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Convert an FBX to a sprite sheet

Animated FBX — from Mixamo, an AI generator or your DCC tool — to packed 2D sprite sheets, without touching Blender or Unity.

Open Rig Bake — free, in your browser

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

FBX is the lingua franca of animation tools, and Rig Bake reads it directly in the browser, with no fixed size ceiling. Import a rigged, animated FBX, aim the preset cameras, and bake sheets for any 2D engine.

How to do it

  1. Import the FBX. Drag the .fbx into rigbake.com. Rig fixes (scale, normals, bind pose) are offered automatically — FBX files from mixed pipelines often need the unit-scale fix.
  2. Combine animations if needed. Import additional FBX/GLB animation files and retarget them onto your character with automatic bone mapping (Mixamo prefixes handled).
  3. Bake directions. Pick sidescroller, isometric or top-down; set frames per direction and cell size; optionally add normal-map or emissive passes.
  4. Export. PNG sheet + JSON, frame zip, GIF/MP4/WebM previews, or engine-ready Unity and Godot packages.

The Mixamo workflow

Download your character (or just clips) from Mixamo as FBX, drop everything into Rig Bake, and the auto bone mapper strips the mixamorig prefix to match clips to the skeleton. Crop the clips you need, then bake all directions in one pass. The result imports into Unity as pre-sliced sprites or into Godot as a ready SpriteFrames resource.

Frequently asked questions

Which FBX versions work?

Standard binary FBX as exported by Mixamo, Blender, Maya and most AI generators. If a file fails, round-trip it through .glb — the pipeline is identical from there.

Can I convert FBX to GLB here too?

Yes, and there is a dedicated page for exactly that: the FBX to GLB converter is one drop and one download, and it fixes the centimetre scale on the way through. Inside the editor, "Download scene (.glb)" and per-clip .glb export do the same job.

Do I keep animation timing?

Yes. Frames are sampled at your chosen count per direction and timing metadata is written to metadata.json and the engine packages.

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