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The Studio manual

The complete guide to Mixos Studio, the 3D scene application that runs in a browser tab. It covers the workspace and viewport, your scene's structure, building and sculpting, materials and lighting, animation, rendering and export, building by asking, and the keyboard. Every panel is shown as a working recreation of the real one, and a troubleshooting section at the end is indexed by symptom.

Get started

Overview

Mixos Studio is a 3D scene application that runs in a browser tab. You build or import objects, arrange and light them, animate them and render the result. You sign in to use it, and there is nothing to install.

The chapters follow the order questions usually arrive in: the workspace and viewport, your scene's structure, building, materials and lighting, animation and rendering, then building by asking and the keyboard. Each section starts with what you can do there and where the control is.

Top barmixosStudioUntitled sceneStandardGenerateAssetsExport
RailMeshCurveLightClonerImport
ViewportWire Clay Materials Display View · Generate · FeedbackCube · Move Rotate Scale · Snap · Frame Duplicate Deletethe context bar floats here
Outliner
ChairBodyKey LightCamera
Inspector
PositionRotationScale
Materials · transportNew · Library▶ ⏮ ⟲ · 0.00s · Timeline
Interface — the whole window: the top bar, the create rail on the left, the viewport with the context bar floating in it, the outliner and inspector on the right, and the materials bar and transport along the bottom.

None of this layout is fixed. Panels can be closed, moved or floated, the viewport can split into up to four panes, and any arrangement can be saved as a section of your own — see Panels and layout.

  1. 1
    Put something in the scene — Use the create rail on the left: Mesh for a primitive, Import for your own file. Or start from a finished scene — the welcome card offers a few, and File ▸ New from template… opens the whole gallery. A new object is selected straight away.
  2. 2
    Move it — Drag the gizmo handles in the viewport, or type into Position, Rotation and Scale in the inspector. Both edit the same values.
  3. 3
    Give it a surface — Click Library on the materials bar along the bottom. With the object selected, click one of the ready-made CC0 surfaces; it lands on the object and in the bar.
  4. 4
    Light it — Open Light on the create rail and add an Environment and a Sun, or the Three-point rig. Until you do, the viewport lends the scene a neutral studio light so you can see.
  5. 5
    Save it — Press ⌘S. The scene goes to the Scenes library in your account, so it is on your other devices too. The chip beside the scene's name turns Saved when it has arrived.

Right-click for help

Right-click the top bar, the viewport header, the context bar, the materials bar or most other panels, and choose Help to open this manual at that control. Window ▸ Studio manual… opens it whole.

One set of commands

The menus, the ⌘K palette and a connected AI app all run the same commands. Anything you can click you can also find by name in ⌘K, and anything an assistant does you can do yourself.

Panels and layout

You decide where panels live. The outliner, inspector, library, material editor and History panel can each move to the other column, and all of them except the inspector can float over the viewport. Closed panels come back from the Window menu, which puts a check beside each open one.

  1. 1
    Move a panel — Right-click its header and pick where it should go — the other column, or a floating window. A floating window's title bar has a button that docks it again.
  2. 2
    Resize a region — Drag the divider between any two regions.
  3. 3
    Split the viewport — Open View in the viewport header and pick a pane layout: one pane, two side by side, two stacked, or four. Choose each pane's viewpoint from the label in its corner.
  4. 4
    Keep the arrangement — Choose Window ▸ Save workspace…. It becomes a section of your own in the section list.
Outlinerright-click me
Move to left column
Float as a windowdrag it anywhere
Interface — right-click a panel's header to move it. The menu lists only where the panel can go from here.

Each pane of a split viewport has its own viewpoint: perspective, a camera, or a flat top, front, side or back view. The gizmo and editing tools stay in one working pane; the pointer button on another pane makes that one the working pane. Four panes showing top, front, right and perspective is the classic modelling layout.

Each section opens at its own sizes, and switching sections lays it out that way again. So a panel you moved or a column you dragged lasts until you switch, unless you save the arrangement.

