/tools) handle static geometry directions such as GLB to OBJ or STL. ## Bring it into the engine **Unity.** Install glTFast (`com.unity.cloud.gltfast`) from Package Manager and drop the GLB into `Assets`. Inspect the imported prefab, materials and AnimationClips, then use a Generic rig workflow for creatures and objects; Humanoid retargeting only fits human-like bone maps. The [Unity guide](https://bake3d.ai/guides/animated-glb-unity) has the details and the current validation status, which still lists native playback verification as in progress. **Godot.** Copy the GLB into the project; Godot 4 imports skins and clips natively into a `Skeleton3D` and `AnimationPlayer`. Set the import **Animation → FPS** to match the export and, for a faithful first comparison, disable the animation optimizer before reimporting. The [Godot guide](https://bake3d.ai/guides/animated-glb-godot) covers the MCP add-on, which can also generate and import from inside the editor. **Blender.** Use File → Import → glTF 2.0. The armature, textures and clips arrive as NLA actions. Blender is the right place to retarget, edit weights or build LODs; File → Import → FBX opens the Bake3D FBX with the same armature and action. The [Blender guide](https://bake3d.ai/guides/rigged-glb-blender) shows what to check after import. In every engine, play the clip and watch the joints under your own lighting. Skinning implementations differ slightly between viewers, and a problem that was marginal in the studio can be visible in the engine. ## What you still need to add A generated character is an asset, not a gameplay system. Colliders, a character controller, an animation state machine or blend tree, LODs, impostors and gameplay-specific materials are your project's work. Bake3D does not make LODs or other engine-specific optimisation. For cleaner topology, choose **Game-ready mesh** when you bake (a rigged copy of about 7,000 to 9,500 mostly four-sided faces next to the detailed model), or use **Retopologise** on a finished model (about 10,000 four-sided faces, 20 credits). Otherwise the triangle count comes from the quality tier, and you can reduce it in Blender or in the engine's tooling. Licensing follows how the work was paid for: output made only with the free sign-up credits that older accounts received carries a personal-use licence, and anything generated with purchased credits, from any credit pack or a Pro or Studio plan, carries a commercial, royalty-free licence that stays valid after you stop paying. Both are subject to the rights in your input image. See the [pricing page](https://bake3d.ai/pricing#licensing) for the current terms. ## References and testing scope Bake3D's release checks cover motion validation, skin weights, geometry preservation, job charging and export behaviour, with native Blender and Godot import comparisons recorded in the validation notes on the [about page](https://bake3d.ai/about#validation). The [Khronos glTF 2.0 specification](https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html) defines skins, animation sampling and the metre, Y-up coordinate system the exports use. Unity's [glTFast import documentation](https://github.com/Unity-Technologies/com.unity.cloud.gltfast/blob/main/Packages/com.unity.cloud.gltfast/Documentation~/ImportEditor.md), Godot's [scene importer reference](https://docs.godotengine.org/en/stable/classes/class_resourceimporterscene.html) and the [Blender glTF add-on manual](https://docs.blender.org/manual/en/latest/addons/import_export/scene_gltf2.html) describe each host's import behaviour. --- # Import a rigged, animated GLB into Blender Source: https://bake3d.ai/guides/rigged-glb-blender Updated: 2026-10-08. Written by Bake3D (https://bake3d.ai). Import a rigged, animated GLB into Blender with the Bake3D add-on or by hand, then check the armature, textures and every animation before you edit it. ## Short answer To import a rigged GLB into Blender, use File, Import, glTF 2.0 and pick the file, or use the Bake3D add-on in the sidebar. Blender creates an armature, the skinned mesh and one action for each animation. Play each action, check the textures and the scale, and look past the first frame before you edit or export. ## How we checked Blender 4.4 checks cover the add-on's ZIP install, registration, worker-thread generation, polling and import against a local stand-in for Bake3D. The import used a rigged, animated fixture and checked collection and action naming and the frame range. Server exports for six structurally different rigs, as GLB and FBX, were imported in Blender 4.4 separately. Later Blender versions may present different controls. GLB can carry a mesh, its materials and textures, a skeleton, skin weights and animation in one file. For a Bake3D workflow, it is the simplest way to bring a generated asset into Blender without rebuilding its rig. ## Use the Bake3D add-on Download [bake3d-blender.zip](https://bake3d.ai/integrations/blender/bake3d-blender.zip). In Blender 4.2 or newer, open **Preferences → Add-ons → Install from Disk**, choose the ZIP and enable Bake3D. If you installed the older single-file `bake3d.py` add-on, remove it first. Open the **Bake3D** tab in the 3D Viewport sidebar. Enter an API key from [Account → API](https://bake3d.ai/account/api) (Pro or Studio) for this session, or start Blender with `BAKE3D_API_KEY` in its environment. The key is never written to the `.blend` file. Refresh the credits line to load your balance; the generation and motion buttons then show their current costs. Choose **Image file** and pick a PNG, JPEG or WebP with the file browser; the add-on uploads it to your account. You can also choose **Image URL** or **Text**. Select **Generate mesh and rig**. Network work runs on a worker thread and a timer applies its results, so Blender stays responsive. The job is checked every four seconds, with a back-off when rate limited and a 20-minute limit. **Stop waiting** leaves the job running; **Cancel job** stops it and refunds its credits. **Skip the included animation at generation** creates a rig without the free included motion. For an existing character, search your rigged projects and choose one. **Compose motion** describes new motion with a length and loop setting. Choose **Saved animation** or **Preset** to import something other than the included animation. **Refresh animations and presets** shows which presets fit this rig and why others cannot play on it. Select **Import character**. **Rest pose only** leaves the animation out of this export only. **Root motion** bakes travel into the skeleton's `motion_root` bone. **Height (m)** scales the export to a real-world height; 0 keeps the generated size. ## What an import creates Each import goes into a new collection named after the character, and its top object is renamed to match. The action is named after the clip. The scene's frame range grows to include the clip but never shrinks. A looping clip ends one frame early, because its last key repeats the first pose and would otherwise play twice at the seam. glTF stores times in seconds, and Blender converts them with the scene's frame rate, which the add-on leaves unchanged. Imports support undo. Exports are grounded (feet at zero height) and centred on the origin, facing glTF +Z. Blender maps that to −Y, so the character faces the Front view. The armature's top bone is `motion_root`, an unweighted bone on the ground. With Root motion on, it carries only planar travel and heading, and the hips keep their bob and jump. With Root motion off, it stays still and the character animates in place, keeping vertical motion such as a jump and wheel roll. For a connected Blender MCP bridge or your own script, set the key in the add-on, then call `bpy.ops.bake3d.import_character(project_id="PROJECT_ID", animation_id="ANIMATION_ID", synchronous=True)`. Scripts can also use `from bake3d import Client`. The [integration reference](https://bake3d.ai/docs/integrations#blender) lists the setup details. *Figure: What the imported armature looks like inside the mesh, from the side. Bones run from the hips to the head, down each leg and along the tail. Rendered in Blender from our sample fox.* ([picture](https://bake3d.ai/guides/fox-rig-skeleton.webp)) ## Import a file manually Export the **rigged rest pose** if you want to author motion in Blender. Export an **animated GLB** if you want the keyframes from a Bake3D motion. Choose in-place export for a stationary preview, or root motion if the character should move through the scene. An OBJ or STL file does not carry the same rig and animation data. Use those formats for geometry-specific workflows rather than as substitutes for a rigged GLB. You can practice the import with the [homepage fox rigged GLB](https://bake3d.ai/samples/bake3d-fox-2.glb). This sample contains the mesh and rig in its rest pose. For a free test model with playable clips, download one of our [free rigged and animated 3D models](https://bake3d.ai/free-3d-models): each GLB brings its walk and other clips in as separate actions. 1. Save your current Blender scene. 2. Use **File → Import → glTF 2.0** and choose the GLB. 3. Inspect the Outliner for the imported mesh and armature. 4. Frame the imported objects in the viewport, then use Material Preview or Rendered view to inspect textures. 5. If the file contains animation, select the armature and inspect the available action in the animation editors. If several actions or NLA tracks are present, make sure you are previewing the intended action. Scrub through the timeline and confirm that the mesh follows the armature. Import adds content to the scene, so check placement and scale before combining it with existing assets. ## Check more than the first frame Count the expected parts and materials. Inspect the back of the character and any small appendages. Then check a few frames around the largest movements. To see the bones and play each clip before Blender is even open, drop the GLB into our free [GLB viewer](https://bake3d.ai/tools/glb-viewer). A file can import successfully while still containing an unsuitable rig or an awkward motion. For a vehicle or mechanism, rotate one part and confirm that the main body stays stable. For a creature, look for unwanted movement in nearby limbs or collapse at the joints. The [rig quality checklist](https://bake3d.ai/guides/check-ai-generated-rig) gives a repeatable review sequence. ## When something is missing If there is no action, confirm that you exported an animation rather than only the rest pose. If textures are absent, inspect the material nodes and image references. If deformation is poor, compare the same motion in Bake3D before making changes in Blender. The [glTF 2.0 specification](https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html) describes what the format carries. A custom viewport shader is not automatically part of the exported file, so always check the destination result. --- # Bring an animated GLB into Unity Source: https://bake3d.ai/guides/animated-glb-unity Updated: 2026-10-08. Written by Bake3D (https://bake3d.ai). Import an animated GLB into Unity with glTFast or the Bake3D editor tool, then check its clips, root motion and skeleton setup before you use it. ## Short answer Unity does not import GLB files on its own. Install the glTFast package, then add the GLB to your project, or use the Bake3D editor tool to generate and import in one step. Check each animation clip, choose in-place or root motion, and pick a skeleton setup that fits the character. ## How we checked The Bake3D editor tool compiles with Unity 6000.4.5f1's bundled compiler against its editor assemblies, with and without glTFast types present. It has not yet run in a live Unity editor, so glTFast import settings, avatar creation and playback still need confirmation in your project. Server exports and their Blender round trips are verified separately. An animated GLB is a useful interchange asset, but importing it is only the start of a game-engine workflow. You still need to inspect the imported materials, animation clips, scale and skeleton in your own Unity project. The Bake3D editor tool covers the first part without leaving Unity: generation, motion and import. ## Install the importer and the tool Install Unity's glTFast package, `com.unity.cloud.gltfast`, through Package Manager. Follow the version requirements for your Unity installation. Avoid installing competing default GLB importers: glTFast's documentation explains how importer conflicts are handled. Download [bake3d-unity.zip](https://bake3d.ai/integrations/unity/bake3d-unity.zip) and unzip it at your project root. It adds three editor scripts under `Assets/Editor/Bake3D`. Open **Tools → Bake3D → Character studio**. Enter a key from [Account → API](https://bake3d.ai/account/api) (Pro or Studio) and press **Save**. The key is stored in EditorPrefs on this computer, never in project files, and `BAKE3D_API_KEY` also works. The window reads your credit balance and the current action costs from your account. ## Generate and wait without blocking the editor Choose an **Image file**, which opens a file picker and uploads the PNG, JPEG or WebP to your account. You can also choose an **Image URL** or **Text**. Select **Generate mesh and rig**. The window checks the job every four seconds without blocking the editor. It backs off when the service asks it to, and stops after 20 minutes. **Stop waiting** leaves the job running on Bake3D; **Cancel job** stops it and refunds its credits. **Skip the included animation at generation** creates a rig without the free included motion. It is separate from **Rest pose only**, which only leaves the animation out of the export you import. For an existing character, use **Find** to list rigged projects and choose one. **Compose motion** describes new motion with a length and loop setting. The **Motion to import** list shows the included animation, saved animations and the built-in presets. It marks a preset unavailable, with the reason, when it cannot play on this rig. ## What an import creates Select **Import**. The tool requests a free export and checks that the download link comes from Bake3D. It downloads to the project's `Temp` folder and moves the GLB to `Assets/Bake3D//` under a unique name. Then it: - switches the glTFast importer to Mecanim clips; - saves an editable copy of each clip, with looping taken from the export's `extras.bake3d.loop` flag; - creates an AnimatorController with those clips; - places the character at the origin and selects it. Exports are grounded, centred on the origin and face +Z. glTFast keeps that axis as Unity's forward. Set **Height (m)** to scale the export to a real-world height, or leave it at 0 to keep the generated size. ## Root motion Every export's skeleton starts with `motion_root`, an unweighted joint on the ground at the origin. With **Bake travel into the root bone** on, that joint carries only planar travel and heading; the hips keep their bob and jump. The tool builds a Generic avatar whose root node is `motion_root` and sets the Animator's **Apply Root Motion** to match your choice. With the option off, `motion_root` stays still and the character animates in place, keeping vertical motion such as a jump. Check whether root motion belongs to the clip or to your gameplay controller so the object does not move twice. ## Use a skeleton workflow that fits the object Humanoid retargeting assumes an appropriate human-like bone mapping. A fox, a multi-limbed creature or a vehicle should not be forced into that mapping simply because it has a skeleton. For arbitrary creatures and objects, keep the imported hierarchy and the Generic avatar, and assign the intended clip to your animation setup. ## Import a GLB manually Copy an exported GLB into your project's `Assets` folder. glTFast imports glTF content into Unity assets and prefabs. Select the imported file to inspect warnings, set its animation method, then expand it in the Project window to review its meshes, materials, textures and AnimationClips. These importer behaviours are documented in the [official glTFast editor-import guide](https://github.com/Unity-Technologies/com.unity.cloud.gltfast/blob/main/Packages/com.unity.cloud.gltfast/Documentation~/ImportEditor.md). No export of your own yet? Use a free test model. Our [free rigged and animated 3D models](https://bake3d.ai/free-3d-models) are Bake3D exports of a fox, a robot, an old man and a T. rex, with three to five clips each. Each one also comes as an FBX with its walk, which Unity imports without glTFast. ## Before using the asset in a game Place the character in a test scene with a known scale reference and simple lighting. Check the whole object rather than only its front-facing thumbnail. Review joint deformation, animation transitions, loop boundaries and materials under the lighting you intend to ship. Add the gameplay-specific components your project needs, such as collision, controllers and interaction logic. A generated rig and animation do not automatically provide those systems. If a result looks wrong, first inspect the [rig and motion](https://bake3d.ai/guides/check-ai-generated-rig), then compare the source GLB in another viewer. This helps separate a source-asset problem from an importer or animation-controller issue. The [integration reference](https://bake3d.ai/docs/integrations#unity) summarises the setup. --- # Import a Bake3D animated GLB into Unreal Engine 5 Source: https://bake3d.ai/guides/animated-glb-unreal Updated: 2026-10-08. Written by Bake3D (https://bake3d.ai). Import a Bake3D animated GLB or FBX into Unreal Engine 5 with the editor scripts or Interchange, then check units, facing, root motion and playback. ## Short answer To import an animated GLB into Unreal Engine 5, use the Interchange importer by adding the file to the Content Browser, or use the Bake3D editor scripts from the Tools menu. Unreal creates a skeletal mesh, a skeleton and animation sequences. Check the scale, the facing direction and root motion, then play each sequence. ## How we checked The editor scripts run in CI against a stubbed unreal module and a local stand-in for Bake3D. The tests cover uploads, background polling, downloads, Interchange import options, unique folders, root-motion flags and the option dialogs. The scripts have not run inside Unreal Editor. Interchange's handling of Bake3D skins, textures, clips, asset names, facing and unit conversion is described from Epic's documentation and remains unverified on a live project. A Bake3D export is a glTF 2.0 binary (GLB) with a textured mesh, skin weights, one skeleton and baked animation keyframes. Unreal Engine 5 reads that file through its Interchange framework and produces a Skeletal Mesh, a Skeleton, materials, textures and one Animation Sequence per clip. This guide covers the Bake3D editor scripts, the manual import, and the checks to run before an asset reaches an Animation Blueprint. ## Prepare the editor Open **Edit → Plugins** and enable the **Python Editor Script Plugin** and **Editor Scripting Utilities**. Keep the **Interchange Framework** plugin enabled; it is on by default and supplies the glTF translator. Restart the editor after changing plugins. The scripts target UE 5.3 or newer. Those versions bundle Python 3.9 or later, which is the scripts' floor. They use only the Python standard library and Unreal's `unreal` module. ## Install the Bake3D scripts Download [bake3d-unreal.zip](https://bake3d.ai/integrations/unreal/bake3d-unreal.zip) and unzip it at your project root. It adds `bake3d_unreal.py`, `bake3d_client.py` and `bake3d_unreal_menu.py` to `Content/Python`, which Unreal adds to Python's import path. Add the line `import bake3d_unreal` to `Content/Python/init_unreal.py` to get a **Tools → Bake3D** menu when the editor starts. You can also run that line once in the Output Log's Python console. Choose **Tools → Bake3D → Set API key** and paste a key from [Account → API](https://bake3d.ai/account/api) (Pro or Studio). You can also start the editor with `BAKE3D_API_KEY` in its environment. The key is held in memory for the current session. The scripts never write it to disk, project settings or editor configuration. ## Generate, animate and import from the Tools menu **Generate character** opens an options dialog. Choose an image file (the field has a file picker), paste a public image URL, or describe the subject. Then set the name, whether to skip the free included animation, and the import options. On OK, the script uploads the image and starts one paid generation. It checks the job every four seconds on a worker thread, backs off when rate limited, and stops after 20 minutes. When **Import when ready** is on, it imports the character when the job succeeds. Results are applied on the game thread by a Slate tick callback, so the editor stays responsive. Progress appears in the Output Log. **Describe motion** composes new motion for a project with a length and loop setting and can import it straight away. **Import project** imports the included animation, a saved animation, a preset or the rest pose. A preset that cannot play on the rig is refused with the reason. **Account and credits** shows your balance and the current action costs. **Stop waiting** leaves jobs running on Bake3D; **Cancel the running job** cancels the last job and refunds its credits. The same functions are available in the Python console: ```python import bake3d_unreal bake3d_unreal.account() # credits, plan and action costs task = bake3d_unreal.generate(image_path="D:/refs/fox.png", import_when_ready=True) task = bake3d_unreal.generate(prompt="A ceramic fox", initial_animation=False) # rig only bake3d_unreal.wait_for_job(job_id, import_when_ready=True, project_id=project_id) bake3d_unreal.list_presets(project_id) # availability for this rig bake3d_unreal.animate(project_id, "trot in a circle", duration_seconds=4, import_when_ready=True) bake3d_unreal.import_character(project_id, preset_id="adaptive-walk", height_meters=0.6) bake3d_unreal.import_character(project_id, rest_pose=True, background=False) # blocks; returns asset paths ``` ## What an import does Each import requests a free export and downloads the GLB into `Saved/Bake3D`. That folder is outside Content, so Unreal never auto-imports the raw file. The script builds an `unreal.AssetImportTask` with an `InterchangeGenericAssetsPipeline` and imports into a new folder, `/Game/Bake3D//_`, with `_2` and later suffixes for repeat imports. It then deletes the download. It asks for skeletal meshes rather than static meshes, keeps animation import and bone tracks on, imports materials and textures, and skips physics-asset creation. If the glTF translator class is missing, the script stops before importing, keeps the downloaded file and names the plugin to enable. ## Units, facing and height glTF stores positions in metres with Y up. Unreal uses centimetres with Z up. Interchange's glTF translator performs both conversions during import (a uniform scale of 100 and a Y-up to Z-up axis change). A 1.8 m character should therefore arrive 180 cm tall. The script leaves the pipeline's uniform import offset at 1.0 to avoid applying that scale twice. *Figure: glTF counts in metres with Y up. Unreal counts in centimetres with Z up. The importer converts both, so a 1.8 m character arrives 180 units tall.* ([picture](https://bake3d.ai/guides/3d-axes-and-units.svg)) Bake3D exports are grounded (feet at zero height) and centred on the origin, and they face glTF +Z. After Interchange's axis change, the character is expected to face +Y, the way the UE mannequin mesh does. A Character Blueprint then turns the mesh component −90° in yaw, as it does for the mannequin. The Import dialog's **yaw** option, or `yaw_degrees=-90`, instead rotates the asset at import so it faces +X. Set **Height** to scale the export to a real-world height in metres, or leave it at 0 to keep the generated size. ## Root motion Every export's skeleton starts with `motion_root`, an unweighted joint on the ground at the origin, which is the skeleton's root bone in Unreal. With **Root motion** on, that bone carries only planar travel and heading; the hips keep their bob and jump. The script turns on **Enable Root Motion** for the imported Animation Sequences, and **Force Root Lock** is not needed. With Root motion off, `motion_root` stays still and the clip animates in place, keeping vertical motion such as a jump and wheel roll. The editor script defaults to in-place motion. The [REST export endpoint](https://bake3d.ai/docs/api#export) and the MCP `bake3d_export` tool default to `rootMotion: true`. Pass `rootMotion: false` there for in-place clips. Enable root motion only when your animation system consumes it; otherwise a movement component and the clip can move the character twice. ## Import a GLB or FBX manually Export from Bake3D ([MCP](https://bake3d.ai/docs/mcp) or the [REST export endpoint](https://bake3d.ai/docs/api#export)) and drag the file into the Content Browser, or use **Import** in the folder you want. Unreal opens the Interchange import dialog. In the dialog, confirm that skeletal mesh import is on and that static-mesh conversion is off, enable animation import, and keep materials and textures enabled. Bake3D rigs are generic skeletons, so leave the Skeleton field empty for a first import; Interchange creates one. Epic's [Interchange import reference](https://dev.epicgames.com/documentation/unreal-engine/interchange-import-reference-in-unreal-engine) documents every option in the dialog. An FBX export (`format: "fbx"`) is in centimetres with Y up, facing +Z, with one baked clip. Enable **Force Front X Axis** when importing it so the character faces +X. To practise before you bake, import a free test model. Our [free rigged and animated 3D models](https://bake3d.ai/free-3d-models) come as a GLB with every clip and an FBX with the walk, made by the same exporter. ## Check the result Place the Skeletal Mesh in a level next to a known reference such as a 180 cm mannequin. Open the Skeleton and confirm the joint count matches the project's labelled skeleton in Bake3D, plus `motion_root`. Play the Animation Sequence and watch every appendage, the loop boundary, and the texture. A multi-legged creature, a vehicle or a prop keeps its own hierarchy. It needs no humanoid retargeting setup unless you intend to share animations with a humanoid rig. Unreal uses linear blend skinning. Bake3D's web preview can use a dual-quaternion shader that is not part of glTF, so deformation near tightly bending joints can look different in Unreal. Use the [rig quality checklist](https://bake3d.ai/guides/check-ai-generated-rig) when something looks wrong, and compare the same GLB in Blender to separate a source-asset problem from an importer difference. ## Limitations - The option dialogs use `EditorDialog.show_object_details_view` and Python-defined option classes. If an editor build lacks them, the menu tells you to use the console functions instead. - Server exports support one skeleton, up to 256 joints, clips up to 30 seconds and source rigs up to 60 MiB (above 24 MiB, textures must be embedded in the GLB binary chunk). Downloads are capped at 64 MiB in the editor. - Interchange property names vary slightly between engine versions. The script logs a warning for any option it could not apply rather than failing the import. ## What we verified and what we did not The verification script runs in CI on every change. It installs a stub `unreal` module and starts a local stand-in for Bake3D (MCP, uploads and signed files). It asserts that the scripts: - refuse non-HTTPS origins (except localhost) and require a `bk_live_` key; - send one `initialize` per session and upload images as multipart; - return from `generate` before the job finishes, then deliver results through the Slate tick; - poll every four seconds and honour `Retry-After`; - stop promptly on Stop waiting and cancel jobs; - download only from the Bake3D file endpoint, without the API key, into `Saved/Bake3D`, and delete the file after import; - use the Interchange options above, a unique folder per import and the yaw offset; - enable root motion on imported sequences, and refuse presets the rig cannot play; - report a missing glTF translator clearly and drive the three dialogs; - never persist the key. No Unreal Editor was available on the validation machine. The dialogs, Interchange's handling of Bake3D's skins, embedded textures and clips, the resulting asset names, the facing and the unit conversion described above remain unverified. Epic's [Python scripting documentation](https://dev.epicgames.com/documentation/unreal-engine/scripting-the-unreal-editor-using-python) and the [Interchange framework overview](https://dev.epicgames.com/documentation/unreal-engine/interchange-framework-in-unreal-engine) are the references for that work. Treat the first import in your project as a test, not a finished pipeline. --- # Import rigged 3D models and animation into Godot Source: https://bake3d.ai/guides/animated-glb-godot Updated: 2026-10-08. Written by Bake3D (https://bake3d.ai). Import rigged 3D models and animated GLB files into Godot with the Bake3D add-on or by hand, keep root motion and foot plants, and play the clips. ## Short answer Godot reads GLB files natively and recommends the glTF format. Add the GLB to your project, or generate and import it from the Bake3D panel. Godot builds a scene with a skeleton, the mesh and an AnimationPlayer. Check the facing and root motion, then play each clip. ## How we checked Godot 4.7.2 native tests cover headless editor compilation, the add-on's MCP client (handshake, polling, uploads, credential boundaries), the panel's generation and export contracts, rig imports, saved scene reloads, root-motion wiring and sampled animation positions. The panel's appearance in a live editor and paid generation from Godot remain unverified. A rigged GLB carries a mesh, skin weights, skeleton, materials and baked animation. Godot can turn that file into a scene with a `Skeleton3D` and an `AnimationPlayer`. Check the imported motion before using it in a game, especially when foot contact or mechanical alignment matters. ## Use the Bake3D Godot add-on Download the [Godot add-on ZIP](https://bake3d.ai/integrations/godot/bake3d-godot.zip) and extract it at your project root, so `addons/bake3d/plugin.cfg` exists. Enable Bake3D in **Project → Project Settings → Plugins**, open a 3D scene, and select the **Bake3D** bottom panel. The add-on's own `README.md` sits beside `plugin.cfg`. Enter a key from [Account → API](https://bake3d.ai/account/api). API access requires Pro or Studio. The add-on keeps the key in memory; it can also read `BAKE3D_API_KEY` from the environment that starts Godot. Select **Credits** to load your balance; the generation and motion buttons then show their current costs. Choose **Image file** to pick a PNG, JPEG or WebP with the editor's file dialog, which the add-on uploads to your account. You can also choose **Image URL** for one public HTTPS image, or **Text** to describe the subject. Select **Generate mesh and rig**. The panel checks the job every four seconds on editor timers, so Godot stays responsive. It backs off when rate limited and stops after 20 minutes. **Stop waiting** leaves the job running on Bake3D; **Cancel job** stops it and refunds its credits. **Skip the included animation** generates a rig without the free included motion. You can also select **Find rigged projects** and choose an existing character. **Refresh motions** lists its saved animations and the built-in presets. A preset that cannot play on this rig is marked with the reason, for example when it lacks the leg chains a walk needs. **Compose motion** describes new motion with a length and loop setting. **Included animation** creates or recovers the free introduction for an existing rig. Select **Import into open scene**. **Rest pose only** leaves the animation out of this export only. **Height** scales the export to a real-world height in metres, and 0 keeps the generated size. Each import writes a compressed native scene, `res://Bake3D/_.scn`, numbered when the name exists. The source GLB goes into `res://Bake3D/source`, which contains a `.gdignore` file so the editor never re-imports it. Only the new scene is registered with the FileSystem dock. Undo removes the placed instance while keeping the files. **Play / pause imported motion** previews the requested clip; pausing returns the skeleton to its rest pose, so a posed rig is never saved into your scene. ## Facing and root motion Exports are grounded (feet at y = 0) and centred on the origin, and they face glTF +Z. Godot keeps that axis. The character faces `Vector3.MODEL_FRONT` (+Z), while Godot's scene forward, `Vector3.FORWARD`, is −Z. Use `look_at(target, Vector3.UP, true)` to turn the model's front toward a target. Every export's skeleton starts with `motion_root`, an unweighted bone on the ground at the origin. With **Root motion** on, that bone carries only planar travel and heading; the hips keep their bob and jump. The add-on then sets the AnimationPlayer's `root_motion_track` to it, for example `Bake3D/Armature/Skeleton3D:motion_root`. The preview stays in place, and your controller applies `get_root_motion_position()`. With Root motion off, `motion_root` stays still and the clip animates in place, keeping vertical motion such as a jump and wheel roll. ## Import an animated GLB manually Export your rig from Bake3D and copy the GLB into the Godot project. To try this first with a free test model, use one of our [free rigged and animated 3D models](https://bake3d.ai/free-3d-models): they are Bake3D exports at 30 fps. Wait for import to finish, then drag the imported scene into a 3D scene. Expand it to inspect the skeleton, mesh and AnimationPlayer. Select the source GLB in FileSystem and set **Animation → FPS** to match the Bake3D export: 24, 30 or 60. Godot's [scene importer documentation](https://docs.godotengine.org/en/stable/classes/class_resourceimporterscene.html#class-resourceimporterscene-property-animation-fps) recommends matching the source sampling rate. For a faithful motion comparison, open **Advanced Import Settings**, select the **AnimationPlayer** node, and disable **Optimizer → Enabled**, then reimport. The optimizer removes animation keys. That can be useful for smaller assets, but it can also change a carefully planted foot. Once the imported motion passes your checks, you can tune optimization and compare again. The Bake3D add-on imports through Godot's [GLTFDocument](https://docs.godotengine.org/en/stable/classes/class_gltfdocument.html) and saves a native scene without that additional key reduction. If you later import its source GLB manually, apply the same FPS and optimizer checks. For root motion in a manual import, set the AnimationPlayer's or AnimationTree's **Root Motion → Track** to the `motion_root` bone. ## Check playback Select the AnimationPlayer, choose the imported clip, and scrub a full cycle. Watch every appendage and confirm the texture is present. Compare the first and last poses of a loop. For a walking clip, inspect the stance phase in slow motion. Applying both controller movement and baked travel can move the character twice, so pick in-place clips or root motion deliberately. A creature with many legs can use its imported skeleton directly; it does not need a humanoid bone map. Imported clips do not automatically become a gameplay state machine. Set up your `AnimationPlayer` or `AnimationTree` and trigger the appropriate clip for idle, movement and other actions. Rigged vehicles and props need actions around their actual pivots. ## What we verified In Godot 4.7.2, we tested four procedural walkers with 5, 6, 8 and 24 legs, including unequal limbs, extra leg segments and low-mounted joints. With matching FPS and optimization disabled, sampled foot positions differed from the browser animation by less than 0.000001 scene units. The add-on's saved native scenes passed the same comparison after reopening. A root-motion import of the eight-legged walker wired `root_motion_track` to its `motion_root` bone, and an in-place import left the track empty. The add-on's client was tested against a stand-in service for its one-per-session MCP handshake, four-second polling with `Retry-After` back-off, the 20-minute limit and stop, multipart image uploads, and signed downloads that never carry the API key. The panel was driven through image-file, URL and text generation, preset gating, and the rest-pose, root-motion and height export options. Earlier, the client was also used against production to discover presets, export an existing rig and import the resulting textured model. Paid generation from Godot and visual inspection of the panel were not part of this validation. These tests establish the tested import and playback behaviour. They do not establish that every generated mesh has correct anatomy or deformation. Use the [rig quality checklist](https://bake3d.ai/guides/check-ai-generated-rig) and [MCP reference](https://bake3d.ai/docs/mcp) as you build your workflow. --- # How to Reduce Polygon Count in Blender Source: https://bake3d.ai/guides/reduce-polygon-count Updated: 2026-10-08. Written by Bake3D (https://bake3d.ai). Lower the polygon count of a 3D model with the Decimate modifier in Blender. Target counts for games, web and mobile, and what to check after. ## Short answer To reduce the polygon count in Blender, select your model, add a Decimate modifier, keep the Collapse mode and lower the Ratio until the Face Count reaches your target. Check the silhouette and texture from a few angles, then apply the modifier. For rigged models, move Decimate to the top of the modifier stack before you apply it. ## How we checked The steps follow the Blender manual for the Decimate modifier and the Statistics overlay. The triangle budgets are copied from Roblox and VRChat's own documentation. The file size rule comes from the binary STL layout. Our sample numbers come from Bake3D's own fox model. Every 3D model is made of small flat faces. More faces give more detail, but they also cost memory and speed. A statue for a render can have millions of faces. A character in a mobile game may need fewer than ten thousand. AI-generated models and 3D scans come out dense by default. Our own sample fox has 60,000 triangles. That is fine for a desktop viewer, but it is three times the Roblox limit for a single mesh. So knowing how to trim a model is a basic skill. ## First, check how many triangles you have In Blender, open the **Viewport Overlays** menu at the top right of the 3D view. Turn on **Statistics**. Blender now shows the number of objects, vertices, edges, faces and triangles in the corner of the view. Look at the **Triangles** number. That is the one engines care about. A four-sided face (a quad) counts as two triangles. ## Pick a target before you start There is no single right number. It depends on where the model will live. Here are real limits and ranks from platform documentation: | Platform | Triangle budget | |---|---| | Roblox, one mesh | 20,000 maximum | | Roblox, rigid accessory | 4,000 maximum | | VRChat avatar on PC | Excellent at 32,000 or fewer, Good up to 70,000 | | VRChat avatar on Quest | Excellent at 7,500 or fewer, Good up to 10,000 | For your own game or website, pick a budget per model and test it on the slowest device you plan to support. A hero character seen up close can have more. A crowd of background animals should have much less. For **3D printing**, slicers handle big files well, so the limit is file size. A binary STL uses 50 bytes per triangle, plus an 84-byte header. So one million triangles is about 50 MB. Cutting that to 200,000 triangles gives a 10 MB file, and most prints will look the same. ## How to reduce the polygon count with Decimate The Decimate modifier removes faces while trying to keep the overall shape. Here are the steps. 1. **Save a copy of your file.** Decimation is hard to undo once applied. 2. **Select the model** in Object Mode. 3. Go to the **Modifier** tab (the blue wrench). Click **Add Modifier**, then **Generate**, then **Decimate**. 4. Keep the mode on **Collapse**. 5. Lower the **Ratio**. A ratio of 0.5 keeps about half the faces. A ratio of 0.1 keeps about a tenth. 6. Watch the **Face Count** shown in the modifier panel. Stop when it reaches your target. 7. **Look at the model** from the front, side and back. Check the face, hands, paws and any thin parts. 8. When you are happy, open the small arrow menu on the modifier and click **Apply**. The modifier works live, so you can drag the ratio up and down and watch the model change before you commit. *Figure: Blender Decimate (Collapse) on our sample fox. At 15,000 triangles, a quarter of the original, the head looks the same. At 4,000, the eyes and mouth start to break up. Rendered in Blender.* ([picture](https://bake3d.ai/guides/decimate-60k-15k-4k-triangles.webp)) ## The three Decimate modes Blender's Decimate modifier has three modes. Each suits a different kind of model. | Mode | How it works | Best for | |---|---|---| | Collapse | Merges nearby points, guided by a ratio | Organic shapes: characters, animals, scans, AI models | | Un-Subdivide | Undoes rounds of subdivision | Models that were subdivided from a simple grid | | Planar | Merges flat areas under an angle limit | Hard surfaces: buildings, furniture, boxes, robots | For most AI-generated characters, Collapse is the right choice. For a flat-sided prop, try Planar with a small angle, like 5 degrees, first. ## Protect the details that matter A plain ratio treats every part the same. But faces, eyes and fingers need more detail than a back or a belly. You can protect them. 1. Go to **Weight Paint** mode and paint the detailed areas red. Or select them in Edit Mode and assign them to a new vertex group. 2. In the Decimate modifier, pick that vertex group in the **Vertex Group** field. 3. Click the small **invert** button next to it, so the painted parts are decimated less. 4. Adjust the **Factor** to control how strong the protection is. The **Symmetry** option is also useful. It keeps the left and right sides matching, which helps faces look even. ## Decimating a rigged or animated model Rigged models need extra care, because the skin weights must survive. - **Order matters.** In the modifier list, drag Decimate above the Armature modifier before you apply it. Blender applies modifiers from the top down. - **Shape keys block it.** Blender will not apply a modifier to a mesh with shape keys. Remove them, or keep a separate copy. - **Test poses afterward.** Bend the knees and elbows and turn the head. If a joint now looks jagged or pinched, raise the ratio a little and try again. - **Keep joint areas denser.** Use the vertex group trick from above on elbows, knees and shoulders. ## Check the texture and shading After you apply the modifier, look for three common problems. - **Stretched texture.