Rig Bake › Features › Generate LOD chains from any model
Generate LOD chains from any model
One click turns your model into a zipped LOD chain — full, half and quarter triangle counts — with rig and animation clips preserved in every level.
Open Rig Bake — free, in your browserNo sign-up. No upload — models stay on your machine. Works in any WebGL 2 browser.
AI-generated models are usually far denser than a game needs. Rig Bake's LOD export decimates with quadric edge-collapse (meshoptimizer) and packages LOD0 (100%), LOD1 (50%) and LOD2 (25%) as separate .glb files in one zip — each still skinned to the same skeleton with the same animation clips.
Why it matters
Distant characters rendered at full density waste GPU time. A proper LOD chain keeps silhouettes intact up close and drops triangles with distance. Because Rig Bake preserves skinning and clips across levels, the LODs are drop-in swappable in Unity, Godot or Unreal LOD groups.
When you want one level, not a chain
The LOD export always writes all three levels, which is the wrong shape for the most common request: one model, one lower triangle count, chosen by eye. That is a standalone page — reduce polygons online — where you set the exact percentage to keep, watch what each setting costs, and download a single GLB. Same meshoptimizer quadric decimation underneath; no zip, no account, no editor.
If the model is heavy on disk rather than heavy to render, the triangle count is probably not your problem. Textures are most of the bytes in a typical GLB, so compress the GLB first and check whether the file is still too big before you touch the geometry.
Related density tools
Per-mesh and per-island export lets you pull a single part out of a model as its own .glb, and the import cleanup removes duplicate vertices before decimation so the reducer spends its budget on real geometry. For extreme distance, consider the octahedral impostor export instead.
Frequently asked questions
Do the LODs keep animations?
Yes — skeleton, skin weights and all animation clips are preserved at every LOD level.
What reduction ratios are used?
LOD0 is the original, LOD1 targets 50% and LOD2 25% of triangles, using meshoptimizer's quadric simplification with UV and attribute preservation.
Can I decimate without making a full chain?
The LOD export always produces the chain, but you can simply use the one level you need — or decimate cloth meshes individually in the cloth tools.