Reset is one click away

Window ▸ Reset this workspace puts the section you are in back the way it ships. Your scene does not change.

The top bar

The top bar has three zones that never trade places: what you are working on at the left, the current section in the centre, and document-wide actions at the right.

mixosStudioUntitled sceneUnsavedStandardGenerateAssetsMSend toRenderExport
Interface — the top bar. Left: the app and the scene. Centre: the menus, the section pill and that section's pages. Right: what applies to the whole document.
  • Left — the Mixos mark, which takes you home, the app name and the scene's name. Click the name to rename the scene. The save chip sits beside it.
  • Centre — the ☰ menus, the section pill, and the section's own pages: Generate in Standard, Procedural and UV in Modeling, Rigging in Animation. A page opens in the left column; click the lit one to close it again.
  • Right — Assets, the ⌘K search glyph, your avatar, undo and redo, then Send to, Render and Export. Render becomes Stop while a render runs. On a narrower window Send to is hidden; use File ▸ Send object to instead.

The avatar's menu holds My projects, Help & keyboard shortcuts, Send feedback… and Sign out, plus team, class and upgrade rows when they apply to your account.

The save chip appears once there is something to save, and clicking it saves. It shows one of five states:

Unsaved
Amber. There are changes the saved scene does not have yet.
Saving…
A save is in progress.
Backing up
Saved in this browser and on its way to your account.
This device
Saved in this browser, but the backup to your account has not landed — for example because you are offline or your storage is full. Press ⌘S or click the chip to try again.
Saved
Green. The scene is in your Scenes library.

Undo covers the whole document

Undo and redo take back modelling, transforms, material changes and any agent edits made in Studio. There is one history for the scene, not one per panel. The buttons dim when there is nothing to undo or redo.

Sections — the seven workspaces

A section rearranges the whole window for one kind of work — the panels, the left column and the tools all change with it. Switch sections from the pill in the centre of the top bar. The pill always shows the section you are in, in its own colour.

Standard
Interface — the section pill, open. The current section is marked; click another to switch.

There are seven: Standard, Modeling, Sculpt, Animation, Simulation, Rendering and Generate image & video.

Standard
The general-purpose layout, and the one to stay in until you need another: create rail, outliner and inspector, materials bar. Its page is Generate, which makes models and materials from a prompt.
Modeling
For shaping geometry. The viewport switches to Clay on the way in and back to Materials on the way out. Its pages are Procedural, a node network beside the model, and UV, the texture atlas beside the model.
Sculpt
Brush the selected object in place with ten brushes. See Sculpting in Studio.
Animation
Opens the timeline under the viewport. Its Rigging page covers skeletons, skin weights, IK and the motion library.
Simulation
Things that move on their own — falling and breaking objects, cloth, hair, particles, smoke, fire and liquid — with the timeline open. See Simulation.
Rendering
The viewport becomes the render and the left column its settings. See Rendering.
Generate image & video
Makes a still or a short video from the scene as the viewport frames it. See Generate image & video.

Window ▸ Save workspace… keeps the arrangement on screen as a section of your own, and it joins the same list. Window ▸ Reset this workspace puts the current section back the way it ships. Studio reopens in the section you were last in.

Switching never touches your scene

A section is an arrangement of panels, not a mode the document is in. Nothing you built, selected or animated changes when you switch — Modeling's Clay view is a way of looking, not an edit.

Lost a control? Check the section

A control you remember is usually in a different section from the one you are in. Switching back is one click.

The menus and the command palette

The menus list everything Studio can do, including every control on the rails, the context bar and the panels. Open them from the ☰ button in the centre of the top bar.

There are ten: File, Edit, Create, Select, Mesh, Curve, Modify, Animate, Render and Window. Under them sit Find a command… (⌘K) and Mouse & keyboard…, the list of every key in the keymap you use.

Make editable
Make procedural
Extrude polygon
Extrude region
Inset
Bevel corners
Normals ▸
Points and edges ▸
Subdivide ▸
Interface — the ten menus, with a sample of the rows in each. Pick one to see it. Shortcuts are printed in the keys of the keymap you are actually using.

