Image to 3D
Upload a photo — plus a few optional extra angles of the same subject — and turn it into a game-ready 3D model, made inside AnnoMotion Skeleton so you can rig it, animate it and export it for Unity, Godot or Unreal in the same place. Pick your detail level, or switch to the Maximum engine for its highest-detail meshes and low-poly or smart-topology styles. Powered by AnnoMotion AI.
- Before you start
- One reference photo of the thing you want modelled — extra angles of the same subject help.
- What you end up with
- A textured 3D model on the Skeleton stage, ready to rig, animate and export — and saved to your models.
Step by step
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Create
Open Skeleton and press From photos on the Create a 3D model card. Add one clear Main photo, and under What are you making? leave Character for a figure you will rig — it is made in a T-pose — or pick Prop or object. Press Continue, choose the engine and add extra angles of the same subject if you have them — up to 4 on Standard; up to 3 (4 photos in all) on Maximum — which noticeably improves the back of the model. Standard has a detail level from Draft to Ultra; Maximum makes the highest-detail meshes, with low-poly and smart-topology styles. On the last step press Generate model — you can leave the page while it works.
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Look it over, then Prepare
The model lands on the stage with the Look it over card in the panel — turn it on the turntable and download its files there if you want them. Then go to Prepare: read the Pre-flight checks, press Fix all to straighten its pose, scale and facing, and use Position the model if it still needs moving.
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Rig
Under How do you want to rig it?, choose Fit it here, in your browser: fit the joints, drag any you disagree with, then Apply the rig so it paints the weights, and Check it with the bend test. For a prop, choose It is a prop — animate it whole and move the model as one piece in Object mode.
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Animate
Key poses on the timeline, or drop in motions from the Motion library, and use Chain another clip on to build a longer sequence.
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Export
Export a rigged, animated glTF with a preset for Unity, Unreal or Godot, or render the animation out as a 2D sprite sheet.
Worth knowing
- Every model is made as a GLB so it opens on the stage. On Maximum you can also keep a copy as FBX, OBJ or USDZ.
- A clean, evenly-lit reference on a plain background beats a dramatic one every time.
- Making a character? Leave What are you making? on Character so it arrives in a T-pose (or pick an A-pose on Maximum) — a clean rest pose is much easier to rig.
- Draft is genuinely useful for checking the silhouette before you make the real one.
- The model is saved to your models too, so Re-texture, Split Model and Rig Lab can open it later.
Read next
Text to 3D
Describe your asset in a sentence and turn it into a game-ready 3D model — no reference image needed.
Rig Lab
Load a T-pose or A-pose humanoid GLB and rig it right in your browser — it fits a skeleton to the mesh for you, you drag the joint markers to refine it, then it paints skin weights and previews idle / walk / run / wave before exporting a rigged GLB for Unity, Godot or Unreal.
3D → Sprite Renderer
Turn a 3D model into a 2D sprite sheet — photographed from 4 or 8 directions around the model, at your chosen frame size, with an optional isometric pitch and transparent background.