** Faces near UV seams can pull the image. Try a higher ratio, or protect those areas. - **Faceted look.** Big flat faces can look blocky. Right-click the model and use **Shade Auto Smooth** to soften them. - **Holes or spikes.** Very low ratios can fold thin parts. Raise the ratio, or fix the spot by hand. A lighter model loses small surface detail. A normal map can bring the look of it back without adding triangles. Bake one from the full model in Blender, or make one from a picture with our free [normal map generator](https://bake3d.ai/tools/normal-map-generator). ## When decimation is not enough Decimation leaves a messy layout of long, thin triangles. That is fine for props, scans and background characters. It is not ideal for a main character that must bend a lot. For those, use **retopology**. You rebuild the surface with clean, even four-sided faces that follow the shape. Blender has a Quadriflow remesh option, and you can also retopologize by hand with snapping. It takes longer, but the model will deform much better. You can also make **levels of detail** (LODs). You keep the full model for close-up views and use lighter copies when the model is far away. Many game engines switch between them for you. ## Export the lighter model When the count is right, export in the format your destination expects: - **GLB** for web, Godot and many viewers. See [what a GLB file is](https://bake3d.ai/guides/what-is-a-glb-file). - **FBX** for Unity and Unreal Engine. See [how to convert GLB to FBX](https://bake3d.ai/guides/glb-to-fbx). Roblox Studio imports FBX, glTF and OBJ, and our [Roblox Studio guide](https://bake3d.ai/guides/roblox-3d-models) covers its rig, avatar and UGC rules. - **STL or 3MF** for printing. See [3MF vs STL](https://bake3d.ai/guides/3mf-vs-stl), and check the result in our free [STL checker](https://bake3d.ai/tools/stl-checker). If decimation opened holes, the [STL repair tool](https://bake3d.ai/tools/stl-repair) can close them. Bake3D exports the full-detail mesh with its rig and animation. It does not make low-poly versions or LODs for you yet, so this guide is the step to take when a platform needs fewer triangles. ## Questions ### What is a good polygon count for a game character? It depends on the platform. Roblox allows up to 20,000 triangles per mesh. VRChat rates a PC avatar Excellent at 32,000 triangles or fewer, and a Quest avatar Excellent at 7,500 or fewer. For your own game, set a budget per character and test it on your slowest target device. ### What is the difference between polygons and triangles? A polygon is any flat face, like a triangle or a four-sided quad. Game engines and graphics cards split every face into triangles. One quad becomes two triangles. That is why engines and limits usually count triangles. ### Why can't I apply the Decimate modifier? The most common reason is shape keys. Blender will not apply a modifier to a mesh that has shape keys. Remove them, or decimate a copy without them. Also make sure you are in Object Mode. ### Does decimating break UVs or skin weights? Collapse mode keeps UVs and vertex groups, but it can stretch textures near UV seams and blur weights at joints if you go too low. Always check the texture and test a few poses after you apply it. ### Is decimation the same as retopology? No. Decimation removes triangles automatically and leaves a messy triangle layout. Retopology rebuilds the surface with clean, even quads that bend well. Decimation is fast. Retopology is better for hero characters that need clean deformation. ## Sources - [Blender Manual, Decimate Modifier](https://docs.blender.org/manual/en/latest/modeling/modifiers/generate/decimate.html) - [Blender Manual, Viewport Overlays (Statistics)](https://docs.blender.org/manual/en/latest/editors/3dview/display/overlays.html) - [Roblox Creator Hub, General specifications for meshes](https://create.roblox.com/docs/art/modeling/specifications) - [VRChat Creator Docs, Avatar Performance Ranking System](https://creators.vrchat.com/avatars/avatar-performance-ranking-system/) - [Wikipedia, STL file format (binary layout)](https://en.wikipedia.org/wiki/STL_(file_format)) --- # Blender MCP: Control Blender With Claude and Other AI Assistants Source: https://bake3d.ai/guides/blender-mcp Updated: 2026-10-13. Written by Bake3D (https://bake3d.ai). Blender MCP lets AI assistants like Claude run Blender for you. What it can do, how to set it up, the safety risks, and when a 3D API fits better. ## Short answer Blender MCP connects an AI assistant, such as Claude, Cursor or Codex, to Blender through the Model Context Protocol. The assistant can read your scene and run Blender Python code for you. There are two main options. The official MCP Server from Blender Lab needs Blender 5.1 or newer and powers the Claude Blender connector. The community MCP for Blender, formerly called blender-mcp, adds free asset libraries and AI model generation. Both can run any code in Blender, so save your work first. ## How we checked The setup steps, version numbers and tool lists come from blender.org, the Blender Lab repository, the community project's README and Anthropic's announcement, all read on 25 September 2026. The community project was renamed on 16 September 2026, and this guide uses the new names. We describe the Bake3D MCP server from our own documentation. Blender can do almost anything in 3D, but it has a lot of buttons. Blender MCP puts an AI assistant between you and those buttons. You type "make every material a little darker" or "list the objects that have no UV map", and the assistant does it by writing Blender Python code and running it in your open scene. ## What is MCP? MCP stands for Model Context Protocol. It is an open standard for connecting AI assistants to other programs. Anthropic introduced it in November 2024. In December 2025 it moved to the Agentic AI Foundation, part of the Linux Foundation. It has three parts: - **The host** is the AI app you talk to, like Claude Desktop, Claude Code or Cursor. - **The server** is a small program that gives the AI a set of tools, like "get scene info" or "run code". - **The tools** are the actions the AI may take, with your permission. A Blender MCP server gives the AI tools that work inside Blender. *Figure: The three parts of a Blender MCP setup. The AI never touches Blender directly. It asks the server, and the add-on inside Blender does the work.* ([picture](https://bake3d.ai/guides/blender-mcp-how-it-connects.svg)) ## What Blender MCP can do Common uses include: - **Describe a scene.** "What is in this file? Which objects have missing textures?" - **Do boring work in bulk.** Rename objects, fix material names, apply a modifier to many objects. - **Build simple scenes.** "Add a floor, three lights and a camera looking at the model." - **Explain things.** Look up the Blender Python API and the manual. - **Take screenshots** of the viewport so the AI can see what it did. The community version can also: - **Download free assets** from Poly Haven, and models from Sketchfab and Poly Pizza. - **Generate 3D models** with outside AI services, such as Hyper3D Rodin, Hunyuan3D and Tripo. - **Export the scene** as GLB or FBX. ## Official vs community Blender MCP | | Official MCP Server (Blender Lab) | MCP for Blender (community) | |---|---|---| | Made by | Blender Lab, part of the Blender Foundation | Siddharth Ahuja and contributors | | Old name | None | blender-mcp, renamed in September 2026 | | Current version | 1.0.3 (September 2026) | 2.1.0 (September 2026) | | Blender needed | 5.1 or newer | 3.0 or newer | | License | GPL-3.0 | MIT | | Tools | Scene summaries, docs lookup, screenshots, rendering, running code | Scene info, running code, asset libraries, AI model generation, export | | Claude connector | Yes, this is the one behind it | No, set up by hand | | Default connection | localhost, port 9876 | localhost, port 9876 | Both use port 9876 by default. Run only one of them at a time, or change the port on one. ## Set up the official Blender MCP server with Claude Anthropic launched a Blender connector for Claude on April 28, 2026. The Blender developers built the server behind it. 1. **Install Blender 5.1 or newer.** 2. In **Claude Desktop**, open **Customize**, then **Connectors**. Search for **Blender** and click **Add**. Claude Desktop is needed because Blender must run on the same computer. 3. Open the **MCP Server** page on blender.org. Drag the add-on link into Blender. The first drag adds the Blender Lab extensions repository. The second drag installs the add-on. 4. In Blender, open the add-on's preferences and start the server. 5. In Claude, ask a simple question, like "What objects are in my Blender scene?" For other assistants, the official server comes as an `.mcpb` bundle, or you can run it from its source code with the `uv` tool. ## Set up MCP for Blender (the community version) You need Blender 3.0 or newer, Python 3.10 or newer, and the `uv` package manager. Install `uv` with its official installer. 1. **Install the Blender add-on** by running this in a terminal: ```bash uvx mcp-for-blender install-addon ``` 2. In Blender, go to **Edit, Preferences, Add-ons** and turn on **Interface: MCP for Blender**. 3. In the 3D viewport, press **N**, open the **MCP for Blender** tab and click **Start MCP Server**. 4. **Connect your assistant.** For Claude Desktop, open Settings, then Developer, then Edit Config, and add: ```json { "mcpServers": { "blender": { "command": "uvx", "args": ["mcp-for-blender"] } } } ``` For **Claude Code**, run: ```bash claude mcp add blender uvx mcp-for-blender ``` For **Codex**, run: ```bash codex mcp add blender -- uvx mcp-for-blender ``` For **Cursor**, put the same JSON as Claude Desktop in Settings, then MCP, or in a `.cursor/mcp.json` file in your project. On Windows, Cursor needs `"command": "cmd"` and `"args": ["/c", "uvx", "mcp-for-blender"]`. Old setups that use `uvx blender-mcp` still work. The old name now points to the new package. ## Stay safe with Blender MCP Both servers let an AI run any Python code inside Blender. That is what makes them useful, and also what makes them risky. - **Save your work first.** The community README says so in capital letters. - **Read what the assistant plans to run,** especially commands that delete, move or send files. - **Keep the connection on your own computer.** The community add-on's connection has no password or encryption. Anyone who can reach that port can run code in your Blender. - **Use a spare machine for sensitive work.** The official page warns there are no guards to stop data from being deleted or sent elsewhere, and suggests a virtual machine. - **Try safe mode.** The community version has one. Set `BLENDER_MCP_SAFE_MODE=1` to block file access, network access and other risky code. - **Know about telemetry.** The community version sends an anonymous usage record by default. Set `DISABLE_TELEMETRY=true` to turn it off. ## Prompts to try - "List every object in the scene with its polygon count, biggest first." - "Rename all meshes to match their material names." - "Add a three-point light setup around the selected object." - "Set up a turntable camera that circles the model in 120 frames." - "Find objects with no UV map and tell me which ones." - "Decimate the selected mesh to 20,000 triangles and show me the result." Start small, check the result, then ask for the next step. ## Fix common Blender MCP problems - **`spawn uvx ENOENT` or "uvx not found".** Your app cannot find `uvx`. Use the full path to `uvx` in the config. - **The assistant cannot connect.** Make sure the server is started in Blender, and that only one Blender MCP server is using port 9876. - **It worked in one app, then stopped in another.** Run the server from one assistant at a time. - **The official add-on will not install.** Check that you have Blender 5.1 or newer. ## Blender MCP vs a 3D generation API Blender MCP drives Blender. It is great for scene work, clean-up and automation. It does not rig or animate a new creature by itself. The community version can call outside services to make a static model, but you still need to rig and animate it. Bake3D has its own MCP server. Through it an assistant can upload an image, generate a textured model, rig it, create a described motion and export an animated GLB or FBX. You need a Pro or Studio API key. The two work well together: make the character with Bake3D, then import the GLB into Blender and let Blender MCP set up the scene. See the [Bake3D MCP workflow guide](https://bake3d.ai/guides/mcp-3d-workflow) for setup, and [import a rigged GLB into Blender](https://bake3d.ai/guides/rigged-glb-blender) for the Blender side. ## Questions ### Is Blender MCP official? There are two. Blender Lab, part of the Blender Foundation, publishes an official MCP Server, which reached version 1.0 in April 2026. The older and very popular community project by Siddharth Ahuja was renamed from blender-mcp to MCP for Blender in September 2026, to make clear it is not made by Blender. ### Is Blender MCP free? Yes. Both servers are free and open source. The official one uses the GPL-3.0 license and the community one uses the MIT license. You may pay for the AI assistant you connect, and the community project also offers a paid Premium tier for some AI model generation. ### Does Blender MCP work with ChatGPT, Cursor or Codex? It works with any app that supports MCP. The community project's README gives setup steps for Claude Desktop, Claude Code, Cursor, Codex, VS Code and others. The official server says it works with many clients and shows a llama.cpp example. ### Is Blender MCP safe to use? Use it with care. Both servers let the AI run any Python code inside Blender. The official page warns there are no guards to stop files from being deleted or sent away, and suggests a virtual machine. Save your work, keep the connection on your own computer and read what the assistant plans to run. ### Does Blender have built-in AI? No. In May 2026, the Blender Foundation said no generative AI functionality is available or planned inside Blender. MCP servers are separate add-ons you choose to install. ## Sources - [Blender Lab, MCP Server](https://www.blender.org/lab/mcp-server/) - [Blender Lab MCP repository](https://projects.blender.org/lab/blender_mcp) - [MCP for Blender (community project) on GitHub](https://github.com/ahujasid/mcp-for-blender) - [MCP for Blender rename announcement, issue 366](https://github.com/ahujasid/mcp-for-blender/issues/366) - [Anthropic, Claude for Creative Work](https://www.anthropic.com/news/claude-for-creative-work) - [Blender Foundation, Upcoming Development Fund and AI policies](https://www.blender.org/news/upcoming-blender-development-fund-and-ai-policies/) - [Model Context Protocol specification](https://modelcontextprotocol.io/specification/latest) - [MCP joins the Agentic AI Foundation](https://blog.modelcontextprotocol.io/posts/2025-12-09-mcp-joins-agentic-ai-foundation/) --- # Use MCP for an AI-assisted 3D workflow Source: https://bake3d.ai/guides/mcp-3d-workflow Updated: 2026-09-26. Written by Bake3D (https://bake3d.ai). Connect Bake3D to an MCP assistant, or use the Blender, Unity, Unreal and Godot integrations, to generate, animate and import a 3D model. ## Short answer To use MCP for 3D work, add Bake3D's MCP server to an assistant like Claude Code, Cursor or Codex with a Pro or Studio API key. The assistant can then upload an image, generate and rig a model, create a described motion and export a GLB or FBX. Editor add-ons for Blender, Unity, Unreal and Godot bring the result into your scene. ## How we checked Bake3D's MCP endpoint was exercised with the official MCP SDK, including a live generation, described animation, signed export download and subsequent Blender 4.4 import. The editor integrations are tested as described on their own guides. MCP connects an AI application to tools it can use. In Bake3D, those tools can start a generation, inspect a project, describe animation and export the result. The assistant can coordinate the steps while you remain in the conversation about what you want to create. ## Connect the service Create a Bake3D API key in your account. Keys require a Pro or Studio plan. Configure an MCP-compatible client with the Streamable HTTP endpoint: ```text https://bake3d.ai/api/v1/mcp ``` The client sends the key in an `Authorization: Bearer YOUR_API_KEY` header. Use the client's credential configuration rather than pasting the key into an ordinary prompt. The [MCP reference](https://bake3d.ai/docs/mcp#setup) has ready configurations for Claude Code, Cursor, Codex and Claude Desktop, and the supported protocol versions. ## Give the assistant a complete task Describe the object, motion and destination. For example: > Generate a four-legged creature from this image. When the rig is ready, give it a slow head turn and relaxed tail wag. Export a four-second loop in place, then import it into my Blender test scene. A good sequence is to start the generation, keep the returned project and job IDs, poll the job until it finishes, inspect the project, create the motion, then request an export. Ask the assistant to inspect failures instead of repeatedly submitting the same generation. `bake3d_account` returns your balance and the current cost of generation, rigging and described motion. Ask the assistant to pass an `idempotencyKey` with paid calls: a retry with the same key returns the first result instead of charging twice. Reading progress and exporting an existing result do not add a generation charge. Check your balance before starting several jobs. Exports are grounded and centred at the origin, facing +Z. `heightMeters` scales them to a real-world height. Every skeleton starts with a ground-level `motion_root` joint. `rootMotion: true`, the default, puts planar travel and heading on that joint; `rootMotion: false` keeps the character in place. ## Understand where editor control comes from Bake3D MCP creates and returns the asset. Placing it into an open Blender, Unity, Unreal or Godot scene also requires an editor integration or a bridge with access to that scene. The MCP connection alone does not grant desktop control. *Figure: MCP makes the character and hands back the file. An editor integration is what puts it into your open scene.* ([picture](https://bake3d.ai/guides/bake3d-mcp-workflow.svg)) Bake3D provides an integration for each of those four editors. Each one generates from an image file, an image URL or text, waits for the job without blocking the editor, composes motion, and imports the character with its clips. See the [editor reference](https://bake3d.ai/docs/integrations) and the guides: - [Blender add-on](https://bake3d.ai/guides/rigged-glb-blender): a sidebar panel; scripts and MCP bridges can call its import operator or its Python client. - [Unity editor tool](https://bake3d.ai/guides/animated-glb-unity): a Character studio window that creates an AnimatorController and a root-motion avatar. - [Unreal editor scripts](https://bake3d.ai/guides/animated-glb-unreal): a Tools → Bake3D menu with option dialogs, plus Python console functions. - [Godot add-on](https://bake3d.ai/guides/animated-glb-godot): a bottom panel that saves native scenes and wires root motion. Other clients can download the GLB and invoke their editor's import workflow. Validate the resulting skeleton, materials and animation before replacing a production asset. ## Keep the workflow reviewable Use project IDs when returning to an existing character. Keep a useful rig before trying another version. Download signed export links while they are valid; request a new link if one expires. Give editor instructions that identify the destination scene and whether root travel should be retained. The [MCP introduction](https://modelcontextprotocol.io/docs/getting-started/intro) explains the protocol's role. For Bake3D's exact request and response fields, use the [API reference](https://bake3d.ai/docs/api). --- # How to Sell 3D Models Online Source: https://bake3d.ai/guides/sell-3d-models Updated: 2026-10-04. Written by Bake3D (https://bake3d.ai). Where to sell 3D models and STL files, how each marketplace pays, their rules for AI-generated models, and how to write listings that sell. ## Short answer To sell 3D models online, list them on a marketplace that fits your buyers. Game and design assets sell on CGTrader, Fab and TurboSquid. 3D printing files sell on Printables, Cults3D, Thangs, MakerWorld and Etsy. Sellers keep from about 40% to 88% of each sale, depending on the site. If your models are AI-generated, check the rules first. TurboSquid bans them, and most others require a label. ## How we checked The payout rates and AI rules come from each marketplace's own help pages, terms and fee pages, read on 25 September 2026 and linked below. A few marketplaces blocked our reader, and we say so where that applies. Rules change often, so check the marketplace before you upload. This guide is not legal advice. There are two big groups of buyers for 3D models. One group builds games, films, apps and product visuals. They want clean meshes, textures, rigs and animations in formats like FBX and GLB. The other group owns 3D printers. They want STL or 3MF files that print well the first time. Different marketplaces serve each group, so start by deciding who you are selling to. ## Where to sell 3D models: the numbers | Marketplace | Main buyers | What sellers keep | AI-generated models | |---|---|---|---| | Fab (Epic Games) | Game and film makers | 88% | Allowed, "Created with AI" flag required | | CGTrader | Game, film and design | 55% to 80%, based on your last 365 days of sales | Allowed; no ban found in its policies | | TurboSquid | Film, design, games | 40%, up to 80% with its programs | Not accepted | | Printables (Prusa) | 3D printing | Store takes a 20% commission | Buyers can filter AI out | | Cults3D | 3D printing | About 80% | Allowed, hidden from buyers by default | | Thangs | 3D printing | Fee of 30%, 20% or 15%, lower on pricier models | No special rule; previews must be real print photos where possible | | MakerWorld (Bambu Lab) | 3D printing | Points, cash rewards for exclusive models, memberships | Must be tagged, and left out of the cash program | | Etsy | Gift buyers and makers | $0.20 per listing plus a 6.5% fee and payment costs | Allowed, must be disclosed in the listing | *Figure: The table above as a chart. Solid bars are fixed rates. Light bars show a range that depends on your sales, the program you join or the price.* ([picture](https://bake3d.ai/guides/3d-model-marketplace-payouts.svg)) A few notes. CGTrader's new payout table started on September 15, 2026, with 26 levels from 55% to 80%. We could not load Cults3D's and Printables' own pages when we checked, so their numbers come from their search listings and Prusa's terms. Check them before you upload. ## What changed recently - **The Sketchfab store is closed.** It stopped selling on October 22, 2024, and sales moved to Fab. You can still share and embed free models on Sketchfab. - **Sketchfab has a new owner.** KitBash announced that it bought Sketchfab and ArtStation from Epic in August 2026. Epic kept Fab. - **CGTrader shared a telling number.** In July 2026, it said AI-made models were about 1 in 6 uploads, but only about 1 in 90 dollars of sales. That last point matters. Raw AI output is easy to make, so there is a lot of it. Buyers pay for models that someone has checked, cleaned and finished. ## Selling game, film and design assets **Fab** has the highest listed share, at 88%. It is Epic's store, so Unreal Engine users shop there, but it sells assets for any engine. **CGTrader** is one of the largest general 3D marketplaces. Your share grows as your yearly sales grow. Since May 15, 2026, standard CGTrader listings are not licensed for AI training. **TurboSquid** is owned by Shutterstock. It pays 40% by default, more if you sell only there and use its affiliate program. It does not accept AI-generated content. What these buyers look for: - Clean shape, with no holes or stray parts. - Real-world scale, in metres or centimetres. - Textures included and linked. - Common formats: FBX, GLB, OBJ, and often a Blender file. - A rig and animations, when the model is a character. Rigged, animated characters usually sell for more than static ones. - An honest polygon count in the description. ## Selling 3D printing files **Printables** is run by Prusa. Its store takes a 20% commission, and its paid Club takes 10%. You may only sell models you made yourself. **Cults3D** pays designers about 80% of the net price. **Thangs** takes a smaller cut on more expensive models: 30% under $5, 20% from $5 to under $10, and 15% at $10 or more. **MakerWorld** pays creators in other ways than per download. Creators earn points, cash rewards for exclusive models, paid memberships and a share of parts sales. AI-generated models, and models made with its own MakerLab tools, are left out of its cash rewards program. **Etsy** works well for gift ideas, like STL files for keychains, planters or cookie cutters. It charges $0.20 per listing and 6.5% per sale, plus payment processing. What these buyers look for: - A model that prints without supports, or with few of them. - A flat base and walls thick enough for a normal printer. - Photos of a real print, as well as renders. Thangs asks for real print photos where possible. - Print settings in the description: layer height, supports, infill. - STL and 3MF files. See [3MF vs STL](https://bake3d.ai/guides/3mf-vs-stl). ## Can you sell AI-generated 3D models? Often yes, but the rules differ a lot. | Marketplace | Rule for AI-made models | |---|---| | TurboSquid | Not accepted | | Fab | Allowed; the "Created with AI" flag is required | | Sketchfab | Must be labeled "CreatedWithAI" | | Etsy | Allowed; say so in the listing description | | MakerWorld | Tag as AIGC; not eligible for cash rewards | | Cults3D | Allowed; hidden by a "No AI" filter that is on by default | | CGTrader | No ban found in its terms or content policy | Two more things to know before you sell AI-made work: - **Copyright.** In the United States, the Copyright Office says prompts alone do not give enough human control for copyright. Human edits, sculpting, selection and arrangement can be protected. In March 2026, the Supreme Court declined to hear an appeal on this question, so the human-authorship rule stands. This is not legal advice. - **Your tool's license.** Check that the AI tool lets you sell what it makes. Bake3D models made with purchased credits carry a commercial, royalty-free license that stays valid after you stop paying. Models made only with the free sign-up credits that older accounts received are for personal use. See [pricing](https://bake3d.ai/pricing) for details. ## How to make a 3D model listing that sells 1. **Finish the model.** Fix holes, clean up stray parts and set the scale. For printing, run it through our free [STL checker](https://bake3d.ai/tools/stl-checker). 2. **Reduce the weight if needed.** Heavy meshes put buyers off. See [how to reduce polygon count](https://bake3d.ai/guides/reduce-polygon-count). 3. **Add value.** A rig and a few animations turn a static character into a ready-to-use asset. See [auto rigging](https://bake3d.ai/guides/auto-rigging). 4. **Make good preview images.** Show the front, side and back, a wireframe, and the model in use. For print files, show a real print. 5. **Write a clear title.** Say what it is, the style and the use, like "Low poly fox, rigged and animated, game ready". 6. **List the facts.** Formats, polygon count, texture sizes, rig and animation list, and print settings. 7. **Tag it honestly,** including the AI tag if a marketplace asks for one. 8. **Price it by looking at similar listings** on the same site. 9. **Answer questions quickly.** Good reviews help your next sales. ## Make a model worth buying The models that sell are the ones that save a buyer time. A rigged, animated character in both FBX and GLB saves a game developer hours of work. A figurine that prints without supports saves a maker a failed print. Bake3D can take you from one image to a textured, rigged and animated model, with GLB, FBX, STL and OBJ exports. See how on the [solution page for 3D model marketplaces](https://bake3d.ai/solutions/3d-model-marketplaces). ## Questions ### Can I sell AI-generated 3D models? On many marketplaces, yes, with a label. Fab and Sketchfab require an AI tag, Etsy requires a note in the listing, and MakerWorld asks for an AIGC tag. TurboSquid does not accept AI-generated content at all. Human editing and clean files make a big difference in sales. ### Which 3D model marketplace pays sellers the most? Of the sites in this guide, Fab lists the highest share at 88%. CGTrader pays 55% to 80%, depending on your sales over the past year. TurboSquid starts at 40% and can reach 80% through its programs. ### Can I sell STL files on Etsy? Yes. Etsy allows digital downloads. It charges $0.20 per listing and a 6.5% transaction fee, plus payment processing. Items made with AI must say so in the description. ### Can I sell models I made with Bake3D? Yes, if you made them with purchased credits. Those assets carry a commercial, royalty-free license that stays valid after you stop paying. Models made only with the free sign-up credits that older accounts received are for personal use. You still need to follow each marketplace's AI rules. ### Are AI-generated 3D models protected by copyright? In the United States, the Copyright Office says prompts alone do not give enough human control for copyright. Human edits, sculpting and creative choices can be protected. This is not legal advice. Talk to a lawyer about your case. ## Sources - [CGTrader, Payout rate system explained](https://help.cgtrader.com/hc/en-us/articles/35293756906257-Payout-Rate-System-Explained) - [CGTrader, 3D model market trends 2026](https://www.cgtrader.com/blog/3d-model-market-trends-2026-growth-raised-the-bar) - [TurboSquid, Policy on publishing AI-generated content](https://resources.turbosquid.com/general-info/terms-agreements/turbosquids-policy-on-publishing-ai-generated-content/) - [TurboSquid, Royalty percentage](https://resources.turbosquid.com/general-info/getting-paid/royalty-percentage/) - [Fab, Become a publisher](https://www.fab.com/o/become-a-publisher) - [Fab, NoAI meta tags and Created with AI self-declaration](https://support.fab.com/s/article/Introducing-NoAI-meta-tags-and-Created-with-AI-self-declaration?language=en_US) - [Sketchfab, Update now that Fab is live](https://sketchfab.com/blogs/community/sketchfab-update-what-you-need-to-know-now-that-fabs-live/) - [Printables, Club and Store terms for creators](https://www.prusa3d.com/page/printables-club-store-terms-and-conditions-for-creators_236503/) - [Etsy, Fees and payments policy](https://www.etsy.com/legal/fees) - [Etsy, Creativity standards](https://www.etsy.com/legal/creativity) - [Thangs, Getting started for designers](https://thangs.com/resources/getting-started-for-designers) - [MakerWorld, Exclusive model guideline](https://wiki.bambulab.com/en/makerworld/tutorials/exclusive-model-guideline) - [US Copyright Office, Copyright and Artificial Intelligence](https://copyright.gov/ai/) --- # The Best AI 3D Model Generators, Picked by the Job You Need Done Source: https://bake3d.ai/guides/best-ai-3d-model-generators Updated: 2026-10-13. Written by Bake3D (https://bake3d.ai). The best AI 3D model generators compared by job: Meshy, Tripo, Rodin, 3D AI Studio, Anything World, Sloyd, Bake3D and free open models, with prices. ## Short answer The best AI 3D model generator depends on the job. For clean shapes you will rig yourself, try Hyper3D Rodin. For human characters with many ready moves, try Meshy. For unusual creatures that need a rig, try Tripo or Anything World. To test many AI models with one account, try 3D AI Studio. To move any body with words you type, try Bake3D. For free, run TRELLIS.2 on your own GPU. ## How we checked Every fact about each tool comes from that company's own docs and pricing pages, read on 26 September 2026 and linked under Sources. We did not run the same image through every tool, so this sorts tools by features and price, not by how good their models look. Bake3D details come from our own product. Meshy's free download rule was checked again on 8 October 2026. On 13 October 2026 we checked motion from text and Anything World's web app plans again. ## Start with the job, not the tool AI 3D model generators all start the same way. You give them a picture or a sentence, and they give you a textured 3D model a few minutes later. After that, they split in different directions. Some stop at the mesh and try to make it as clean as possible. Some add a skeleton so the model can move. Some add hundreds of ready animations, and a few let you describe new motion in words. So the first question is not "which tool is best". It is "what do I need at the end": a still model, a rigged model, or a model that moves. *Figure: Pick by the job you need done. Matches come from each company's own docs and prices on 26 September 2026. This is not a ranking of model quality.* ([picture](https://bake3d.ai/guides/ai-3d-generator-by-job.svg)) ## The nine tools at a glance | Tool | Best for | Rig and animation | Cheapest paid plan | Free plan | |---|---|---|---|---| | Meshy | Human characters with many moves | Yes. Animals only walk | $20 a month, 1,000 credits | 100 credits, 10 Lite downloads a month | | Tripo | Rigging unusual creatures | Yes. Few clips per creature | $20 a month, 3,000 credits | Monthly credits, non-commercial | | Hyper3D Rodin | Clean shapes to rig yourself | No | $24 a month billed yearly | Pay per model you keep | | 3D AI Studio | Many AI models, one account | Yes. 12 presets | $19 a month, 1,000 credits | Some credits, amount not stated | | Anything World | Ready clips for set categories | Yes. Clips vary by category | $30 for 100 credits | 15 credits, 1 download a month | | Sloyd | Humans moved by text | Humans only | $15 a month | 1 model a day, personal use | | Bake3D | Any body moved by text | Yes. Any body | $5 for 80 credits | Free demo and picture check, no free credits | | TRELLIS.2 | Free, on your own GPU | No | Free, MIT license | Free | | Hunyuan3D 2.1 | Free, on your own GPU | No | Free, license limits | Free | ## For a clean model you will rig yourself: Hyper3D Rodin Rodin makes models from text or from one to five images. Its Gen-2.5 models can write meshes from four-sided or three-sided faces, with textures up to 12K. It has no rigging and no animation. It can pose a character in a T-pose or A-pose, so it is easier to rig in another tool. The free plan lets you pay only for results you keep, at $1.50 a credit. The paid plans add export and use for any purpose. Creator is $30 a month, or $24 a month billed yearly, for about 60 models. Rodin exports GLB, USDZ, FBX, OBJ and STL. **Pick it when** the shape matters most and you already rig in Blender or Maya. Our guide on [how to rig in Blender](https://bake3d.ai/guides/how-to-rig-in-blender) covers the next step. ## For human characters with many moves: Meshy Meshy makes models from text, one image or several images. Its newest model, meshy-7.1, came out on 18 September 2026. It can remesh a model, unwrap its UVs and split it into parts for 3D printing. It rigs humanoids and four-legged animals, plus other bodies with a beta tool called Smart Rig. For people, it lists 500 to 600 or more animation presets, and it can make motion from text for biped rigs. For four-legged animals, its help center says walking is the only animation it supports. Pro is $20 a month for 1,000 credits. Free users can download 10 Meshy 6 Lite models a month, but no Meshy 6 or 7 models. **Pick it when** your characters are human and a large ready library saves you time. Our [Meshy AI review](https://bake3d.ai/guides/meshy-ai-review) covers its limits and license in full. ## For creatures of many kinds: Tripo and Anything World **Tripo** rigs two-legged characters plus quadrupeds, hexapods, octopods, birds, snakes and sea creatures. People get more than 90 animations. Most creature types get one clip, such as a walk, and no clip is listed for birds. Its newest model, P2.0, came out on 21 September 2026 and makes meshes from four-sided faces. Pro is $20 a month for 3,000 credits. **Anything World**, which now trades as Everything Universe, rigs a long list of categories, from dogs and insects to fish, snakes and vehicles with two, three or four wheels. Clips depend on the category: about 8 base clips for two-legged characters, about 20 for dogs and cats, and 2 for a tortoise. Models over 20,000 points are simplified, and processing takes 8 to 30 minutes. **Pick one when** your subject fits their list of body types and the ready clips cover what you need. Count the clips for your body type before you commit. Our guide to the [best AI tools for image to rigged 3D character](https://bake3d.ai/guides/best-ai-tools-image-to-rigged-3d-character) compares only the tools that rig and animate. ## For many AI models behind one account: 3D AI Studio 3D AI Studio runs other companies' models, including Meshy, Tripo, Rodin, Hunyuan3D and TRELLIS 2, and bills you from one credit balance. Rigging runs through a model called Prism or through Meshy. It has 12 animation presets, such as walk, run, jump and dance. Plans start at $19 a month for 1,000 credits, and commercial use is allowed on every plan. It also has an API and MCP. **Pick it when** you want to try several generators on the same image before you settle on one. If it is not quite right, our [3D AI Studio alternatives](https://bake3d.ai/guides/3d-ai-studio-alternatives) guide picks one by job. ## For motion you describe in words: Sloyd and Bake3D Most tools give you a fixed list of clips. A few now let you type the motion you want. Meshy does it for biped rigs only, and Tripo announced it in September 2026 without naming the bodies it covers. Sloyd and Bake3D offer it too. **Sloyd** makes game-style models and rigs humanoid characters in a T-pose or A-pose. Its text to animation is for those human rigs. Plus is $15 a month, and Pro is $50 a month with the right to resell models. **Bake3D** is our own tool, so read this part with that in mind. It makes a model from one to four images or a text prompt, then plans the skeleton from the model's real shape. Legs, wings, tails and wheels each get their own joints. You can type a motion for any body, like "wag the tail and look left", or use free presets such as a walk, trot, run and jump that are fitted to the legs. A rigged model costs 65 credits at Standard, and packs start at $5 for 80 credits. It does not rig models you upload and does not animate faces. **Pick Sloyd when** your characters are human. **Pick Bake3D when** you need an animal, creature or machine to do more than walk. See the [AI 3D animation](https://bake3d.ai/ai-3d-animation-generator) page for how it works. ## For free: TRELLIS.2 and Hunyuan3D 2.1 If you have a strong graphics card, you can run an open model yourself at no cost. - **TRELLIS.2** from Microsoft came out in December 2025 under the MIT license. It turns one image into a textured GLB. It needs an NVIDIA GPU with at least 24 GB of memory. - **Hunyuan3D 2.1** from Tencent makes a shape and paints it. It needs about 29 GB of GPU memory. Its license does not apply in the EU, the UK or South Korea, and services with more than 1 million monthly users need a separate license. Neither one rigs or animates, and you set them up yourself. They are great for learning and for still props. For free plans with their download and license limits spelled out, see [free AI 3D character makers](https://bake3d.ai/guides/free-ai-3d-character-maker). ## What to check before you pay Prices and feature lists only tell you so much. Before you commit to any AI 3D model generator, run one of your own images through two tools on their free plans and check these five things. 1. **The back and the sides.** One picture cannot show the back, so the AI invents it. Turn the model all the way around. If you can, add more views, as our guide on [character turnaround sheets](https://bake3d.ai/guides/character-turnaround-sheet) explains. 2. **The polygon count.** Game and web models need to stay light. Our guide on [reducing polygon count](https://bake3d.ai/guides/reduce-polygon-count) gives target numbers. 3. **The file you need.** Use GLB or FBX for a rigged, animated model, and STL or 3MF for printing. Some tools keep only the shape in OBJ, STL and 3MF. Read [what a GLB file is](https://bake3d.ai/guides/what-is-a-glb-file) if you are not sure. 4. **The rig, if you need one.** Bend the knees, lift the arms and look for skin that stretches or tears. Our [rig checklist](https://bake3d.ai/guides/check-ai-generated-rig) shows where problems hide. 5. **The license.** Free plans often allow personal use only, or ask you to credit the tool. If you plan to sell models, read our guide on [selling 3D models](https://bake3d.ai/guides/sell-3d-models) first. ## Where Bake3D fits, honestly Bake3D is not the cheapest way to get a still model. Tripo and Meshy give you more models per dollar, and Rodin puts more focus on the shape itself. If you only need a static prop, one of those is a fine choice. Bake3D is built for the next step: getting any body to move. A dog, a dragon or a toy car gets a rig planned from its own shape, and you can describe new motion in words. If that is your job, try the free demo, check your own picture for free, then bake from $5. Start from the [image to 3D](https://bake3d.ai/image-to-3d) page, or compare it with Meshy in our [Meshy alternatives](https://bake3d.ai/guides/meshy-alternatives) guide. ## How we compared these tools We read each company's own pricing page, docs and changelog on 26 September 2026 and linked them under Sources. We sorted tools by what they document, not by how their models look, because we did not run the same image through every tool. Where a company's pages disagree, as Meshy's preset counts do, we give the range. Prices and credit costs change often, so check each pricing page before you buy. For a head-to-head of the two biggest names, read [Meshy vs Tripo](https://bake3d.ai/guides/meshy-vs-tripo). ## Questions ### What is the best AI 3D model generator? It depends on what you need. Rodin focuses on clean shapes and textures. Meshy has the most animations for people. Tripo rigs the most creature types. 