Solutions · Game graphics
Concept art in. A playable character out.
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 · 35 credits for mesh and rig
Maintained by Bake3D · Updated


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.
Game asset guide - 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.
Rig checklist - 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.
5 credits per described motion - 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.
Editor integrations
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 and MCP add-on
- Unity
- Import with glTFast or UnityGLTF
- Editor tool compiles against Unity 6; native playback validation still in progress
- Unity guide
- 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
- Blender
- File → Import → glTF 2.0; clips appear as NLA actions
- Verified in Blender 4.4 for armature, materials and animation
- Blender guide
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 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 5 credits and an optional critique round, where a vision model reviews a rendered contact sheet and revises the program, costs 2. 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 35 credits, roughly seventy cents at pack rates; each described clip adds 5. Preset clips, the introductory loop and every export are free. Sixty free credits cover a first character and a few clips; packs start at $10 for 500 credits.
Shipping a game needs the commercial license, which comes with Pro ($24 a month, 1,500 credits, plus API and MCP access) and Studio ($79, 6,000 credits). Charges are made on job acceptance and refunded on failure. The pricing page has the full table.
Questions before you start.
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 5 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.
Related
Bake a character for your game.
Concept art to a rigged, animated GLB. 60 free credits cover the first character and its first clips.