3D animation on iPhone

3D animation on an iPhone, keys and all.

A full-bleed viewport, a timeline that opens as a sheet, and a scrubber built for a thumb. Set a key, drag it to retime, press play and watch the move — on the phone in your pocket, free, with nothing to install. It is the same scene document as the desk, so what you rough out on a phone opens on a Mac with every key intact.

Mixos Studio animating on an iPhone — a full-bleed 3D viewport with the per-section touch dock along the bottom

Keys first, on a 390px screen

The phone timeline opens on the dopesheet rather than an empty curve graph, with Set key and Auto beside the frame field and axis rows folded until you open one. The controls a desk buries in a toolbar are the ones a thumb can reach.

A transport you can actually hit

Play and scrub sit above the dock, nearest the thumb, with the scrubber drawn as a full 40px band and a real knob instead of a desktop's hairline. It appears the moment anything in the scene is capable of moving.

Curves when you want them

A Keys / Curves switch at the top of the sheet puts the same dock into the curve editor, so you can ease a move, overshoot a settle or flatten a hold without waiting to get back to a computer.

The same file as the desk

Scenes live in your account, not the handset. Rough the timing out on a bus, then open the identical scene on a Mac, PC or iPad and finish the lighting and the render where there is room for it.

See it in action

Key it, scrub it, play it.

Studio's curve editor showing position keyframes on an object's Y channel with the interpolation curve between them
A Keys / Curves switch puts the same sheet into the curve editor — no waiting to reach a computer.
The same Mixos Studio scene open on an iPad with a touch dock instead of the desktop side rails
One account, one file: rough the timing on the phone, open it on an iPad or a Mac to finish.

Why Mixos

What a phone is genuinely good for in 3D

A phone is not where a shot gets finished, and a page that pretends otherwise is wasting your time. What it is good for is the half of animation that is judgement rather than construction: does this move read, is the timing right, does that hold last too long. You answer those by pressing play — and pressing play has never needed a 27-inch display.

So Studio's phone shell is built around that loop rather than around a shrunken desktop. The viewport goes full-bleed, panels become sheets from a dock whose contents change with the section you are in, and the Animation section opens straight onto the dopesheet with Set key and Auto within thumb reach. Playback and scrubbing sit above the dock instead of in a desktop transport bar, because on a phone the timeline is a sheet with nothing above it — the controls had to move to where the hand already is.

Everything here is the real application, not a companion. The keys you set on a phone are the same keys, in the same document, a desktop reads; the curve editor is one switch away at the top of the same sheet; and the scene is stored in your Mixos account, so there is no export step between the phone and the machine you finish on. iPhone runs portrait only, deliberately — a landscape 3D timeline on a handset was worse than not offering one, and that is a decision rather than an omission.

The boundaries are worth stating plainly. Detailed modeling, lighting and a long path-traced render all want a bigger screen and more GPU than a handset brings. There is no cloth, hair, particle or rigid-body solver anywhere in Studio, and no production character rig. And if you own an iPad, it is the better tablet-sized answer — in landscape it keeps the full desk layout, rails and all. The phone is for keying, retiming and watching it move.

Frequently asked questions

Can you do 3D animation on an iPhone?

Yes. Mixos Studio runs the real application in mobile Safari or Chrome, or inside the free Mixos app from the App Store: set keyframes on transforms, materials and parameters, retime them in a dopesheet, switch the same dock to a curve editor, and press play. It renders on the phone's own GPU through WebGPU, with nothing to install.

Is it free?

Animating, assembling scenes, playing back and rendering previews are free on a Mixos account, with no time limit and no watermark. The App Store download is free and so is the browser version. Exporting the finished render or the mesh is the paid step.

Is this a cut-down mobile version?

No. It is the same code and the same scene document as the desktop, with a layout that changes below 768px: the viewport goes full-bleed, panels become sheets, and the timeline's controls are re-ordered for a thumb. Nothing is removed from the animation model — the same keys, clips, drivers and curves.

Why is it portrait only on iPhone?

Because a landscape 3D timeline on a handset was worse than not shipping one: the viewport and the sheet end up fighting over a window barely 390px tall. iPad keeps all four orientations, and in landscape at 1024px or wider it gets the full desktop layout with the rails.

Should I use an iPhone or an iPad for this?

An iPad, if you have one — in landscape it holds the outliner, inspector, timeline and curve editor on screen together, which is the desk experience on a tablet. The iPhone is built for the judgement half of the job: key a move, scrub it, play it back, and pick it up on a bigger screen later.

Will what I animate on my phone open on a computer?

Yes. Scenes save to your Mixos account rather than the handset, so the same file opens on a Mac, PC, Chromebook, iPad or Android tablet with every key, clip and curve intact. There is no export-and-reimport step, which is the thing that usually kills a session started on a phone.

Mixos

Open it on your phone. Press play.

Key a move, drag it until the timing reads, then open the same scene on a bigger screen to light it and render it.