3D AI Studio puts many models behind one account. Bake3D rigs any body from its shape and moves it from text. Test one of your own images in two tools before you pay. ### Is there a free AI 3D model generator? Yes. TRELLIS.2 from Microsoft is free under the MIT license, but you run it yourself on an NVIDIA GPU with at least 24 GB of memory. Tripo has a free plan with monthly credits for non-commercial use. Bake3D gives no free credits, but it has a free demo and a free check of your picture. ### Can AI make a 3D model from one picture? Yes. Meshy, Tripo, Rodin, 3D AI Studio, Bake3D and the open models all make a textured 3D model from one image. The back of the model is a guess, since the picture does not show it. Some tools, including Rodin, Tripo and Bake3D, also accept extra views of the same subject, which gives the AI less to guess. ### Which AI 3D generators can rig and animate a model? Meshy, Tripo, 3D AI Studio, Anything World, Sloyd and Bake3D can all rig and animate. They differ in which bodies they rig and how much motion each body gets. Rodin and the open models make the mesh only, so you rig it yourself. ### Can I use AI-generated 3D models commercially? On paid plans, usually yes, but read each license. Meshy's free models need credit to Meshy. Tripo's and Sloyd's free plans do not allow business use. 3D AI Studio allows commercial use on every plan. Bake3D allows it for models made with purchased credits. ## Sources - [Meshy pricing](https://www.meshy.ai/pricing) - [Meshy Help Center, auto-rigging and animation](https://help.meshy.ai/en/articles/16231707-how-to-create-3d-animation-with-auto-rigging) - [Meshy API changelog](https://docs.meshy.ai/en/api/changelog) - [Tripo pricing](https://www.tripo3d.ai/pricing) - [Tripo developer docs, rigging](https://developers.tripo3d.ai/en/docs/animations-rig) - [Hyper3D pricing](https://hyper3d.ai/pricing) - [Hyper3D Rodin Gen-2.5 API](https://docs.hyper3d.ai/en/api-specification/rodin-gen2-5) - [3D AI Studio pricing](https://www.3daistudio.com/pricing) - [3D AI Studio docs, rigging](https://docs.3daistudio.com/processing/rigging) - [Anything World, Animate Anything FAQ](https://anything-world.gitbook.io/anything-world/quickstart/animate-anything-quickstart/faq) - [Sloyd pricing](https://www.sloyd.ai/pricing) - [Sloyd animations](https://www.sloyd.ai/animations) - [Microsoft TRELLIS.2 on GitHub](https://github.com/microsoft/TRELLIS.2) - [Tencent Hunyuan3D 2.1 on GitHub](https://github.com/Tencent-Hunyuan/Hunyuan3D-2.1) - [Tencent Hunyuan3D 2.1 license](https://github.com/Tencent-Hunyuan/Hunyuan3D-2.1/blob/main/LICENSE) - [Tripo blog, September 2026 update (text to motion, skeleton presets)](https://www.tripo3d.ai/blog/tripo-september-update) - [Anything World web app plans](https://app.anything.world/) --- # Meshy Alternatives for 3D Models, Rigging and Animation Source: https://bake3d.ai/guides/meshy-alternatives Updated: 2026-10-13. Written by Bake3D (https://bake3d.ai). Looking for a Meshy alternative? Compare Tripo, Rodin, 3D AI Studio, Anything World, Sloyd, Bake3D and free open models by rigging, animation and price. ## Short answer The best Meshy alternative depends on what you need. For the most rig types, look at Tripo. For clean geometry you will rig elsewhere, look at Hyper3D Rodin. For many AI models behind one bill, look at 3D AI Studio. For ready clips on animals and vehicles, look at Anything World. To animate any body from one image with motion you describe, look at Bake3D. For free, run TRELLIS.2 on your own GPU. ## How we checked Every fact about each tool comes from that company's own docs and pricing pages, read on 26 September 2026 and linked under Sources. We did not run the same image through every tool, so this compares features and prices, not the quality of the models. Bake3D details come from our own product. Meshy's free download rule was checked again on 8 October 2026. On 13 October 2026 we checked motion from text, the MCP servers, Meshy's textured model price, and Anything World's web app plans again. ## Why people look for a Meshy alternative Meshy turns an image or a text prompt into a textured 3D model. It can also rig and animate some of them. Most people who search for an alternative have one of four reasons. - **Free downloads are limited.** Meshy's help center says free users cannot download Meshy 6 or 7 models, only 10 Meshy 6 Lite models a month. Free models are also licensed CC BY 4.0, so you must credit Meshy. - **Animals only walk.** Meshy rigs humanoids and four-legged animals, plus other bodies with a beta tool called Smart Rig. But its help center says walking is the only animation it supports for quadrupeds. - **Props and vehicles cannot be rigged.** Meshy says props, buildings and vehicles are not supported by its rigging. Its API docs add that rigging works best on standard two-legged characters. - **Price.** The Pro plan is $20 a month for 1,000 credits, and a textured model costs about 30 credits in the web app. That is fair, but other tools give more credits for the same money. Our [Meshy pricing guide](https://bake3d.ai/guides/meshy-ai-pricing) works out what one model really costs on each plan. None of this makes Meshy a bad tool; the right choice depends on your project. ## Meshy alternatives at a glance *Figure: What each tool can rig and animate, from each company's own docs on 26 September 2026. Motion from text rechecked 13 October. A check means the feature is documented. It says nothing about how good the results look.* ([picture](https://bake3d.ai/guides/ai-3d-generators-rig-and-animation-compared.svg)) | Tool | Pick it when you want | Rigging | Cheapest paid plan | Free plan | |---|---|---|---|---| | Tripo | The most rig types | People plus six creature types | $20 a month, 3,000 credits | Monthly credits, non-commercial | | Hyper3D Rodin | Clean geometry to rig yourself | None | $24 a month billed yearly | Pay per model | | 3D AI Studio | Many AI models, one bill | People, four legs, some others | $19 a month, 1,000 credits | Credits, amount not stated | | Anything World | Ready clips for many animals and vehicles | Many categories | $30 for 100 credits | 15 credits, 1 download a month | | Sloyd | People with motion from text | People only | $15 a month | 1 model a day, personal use | | Bake3D | Any body, motion you describe | People, four legs, wings, tails, wheels | $5 for 80 credits | Free demo and picture check, no free credits | | TRELLIS.2 | Free, on your own GPU | None | Free | Free, MIT license | ## Tripo Tripo makes models from text, one image or several views. Its newest models are H3.1 and P2.0. P2.0 came out on 21 September 2026 and makes meshes built from four-sided faces. Tripo has the widest list of rig types among the hosted tools. Its current rigger handles two-legged characters plus quadrupeds, hexapods, octopods, birds, snakes and sea creatures. For people, it has more than 90 animations. For most creature types, it lists one clip, such as a walk, and for birds it lists none. In September 2026 it announced text to motion, without naming the bodies it covers. You can export GLB, FBX, USDZ, OBJ, STL and 3MF. Its docs say OBJ, STL and 3MF keep only the shape, so use GLB or FBX for a rigged model. Pro is $20 a month for 3,000 credits, and the free plan gives monthly credits for public, non-commercial models. Tripo also has an API, an alpha MCP server and a bridge to Blender, Unity, Unreal, Godot and more. **Pick Tripo when** you need a rigged creature of an unusual type and one clip per creature is enough. ## Hyper3D Rodin Rodin makes models from text or one to five images. Its Gen-2.5 models can write four-sided or three-sided meshes and textures up to 12K. It focuses on geometry and has no rigging and no animation. It can make a character in a T-pose or A-pose so that you can rig it in another tool. The free plan lets you pay only for results you keep, at $1.50 a credit. The paid plans are the ones that include export and use for any purpose. The Creator plan is $30 a month, or $24 a month billed yearly, for about 60 models. The API comes with the Business plan. Rodin exports GLB, USDZ, FBX, OBJ and STL, and it has add-ons for most 3D apps. **Pick Rodin when** you care most about geometry and texture, and you will rig and animate in Blender or another tool. ## 3D AI Studio 3D AI Studio runs other companies' models behind one account. You can pick Meshy, Tripo, Rodin, Hunyuan3D, TRELLIS 2 and others, and pay with one credit balance. Rigging runs through a model called Prism or through Meshy. Its docs list people, four legs, birds and snakes, while its tool page lists seven body types, so check before you rely on it. It has 12 animations, such as walk, run, jump, dance and wave, and no motion from text. An image to 3D model costs 20 credits, a rig 15 or 20, and each animation 15. Plans start at $19 a month for 1,000 credits. Commercial use is allowed on every plan. It also has an API and MCP. **Pick 3D AI Studio when** you want to try several AI models without paying several companies. Our guide to [3D AI Studio alternatives](https://bake3d.ai/guides/3d-ai-studio-alternatives) covers its plans and rigging in more detail. ## Anything World Anything World now trades as Everything Universe. Its Animate Anything service rigs a very wide list of categories: people, many four-legged animals, insects, spiders, birds, fish, snakes, and vehicles with two, three or four wheels. The number of ready clips depends on the category. Two-legged characters get about 8 base clips plus packs, dogs and cats get about 20, and a tortoise gets 2. There is no motion from text. Uploads can be up to 30 MB, models over 20,000 points are simplified, and processing takes 8 to 30 minutes. Its web app lists a free tier of 15 credits and 1 download a month, and paid plans from $30 for 100 credits. **Pick Anything World when** your subject fits one of its categories and its ready clips cover what you need. ## Sloyd Sloyd makes game-style models and rigs humanoid characters in a T-pose or A-pose. Its standout feature is text to animation, where you describe a motion for a human character. Plus is $15 a month, and Pro is $50 a month with the right to resell models. It exports GLB, FBX, USD, USDZ and BLEND. **Pick Sloyd when** your characters are human and you want to describe their motion in words. ## Bake3D Bake3D is our own tool, so read this part with that in mind. It makes a textured model from one to four images or a text prompt, then plans a skeleton from the model's real shape. That means four legs, wings, tails and wheels each get their own joints. For motion, you can describe what the character should do in a sentence, on any body. Seventeen presets are free, including a walk, trot, run and jump fitted to the length and number of legs, plus flap, slither and swim. You can read more on the [AI 3D animation](https://bake3d.ai/ai-3d-animation-generator) page. A rigged model at Standard costs 65 credits, and each described motion costs 10. Packs start at $5 for 80 credits, and Pro is $29 a month for 750. There is a free demo and a free readiness check, but no free credits. You can export GLB and FBX with animation, and STL or OBJ of a pose. Bake3D does not rig models you upload, does not animate faces, and has no USD export. **Pick Bake3D when** you want a character, animal or machine to move in ways you describe, starting from one picture. ## Free and open-source options With a strong graphics card, two open models are worth a look. - **TRELLIS.2** from Microsoft came out in December 2025 under the MIT license. It turns one image into a textured mesh in GLB format. It needs an NVIDIA GPU with at least 24 GB of memory. - **Hunyuan3D 2.1** from Tencent makes a shape and paints it. It needs about 29 GB of GPU memory. Read the license first: it does not apply in the EU, the UK or South Korea. Neither one rigs or animates. You would rig the model yourself, as in our guide on [how to rig in Blender](https://bake3d.ai/guides/how-to-rig-in-blender). ## Which Meshy alternative should you pick? Start with what you need to deliver, not with the tool. - **A human character with lots of ready moves:** Meshy is still strong here. Sloyd adds motion from text for people. - **An unusual creature, rigged:** Tripo or Anything World, then check how many clips your type gets. - **An animal or machine that must do more than walk:** Bake3D, because you can describe new motion for any rig. - **Geometry only, as clean as possible:** Hyper3D Rodin. - **Several AI models to test:** 3D AI Studio. - **Zero cost:** TRELLIS.2 on your own GPU, plus rigging by hand. Whatever you pick, check the rig before you animate. Our [rig checklist](https://bake3d.ai/guides/check-ai-generated-rig) shows what to look for. If your character must end up rigged and moving, our guide to the [best AI tools for image to rigged 3D character](https://bake3d.ai/guides/best-ai-tools-image-to-rigged-3d-character) compares only the tools that do all three jobs. ## What Meshy still does well It is fair to say what Meshy is good at. It has the largest animation library for human characters in this list, with more than 500 presets. It has text to motion for biped rigs. It exports eight formats, including BLEND and 3MF, and has plug-ins and an official MCP server. If your characters are human and you are happy on a paid plan, you may not need an alternative at all. ## How we compared these tools We read each company's own pricing page, docs and changelog on 26 September 2026. Where two of a company's pages disagreed, we say so. We did not sign up for paid plans or run the same image through every tool, so this is a comparison of features and prices, not of model quality. Prices and credit costs change often, so check the linked pages before you buy. ## Questions ### Is there a free Meshy alternative? Yes. TRELLIS.2 from Microsoft is free and open source under the MIT license, but it needs an NVIDIA GPU with at least 24 GB of memory and makes meshes only, with no rig. Tripo has a free plan with monthly credits for non-commercial use. Bake3D gives no free credits, but has a free demo and a free check of your picture. ### Why can't I download models on Meshy's free plan? Meshy's help center says free users cannot download Meshy 6 or 7 models. They get 10 downloads a month of Meshy 6 Lite models instead. Free plan models are also licensed CC BY 4.0, which means you must credit Meshy when you use them. Downloads start with the Pro plan at $20 a month. ### Which Meshy alternative can rig animals? Tripo, Anything World and Bake3D all document rigs for four-legged animals and other bodies. They differ in motion. Tripo lists at most one clip per creature type, Anything World has 2 to about 20 clips per category, and Bake3D fits walk, trot, run and jump to the legs and makes new motion from text. ### Is Meshy better than Tripo? They are close. Both start at $20 a month. Meshy has the bigger animation library for people and text to motion for biped rigs. Tripo documents more rig types and gives more credits for the same price. Our Meshy vs Tripo guide compares them side by side. ### Does Bake3D rig a 3D model I already have? No. Bake3D makes a new model from your image or text and then rigs it. If you already have a finished model, a tool that rigs uploaded files, such as Tripo, 3D AI Studio or Anything World, is the better fit. ## Sources - [Meshy pricing](https://www.meshy.ai/pricing) - [Meshy Help Center, free plan downloads](https://help.meshy.ai/en/articles/12062933) - [Meshy Help Center, auto-rigging and animation](https://help.meshy.ai/en/articles/16231707-how-to-create-3d-animation-with-auto-rigging) - [Meshy API, rigging and animation](https://docs.meshy.ai/en/api/rigging-and-animation) - [Tripo pricing](https://www.tripo3d.ai/pricing) - [Tripo developer docs, rigging](https://developers.tripo3d.ai/en/docs/animations-rig) - [Tripo developer docs, animation retargeting](https://developers.tripo3d.ai/en/docs/animations-retarget) - [Hyper3D pricing](https://hyper3d.ai/pricing) - [Hyper3D Rodin Gen-2.5 API](https://docs.hyper3d.ai/en/api-specification/rodin-gen2-5) - [3D AI Studio pricing](https://www.3daistudio.com/pricing) - [3D AI Studio docs, rigging](https://docs.3daistudio.com/processing/rigging) - [Anything World, Animate Anything FAQ](https://anything-world.gitbook.io/anything-world/quickstart/animate-anything-quickstart/faq) - [Sloyd pricing](https://www.sloyd.ai/pricing) - [Microsoft TRELLIS.2 on GitHub](https://github.com/microsoft/TRELLIS.2) - [Tencent Hunyuan3D 2.1 license](https://github.com/Tencent-Hunyuan/Hunyuan3D-2.1/blob/main/LICENSE) - [Tripo blog, September 2026 update (text to motion, skeleton presets)](https://www.tripo3d.ai/blog/tripo-september-update) - [Anything World web app plans](https://app.anything.world/) - [Meshy MCP server on GitHub](https://github.com/meshy-dev/meshy-mcp-server) - [Tripo MCP server on GitHub](https://github.com/VAST-AI-Research/tripo-mcp) --- # Meshy vs Tripo: Which AI 3D Generator Fits Your Project? Source: https://bake3d.ai/guides/meshy-vs-tripo Updated: 2026-10-13. Written by Bake3D (https://bake3d.ai). Meshy vs Tripo compared on models, rigging, animation, file formats, free plans and credit prices, from each company's own docs, checked September 2026. ## Short answer Pick Meshy if your characters are mostly human and you want a big animation library, text to motion for biped rigs and many export formats. Pick Tripo if you need to rig unusual creatures such as birds, snakes or insects, or want more credits for the same $20. For animals that must do more than walk, check closely, since both list very few ready clips for non-human bodies. ## How we checked Every fact here comes from Meshy's and Tripo's own docs, pricing pages and changelogs, read on 26 September 2026 and linked under Sources. We did not run the same image through both tools, so this compares features and prices, not the quality of their models. Meshy's free download rule was checked again on 8 October 2026. On 13 October 2026 we checked motion from text, skeleton options, free credits and the MCP servers again, in Meshy's and Tripo's MCP code on GitHub, Meshy's API price list and Tripo's September update notes. ## The short verdict Meshy and Tripo are closer than most comparisons suggest. Both make a model from text, one image or several images. Both rig and animate. Both cost $20 a month to start, and both have an API and an MCP server. The real differences are in three places: which bodies they can rig, how much motion each body gets, and what the free plans let you do. The table below sums it up, and the sections after it go through each part. *Figure: Meshy vs Tripo, from each company's own docs and pricing pages on 26 September 2026, with motion from text, free plans and MCP checked again on 13 October. Check both pricing pages before you buy.* ([picture](https://bake3d.ai/guides/meshy-vs-tripo-at-a-glance.svg)) ## Making the 3D model **Meshy** added its meshy-7.1 model on 18 September 2026. It can make textures up to 8K, remesh a model, unwrap its UVs and split it into parts for 3D printing. **Tripo** has two main model lines. H3.1 is its newest general model. P2.0, released on 21 September 2026, makes meshes built from four-sided faces, which are easier to edit and animate. Tripo also offers segmentation and a smart low-poly option. We did not run the same image through both, so try one image you care about in both free plans. ## Rigging This is where they differ most. **Meshy** rigs humanoid characters and four-legged animals. For other bodies, it has a beta tool called Smart Rig. Meshy says props, buildings and vehicles cannot be rigged, and its API docs say rigging works best on standard two-legged characters. The character should stand close to a T-pose or A-pose. **Tripo** has two riggers. The older one rigs two-legged characters only. The newer one, from February 2026, adds quadrupeds, hexapods, octopods, birds, snakes and sea creatures. Tripo says its September 2026 update rebuilt humanoid rigging with hand bones and added five skeleton presets, including Mixamo, UE5 Mannequin, Unity Humanoid and VRM. If your character is not human, Tripo documents more options. New to rigs? Read [what rigging is](https://bake3d.ai/guides/what-is-rigging). ## Animation **Meshy** has the bigger library for people. Its pages list 500 to 600 or more presets. It also has text to motion, where you describe a move and get an animation back, but only for biped rigs. For four-legged animals, though, its help center says walking is the only animation it supports. **Tripo** lists more than 90 animations for two-legged characters rigged with its older rigger, and 11 for those rigged with the newer one. For most creature types from the newer rigger, it lists one clip, such as a walk for a quadruped or insect. It lists no clip for birds. Its September 2026 update added text to motion, 1 to 10 seconds long, in Tripo Studio. We could not find which bodies it covers. So for people, Meshy offers more. For animals and creatures, both list few ready clips: one walk, or at most one clip per body type. A walk alone is often not enough for a game, as our [quadruped walk cycle](https://bake3d.ai/guides/quadruped-walk-cycle) guide shows. ## File formats **Meshy** exports GLB, FBX, OBJ, STL, USDZ, 3MF, BLEND and DXF. The rig and animation come through in GLB and FBX. **Tripo** exports GLB, FBX, USDZ, OBJ, STL and 3MF. Its docs say OBJ, STL and 3MF keep only the shape. For a rigged, animated character, use GLB or FBX in either tool. Our guide on [GLB to FBX](https://bake3d.ai/guides/glb-to-fbx) explains when you need which. ## Price and credits | | Meshy | Tripo | |---|---|---| | Cheapest paid plan | Pro, $20 a month, 1,000 credits | Pro, $20 a month, 3,000 credits | | Bigger plans | Premium $40 (3,000), Ultra $100 (8,000) | Max $90 (25,000), Team per seat | | Image to model (web app) | 20 to 25 for the shape, plus 10 for texture | 15 for HD, plus 10 for texture | | Rig and animate (web app) | Free | 20 credits to rig | | Rig, then one clip (API) | 5, then 3 | 25, then 10 | | Deals | 50% off the first month, 20% off yearly | Team seats cost less billed yearly | Tripo gives three times the credits for the same $20. Meshy charges nothing extra to rig and animate in its web app, while Tripo charges 20 credits to rig. For every Meshy plan and a worked example, see our [Meshy pricing guide](https://bake3d.ai/guides/meshy-ai-pricing). ## Free plans and licenses **Meshy** gives 100 free credits, but free users cannot download Meshy 6 or 7 models, only 10 Meshy 6 Lite models a month. Free models are licensed CC BY 4.0, which means you must credit Meshy. On a paid plan, you own what you make. **Tripo** gives free credits each month, one job at a time, and up to 15 exports. Free models are public and cannot be used commercially. For a real product, plan on paying for either tool. ## API, MCP and plug-ins Both have a REST API and an official MCP server. Meshy's can make, rig and animate models. Tripo's is marked alpha: it makes a model from text and imports it into Blender through Tripo's add-on. Meshy lists plug-ins for Blender, Unity, Unreal, Godot, Maya, 3ds Max and Roblox. Tripo's DCC bridge on paid plans connects to Blender, 3ds Max, Unity, Unreal, Maya and Godot. ## Which one should you choose? - **Human characters, lots of moves:** Meshy. - **Unusual creatures that just need to be rigged:** Tripo. - **Most credits for $20:** Tripo. - **Rigging and animation at no extra credit cost:** Meshy. - **Many file formats, including BLEND and 3MF:** Meshy. ## Where Bake3D fits If your subject is an animal, a creature or a machine that must do more than walk, both tools list few ready clips for it. Bake3D, our own tool, is built for that case. Bake3D makes a model from one image, plans a rig from its real shape, and lets you describe new motion for any body. Free presets include a walk, trot, run and jump fitted to the legs. It does not rig models you upload, its FBX files hold one clip and only the base color texture, and it costs more per model than Tripo. See the [AI 3D animation](https://bake3d.ai/ai-3d-animation-generator) page, or the wider [Meshy alternatives](https://bake3d.ai/guides/meshy-alternatives) comparison. ## How we compared Meshy and Tripo We read both companies' pricing pages, docs and changelogs on 26 September 2026, checked motion, free plans and MCP again on 13 October 2026, and linked them under Sources. When one company's pages disagreed, such as Meshy's preset count, we gave the range. We did not run the same image through both tools, so this is about features and prices, not model quality. ## Questions ### Is Meshy or Tripo cheaper? Both start at $20 a month. Meshy Pro gives 1,000 credits and Tripo Pro gives 3,000. Credit costs differ too, so compare the cost of the jobs you will actually run. In the web apps, a textured Meshy model costs about 30 credits, 20 to 25 for the shape plus 10 for the texture, and a Tripo HD model with texture costs 25, plus 20 to rig it. ### Which one is better for animals? Tripo rigs more body types, including birds, snakes, insects and sea creatures, but lists at most one clip for each creature type, and none for birds. Meshy rigs four-legged animals and says walking is the only animation it supports for them. If your animal needs more motion, look at a tool that makes new motion for any rig. ### Can I use Meshy or Tripo for free? Both have free plans with limits. Meshy's free plan gives 100 credits, but free users cannot download Meshy 6 or 7 models, only 10 Meshy 6 Lite models a month. Tripo's free plan gives a small monthly credit allowance for public, non-commercial models. For business use, you need a paid plan on both. ### Do Meshy and Tripo have an API and MCP? Both have a REST API and an official MCP server, but they differ. Meshy's MCP server can make, rig and animate models. Tripo's is marked alpha and makes a model from text, then imports it into Blender through Tripo's add-on. Both also connect to Blender, Unity and Unreal, Meshy through plug-ins and Tripo through its DCC bridge. ### Which one exports more file formats? Meshy lists eight formats, including BLEND, 3MF and DXF. Tripo lists six, including USDZ and 3MF. For a rigged, animated model, use GLB or FBX in either tool. ## Sources - [Meshy pricing](https://www.meshy.ai/pricing) - [Meshy web app pricing (credit costs)](https://docs.meshy.ai/en/webapp/pricing) - [Meshy API changelog](https://docs.meshy.ai/en/api/changelog) - [Meshy Help Center, auto-rigging and animation](https://help.meshy.ai/en/articles/16231707-how-to-create-3d-animation-with-auto-rigging) - [Meshy Help Center, file formats](https://help.meshy.ai/en/articles/9991884) - [Tripo pricing](https://www.tripo3d.ai/pricing) - [Tripo developer docs, rigging](https://developers.tripo3d.ai/en/docs/animations-rig) - [Tripo developer docs, animation retargeting](https://developers.tripo3d.ai/en/docs/animations-retarget) - [Tripo developer docs, format conversion](https://developers.tripo3d.ai/en/docs/models-convert) - [Meshy MCP server on GitHub](https://github.com/meshy-dev/meshy-mcp-server) - [Tripo MCP server on GitHub](https://github.com/VAST-AI-Research/tripo-mcp) - [Tripo blog, September 2026 update (text to motion, skeleton presets)](https://www.tripo3d.ai/blog/tripo-september-update) --- # UV Mapping: What UVs Are and How to Unwrap a 3D Model Source: https://bake3d.ai/guides/uv-mapping Updated: 2026-10-08. Written by Bake3D (https://bake3d.ai). UV mapping explained in plain words: seams, islands and texel density, how to check UVs in Blender, and how to fix stretching and overlaps. ## Short answer UV mapping is how a flat image gets wrapped around a 3D model. The model is cut along lines called seams, and the pieces are laid flat in a square. Each flat piece is an island. U and V are the two directions of that square. Good UVs have no stretching, no overlaps you did not mean, and the same amount of texture on every part. AI-made models come with UVs already done. ## How we checked On 8 October 2026 we opened our sample fox (made with Bake3D) in Blender 4.4, counted its UV islands and seams with a script, measured its texel density, and made every render on this page in Blender. The Blender steps follow the Blender manual. Outside facts come from the official pages linked below. Think of a chocolate bunny wrapped in foil. Before it was wrapped, the foil was a flat sheet with a picture printed on it. Someone had to plan where each part of the picture would land, so the eyes end up on the face and not on the back. A UV map is that plan for a 3D model. ## What a UV map is A texture is a normal flat image, like a PNG or a JPEG. A 3D model is made of thousands of small triangles. The UV map gives every corner of every triangle a spot on the flat image. When the computer draws the model, it fills each triangle with the part of the image that sits between its three spots. The flat image is treated as a square that goes from 0 to 1 in both directions. U is the direction across. V is the direction up. The letters are just the next free ones, because X, Y and Z already name the directions in 3D space. A spot at U 0.5, V 0.5 is the center of the texture, whatever its size in pixels. Here is the real UV map of our sample fox. We made it from one picture with [Bake3D's image to 3D generator](https://bake3d.ai/image-to-3d). It has 60,000 triangles and one color texture, 2048 by 2048 pixels. *Figure: The same UVs shown three ways. A test grid on the model, the same grid laid flat with the 32 islands outlined, and the real 2048 pixel texture. Rendered in Blender from our sample fox on 8 October 2026.* ([picture](https://bake3d.ai/guides/uv-map-fox-grid-and-layout.webp)) Look at the right panel. You can find the fox's face, its white chest and its dark legs. They look cut up and spread out, like the pieces of a sewing pattern. That is normal. The picture only has to look right once it is wrapped back onto the model. ## Seams, islands and texel density Three words explain most of UV mapping. *Figure: Cut a box along its seams and it lays flat. Here the top and four sides stay joined as one island, and the bottom becomes a second island.* ([picture](https://bake3d.ai/guides/uv-seams-islands-diagram.svg)) **Seams** are the edges where the model is cut open. On the flat image, the two sides of a seam end up in different places. That is why a seam can show as a thin line or a jump in the pattern. Good seams hide in places people rarely look, like under the belly, inside the legs or behind the ears. **Islands** are the flat pieces you get after cutting. A box can be one island shaped like a cross, or six separate squares. Our fox has 32 islands. Nine of them are tiny, only 2 to 8 triangles each. The 23 big ones cover the body, head, legs, ears and tail. Together, all the islands use 64% of the texture square. The rest is empty space and padding. **Texel density** is how many texture pixels land on each part of the surface. A texel is one pixel of a texture. Adobe's Substance 3D Painter guide defines it as the number of texels in a given surface area of the model. If the head gets half as many pixels per centimetre as the body, the head looks blurry next to it. We measured our fox. Every one of its 23 big islands gets the same texel density, about 964 pixels per metre of surface at the size the file comes in. So the texture is equally sharp everywhere. That even spread is what you want. ## How to see the UVs of a model in Blender You can check any model's UVs in a few minutes. These steps work in Blender 4.4, which we used. 1. **Import the model.** For a GLB file, use File, Import, glTF 2.0. 2. **Open the UV Editing tab** at the top of the window. You now see the 3D view on the right and the UV Editor on the left. 3. **Select the model and press Tab** to enter Edit Mode. Press A to select everything. 4. **Pick the texture in the UV Editor.** Use the image menu at the top of the UV Editor. The islands now sit on top of the real texture, like the right panel above. 5. **Add a test grid.** In the UV Editor, choose Image, New. Set Generated Type to Color Grid and click OK. The Blender manual says this grid can be used to check for stretching or distortion. 6. **Put the grid on the model.** In the Shading tab, add an Image Texture node, pick the grid, and plug it into Base Color. Now the model looks like the left panel above. 7. **Turn on stretch colors.** In the UV Editor, open the Overlays menu and turn on Display Stretch. Newer Blender versions call it UV Stretch. Blue means little stretching. Red means a lot. Each square of the test grid should look like a square on the model, and all squares should be about the same size. If they do, the UVs are good. ## Why AI-made models come already unwrapped A model from an AI 3D tool comes with its UVs and its texture made together. The tool builds the shape, cuts it into islands, and fills those islands with the texture. You do not have to unwrap anything to use the model. That has a few results you should know about: - **The islands are shaped by a computer, not a person.** They often have wiggly edges and odd shapes, like the ones in our fox. That is fine for showing the model. It is harder for a person who wants to paint the flat image by hand. - **The texture only fits these UVs.** If you unwrap the model again, the old texture will land in the wrong places. To keep the colors, you have to bake the old texture onto the new UVs. See [fix problems](#common-uv-problems-and-how-to-fix-them) below. - **Painting works best in 3D.** Because the islands are hard to read flat, paint on the model itself with Blender's Texture Paint mode. The manual notes that the object must first be unwrapped, and an AI model already is. Here is what you get from Bake3D, checked against our studio's export options: - **GLB** holds the mesh, its UVs and the PBR texture maps. Turn on PBR textures when you bake to get roughness, metal and normal maps as well as color. - **FBX** holds the mesh, its UVs and the base color texture. - **OBJ** holds the shape in its current pose with UVs, but no textures inside. - **Textures only** downloads the model's maps as a zip, free: base color, plus normal, roughness and metallic when the model has them. Put them back on the OBJ in Blender, or paint on them. If the generated topology is a problem, two options rebuild it with clean four-sided faces. The **Game-ready mesh** option at bake time keeps the detailed model and adds a copy of about 7,000 to 9,500 mostly four-sided faces, with the texture carried over and the same skeleton, at no extra cost. **Retopologise** rebuilds an existing model with about 10,000 four-sided faces for 20 credits and bakes its texture again onto the new surface. See [pricing](https://bake3d.ai/pricing) for the full list. Want to try it on your own picture? Start on the [image to 3D page](https://bake3d.ai/image-to-3d), or play with finished models first in the free [3D demo](https://bake3d.ai/demo). ## Common UV problems and how to fix them We made the three renders below from the same fox. Only the UVs change. The middle one uses UVs projected flat from the front. The right one has the head islands shrunk to 40% of their size. *Figure: Good UVs, stretching, and uneven texel density, all on the same fox. Only the UV map changes between the three. Rendered in Blender on 8 October 2026.* ([picture](https://bake3d.ai/guides/uv-problems-stretch-density.webp)) ### Stretching **What you see:** squares on the test grid turn into long stripes or bent shapes. A face texture looks smeared. **Why:** an island was flattened in a way that pulls some triangles longer than they are on the model. Flat projections cause this on every surface that faces sideways, like the middle fox. **Fix:** add a seam where the stretch is worst, then unwrap again. In Edit Mode, select the edges, then use Edge, Mark Seam. Press U and pick Unwrap. The Blender manual says the angle based method gives a good flat version of a mesh, and the conformal method works better on simple objects. ### Uneven texel density **What you see:** some parts look sharp and others look blurry or blocky. The test grid squares are bigger on one part, like the right fox's head. **Why:** the islands were scaled differently, so some got more pixels than others. **Fix:** select all islands in the UV Editor and use UV, Average Islands Scale. It scales the islands so they are all about the same scale. Then use UV, Pack Islands to fit them back into the square. If one part matters more, like a face, you can then make its island a little bigger on purpose. ### Overlapping islands **What you see:** paint you add in one place also shows up somewhere else. **Why:** two islands sit on top of each other, so they share the same pixels. **Fix:** use UV, Pack Islands. It moves and turns the islands so none of them touch. Overlaps are not always wrong, though. Artists overlap the left and right halves of a symmetric model on purpose to save space. But maps for baked lighting must never overlap. Unity's manual says lightmap UVs should not have any overlapping faces. ### Lines at the seams **What you see:** a thin dark or bright line along a seam, often when the model is far away. **Why:** games use smaller copies of a texture, called mipmaps, for far objects. When the texture shrinks, color from just outside an island leaks in. Adobe's guide says padding is important for mipmaps because it stops wrong colors from bleeding into the UVs. **Fix:** leave a margin between islands when you pack them. Bake or export the texture with padding, so the color around each island is filled with the island's own edge color. You can see that padding in our fox texture as the blocky color around each island. ### Mirrored or upside down text **What you see:** a logo or text reads backwards. **Why:** the island is flipped in the UV square. **Fix:** select the island in the UV Editor and mirror it, then check the logo again on the model. ## Unwrapping a model yourself If you modeled something by hand, or you need new UVs, these are the main tools in Blender's UV menu. Press U in Edit Mode to open it. | Tool | What it does | Good for | |---|---|---| | Unwrap | Flattens along the seams you marked | Characters and anything you care about | | Smart UV Project | Cuts the model by itself wherever the surface bends sharply | Quick results on hard objects like crates and robots | | Lightmap Pack | Gives every face its own space | Baked lighting, not hand painting | | Pack Islands | Moves, turns and scales islands to fill the square with a margin | The last step after any unwrap | The Blender manual warns that Lightmap Pack usually makes a broken up, distorted map that is a poor fit for texture painting. Use it only for lighting. ### Keep the colors when you re-unwrap an AI model New UVs make the old texture land in the wrong places. Bake it across instead: 1. **Duplicate the model.** Keep the original as it is. 2. **Unwrap the copy** with new seams, then pack the islands. 3. **Add a new blank image** to the copy's material, in an Image Texture node that is not connected to anything. Keep that node selected. 4. **Select the original, then the copy,** so the copy is active. 5. **Bake in Cycles** with Bake Type set to Diffuse, only Color turned on, and Selected to Active turned on. The manual describes it as baking from the selected objects to the active one. 6. **Save the new image.** The copy now has clean UVs and the same colors. Baking also needs a UV map on the copy, so unwrap before you bake. ## UV rules in game engines and file formats - **glTF and GLB** store UVs as `TEXCOORD_0`, with more sets allowed. The glTF spec says texture coordinate 0, 0 is the top left corner of the image. Blender shows 0, 0 at the bottom left. Importers handle this for you, so only think about it if you write your own tools. - **Roblox** asks for a single UV set, all inside the 0 to 1 square, and allows overlapping UVs. Our [Roblox guide](https://bake3d.ai/guides/roblox-3d-models) covers its other limits. - **Unity and Unreal Engine** use a second UV set for baked lighting, and that one must not overlap. If you also need fewer triangles, do that before you unwrap again, or check the texture after. Our guide on [reducing polygon count](https://bake3d.ai/guides/reduce-polygon-count) explains how the Decimate modifier treats UVs. To learn what a GLB file holds besides UVs, read [what is a GLB file](https://bake3d.ai/guides/what-is-a-glb-file). ## Questions ### Why is it called UV mapping? X, Y and Z are already used for the three directions in 3D space. So the two directions of the flat texture square got the next free letters, U for across and V for up. ### What is the difference between UV mapping and UV unwrapping? Unwrapping is the step where you cut the model and lay it flat. The UV map is the result, the saved list of where every corner of the model sits on the texture. ### Do I need to UV unwrap a model made with AI? Usually not. AI 3D tools give you a model with UVs and a texture that already fits them. Unwrap again only if you need cleaner islands for hand painting, a lightmap, or a game rule the current UVs break. ### Can a model have more than one UV map? Yes. glTF files can hold several sets, and games often keep a second one for lightmaps. Some platforms take only one. Roblox, for example, asks for a single UV set inside the 0 to 1 square. ### What does texel density mean? It is how many texture pixels cover one piece of the model's surface, for example pixels per metre. When every part has about the same density, the texture looks equally sharp everywhere. ### Why does my texture look blurry or have lines at the seams? Blur usually means the island is too small for its size on the model, so it gets few pixels. Thin lines at seams usually mean too little padding around the islands, so color from outside an island leaks in when the texture is shrunk. ## Sources - [Blender Manual, UV Editor introduction](https://docs.blender.org/manual/en/latest/editors/uv/introduction.html) - [Blender Manual, Seams](https://docs.blender.org/manual/en/latest/modeling/meshes/uv/unwrapping/seams.html) - [Blender Manual, UV unwrapping tools (Unwrap, Smart UV Project, Lightmap Pack)](https://docs.blender.org/manual/en/latest/modeling/meshes/editing/uv.html) - [Blender Manual, UV editing (Pack Islands, Average Islands Scale)](https://docs.blender.org/manual/en/latest/modeling/meshes/uv/editing.html) - [Blender Manual, UV Editor overlays (stretch display)](https://docs.blender.org/manual/en/latest/editors/uv/overlays.html) - [Blender Manual, Image settings (UV Grid and Color Grid)](https://docs.blender.org/manual/en/latest/editors/image/image_settings.html) - [Blender Manual, Texture Paint](https://docs.blender.org/manual/en/latest/sculpt_paint/texture_paint/introduction.html) - [Blender Manual, Cycles baking](https://docs.blender.org/manual/en/latest/render/cycles/baking.html) - [Adobe Substance 3D Painter, UV texel density](https://experienceleague.adobe.com/en/docs/substance-3d-painter/using/effects/generators/uv-texel-density) - [Adobe Substance 3D Painter, Texture dilation and padding](https://experienceleague.adobe.com/en/docs/substance-3d-painter/using/technical-support/workflow-issues/export-issues/texture-dilation-or-padding) - [Khronos, glTF 2.0 specification](https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html) - [Unity Manual, Generating lightmap UVs](https://docs.unity3d.com/Manual/LightingGiUvs-GeneratingLightmappingUVs.html) - [Unreal Engine, Understanding lightmapping](https://dev.epicgames.com/documentation/en-us/unreal-engine/understanding-lightmapping-in-unreal-engine) - [Roblox Creator Hub, Texture specifications](https://create.roblox.com/docs/art/modeling/texture-specifications) --- # How to Turn a Sketch Into a 3D Model Source: https://bake3d.ai/guides/sketch-to-3d-model Updated: 2026-10-08. Written by Bake3D (https://bake3d.ai). Turn a sketch or drawing into a 3D model: which drawings work, which fail, how to prepare the page, and when to model it by hand in Blender instead. ## Short answer To turn a sketch into a 3D model, draw one whole subject with clean, closed outlines, ideally at a three-quarter angle with the arms and legs apart. Scan it or photograph it flat in even light, crop it, and add light shading or flat color. Then upload it to an image to 3D tool, or use it as a reference to model by hand in Blender. ## How we checked The Bake3D steps, limits and prices were checked against our studio and its code on 8 October 2026. The example drawings are line renders we made in Blender 4.4 from our sample fox model, to show what each kind of drawing looks like. We did not bake these example drawings. Blender steps follow the Blender manual. A sketch shows a shape from one side. A 3D model needs every side, plus a texture for its colors. When you turn a drawing into 3D, something has to fill in what the drawing does not show. An AI tool, like [Bake3D's image to 3D generator](https://bake3d.ai/image-to-3d), guesses it. A 3D artist builds it by hand. Either way, a clear drawing makes the job much easier. ## What kinds of drawing work The outline of your drawing becomes the outline of the model. Small details, like fur marks or buttons, mostly end up painted on the surface as texture. So spend your effort on the outline first. Drawings that work well have these things in common: - **One subject, drawn whole.