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Rig BakeFeatures › Animation retargeting & bone mapping

Animation retargeting & bone mapping

Pull animation clips out of any .glb, .gltf or .fbx and replay them on a different character — with automatic bone-name matching and a manual mapping editor when you need it.

Open Rig Bake — free, in your browser

No sign-up. No upload — models stay on your machine. Works in any WebGL 2 browser.

Have a character from one tool and animations from another? Rig Bake retargets clips between skeletons directly in the browser. Import one or many animation files, map their bones onto your character, and the clips join its animation list — ready to preview, edit, re-export as .glb or bake into spritesheets.

Automatic bone mapping

Rig Bake normalizes bone names before matching, stripping common prefixes like mixamorig, Bip01, Armature and punctuation differences. In most cases — Mixamo clips onto an AI-generated character, for example — the mapping is fully automatic.

Manual mapping editor

When skeletons differ, the bone-mapping dialog shows source and target hierarchies side by side. Remap any bone, filter by name, skip unmapped bones, and copy one clip's mapping to all other clips in a single click.

A full pipeline, not just a converter

After retargeting you can crop, split, reverse and clean up the clips, fix the rig itself with the Model Doctor, and export the result as an animated .glb or a 2D spritesheet.

Frequently asked questions

Can I put Mixamo animations on a Meshy AI or Tripo character?

Yes — this is one of the most common uses. Download the Mixamo clip as .fbx, import it into Rig Bake alongside your character, and the automatic mapper matches the mixamorig bones to your skeleton.

How many animation files can I import at once?

Multiple files in one go; each clip appears in the animation list and can be mapped individually or share one mapping.

Does retargeting work with different bone counts?

Yes. Unmapped bones are simply skipped, and you can hand-adjust the mapping for the bones that matter.

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