Window is the one to learn first. It opens and closes each panel — outliner, inspector, library, material editor, materials bar, timeline, graph editor, History — and the pages Render settings, Generate image & video and Scene statistics. It also holds the workspace commands, Preferences… and this manual.

  1. 1
    Press ⌘K — The command palette opens, with the commands you ran last at the top.
  2. 2
    Type what you want — It matches by meaning as well as by name, and each row shows where the command lives in the menus.
  3. 3
    Press Enter — The command runs. If it needs values, a short form asks for them first; Enter runs it. Destructive commands say so before you press Enter.
Search commands…

Modeling

Extrude face↵

Mesh

Make editable

Mesh ▸ Make editable

Scene

Rest on the floor

Modify ▸ Rest on floor

Delete objectdestructive⌫

Edit ▸ Delete

Interface — the command palette. Each row shows the command's name, where it lives in the menus, and its key when it has one.

⌘K is the shortcut to learn first

Every command is in the palette, including some no panel offers, and ⌘K is the same in every keymap.

Preferences

Open Window ▸ Preferences… or press ⌘,. There are five groups: General, Units, Keyboard, Navigation and Viewport. Only the units are saved with the scene; everything else is about you, not the file.

  • General — Autosave keeps a background copy of the scene in this browser, so a crash or reload does not lose it — File ▸ Autosave ▸ Recover autosaved scene brings it back; the line under it says when the last copy was taken. Procedural vNext beta shows the newer node-network tools. Local agent evidence is a privacy-filtered log kept in this browser and never uploaded, with a Clear button.
  • Units — what a number means. None keeps bare world units; Metric or Imperial gives them a physical size. Metres per unit matters for imports: a model made in centimetres reads correctly once one unit is 0.01 metres, and no geometry moves. Display unit can be pinned or left on Auto.
  • Keyboard — whose transform keys the viewport uses: mixos (Maya-style) W/E/R, Blender's G/R/S, or Cinema 4D's E/R/T. See all shortcuts opens the full list.
  • Navigation — Orbit around the selection centres each orbit on what is selected. Below it is a reference table of the camera gestures, which all work at once (see Keyboard shortcuts).
  • Viewport — the backdrop behind your model: Dark, Mid or Light. This is the room you work in, not the background of a render.

Autosave is not a save. File ▸ Save puts a scene in your library; an autosave exists only in this browser. File ▸ Autosave holds Recover and Discard.

Every number field accepts arithmetic and units: 1m+5cm gives 1.05 metres, and 2*3, sqrt(2) and 2*pi work as expected. A leading *2, /2, +10cm or -5% changes the value already there; a plain -5 is just minus five.

Viewport settings live on the viewport

Shading, overlays, resolution, shadows and frame guides are not in Preferences. They are on the viewport header, which shows their current values.

The viewport

The viewport header

The viewport header, across the top right of the viewport, sets how the scene is drawn. Its shading strip, overlays eye, Display menu and View menu never change your document.

DisplayViewGenerate material or modelFeedback
Interface — the viewport header: the shading strip, the overlays eye with Display, and View. Generate and Feedback sit further along the same bar.
Wire
Edges only — no materials, no lighting.
Clay
One clay colour on everything under a fixed studio light, so you read only the form.
Materials
Your materials under the scene's own lamps and world.

When the third button says “Preview”

Display's two Preview lighting rows can swap the scene's lamps for a studio rig and its world for a neutral map. While either is on, the Materials button reads Preview instead. Turn both rows off to see the scene's own lighting.

The eye beside the strip hides or shows every overlay at once — grid, gizmos, handles and the selection outline. It lights up while overlays are off.