** Head to feet, ear tips to tail tip. A drawing of a head gives you a head. - **Clean, closed outlines.** One firm line around each part, with no gaps where the shape is open. - **A three-quarter view.** Turn the character a little, so you see the front and one side at once. This shows depth that a flat front view hides. - **Arms and legs apart.** Leave space between the arms and the body, and between the legs. Parts that touch in the drawing can join together in the model. - **A standing, relaxed pose.** A simple pose is easier to read than a jump or a twist. It also rigs and animates better later. - **A plain background.** White paper or a flat color. No floor, no scenery, no notes next to the drawing. *Figure: Three ways to get a drawing ready. Clean lines show the outline, soft shading shows what sticks out, and flat color becomes the model's texture. We drew these from our fox model in Blender to show the idea.* ([picture](https://bake3d.ai/guides/sketch-to-3d-drawing-prep.webp)) **Shading helps, but keep it light.** Flat line art has no depth clues, so a little soft shading on one side shows which parts come toward you. Heavy, dark shadows are a problem, though. They can be read as part of the surface, which is where dents and odd bumps come from. **Color helps the texture.** The colors in your drawing become the colors of the model. A pencil sketch gives you a grey or paper-colored model with dark lines painted on it. If you want a colored model, color the drawing first. Flat colors work fine. ## What fails, and why These are the most common reasons a drawing turns into a poor model. *Figure: Three drawings that cause trouble: faint scratchy lines, parts cut off by the edge, and a tilted photo with a shadow. All three are made from the same clean drawing to show the problem.* ([picture](https://bake3d.ai/guides/sketch-to-3d-drawing-problems.webp)) - **Faint or scratchy lines.** Many light strokes on top of each other make the outline unclear. Extra strokes can turn into bumps or marks. - **Parts cut off by the edge.** If the feet or the tail leave the page, the tool has to guess them. Leave a margin all around. - **A photo taken at an angle.** A tilted phone photo bends the shape. A shadow from your hand or phone looks like a dark patch on the model. Ruled lines from notebook paper can end up in the texture. - **Crossed or touching limbs.** Arms folded across the chest, or a tail wrapped around the legs, can fuse into one lump. - **Strong perspective.** A hand drawn huge because it reaches toward you will come out huge. - **Several things on one page.** Character sheets, extra sketches and written notes all compete with the subject. - **Only a close-up.** A face without a body gives you a face without a body. Some of these are fixed for you when you rig in Bake3D, as you will see below. A clean drawing still gives the best result, because every fix is a guess too. ## Get your sketch ready in ten minutes 1. **Finish the outline.** Go over the final lines with a darker pencil or a pen. Erase the rough lines you do not want. 2. **Scan it, or photograph it flat.** Put the page on a table in daylight, with no shadow on it. Hold the phone straight above the page. A scanner is even better. 3. **Crop it.** Leave a small margin around the whole subject. Remove notes and other drawings from the frame. 4. **Clean the background.** Turn it white or one flat color. Most phone photo apps can raise the brightness so grey paper turns white. 5. **Add shading or color, if you like.** Soft shading on one side, or flat colors, as in the first figure above. 6. **Save it as PNG, JPG or WebP.** About 1,000 pixels on the long side is plenty. A clean small drawing beats a messy large one. If you also drew the side and back, line them up at the same height and size. Our guide to [making a character turnaround sheet](https://bake3d.ai/guides/character-turnaround-sheet) shows how. ## Make the 3D model with AI There are many AI image to 3D tools. Some, like Meshy and 3D AI Studio, have pages made just for sketches. Meshy says its sketch page uses its image to 3D pipeline. 3D AI Studio describes two steps: it first turns the drawing into a rendered picture, then turns that picture into 3D. We checked both pages on 8 October 2026 and have not tested their output. In Bake3D there is no special sketch mode. A drawing is treated like any other picture. Here is how it works, checked against our studio on 8 October 2026: 1. **Check your drawing for free.** Sign in and upload it to the free picture check. It tells you what Bake3D will build, which parts will move, anything to watch for, and the exact price. You get three checks a day with a free account. See how it works on the [free demo page](https://bake3d.ai/demo). 2. **Upload it in the studio.** PNG, JPEG or WebP, up to 12 MB. Pick a quality level: Draft costs 30 credits, Standard 40 and High 55. 3. **Choose whether to rig it.** A rig adds a skeleton so the model can move. It costs 25 credits more and includes a four-second first animation. 4. **Let Bake3D fix the pose, if it needs to.** When you rig a picture, the Rig-ready pose option checks it first. If arms or legs touch, cross or are cut off, it makes a cleaned up copy of your picture with the parts apart, and builds the model from that. A character sheet or a busy page is cut down to the main subject. The copy keeps your drawing's style, so flat colors and lines stay flat colors and lines. Your own picture stays in the project, and this step is included in the price. 5. **Add more views, if you have them.** Up to three more drawings of the same character from other sides, four pictures in all, cost 10 credits more. If you only have one drawing, the Side and back views option can make those views for you. It costs the same 10 credits, refunded if they are not used. 6. **Check the model from every side,** then download it. A rigged model downloads as GLB or FBX. Any model downloads as STL or OBJ for printing and modeling. Prices and options change over time, so the [pricing page](https://bake3d.ai/pricing) has the current numbers. The smallest pack is $5 for 80 credits, which covers one rigged Standard model. **What to expect.** The outline and the colors of your drawing come through best. The back of the model is a guess. Very thin parts, like whiskers or a sword in a small hand, may come out thick or missing. If the first try is wrong, a cleaner drawing usually helps more than a higher quality level. ## Make the 3D model by hand in Blender You can also build the model yourself, using your sketch as a guide. Blender is free. It takes longer, but you control every part. 1. **Load your drawing as a reference.** Use Add, Image, Reference in the 3D view. The Blender manual says empties can show images, so you can model from blueprints or character sheets. 2. **Use flat views.** Press 1 on the number pad for the front view and 3 for the side view. In these flat, orthographic views, the manual says it is easier to model and judge proportions. Put a front drawing in the front view and a side drawing in the side view. 3. **Block out the big shapes.** Start with simple cubes, spheres and cylinders for the body, head and limbs. Line them up with the drawing from both views. 4. **Refine the shape.** Join the pieces, add detail, and smooth the surface. 5. **Unwrap and paint.** Cut the model into flat pieces and paint the texture. Our [UV mapping guide](https://bake3d.ai/guides/uv-mapping) explains this step. 6. **Rig it** if it needs to move. See [how to rig a character in Blender](https://bake3d.ai/guides/how-to-rig-in-blender). Two more Blender tools fit sketches well. **Grease Pencil** lets you draw lines that live in 3D space, so you can sketch right around a model. **Trace Image to Grease Pencil** turns a black and white drawing into Grease Pencil strokes you can then edit. ### When to model by hand - You need exact sizes, like a part that must fit another part. - You need clean, even topology for a game character that bends a lot. - Your style is very specific and an AI result keeps drifting from it. - You want to learn 3D modeling. Blender is not the only free choice. For exact parts, a CAD program fits better. Our guide to [free 3D modeling software](https://bake3d.ai/guides/free-3d-modeling-software) compares them by job. A mix also works well. Make an AI model first, then use it as a starting block in Blender and rebuild the parts that matter. ## After the model is made - **Make it move.** Add motion from a sentence, like "wag the tail slowly", with the [AI 3D animation generator](https://bake3d.ai/ai-3d-animation-generator). - **Put it in a game.** Bring it into [Blender](https://bake3d.ai/guides/rigged-glb-blender), [Unity](https://bake3d.ai/guides/animated-glb-unity) or [Godot](https://bake3d.ai/guides/animated-glb-godot). - **Print it.** Export STL, then check it in our free [STL checker](https://bake3d.ai/tools/stl-checker). For more on picking pictures in general, read [how to turn a 2D image into a 3D model](https://bake3d.ai/guides/2d-image-to-3d-model). ## Questions ### Can AI turn a pencil sketch into a 3D model? Yes, if the sketch is clear. Darken the final lines, clean up stray strokes, and give it a plain background. A faint, scratchy sketch gives the AI less to work with, and extra strokes can turn into bumps or marks on the model. ### Does Bake3D have a special sketch mode? No. Bake3D treats a drawing like any other picture. That is fine, because it keeps the drawing's own style. If you ask for a rig, it may first prepare a cleaned up copy of your picture with the limbs apart, and that copy keeps the flat colors and lines of a drawing. ### What if I only drew the front of my character? That works. The back and sides are guessed. If you can, also draw a side and back view in the same pose and add them as extra views, so less is guessed. ### Will the black outlines show on my 3D model? Often, yes. The colors of your drawing become the model's texture, so dark lines can end up painted on the surface. If you do not want outlines on the model, color the drawing and keep the lines thin. ### How much does it cost to turn a drawing into a 3D model? In Bake3D, checking your drawing is free, three times a day with a free account. A model costs 30, 40 or 55 credits by quality, and a rig adds 25. The smallest pack is $5 for 80 credits. Modeling it yourself in Blender is free but takes much longer. ### Can I turn a sketch into an STL file for 3D printing? Yes. Make the model, then export STL from the Bake3D studio, or download another format and convert it. Check it in a free STL checker and set the size in millimetres before you print. ## Sources - [Blender Manual, Empties (reference images)](https://docs.blender.org/manual/en/latest/modeling/empties.html) - [Blender Manual, Viewpoint (front, side and top views)](https://docs.blender.org/manual/en/latest/editors/3dview/navigate/viewpoint.html) - [Blender Manual, Perspective and orthographic projection](https://docs.blender.org/manual/en/latest/editors/3dview/navigate/projections.html) - [Blender Manual, Grease Pencil introduction](https://docs.blender.org/manual/en/latest/grease_pencil/introduction.html) - [Blender Manual, Trace Image to Grease Pencil](https://docs.blender.org/manual/en/latest/grease_pencil/modes/object/trace_image.html) - [Meshy, Sketch to 3D converter](https://www.meshy.ai/3d-tools/sketch-to-3d-converter) - [3D AI Studio, Sketch to 3D](https://www.3daistudio.com/SketchTo3D) --- # How to Make a Custom Bobblehead From a Photo Source: https://bake3d.ai/guides/bobblehead-from-photo Updated: 2026-10-08. Written by Bake3D (https://bake3d.ai). Make a custom bobblehead from a photo: get a 3D model, cut the head off in Blender, make it bigger, add a spring, then print and paint it. ## Short answer To make a custom bobblehead from a photo, first turn the photo into a 3D model with an AI image to 3D tool. In Blender, cut the model at the neck, close both cuts, and scale the head up to about 150 to 200%. Drill a hole in the neck and in the head, slightly wider than a small steel spring. Print both parts, glue the spring in, and paint. ## How we checked On 8 October 2026 we cut our demo character (a person made with Bake3D) at the neck in Blender 4.4, closed both cuts, scaled the head to 170%, drilled the spring holes with the Boolean modifier, and rendered every step shown here. We have not printed this bobblehead yet, so the spring and hole sizes are a starting point to test. Print and paint advice comes from Prusa and Formlabs. Bobbleheads are old. Wikipedia traces nodding figures back to temple toys in 17th century Asia, and baseball teams made papier-mâché bobblehead dolls by 1960. The idea has not changed. The head is joined to the body by a spring, so a light tap makes it move around. A custom bobblehead has three parts: a body, a big head and a spring. You get the shape from a photo, split it in two, and join it back with the spring. *Figure: From model to bobblehead: the model as made, the parts after the cut, and the bigger head on its spring. Our demo character, cut and rendered in Blender on 8 October 2026. These are renders, not photos of a print.* ([picture](https://bake3d.ai/guides/bobblehead-from-photo-steps.webp)) ## What you need - **A photo** of the person or pet. The whole body, standing, on a plain background. - **A 3D model** made from that photo. Step 1 shows how. - **Blender**, the free 3D program, to cut the model and add the holes. - **A 3D printer,** or a printing service. - **A small steel compression spring.** Buy it before you design the holes. - **Super glue,** and primer and acrylic paint if you print in one color. ## Step 1: Turn the photo into a 3D model The fastest way is an AI image to 3D tool. It builds a full figure from one photo, including the back, which it guesses. Here is how it works in Bake3D: 1. **Pick a good photo.** The whole body in the frame, standing, arms a little away from the body, even light. A three-quarter angle shows more of the shape than a straight front view. 2. **Check it for free.** The free picture check tells you what Bake3D will build and the exact price before you pay. See it on the [free demo page](https://bake3d.ai/demo). 3. **Make the model** on the [image to 3D page](https://bake3d.ai/image-to-3d). You do not need a rig for a bobblehead. A model alone costs 30 credits at Draft, 40 at Standard and 55 at High. The smallest pack is $5 for 80 credits. 4. **For a person, think about Faithful face.** On High quality, this option keeps the eyes and face shape closer to the photo on people and human-like characters, for 14 credits more. It is refunded if it cannot be used. 5. **Download the model.** Choose STL for the shape only. Choose OBJ if you want to see the colors in Blender, and also download the textures zip. Be honest with yourself about likeness. From one photo, the face will look like the person in shape and style, but it may not be a perfect copy. Our guide to [making a figurine from a photo](https://bake3d.ai/guides/3d-figurine-from-photo) compares this with phone scanning and paid sculpting services. If you want the body in a special pose, like a wave, add a rig, pose the model in the studio and export the STL. The STL export saves the model in its current pose. ## Step 2: Set the real size in Blender Set the size first. If you drill the spring holes and then scale the model in your slicer, the holes change size too. 1. **Work in millimetres.** Open Scene Properties, then Units. Set Unit Scale to 0.001 and Length to Millimeters. Now one Blender unit is one millimetre, and your STL will open at the right size in a slicer. 2. **Import the model.** Use File, Import, then STL or Wavefront (OBJ). 3. **Scale it to the height you want.** Press N and read the height under Dimensions. Divide the height you want, for example 120 mm, by that number. Press S and type the result. 4. **Apply the scale.** Press Ctrl A and choose Scale. The Blender manual says this resets the scale values to 1, which keeps later steps exact. ## Step 3: Cut the head off Bake3D does not split models into parts. You do this in Blender with the Bisect tool, which the manual says cuts the mesh in two with an endless flat plane. 1. **Make two copies.** Select the model and press Shift D, then right click to drop the copy in place. Name one Head and one Body. 2. **Cut the head copy.** Select Head and press Tab for Edit Mode. Press A to select everything. Press 3 on the number pad for a side view. 3. **Use Mesh, Bisect.** Drag a line across the neck, just under the chin. In the panel that opens at the bottom left, turn on **Fill** and **Clear Inner**. Fill closes the hole with a flat face. Clear Inner removes the body side. You may need Clear Outer instead, depending on the way you dragged. 4. **Write down the cut.** The same panel shows Plane Point and Plane Normal. Note the numbers. 5. **Cut the body copy.** Select Body, enter Edit Mode, select all, and run Bisect again. Type the same Plane Point and Plane Normal, turn on Fill, and clear the other side this time. Tilt the cut a little if the collar rises higher at the back of the neck. We tilted ours so the cut ran just under the chin at the front and above the collar at the back. Then the head piece held only the head. ## Step 4: Make the head bigger Big heads are what make bobbleheads funny. A heavier head also bends the spring more, so it wobbles more. 1. **Put the 3D cursor on the cut.** Select Head, enter Edit Mode, select only the flat cut face, then press Shift S and choose Cursor to Selected. 2. **Scale from that point.** Go back to Object Mode. Set the Pivot Point menu at the top of the 3D view to 3D Cursor. Press S and type 1.7. We used 1.7. Try values between 1.5 and 2. 3. **Apply the scale** again with Ctrl A. Scaling from the cut keeps the bottom of the head in the same place, right on top of the neck. ## Step 5: Add the spring holes The spring sits in a hole in the neck and a hole in the head. A maker writing on Hackaday made a round hole in the bottom of the head and the top of the body. Each hole was just slightly larger than the spring. *Figure: Our example for a figure about 120 mm tall. Measure your own spring and change the numbers to match it. These sizes are a starting point to test, not a printed result.* ([picture](https://bake3d.ai/guides/bobblehead-spring-socket-diagram.svg)) Here are the example numbers from the diagram, and why each one is there: | Part | Example size | Why | |---|---|---| | Spring | 6 mm wide, 20 mm long | Small enough for the neck, long enough to bend | | Holes | 6.6 mm wide | A 0.3 mm gap all around the spring. Prusa calls 0.3 mm a good first gap for moving parts | | Hole in the body | 10 mm deep | Holds half the spring firmly | | Hole in the head | 8 mm deep | Holds the top of the spring | | Gap between head and body | 2 mm | 20 minus 10 minus 8. Room to wobble without rubbing | | Neck | At least 9 mm wide | 6.6 mm hole plus 1.2 mm of wall on each side | The wall number comes from Formlabs, which gives 1 mm as the thinnest wall for filament printers and 1.2 mm for a 0.4 mm nozzle. If your neck is thinner than 9 mm, use a smaller spring. To make the holes in Blender: 1. **Add a cylinder.** Add, Mesh, Cylinder. In the panel at the bottom left, set Radius to 3.3 mm and Depth to 10 mm. 2. **Move it into the neck.** Put it in the middle of the cut, with its top level with the cut face, so it sits down inside the body. 3. **Cut the hole.** Select Body. In the Modifier tab, add a Boolean modifier, set it to Difference, pick the cylinder as the Object and choose the Exact solver. Apply the modifier, then hide the cylinder. 4. **Do the same for the head,** with an 8 mm deep cylinder that sits up inside the head. The Blender manual warns that only closed, manifold meshes are sure to give clean Boolean results. The Fill step in Step 3 helps with that. If a Boolean leaves holes, check the mesh in the next step. **Print a test first.** Printers are not perfect. Prusa says its printers are accurate to at least 0.2 mm. Print a small block with three holes, for example 6.4, 6.6 and 6.8 mm, and see which one fits your spring best. ## Step 6: Check and export 1. **Check the parts.** Install the free 3D Print Toolbox extension from the Blender extensions site. Its checks find holes, thin walls and other problems a slicer may not like, and its Make Manifold button can fix many of them. 2. **Add a base, if needed.** A big head makes a figure top heavy. A round base under the feet stops it from tipping. Add a cylinder and join it to the feet with a Boolean set to Union. 3. **Export each part.** Select one part, then File, Export, STL. Turn on Selection Only. Do the same for the other part. 4. **Check the files.** Open them in our free [STL viewer and checker](https://bake3d.ai/tools/stl-checker). It shows the size in millimetres, open edges and flipped faces. If you downloaded a GLB, our free [GLB to STL converter](https://bake3d.ai/tools/glb-to-stl) makes the STL in your browser. ## Step 7: Print, assemble and paint **Print the head upside down.** Put the flat cut face on the bed. The face is flat, so it sticks well, and the spring hole points straight up, so it needs no support. Prusa notes that printers can print overhangs between 45 and 60 degrees cleanly. Steeper parts, like a chin or a nose, may need supports. **Print the body standing up** on its base, with supports under the arms if they stick out. For a small figure, resin gives the finest detail. Filament is fine for larger ones. Our [figurine guide](https://bake3d.ai/guides/3d-figurine-from-photo) compares the two. **Put it together:** 1. Push the spring into the body hole with a small drop of super glue. Let it dry. 2. Test the head on the spring without glue. It should sit level and wobble when you tap it. 3. Put a small drop of glue in the head hole and press the head on. Hold it level until the glue sets. Use very little glue. One maker writing for CATI found that pressing down too hard glued the neck in place and stopped the wobble. **Paint it.** Formlabs says the goal of priming is a clean surface for paint. Sand the support marks, spray a primer, then paint with acrylics. Formlabs suggests checking that the paint says it works on plastic or many surfaces. Finish with one or two thin coats of clear varnish. Paint before the final glue step if the neck area is hard to reach. If your printer can print several colors, you can skip most of the painting. Save the parts as 3MF to keep the colors. See [3MF vs STL](https://bake3d.ai/guides/3mf-vs-stl). ## A note on likeness Bobbleheads of friends and family make great gifts. Selling them is different. The right of publicity lets people stop others from using their name or likeness to make money without permission. Cornell's Legal Information Institute notes that it is mostly state law in the US, and only about half the states recognize it on its own. So for a bobblehead you plan to sell, ask the person first. Famous characters belong to their owners, so do not sell those either. Our guide on [selling 3D models](https://bake3d.ai/guides/sell-3d-models) covers marketplace rules. ## Start with a photo Make the model on the [image to 3D page](https://bake3d.ai/image-to-3d), check it from every side, and export the STL. For a figure without a spring, read [how to make an STL file](https://bake3d.ai/guides/how-to-make-stl-file) and the [figurine guide](https://bake3d.ai/guides/3d-figurine-from-photo). ## Questions ### How much does it cost to make your own bobblehead? Blender is free. In Bake3D, checking your photo is free and a model costs 40 credits at Standard quality or 55 at High. The smallest pack is $5 for 80 credits. Add a little filament or resin, a small spring and paint. ### What kind of spring do I need for a bobblehead? A small steel compression spring, the kind that pushes back when you squeeze it. Pick the spring first, then size the holes to it. For a figure about 12 cm tall, a spring around 6 mm wide and 20 mm long is a fair start to test. ### Can I 3D print the spring too? Some makers do, often in a flexible filament. A store-bought steel spring is the simpler choice and needs no tuning. If you print one, test it before you glue anything. ### Can I make a bobblehead of my dog or cat? Yes. Use a clear photo of the whole pet standing, from the side or a three-quarter angle, on a plain background. Cut at the neck the same way, and keep the neck thick enough for the spring hole. ### How big should a bobblehead be? Aim for 10 to 20 cm. Bigger figures are easier to print, paint and fit a spring into. Very small ones leave little room for the neck hole. ### Can I sell bobbleheads of real people? Be careful. Many US states let people control the commercial use of their name and likeness. Make bobbleheads of people for personal gifts, or ask permission first. Famous characters belong to their owners. ## Sources - [Wikipedia, Bobblehead](https://en.wikipedia.org/wiki/Bobblehead) - [Hackaday, Making a bobblehead of you (2015)](https://hackaday.com/2015/06/20/making-a-bobblehead-of-you/) - [CATI, A 3D printed bobblehead (2018)](https://www.cati.com/blog/3d-designs-3d-printing-3d-printed-bobblehead) - [Blender Manual, Bisect](https://docs.blender.org/manual/en/latest/modeling/meshes/editing/mesh/bisect.html) - [Blender Manual, Boolean modifier](https://docs.blender.org/manual/en/latest/modeling/modifiers/generate/booleans.html) - [Blender Manual, Apply transforms](https://docs.blender.org/manual/en/latest/scene_layout/object/editing/apply.html) - [Blender Manual, STL import and export](https://docs.blender.org/manual/en/latest/files/import_export/stl.html) - [Blender Extensions, 3D Print Toolbox](https://extensions.blender.org/add-ons/print3d-toolbox/) - [Prusa Knowledge Base, Modeling with 3D printing in mind](https://help.prusa3d.com/article/modeling-with-3d-printing-in-mind_164135) - [Formlabs, Minimum wall thickness for 3D printing](https://formlabs.com/blog/minimum-wall-thickness-3d-printing/) - [Formlabs, How to prime and paint 3D prints](https://formlabs.com/blog/how-to-prime-and-paint-3d-prints/) - [Cornell Law School LII, Publicity](https://www.law.cornell.edu/wex/publicity) --- # How to Use AI-Made 3D Models in Roblox Studio Source: https://bake3d.ai/guides/roblox-3d-models Updated: 2026-10-13. Written by Bake3D (https://bake3d.ai). Bring AI-made 3D models into Roblox Studio: what the 3D Importer accepts, triangle and texture limits, custom rigs for NPCs, R15 avatars and UGC rules. ## Short answer To use an AI-made 3D model in Roblox Studio, export it as FBX or glTF and open it with the 3D Importer. Each mesh can have at most 20,000 triangles and one material, so lower the triangle count first, and set Scale Unit to the unit of your file. Props and creature NPCs with a custom rig are the easiest fit. Avatar bodies need Roblox's 15-part R15 setup, and items you sell need ID checks, fees and your own rights. ## How we checked The Roblox rules come from Roblox's Creator Hub documentation, read on 8 October 2026. The importer settings for size, unused bones and facing were checked again on 13 October 2026 in the source of those pages, which Roblox publishes on GitHub. In Blender 4.4 we prepared our sample fox (made with Bake3D) for those limits, lowered it to 19,799 triangles, limited its bone influences and shrank its texture, then posed it to check the rig. We did not import it into Roblox Studio for this guide. Roblox calls a 3D model made outside Studio a mesh. You bring it in with the 3D Importer, and it becomes a MeshPart, or a Model that holds several parts. What you can do next depends on what the model is for. ## Four ways to use a model in Roblox *Figure: Where an AI-made model fits in Roblox. Limits from Roblox's Creator Hub, read on 8 October 2026. The green, amber and red labels are our reading of how much work a Bake3D model needs.* ([picture](https://bake3d.ai/guides/roblox-3d-model-routes.svg)) - **Props and scenery.** Furniture, rocks, vehicles, statues, food. This is the easiest fit. You only need to meet the mesh limits. - **NPCs and creatures.** A rigged dog that walks, a robot guard, a dragon. Roblox imports custom rigs, so the body does not have to be human. - **Avatar bodies.** A body players can wear as their avatar. This needs Roblox's R15 layout, which an AI model does not come with. - **UGC accessories.** Hats, wings, backpacks and other items you sell on the Marketplace. These have the strictest limits and rules. Need a model to start with? You can make a textured, rigged creature or prop from one picture with [Bake3D's image to 3D generator](https://bake3d.ai/image-to-3d). Or try finished rigged characters for free in the [3D demo](https://bake3d.ai/demo). ## What the 3D Importer accepts These are Roblox's own rules, from its Creator Hub pages: | Rule | Limit | |---|---| | File formats | FBX, glTF and OBJ. Only FBX and glTF carry rigs, animation, several meshes, PBR textures and vertex colors | | Triangles | Up to 20,000 per mesh | | Materials | One material per mesh | | UVs | A single UV set, inside the 0 to 1 square. Overlaps are allowed | | Bone influences | At most 4 bones per vertex | | Root joint | At 0, 0, 0, with no skin weights on it | | Bones | Frozen, with a scale of 1 and no rotation. Bones that move no skin are dropped by default | | Size | Scale Unit starts at Studs, which applies no conversion. One stud is 28 cm | | Facing | Forward is the negative Z axis | | Animation | One animation track per export, and it plays in place | | Geometry | Watertight, with no holes or zero-thickness parts | **Textures need care.** Roblox's texture page says it supports textures up to 4096 by 4096 pixels. The same page lists 1024 by 1024 as the maximum for texture maps, and Marketplace items cannot go over 2048 by 2048. A 1024 pixel texture fits all three rules. **GLB or glTF?** The importer page names glTF. Roblox's own Blender page exports glTF 2.0 as .glb or .gltf for Studio. It also says glTF needs no extra scale settings, while FBX from Blender's default settings often comes in too big. ## Get a Bake3D model under the limits Bake3D models are much denser than 20,000 triangles. Our sample fox has 60,000. Our demo robot, T-rex and person, made at Standard quality, each have about 150,000. The **Game-ready mesh** option fits: it keeps the detailed model and adds a lighter copy with the same skeleton and animations, about 7,000 to 9,500 faces, mostly four-sided, which the file stores as 13,000 to 17,400 triangles in our tests. Choose Game-ready in the Export tab to download it. Its texture can be up to 2048 pixels, so you may still shrink it. Without that option, you will lower the count in Blender. *Figure: Our sample fox at 60,000 triangles, cut to 19,799 with the Decimate modifier, then posed to check the skin still bends. Rendered in Blender 4.4 on 8 October 2026, not inside Roblox.* ([picture](https://bake3d.ai/guides/roblox-fox-under-triangle-limit.webp)) **The Roblox choice in Bake3D.** In the Export tab, set the engine to Roblox (in the API, `target: "roblox"`). The file then plays in place, faces negative Z and uses the game-ready copy when the bake has one. A mesh over 20,000 triangles or with more than one material is refused with the reason, so you know before you open Studio. With a game-ready copy you can skip the Blender steps below and go straight to importing. Here is what we did with our fox, which has no game-ready copy. It works for any Bake3D model. 1. **Export from Bake3D.** Download the rigged GLB for the model. For each animation, export an FBX with Root motion set to In place, or with the engine set to Roblox. Each Bake3D FBX holds one clip, which matches Roblox's one-track rule. 2. **Import it into Blender** with File, Import, glTF 2.0 (or FBX). 3. **Lower the triangles.** Select the mesh and add a Decimate modifier. Move it to the top of the modifier list, above the Armature modifier. Set Ratio so the face count in the Statistics overlay drops below 20,000, then apply it. For our fox, a ratio of 0.33 gave 19,799 triangles. 4. **Limit the bone influences.** This step is easy to miss. After the cut, 277 points on our fox were moved by 5 or 6 bones, and Roblox allows 4. In Weight Paint mode, use Weights, Limit Total with a limit of 4, then Weights, Normalize All. 5. **Shrink the texture.** Open the texture in the Image Editor, use Image, Resize, set it to 1024 by 1024, and save it. 6. **Pose it to test.** Rotate a few bones in Pose Mode. If the skin still bends cleanly, as on our fox, reset the pose. 7. **Export.** Use glTF 2.0, or FBX with Roblox's suggested settings from its Blender page. Every Bake3D skeleton starts with `motion_root`, a joint at 0, 0, 0 that moves no skin, as Roblox asks of a root. Studio keeps it only if you turn on Keep Zero Influence Bones. Roblox also asks for bones with a scale of 1. Since 13 October 2026 Bake3D bakes the size into the skeleton itself, so every bone has a scale of 1 and nothing above the skeleton carries a transform. We have not yet imported these files in Studio ourselves. Each of our sample models has one material, as Roblox requires. For more on Decimate, including how far you can push it, read our guide on [reducing polygon count in Blender](https://bake3d.ai/guides/reduce-polygon-count). ## Import a prop 1. In Studio, open the File menu, choose Import, and pick your file. 2. Set **Scale Unit** to Meter for a GLB or glTF, or CM for a Bake3D FBX, which is in centimetres. At the default, Studs, Roblox converts nothing, so a 1.75 m person would arrive 1.75 studs tall. A height set at export does not change this. Check the size in the preview. 3. Leave Import Only As Model on to bring the file in as one asset. Turn on Merge Meshes if you want one MeshPart instead of a Model. 4. Click Import, then place the model and add collisions or scripts as your game needs. ## Import a creature or NPC with a custom rig Roblox's rigging page says a rigged model can be any subject and size. After import, Studio shows the skeleton as Bone objects that you can pose and animate. 1. **Set Rig Type to Custom** in the importer. R15 is only for human avatar bodies. 2. **Turn on Keep Zero Influence Bones**, so `motion_root` stays, and set Scale Unit as for a prop. 3. **Turn the model to face negative Z**, Roblox's forward, in Blender before you export it. Bake3D exports face positive Z, so a script that moves the NPC forward would walk it backwards. 4. **Check the bones.** Turn on Show Constraint Details in the View menu, or open the Animation Editor. 5. **Bring in the animation.** Roblox's animation guide says animations play where the rig stands and do not move the character, so use In place clips and move the NPC from a script. In the Animation Editor, open the menu, hover over Import, and choose From FBX Animation. Import one clip at a time. 6. **Play it in your game.** A creature has no Humanoid. So Roblox says you must create an AnimationController with a child Animator, then play the animation through the Animator. Bake3D rigs any body, from four or six legs to wings, tails and wheels, and fits its walks, trots and runs to each rig's own legs. To learn how, read [auto rigging](https://bake3d.ai/guides/auto-rigging). ## Avatar bodies need Roblox's R15 setup An avatar body is a different job. Roblox's body specs say a character body is made of 15 separate meshes. They are a head, an upper and lower torso, and three parts for each arm and leg. It needs an outer cage, so layered clothing can wrap around it. The whole body can have at most 10,742 triangles. Bake3D does not make R15 bodies. Its own joint names, or the Mixamo, Unity or Unreal names it offers for two-armed, two-legged rigs, do not give you Roblox's R15 parts, cages or attachments. There is a path for humans and humanoids, though. Roblox's **Avatar Setup** tool can rig, cage and split a mesh into R15 parts for you. Its requirements say the body must: - follow a general humanoid shape, with two arms, two legs, a torso and a head; - stay within 10,742 triangles in total; - stand in an A-pose or T-pose, facing the negative Z axis; - be watertight, except for the eyes and mouth; - have no accessories, such as hair, eyebrows or beards, and a neck that is not merged with the shoulders. AI-made characters usually arrive as one surface, with hair and clothes joined to the body. So expect cleanup in Blender before Avatar Setup accepts them. Bake3D exports face +Z, so turn the model around before you import it. ## UGC items: rules, fees and why AI needs care Selling avatar items on the Marketplace has the strictest rules. From Roblox's Marketplace policy and fees pages: - **To upload:** government ID verification or a linked parental account. Each item costs 80 Robux to upload, or 500 Robux if it uses an emissive mask. Fees are generally not refunded if moderation rejects the item. - **To publish and sell:** two-step verification, a refundable publishing advance, and a Roblox Plus or Premium 1000 or 2200 membership. - **Rigid accessories** can have at most 4,000 triangles, and Marketplace textures cannot go over 2048 by 2048 pixels. - **Moderation** reviews each item, and Roblox says this can take up to 24 hours. AI-made items need extra care for three reasons: 1. **Rights.** Roblox says you must have the right to upload an asset, and permission from the owner if the idea is not yours. Crediting the creator or not charging for it does not make a copy allowed. An AI model made from a picture of a famous character is still that character. 2. **Responsibility.** Roblox's AI page says you are responsible for the content you deliver to users, even if it is AI-generated. 3. **Fit.** A 4,000 triangle budget, attachment points and cages are hand work. An AI model is a starting point for an accessory, not a finished one. If you sell anything made with Bake3D, make it with purchased credits. Assets made with purchased credits come with a commercial, royalty-free license that stays valid after you stop paying. See [pricing](https://bake3d.ai/pricing) for details. ## Roblox's own AI tools Roblox's Assistant in Studio can generate a mesh from a text prompt or from an image, with a default cap of 10,000 triangles. That is handy for quick props. Use an outside tool when you want a rig for an unusual body, or the same file in Blender, Unity or Godot. ## Before you publish your game - **Test on the slowest device you support.** Place several copies of your model in one spot and check that the game still runs smoothly. - **Check collisions.** Animated bones change how a model looks but, as Roblox notes, not its physical shape for collisions. - **Keep your source files.