Turn a 3D character model into a 1 to 64-direction sprite sheet with a single click. Auto Build runs rigging, motion, and rendering for you. Weapons, RPG Maker MZ export, and custom cameras included. Rigging through export runs on your own PC. Screen in 28 languages.

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Early Access Software

Get involved with this software as it develops.

Note: This Early Access software is not complete and may or may not change further. If you are not excited to use this software in its current state, then you should wait to see if it progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Miso Editor already works from start to finish: a single image goes through 3D conversion, rigging, motion, weapons, and rendering to a finished sprite sheet. The developer uses it to make the enemies in their own game, Fire Field.

Right now it is built for humanoid characters. Four-legged animals are not supported yet, and hair and cloth stay attached to the body without swaying. During Early Access, we will add support for animals and natural hair and cloth movement.

Art styles and game engines vary a lot from person to person. We want people to try Miso Editor with their own characters and games, and we want to hear which images don't work well and which export formats and camera angles they need. That is why we are releasing in Early Access.”

Approximately how long will this software be in Early Access?

“About 6 months. This may change depending on how the animal support and the hair and cloth movement turn out.”

How is the full version planned to differ from the Early Access version?

“The full version is planned to add:
- Support for non-humanoid characters such as four-legged animals
- Hair and cloth (capes, skirts, and so on) that sway naturally with the motion
- Outfits and armor you can swap per body part (head, body, arms, legs, and so on)
- Better rigging accuracy and better handling of images that tend to break
- More export formats and camera angles, based on feedback from users”

What is the current state of the Early Access version?

“The whole workflow works from start to finish: from a single image to 3D conversion, rigging, motion, weapons, and 8, 16, or 32-direction sprite sheets. Easy mode takes you to a finished sheet with one button. RPG Maker MZ export is also supported.

The developer uses this tool to make the enemies in their own game, Fire Field.

For now it is built for humanoid characters, and four-legged animals are not supported yet. Hair and cloth do not sway, and long capes or baggy pants with the legs together can break.”

Will this software be priced differently during and after Early Access?

“Yes. During Early Access, Miso Editor will be sold at a lower price than the full version, and we plan to raise the price when the full version is released. If you buy during Early Access, you can keep using it through the full version with no extra payment.”

How are you planning on involving the Community in your development process?

“We take feedback and bug reports on the Miso Editor Discord and the Steam discussion boards. Tell us which images didn't work well, which features you want, and which export formats you need, and we will reflect them in upcoming updates. We will announce each update in Steam news.”
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This game is not yet available on Steam

Planned Release Date: November 2026

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About This Software

From one 3D model to an animated sprite sheet

Work that used to take days, started with a single button. Rigging, animating, and rendering many directions by hand used to take days per character. Miso Editor is a desktop tool that takes a character's 3D model and walks it through rigging, motion, weapons, and 1 to 64-direction rendering in one continuous workflow. Screen in 28 languages.

The developer is making Fire Field, a 90s-style isometric ARPG on Steam, and the enemies in that game were made with this tool.

Everything runs on your own PC

Rigging, motion, fitting weapons, sprite baking, and export all run on your own PC and work offline. There are no extra fees and no subscription.

  • Import your own 3D model (GLB / FBX / OBJ / ZIP) and go straight to rigging

  • A sample character and sample weapons (sword, axe, bow) are included, so you can try the whole workflow right away

What it does

  • Auto Build: choose your own 3D model or the sample character, and one button takes it all the way to a finished sprite sheet (a one-time setup is needed first: download some free motions from Mixamo)

  • Import your own 3D model (GLB / FBX / OBJ / ZIP). Rigged humanoid models whose bone names differ from Mixamo can be imported too (bone roles are matched from the shape, and you can pick them again by hand)

  • Auto-rigging: adds a humanoid skeleton automatically, right on your own PC. About 1-6 minutes on an NVIDIA GPU, or it runs on the CPU if you have no GPU. If the auto result is off, you can place 8 markers by hand (chin, elbows, wrists, knees, crotch) and rig again

  • Motion: drag in free motion FBX files from Mixamo to apply them to the rig and preview them instantly

  • Weapons: give your character a one-handed weapon, a two-handed greatsword, or a shield. The weapons are baked into the sprites. A sample sword, axe, and bow are included, and you can import your own weapon models

