Rig Bake › Guides › Convert a GLB to a spritesheet
Convert a GLB to a spritesheet
Animated .glb in, game-ready spritesheet out — four steps, free, and the file never leaves your browser.
Open Rig Bake — free, in your browserNo sign-up. No upload — models stay on your machine. Works in any WebGL 2 browser.
Whether the model came from Meshy AI, Tripo, Sketchfab or Blender, converting an animated GLB into 2D sprites takes a couple of minutes in Rig Bake — no installs, no upload, no watermark.
How to do it
- Import the GLB. Drag the .glb or .gltf (up to 100 MB, DRACO/Meshopt compressed files supported) into rigbake.com. Accept any suggested rig fixes.
- Choose the view preset. Sidescroller (4 directions), Isometric (8 directions) or Top-down. Preview each direction with the direction slider and pick which ones to bake.
- Set frames and cell size. Choose frames per direction (up to 32 free / 128 Pro) and cell size (up to 256 px free / 1024 px Pro), padding and crop mode. Optionally enable normal, depth, emissive or team-color passes.
- Bake and export. Export a PNG sheet + metadata.json, individual frames as zip, animated GIF, MP4, transparent WebM, or one-click Unity / Godot packages.
Tips for clean sheets
- Use auto-fit crop to maximize pixel density per cell.
- Lock root motion so walk cycles animate in place.
- Crop long clips into game-length loops first with the clip editor.
- For pixel-art games, enable the pixel-art post stack before baking so all frames quantize identically.
Frequently asked questions
Is there a file size limit?
GLB/GLTF up to 100 MB, FBX up to 200 MB. Compressed (DRACO / Meshopt) GLBs are decoded automatically.
What metadata comes with the sheet?
A metadata.json with frame rectangles, directions, clip names and timing — plus engine-native slicing if you use the Unity or Godot export.
Can I get a transparent video instead of a sheet?
Yes — export a VP9 WebM with a real alpha channel, ideal for compositing and web animations.