** Save the Blender file and the original Bake3D export, so you can make a new version later. For other engines, see our guides for [Unity](https://bake3d.ai/guides/animated-glb-unity), [Godot](https://bake3d.ai/guides/animated-glb-godot) and [Unreal Engine](https://bake3d.ai/guides/animated-glb-unreal). To change file formats first, read [how to convert GLB to FBX](https://bake3d.ai/guides/glb-to-fbx). ## Questions ### What file formats does Roblox Studio import? Roblox's importer page names FBX, glTF and OBJ. FBX and glTF can carry several meshes, textures, rigs and animation. OBJ carries none of those extras, so use it only for simple, static props. ### How many triangles can a Roblox mesh have? Up to 20,000 triangles per mesh. Avatar items have smaller budgets. A rigid accessory can have at most 4,000 triangles, and a whole R15 avatar body at most 10,742. ### Can I use an AI-generated model in Roblox? Yes, as long as it follows Roblox's rules. Roblox's AI page says you are responsible for the content you deliver to users, even if it is AI-generated. Check that you have the rights to the design, and that it follows the Community Standards. ### Can I sell an AI-made model as a UGC item? Only if you meet Roblox's Marketplace rules. You need ID verification, an upload fee per item and, to publish, two-step verification and a Roblox Plus or Premium membership. The item must meet the avatar specs and pass moderation, and you must have the rights to it. ### Does Bake3D export Roblox R15 avatars? No. Bake3D exports GLB and FBX with its own skeleton, plus Mixamo, Unity or Unreal bone names for two-armed, two-legged rigs. It does not make R15 body parts, cages or attachments. Use the model as a prop or an NPC, or run a humanoid through Roblox's own Avatar Setup tool. ### Why is my imported model huge or tiny in Roblox? Roblox measures in studs, and one stud is about 28 cm. The importer's Scale Unit setting starts at Studs, which applies no conversion, so a file made in metres comes in far too small. Set Scale Unit to Meter for a GLB or glTF file, or CM for a Bake3D FBX, which is in centimetres. A height set at export changes the size in metres, not the unit Roblox reads. ### Why does my rig lose its root bone in Roblox? The 3D Importer removes bones that move no skin unless you turn on Keep Zero Influence Bones, and that setting starts off. Bake3D's motion_root joint moves no skin, so turn the setting on to keep it and every other bone your animation files name. ## Sources - [Roblox Creator Hub, 3D Importer](https://create.roblox.com/docs/studio/importer) - [Roblox Creator Hub, MeshScaleUnit](https://create.roblox.com/docs/reference/engine/enums/MeshScaleUnit) - [Roblox Creator Hub, Units](https://create.roblox.com/docs/physics/units) - [Roblox Creator Hub, CFrame (LookVector)](https://create.roblox.com/docs/reference/engine/datatypes/CFrame) - [Roblox Creator Hub, General mesh specifications](https://create.roblox.com/docs/art/modeling/specifications) - [Roblox Creator Hub, Texture specifications](https://create.roblox.com/docs/art/modeling/texture-specifications) - [Roblox Creator Hub, Rigging](https://create.roblox.com/docs/art/modeling/rigging) - [Roblox Creator Hub, Use animations (non-humanoids)](https://create.roblox.com/docs/animation/using) - [Roblox Creator Hub, Export avatar animations from Maya (FBX animation import)](https://create.roblox.com/docs/art/characters/export-avatar-animations-from-maya) - [Roblox Creator Hub, Blender settings for Studio](https://create.roblox.com/docs/art/blender) - [Roblox Creator Hub, Character body specifications](https://create.roblox.com/docs/avatar/character-bodies/specifications) - [Roblox Creator Hub, Avatar Setup requirements](https://create.roblox.com/docs/avatar-setup/auto-setup-requirements) - [Roblox Creator Hub, Rigid accessory specifications](https://create.roblox.com/docs/avatar/rigid-accessories/specifications) - [Roblox Creator Hub, Marketplace policy](https://create.roblox.com/docs/marketplace/marketplace-policy) - [Roblox Creator Hub, Marketplace fees and commissions](https://create.roblox.com/docs/marketplace/marketplace-fees-and-commissions) - [Roblox Creator Hub, Intellectual property guidelines](https://create.roblox.com/docs/production/publishing/ip-guidelines) - [Roblox Creator Hub, Generative AI](https://create.roblox.com/docs/generative-AI) - [Roblox Creator Hub, Assistant guide](https://create.roblox.com/docs/assistant/guide) - [Blender Manual, Decimate modifier](https://docs.blender.org/manual/en/latest/modeling/modifiers/generate/decimate.html) --- # Meshy AI Review: Features, Prices, License and Limits Source: https://bake3d.ai/guides/meshy-ai-review Updated: 2026-10-13. Written by Bake3D (https://bake3d.ai). An honest Meshy AI review from its own docs, prices and terms: what it makes, how rigging and animation work, what the free plan allows, and who it suits. ## Short answer Meshy is a strong, well documented AI 3D tool for human characters. It has more than 600 ready animations, plug-ins for most 3D apps, an API and an MCP server. Its own docs also list real limits. Free users cannot download Meshy 6 or 7 models, four-legged animals only get a walk, and its rigging API works best on humanoids. ## How we checked We read Meshy's pricing page, help center, web app and API docs, both changelogs, its integrations page and its terms of use on 8 October 2026, and link them under Sources. On 13 October 2026 we checked text to motion and Smart Topology again in the code of Meshy's own MCP server on GitHub. We opened the pricing page in a browser, set it to US dollars and switched between monthly and yearly billing to read the plan cards. We did not make a Meshy account or generate models with it, so this review covers features, prices and rules, not how good the models look. Bake3D facts come from our own product. ## Meshy in one minute Meshy is an AI 3D model maker from Meshy LLC in Santa Clara, California. You give it a picture, a few pictures or a sentence. A few minutes later you get a textured 3D model. You can then rig it, add animations, clean up the mesh or send it to a 3D printer. It is a big product that changes fast. Its newest model, Meshy 7.1, came out on 18 September 2026, and its changelogs list new features most weeks. We make a competing tool, Bake3D, so we kept to Meshy's own words and numbers here. Our tool comes up once, near the end, with its limits. Here is the short version of what we found. | Good at | Watch out for | |---|---| | Human characters with 600+ ready animations | Four-legged animals only get a walk | | Rigging and preset clips at no extra credits in the web app | Its rigging API works best on humanoids | | Plug-ins for Blender, Unity, Unreal, Godot, Maya and more | Free users cannot download Meshy 6 or 7 models | | An API, an MCP server and a command-line tool | API files are deleted after 3 days unless you are on Enterprise | | Printing tools: split, repair and multi-color 3MF | Its terms let it train on non-Enterprise users' files | *Figure: What each Meshy step costs, from its web app docs, credits guide and API price list on 8 October 2026. Through the API, the rig step returns a basic walk and run with the rig.* ([picture](https://bake3d.ai/guides/meshy-credits-per-step.svg)) ## Making a model Meshy makes a model in two steps. First it makes the shape. Then it paints the texture. Each step costs credits, so you can look at the shape before you pay for the texture. If you only need a plain mesh, for example to print in one color, you can stop after step one. You can start from: - **One picture.** This is the main way. Meshy 7.1 is its newest model for it. - **One to four pictures** of the same thing, on paid plans. More views leave the AI less to guess. - **A sentence.** Meshy's web app docs list text to 3D on Meshy 6. Its API also takes Meshy 7 for text. A few options change the price and the result. Ultra detail adds 5 credits for finer surface detail, on paid plans. Textures go up to 8K for 15 credits instead of 10. Meshy 6 Lite is a faster, cheaper model. Smart Topology makes low-poly models, with 100 to 15,000 faces in the API, or 30,000 on meshy-t2.5. One picture never shows the back, so every AI tool, Meshy included, guesses it. Our guide on [turning a 2D image into a 3D model](https://bake3d.ai/guides/2d-image-to-3d-model) shows how to pick a picture that gives the AI less to guess. ## Texturing, cleanup and printing tools Meshy has many tools for the steps after the first model: - **AI Texturing** paints a new texture on a model, even one you upload. It costs 10 credits. - **Remesh** rebuilds the mesh at a face count you choose. It is free in the web app. - **UV unwrap** lays the surface flat for texturing. - **Auto Split** cuts a model into parts you can print, with optional pegs to join them. - **Print checks** find thin walls and fix them. - **Multi-color print** writes a 3MF file set up for printers such as Bambu Lab, Prusa and Creality. Meshy also sends files to nine printing apps, such as Bambu Studio, OrcaSlicer and Cura, with one click. Whatever tool made your file, check it before you slice. Our free [STL viewer and checker](https://bake3d.ai/tools/stl-checker) shows holes and the size in millimetres, right in your browser. ## Rigging and animation Rigging gives a model a skeleton so it can move. If the word is new to you, read [what rigging is](https://bake3d.ai/guides/what-is-rigging) first. Meshy rigs the models it makes, and models you upload as FBX, OBJ or GLB. You pick one of three body types: - **Humanoid** for people and other two-legged characters. - **Quadruped** for four-legged animals. - **Smart Rig (beta)** for creatures that fit neither. Meshy says a rig takes about 30 seconds and uses Mixamo bone names, which many animation tools know. Then you pick from more than 600 ready animations, such as walks, attacks, idles and dances. The free plan gets 20 of them. In July 2026, Meshy added text to motion: describe a move and get a clip for a rigged biped. Meshy's help center lists the limits plainly: - Walking is the only animation for four-legged animals. - Models rigged with Smart Rig cannot use the animation library yet. - Humanoids get many more presets than quadrupeds. - The character should stand in a T-pose or A-pose with the feet apart. Legs that are fused together and messy meshes cause bad rigs. Its API docs are stricter. They say rigging only works well on standard humanoid characters with clear limbs, and is not suited to untextured or non-humanoid models. Models with more than 300,000 faces must be remeshed first. So for people, Meshy's animation side is deep. For animals, creatures and machines, it is thin. Whatever tool you use, test the rig before you animate. Our [checklist for AI-made rigs](https://bake3d.ai/guides/check-ai-generated-rig) shows where problems hide. ## Plug-ins, API and MCP Meshy connects to a lot of other software. Its integrations page lists plug-ins for Blender, Unity, Unreal Engine, Godot, Maya, 3ds Max, ZBrush and Roblox Studio, plus NVIDIA Omniverse and a ComfyUI node. Plug-ins and the API start with the Pro plan. API jobs cost credits at slightly different rates than the web app, as the figure above shows. Two API rules are easy to miss: - Models made through the API are deleted after 3 days unless you are an Enterprise customer, so download them right away. The Studio plan card lists 14 days. - Since 11 September 2026, a task that has already started cannot be cancelled. Only tasks still waiting in the queue are refunded. For AI assistants, Meshy has an official MCP server and a command-line tool. The MCP server runs on your computer and needs Node.js 18 or later and an API key. Our [Blender MCP guide](https://bake3d.ai/guides/blender-mcp) explains how MCP works if you are new to it. ## Plans and credits Meshy charges in credits, and each plan gives a set number each month. These are the US prices we saw on 8 October 2026. | Plan | Price | Credits a month | Downloads | License | |---|---|---|---|---| | Free | $0 | 100 | 10 a month, Meshy 6 Lite only | CC BY 4.0, credit Meshy | | Pro | $20 a month | 1,000 | Unlimited | Private, you own it | | Premium | $40 a month | 3,000 | Unlimited | Private, you own it | | Ultra | $100 a month | 8,000 | Unlimited | Private, you own it | | Studio, for teams | From $70 a month | 5,500, shared | Unlimited | Private, you own it | | Enterprise | Custom | Custom | Unlimited | Private, you own it | A textured model costs about 30 credits, so Pro covers about 33 models a month. New subscribers get 50% off their first month of Pro, Premium or Ultra. Our [Meshy pricing guide](https://bake3d.ai/guides/meshy-ai-pricing) goes through yearly prices, credit rules and the real cost of one character. ## License, ownership and your data What you may do with a model depends on your plan. Meshy's terms of use, last updated 19 September 2026, say: - **Free plan.** Meshy owns the model and lets you use it under the [CC BY 4.0 license](https://creativecommons.org/licenses/by/4.0/). You may use it for business, but you must credit Meshy. - **Paid plans.** You own what you make, as far as the law allows, and you can keep it private. - **Community.** Models you post to Meshy's community page become public domain under CC0, so anyone may use them. On training, Meshy's pages say two different things. Its terms say it may use what non-Enterprise customers upload and make to train and improve its service, unless a contract says otherwise. Its pricing page FAQ says it will not use your data for training without your consent. If you work with client files, ask Meshy in writing first. The terms also say you may not use Meshy models to train AI models that compete with Meshy. Meshy's pricing FAQ says it generally does not refund payments, though you can ask about special cases by email. Failed generations do not cost credits. If you plan to sell what you make, our guide on [selling 3D models](https://bake3d.ai/guides/sell-3d-models) covers what marketplaces ask of AI-made models. ## Limits Meshy's own docs mention Here are the limits we found in Meshy's own pages, in one list: 1. Free users cannot download Meshy 6 or Meshy 7 models, only 10 Meshy 6 Lite models a month. 2. Four-legged animals get one animation: a walk. 3. Smart Rig models cannot use the animation library yet. 4. Rigging through the API is for textured humanoid models under 300,000 faces. 5. API models are deleted after 3 days unless you are on Enterprise. 6. Monthly credits do not roll over. Each month they top up to your plan amount. 7. Uploads are one model at a time, up to 100 MB, and several meshes in one file are merged. None of these make Meshy a bad tool. They tell you which jobs it fits. ## Who Meshy suits - **Game makers with human characters** who want lots of ready moves, brought into Unity, Unreal or Godot through a plug-in. - **3D printing fans** who want splitting, repair and multi-color files in one place. - **Developers** who want an API or an MCP server and are happy on a paid plan. - **Curious beginners** who want to try AI 3D at no cost, if the download limit is fine. It suits you less if your subject is an animal, a creature or a machine that must do more than walk. It also suits you less if you cannot let a company train on your uploads. ## How Bake3D differs Bake3D is our own tool, so read this part with that in mind. It does fewer things than Meshy, and it costs more per model. It is built for one job: getting any kind of body to move. - **A rig planned from the shape.** Bake3D plans the skeleton from the model's real shape. Four legs, wings, tails and wheels each get their own joints, and no human skeleton is forced onto an animal or a car. - **Motion for any body.** Seventeen free presets include a walk, trot, run and jump fitted to the number and length of the legs, plus flap, slither and swim. You can also describe a motion in a sentence, like "wag the tail and look left", for 10 credits. Our [AI 3D animation generator](https://bake3d.ai/ai-3d-animation-generator) page shows how it works. - **Price.** A rigged model from one picture is 65 credits at Standard quality. Packs start at $5 for 80 credits, and Pro is $29 a month for 750 credits. There are no free credits, but you can play with rigged characters in the [free demo](https://bake3d.ai/demo) and get a free readiness check of your own picture. - **License.** Models made with bought credits come with a commercial license that stays valid after you stop paying. *Figure: A walk that Bake3D fitted to our sample fox, rendered in Blender at frames 0, 6, 12 and 18. The same rig can also trot, run and jump, or follow a motion you describe in words.* ([picture](https://bake3d.ai/guides/quadruped-walk-contact-frames.webp)) The limits, stated plainly: Bake3D does not rig a model you upload, and it does not animate faces. It exports GLB and FBX, plus STL or OBJ of a pose, but not USDZ or BLEND. It has no library of hundreds of human clips. If your characters are people, Meshy is a strong choice. If a dog, a dragon or a toy car must move in ways you choose, try [Bake3D's image to 3D](https://bake3d.ai/image-to-3d). You can check your picture for free first. ## How we reviewed Meshy On 8 October 2026 we read Meshy's pricing page, help center, web app and API docs, both changelogs, its integrations page and its terms of use. We opened the pricing page in a browser, set the currency to US dollars and switched between monthly and yearly billing to read each plan card. Meshy also showed us a Starter plan, which its help center says is only offered in some countries. Where two Meshy pages disagree, we say so. We did not make a Meshy account or generate models with it, so this review does not judge how good its models look. Meshy changes often, so check the linked pages before you pay. For other tools, see our [Meshy alternatives](https://bake3d.ai/guides/meshy-alternatives) and [Meshy vs Tripo](https://bake3d.ai/guides/meshy-vs-tripo) guides. ## Questions ### Is Meshy AI good? For human characters, it has a lot going for it. It has more than 600 ready animations, plug-ins for most 3D apps, an API and an MCP server, and rigging costs no credits in the web app. Its own docs say four-legged animals only get a walk and that rigging works best on humanoids. Try one of your own pictures on the free plan before you pay. ### Is Meshy AI free to use? Meshy has a free plan with 100 credits a month and no card needed. But free users cannot download models made with Meshy 6 or Meshy 7. They get 10 downloads a month of Meshy 6 Lite models instead. Free models are licensed CC BY 4.0, so you must credit Meshy when you use them. ### Can I use Meshy models commercially? Yes. On a paid plan you own what you make. On the free plan you may use models for business too, but under CC BY 4.0, which means you must credit Meshy. Models you post to Meshy's community page become public domain. ### Can Meshy rig and animate animals? It rigs four-legged animals, and other creatures with a beta tool called Smart Rig. But its help center says walking is the only animation for four-legged animals, and Smart Rig models cannot use the animation library yet. If your animal needs to run, jump or do something new, look at a tool that makes motion for any rig. ### Can Meshy rig a 3D model I already have? Yes. You can upload an FBX, OBJ or GLB file of up to 100 MB and rig it. Meshy suggests a T-pose or A-pose with the legs apart, and a remesh first if the mesh is messy. Bake3D cannot do this, because it only rigs the models it makes. ### Does Meshy use my models to train its AI? Meshy's terms of use say it may use what non-Enterprise customers upload and make to train and improve its service. Its pricing page FAQ says it will not use your data for training without your consent. If this matters for your work, ask Meshy in writing before you upload. ## Sources - [Meshy pricing](https://www.meshy.ai/pricing) - [Meshy Help Center, which plan is right for you](https://help.meshy.ai/en/articles/12062933-which-meshy-plan-is-right-for-you-free-vs-pro-vs-premium-vs-ultra) - [Meshy Help Center, what the free plan includes](https://help.meshy.ai/en/articles/15696428-what-is-included-on-the-free-plan) - [Meshy docs, web app pricing and credits](https://docs.meshy.ai/en/webapp/pricing) - [Meshy docs, API pricing](https://docs.meshy.ai/en/api/pricing) - [Meshy Help Center, auto-rigging and animation](https://help.meshy.ai/en/articles/16231707-how-to-create-3d-animation-with-auto-rigging) - [Meshy API docs, rigging](https://docs.meshy.ai/en/api/rigging-and-animation) - [Meshy Help Center, file formats](https://help.meshy.ai/en/articles/9991884-what-3d-file-formats-does-meshy-support-full-export-list) - [Meshy web app changelog](https://docs.meshy.ai/en/webapp/changelog) - [Meshy API changelog](https://docs.meshy.ai/en/api/changelog) - [Meshy API docs, asset retention](https://docs.meshy.ai/en/api/asset-retention) - [Meshy integrations](https://www.meshy.ai/integrations) - [Meshy terms of use (updated 19 September 2026)](https://www.meshy.ai/terms-of-use) - [Creative Commons Attribution 4.0 license](https://creativecommons.org/licenses/by/4.0/) - [Meshy MCP server on GitHub](https://github.com/meshy-dev/meshy-mcp-server) --- # Meshy AI Pricing Explained: Plans, Credits and Real Cost per Model Source: https://bake3d.ai/guides/meshy-ai-pricing Updated: 2026-10-08. Written by Bake3D (https://bake3d.ai). Meshy AI pricing in plain words: every plan, what each step costs in credits, what the free plan allows, yearly billing, and what one model really costs. ## Short answer Meshy has a free plan with 100 credits a month and paid plans from $20 a month (Pro, 1,000 credits) to $100 a month (Ultra, 8,000 credits). A textured model costs about 30 credits, and rigging and preset animations cost no credits in the web app. On Pro, that is about 60 cents a model if you use every credit. Free users cannot download Meshy 6 or 7 models. ## How we checked We read Meshy's pricing page, help center, credits guide, web app and API docs and terms of use on 8 October 2026, and link them under Sources. We opened the pricing page in a browser, set it to US dollars and switched between monthly and yearly billing, for single users and for teams, to read every plan card. We did not buy a Meshy plan. Bake3D prices come from our own price list. ## Meshy plans at a glance Meshy sells plans with a set number of credits each month. Every task, such as making a model or painting a texture, uses some of them. All paid plans include the same core features: unlimited downloads, models you own, the API, plug-ins and more than 600 animations. The main thing that changes is how many credits you get. These are the US prices we saw on 8 October 2026. | Plan | Monthly | Credits a month | Yearly, first year | Tasks at once | Free retries per task | |---|---|---|---|---|---| | Free | $0 | 100 | $0 | 1 | None | | Pro | $20 | 1,000 | $192 | 10 | 4 | | Premium | $40 | 3,000 | $384 | 30 | 12 | | Ultra | $100 | 8,000 | Not shown to us | 100 | 40 | | Studio, for teams | From $70 | 5,500, shared | $672 | 60 | 24 | | Enterprise | Custom | Custom | Custom | 100 | 100 | A few things the table does not show: - **"Up to 100 assets."** The Pro card says up to 100 assets a month. That counts the cheapest jobs. A textured model with Meshy's newer models costs about 30 credits, so plan on about 33. - **Studio pools.** Studio comes in three sizes: $70 for 5,500 credits, $210 for 16,800 or $350 for 28,000 a month. Meshy's help center and its pricing card describe seat prices in different ways, so ask Meshy for a quote if you need many seats. - **Starter.** Meshy also showed us a Starter plan at $10 a month for 250 credits. Its help center says Starter is only for some developing countries. ## What each step costs in credits Here is what Meshy charges for each step, from its web app docs, its credits guide and its API price list. | Step | Web app | API | |---|---|---| | Shape, Meshy 6 or 7.1 | 20 | 20 | | Ultra detail on the shape | +5 | +5 | | Texture at 2K or 4K | 10 | 10 | | Texture at 8K | 15 | 15 | | Meshy 6 Lite, shape and texture | Not listed | 15 | | Low-poly model (Smart Topology) | 5 | 5 | | Remesh | 0 | 5 | | Rig | 0 | 5, with a walk and a run | | Each preset animation | 0 | 3 | | Text to motion | 3 | 3 fast, 10 best quality | | Repair for 3D printing | 10 | 10 | | Download | 0 | 0 | A textured model is the first two steps added up: 20 plus 10 is 30 credits. Meshy's credits guide and its API price list both use that number. Its web app docs list 20 to 25 credits for the shape. The app shows the price next to each button before you click, so check there too. Failed generations cost nothing. A task you cancel while it waits in the queue is refunded. A task that has already started is not. ## What the free plan includes The free plan is a real way to try Meshy, with a few limits that matter. - **100 credits a month,** reset on the 1st at 00:00 UTC. Unused credits do not carry over. That is about three textured models. - **One task at a time,** at low priority. - **20 animation presets** instead of more than 600. - **10 downloads a month, of Meshy 6 Lite models only.** Models made with Meshy 6 or Meshy 7 cannot be downloaded on Free. - **A CC BY 4.0 license.** You may use free models for business, but you must credit Meshy. - **No API, no plug-ins and no multi-picture input.** Meshy lists ways to earn more credits: 100 once for linking Discord, 50 for each model its team features, and daily login rewards worth up to 260 credits every 30 days. Earned credits do not expire. You can also buy a credit pack on Free. But Meshy's help center says a pack adds credits, not a subscription, so it does not lift the download limit. So Free is good for testing pictures and prompts. To download a Meshy 7.1 model, you need Pro or higher. ## Monthly or yearly billing Meshy's two first-time offers work in different ways. - **Monthly.** New subscribers get 50% off their first month of Pro, Premium or Ultra. On Pro, that saves $10. - **Yearly.** The yearly list price is the same as 12 months: $240 a year for Pro. New users get 20% off the first year, so Pro is $192, about $16 a month. Studio was $672 for the first year, then $840. That saves $48 on Pro, but you pay for the year up front. Yearly plans also showed 40% off extra credit packs, against 20% on monthly plans. Your credits still arrive and reset every month on a yearly plan. Meshy's credits guide adds that renewal bonus credits, which start at 500 on Pro, only go to monthly Pro and Studio subscribers. ## Credits: resets, roll-over and refunds Credits follow a few rules that change what you really pay: - **Monthly credits top up, they do not stack.** If you have 400 credits left on Pro when your month renews, Meshy adds 600, not 1,000. - **Bought and earned credits never expire.** Meshy calls them permanent credits and spends your monthly credits first. - **If you cancel,** monthly credits last until the end of the period you paid for. Permanent credits stay in your account. - **Refunds.** Meshy's pricing page says it generally does not refund payments, though you can email about a special case. We could not see the price of extra credit packs. Meshy shows them only inside a signed-in account. ## Commercial use by plan | Plan | Who owns the model | Business use | Must credit Meshy | |---|---|---|---| | Free | Meshy, licensed to you under CC BY 4.0 | Yes | Yes | | Any paid plan | You | Yes | No | | Posted to Meshy's community | Public domain (CC0) | Anyone may use it | No | Meshy's terms of use, updated 19 September 2026, add two rules. You may not use Meshy models to train AI models that compete with Meshy. And Meshy may use what non-Enterprise customers upload and make to train and improve its service. Read the terms yourself if you work with client files. Our [Meshy AI review](https://bake3d.ai/guides/meshy-ai-review) covers the license and the rest of the product in more depth. ## Worked example: one game character Say you need one game character: a textured model from one picture, rigged, with a walk and a run, downloaded as an FBX file for Unity. **On Meshy, in the web app, on Pro:** 1. Shape with Meshy 7.1: 20 credits. 2. Texture at 2K or 4K: 10 credits. 3. Rig as a humanoid: 0 credits. 4. Walk and run presets: 0 credits. 5. FBX download: 0 credits. That is 30 credits. On Pro, a credit costs 2 cents if you use all 1,000. So the character costs about 60 cents, and Pro covers about 33 of them a month. If a result is wrong, Pro gives 4 free retries per task. Through the API, the same character is 35 credits, because the rig step costs 5 and comes with a basic walk and run. *Figure: One textured Meshy model costs 38 to 60 cents on a paid plan, if you use every credit in the month. Unused credits raise the real price. Monthly list prices, checked 8 October 2026.* ([picture](https://bake3d.ai/guides/meshy-cost-per-model-by-plan.svg)) If your character is a four-legged animal, the steps are the same, but Meshy offers only a walk for it. There is no run for quadrupeds in its library. **The same example on Bake3D, our own tool:** 1. Model from one picture, at Standard quality: 40 credits. 2. Rig for any body, with a four-second first motion: 25 credits. 3. Walk and run presets, fitted to the legs: 0 credits. 4. FBX download: 0 credits. That is 65 credits. Packs start at $5 for 80 credits, and what one character costs depends on how you buy: | How you buy | Price | Per character | Characters | |---|---|---|---| | Single pack, 80 credits | $5 | $4.06 | 1 | | Starter pack, 180 credits | $10 | $3.61 | 2 | | Maker pack, 500 credits | $25 | $3.25 | 7 | | Studio pack, 1,250 credits | $60 | $3.12 | 19 | | Pro plan, 750 credits a month | $29 | $2.51 | 11 | | Studio plan, 2,100 credits a month | $79 | $2.45 | 32 | "Per character" is 65 credits at that option's price per credit. You still pay for the whole pack, but pack credits never expire. So on these numbers, a Meshy character costs less than a Bake3D character. The two jobs are not quite the same, though. Meshy's rig picks from three body types, and its animal rig only walks. Bake3D plans the rig from the model's own shape. It fits a walk, trot, run and jump to any number of legs, and you can describe new motion for 10 credits. Bake3D has no free credits, but the [free demo](https://bake3d.ai/demo) and a free readiness check of your picture let you try it first. The full list is on the [Bake3D pricing page](https://bake3d.ai/pricing). Both run first-time offers. Meshy takes 50% off a first month. Bake3D adds 25% more credits to a first pack bought within 72 hours of signing up, and takes 50% off the first month of Pro. ## How to spend fewer credits on Meshy Meshy's own credits guide has good tips: - **Check the shape before you pay for the texture.** If the shape is wrong, retry it first. - **Use your free retries.** Paid plans include several per task, and they cost no credits. - **Fix instead of starting over.** A bad texture can be redone for 10 credits. A messy mesh can be remeshed for free in the web app. - **Skip Ultra detail and 8K textures for drafts.** Turn them on for the final model. - **Cancel queued tasks you no longer need.** Started tasks are not refunded. The same habits help on any credit-based tool. If you want an animal or a machine that moves, start with a picture that shows the whole body. Our guide to [a rigged 3D character from one image](https://bake3d.ai/guides/image-to-rigged-3d-character) explains why. ## Check before you buy Three things can trip you up: - **Prices depend on where you are.** Meshy showed us a Starter plan that its help center says is only for some countries, and its cards change with the currency you pick. - **Old prices are still around.** Some comparison pages still list old Meshy plans, such as a $19 Starter plan with 200 credits or Pro at $49. On 8 October 2026, Meshy's own pages showed the prices in this guide. - **Meshy's pages do not always agree.** Its plan guide says Ultra gives 8,000 credits a month, while its credit reset article says 10,000. Its web app docs list 20 to 25 credits for a shape, while its credits guide and API price list put a textured model at 30. When in doubt, trust the price the app shows next to the button. For tools that price things differently, see our [Meshy vs Tripo](https://bake3d.ai/guides/meshy-vs-tripo) comparison and the wider list of [Meshy alternatives](https://bake3d.ai/guides/meshy-alternatives). ## Questions ### Is Meshy AI free? There is a free plan with 100 credits a month and no card needed. That is enough for about three textured models. But on the free plan you can only download 10 models a month, and only ones made with Meshy 6 Lite. Free models are licensed CC BY 4.0, so you must credit Meshy. ### How much does Meshy AI cost? Pro is $20 a month for 1,000 credits, Premium $40 for 3,000 and Ultra $100 for 8,000. The Studio plan for teams starts at $70 a month for 5,500 shared credits. New subscribers get 50% off the first month, or 20% off the first year on yearly billing. ### How many credits does one Meshy model cost? About 30 credits for a textured model: 20 for the shape and 10 for the texture. Ultra detail adds 5, and an 8K texture costs 15 instead of 10. Rigging and preset animations cost no credits in the web app. Through the API, a rig is 5 credits and each extra clip 3. ### Do Meshy credits roll over? No. Monthly credits top up to your plan amount on your renewal date, so unused ones are lost. Credits you buy or earn are different. Meshy calls them permanent credits, and they never expire. Meshy spends your monthly credits first. ### Can I get a refund from Meshy? Meshy's pricing page says it generally does not refund payments, though you can email support about a special case. Failed generations cost no credits, and a task you cancel while it still waits in the queue is refunded. ### Is Meshy cheaper than Bake3D? Per model, yes. A textured, rigged character with two preset clips is about 30 credits on Meshy, or about 60 cents on Pro. The same job on Bake3D is 65 credits, about $2.51 on Pro or $5 with the Single pack. The jobs differ: Bake3D plans a rig for any body and makes motion from text, while Meshy gives four-legged animals only a walk. ## Sources - [Meshy pricing](https://www.meshy.ai/pricing) - [Meshy Help Center, which plan is right for you](https://help.meshy.ai/en/articles/12062933-which-meshy-plan-is-right-for-you-free-vs-pro-vs-premium-vs-ultra) - [Meshy Help Center, what the free plan includes](https://help.meshy.ai/en/articles/15696428-what-is-included-on-the-free-plan) - [Meshy Help Center, when credits reset](https://help.meshy.ai/en/articles/9991991-when-will-my-credits-reset) - [Meshy Help Center, free credits](https://help.meshy.ai/en/articles/9991982-can-i-get-free-credits) - [Meshy credits guide](https://www.meshy.ai/tutorials/meshy-credits-guide) - [Meshy docs, web app pricing and credits](https://docs.meshy.ai/en/webapp/pricing) - [Meshy docs, API pricing](https://docs.meshy.ai/en/api/pricing) - [Meshy API docs, rigging](https://docs.meshy.ai/en/api/rigging-and-animation) - [Meshy Help Center, auto-rigging and animation](https://help.meshy.ai/en/articles/16231707-how-to-create-3d-animation-with-auto-rigging) - [Meshy terms of use (updated 19 September 2026)](https://www.meshy.ai/terms-of-use) - [Bake3D pricing](https://bake3d.ai/pricing) --- # 3D AI Studio Alternatives: What It Offers and What to Pick Instead Source: https://bake3d.ai/guides/3d-ai-studio-alternatives Updated: 2026-10-13. Written by Bake3D (https://bake3d.ai). What 3D AI Studio is, its plans and credit costs from its own pages, and the best alternatives by job: Meshy, Tripo, Rodin, Bake3D and free open models. ## Short answer 3D AI Studio runs other companies' 3D models, such as Meshy, Tripo, Rodin, Hunyuan and TRELLIS, from one credit balance, starting at $19 a month. Pick an alternative by job: Meshy for human characters with many ready moves, Tripo for rigging unusual creatures, Hyper3D Rodin for clean shapes you rig yourself, Bake3D for any body moved by words you type, and TRELLIS.2 for free on your own GPU. ## How we checked We read 3D AI Studio's pricing page, docs, rigging tool page and API terms on 8 October 2026, plus the pricing pages and docs of each alternative, and link them under Sources. We opened the pricing pages in a browser to read the monthly and yearly cards. Tripo's pricing page blocked our browser that day, so its plan prices are from 26 September 2026. We did not run the same picture through every tool, so this compares features and prices, not model quality. ## What 3D AI Studio is 3D AI Studio (3daistudio.com) is a browser app for making 3D models with AI. Its API terms say it is run from Germany under the trading name Hammer Creations. Its big idea is choice. Instead of one AI model, it gives you many, from different companies, paid from one credit balance. On 8 October 2026 its docs listed 12 models that work from one picture and 8 that take several. Some come from other companies, such as Meshy 6, Rodin 2.5, Hunyuan 3.1 Pro, Tripo P1 and TRELLIS 2. Prism 3.1 is the default. Each model costs a different number of credits: | Model, one picture | Credits | Time, per its docs | |---|---|---| | TRELLIS 2 | 15 to 41 | 4 to 8 minutes | | Prism Turbo | 25 | Under 90 seconds | | Prism 3.0, Rodin 2.5, Seed3D 1.0 | 30 | 2 to 12 minutes | | Prism 3.1 (default), Forge Gen-2, CSM | 35 | 3 to 7 minutes | | Hunyuan 3.1 Pro, Hunyuan 3.0, Meshy 6 | 40 | 3 to 10 minutes | | Tripo P1 Game Ready | 60 | 60 to 90 seconds | It also has an image studio for pictures and short videos. Other tools paint textures, rebuild the mesh, split a model into parts and unwrap UVs. It can rig characters and add 12 preset animations. It exports GLB, FBX, OBJ, STL, USDZ, BLEND, 3MF, Collada and PLY. Some tools, such as SVG to 3D and 3D text, run free in the browser. If your goal is a model that moves, read the rigging details below before you pick. And if you are new to the steps, our guide on [turning a 2D image into a 3D model](https://bake3d.ai/guides/2d-image-to-3d-model) explains how these tools work. ## 3D AI Studio pricing These are the prices on its pricing page on 8 October 2026. | Plan | Monthly | Credits a month | Billed yearly | What stands out | |---|---|---|---|---| | Basic | $19 | 1,000 | $12 a month ($144 a year) | Up to 100 assets, text and image to 3D | | Studio | $29 | 3,500 | $23 a month ($276 a year) | All tools, several-picture input, unlimited downloads | | Pro | $149 | 18,000 | $139 a month ($1,668 a year) | 3 team seats, top priority | It also sells one-time packs: 2,000 credits for $34, 5,000 for $69 and 35,000 for $399. Pack credits never expire. Monthly plan credits do not roll over. Other rules worth knowing: - **Free credits.** New accounts get free credits with no card. The docs do not give the number. - **Refunds.** Plans show a 7-day money-back guarantee. Failed generations are refunded in credits automatically. - **Ownership.** The pricing page says you own what you make and may use it commercially on every plan. Its API terms add that some features run on other companies' services, which may carry their own limits. - **API.** The API uses prepaid credits. Its terms say it is for businesses only, files are kept for 24 hours, and API credits are not refundable. Its API docs cover generation, texturing, remeshing, splitting and mesh tools. We did not find rigging there. On the Studio plan, a credit costs about 0.83 cents if you use all 3,500. So a Prism 3.1 model (35 credits), a rig (20) and two animations (15 each) come to 85 credits, about 70 cents. ## Why look for a 3D AI Studio alternative 3D AI Studio is good at letting you compare models. Its own docs also show where another tool may fit better: - **Animation is light.** It has 12 presets, at 15 credits each, and no motion from text. - **Rigging depends on the option you pick.** The Meshy option rigs humanoids only. The Prism option covers more. Its docs list two legs, four legs, birds and snakes, and its tool page adds six legs, eight legs and sea creatures. - **No rigging in the API docs.** We did not find a rigging endpoint there. - **One add-on, for Blender.** Its Blender Bridge add-on, for Blender 4.0 or newer, receives models you send from the website. Its Unity, Unreal, Godot, Maya and ZBrush pages explain how to import files by hand. - **The newest features start at the source.** If you settle on one model, its maker may add new options there first, such as Meshy's 600+ animations or Tripo's newest rig types. Going through 3D AI Studio is not always the dearer choice. A Meshy 6 model costs 40 credits there, about 33 cents on its Studio plan. On Meshy's own Pro plan, a textured model is 30 credits, about 60 cents. Which is cheaper depends on your plan and how many credits you use. ## The alternatives, by job *Figure: Pick by the job you need done. Matches come from each company's own pages on 8 October 2026. This is not a ranking of how good the models look.* ([picture](https://bake3d.ai/guides/3d-ai-studio-alternatives-by-job.svg)) ### Meshy: human characters with many ready moves Meshy makes its own models and, by its own count, has the biggest library of ready animations for people of the tools here. It rigs humanoids and four-legged animals, plus other creatures in beta, and has more than 600 ready animations. It also has plug-ins for Blender, Unity, Unreal and Godot, an API and an MCP server. Pro is $20 a month for 1,000 credits, and a textured model costs about 30. Its help center says four-legged animals only get a walk, and free users cannot download Meshy 6 or 7 models. Our [Meshy AI review](https://bake3d.ai/guides/meshy-ai-review) covers it in full, and the [Meshy pricing guide](https://bake3d.ai/guides/meshy-ai-pricing) works out the cost per model. **Pick Meshy when** your characters are people and a big library of ready moves saves you time. ### Tripo: rigging unusual creatures Tripo makes its own models and has one of the widest lists of rig types. Its developer docs list two riggers. The older one is for people and supports more than 90 animations. The newer one, from February 2026, handles four legs, six legs, eight legs, birds, snakes and sea creatures. It can rig models you upload as GLB, FBX, OBJ or STL, up to 150 MB. Its API costs 1 cent a credit. A textured model from one picture is 30 credits, a rig 25 and each animation 10. Its pricing page blocked our browser on 8 October 2026. On 26 September it listed Pro at $20 a month for 3,000 credits, and a free plan with 200 credits for non-commercial use. **Pick Tripo when** you have an unusual creature to rig and need only a few clips for it. ### Hyper3D Rodin: a clean shape you will rig yourself Rodin focuses on the model itself. Its animation page sells meshes that are ready for you to rig, not rigged ones. You rig and animate in Blender, Maya or another tool. The free plan lets you pay only for results you keep, at $1.50 a credit. Creator is $30 a month, or $24 a month billed yearly, for about 60 models. Business is $120 a month, or $96 billed yearly, and adds full API access. Our guide on [how to rig in Blender](https://bake3d.ai/guides/how-to-rig-in-blender) covers the next step. **Pick Rodin when** the shape matters most and you already rig by hand. ### Bake3D: any body, moved by words you type Bake3D is our own tool, so read this part with that in mind. It makes a textured model from one to four pictures or a text prompt, then plans the skeleton from the model's real shape. Four legs, wings, tails and wheels each get their own joints. You can describe a motion in a sentence for 10 credits. Or use one of seventeen free presets, such as a walk, trot, run and jump fitted to the legs. The [AI 3D animation generator](https://bake3d.ai/ai-3d-animation-generator) page shows how it works. A rigged model from one picture is 65 credits at Standard quality. Packs start at $5 for 80 credits, and Pro is $29 a month for 750 credits. Bake3D has no free credits, but you can play with rigged characters in the [free demo](https://bake3d.ai/demo) and get a free readiness check of your own picture. Models made with bought credits come with a commercial license. Its limits: Bake3D does not rig a model you upload, does not animate faces, and has 17 presets, not hundreds. It costs more per model than the other paid tools here. **Pick Bake3D when** an animal, a creature or a machine needs to move in ways you choose. ### TRELLIS.2 and Hunyuan3D 2.1: free on your own GPU If you have a strong graphics card, you can run an open model at no cost. - **TRELLIS.2** from Microsoft is free under the MIT license. It turns one picture into a textured model, and needs an NVIDIA GPU with at least 24 GB of memory. - **Hunyuan3D 2.1** from Tencent makes and paints a model too. Read its license first. It does not apply in the EU, the UK or South Korea, and services with more than 1 million monthly users need a separate license. Neither one rigs or animates, and you set them up yourself. 