Display has six groups:

  • Backdrop — the shade behind your model: Dark, Mid or Light.
  • Overlay — the ground grid, wireframe over the shaded surface, gizmos, an on-screen statistics readout, bounding boxes and motion paths.
  • Preview lighting — the two swaps described above.
  • Resolution — Auto, Full, Reduced or Low. Auto matches your display and steps down by itself if this machine struggles.
  • Shadows — Off, Low, Medium or High, by how many lamps may cast one.
  • Effort — Refine while still keeps cleaning edges and shadows while nothing moves; Bounced light; Occlusion, the contact shadow in creases, which also works in Clay; Reflections of nearby objects; Simplify distant meshes; and Refract glass. Bounced light, reflections and refraction apply in Materials only, and their rows say so.

View holds the rest:

  • The camera — Free view or any camera in the scene. Looking through a camera makes orbiting move that camera. You can also make a new camera from the current view, or one framing the selection.
  • Walk — a first-person fly-through. Its keys are listed in Preferences ▸ Navigation.
  • Passes — replaces the picture with one diagnostic buffer, such as depth, normals, a single material channel or an identity colour. The header says which is showing.
  • Frame — masks the viewport to a delivery aspect such as 16:9 or 9:16, or to a camera's frame, with optional guides like the rule of thirds. Off removes it.
  • Layout — one pane, two side by side, two stacked, or four, each with its own viewpoint.

Preview lighting follows into a render — shading does not

A render always draws your materials, whatever the shading strip says. The two Preview lighting swaps do carry into the render. If the third button reads Preview, turn both rows off in Display before you render the scene's own lamps and world.

Build by asking with Mixos AI

Mixos AI is the creative agent for Studio. Describe a scene or product shot, follow its work, then open the result in the same editable Studio workspace. Meet Mixos AI explains the workflow and current availability.

Generate material or model in the viewport header remains a separate Studio tool: it opens a prompt box for a surface or 3D model and uses Mixos AI credits.

The view gizmo

The axis marker in the bottom-right corner of the viewport shows which way the scene faces. Click one of its balls to look from that side, or the centre dot for a three-quarter isometric view. It is the quick way back to a square view after you have orbited somewhere confusing.

Click a ball for the view from that side, or the centre for isometricYXZ
Interface — the view gizmo. A filled, lettered ball is the positive end of an axis and a hollow one the negative end: +X is the right view, +Y the top, +Z the front.

X is red, Y is green and Z is blue. The same colours mark the transform gizmo's handles, the inspector's Position, Rotation and Scale fields, and the timeline's axis tracks.

Snapping re-angles, it does not jump

A snapped view keeps what you were looking at and how far away you were; only the angle changes. For a truly flat front or top view, give a pane that viewpoint instead (View ▸ pane layout, then the label in the pane's corner).

The context bar

The context bar floats over the bottom of the viewport and shows only the controls that apply to your current selection. It is the quickest way to see what an object can do. With nothing selected it offers Select all; in an empty scene, Import model….

CubeAxisWorldSnapGridFrameDuplicate ⌘DDelete ⌫Make editable
Interface — a primitive cube selected. Left to right: its name, the transform tools, Axis and the handle orientation, snapping, the verbs for one object, and what this kind of object offers — here, Make editable.
  • Move, Rotate and Scale — glyphs only; the tooltip gives each one's key in your keymap.
  • Axis — moves the object's pivot, the point it rotates and scales around, instead of the object.
  • Orientation — which axes the handles follow: World, Object (its own rotated axes), Normal (the selected surface, in edit mode) or View (the screen).
  • What the object offers — Make editable on a primitive or other generator; Points, Edges and Polygons on an editable mesh; Edit points on a curve; Edit nodes on a procedural object; Look through on a camera. A locked object shows Locked — unlock instead.

Select several objects and the verbs become Group, Duplicate and Delete. With Rotate or Scale active you can also choose Shared centre or Each own centre. More appear as the count grows:

  • Align (two or more) — nine ways to line objects up: left, centre or right on X; bottom, centre or top on Y; back, centre or front on Z.
  • Place on (exactly two) — rests the first-selected object against the last: on top, underneath, against a side, or on its surface, turned to face out.
  • Distribute (three or more) — spaces them evenly.

