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Fix a broken Meshy AI rig
Exploded mesh, stretched limbs, frozen T-pose or jittery animation from Meshy AI? Here is the two-minute browser fix.
Open Rig Bake — free, in your browserNo sign-up. No upload — models stay on your machine. Works in any WebGL 2 browser.
A Meshy AI character that arrives exploded, stretched or frozen in a T-pose almost always has one specific defect, and it is not in the mesh. The inverse bind matrices stored alongside the skin do not correspond to the skeleton in the same file. A skinned mesh expects those matrices to cancel the bone transforms at rest; when they do not, the first posed frame multiplies two mismatched transforms together and smears the geometry toward the origin. Nothing is damaged — the rig metadata is wrong, and rebinding the skeleton to its current pose corrects it without moving a single vertex.
Because that is a data repair rather than a modelling job, it does not need Blender. Rig Bake detects the mismatch when the file is opened and rebuilds the bind, then reports the three other defects Meshy exports commonly carry — centimetre scale, inverted normals, and skin weights spread across more bones than the vertex needs — as separate fixes you accept or decline one at a time. It runs in a browser tab, free, and the model is never uploaded.
How to do it
- Import the file. Open rigbake.com and drag your Meshy AI .glb or .fbx into the window. The Model Doctor analyzes it in a background worker and lists every problem it finds.
- Apply the suggested fixes. Typical Meshy findings: broken bind pose (rebind skeleton), duplicate vertices (weld), wrong unit scale (normalize), and skin-weight cleanup. Each fix is opt-in — tick the ones you want and apply.
- Check the animation. Press play. If clips came from another source, use animation retargeting with automatic bone mapping. Crop or de-jitter clips on the timeline if needed.
- Export. Download the repaired model as .glb (free), bake a spritesheet for a 2D game, or export STL for 3D printing.
What each Meshy symptom means
- Exploded / spiky mesh — corrupt inverse-bind matrices. Fix: rebind skeleton (automatic).
- Model is tiny or gigantic — centimeter/meter unit mismatch. Fix: scale normalization.
- Model looks inside-out or invisible from the front — inverted normals. Fix: flip winding + normals.
- Candy-wrapper twisting at wrists and shoulders — noisy auto-rig weights. Fix: skin-weight cleanup.
- Animation vibrates or stutters — redundant/noisy keyframes. Fix: the clip "Clean up" operation.
Frequently asked questions
Is this really free?
Yes. Import, repair, animation editing and .glb re-export are free with no account. Pro only raises spritesheet baking limits.
Does my Meshy model get uploaded?
No — everything runs locally in your browser via WebGL 2. The file never leaves your machine.
Can I put Mixamo animations on my fixed Meshy character?
Yes — import the Mixamo .fbx alongside it and Rig Bake auto-maps the mixamorig bones onto your character's skeleton.