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
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. 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 online 3D animation 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.
The honest boundary is simulation and rigging depth. There is no cloth, hair, particle or rigid-body solver, and no full character rig with IK chains and constraint stacks. Anything leaning on physics or a production rig belongs in a desktop program. Everything up to that line — transform animation, parameter animation, cameras and cuts — is here.
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.
Simple character and prop animation, yes — parent a hierarchy and key the transforms. What it does not have is a production rigging system: no IK chains, constraint stacks or skinning tools of the kind a desktop suite provides, so complex character work belongs elsewhere.
No. There is no cloth, hair, particle or rigid-body solver. Cloners and effectors cover a lot of the motion-graphics ground people reach for simulation to get, but genuine simulation is out of scope today.
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 or Edge on Mac, Windows, Linux or ChromeOS. No dedicated GPU is required; a better one mainly means the path-traced frames resolve sooner.
Keep exploring
Online 3D modeling
Cinema 4D alternative
Blender alternative
AI 3D model generator
Move an object, set two keys, then bend the curve between them until the motion feels right.