Nothing in this bar is ever greyed out — if a control does not apply, it is not shown. If a large selection overruns the bar, arrows appear at its ends to scroll. Rendering and Generate image & video hide the bar.

Open a mesh for editing and the bar switches to the edit set, with Done first.

‹ Done ⇥Editing CubePointsEdgesPolygonsWorldNothing pickedSelect allSelect noneSee-throughLassoBorders
Interface — the same bar inside an edit session. Done is always leftmost, so the way out never scrolls away.
  • Points, Edges and Polygons — decide what a click selects. Picking one also opens the mesh for editing.
  • The handle orientation and a count of what is picked.
  • Select all and Select none; See-through, so a drag reaches elements on the far side; Lasso, for a freehand loop; Borders, to pick the edges of a hole.
  • Once something is picked: Linked grows it to the whole connected piece, Invert swaps it, and in Edges mode Ring takes the parallel band across the quads.

Also in the menus

Everything in the context bar is also in the menus and in ⌘K. The bar just puts the common moves for your selection in front of you.

Snapping

Snapping makes a drag land exactly on something instead of nearly on it. It starts off. The Snap chip in the context bar turns it on and shows the current target; the arrow beside it opens the settings.

SnapGrid

Snap to

Grid step0.10Angle step15°
Snap selection to grid now
Interface — the snap chip and its menu. The word beside Snap is the live target; the menu holds the targets and the numbers.
Grid
Steps by a fixed distance in world units. The one to leave on for laying things out.
Vertex
Lands exactly on another object's corner.
Edge midpoint
The middle of an edge.
Face centre
The centre of a face.
Object origin
Another object's pivot — how you stack things modelled around their own centres.
  • Grid step (Grid only) — the distance objects step by, in world units.
  • Radius (the other four targets) — how close the pointer must come to be captured, in screen pixels, so it looks the same at any zoom.
  • Angle step — in degrees, for every rotate drag.
  • Snap selection to grid now — puts what is selected onto the grid in one click.
  1. 1
    Turn snapping on — Click the Snap chip in the context bar.
  2. 2
    Pick a target — Open the arrow beside the chip and choose Grid, then set Grid step.
  3. 3
    Drag — The object moves in whole grid steps. To line up objects already placed, select them and choose Snap selection to grid now.

Nearly aligned is a modelling bug

Two parts 0.001 units apart look joined but are not: they show a seam in a render and fail a boolean. If something must meet something else, snap it.

Your scene

The outliner

The outliner, in the right column, lists everything in the scene as a hierarchy — objects, cameras, lights and the world. Use it to select, rename, group, reorder and parent. Selecting a row selects the object, and the other way round.

OutlinerStats

World

Empty

Green Chair 01
GreenChair_01
Key Light
Fill Light
Rim Light
Path
Shot Camera
7 objects · 1 selected
Interface — the outliner. Each row wears its kind's colour: violet for a mesh, cyan for a curve, amber for a lamp, magenta for a camera, and none for a group.

The World group at the top holds the Sun, the Environment and Fog once the scene has them. Click one to see its settings in the inspector; its ✕ removes it but remembers its settings for when you add it back.

A new scene has no lighting of its own. Until you add a lamp, Sun or Environment, the World group says Studio light is on: the viewport lends a neutral light so you can see.

  1. 1
    Parent an object — Drag its row onto another row. The dragged object now moves with the one you dropped it on.
  2. 2
    Unparent it — Drag the row out again.
  3. 3
    Group several — Select them and press ⌘G. The group is a parent you can move as a unit.

Each row has visibility, render and lock toggles, and a delete button on hover. Visibility hides the object in the viewport; the camera toggle decides whether it appears in renders. Lock stops an object being moved or edited — lock the floor and you stop dragging it by accident.

Right-click a row to rename, duplicate or instance, group, edit, move to a layer, frame, isolate, hide, lock or delete that object. Right-click the empty space below the rows to add a primitive, select or deselect everything, or expand and collapse the tree.

