How to animate a 3D model

To animate a 3D model, you record keyframes — the model's position, rotation or any other value, stored at chosen frames — and the software calculates every frame in between. The loop is the same in Blender, Maya, Cinema 4D or a browser: pose, key, move the playhead, pose, key again, then play it back and refine the timing and the curves. This guide walks through it step by step in Mixos Studio, which runs in a browser tab with nothing to install.

The short answer

Set the clip's length and frame rate, record a key on the first frame, move the playhead, change the pose and record another. Play it back, drag keys to fix the timing, and change the easing between keys so the motion speeds up and settles instead of moving at a constant, mechanical rate. In Mixos Studio that loop is the Animation section: Set key and Auto in the timeline, Keys and Curves modes in the same dock, and the transport to play it.

Step by step

  1. 1

    Get a model into the scene

    Open Studio and add an object from the create rail, or import your own model — Studio reads GLB, glTF, FBX, OBJ, PLY, STL, DAE and 3MF. A character that already carries a skeleton and animation, such as a Mixamo GLB or FBX, keeps them: its bones arrive as ordinary objects and its clips as editable keys.

  2. 2

    Switch to the Animation section

    Pick Animation in the section bar. The timeline docks along the bottom in Keys mode, with the outliner and inspector still beside the viewport, so you can select, pose and key without changing layout.

  3. 3

    Set the length and frame rate first

    In the timeline header, set the clip's Length in frames and its frame rate before you key anything. New clips run at 24 fps. Deciding these up front saves re-timing every key later.

  4. 4

    Record the first key

    Select the object, put the playhead on the first frame and press Set key. It records position, rotation and scale at the playhead, each axis on its own row. Material, light and camera values can be keyed the same way from the key dot beside them in the inspector.

  5. 5

    Move the playhead and pose again

    Drag the playhead to a later frame, move or rotate the object with the gizmo or by typing values, and press Set key again. Or turn on Auto, and every change you make is recorded as a key at the current frame until you turn it off.

  6. 6

    Play it back and fix the timing

    Press play in the transport. If a move reads too fast or too slow, drag its keys along the row to retime them, or drag a box across several to move them together. Snap keeps dragged keys on whole frames.

  7. 7

    Shape the motion between keys

    Select a key and choose Linear, Ease in, Ease out, Ease or Hold in the timeline header — F9 applies Ease while the timeline has focus — or open Curve… for the standard easing families. Switch the dock from Keys to Curves to drag the bezier handles directly.

  8. 8

    Render it or take it elsewhere

    In the Rendering section, path-trace a still or render the clip as a frame sequence or a video. To use the animation in another app or engine, export GLB or glTF, the two formats that carry the clips. Animating and previewing are free; saving a render or exporting a file is on a paid plan.

What you are actually doing when you animate

An animation is a value changing over time, and a keyframe is one of the moments you choose to pin that value down. Everything between your keys is interpolated — calculated by the software — which means most of the frames in a finished shot were never set by hand. Your job is to choose the few moments that define the motion and to control how the value travels between them.

That is why experienced animators key sparingly. Two keys make a move; a third makes it overshoot or settle. Keying every frame by hand produces motion that is impossible to retime, because changing the timing then means editing dozens of keys instead of dragging two.

Most character and camera work is built pose to pose: block out the important poses first, often with held (stepped) keys so the timing is judged on its own, then switch to smooth interpolation and refine the curves. Straight-ahead animation — keying frame after frame in order — suits chaotic things like fire or a stumble, and is usually mixed with pose-to-pose rather than used alone.

The mistakes that make a first animation look wrong

Constant speed. Linear interpolation moves a value at a fixed rate and stops it dead at the next key, which no real object does. Easing — slowing out of one pose and into the next — is the single change that most improves a beginner's motion.

Keying at the wrong frame. A key is recorded wherever the playhead is, so a key that lands somewhere unexpected is almost always a playhead that was not where you thought. Check the frame number before you record.

Animating the wrong object. Separate motions belong on separate objects in the hierarchy: to roll a wheel along a road, move a parent across the ground and spin the wheel inside it. One object carrying both motions produces curves that are hard to read and harder to fix.

Animating in a browser

Mixos Studio runs this whole loop in a browser tab on WebGPU — the timeline, the dopesheet, the curve editor and a path-traced render at the end — with no install; a free account opens it. The same scene opens on a tablet or a phone; on a phone the timeline becomes a sheet and the scrubber is sized for a thumb.

For characters, the Animation section also holds the Rigging panel: auto-rig a T-posed character, add IK controls, or apply a clip from a motion-capture library and keep editing it as ordinary keys. See what rigging is for how that part works.

Frequently asked questions

What is the easiest way to animate a 3D model?

Keyframe its transform. Put the playhead on the first frame, record a key, move to a later frame, move or rotate the model, and record another key. The software fills in the frames between, and you refine from there by retiming keys and easing the motion.

Can I animate a 3D model online for free?

Yes. In Mixos Studio, keyframing, playback and rendering to the viewport are free with a free account, in a browser tab with nothing to install. Exporting a file or saving a finished render is on a paid plan.

How many keyframes do I need?

As few as describe the motion. Two keys make a move, and a third lets it overshoot or settle. Add keys where the motion changes direction or speed, not on every frame — fewer keys are far easier to retime.

What frame rate should I animate at?

24 fps is the film standard and the usual default, and it is what a new clip in Studio starts at. 30 fps suits web and much video work, and games commonly target 60. Pick it before you start keying so the timing does not have to be redone.

How do I animate a character?

A character needs a rig — a skeleton bound to the mesh — before it can bend. In Studio, a T-posed humanoid can be auto-rigged in one step and given IK controls, then animated by hand or with a clip from the built-in motion-capture library, which lands as ordinary keys you can retime.

Open a scene, set two keys and press play — the rest of animation is refining what happens between them.

Start animating — free