3D AI Studio also runs TRELLIS 2 and Hunyuan models for you, if you would rather not. **Pick an open model when** cost matters most and you are happy to work in code. ## Pick by job | Your job | Pick | Why | Starts at | |---|---|---|---| | Test many AI models on one picture | 3D AI Studio | 12 one-picture models, one balance | $19 a month | | Human characters with lots of moves | Meshy | 600+ presets, plug-ins, text to motion | $20 a month | | Rig a creature model you already have | Tripo | People plus six creature types, from uploads | 25 API credits ($0.25) a rig | | A clean shape for your own rig | Hyper3D Rodin | Shape and texture focus, no rig | $24 a month, billed yearly | | An animal, creature or machine that must move | Bake3D | Rig from the shape, motion from text | $5 for 80 credits | | Zero cost on your own hardware | TRELLIS.2 | MIT license | Free | ## Compare the cost of a finished model, not credits A credit is worth a different amount of money at each company, so comparing credit counts tells you little. Compare what a finished model costs instead. Here is one job on four tools: a character from one picture, rigged, with a walk and a run. It assumes you use every credit in the month. | Tool and plan | Credits | About | How it adds up | |---|---|---|---| | Meshy, Pro ($20 for 1,000) | 30 | $0.60 | Model 30, rig and clips free | | 3D AI Studio, Studio ($29 for 3,500) | 85 | $0.70 | Prism 3.1 35, rig 20, two clips 30 | | Tripo, API (1 cent a credit) | 75 | $0.75 | Model 30, rig 25, two clips 20 | | Bake3D, Pro ($29 for 750) | 65 | $2.51 | Model 40, rig 25, walk and run free | On a humanoid, 3D AI Studio's Meshy rig option (15 credits, walk and run included) brings its total to 50 credits, about 41 cents. Bake3D is the dearest of the four on this job. The jobs also differ by body: Meshy's animal rig only walks, Tripo lists few clips per creature, and Bake3D fits the walk and run to any number of legs. For a still model with no rig, any of the other tools costs less. The full [Bake3D price list](https://bake3d.ai/pricing) has every option. ## How we compared these tools On 8 October 2026 we read 3D AI Studio's pricing page, docs, rigging tool page and API terms, and the pricing pages and docs of Meshy, Tripo and Hyper3D. We opened the pricing pages in a browser to read the monthly and yearly cards in US dollars. Tripo's pricing page blocked our browser that day, so its plan prices come from our check on 26 September 2026, while its API prices are from 8 October. We did not run the same picture through every tool, so this compares features and prices, not model quality. Prices change often, so check each linked page before you buy. For a wider view, read our pick of [the best AI 3D model generators](https://bake3d.ai/guides/best-ai-3d-model-generators). ## Questions ### Is 3D AI Studio free? You get some free credits when you sign up, with no card needed, but its docs do not say how many. They say it is enough for several models. After that, plans start at $19 a month for 1,000 credits, and a one-time pack of 2,000 credits costs $34. Its free in-browser tools, such as SVG to 3D and 3D text, need no credits. ### Which AI models does 3D AI Studio use? Its docs listed 12 single-picture models on 8 October 2026, including Prism 3.1, Hunyuan 3.1 Pro, Tripo P1, Meshy 6, TRELLIS 2, Rodin 2.5, CSM and Seed3D. Each costs a different number of credits, from 15 to 60. Paid plans add 8 models that take several pictures. ### Can 3D AI Studio rig and animate a model? Yes. Rigging costs 15 or 20 credits. The Meshy option rigs humanoids only and includes a walk and a run. The Prism option covers more body types, such as four legs, birds and snakes. After rigging you can add any of 12 preset animations for 15 credits each. There is no motion from text. ### Can I use 3D AI Studio models commercially? Its pricing page says you own what you make and can use it for business on every plan. Its API terms add that some features run on other companies' services and may carry their own limits, such as credit or resale rules. Check the notes on the model you pick if you plan to sell. ### Does Bake3D rig a 3D model I already have? No. Bake3D makes a new model from your picture or text, then rigs it in the same job. If you already have a finished model, a tool that rigs uploaded files, such as Tripo, Meshy or 3D AI Studio, is the better fit. ## Sources - [3D AI Studio pricing](https://www.3daistudio.com/pricing) - [3D AI Studio docs, FAQ](https://docs.3daistudio.com/faq) - [3D AI Studio docs, image to 3D models and credits](https://docs.3daistudio.com/3d-generation/image-to-3d) - [3D AI Studio docs, rigging and animation](https://docs.3daistudio.com/processing/rigging) - [3D AI Studio rigging tool](https://www.3daistudio.com/Tools/RiggingTool) - [3D AI Studio docs, export formats](https://docs.3daistudio.com/export-formats) - [3D AI Studio API documentation](https://www.3daistudio.com/Platform/API/Documentation) - [3D AI Studio API terms of service](https://www.3daistudio.com/Platform/API/TermsAndConditions) - [Meshy pricing](https://www.meshy.ai/pricing) - [Meshy Help Center, auto-rigging and animation](https://help.meshy.ai/en/articles/16231707-how-to-create-3d-animation-with-auto-rigging) - [Tripo API pricing](https://developers.tripo3d.ai/en/pricing) - [Tripo developer docs, rigging](https://developers.tripo3d.ai/en/docs/animations-rig) - [Hyper3D pricing](https://hyper3d.ai/pricing) - [Hyper3D, models for animation](https://hyper3d.ai/use-cases/animation) - [Microsoft TRELLIS.2 on GitHub](https://github.com/microsoft/TRELLIS.2) - [Tencent Hunyuan3D 2.1 license](https://github.com/Tencent-Hunyuan/Hunyuan3D-2.1/blob/main/LICENSE) - [Bake3D pricing](https://bake3d.ai/pricing) - [3D AI Studio, Blender Bridge add-on](https://www.3daistudio.com/BlenderAddon) --- # The Best Free 3D Modeling Software for Each Job Source: https://bake3d.ai/guides/free-3d-modeling-software Updated: 2026-10-13. Written by Bake3D (https://bake3d.ai). The best free 3D modeling software by job: Blender, FreeCAD, Tinkercad, SketchUp Free, Fusion, OpenSCAD, Nomad Sculpt and AI generators, with limits. ## Short answer The best free 3D modeling software depends on the job. Blender is best for characters, sculpting and anything with curves. FreeCAD is best for exact parts to 3D print. Tinkercad is the easiest start for beginners and kids. SketchUp Free suits houses and rooms. OpenSCAD builds parts from code. Fusion is free for personal, non-commercial use. To get a model from a picture instead, use an AI 3D generator. ## How we checked On 8 October 2026 we read each program's own website, download page, license and help pages, linked under Sources. We made the renders on this page in Blender 4.4, and the bracket in the first picture is the same part as the OpenSCAD code below. We did not model one object in every program, so this sorts tools by what they are built for and what their free versions allow. Most free 3D modeling software falls into one of two families. Once you know which family your project belongs to, the choice gets easy. ## Solid models and mesh models **Solid models** are built from exact sizes. You type 40 mm, and it is 40 mm. You can go back later and change a number, and the rest of the part updates. This is how CAD programs work. FreeCAD calls its objects "parametric", which means their shape is based on settings you can change. Use solid modeling for brackets, boxes, cases, spare parts and anything that has to fit something real. **Mesh models** are made of thousands of small flat triangles. You push and pull the surface like clay, so there are no fixed sizes to go back and edit. Onshape, a CAD company, describes the difference well: CAD stores exact geometry, while STL and OBJ files store "inexact mesh data". Use mesh modeling for characters, animals, faces, statues and game models. *Figure: A solid model and a mesh model. The bracket is built from typed sizes, 40 by 20 by 30 mm. The fox is a mesh of 60,000 triangles, made with Bake3D from one picture. Rendered in Blender on 8 October 2026.* ([picture](https://bake3d.ai/guides/free-3d-modeling-solid-vs-mesh.webp)) Slicers, the programs that prepare a 3D print, turn both kinds into triangles in the end. Prusa's help pages, for example, say a STEP file from CAD is turned into triangles when it is imported. So you can 3D print from either family. The question is only which one makes your object easier to build. If you would rather not model at all, there is a third route. An AI 3D generator makes a mesh model from a picture or a sentence. Our [image to 3D generator](https://bake3d.ai/image-to-3d) does this, and so do the other tools in the [AI section below](#ai-generators-a-model-from-a-picture). ## The best free 3D modeling software at a glance | Software | Best for | Kind | Runs on | Free version rules | |---|---|---|---|---| | Tinkercad | First models, kids, classrooms | Solid, from simple shapes | Web browser, iPad | Free. Under 13 needs a parent's OK | | FreeCAD | Exact parts to print | Solid (CAD) | Windows, macOS, Linux | Free and open source, any use | | Fusion personal use | Exact parts, polished tools | Solid (CAD) | Windows, macOS | Non-commercial, under $1,000 a year, 10 editable documents | | OpenSCAD | Parts written as code | Solid, from code | Windows, macOS, Linux | Free and open source, any use | | SketchUp Free | Houses, rooms, furniture | Solid, push and pull faces | Web browser | Personal projects only | | Blender | Characters, sculpting, animation, everything else | Mesh | Windows, macOS, Linux | Free and open source, any use | | Nomad Sculpt | Sculpting on a tablet | Mesh | iPad, iPhone, Android, desktop | Paid app with a free trial version | | AI generators | A model from a picture or a sentence | Mesh | Web browser | Free plans with limits, or paid | Everything here comes from each company's own pages on 8 October 2026. Free plans change, so check before you rely on one. ## For beginners and kids: Tinkercad Tinkercad is a free web app from Autodesk for 3D design, electronics and coding. You build objects by dragging simple shapes, like boxes, cylinders and letters, onto a work plane. Any shape can also be set as a "hole" to cut into another. It is the gentlest way to learn how 3D objects are put together. - **Runs on:** any modern web browser on Windows, Mac or a Chromebook, plus a free iPad app. - **Exports:** STL, OBJ and glTF for 3D models, and SVG for laser cutting. - **Rules:** Autodesk's terms say a child under 13 can make an account only with a parent's or guardian's approval. Teachers can also add students to a class without a student email address. - **Limits:** you need to be online. Large, detailed shapes like faces and animals are very hard to build from boxes and spheres. **Pick it when** you are new to 3D, teaching a class, or making a simple part like a name tag or a box. Our guide on [how to make an STL file](https://bake3d.ai/guides/how-to-make-stl-file) walks through a first Tinkercad design. ## Free CAD software for exact parts When a part has to fit something real, like a phone, a shelf or a broken knob, use CAD. You draw a 2D sketch with exact sizes, pull it into 3D, then add holes and rounded edges. ### FreeCAD FreeCAD is an open source parametric modeler. Its website says it is made mainly to design real-life objects of any size. The latest stable version is 1.1.4, from 28 September 2026. - **Runs on:** Windows 10 or newer, macOS 12 or newer, and Linux. - **Exports:** STEP, IGES, OBJ, STL, DWG, DXF, SVG and more. - **Rules:** free and open source under the LGPL license. Its website says the files you make with it are truly yours, forever. There are no limits on business use. - **Limits:** it takes time to learn. Parts are built step by step in "workbenches", and the screen has a lot going on at first. ### Fusion for personal use Fusion is Autodesk's paid CAD program. It has a free personal use license with clear rules: - **Who can use it:** people making less than $1,000 a year from their projects, for non-commercial, home use. Not at work or in a company. - **How long:** Autodesk's help pages say the free license lasts three years, and you can renew it in the last 30 days. - **Limits:** only 10 documents can be editable at one time. Exports include STL, OBJ, 3MF, FBX and STEP. Some formats, like IGES, need a paid plan. - **Runs on:** Windows 11 and macOS 14 or newer. There is no Linux version, and the browser version needs a paid or school license. ### Onshape Free Onshape runs CAD in a web browser and on phones and tablets. Its free plan is for non-commercial use, and every document you make on it is public, so anyone can see it. That is fine for learning and open projects, and a problem for anything private. **Pick FreeCAD when** you want no strings attached. **Pick Fusion when** you want a smoother program for hobby projects and can live with its rules. ## Modeling with code: OpenSCAD OpenSCAD is free and open source, and works differently from every other program here. You do not drag shapes with a mouse. You write a short script, and OpenSCAD builds the solid from it. Its website calls it "the programmers solid 3D CAD modeller". Here is the bracket from the first picture, written in OpenSCAD. We built the picture's bracket in Blender from the same sizes. ```openscad $fn = 48; // smooth round holes difference() { union() { cube([40, 20, 4]); // base plate, sizes in mm cube([40, 4, 30]); // upright } // two screw holes in the base for (x = [10, 30]) translate([x, 12, -1]) cylinder(h = 6, d = 4.5); // one hole in the upright translate([20, -1, 20]) rotate([-90, 0, 0]) cylinder(h = 6, d = 4.5); } ``` Change the 4.5 to 5, and every hole gets bigger. That is the strength of code: one number changes the whole part. - **Runs on:** Windows, macOS and Linux. - **Exports:** STL, OFF and 3MF. - **Rules:** free under the GPL license. - **Limits:** the last stable release is 2021.01, from January 2021. The newer development builds add a much faster engine, called Manifold, which you switch on in the settings. **Pick it when** you like code, or you need a part in many sizes, like a box for different cards. ## Houses, rooms and furniture: SketchUp Free SketchUp Free runs in a web browser. You draw flat shapes and pull them up into walls, shelves and roofs. It is popular for floor plans, decks, sheds and furniture. - **Rules:** SketchUp's help pages say SketchUp Free is not for commercial use. It is for personal projects. - **Storage:** 10 GB of cloud storage. - **Files:** it imports SKP, JPG and PNG, and exports SKP, PNG and STL. There is no OBJ, FBX or glTF export on the free plan. - **Limits:** no support for free users, and the desktop app and extensions need a paid plan. **Pick it when** you are planning a room or a woodworking project for yourself. ## Characters, sculpting and everything else: Blender Blender is the free 3D program that does almost everything: modeling, sculpting, painting textures, rigging, animation and rendering. It is free and open source under the GNU General Public License. Its license page says what you make with it is your own property. The current version is 5.2.2 LTS, from 15 September 2026. - **Runs on:** Windows, Linux and macOS. Since version 5.0, Macs need Apple Silicon. Blender asks for at least 8 GB of memory. - **Exports:** OBJ, STL, FBX, glTF and GLB, USD, PLY and more. - **Limits:** it takes weeks to learn. Its tools for exact sizes are weaker than a CAD program's. We use Blender to check Bake3D's exports, and we made every render on this page in it. It is the right home for mesh work: fixing an AI model, cutting a figure into parts, or [lowering its polygon count](https://bake3d.ai/guides/reduce-polygon-count). When you want the model to move, our guide to [free 3D animation software](https://bake3d.ai/guides/free-3d-animation-software) picks up from here. For blocky, low-poly game models, look at **Blockbench**. It is free for any kind of project, runs on Windows, Mac and Linux or in a browser, and exports OBJ, glTF, FBX and STL. ## Sculpting on a tablet: Nomad Sculpt Nomad Sculpt turns an iPad or Android tablet into a sculpting tool. You shape a ball of digital clay with your finger or a pen. It is a favorite for creatures, busts and figurines. It is not free. On the App Store it costs $19.99, and on Android it is free to install with a $19.99 in-app purchase. To try it first, its FAQ points to a free version with saving turned off. A desktop version for Windows and macOS costs about $35 for two computers, with a free demo mode. It exports glTF and GLB, OBJ, STL, FBX, PLY and USD. **Pick it when** you like to sculpt by hand with a pen, away from a desk. ## AI generators: a model from a picture AI 3D generators skip modeling. You give them a picture or a sentence, and a few minutes later you get a textured mesh model. The back of the model is a guess, because the picture does not show it. Here is what their free options looked like on 8 October 2026: - **Meshy** has a free plan with 100 credits a month. Its help center says free users cannot download models made with its Meshy 6 or Meshy 7 models. - **Tripo** has a free plan with monthly credits. Its pricing page says free models are public and for non-commercial use. - **TRELLIS.2** from Microsoft is free under the MIT license, if you run it yourself. It needs an NVIDIA graphics card with at least 24 GB of memory. - **Hunyuan3D 2.1** from Tencent is also free to run yourself, but its license does not cover the European Union, the United Kingdom or South Korea. **Bake3D** is our own tool, so read this with that in mind. It is not free, and it does not try to be the cheapest way to get a still model. It is built for characters that move. It makes a model from one to four pictures or a sentence. Then it adds a skeleton planned from the model's own shape, so a person, a dog, a dragon or a robot can walk and turn. You can check your picture for free, and try finished characters in the free [3D demo](https://bake3d.ai/demo). A model costs 30 to 55 credits, a rig 25 more, and packs start at $5 for 80 credits. See [pricing](https://bake3d.ai/pricing) for the full list. It cannot rig a model you made in another program. **Pick an AI generator when** you need a character, an animal or a figure and do not want to model it by hand. Our comparison of the [best AI 3D model generators](https://bake3d.ai/guides/best-ai-3d-model-generators) goes deeper. To build a character you can animate, start on the [3D character maker](https://bake3d.ai/3d-character-maker) page. If you only want what is free, our guide to [free AI 3D character makers](https://bake3d.ai/guides/free-ai-3d-character-maker) lists what each free plan lets you download and use. ## How to pick, by the job you need done *Figure: Pick by the job, then check the license. Green means free for any use. Amber means a limit applies, such as personal use only. Rules come from each tool's own pages on 8 October 2026.* ([picture](https://bake3d.ai/guides/free-3d-modeling-software-by-job.svg)) - **Your first 3D model, or a class of kids:** Tinkercad. - **A part that must fit something real:** FreeCAD, or Fusion for personal projects. - **A part in many sizes, or you like code:** OpenSCAD. - **A room, a deck or a bookshelf:** SketchUp Free. - **A character, a creature or a statue:** Blender, or Nomad Sculpt on a tablet. - **A low-poly game prop:** Blockbench or Blender. - **A figure from a photo, without modeling:** an AI generator. ## Free 3D modeling software for 3D printing Every modeling program on this list can export an STL, the file most 3D printers use. Fusion and OpenSCAD can also export 3MF, which keeps the units in the file. Our guide to [3MF vs STL](https://bake3d.ai/guides/3mf-vs-stl) explains why that helps. Before you slice any model, check it. Open the STL in our free [STL viewer and checker](https://bake3d.ai/tools/stl-checker) to see its size in millimetres, holes and flipped faces. If it finds problems, the free [STL repair tool](https://bake3d.ai/tools/stl-repair) fixes the common ones in your browser. Both run on your computer, so the file is never uploaded. For figures, AI models and sculpts need a little more care, like thicker thin parts and a flat base. Our guides cover [a figurine from a photo](https://bake3d.ai/guides/3d-figurine-from-photo) and [3D printed miniatures](https://bake3d.ai/guides/3d-printed-miniatures-from-photo) step by step. ## Free 3D modeling software for Mac Most of these run on a Mac, with a few catches: - **Blender** needs a Mac with Apple Silicon and macOS 13 or newer since version 5.0. Older Intel Macs can still run older versions. - **FreeCAD** needs macOS 12 or newer. - **Fusion** needs macOS 14 or newer. - **OpenSCAD** has a Mac version. - **Tinkercad, SketchUp Free and Onshape** run in a browser, so any Mac works. ## Questions ### What is the best free 3D modeling software for beginners? Tinkercad. It runs in a web browser, and you build objects by stacking and cutting simple shapes. It exports STL for 3D printing. Once you outgrow it, move to FreeCAD for exact parts or Blender for free-form shapes. ### Is Blender really free? Yes. Blender is free and open source under the GNU General Public License. Its license page says what you create with Blender is your own property, so you can sell your models. ### What is the best free CAD software? FreeCAD is the best fully free CAD program. It is open source, has no limits on business use, and exports STEP and STL. Fusion is more polished, but its free license is for personal, non-commercial projects only, with up to 10 editable documents. ### What free 3D modeling software is best for 3D printing? For exact parts, FreeCAD or Tinkercad. For figures, Blender or an AI 3D generator. All of them export STL. Check every file in a free STL checker before you slice it, because a model can look fine and still have holes. ### Is there free 3D modeling software that runs in a browser? Yes. Tinkercad, SketchUp Free and Onshape's free plan all run in a web browser. SketchUp Free is for personal projects only, and Onshape's free plan makes every document public. ### Can I sell what I make with free 3D modeling software? It depends on the program. Blender, FreeCAD, OpenSCAD and Blockbench allow it. SketchUp Free, Fusion for personal use and Onshape's free plan do not allow commercial use. AI generators set their own rules, so read the license of the plan you use. ## Sources - [Blender, Download (version 5.2 LTS)](https://www.blender.org/download/) - [Blender, Requirements](https://www.blender.org/download/requirements/) - [Blender, License](https://www.blender.org/about/license/) - [Blender Manual, Import and export formats](https://docs.blender.org/manual/en/latest/files/import_export/index.html) - [FreeCAD, Features](https://www.freecad.org/features.php) - [FreeCAD, Downloads](https://www.freecad.org/downloads.php) - [FreeCAD on GitHub (LGPL-2.1 license)](https://github.com/FreeCAD/FreeCAD) - [Tinkercad, What is Tinkercad](https://www.tinkercad.com/help-center/what-is-tinkercad) - [Tinkercad, Export file types](https://www.tinkercad.com/help/3d-editor/export-filetypes) - [SketchUp Free plan](https://sketchup.trimble.com/plans-and-pricing/sketchup-free) - [SketchUp Help, SketchUp Free](https://help.sketchup.com/en/admin/sketchup-free) - [Autodesk, Fusion for personal use](https://www.autodesk.com/products/fusion-360/personal) - [Autodesk Help, Renewing a Fusion personal use license](https://help.autodesk.com/view/fusion360/ENU/?caas=caas%2Fsfdcarticles%2Fsfdcarticles%2FHow-to-renew-your-hobbyist-enthusiast-license-for-Fusion-360.html) - [Autodesk Help, Fusion supported file formats](https://help.autodesk.com/view/fusion360/ENU/?guid=TPD-SUPPORTED-FILE-FORMATS) - [OpenSCAD, About](https://www.openscad.org/about.html) - [OpenSCAD, Downloads](https://www.openscad.org/downloads.html) - [Nomad Sculpt](https://nomadsculpt.com/) - [Nomad Sculpt manual, FAQ](https://nomadsculpt.com/manual/faq) - [Nomad Sculpt on the App Store](https://apps.apple.com/us/app/nomad-sculpt/id1519508653) - [Blockbench FAQ](https://blockbench.net/wiki/blockbench/faq/) - [Onshape, Pricing](https://www.onshape.com/en/pricing) - [Prusa Knowledge Base, Supported file formats](https://help.prusa3d.com/article/supported-file-formats_1772) - [Onshape blog, BREP geometry and mesh data](https://www.onshape.com/en/blog/mixed-modeling-brep-geometry-mesh-data) - [Meshy, Pricing](https://www.meshy.ai/pricing) - [Meshy Help Center, Why can't I download my model](https://help.meshy.ai/en/articles/10421033-why-can-t-i-download-my-model) - [Tripo, Pricing](https://www.tripo3d.ai/pricing) - [Microsoft TRELLIS.2 on GitHub](https://github.com/microsoft/TRELLIS.2) - [Tencent Hunyuan3D 2.1 license](https://github.com/Tencent-Hunyuan/Hunyuan3D-2.1/blob/main/LICENSE) --- # The Best Free 3D Animation Software for Each Job Source: https://bake3d.ai/guides/free-3d-animation-software Updated: 2026-10-08. Written by Bake3D (https://bake3d.ai). The best free 3D animation software by job: Blender, Cascadeur, Mixamo, Unreal, Unity, Godot and AI motion tools, with each license and limit checked. ## Short answer Blender is the best free 3D animation software for most people. It animates any body, and you can use it for any purpose, including paid work. For ready moves on a human character, use Mixamo. For a game, animate inside Unreal Engine, Unity or Godot. To turn a video of a person into motion, try a free AI capture plan. Animals, creatures and machines are the hard case, where an AI tool that rigs for you saves the most time. ## How we checked On 8 October 2026 we read each tool's own download, pricing, license and manual pages, linked under Sources. We rendered the four rigs on this page in Blender 4.4 from Bake3D's sample models, and we check Bake3D's own GLB and FBX exports in Blender. We did not animate one character in every tool, so this sorts tools by what they do and allow, not by how good the motion looks. Free 3D animation software is good enough for real films and games. The hard part is choosing, because "free" means something different for each tool. Some are free for any use. Some are free only for hobby projects. Some can only animate people. One note on words before we start. This guide is about 3D animation, where you move a 3D model that has a skeleton inside it. If you want to draw 2D cartoons frame by frame, you need a 2D program. Blender can do some of that too, with its Grease Pencil tool, which its manual calls a 2D animation tool inside a 3D world. ## Three questions before you pick **1. What body are you animating?** This matters more than anything else. Many free tools are built around the human body. Adobe's Mixamo FAQ says its auto rigger and its animation library are for two-legged humanoids only. Unity's retargeting, which moves a motion onto a character with a different skeleton, works only on its Humanoid rig type. *Figure: Four rigs Bake3D made, each from a picture or a short text prompt. Human-only tools like Mixamo fit the first two, which stand on two legs with two arms. The fox and the T. rex need a tool that handles other bodies. Rendered in Blender on 8 October 2026.* ([picture](https://bake3d.ai/guides/free-3d-animation-rigs-four-bodies.webp)) **2. What will you do with it?** A school project, a game you sell and work for a client all need different licenses. Read the rules before you put hours into a tool. We list them for every tool below. **3. Does your model have a rig yet?** A rig is the skeleton inside a model, plus the skin weights that tell the surface how to follow each bone. You cannot bend a leg without one. If the idea is new, read [what rigging is](https://bake3d.ai/guides/what-is-rigging). If you are starting from a picture, our [AI 3D animation generator](https://bake3d.ai/ai-3d-animation-generator) builds the model, the rig and the first motion in one job. You can play finished rigs in the free [3D demo](https://bake3d.ai/demo) first. ## The free options at a glance | Tool | Best for | Bodies it animates | Free plan rules | Runs on | |---|---|---|---|---| | Blender | Any animation, by hand | Any rig | Free for any purpose | Windows, macOS, Linux | | Cascadeur Free | Natural poses for people | People. Four legs need Pro | Non-commercial. Saves only .casc files | Windows, macOS, Linux | | Mixamo | Ready moves for a human | Two-legged humanoids only | Free with an Adobe ID | Web browser | | Unreal Engine | Games and films | Any rig | Free. Games pay 5% above $1 million | Windows, macOS, Linux | | Unity Personal | Games | Any rig. Retargeting for humanoids | Under $200,000 a year | Windows, macOS, Linux | | Godot | Games | Any rig | Free under the MIT license | Windows, macOS, Linux, Android, web | | AI video capture | Motion from a video | People | Seconds a month, often personal use | Web browser or phone | | AI 3D generators | Animals, creatures, machines | Depends on the tool | Credits, with free plans or demos | Web browser | Prices and limits come from each company's own pages on 8 October 2026. They change often. ## Blender: free, and it animates anything Blender is the most complete free tool on this list. It can animate any body. Its license page says you are free to use it for any purpose, and that what you make with it is yours. The current version is 5.2 LTS. Version 5.2.2 came out on 15 September 2026. Animation in Blender works with keyframes. The manual describes a keyframe as a marker of time that stores the value of a property. You pose the rig on a few frames, and Blender fills in the frames between. Then you smooth the motion in the Graph Editor. The Nonlinear Animation editor lets you stack clips, like a walk and a wave, in tracks that work like layers. Blender does not care what shape the skeleton is. A person, a horse, a crane or a spider all animate the same way. Its free Rigify add-on builds rigs from ready templates. The manual even shows a cat template and notes a rig with five arms and one leg is possible. Rigify does not attach the rig to the mesh for you, though. You still do the skinning yourself. **What it exports:** FBX, glTF and GLB with skeletons and keyframes, BVH, USD and Alembic. So the motion works in almost any game engine. **The catch:** Blender has a lot of buttons, and it takes weeks to feel at home. Polished character motion takes hours for a few seconds on screen. Our guides on [how to animate a 3D model](https://bake3d.ai/guides/how-to-animate-a-3d-model) and [how to rig in Blender](https://bake3d.ai/guides/how-to-rig-in-blender) walk through the first steps. We use Blender ourselves to check Bake3D's GLB and FBX exports. **Pick it when** you want one free tool for everything, or your character is not human. ## Cascadeur: natural poses for people, free for learning Cascadeur is built to make body motion look physically right. Its AutoPosing tool lets you move a few points, like a hand or a foot, and it places the rest of the body for you. It runs on Windows, Mac and Linux. Version 2026.2.3 came out on 1 October 2026. The free plan has no time limit. On 8 October 2026, its rules were: - **Non-commercial use only.** Cascadeur's FAQ says the free and educational plans do not allow any commercial use. - **Its own file type only.** The free plan saves .casc files. FBX and DAE export are not included, so you cannot take the motion into a game engine. - **Size limits.** Exports are capped at 300 frames and 120 joints per scene. - **People first.** The help pages say AutoPosing works with humanoid and quadruped characters, but quadrupeds need the Pro plan or higher. Indie costs $19 a month or $96 a year and adds FBX and DAE export, for people and studios under $100,000 a year in revenue. Pro costs $49 a month or $396 a year with no limit on commercial use. **Pick it when** you want to learn how bodies move and you plan to pay once you ship something. Its quadruped tools are behind the Pro plan, so for animals, see the section on [animals, creatures and machines](#animals-creatures-and-machines). ## Mixamo: ready moves for a human character Mixamo is Adobe's free web tool. Its FAQ says it is free for anyone with an Adobe ID, with no Creative Cloud plan needed. You upload a character as FBX, OBJ or ZIP, mark a few points like the chin and wrists, and it adds a skeleton. Then you pick a walk, a run, a dance or a punch from its library and download the result. It is the fastest free way to get a human character moving. Adobe's FAQ says the characters and animations are royalty free in personal, commercial and non-profit projects, like games and films. You may not sell or share the raw files on their own, for example as an asset pack. **The catch:** Mixamo only works on two-legged humanoids. A dog, a dragon, a snake or a car will not rig. Every user gets the same library, so the moves can feel generic. Our list of [Mixamo alternatives](https://bake3d.ai/guides/mixamo-alternatives) covers tools for other bodies. **Pick it when** your character has two arms and two legs, and you need a run cycle today. Polish it in Blender after. ## Game engines: Unreal Engine, Unity and Godot If you are making a game, the engine is where your animation plays. All three of these can also make or edit animation inside them. ### Unreal Engine Unreal's Animation Mode lets you key a rig right in the editor, using Control Rig inside Sequencer, its timeline tool. Control Rig can be set up for any skeleton, so animals and machines work too. Epic's license is free to start. For games and apps sold to others, a 5% royalty is due on lifetime gross revenue above $1 million per product. For films, TV, videos and still images, called linear content, there is no royalty. But companies earning more than $1 million a year need paid Unreal Subscription seats, which cost $1,850 per person per year. ### Unity Unity's Animation window edits clips in two views, the Dopesheet and Curves. Its Timeline tool builds cut scenes, and the Animation Rigging package adds rig controls you can move while the game runs. Unity sorts rigs into two types. The manual describes Humanoid as a rig with two legs, two arms and a head. Everything else, like a quadruped, uses Generic. Retargeting, which moves a motion onto a character with a different skeleton, works only with Humanoid rigs. Unity Personal is free for people and companies with less than $200,000 in revenue and funding over the last 12 months. Above that, you need Unity Pro. ### Godot Godot is free and open source under the MIT license. Its license page says those terms do not apply to the content you make with it. The current version is 4.7.2, from 18 August 2026. Godot's AnimationPlayer can animate anything you can set in its Inspector, from bones to lights. AnimationTree blends clips and runs state machines, like idle to walk to run. Godot has a ready humanoid profile for retargeting, and you can make your own profile for other skeletons. It prefers glTF and GLB files when you import. **Pick an engine when** the animation is for a game. Make or buy the clips elsewhere, then blend them in the engine. If you use Bake3D, our import guides cover [Unity](https://bake3d.ai/guides/animated-glb-unity), [Unreal Engine](https://bake3d.ai/guides/animated-glb-unreal) and [Godot](https://bake3d.ai/guides/animated-glb-godot). ## AI motion capture from a video Motion capture copies the movement of a real person onto a rig. AI capture tools do it from a normal video. You film yourself with a phone, upload the clip, and the tool guesses the pose in each frame. All of these give you a human skeleton, so they are for people only. Fast moves, hands and feet often need cleanup afterward. Their free plans are small. Here is what each pricing page said on 8 October 2026: | Tool | Free plan | Business use on the free plan | Files | |---|---|---|---| | Rokoko Vision | 30 seconds of video a month | Not stated on the pricing page | Unlimited FBX. BVH is paid | | DeepMotion Animate 3D | 60 seconds of animation a month | No, personal use only | FBX, BVH, GLB, MP4 | | Plask Motion | 15 seconds a day | Not stated on the pricing page | FBX, GLB, BVH | | Move One | 30 credits once, videos up to 30 seconds | Not stated on the pricing page | FBX, USD, Blender, MP4 | | QuickMagic | 50 coins, videos up to 30 seconds | No, the commercial license is not included | FBX | **Pick one when** you can act out the motion yourself. Read each tool's terms before you use a clip in paid work. ## Animals, creatures and machines This is where free tools get thin. Almost every quick option above assumes a human. For other bodies, you have three choices. **Animate by hand in Blender.** It is free and works for any body. It is also slow. Our [quadruped walk cycle guide](https://bake3d.ai/guides/quadruped-walk-cycle) gives the footfall order and timing for a dog, cat or horse, so you do not have to guess. **Use an AI 3D tool that rigs for you.** These make or take a model, add a skeleton and give you some clips. Check how many clips your body type gets before you pay: - **Meshy** lists a library of 631 animations, all humanoid. Its library page says four-legged characters can be rigged and currently support a walking animation. It also says 22 animations are included on every plan, including the free one. - **Tripo** rigs seven body types: two legs, four legs, six legs, eight legs, birds, snakes and sea creatures. Its docs list more than 90 presets for humanoids. Most other body types get one clip, such as a walk, and no clip is listed for birds. **Use Bake3D.** This is our own tool, so read this part with that in mind. Bake3D makes a model from a picture or a sentence, then plans the skeleton from the model's own shape. Legs, wings, tails and wheels each get their own joints. Seventeen presets are free on your rigs. They include a walk, trot, run and jump fitted to the legs, plus tail wag, flap, slither, swim, roll and bounce. You can also type a motion, like "wag the tail slowly and look left", for 10 credits. Our guide on how to [animate a 3D character by describing the motion](https://bake3d.ai/guides/animate-3d-character-from-text) compares this with the text to motion tools for human characters. Here is what it costs and what it does not do: - **Cost.** A rigged model at Standard quality is 65 credits, and the rig includes a four-second first motion. The free demo and a free check of your picture come first, and packs start at $5 for 80 credits. See [pricing](https://bake3d.ai/pricing). - **Files.** GLB or FBX with the animation baked in, at 24, 30 or 60 frames per second, with the character in place or moving forward. - **Limits.** It only animates models Bake3D builds, not a model you upload. It moves the body, not the face, so there is no lip sync. It makes 3D files, not a video. Start on the [3D character maker](https://bake3d.ai/3d-character-maker) page, or read how the [AI 3D animation generator](https://bake3d.ai/ai-3d-animation-generator) works. ## How to pick, by the job you need done *Figure: Pick by the job, then read the license. Green means free for business use. Amber means a limit applies. Rules come from each tool's own pages on 8 October 2026.