The footer counts the objects and the selection. When anything is hidden or locked it counts those too — click a count to list only those objects.

The outliner shows what exists

The viewport shows what is visible from one angle. When an object is missing, in the wrong place, or moving when it should not, the cause is almost always a parent relationship you can see here.

Layers

A layer is a named, coloured bucket for objects, separate from the hierarchy — like Cinema 4D's layers or Blender's collections. The layer strip sits above the outliner's tree once the scene has a layer or something is selected.

  1. 1
    Make a layer — Select objects and click + Layer, or right-click one ▸ New layer from selection.
  2. 2
    File more objects on it — Right-click an object ▸ Move to layer.
  3. 3
    Narrow the tree — Click the layer's chip to list only its objects. Click it again to show everything.

The ⋯ on a chip holds:

  • Hide — takes the layer's objects out of the viewport and out of the marquee.
  • Lock — stops them being moved or edited. Every refusal names the layer holding them.
  • Solo — shows only that layer while it is on.
  • Select its objects, the layer's colour, and delete.

Each row in the tree shows its layer's colour as a thin bar at the left edge, and Select ▸ Select all in layer picks everything on the active chip. Layers are saved with the scene. Pasting an object into another scene keeps its layer only if that scene has one with the same name.

The outliner toolbar

The toolbar above the outliner helps you find and tidy objects once the list is longer than the screen.

OutlinerStats
Search objects
Tidy
Interface — search, the type filters and the rest of the row, with an object selected. The filters appear only when the scene holds more than one kind of thing.
  • Search — lists only objects whose name matches, with a count of how many are showing. The ✕ clears the search and every filter.
  • Type filters — narrow the list to meshes, lights, cameras, groups, splats or characters.
  • Isolate selection — hides everything else in the viewport until you press it again, then restores every object's visibility exactly.
  • Reveal selection — unfolds the group hiding the selected object and scrolls to it.
  • Tidy — appears when loose objects sit at the top of the tree. It files them into Meshes, Lights and Cameras folders, moves nothing in the scene, and undoes in one step.
  • ⋯ — Expand all and Collapse all; the sort order (Scene order, the only one you can drag rows in, Name or Type); row density; Select all by type; and, when there are any, filters for hidden or locked objects.

Filtering hides rows, not objects

Search, filters and sorting change only the list; a filtered-out object is still in the viewport. Isolate is the one button here that changes the viewport, and it is not saved or undone.

The inspector

The inspector, in the right column, shows everything about the current selection in tabs. Its header names the selection and its kind; click the name to rename it.

GreenChair_01Mesh
Visibility
Transform
Position
X0
Y0
Z0
Rotation
X0.0
Y0.0
Z0.0
Scale
X1.00
Y1.00
Z1.00
Axis
Interface — the inspector on a mesh. A dot marks a tab with something set in it, and the + at the end attaches more. X, Y and Z wear the view gizmo's colours.

A tab appears only when the object has that thing, so the tab row tells you what the object is:

Object
Visibility in the viewport and in renders, position, rotation and scale, the pivot, and a lamp's light settings.
Shape
A generator's own parameters, such as a parametric cube's width and height.
Mesh
Appears while the mesh is open for editing.
Material, Modifiers, UV
On every mesh.
Lens, Text, Procedural
On a camera, a text object and a procedural object.
Others
Curves, booleans, subdivision surfaces, cloners, effectors, characters and splats each bring their own tab.

The + at the end of the tab row attaches what is not there yet: Motion, which moves an object by a behaviour instead of by keys, and constraints such as aiming at a target, following a path, copying another object's transform or limiting a channel.

The transform fields and the viewport gizmo show the same values. Drag the gizmo to explore; type a number to be exact — every numeric field accepts typing.

The small diamond at the start of a row is its keyframe control. It shows whether the property is animated, and clicking it sets a key at the current frame. Any numeric property can be keyed this way.

