Turn an image into an FBX file
FBX is the file you can hand anybody. Ours carries the mesh and its materials. If the model has been rigged, take the GLB instead · the skeleton and any motion you baked are in there, and every plan gets both.
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01
Generate the mesh
Upload a photo and let it run. What comes back is a textured model, which is all a prop ever needs to be.
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Pick the file for the job
Every format is generated, so this is a download and not a decision you pay for. FBX for a static mesh. GLB if the model has been rigged, because that is the one carrying the skeleton and the animation.
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Drag it into the project
Unity and Unreal both import FBX with no plugin. For a rigged GLB, Unreal, Blender and Godot read glTF as they are; Unity needs glTFast or UnityGLTF, which is one package and free.
FBX for the mesh, GLB for the rig
On paper FBX holds a skinned mesh. Ours does not: what we write is geometry and materials, with no bones in it. The rigging step is real and so are the motions, and both travel in the GLB · a full glTF file with the mesh, the skeleton and the baked animation inside it. So for a prop, a set piece or anything static, take the FBX. For a character that has to move, take the GLB.
Getting a rigged GLB into Unity
Unity is the one engine here with no glTF import of its own. glTFast and UnityGLTF both fix that, both are free, and both read a skinned mesh with its animation. Unreal, Blender and Godot need nothing added. It is worth knowing before you plan around it, because every other part of this is the same either way.
A note on versions
FBX is proprietary and its specification is not open, so different tools write different vintages. What we write is the ASCII flavour, which Unity, Unreal, 3ds Max and Maya read and which Blender does not · Blender imports binary FBX only. If you are heading into Blender, use the GLB, which it opens natively and which carries more.
Props and set pieces
Anything that does not need bones. Drop the FBX in and it arrives with its materials.
Unreal
The standard import path for a static mesh, and it reads the rigged GLB too.
Handing work to an artist
Almost anyone can open an FBX. It is the safest thing to send someone who has not told you what they use.
Rigged characters
Take the GLB. A hundred and thirty-five motions in the library, baked onto the rig and carried inside that file.
Does the FBX include the rig?
No. Our FBX is the mesh and its materials, rigged or not. The skeleton and any motion you baked are in the GLB, which every plan gets at the same time and at no extra cost.
Then what do I use for a rigged character?
The GLB. It is a full glTF file: mesh, skeleton, skin weights and the baked animation. Unreal, Blender and Godot open it as they are, and Unity needs glTFast or UnityGLTF.
Can I animate a model that is not humanoid?
Auto-rigging targets humanoid skeletons, so a chair or a rock is refused rather than rigged badly · and the tokens are not spent when that happens.
Is FBX included on the free plan?
Yes. Every export format is on every plan, with no watermark on any of them.