A real timeline and dopesheet
Key transforms, material values and modifier parameters, then retime them by dragging keys in a dopesheet — the ordinary animation loop, not a canned preset list.
Online 3D animation
Make a 3D animation in a browser tab: key transforms, materials and parameters on a timeline, retime them in the dopesheet, and shape the in-betweens in the curve editor. Drivers link one value to another when a key would be the wrong tool — and when it's finished, path-trace a still or a flicker-free turntable without leaving the tab.

Key transforms, material values and modifier parameters, then retime them by dragging keys in a dopesheet — the ordinary animation loop, not a canned preset list.
Shape the in-betweens in a curve editor: ease a move, overshoot a settle, flatten a hold. Drivers link one parameter to another for the cases where a keyframe is the wrong instrument.
Path-trace a still or a flicker-free turntable straight out of the browser — the same scene you animated, no export to a separate renderer and no farm to configure.
Mac, Windows, Linux, a Chromebook, a locked-down work laptop — or an iPad or phone, which get a touch layout. If the browser has WebGPU the scene opens, and it's the same scene on every one of them because it lives in your account.
Why Mixos
Most things billed as an online 3D animation maker are either a template filler — pick a preset, swap a logo — or a viewer with a play button. This is neither. The scene graph is real, so you parent objects and animate the parent; the keys are real, so you can retime and re-curve them; and the render at the end is a path tracer rather than a screen capture.
The natural fits are motion tests, product turntables, exploded views, camera moves, looping graphics and simple character or prop animation — work where the value is in the idea and the timing, and where a two-hour setup tax is the thing standing in the way. Because it runs on the GPU in the browser, the setup tax is zero: open a URL and scrub.
Character rigging is no longer the boundary it was. An unrigged humanoid in a T-pose is auto-rigged in one step — a 21-joint skeleton fitted to the actual mesh, skin weights solved — then posed with IK chains on the arms, legs and head, and driven by clips retargeted from a motion-capture library of over 2,500 takes. The honest boundary now is simulation: rigid bodies fall and collide, but there is no cloth, hair or particle solver, and a collider fits a box or a sphere rather than the concave shape.
Animating and previewing are free, with no watermark and no trial clock. A paid plan covers exporting the finished render and the underlying mesh, which is the point where the work leaves for an edit, a client or an engine.
Yes. Mixos Studio keyframes transforms, materials and parameters on a timeline, retimes them in a dopesheet, and lets you shape the interpolation in a curve editor — all in a browser tab, on the GPU, with nothing installed. It then path-traces the result in the same place.
Animating, assembling scenes and rendering previews are free on any Mixos account, with no time limit and no watermark. Exporting the finished render or the mesh is on a paid plan.
Yes, including rigged character work. Drop in an unrigged humanoid standing in a T-pose and one command fits a 21-joint skeleton to it and solves the skin weights; another adds IK chains with hand, foot and knee controls, so posing becomes dragging a target. From there you can key it by hand, or retarget a clip from a motion-capture library of over 2,500 takes. Imported Mixamo and GLB characters decompose into the same editable bones and curves.
Rigid bodies, yes: mark objects dynamic, static or kinematic, set mass, bounciness and friction, and run the simulation. Each collider is fitted as a box or a sphere, so a concave object collides as the shape it fits inside. Cloth, hair and particles are not there — cloners and effectors cover much of the motion-graphics ground people reach for a particle system to get.
Rendered stills and turntables, plus the scene geometry as GLB, glTF, OBJ, FBX or STL and its PBR map sets — enough to take the work into an edit, a game engine or a print. Export is the paid step.
A browser with WebGPU — current Chrome, Edge, Firefox or Brave on Mac, Windows, Linux or ChromeOS, or Safari 26+. No dedicated GPU is required; a better one mainly means the path-traced frames resolve sooner. It also runs on iPad, iPhone and Android tablets with a touch layout, where the panels become sheets and the transport gets a thumb-sized scrubber.
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Move an object, set two keys, then bend the curve between them until the motion feels right.