* ([picture](https://bake3d.ai/guides/free-3d-animation-software-by-job.svg)) - **You are new and want one tool for everything:** Blender. - **You need a human to walk or fight by tonight:** Mixamo, then polish the motion in Blender. - **You want to learn how bodies move:** Cascadeur Free, as long as the work is not for sale. - **You are making a game:** animate where you build, in Unreal, Unity or Godot, and bring in clips from Blender or Mixamo. - **You can act out the motion:** a free AI capture plan. - **Your character is an animal, a creature or a machine:** Blender by hand, or an AI 3D tool that rigs it. Count the clips your body type gets first. ## Read the license before you ship Free tools have different rules once money is involved. Here they are in one place, as each company stated them on 8 October 2026: - **Blender:** free for any purpose. What you make is yours. - **Godot:** free under the MIT license. Its terms do not cover your content. - **Unreal Engine:** free. Games pay 5% of lifetime gross revenue above $1 million per product. Film and video makers pay no royalty, but companies over $1 million a year need paid seats. - **Unity Personal:** free under $200,000 a year in revenue and funding. - **Mixamo:** royalty free inside your projects. Do not resell the raw files. - **Cascadeur Free:** no commercial use. Indie starts at $19 a month. - **AI capture free plans:** often personal use only. Check each one. If you plan to sell your characters or your clips, our guide to [selling 3D models](https://bake3d.ai/guides/sell-3d-models) covers the marketplace rules too. To move a finished animation between formats, the free [GLB to FBX converter](https://bake3d.ai/tools/glb-to-fbx) keeps the skeleton, skin weights and every clip. The [online 3D viewer](https://bake3d.ai/tools/3d-viewer) plays each clip, so you can check it before you import it. ## Questions ### Is there completely free 3D animation software? Yes. Blender is free for any purpose, and what you make with it is yours. Godot is free under the MIT license, which does not cover the content you make. Both run on Windows, macOS and Linux. ### What is the easiest free 3D animation software for beginners? For a human character, Mixamo is the easiest. You upload the model, it adds a skeleton, and you pick a move from its library. Blender takes longer to learn, but it is the one free tool that can animate any body by hand. ### Is Mixamo free? Yes. Adobe's Mixamo FAQ says it is free for anyone with an Adobe ID, with no Creative Cloud plan needed, and that the characters and animations are royalty free in personal and commercial projects. It only rigs and animates two-legged humanoids. ### Is Cascadeur free? It has a free plan with no time limit, but only for non-commercial use. On 8 October 2026 the free plan saved only Cascadeur's own .casc files, with no FBX or DAE export, and capped exports at 300 frames and 120 joints per scene. Indie, at $19 a month or $96 a year, adds FBX and DAE. ### Can I use free animation software for commercial work? Often, yes. Blender and Godot allow any use. Unreal Engine is free, but games pay a 5% royalty on lifetime revenue above $1 million. Unity Personal is for people and companies under $200,000 a year in revenue and funding. Cascadeur's free plan and many free AI capture plans do not allow business use. ### Can AI animate a 3D model for free? A little. Free AI capture plans turn a few seconds of video into motion each month, for humans only. Meshy includes 22 animations on every plan, including the free one. Bake3D's presets are free on your own rigs, but making the rigged model costs credits. ## Sources - [Blender, Download (version 5.2 LTS)](https://www.blender.org/download/) - [Blender, License](https://www.blender.org/about/license/) - [Blender Manual, Keyframes](https://docs.blender.org/manual/en/latest/animation/keyframes/introduction.html) - [Blender Manual, Nonlinear Animation editor](https://docs.blender.org/manual/en/latest/editors/nla/introduction.html) - [Blender Manual, Rigify](https://docs.blender.org/manual/en/latest/addons/rigify/introduction.html) - [Blender Manual, Grease Pencil animation](https://docs.blender.org/manual/en/latest/grease_pencil/animation/introduction.html) - [Cascadeur, Plans and FAQ](https://cascadeur.com/plans) - [Cascadeur help, AutoPosing](https://cascadeur.com/help/tools/animation_tools/autoposing) - [Adobe, Mixamo FAQ](https://helpx.adobe.com/creative-cloud/faq/mixamo-faq.html) - [Adobe, Mixamo rigging and animation help](https://helpx.adobe.com/creative-cloud/help/mixamo-rigging-animation.html) - [Epic Games, Unreal Engine license](https://www.unrealengine.com/en-US/license) - [Epic Games, Unreal Engine FAQ](https://www.unrealengine.com/en-US/faq) - [Unreal Engine docs, Animation Editor Mode](https://dev.epicgames.com/documentation/en-us/unreal-engine/animation-editor-mode-in-unreal-engine) - [Unity, Plans and pricing](https://unity.com/pricing) - [Unity Manual, Rig tab (Humanoid and Generic)](https://docs.unity3d.com/Manual/FBXImporter-Rig.html) - [Unity Manual, Retargeting humanoid animations](https://docs.unity3d.com/Manual/Retargeting.html) - [Godot, License](https://godotengine.org/license/) - [Godot docs, Introduction to the animation features](https://docs.godotengine.org/en/stable/tutorials/animation/introduction.html) - [Godot docs, Retargeting 3D skeletons](https://docs.godotengine.org/en/stable/tutorials/assets_pipeline/retargeting_3d_skeletons.html) - [Rokoko, Pricing](https://www.rokoko.com/pricing) - [DeepMotion, Animate 3D pricing](https://www.deepmotion.com/pricing-animate3d) - [Plask, Pricing](https://plask.ai/pricing) - [Move AI, Move One pricing](https://docs.move.ai/knowledge/move-one-pricing) - [QuickMagic, Pricing](https://www.quickmagic.ai/Pricing) - [Meshy, Animation library](https://www.meshy.ai/animation-library) - [Tripo developer docs, Rigging](https://developers.tripo3d.ai/en/docs/animations-rig) --- # How to Make 3D Printed Miniatures From a Photo Source: https://bake3d.ai/guides/3d-printed-miniatures-from-photo Updated: 2026-10-08. Written by Bake3D (https://bake3d.ai). Make 3D printed miniatures from a photo: 28 and 32 mm scale, poses that print, bases, splitting, supports, resin and FDM settings, and painting tips. ## Short answer To make a 3D printed miniature from a photo, turn the photo into a 3D model with an AI image to 3D tool. Pose it with the arms close to the body. Scale it to about 32 mm to the eyes for tabletop games, and stand it on a 25 mm round base. Print it on a resin printer at 0.05 mm layers, tilted, with light supports on the back. Then wash, cure, prime and paint it. ## How we checked On 8 October 2026 we scaled our demo character, a person made with Bake3D from one picture, to tabletop size in Blender 4.4. We measured its wrists, forearms, ankles and volume at that size, posed its rig three ways, and rendered every picture on this page. We have not printed these miniatures yet, so the pictures show sizes and poses, not print results. Print settings come from Formlabs, Prusa, Anycubic and Bambu Lab, and paint tips from The Army Painter and Formlabs. A miniature is a figurine that is small enough for a game table. That small size changes almost everything. Thin parts become hair thin, the pose decides whether the print survives, and paint has to be put on in very thin coats. If you want a bigger figure for a shelf, our guide to [making a figurine from a photo](https://bake3d.ai/guides/3d-figurine-from-photo) compares AI, phone scanning and paid services. This guide picks up where that one stops, at tabletop size. ## What you need - **A photo.** The whole person, pet or character, standing, on a plain background. - **A 3D model** made from that photo. The fastest way is an AI [image to 3D generator](https://bake3d.ai/image-to-3d), which builds the back and sides too. - **A resin printer,** or a filament printer with a small nozzle. More on both below. - **A slicer,** the program that prepares the print. - **A round base,** printed with the figure or bought. - **Primer and acrylic paint,** a few small brushes, and nitrile gloves if you print in resin. ## Pick a scale Miniatures are sold by a height in millimetres. That number is the height of a human-sized figure, but makers measure it in different ways. Wikipedia's article on gaming miniatures says some measure from the feet to the eyes, and others to the top of the head. So treat the numbers as a guide, not a rule. *Figure: One Bake3D model at three sizes. A 32 mm miniature, 34 mm to the top of the head, on a 25 mm base. A 75 mm display figure. A 1:10 bust. The grid squares are 10 mm. Rendered in Blender on 8 October 2026, not photos of prints.* ([picture](https://bake3d.ai/guides/miniature-scale-32mm-75mm-bust.webp)) | Size | About | Used for | |---|---|---| | 28 mm | 1:64 to 1:62 | Many wargames and role-playing games | | 32 mm | 1:54 | Most new tabletop miniatures. Wikipedia calls it the most common size today | | 54 mm | 1:35 to 1:32 | Display and collector figures | | 75 mm | 1:24 | The largest common gaming size, and display figures | | Bust | 1:10 | Head and shoulders for painting, like Young Miniatures' 1/10 busts | Many game figures also use **heroic scale**. Wikipedia describes these figures as bulky for their height, with oversized heads, hands, feet and weapons. The bigger parts hold more detail and survive handling better. A figure from a photo has real-life proportions, so it looks slimmer than heroic figures next to it. If it must match them, print it a little bigger. ### What tabletop size does to thin parts We scaled our demo character to 34 mm tall, so its eyes sit at about 32 mm. Then we cut through its arms and legs in Blender and measured them: | Part | Thinnest | Widest | |---|---|---| | Wrist | 1.2 mm | 2.3 mm | | Forearm | 1.8 mm | 2.0 mm | | Ankle | 2.4 mm | 3.1 mm | | Neck | 2.8 mm | 3.4 mm | The whole figure holds about 0.8 ml, so it is cheap to print and needs no hollowing. At 75 mm tall, the same figure holds about 8.3 ml. Resin printers handle those thin parts well. Formlabs lists 0.2 mm as the thinnest wall for its Form 4 printer. A filament printer is right at its limit. Formlabs gives 1 mm as the thinnest wall for filament printers, and 1.2 mm with a common 0.4 mm nozzle. So at 28 or 32 mm, thin wrists, fingers and weapons are the parts that break. ### Bases and the game grid Most role-playing games are played on a grid. The D&D rules say each square stands for 5 feet. Wikipedia notes that the most common grid uses one inch for 5 feet, a scale of exactly 1:60. One inch is 25.4 mm. A Medium creature, like a human or an elf, fills one square, so a 25 mm round base fits. Large creatures take 2 by 2 squares, and Huge ones take 3 by 3. Games Workshop's Warhammer games use round bases too. Its official news site lists bases of 25, 28.5 and 32 mm for its skirmish games, and larger figures come on 40 mm bases and up. ## Make the model from a photo Here is the route in Bake3D. For other ways, like scanning a real person with your phone, see the [figurine guide](https://bake3d.ai/guides/3d-figurine-from-photo). 1. **Pick a good photo.** The whole body in the frame, standing, on a plain background with even light. Arms a little away from the body help the AI tell them apart. You can pose them back in later. A three-quarter angle shows more of the shape than a straight front view. 2. **Check it for free.** The free picture check reads your photo and tells you the exact price before you pay. It needs a free account, and you can do three a day. Try finished characters in the free [3D demo](https://bake3d.ai/demo) first if you like. 3. **Make the model.** It costs 30 credits at Draft, 40 at Standard or 55 at High. For a real person, High quality with the Faithful face option keeps the eyes and face shape closer to the photo, for 14 credits more. Two to four photos of the same subject from other sides cost 10 credits more and give the AI less to guess. The smallest pack is $5 for 80 credits, and every price is on the [pricing page](https://bake3d.ai/pricing). 4. **Add a rig if you want a new pose.** A rig costs 25 credits. With it, you can play a free preset motion and pause on the frame you like. You can also describe a pose, such as "sit down and look up", for 10 credits. See the [3D character maker](https://bake3d.ai/3d-character-maker) for what the rig can do. 5. **Export an STL.** In the Export tab, STL saves the model in its current pose, as geometry only. **Know the limits.** From one photo, the back is a guess, and a face looks like the person in shape and style, not a perfect copy. Bake3D does not add a base, supports or drain holes, and it does not split the model into parts. The steps below cover those. **Set the size yourself.** The studio's STL uses the model's own units, not millimetres, and its up direction is Y, while most slicers treat Z as up. So in your slicer the figure may open tiny and lying on its back. Turn it to stand on its feet, then scale it until it is the height you want, such as 34 mm to the top of the head. ## Pose it so it survives the printer A pose that looks great on screen can snap off the build plate. At tabletop size, every part that sticks out on its own is a weak point. *Figure: The same rig in three poses. Orange marks thin parts that stand free of the body. Arms resting against the body are the strongest choice. Posed with its Bake3D rig and rendered in Blender on 8 October 2026.* ([picture](https://bake3d.ai/guides/miniature-poses-that-print.webp)) - **Keep arms and hands against the body.** Where an arm touches the side, the body holds it up. A free hanging wrist only 1.2 mm thick does not have that help. - **Stand on both feet.** Two feet on the base give two strong joins, instead of one ankle holding the whole figure. - **Keep weapons and tools short,** or let them touch the body, a leg or the base. - **Lean, do not reach.** A forward lean or a turned head adds life without thin parts sticking out. - **Bend thin things toward the body.** Tails, ears, capes and hair are safer close to the body than flying out. If you want an action pose anyway, plan to support the raised parts well, or [split them off and print them separately](#split-big-figures-into-parts). ## Print it in resin Resin printers cure liquid resin with light, one thin layer at a time. They are the usual choice for miniatures because they keep fine detail. **Layer height.** Anycubic says its default of 0.05 mm balances detail and speed. Formlabs says its printers can go down to 25 micron layers, which is 0.025 mm. Start at 0.05 mm, and only go thinner if you can see layer lines on faces. **Orientation.** Formlabs suggests tilting a model about 45 degrees instead of standing it straight up, so each layer changes less from the one before. Point the face and the front away from the supports. A hollow shape with its opening toward the build plate can act like a suction cup and pull the print off. Turn it so the opening faces another way, and add drain holes. *Figure: Three habits from Formlabs' and Prusa's guides for resin prints. Tilt it, keep supports off the face, and never leave a hollow cup facing the build plate.* ([picture](https://bake3d.ai/guides/resin-miniature-orientation.svg)) **Supports.** Most slicers can add supports for you. A guide on the Lychee slicer's site sets light supports at a 0.3 mm tip, medium at 0.4 mm and heavy at 0.6 mm. It says light supports are only for keeping detail, while medium ones hold the print's shape and keep it on the build plate. A miniature usually needs medium supports under the body and light ones under small details. **Hollowing.** A 28 or 32 mm figure prints solid. Hollow a bust or a larger figure to save resin. Prusa suggests at least two drain holes, so resin can flow out and air can get in. **Wash and cure.** 1. Wash the print in isopropyl alcohol of 90% or stronger, as Formlabs recommends. Its wash machine runs 10 minutes by default. 2. Let it dry for at least 30 minutes. 3. Cure it under UV light. Formlabs notes that curing is optional for its standard resins, but it makes most resins harder. 4. Remove the supports. Formlabs suggests doing this after curing, while many hobby printers do it before. Try both and see which leaves fewer marks. **Stay safe.** Formlabs asks you to wear nitrile or neoprene gloves and safety glasses. It also says not to run a printer in a closet or other room with no air flow. Hobby resins differ, so read the safety data sheet for yours. Isopropyl alcohol catches fire easily, so keep it away from flames. ## Print it on a filament printer You can print miniatures on a regular FDM printer, the kind that melts plastic filament. The details are softer, but it works for gaming pieces and test prints. - **Use a small nozzle.** Prusa's guide uses a 0.25 mm nozzle. Bambu Lab's blog suggests 0.2 mm. - **Use thin layers.** Prusa suggests 0.07 or 0.1 mm. Bambu Lab says 0.08 mm works well. - **Slow down and cool down.** Prusa suggests printing slower, about 5 degrees cooler, and with the extrusion multiplier at 0.9 instead of 1.0. - **Use soft supports.** Prusa says its organic supports are easy to remove and do not scar the surface. It also says its printers handle overhangs of 45 to 60 degrees without support, and less with small nozzles. - **Expect a few hours.** Prusa says one figure can take 2 to 3 hours. Remember the wrist measurement above. At 32 mm, a free hanging arm is only a few nozzle widths thick, so choose a pose with the arms against the body. ## Split big figures into parts Bigger figures, busts and action poses print better in parts. Each part can face the best way, and you need fewer supports. - **In your slicer.** PrusaSlicer and Bambu Studio both have a Cut tool that can add connectors, such as plugs and dowels, so the parts line up when you glue them. - **In Blender.** The Bisect tool cuts a mesh in two with a flat plane, and its Fill option closes the cut. Our [bobblehead guide](https://bake3d.ai/guides/bobblehead-from-photo) shows the steps with pictures. - **Leave room for glue.** Prusa says its printers are accurate to at least 0.2 mm and suggests at least 0.3 mm of gap for moving parts. For resin, Formlabs says parts closer than 0.4 mm may fuse together. Print a small test peg before you print the whole figure. Want the parts in one file? Our free [STL to 3MF converter](https://bake3d.ai/tools/stl-to-3mf) puts several STL files into one 3MF, as parts of one object. ## Check the file before you slice it AI models are made to be looked at, not printed, so check every file first: 1. **Open the STL** in our free [STL viewer and checker](https://bake3d.ai/tools/stl-checker). It shows the size, holes, flipped faces and loose parts. Everything runs in your browser. 2. **Fix what it finds** with the free [STL repair tool](https://bake3d.ai/tools/stl-repair). It closes holes, joins open seams and turns flipped faces. It does not thicken thin walls, so fix those with the pose or the scale. 3. **Look at the sliced layers** in your slicer before you press print, especially the hands, feet and face. ## Paint your miniature Painting is where a grey print becomes your character. Keep every coat thin, so it does not fill in the small details. 1. **Prime it.** The Army Painter suggests holding a spray primer about 15 to 20 cm away, spraying outdoors, and painting when the air is 40% to 60% humid. Thick primer hides fine detail. Formlabs suggests short, quick sprays and says 2 to 3 thin layers cover a surface. 2. **Paint the base colors.** The Army Painter recommends thinned paint in several thin layers instead of one thick coat. 3. **Shade it.** A thin, dark wash flows into creases and makes the shapes stand out. 4. **Highlight it.** Paint a lighter color on raised areas, like the nose and the folds of clothes. For a quick result, drybrush: wipe most of the paint off the brush on a paper towel, then brush lightly across the raised parts. 5. **Seal it.** Formlabs suggests 1 or 2 thin, even layers of clear coat. A matte varnish protects a gaming piece that gets handled a lot. ## A note on other people's characters Miniatures of your own D&D hero, your family or your pet are yours to make. Characters from games, films and books belong to their owners. Wizards of the Coast's fan content policy says it does not allow anyone to sell Wizards-related content without its permission. For a miniature of a real person, ask first, especially if you plan to sell it. Our guide to [selling 3D models](https://bake3d.ai/guides/sell-3d-models) covers marketplace rules. ## Start with a photo Make the model on the [image to 3D page](https://bake3d.ai/image-to-3d), pose it with the arms in, and export the STL. If you want to change the model in a free program first, our guide to [free 3D modeling software](https://bake3d.ai/guides/free-3d-modeling-software) shows which one fits the job. ## Questions ### What size is a 28 mm or 32 mm miniature? The number is the height of a human-sized figure, measured from the feet to the eyes or to the top of the head, depending on the maker. Wikipedia lists 32 mm as about 1:54 scale and the most common size today. 28 mm is about 1:64 to 1:62. ### Can I make a D&D miniature of my own character? Yes. Use a drawing or a photo of the character. In the D&D rules, a Medium creature takes up one 5 foot square. Most game mats draw that square one inch wide, so a 25 mm round base fits. Wizards of the Coast's fan content policy says you need its permission to sell Wizards-related content. ### Is resin or filament better for miniatures? Resin. It prints much finer layers, down to 25 microns on some Formlabs printers, so faces and hands keep their shape. Filament can work with a small nozzle and very thin layers, but at 28 or 32 mm the details get soft and thin parts break more easily. ### How much does a custom miniature from a photo cost to make? In Bake3D, checking your photo is free. A model costs 30 credits at Draft, 40 at Standard or 55 at High, and a rig to pose it adds 25. The smallest pack is $5 for 80 credits. The resin costs little, since our 34 mm demo character holds less than 1 ml before supports. ### Why do miniature arms and weapons break? They are very thin at this size. At 34 mm tall, the wrists of our demo character measure about 1.2 mm. Keep arms against the body, keep weapons short or touching something, and support thin parts well. ### Do I need to hollow a miniature? Usually not. A 28 or 32 mm figure uses little resin, so it prints solid. Our 34 mm demo character holds about 0.8 ml. Hollow bigger figures and busts to save resin, and add at least two drain holes, as Prusa suggests, so trapped resin can flow out. ## Sources - [Wikipedia, Miniature model (gaming)](https://en.wikipedia.org/wiki/Miniature_model_(gaming)) - [D&D Beyond, Free Rules, Playing the Game (grid and creature size)](https://www.dndbeyond.com/sources/dnd/free-rules/playing-the-game) - [Warhammer Community, bases in 25, 28.5 and 32 mm](https://www.warhammer-community.com/en-gb/articles/wJV5F1sL/saturday-pre-orders-skirmish-day-delivers-warbands-and-expansions-for-kill-team-and-warcry/) - [AK Interactive, Young Miniatures busts at 1/10 scale](https://ak-interactive.com/product-category/models-scale-distribution/models-distribution-distribution/young-miniatures-figures/) - [Formlabs, 3D printing miniatures and custom figurines](https://formlabs.com/blog/3d-printing-miniatures-and-custom-figurines/) - [Formlabs, Design specifications for Form 4](https://formlabs.com/support/Design-specifications-for-3D-models-Form-4-generation/) - [Formlabs, Model orientation](https://formlabs.com/support/Model-Orientation/) - [Formlabs, Choosing the right wash solvent](https://formlabs.com/support/Choosing-the-right-wash-solvent/) - [Formlabs, Basic finishing for SLA parts](https://formlabs.com/support/SLA-basic-finishing/) - [Formlabs, Safety with SLA printers](https://formlabs.com/global/support/Safety-Formlabs-SLA-printers/) - [Anycubic, Resin printer settings explained](https://store.anycubic.com/blogs/3d-printing-guides/common-parameters-description-of-resin-printer) - [Lychee docs, J3D Tech's guide to supporting](https://doc.mango3d.io/doc/j3d-tech-s-guide-to-resin-printing/print-settings/introduction-to-supporting/) - [Prusa Knowledge Base, Hollowing](https://help.prusa3d.com/article/hollowing_117285) - [Prusa blog, Miniatures with a 0.25 mm nozzle](https://blog.prusa3d.com/printing-great-looking-miniatures-with-a-0-25mm-nozzle-on-the-original-prusa-mini_33457/) - [Bambu Lab blog, Printing miniatures](https://blog.bambulab.com/best-3d-printer-for-miniatures/) - [Prusa Knowledge Base, Modeling with 3D printing in mind](https://help.prusa3d.com/article/modeling-with-3d-printing-in-mind_164135) - [Prusa Knowledge Base, Organic supports](https://help.prusa3d.com/article/organic-supports_480131) - [Formlabs, Minimum wall thickness for 3D printing](https://formlabs.com/blog/minimum-wall-thickness-3d-printing/) - [Prusa Knowledge Base, Cut tool](https://help.prusa3d.com/article/cut-tool_1779) - [Bambu Lab Wiki, Cut tool](https://wiki.bambulab.com/en/software/bambu-studio/cut-tool) - [The Army Painter, Using colour primers](https://thearmypainter.com/blogs/explore/using-colour-primers) - [The Army Painter, How to paint a miniature](https://thearmypainter.com/blogs/explore/how-to-paint-a-miniature) - [The Army Painter, How to highlight miniatures](https://thearmypainter.com/blogs/explore/learn-how-to-highlight-miniatures) - [Formlabs, How to prime and paint 3D prints](https://formlabs.com/blog/how-to-prime-and-paint-3d-prints/) - [Wizards of the Coast, Fan content policy](https://company.wizards.com/en/legal/fancontentpolicy) --- # Best AI tools to turn one image into a rigged, animated 3D character Source: https://bake3d.ai/guides/best-ai-tools-image-to-rigged-3d-character Updated: 2026-10-13. Written by Bake3D (https://bake3d.ai). Which AI tools turn one picture into a rigged, animated 3D character? Meshy, Tripo, Anything World, 3D AI Studio, Rodin and Bake3D compared, October 2026. ## Short answer Five tools turn one picture into a rigged 3D character you can animate: Meshy, Tripo, Anything World (now Everything Universe), 3D AI Studio and Bake3D. Meshy and Tripo cost the least per model, and Meshy has 600+ ready human motions. Tripo rigs the most creature types. Anything World also rigs vehicles. Bake3D, our tool, rigs any body from its own shape and moves it from words you type. Hyper3D Rodin makes clean models but no rig. ## How we checked We read each company's own pricing pages, docs and help pages on 9 October 2026 and link them under Sources. On 13 October 2026 we checked Tripo's motion from text again. We did not run the same picture through every tool, so this compares features, limits and prices, not how good each model looks. Bake3D facts come from our own product, including bake and motion times measured on real customer jobs from 24 September to 8 October 2026. Going from one picture to a moving 3D character takes three jobs. First the tool builds a textured model. Then it rigs it, which means it puts a skeleton inside and ties the skin to the bones. Then it makes the skeleton move. Many tools do the first job. Only a few do all three, and they split on the kind of body they can handle. If your character is human, you have plenty of good choices. If it is a fox, a dragon, a spider or a robot, the list gets short fast. This guide shows where each tool stops, so you can pick two to test instead of six. Want to see the end result first? The free [demo](https://bake3d.ai/demo) plays four rigged characters in your browser, and its "Direct it" box makes a new motion from words you type. Our [3D character maker](https://bake3d.ai/3d-character-maker) page shows the whole Bake3D workflow, and the [free 3D models](https://bake3d.ai/free-3d-models) page lets you download those characters to test in your own engine. ## The tools at a glance Here is what each tool says it does, from its own pages, checked on 9 October 2026. | Tool | What goes in | Rigs non-humanoid bodies? | Motion from text? | Best for | |---|---|---|---|---| | Meshy | 1 to 4 pictures, or text | Four legs, plus a beta rig for other creatures. Not vehicles | Yes, for biped rigs | Human characters with many ready moves | | Tripo | 1 to 4 pictures, or text | Yes: 4, 6 and 8 legs, birds, snakes, sea creatures | Announced September 2026; bodies not stated | Rigging many creature types | | Anything World | A picture or text, or your own model | Yes: animals, birds, fish, snakes, vehicles | No | Ready clips for set categories | | 3D AI Studio | 1 to 4 pictures, or text, on many AI models | Two legs, four legs, birds, snakes | No; 12 presets | Trying many generators on one bill | | Hyper3D Rodin | 1 to 5 pictures, or text | No rigging found | No | A clean model to rig yourself | | Bake3D (ours) | 1 to 4 pictures, or text | Yes: any body plan, including wheels | Yes, for any body it builds | Animals, creatures and machines that must move | And here is what comes out, what the free plan allows and what one rigged model costs. | Tool | Exports | Free tier | Price per rigged model | |---|---|---|---| | Meshy | GLB, FBX, USDZ and more | 100 credits a month; 10 Lite downloads; CC BY 4.0 | About $0.60 on Pro (30 credits, rig free) | | Tripo | GLB, FBX, USD, OBJ, STL, 3MF | Monthly credits; public and non-commercial; 15 exports | About $0.30 on Pro (45 credits) | | Anything World | FBX, GLB, glTF, OBJ, USDZ | Web app: 15 credits a month, 1 model download | Not stated per model; web plans from $30 a month | | 3D AI Studio | GLB, FBX, OBJ, STL and more | Some free credits; rigging on paid plans | About $0.76 on Basic (40 credits), plus 15 a clip | | Hyper3D Rodin | GLB, FBX, OBJ, STL, USDZ | Pay only for results you keep | About $0.50 a model on Creator, no rig | | Bake3D (ours) | GLB, FBX; STL or OBJ of a pose | Free demo, free picture check, 4 free CC BY models | $3.12 to $4.06 in packs (65 credits) | "Price per rigged model" uses each tool's cheapest monthly plan and assumes you use every credit in the month. Unused credits raise the real price. Bake3D's figure uses its credit packs, whose credits never expire. Meshy's figure uses its Meshy 6 model, and a Meshy 7 model costs 5 credits more. *Figure: Three jobs, six tools. Green means the tool's own pages say it does this. Amber means it does with limits, and an empty ring means we found no sign of it. Checked on 9 October 2026, Tripo's motion from text on 13 October.* ([picture](https://bake3d.ai/guides/image-to-rigged-character-tools.svg)) ## How we checked On 9 October 2026 we read each company's pricing page, docs, help center and changelog. Every fact in the table links to its source at the end of this page. Some vendors disagree with themselves. Meshy's pages give its motion library as 500+, 600+ and 631 clips, and Anything World shows two different price lists. Where that happens, we say so. We did not run the same picture through every tool. So this guide compares what each tool does, allows and costs, not how good its models look. For Bake3D, we used our own production numbers from 24 September to 8 October 2026. Across 239 bakes, the typical character went from picture to finished rig in about **8 minutes**, and half of them took between 5 and 11 minutes. Across 121 described motions, the typical one was ready in about **35 seconds**. The four [demo](https://bake3d.ai/demo) characters and the [free CC BY models](https://bake3d.ai/free-3d-models) are real Bake3D output, made the same way. ## Meshy Meshy turns one to four pictures, or a sentence, into a textured model. In its web app, rigging and its ready motions cost no extra credits. **Pros.** It is cheap per model. A Meshy 6 model is 20 credits for the shape and 10 for the texture, so about $0.60 on the $20 Pro plan. Its library has more than 600 human motions, and 22 of them come with every plan, even the free one. In July 2026 it added text to motion for rigged characters. It also has plug-ins for Blender, Unity, Unreal and Godot, an API and an MCP server. **Limits.** Its help center says walking is the only animation for four-legged animals. Models rigged with its beta Smart Rig cannot use the motion library yet. Its rigging docs say props, buildings and vehicles cannot be rigged. Free users get 10 downloads a month, of Meshy 6 Lite models only, under CC BY 4.0. Our [Meshy AI review](https://bake3d.ai/guides/meshy-ai-review) covers the rest. **Pick it when** your characters are people and a big library of ready moves saves you time. ## Tripo Tripo makes a model from one to four pictures or a sentence, then rigs it. It also rigs models you upload as OBJ, FBX or GLB. **Pros.** It lists more body types than any other AI tool here: two legs, four legs, six legs, eight legs, birds, snakes and sea creatures. It is also cheap per model. In Tripo Studio, a model is 15 credits, its texture 10 and the rig 20, so about $0.30 on the $20 Pro plan with 3,000 credits. **Limits.** Most creature types get very little motion. Its developer docs list over 90 presets for its older two-legged rig, and 16 presets for its newer rig that handles creatures. Its retargeting docs list one clip for most creature types and none for birds. Its September 2026 update notes announce text to motion of 1 to 10 seconds in Tripo Studio. We could not find which bodies it works on. Free models are public and cannot be used for business, with 15 exports. **Pick it when** your subject has an unusual body and you mainly need it rigged. Our [Meshy vs Tripo](https://bake3d.ai/guides/meshy-vs-tripo) guide puts these two side by side. ## Anything World (Everything Universe) Anything World now trades as Everything Universe. Its Generate Anything tool makes a model from a picture or text, and its Animate Anything tool rigs it, or a model you upload. **Pros.** It rigs a long list of categories, from people and four-legged animals to birds, fish, snakes and worms, and vehicles with two, three or four wheels. Vehicles are split into parts, like wheels and a body. Its docs list about 50 clips for people, about 20 for dogs and cats, and a few for birds, such as fly, glide and hop. **Limits.** Its docs list no clips for vehicles and only 2 or 3 for a tortoise or a turtle. Insects and spiders are marked as coming soon. Uploads must be under 30 MB, and models with more than 20,000 points are simplified. There is no motion from text. Its web app showed a free tier of 15 credits a month with 1 model download, and paid plans from $30 a month. Its main pricing page shows a different, seat-based list. **Pick it when** your subject fits one of its categories and its ready clips cover what you need. ## 3D AI Studio 3D AI Studio runs models from other companies and bills you from one credit balance. It makes a model from one picture, two to four views or text. **Pros.** You can try several generators on the same picture. Rigging through its Prism model covers two legs, four legs, birds and snakes, and it has 12 ready animations. Its pricing page says commercial use is allowed on every plan. **Limits.** Rigging is on paid plans. Creatures only rig through Prism, since its other rigging model does humans only. Each animation costs 15 credits, and there is no motion from text. A model plus a Prism rig is about 40 credits, or about $0.76 on the $19 Basic plan. Its own pages disagree on which body types it rigs. Our [3D AI Studio alternatives](https://bake3d.ai/guides/3d-ai-studio-alternatives) guide goes deeper. **Pick it when** you want to compare AI models before you settle on one. ## Hyper3D Rodin, plus a rig elsewhere Rodin makes models from text or from one to five pictures, with a focus on clean shapes and textures. It can make a character in a T-pose or A-pose, which is easier to rig. **Pros.** If the shape matters most, it is a strong start. It exports GLB, FBX, OBJ, STL and USDZ. The free plan lets you pay only for results you keep, at $1.50 a credit, and Creator is $30 a month for about 60 models. **Limits.** Its animation page says Rodin does the modeling and texturing, and we found no rigging tool in its docs or on its pricing page. One of its blog posts, from February 2026, says a model was rigged automatically, so ask Hyper3D before you count on it. Plan to rig the model yourself, in Blender or with a tool from our [Mixamo alternatives](https://bake3d.ai/guides/mixamo-alternatives) list. **Pick it when** you already rig by hand. Our [how to rig in Blender](https://bake3d.ai/guides/how-to-rig-in-blender) guide covers that step. ## Bake3D Bake3D is our own tool, so read this part with that in mind. It makes a textured model from one to four pictures or a sentence, then plans the skeleton from the model's real shape. It is built for one job: getting any kind of body to move. *Figure: Four rigs Bake3D made, each from one picture or a short text prompt. No human template was forced onto the fox or the T. rex: their legs and tails got their own joints. These are the free demo characters, rendered in Blender.* ([picture](https://bake3d.ai/guides/free-3d-animation-rigs-four-bodies.webp)) **Pros.** Legs, wings, tails, fins and wheels each get their own joints, and rigid parts like wheels stay stiff. You can type a motion, like "wag the tail and look left", for any body it builds, and it fits a walk, trot, run and jump to the rig's own legs. Seventeen ready motions are free on your rigs. Each rig comes with a report of where the joints sit and how the skin bends. For human-shaped characters, it can use Mixamo, Unity or Unreal bone names. **Cost.** A rigged character is 65 credits at Standard quality: 40 for the model and 25 for the rig, which comes with a four-second first motion. A described motion is 10 credits. Packs start at $5 for 80 credits, so one character costs $3.12 to $4.06 at pack prices. There are no free credits, but there is a free demo, a free readiness check of your picture and a first-character guarantee. See [pricing](https://bake3d.ai/pricing). **Limits.** It costs more per model than Meshy or Tripo. It does not rig a model you upload. It moves the body, not the face. It exports GLB and FBX, plus STL or OBJ of a pose, but not USDZ. It has no library of hundreds of human clips. **Pick it when** an animal, creature or machine must move in ways you choose. The [AI 3D animation generator](https://bake3d.ai/ai-3d-animation-generator) page shows how described motion works. ## Which tool fits your character - **A person, with lots of ready moves:** Meshy. - **A creature with six or eight legs, wings or fins, that mainly needs a rig:** Tripo. - **A car, bike or truck with wheels:** Anything World, or Bake3D if you start from a picture. - **Several AI models to compare first:** 3D AI Studio. - **The cleanest shape, rigged by hand:** Hyper3D Rodin, then Blender. - **Any body that must do more than walk, with motion you describe:** Bake3D. For a still model you will never rig, our wider guide to the [best AI 3D model generators](https://bake3d.ai/guides/best-ai-3d-model-generators) covers more tools, including free open models. ## Test before you pay Prices and feature lists only tell you so much. Run one picture of your own through two tools and check these things. 1. **Turn the model around.** One picture cannot show the back, so the AI guesses it. 2. **Count the joints.** Does each leg, wing, tail and wheel have its own? Our [rig checklist](https://bake3d.ai/guides/check-ai-generated-rig) shows where problems hide. 3. **Bend it.** Lift a leg and turn the head. Look for skin that stretches or tears. 4. **Count the motions for your body type.** Many tools rig a creature, then give it one walk. Our guide on how to [animate a 3D character by describing the motion](https://bake3d.ai/guides/animate-3d-character-from-text) covers the tools that make new motion from words. 5. **Read the license.** Free plans often mean public models, personal use only or credit to the tool. Our guide to [free AI 3D character makers](https://bake3d.ai/guides/free-ai-3d-character-maker) lists each free plan's real limits. ## Questions ### What is the best AI tool to turn a single image into a rigged, animated 3D character? It depends on the body. For people, Meshy is hard to beat on price and ready motions. For creatures with many legs, wings or fins, Tripo rigs the most body types. For a vehicle, look at Anything World. For an animal, creature or machine that must do more than walk, Bake3D rigs any body and makes motion from text. Test your own picture before you pay. ### Can AI make a rigged 3D character from one image? Yes. Meshy, Tripo, Anything World, 3D AI Studio and Bake3D all make a textured model from one picture and then add a skeleton. The back of the model is a guess, since one picture cannot show it. Adding more views of the same pose, which most of these tools accept, gives the AI less to guess. ### Which AI tool can auto rig animals, creatures and robots? Tripo lists seven body types, including six and eight legs, birds, snakes and sea creatures. Anything World rigs animals, fish, snakes and wheeled vehicles. 3D AI Studio rigs two legs, four legs, birds and snakes. Meshy rigs four-legged animals and has a beta rig for other creatures, but not vehicles. Bake3D plans the rig from the model's own shape, including wheels. ### Meshy vs Tripo vs Rodin, which one rigs and animates? Meshy and Tripo both rig and animate. Meshy has the bigger library of human motions and text to motion for biped rigs. Tripo rigs more creature types but gives most of them one clip. Rodin focuses on clean models and textures, and we found no rigging tool in its docs, so you rig its models elsewhere. ### Is there a free AI tool that turns an image into a rigged 3D character? Not without limits. Meshy's free plan can rig and animate, but downloads are 10 Lite models a month under CC BY 4.0. Tripo's free models are public and non-commercial. Bake3D has a free demo, a free check of your picture and four free rigged models under CC BY 4.0, and your own characters start at $5. ### Can these AI tools rig a 3D model I already have? Most can. Meshy, Tripo, 3D AI Studio and Anything World take an uploaded model. Bake3D cannot. It only rigs the models it makes from your picture or text. For a model you already have, see our guide to Mixamo alternatives. ## Sources - [Meshy pricing](https://www.meshy.ai/pricing) - [Meshy docs, web app credit costs](https://docs.meshy.ai/en/webapp/pricing) - [Meshy Help Center, what the free plan includes](https://help.meshy.ai/en/articles/15696428-what-is-included-on-the-free-plan) - [Meshy Help Center, auto-rigging and animation](https://help.meshy.ai/en/articles/16231707-how-to-create-3d-animation-with-auto-rigging) - [Meshy docs, rigging](https://docs.meshy.ai/en/webapp/guides/3d-model/rigging) - [Meshy, animation library](https://www.meshy.ai/animation-library) - [Meshy docs, web app changelog](https://docs.meshy.ai/en/webapp/changelog) - [Tripo pricing](https://www.tripo3d.ai/pricing) - [Tripo, AI auto rigging](https://www.tripo3d.ai/features/ai-auto-rigging) - [Tripo, image to 3D model](https://www.tripo3d.ai/features/image-to-3d-model) - [Tripo developer docs, rigging](https://developers.tripo3d.ai/en/docs/animations-rig) - [Tripo developer docs, animation presets](https://developers.tripo3d.com/en/models/animation) - [Anything World docs, Animate Anything quickstart](https://anything-world.gitbook.io/anything-world/quickstart/animate-anything-quickstart) - [Anything World docs, Animate Anything FAQ](https://anything-world.gitbook.io/anything-world/quickstart/animate-anything-quickstart/faq) - [Anything World docs, Generate Anything quickstart](https://anything-world.gitbook.io/anything-world/quickstart/generate-anything-quickstart) - [Anything World docs, animations by category](https://anything-world.gitbook.io/anything-world/quickstart/animate-anything-quickstart/animations-by-category) - [Anything World web app](https://app.anything.world/) - [Everything Universe pricing](https://everythinguniver.se/pricing) - [3D AI Studio pricing](https://www.3daistudio.com/pricing) - [3D AI Studio docs, rigging](https://docs.3daistudio.com/processing/rigging) - [3D AI Studio docs, FAQ](https://docs.3daistudio.com/faq) - [Hyper3D pricing](https://hyper3d.ai/pricing) - [Hyper3D blog, how to animate a 3D model](https://hyper3d.ai/blog/how-to-animate-a-3d-model) - [Hyper3D, animation use case](https://hyper3d.ai/use-cases/animation) - [Tripo blog, September 2026 update (text to motion, skeleton presets)](https://www.tripo3d.ai/blog/tripo-september-update) --- # How to animate a 3D character by describing the motion Source: https://bake3d.ai/guides/animate-3d-character-from-text Updated: 2026-10-13. Written by Bake3D (https://bake3d.ai). Animate a 3D character by typing the motion. SayMotion, Uthana, Krikey, Meshy, QuickMagic and Bake3D compared: what each needs, which bodies, files and limits. ## Short answer To animate a 3D character from text, you need a rigged character and a tool that turns words into motion. DeepMotion SayMotion, Uthana, Krikey, QuickMagic and Meshy make text to motion for human-shaped (humanoid) skeletons. Bake3D writes motion for any body it builds, like a fox, a robot or a T. rex, and you can try it free on its demo characters. Export the result as FBX or GLB. ## How we checked On 9 October 2026 we read each tool's own docs, help pages, pricing pages and terms, linked under Sources. On 13 October 2026 we checked Tripo again. We did not run the same prompt through every tool, so this compares what each tool needs and allows, not how good the motion looks. Bake3D facts come from our own product: the timing figures are medians of real described motions on Bake3D from 24 September to 8 October 2026, and the pictures show our own demo and free models. Text to motion is the newest way to animate a 3D model. You write what should happen. A program turns your words into keyframes on the character's skeleton. You get a 3D file you can turn around, light and drop into a game, not a flat video. There is one big catch. A motion has to fit a skeleton, and almost every text to motion tool expects a human one: two arms, two legs, a spine and a head. If your character is a fox, a dragon or a robot arm, read the section on [animals, creatures and robots](#animals-creatures-and-robots) first. If you want to try it right now, the free [demo](https://bake3d.ai/demo) has a "Direct it" box. Pick a fox, a robot, an old man or a T. rex, type a motion, and Bake3D writes it for that body. To make your own character from a picture, start on the [3D character maker](https://bake3d.ai/3d-character-maker) page. *Figure: Motion written from words, on a body no human skeleton fits. Bake3D's motion engine wrote this four-second intro for the T. rex from a written brief, the same way it writes a motion you describe. Its plan reads "slow tail balance, predatory head scans, tense claws". Rendered in Blender from the free GLB.