UV — the model's texture space

A UV map tells a texture where to land: every point on the mesh gets a coordinate on a flat square. Without one, a texture has nowhere to go and the object can come out black.

In Modeling, UV beside the section pill opens the UV page in the left column and puts the atlas beside the model. In other sections, a mesh's inspector has a UV tab with the same page.

  1. 1
    Select the mesh — Open the UV page or the inspector's UV tab.
  2. 2
    Press Auto UV — It unfolds the whole object and packs it into the square. For most objects you are done.
  3. 3
    Refine if you need to — Open UV editor for control. Its Auto UV keeps a projection choice: Smart is right unless the shape says otherwise; Box, Flat, Tube and Ball suit shapes like those.
  4. 4
    Check it — Read the Checks counts. Click any non-zero count to select the islands at fault.
UV
6 islands · 78% covered · 1.4× density spreadClose

UnwrapReplaces the whole layout

Auto UV

SeamsWhere the surface is cut

AutoFrom edgesClear

SolveTurn cuts into a layout

Flatten

LayoutActing on all 6

PackStraightenStack dupesEven density

ChecksClick a count to select the offenders

Flipped1
Overlap3
Dupes0
Zero-area0
Interface — the UV page with the editor open. The checks are counts you can click — a non-zero one selects the offenders.
Seams
Where the surface is cut so it can lie flat — like the edges you would slice on a paper model. Auto proposes cuts along folds, From edges cuts the edges you picked in edit mode, Clear removes every cut.
Solve
Unfolds the pieces. Balanced keeps area even; Conformal keeps angles and is safer on organic shapes.
Layout
Pack lays the islands into the square with a gap between them, Straighten squares them to the axes, Stack dupes puts identical shapes on one patch of texture, and Even density gives every part the same texture resolution.

Checks counts defects you cannot see until a texture goes wrong:

  • Flipped — the island paints mirrored.
  • Overlap — two islands share space and bake over each other.
  • Dupes — islands with an identical twin, worth stacking.
  • Zero-area — collapsed islands that paint as one smeared pixel.

Above the checks, the readout gives the island count, how much of the square is used and how uneven the texture density is. It warns when an island sits outside the square, where it bakes empty.

A black object after a modelling step

Some operations rebuild a mesh without carrying its UVs across. If a textured object turns black after an edit, check this page before the material.

Stats — what the scene costs to draw

The Stats page measures what the scene costs to draw — triangles, draw calls, GPU memory, and the work each edit costs — against what this device can handle. Open it from Stats in the outliner's header, or from Window ▸ Scene statistics. The same button, in the page's own header, gives the column back.

Each measure is a bar with its figure and the share of this device's budget it uses, and the header names the device tier. A scene that is comfortable on a desktop can be too heavy for a phone.

Likely mistakes are listed first: everything hidden, a dark lamp, an object scaled to nothing on one axis, or a mesh with holes or loose points. Each names its objects as buttons that select and frame them, with a fix button where there is one. An amber dot on the Stats button means there is something to see.

  1. 1
    See what is over — Open Stats. Measures over budget are called out.
  2. 2
    Find the weight — Start with the Heaviest list — one imported model is usually most of it. Click a row to select and frame the object.
  3. 3
    Hide what you are not working on — Hidden objects cost nothing to draw.
  4. 4
    Reuse instead of copying — The Drawn line compares what is drawn with what the document holds, and says how many draw calls instancing shared shapes would save.
  5. 5
    Reduce the heavy object — Mesh ▸ Reduce polygons… thins its geometry.

“Why is the viewport slow?”

This page is the answer, which is why Window ▸ Scene statistics is always there, even before the scene is big enough to show its own button.

History — what the app just did

The History panel shows what just happened to your scene. Open it from Window ▸ History. It has two folds, each with a count: Undo history and Command log.

Undo history lists steps newest first, with a dot at the current state. Click a step to roll back or forward to it — exactly what pressing undo or redo that many times would do. A step that bundles several changes shows ×2, ×3 and so on.