  • Sprite baking: renders 1, 2, 4, 8, 16, 32, or 64-direction sprite sheets

  • RPG Maker MZ export: bake with the RPG Maker MZ camera and it also writes a ready-to-use 4-direction walking character sheet ($name.png, 3x4 frames)

  • Camera presets: 2:1 isometric, true isometric, top-down, overhead, side view, first-person, and custom (save your own by name)

  • Per-motion and per-character settings: frame count, duration, looping, frame size, sheet width, character height, and facing direction

Output

  • PNG sprite sheets plus a text file describing each frame (anim.txt)

  • Aseprite-format JSON frame data for each sheet (.aseprite.json)

  • A separate grid sheet for each animation (PNG + JSON)

  • Everything for a character in one ZIP download

  • RPG Maker MZ character sheets

  • Rigged 3D models (FBX / GLB), with or without applied motions

What you need

  • A 3D character model (GLB / FBX / OBJ / ZIP). You can also try the sample character

  • Free motion FBX files from Mixamo: download them with a free Mixamo account. No Miso Editor account is needed

  • No other software to install: everything needed for 3D processing and rendering is included

  • For auto-rigging, either an NVIDIA GPU with 4 GB+ VRAM, or 16 GB+ of PC memory: with no NVIDIA GPU, rigging runs on the CPU instead (about 1-8 minutes). Manual rigging: if your PC has neither, you can rig by hand. Place 8 markers (chin, elbows, wrists, knees, crotch) on the character

Supported OS

Windows 10 / 11 (64-bit)

Screen languages

The screen is available in 28 languages (English, 日本語, 简体中文, 繁體中文, 한국어, Русский, Español, Português (Brasil), Português (Portugal), Deutsch, Français, Polski, Türkçe, ไทย, Українська, Italiano, Čeština, Magyar, Svenska, Nederlands, Dansk, Tiếng Việt, Bahasa Indonesia, Suomi, Română, Norsk, Ελληνικά, Български)

Who this is for

  • Developers who need many multi-direction character sprites for any kind of 2D-sprite game, such as RPGs, action RPGs, roguelikes, strategy games, and shooters. Any view works: isometric, top-down, overhead, side-view, or first-person (classic sprite enemies), or any angle you set with a custom camera

  • RPG Maker MZ users who want walking characters made from their own 3D models

  • People who have 3D models but would rather not spend time on rigging and render setup

  • Anyone who wants smooth 16 or 32-direction facing, not just 8

  • Anyone who wants to keep a rigged 3D model alongside the sprites

Please note

  • Auto-rigging is designed for humanoid characters (two legs, two arms). Quadrupeds or heavily stylized shapes may not rig well

  • Works best with: a front-facing character with legs slightly apart and fingers spread. T-pose recommended (A-pose also works)

  • Tends to break: long capes, robes, or long skirts; baggy pants with the legs together; weapons or items held in the hands (add weapons later with the weapon feature instead); arms hanging down at the sides

  • Wings, tails, and long hair stay attached to the body and do not sway naturally

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

[AI use during development]
AI coding assistants were used in writing this software's code. The bundled sample character and sample sword 3D models were made with an AI 3D generation service.

[AI use inside the software]
- Auto-rigging: an AI model running locally on the user's PC (nothing is sent externally).
- Background removal: an AI model running locally on the user's PC (nothing is sent externally).
- Manual rigging, motion application, and sprite rendering: standard 3D processing. No AI is used.
The software does not send data to any external AI service. Only when the user turns on MCP (control from an AI app) are results passed to the user's own AI app (off by default).

System Requirements

    Minimum:
    • OS: Windows 10 64-bit
    • Processor: 64-bit CPU, 4 cores
    • Memory: 16384 MB RAM
    • Graphics: NVIDIA GPU with 6 GB+ VRAM recommended (without one, rigging runs on the CPU)
    • Network: Broadband Internet connection
    • Storage: 15360 MB available space
    • Additional Notes: Network: Broadband internet connection (for downloading motions from Mixamo, and a one-time download of about 930 MB for background removal of an imported picture)
    Recommended:
    • OS: Windows 11 64-bit
    • Processor: 64-bit CPU, 4 cores or more
    • Memory: 16384 MB RAM
    • Graphics: NVIDIA GPU with 8 GB+ VRAM, CUDA-capable
    • Network: Broadband Internet connection
    • Storage: 15360 MB available space