3D → Sprite — Baking a Rigged Model Into a Multi-Direction Sheet
"3D → Sprite" photographs a rigged 3D model from every direction and bakes the result into a sprite sheet. All the rendering happens inside the browser on your own graphics card, so this tool spends no credits.
What you need — a rigged GLB / GLTF
You need a GLB or GLTF that contains a skeleton. Mixamo bone naming (mixamorig:*) is recommended: it is what auto-riggers like Meshy and Tripo output, and bone names are how an external animation maps onto your model. FBX isn't accepted yet — run the model through Mixamo and export GLB. A model with no skeleton is rejected right away with "No bones found".
Steps 1 and 2 — model, then animation
Load the model into "1 · Character model" and the bone count and Mixamo-named count appear; if the file already carries clips, the first one starts playing. If it has none — or you want different ones — add an animation-only GLB under "2 · Animation file". Clips from both sources sit on the same row tagged "built-in" or "external"; click a chip to switch. When a clip targets bones your model doesn't have, a warning says how many: those parts stay still.
The viewpoint — projection and camera pitch
"Projection" keeps the framing and changes only how much perspective you get. Orthographic aligns exactly to the ground, which is the safe pick for isometric work; the 15° long lens stays close to it while keeping some depth. "Camera pitch" offers side 0°, 30°, 45°, and 60°, and every direction shares one value — different pitches per direction make the sheet misalign, which is why it's global. Drag the view around freely, click the eight cells along the bottom to inspect each direction, then snap back with "Reset view".
Baking — directions, frames, cell size
Set directions (4·8·16), frames per direction (4·6·8·12), and cell size (64·128·256px), then hit the button: it renders directions × frames cells one at a time (192 at most). Frames sample the clip evenly but skip the end point, so the last frame loops cleanly back into the first. Only rotation is kept — position tracks are dropped, so the result is an in-place animation and the movement belongs to your game engine. The preview grid hides itself automatically before the render.
Checking the result and downloading
On the finished sheet, rows are directions and columns are frames. Before downloading, use "Take it for a walk": move with W A S D, or hold the pointer to walk toward the cursor. You can see whether the art is right, but whether the directions map correctly only shows once you walk a full circle. If your engine's convention runs the other way, check it with "Mirror left/right".
Grab the PNG and the JSON metadata together. Assembly trims to the union of every frame, so a cell rarely stays the square you asked for — it usually ends up taller than wide (128px often becomes 128×192). When you configure frame size in your engine, always use the values from the JSON.
Ready to try it yourself?
Open the tool