* ([picture](https://bake3d.ai/guides/text-motion-trex-intro-frames.webp)) ## What you need before you start Every tool on this page needs three things. 1. **A rigged character.** A rig is a skeleton inside the model, plus skin weights that tell the surface how to follow each bone. If the idea is new, read [what rigging is](https://bake3d.ai/guides/what-is-rigging). Some tools give you a ready character. Some rig yours. One makes the character for you. 2. **A body the tool understands.** Most text to motion tools only move humanoid skeletons. Check this before anything else. 3. **A place to use the result.** Know which file your game engine or app wants. FBX suits Unity and Unreal. GLB suits Godot, Blender and the web. ## Text to motion tools compared Here is what each tool says it does, from its own pages, checked on 9 October 2026. | Tool | What goes in | Moves non-humanoid bodies? | Your own character? | Best for | |---|---|---|---|---| | DeepMotion SayMotion | A prompt and a stock or uploaded humanoid | No, human motion only | Yes: FBX, GLB or VRM in a T-pose | People, with an MP4 preview too | | Uthana | A prompt and a two-legged character | No, bipeds only | Yes: FBX or GLB under 30 MB | Game teams with an API | | Krikey AI | A prompt and a Krikey avatar | No, two-legged only | Not on the free plan | Quick videos with avatars | | QuickMagic | A prompt | No, made for humanoids | Retarget the file after | Short humanoid clips | | Meshy | A prompt and a rigged biped | No, bipeds only | Yes, after Meshy rigs it | Meshy users with human characters | | Bake3D (ours) | A picture or a sentence, then a motion in words | Yes, any body it builds | No, only models it makes | Animals, creatures and machines | And here is what comes out, what is free and what it costs. | Tool | Exports | Free tier | Price | |---|---|---|---| | DeepMotion SayMotion | FBX, GLB, BVH, MP4 | 3 credits and 1 download a month, personal use, 10 s clips | Starter $15 a month, or $9 a month billed yearly | | Uthana | FBX, GLB, BVH | Free outputs are CC BY 4.0; allowance not listed | $0.10 a second of motion, pay as you go | | Krikey AI | MP4, GIF, PNG; FBX on paid plans | 20 credits once | Pro $15 a person a month | | QuickMagic | FBX free; more formats paid | 15 seconds a day, no commercial license | Basic $14.90 a month | | Meshy | FBX, or BVH in the API | 100 credits a month; text to motion on free not stated | 3 credits a clip in the web app; Pro is $20 a month | | Bake3D (ours) | GLB, FBX | Direct the 4 demo characters, 3 a day | 10 credits a motion, after a 65 credit character | Three more tools come up often. **Sloyd** offers text to animation on its Plus plan, at $15 a month, for humanoids it rigs in a T-pose or A-pose. **Tripo** announced text to motion of 1 to 10 seconds, and motion in up to five stages, in its September 2026 update. It does not say which bodies it covers, so it is not in the tables yet. **Cascadeur** has AI posing and in-betweening, but no text to motion that we could find. ## How we checked On 9 October 2026 we read each tool's own docs, help pages, pricing and terms. Every fact in the table links to its source at the end of this page. When a company's pages disagree, we say so. For example, Krikey's FAQ says it only covers two-legged characters, while its home page shows a tiger and a unicorn. For Bake3D, we measured our own production numbers from 24 September to 8 October 2026. Across 121 described motions, the typical one was ready in about **35 seconds**. Across 239 bakes, the typical character took about **8 minutes** from picture to finished rig. We also used our four demo characters and our [free 3D models](https://bake3d.ai/free-3d-models) for the pictures on this page. We did not type the same prompt into every tool. So this guide compares what each tool needs and allows, not how good its motion looks. Try two tools with your own prompt before you pay. ## DeepMotion SayMotion SayMotion turns a text prompt into a 3D animation in your browser. You can use one of its characters or upload your own as FBX, GLB or VRM. **What it needs.** Its custom character page asks for a humanoid in a T-pose, standing on the ground, with one root joint. It also says it can only capture human motion for now. **Pros.** It exports FBX, GLB, BVH and MP4, so you get a game file and a quick video from one prompt. Its docs say one animation costs one credit. **Limits.** The free plan gives 3 credits and 1 download a month, clips of up to 10 seconds, and a personal-use license. Starter, at $15 a month or $9 a month billed yearly, adds unlimited downloads, 20 second clips and a commercial license. ## Uthana Uthana makes motion from text for two-legged characters. It rigs your FBX or GLB file if it is under 30 MB, and it can move motion onto any two-legged skeleton. **Pros.** Downloads come as FBX, GLB or BVH at 24, 30 or 60 frames per second. It has an API, which helps if you make many clips. **Limits.** Its auto-rigging page lists bodies that are not human-shaped as a hard case. Pricing is pay as you go: $0.10 per second of motion on its newest model. Its FAQ says it stopped selling new subscriptions in August 2026. Its terms say free-plan results are licensed to you under CC BY 4.0, so you must credit Uthana. ## Krikey AI Krikey is an animation app with ready 3D avatars. You can type a motion, dress an avatar, or make one from a picture, then export a video. **Pros.** It is quick for social videos and simple scenes. It exports MP4, GIF and PNG. **Limits.** Its FAQ says it only covers two-legged characters today. FBX export and uploading your own character need a paid plan. The free plan is 20 credits, given once. Pro is $15 a person a month. Its terms allow commercial use up to $100,000 in revenue, then ask for a license. ## QuickMagic QuickMagic is best known for motion capture from video, and it also has text to motion. It makes a 3D file, up to 10 seconds per clip. **Pros.** You can try it free, up to 15 seconds a day. **Limits.** Its page says it is made for humanoid characters. The free plan exports FBX only and has no commercial license. Basic is $14.90 a month, or $11.90 a month billed yearly, and adds more formats and a commercial license. ## Meshy Meshy added text to motion to its web app in July 2026 and to its API on 21 August 2026. You describe a move and apply it to a character Meshy has rigged as a biped. **Pros.** If your characters are people, Meshy is one tool for the model, the rig, 600+ ready human clips and text to motion. Its credits guide lists text to motion at 3 credits in the web app. In the API, a clip costs 10 credits for FBX or 3 for a quicker BVH, plus 3 credits to apply it, and clips are 2 to 10 seconds. **Limits.** Text to motion goes onto biped rigs. Its help center says walking is the only animation for four-legged animals, and models rigged with its beta Smart Rig cannot use the animation library yet. Our [Meshy AI review](https://bake3d.ai/guides/meshy-ai-review) covers the rest of its limits. ## Bake3D Bake3D is our own tool, so read this part with that in mind. It makes a textured 3D model from a picture or a sentence, plans a skeleton from the model's own shape, and then writes motion from your words. **Pros.** It works on bodies the other tools skip. Each joint gets a job name, like tail, wing, front left leg or wheel. Your words are turned into a motion program that moves those joints, so "wag the tail and look left" works on a fox, and "stomp forward" works on a T. rex. Playback is repeatable: the same program on the same rig gives the same pose at the same time. A described motion can be 0.5 to 20 seconds long. **Cost.** A described motion is 10 credits, about $0.48 to $0.63 at pack prices. You need a character first. A rigged character at Standard quality is 65 credits, and the rig comes with a four-second first motion. Packs start at $5 for 80 credits, and there are no free credits. The full list is on the [pricing](https://bake3d.ai/pricing) page. **Limits.** It only animates models Bake3D makes, not a model you upload. It moves the body, not the face, so there is no lip sync. A described motion is a strong first draft, not a finished performance. It makes 3D files, not a video. ## Animals, creatures and robots *Figure: Which bodies each tool can move from text, from each company's own pages on 9 October 2026. Green means yes, amber means with limits, and an empty ring means no.* ([picture](https://bake3d.ai/guides/text-to-motion-tools-bodies.svg)) Most text to motion tools learn from recordings of people moving. That is why they stop at the human body. A dog bends its legs in different places. A bird has wings. A snake has no legs at all. A human walk cannot be bent to fit them. So for a non-human character, you have three choices: - **Animate it by hand in Blender.** It is free and works for any body, but it is slow. Our [quadruped walk cycle guide](https://bake3d.ai/guides/quadruped-walk-cycle) gives you the footfall order and timing. - **Use ready clips from an AI rigger.** Meshy, Tripo and others rig some animals, but most give a creature one walk. Our [Mixamo alternatives](https://bake3d.ai/guides/mixamo-alternatives) guide counts the clips for each body type. - **Use a tool that writes motion for any rig.** Bake3D does this for the models it builds. The [AI 3D animation generator](https://bake3d.ai/ai-3d-animation-generator) page shows how. ## Step by step: animate a character with Bake3D *Figure: The free demo, with a motion typed for the fox. Signed out, the button asks you to sign up. With a free account you can direct 3 motions a day on the demo characters.* ([picture](https://bake3d.ai/guides/demo-direct-it-fox.webp)) ### Try it free on a demo character 1. Open the [demo](https://bake3d.ai/demo). You can play the walk and other ready motions without an account. 2. Pick a body: the fox, the robot, the old man or the T. rex. 3. In the **Direct it** box, type what it should do, up to 200 characters. For example: "shakes off water from head to tail". 4. Sign up for a free account. You can direct 3 motions a day. 5. Watch the result. Each directed motion is a four-second loop, written for that character's own skeleton. ### Animate your own character 1. **Make the character.** Upload a picture, or describe it in a sentence. The free readiness check tells you what Bake3D will build, which parts will move and the exact price. Then bake it. The typical bake took about 8 minutes from picture to finished rig. 2. **Watch its first motion.** The rig comes with a four-second intro. Use it to check the joints before you ask for more. Our [rig checklist](https://bake3d.ai/guides/check-ai-generated-rig) shows what to look for. 3. **Describe the motion.** Open the Motion tab and write one or two plain sentences. The tips below help. 4. **Check it.** Play it at full speed, then step frame by frame. If something is off, ask for a change. An optional visual critique round costs 5 credits. 5. **Export.** Download an animated GLB with your clips, or an FBX with one clip, at 24, 30 or 60 frames per second. Pick whether the character stays in place or travels forward. ## Step by step: animate a humanoid with SayMotion If your character is a person, here is the same job in DeepMotion SayMotion, from its own docs. 1. **Pick or upload a character.** Use a SayMotion character, or upload a humanoid as FBX, GLB or VRM. It must stand in a T-pose with its feet on the ground. 2. **Type the prompt.** Describe the action, like "jogs forward, then jumps over a puddle". 3. **Generate.** Each animation uses one credit. 4. **Export.** Download FBX, GLB or BVH, or an MP4 video. On the free plan you get 1 download a month, for personal use only. ## How to write a motion prompt that works The words you type matter. These tips work in any tool. - **Say the action first.** "Jumps", "bows", "sniffs the ground". Then add details. - **Give the timing.** "Slowly", "three quick hops", "pauses for a second". - **Name the body parts.** "Wags the tail", "flaps both wings", "turns the head left". - **Say where it goes.** In place, or moving forward. Games often want in place, then move the character in code. - **Keep it to one idea.** "Waves hello, then takes a bow" works. A whole dance routine in one prompt often turns to mush. - **Ask for a loop** if it must repeat, like an idle or a walk. For example, "shakes off water from head to tail, starting slow, then fast" gives the engine much more to work with than "do something cute". ## Check the result before you use it AI motion can look great in one frame and wrong in the next. Before you put a clip in your game, look for these: - **Sliding feet.** A foot on the ground should stay put until it lifts. - **A jump at the loop.** Watch the last frame turn into the first. - **Parts passing through the body.** Arms into the chest, a tail through a leg. - **Fast frames.** Step through the quickest moment frame by frame. To check a file without opening a big app, drop it into our free [online 3D viewer](https://bake3d.ai/tools/3d-viewer). It plays each clip, draws the skeleton and lets you step frame by frame. If you need a different format, the free [GLB to FBX converter](https://bake3d.ai/tools/glb-to-fbx) keeps the skeleton, skin weights and every clip. For the other ways to animate, like keyframes, libraries and motion capture, read [how to animate a 3D model](https://bake3d.ai/guides/how-to-animate-a-3d-model). For free tools, see our guide to [free 3D animation software](https://bake3d.ai/guides/free-3d-animation-software). ## Questions ### Can AI animate a 3D character from a text prompt? Yes. You type a motion, like "walks forward, stops and waves", and the tool makes keyframes for a rigged character. DeepMotion SayMotion, Uthana, Krikey, QuickMagic, Meshy and Bake3D all do this. The result is a 3D file you can use in a game or in Blender, not a video. ### What is the best AI text to 3D animation tool in 2026? It depends on the body. For people, SayMotion, Uthana and Meshy all make text to motion, and Meshy also has a large library of ready clips. For animals, creatures and robots, most of these tools stop, because they only move humanoid skeletons. Bake3D makes motion from text for any body it builds. ### Is there a free text to motion AI for 3D characters? There are free tiers with limits. SayMotion's free plan gives 3 credits and 1 download a month, for personal use. QuickMagic gives 15 seconds a day, without a commercial license. Krikey gives 20 credits once. Bake3D lets you direct its four demo characters for free, 3 times a day with a free account. ### Can text to motion animate animals or non-humanoid characters? Most tools cannot. SayMotion, Uthana, Krikey, QuickMagic and Meshy's text to motion are built for two-legged, human-shaped skeletons. Bake3D labels each joint by its job, like tail, wing or front left leg, so it can write motion for a dog, a bird or a robot arm, but only for models it makes. ### Can I use my own 3D character with AI text to animation? With most humanoid tools, yes. SayMotion takes FBX, GLB or VRM in a T-pose, Uthana rigs FBX or GLB files under 30 MB, and Meshy rigs an uploaded model first. Bake3D cannot animate a model you upload. It makes the model from a picture or a sentence, then rigs and animates it. ### What file do I get from AI text to 3D animation? Usually FBX, often GLB, and sometimes BVH, which holds motion without a mesh. Some tools also render an MP4 video. Pick FBX for Unity and Unreal, and GLB for Godot, Blender and the web. ## Sources - [DeepMotion, SayMotion docs](https://www.deepmotion.com/doc/saymotion) - [DeepMotion, custom characters in SayMotion](https://www.deepmotion.com/article/custom-characters-saymotion) - [DeepMotion, SayMotion pricing](https://www.deepmotion.com/pricing-saymotion) - [DeepMotion, animation credits](https://www.deepmotion.com/article/animation-credits) - [Uthana, text to motion](https://uthana.com/models/text-to-motion) - [Uthana, auto-rigging](https://uthana.com/embodiment/auto-rigging) - [Uthana, pricing](https://uthana.com/pricing) - [Uthana, FAQ](https://uthana.com/faq) - [Uthana, terms](https://uthana.com/terms) - [Krikey AI, FAQ](https://www.krikey.ai/features/frequently-asked-questions) - [Krikey AI, pricing](https://www.krikey.ai/pricing) - [Krikey AI, terms](https://www.krikey.ai/terms) - [Meshy docs, web app changelog](https://docs.meshy.ai/en/webapp/changelog) - [Meshy, credits guide](https://www.meshy.ai/tutorials/meshy-credits-guide) - [Meshy API, text to motion](https://docs.meshy.ai/en/api/text-to-motion) - [Meshy API changelog](https://docs.meshy.ai/en/api/changelog) - [Meshy, animation library](https://www.meshy.ai/animation-library) - [Meshy Help Center, auto-rigging and animation](https://help.meshy.ai/en/articles/16231707-how-to-create-3d-animation-with-auto-rigging) - [QuickMagic, text to motion](https://www.quickmagic.ai/tools/text-to-motion) - [QuickMagic, text to 3D animation](https://www.quickmagic.ai/tools/text-to-3d-animation) - [QuickMagic, pricing](https://www.quickmagic.ai/Pricing) - [Sloyd, pricing](https://www.sloyd.ai/pricing) - [Sloyd, animations](https://www.sloyd.ai/animations) - [Cascadeur, AI tools help](https://cascadeur.com/help/category/278) - [Cascadeur, plans](https://cascadeur.com/plans) - [Tripo blog, September 2026 update (text to motion, skeleton presets)](https://www.tripo3d.ai/blog/tripo-september-update) --- # Free AI 3D character makers: what is really free Source: https://bake3d.ai/guides/free-ai-3d-character-maker Updated: 2026-10-13. Written by Bake3D (https://bake3d.ai). Free AI 3D character makers compared by what you can really download and use: Meshy, Tripo, Sloyd, VRoid Studio, Ready Player Me and Bake3D, checked 2026. ## Short answer Few free AI 3D character makers are free all the way. Meshy's free plan gives 10 Lite downloads a month that you must credit. Tripo's free models are public and not for business. Sloyd's free plan is for personal use. VRoid Studio is fully free but makes anime-style people only, and Ready Player Me shut down in January 2026. Bake3D's demo, picture check and four rigged CC BY models are free, and your own characters start at $5. ## How we checked We read each tool's own pricing page, help center, terms and license pages on 9 October 2026, and link them under Sources. On 13 October 2026 we checked Tripo's motion from text again. We did not make a character in every tool, so this compares what each free plan allows, not how good the characters look. Bake3D facts come from our own product: the free demo, the free picture check and the four free models are live on our site. "Free" can mean four different things. A character maker can be free to try, free to download from, free to use in work you sell, or free to rig and animate. Very few are all four. The free plan is often a demo with a download limit or a license that rules out business use. That is not a trick. Making a 3D model with AI costs the company real money each time. But you should know the rules before you build a character you cannot take with you. If you want something that moves right now, our [free 3D models](https://bake3d.ai/free-3d-models) page has four rigged, animated characters you can download and use, even in work you sell. You can also play rigged characters, and direct them with your own words, in the free [demo](https://bake3d.ai/demo). ## Free AI 3D character makers compared Here is what each free plan allows, from each tool's own pages, checked on 9 October 2026. | Tool | What goes in | Free download? | Business use on the free plan? | Paid from | |---|---|---|---|---| | Meshy | A picture or text | 10 a month, Meshy 6 Lite models only | Yes, if you credit Meshy (CC BY 4.0) | $20 a month | | Tripo | A picture or text | 15 exports | No, free models are public and non-commercial | $20 a month | | Sloyd | A picture or text, 1 a day | Community models only | No, personal use | $15 a month | | VRoid Studio | Sliders and drawing, no picture | Yes, as VRM | Yes | Free | | Avatar SDK | A selfie, or presets | Your first character | Not stated | Credits per character | | Hero Forge | Sliders in the browser | No. An STL is $7.99 | Check its terms | $7.99 per STL | | Canva | Text | A PNG or JPG picture, not a 3D file | Under Canva's terms | Canva Pro | | Ready Player Me | Closed | No | No | Closed in January 2026 | | Bake3D (ours) | A picture or text | 4 free rigged CC BY models; your own from $5 | Yes: free models with credit, bakes with bought credits | $5 pack | And here is which ones rig and animate, and what each one is best for. | Tool | Rigs non-humanoid bodies? | Motion from text? | Best for | |---|---|---|---| | Meshy | Four legs, plus a beta rig for others | Yes, for biped rigs | Trying AI on your own picture | | Tripo | Yes, seven body types | Announced September 2026; bodies not stated | Testing creature rigs | | Sloyd | No rig on the free plan | Paid plans, humanoids | Game-style props and characters | | VRoid Studio | No, anime-style people only | No | Anime avatars and VTubing | | Avatar SDK | No, people only | No | A 3D version of yourself | | Hero Forge | No rig. Print only | No | Tabletop miniatures | | Canva | No 3D model at all | No | Pictures that look 3D | | Ready Player Me | No | No | None now | | Bake3D (ours) | Yes, any body it builds | Yes, free on the demo, 3 a day | Animals, creatures and machines that move | *Figure: What each free plan really lets you take away. Green means yes, amber means with a limit or a condition, and an empty ring means no or not stated. From each tool's own pages on 9 October 2026.* ([picture](https://bake3d.ai/guides/free-3d-character-makers-limits.svg)) ## How we checked On 9 October 2026 we read each tool's pricing page, help center, terms and license pages. Every fact links to its source at the end of this page. Where a company's pages disagree, we say so. For Ready Player Me, we read the news of its sale and tried its website, which did not load. We did not make a character in every tool. So this guide compares what each free plan allows, not how good the characters look. For Bake3D, we checked what any visitor can do today without paying: the demo, the free check of a picture, and the four free models. We made those models with Bake3D, and the [free 3D models](https://bake3d.ai/free-3d-models) page lists their triangles, bones and clips, measured from the files. ## Meshy Meshy's free plan gives 100 credits a month, with no card needed. You can make models from a picture or text, rig them and try 22 ready animations. Meshy's library page says those 22 are included on every plan, even the free one. **The catch.** Its help center says free users get 10 downloads a month, of Meshy 6 Lite models only. Models made with Meshy 6 or 7 need a paid plan to download. Free models are licensed CC BY 4.0, so you may use them for business only if you credit Meshy. Pro is $20 a month. Our [Meshy AI review](https://bake3d.ai/guides/meshy-ai-review) has the full picture. ## Tripo When we read Tripo's pricing page on 9 October 2026, its free plan gave 200 credits a month, which Tripo said is about 13 models, one at a time. Some other sites list 300, so check the page before you sign up. **The catch.** Its pricing page says free models are public and for non-commercial use, with 15 exports. A Tripo blog post says free models are CC BY 4.0, but the pricing page says non-commercial, so plan on paying if you sell your work. Pro is $20 a month for 3,000 credits. Our [Meshy vs Tripo](https://bake3d.ai/guides/meshy-vs-tripo) guide compares the two free plans side by side. ## Sloyd Sloyd makes game-style models. Its free Guest plan lets you make an AI model from a picture or text each day. **The catch.** The pricing page lists a personal-use license on the free plan and export of community models only. Rigging and text to animation start with Plus, at $15 a month, and its rigging is for humanoid characters in a T-pose or A-pose. ## VRoid Studio VRoid Studio from pixiv is free for anyone, on Windows, macOS and iPad. You build an anime-style person with sliders and draw the hair and clothes yourself. It exports VRM, a format made for avatars in VTubing apps and games. **The catch.** There is not really one. Its help center says models you make can be used for business. Items made by other creators keep their own rules, and you may not build your own character maker app from VRoid parts without a separate license. It is not an AI tool, though. It does not read a picture, and it only makes human characters. ## Avatar SDK (MetaPerson) Avatar SDK's MetaPerson creator turns one selfie into a full-body, rigged 3D person. It exports GLB, glTF and FBX. **The catch.** Its page says your first character and its default export are free. After that, you pay per character with credits. We did not find the license for free characters on the page we read. It makes people only. ## Hero Forge and Canva These two show up near the top of searches for a free 3D character maker, but they do different jobs. - **Hero Forge** lets you design a fantasy miniature in your browser for free. To print it at home, you buy the STL file, at $7.99 for one character. Its page says the files are not rigged for animation. - **Canva's** 3D character creator turns a prompt into a picture that looks 3D. Its page says you download the result as a PNG or JPG. That is an image, not a 3D model you can turn around, rig or put in a game. ## Ready Player Me Ready Player Me was a popular free avatar maker for games. Netflix bought the company in December 2025. TechCrunch reported that its services, including its online avatar creator, would wind down on 31 January 2026. When we tried readyplayer.me on 9 October 2026, the site did not load. If an old tutorial sends you there, pick another tool from this page. ## Bake3D Bake3D is our own tool, so read this part with that in mind. Here is what is free and what is not. **Free, with no catch:** - **The demo.** Play a rigged fox, robot, old man and T. rex in your browser, with no account. - **Direct it.** Type a motion for a demo character and the engine writes it for that body. A free account gets 3 a day. - **The readiness check.** Upload your own picture. Bake3D says what it will build, which parts will move and the exact price. You get 3 checks a day. - **Four free models.** The fox, robot, old man and T. rex are on our [free 3D models](https://bake3d.ai/free-3d-models) page as GLB files with every clip and FBX files with the walk, under CC BY 4.0. You can use them in work you sell, if you credit Bake3D. - **Browser tools.** The [online 3D viewer](https://bake3d.ai/tools/3d-viewer) and the converters run in your browser. Your files are not uploaded. *Figure: The four free models, each caught mid-walk. All four are rigged and animated, and free to use with credit under CC BY 4.0. Rendered in Blender from the GLB files on our free models page.* ([picture](https://bake3d.ai/guides/free-3d-models-four-walking.webp)) **Not free:** your own characters. There are no free credits. A rigged character at Standard quality is 65 credits, and packs start at $5 for 80 credits, which covers one character with credits to spare. Characters made with bought credits come with a commercial license. If you are not happy with your first character, the first-character guarantee refunds your first pack in full, if you ask within 14 days. See [pricing](https://bake3d.ai/pricing) for the full list. **The limits:** Bake3D does not rig a model you upload. It moves the body, not the face. It makes 3D files, not a video. The [3D character maker](https://bake3d.ai/3d-character-maker) page shows the whole workflow. ## Other free options - **Mixamo** from Adobe is free with an Adobe ID. It rigs and animates human characters you upload, but its FAQ says it works on two-legged humanoids only. For other bodies, see our [Mixamo alternatives](https://bake3d.ai/guides/mixamo-alternatives). - **3D AI Studio** gives some free credits when you sign up, and its pricing page says commercial use is allowed on every plan. Rigging is on paid plans. - **Krikey AI** gives 20 credits once, for animated avatar videos. FBX export needs a paid plan. - **Open models** like Microsoft's TRELLIS.2 are free under the MIT license, but you run them on your own computer with a strong NVIDIA graphics card, at least 24 GB of memory. Tencent's Hunyuan3D 2.1 license does not cover the EU, the UK or South Korea. Neither one makes a rig. ## Read the license before you build Before you spend hours on a free character, check three things on the tool's own pages: 1. **Can you download it?** Some free plans let you make a character but not take it away. 2. **Can you use it in work you sell?** "Personal use" and "non-commercial" mean no. "CC BY 4.0" means yes, if you credit the maker in the way the [license](https://creativecommons.org/licenses/by/4.0/) asks. 3. **Is it public?** Some free plans publish your models for anyone to see and reuse. If you plan to sell what you make, our guide on [selling 3D models](https://bake3d.ai/guides/sell-3d-models) covers the marketplace rules. To compare the paid tools that rig and animate from one picture, read our guide to the [best AI tools for image to rigged 3D character](https://bake3d.ai/guides/best-ai-tools-image-to-rigged-3d-character). ## Questions ### Is there a free AI 3D character maker? Yes, but almost every one has a limit. Meshy and Tripo give free monthly credits with download and license limits. Sloyd gives one AI model a day for personal use. Avatar SDK lets you export your first character free. VRoid Studio is fully free, but you build the character by hand, with no AI picture input. ### What is the best free AI 3D character maker in 2026? For a human or anime avatar, VRoid Studio is free with no catch. For trying AI on your own picture, Meshy's free plan rigs and animates and allows 10 Lite downloads a month. For a rigged animal, creature or robot you can use today, Bake3D's four free CC BY models are ready to download. ### Can I use free AI 3D characters commercially? Sometimes. Meshy's free models are CC BY 4.0, so business use is fine if you credit Meshy. Tripo's and Sloyd's free plans do not allow business use. VRoid Studio models can be used commercially. Bake3D's free models are CC BY 4.0, and characters you bake with bought credits come with a commercial license. ### Is Ready Player Me still available? No. Netflix bought Ready Player Me in December 2025, and TechCrunch reported that its services, including its avatar creator, would wind down on 31 January 2026. When we tried readyplayer.me on 9 October 2026, the site did not load. ### Is VRoid Studio free for commercial use? Yes. VRoid Studio is free to download for Windows, macOS and iPad, and its help center says models you make with it can be used for business. Watch for items made by other creators, which have their own rules. You also may not build your own character maker app from its parts without a separate license. ### Where can I get a free rigged and animated 3D character? Bake3D's free 3D models page has a fox, a robot, an old man and a T. rex, each rigged and animated, as GLB and FBX under CC BY 4.0. Mixamo gives free rigs and motions for human characters you upload. Meshy's free plan rigs its own models, with 22 free animations. ## Sources - [Meshy pricing](https://www.meshy.ai/pricing) - [Meshy Help Center, what the free plan includes](https://help.meshy.ai/en/articles/15696428-what-is-included-on-the-free-plan) - [Meshy, animation library](https://www.meshy.ai/animation-library) - [Tripo pricing](https://www.tripo3d.ai/pricing) - [Tripo blog, free AI auto rigging for indie games](https://www.tripo3d.ai/blog/free-ai-auto-rigging-indie-games) - [Sloyd pricing](https://www.sloyd.ai/pricing) - [VRoid Studio](https://vroid.com/en/studio) - [VRoid FAQ, commercial use of models](https://vroid.pixiv.help/hc/en-us/articles/4405813333657) - [TechCrunch, Netflix acquires Ready Player Me (19 December 2025)](https://techcrunch.com/2025/12/19/netflix-acquires-gaming-avatar-maker-ready-player-me/) - [Avatar SDK, MetaPerson 3D character creator](https://avatarsdk.com/3d-character-creator/) - [Hero Forge, custom STL miniatures](https://heroforge.com/content/product-information/about-products/stl/) - [Canva, 3D character creator](https://www.canva.com/3d-character-creator/) - [Adobe, Mixamo FAQ](https://helpx.adobe.com/creative-cloud/faq/mixamo-faq.html) - [3D AI Studio docs, FAQ](https://docs.3daistudio.com/faq) - [3D AI Studio pricing](https://www.3daistudio.com/pricing) - [Krikey AI pricing](https://www.krikey.ai/pricing) - [Microsoft TRELLIS.2 on GitHub](https://github.com/microsoft/TRELLIS.2) - [Tencent Hunyuan3D 2.1 license](https://huggingface.co/tencent/Hunyuan3D-2.1/blob/main/LICENSE) - [Creative Commons Attribution 4.0 license](https://creativecommons.org/licenses/by/4.0/) - [Tripo blog, September 2026 update (text to motion, skeleton presets)](https://www.tripo3d.ai/blog/tripo-september-update) --- --- # Changelog: the 40 newest changes Source: https://bake3d.ai/changelog Last updated: 2026-10-13. Every change we ship to Bake3D, in plain words: new features, better rigs and motion, and the fixes behind them. Newest first. RSS: https://bake3d.ai/changelog/rss.xml ## October 2026 ### Root motion matches the character in every engine 2026-10-13 · Fixed · Export and formats, Editors and API Exported files now bake their size, facing and grounding into the skeleton itself, so nothing above it carries a transform. The root motion an engine reads equals the distance the character walks: a 4 m T. rex read 1.8 m of a 9.5 m walk before, and reads all 9.5 m now. - Every bone has a scale of 1, which Roblox and retargeting tools expect. - Exports without a height use the character's estimated real height, so a fox comes out fox-sized; choose rig units to keep the old scale. [Read the export reference](https://bake3d.ai/docs/api#export) ### Roblox and Godot export choices 2026-10-13 · New · Export and formats Choose Roblox in the Export tab for an in-place file that faces Roblox's forward and uses the game-ready copy, refused with the reason when a mesh is over 20,000 triangles. Choose Godot and looping clips loop in Godot's own importer. [Read the Roblox guide](https://bake3d.ai/guides/roblox-3d-models) ### FBX files keep the normal map and surface finish 2026-10-13 · Improved · Export and formats FBX downloads now carry the normal map and the model's roughness and metallic values, so they look closer to the GLB in Blender, Unity and Unreal. ### A retried API or editor request is never charged twice 2026-10-13 · Fixed · Editors and API, Pricing and account An Idempotency-Key now stays tied to the job it paid for, so a retry after a timeout returns that job instead of starting a second one. The Blender, Unity, Unreal and Godot tools send a key with every paid request and follow a slow motion to its end. - A bake can be cancelled for a full refund until its mesh or rig is in your project; after that it finishes on its own. - A request your balance cannot cover is refused before any picture is checked or stored. [How retries work](https://bake3d.ai/docs/api#retries) ### New API endpoints, and MCP that answers in time 2026-10-13 · New · Editors and API The REST API can now re-rig a project, list your jobs, delete a project and rate a result, like the MCP server. Described motion over MCP answers within about 45 seconds with a job to follow, inside common assistant time limits. - The Unreal tools no longer freeze the editor while they wait for Bake3D. - The rate limit is counted per account and holds under bursts. [Open the API reference](https://bake3d.ai/docs/api) ### A changelog, on the site and in the app 2026-10-13 · New · Guides and help, Studio 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. [Subscribe by RSS](https://bake3d.ai/changelog/rss.xml) ### A rig with legs always gets a walk 2026-10-13 · Improved · Animation, Rigging 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. ### Large bakes recover at once from a memory limit 2026-10-13 · Fixed · Speed and reliability 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. ### Your character arrives first; the game-ready copy follows 2026-10-13 · Improved · Speed and reliability, Export and formats 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. ### Every limb is checked on its own skin 2026-10-13 · Improved · Rigging 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. ### Described animations are checked in about half the time 2026-10-13 · Improved · Animation, Speed and reliability 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. ### Truer colours in the studio viewer 2026-10-12 · Improved · Studio 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. ### Pictures that hide the face get extra drawn views 2026-10-12 · New · 3D models 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. ### Described motions are judged on what they add 2026-10-12 · Improved · Animation 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. ### Fewer bakes stuck near the end 2026-10-12 · Fixed · Speed and reliability 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. ### Hems and sashes move with what they hang from 2026-10-12 · Improved · Rigging 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. ### Cleaner joints where limbs meet the body 2026-10-11 · Improved · Rigging 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. ### Nods, shakes and looks lead with the head 2026-10-11 · Improved · Animation 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. ### Game-ready mesh: full detail plus a rigged quad copy 2026-10-10 · Improved · Export and formats, 3D models 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. ### Retopologise works again, and checks its result 2026-10-10 · Fixed · Export and formats 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. [Open your library](https://bake3d.ai/app/library) ### A face the mesh lost is rebuilt 2026-10-10 · Improved · 3D models If your picture clearly shows a face and the generated mesh lost it, the mesh is now rebuilt on our next 3D engine. ### Rigs follow the body's own centre and symmetry 2026-10-10 · Improved · Rigging 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. ### The free intro animation falls back less 2026-10-10 · Improved · Animation 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. ### bake3d.ai/check, a short link to the free check 2026-10-10 · New · Pricing and account 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. [Check a picture](https://bake3d.ai/check) ### A help center with short, official answers 2026-10-09 · New · Guides and help 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. - Every answer and guide is also plain markdown for AI assistants, and the whole site is in one file at [/llms-full.txt](https://bake3d.ai/llms-full.txt). [Visit the help center](https://bake3d.ai/help) ### Named gestures land where their name says 2026-10-09 · Improved · Animation 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. ### The Bake tab shows the options you chose 2026-10-09 · Fixed · Studio The Bake tab now shows the quality and mesh layout you picked for a project, instead of always showing Standard. ### A clearer quote that fits a laptop screen 2026-10-09 · Improved · Pricing and account The quote you see before a bake now fits on a laptop screen and shows the larger packs with their price per character. ### Direct it: describe a motion on the free demo 2026-10-08 · New · Animation 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. [Try the demo](https://bake3d.ai/demo) ### Described animations finish even if you close the page 2026-10-08 · Fixed · Animation, Speed and reliability Animations you describe now run as background jobs, so a heavy rig or a closed tab no longer leaves a paid animation unfinished. ### Fourteen new free tools that run in your browser 2026-10-08 · New · Free tools Viewers, converters and 3D printing tools, all free. They work inside your browser, so your files are never uploaded. - Viewers that show the skeleton and play every animation: [3D viewer](https://bake3d.ai/tools/3d-viewer), [GLB](https://bake3d.ai/tools/glb-viewer), [glTF](https://bake3d.ai/tools/gltf-viewer), [FBX](https://bake3d.ai/tools/fbx-viewer) and [OBJ](https://bake3d.ai/tools/obj-viewer). - Converters that keep the rig: [FBX to GLB](https://bake3d.ai/tools/fbx-to-glb), [OBJ to FBX](https://bake3d.ai/tools/obj-to-fbx), [glTF to FBX](https://bake3d.ai/tools/gltf-to-fbx) and [DAE to FBX](https://bake3d.ai/tools/dae-to-fbx). - For 3D printing: [STL repair](https://bake3d.ai/tools/stl-repair), a [3D text generator](https://bake3d.ai/tools/3d-text-generator), [SVG to STL](https://bake3d.ai/tools/svg-to-stl) and [STL to 3MF](https://bake3d.ai/tools/stl-to-3mf). - For texturing: a [normal map generator](https://bake3d.ai/tools/normal-map-generator). [See all free tools](https://bake3d.ai/tools) ### Free rigged and animated 3D models 2026-10-08 · New · Free tools 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. [Download free models](https://bake3d.ai/free-3d-models) ### Fair storage: rebuilt files no longer count 2026-10-08 · Improved · Pricing and account 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. ### Ten new guides, and four old claims corrected 2026-10-08 · New · Guides and help 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. [Read the guides](https://bake3d.ai/guides) ### Softer jumps and natural shoulders 2026-10-08 · Improved · Animation, 3D models 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. ### The first-character guarantee 2026-10-07 · New · Pricing and account 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. [How the guarantee works](https://bake3d.ai/help/first-character-guarantee) ### The quote shows the price in dollars and a finished example 2026-10-07 · Improved · Pricing and account After the free check, the quote shows what your character costs in dollars, exactly what you get, our promises, and a finished example. ### Checkout works on phones 2026-10-07 · Fixed · Pricing and account Buying credits on a phone no longer gets stuck before payment. ### Content rules are checked before you pay 2026-10-06 · Improved · 3D models, Pricing and account 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. ### A big round of motion fixes across body types 2026-10-06 · Improved · Animation, Rigging 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.