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Fix a Tripo AI model
Repair Tripo exports — deformed rigs, wrong scale, flipped normals, messy geometry — in your browser, then export a clean .glb.
Open Rig Bake — free, in your browserNo sign-up. No upload — models stay on your machine. Works in any WebGL 2 browser.
A Tripo AI export that fails in Unity, Godot, Unreal or a print slicer is usually failing on one of four defects, none of which is visible in the preview Tripo shows you. The model arrives measured in centimetres, so it imports at a hundred times the size of anything authored in metres. Some faces are wound inward, so the surface renders hollow from one side. Small disconnected fragments sit inside or beside the mesh, so anything that reasons about a closed volume refuses it. And the inverse bind matrices do not match the skeleton, so the rig smears the moment a clip plays.
All four are defects in the file rather than in the shape, which means all four are correctable without remodelling anything. Rig Bake identifies each one when the file is opened, quantifies it — how many faces are inverted, how many fragments, what the scale factor is — and offers each fix separately, so you apply the ones your target actually cares about. A slicer needs the fragments gone; an engine needs the scale and the bind. Free, in the browser, no upload.
How to do it
- Drop the file in. Drag your Tripo .glb or .fbx into rigbake.com. The import analysis reports triangles, duplicate vertices, floating islands and open edges before changing anything.
- Apply repairs. Accept the suggested fixes — scale normalization, normal flip, vertex weld, tiny-island removal, bind-pose rebind — individually per file.
- Tidy the animation set. Rename, crop, split or reverse Tripo's bundled clips on the timeline; import extra clips from other files and retarget them with automatic bone mapping.
- Export where you need it. Re-export .glb for your engine, generate an LOD chain, bake 2D spritesheets, or export a print-ready STL with a watertight report.
Why Tripo models misbehave in engines
Game engines assume meters, outward-facing normals and valid inverse-bind matrices. AI generators optimize for visual output, so their exporters sometimes cut corners on these conventions. Rather than hand-fixing in Blender (unit scale, flip normals, weight painting — a 30+ minute round trip), the same repairs run automatically in Rig Bake in seconds.
Frequently asked questions
My Tripo model imports into Unity at the wrong size — why?
The file uses non-meter units. Rig Bake's scale fix normalizes the model to a standard working size before you re-export.
Can I fix a Tripo model without an account?
Yes — no sign-up is needed for import, repair and .glb export.
Does it work with Rodin, Luma or CSM models too?
Yes. The repairs are generator-agnostic; anything that exports .glb/.gltf/.fbx is supported.