Each step carries a badge for the part of the app that owns it: the scene graph, modelling, animation, sculpting or painting. Changes from Mixos AI land here too, one command at a time.

The list is as long as undo can reach

Each part of the app keeps a limited number of steps and drops its oldest as new ones arrive. A dropped step disappears from this list too.

Command log lists the last forty operations and their results. Each line names the operation, who ran it (you, or key for a shortcut), how long ago, and what happened. Refused operations stay in the log with the reason.

The clipboard button beside Command log copies the log as a script you can paste into Window ▸ Scripts… to run again. The script names the objects that existed when you ran it, so edit those references before replaying it on another scene.

A logged command with no undo step is normal

Selecting, framing and opening a panel change what you see, not the document. They appear in the log but not in Undo history.

Building

Importing a model

Drop a model file anywhere on the Studio window, click Import at the foot of the create rail, or choose File ▸ Import model…. You can drop several files at once, and there is no upload wait — the file is read in the browser.

The rail shows modelling tools instead of Import while an editable mesh is selected; File ▸ Import model… always works.

Drop to add to the sceneModels become objects, artwork becomes an extruded logo
GLB / glTFMaterials and textures come with it. The one to prefer.
FBXCarries rigs and animation. Big files; a 60 MB one takes real seconds.
OBJMaterials come when its .mtl and textures are dropped with it.
STL / 3MFPrinting formats. No materials, no UVs.
PLY / DAEA splat or point-cloud .ply arrives as a splat object.
SPZ / SPLAT / KSPLATGaussian splat captures — each arrives as one splat object.
SVG / AI / PDFVector art — arrives as an extruded logo, its outlines still curves.
Up to 150 MB a model · 32 MB a vector file · 280,000 triangles and 2,048 objects an import
Interface — the drop target and what it accepts. A model arrives as a hierarchy of named objects in the outliner.
GLB
The one to prefer: a single file carrying geometry, materials and textures.
glTF
The same format as several files. Drop them together so the textures come too.
FBX
Carries rigs and animation, which is why characters often arrive as FBX. Often large.
OBJ
Keeps its materials when you drop its .mtl and texture files in the same drag; geometry only without them.
STL, 3MF
From 3D printing. No materials or UVs.
PLY, DAE
Read as well. A PLY holding a Gaussian splat or point cloud arrives as a splat object.
SPZ, SPLAT, KSPLAT
Gaussian splat captures. Each arrives as one splat object, drawn in the viewport. A GLB or glTF that carries splats (KHR_gaussian_splatting) arrives the same way.
SVG, AI, PDF
Arrive as an extruded logo: editable curves inside an Extrude generator. An SVG with several fill colours becomes a stack of layers, each with its own material. Text and strokes are not read — convert them to outlines first.

File ▸ Supported import formats… lists them all.

A model arrives as a hierarchy: each part becomes a named row in the outliner with its own transform and material. A rigged character keeps its skeleton and skin weights, and any animation in the file comes with it.

In the Mixos iPhone app, a model you open from Files, AirDrop or Mail lands here the same way. So does a scan from the app's scanner, at the real-world size it was measured at.

Wrong scale is the usual first surprise

Formats disagree about what one unit means. When a file states its unit, or its size suggests a different one, Studio asks before it lands: Import as offers the unit it found, the file's own numbers, millimetres through feet, or a custom scale — each with the size the model will come out at. If it still arrives wrong, scale it in the inspector.

Size limits

A model file can be up to 150 MB and a vector file up to 32 MB. One import can bring in up to 280,000 triangles and 2,048 objects. A model up to about eight times over the triangle limit is reduced to fit as it arrives; anything heavier is refused with the numbers.

Creating objects

The create rail, down the left edge, adds objects to the scene. A new object is selected straight away, so the inspector already shows its parameters.

MeshCurveLightGeneratorClonerSimulateTextCameraNullImport

Flat

Plane
Disc

Boxes

Cube
Wedge
Pyramid
Platonic

Round

Sphere
Geosphere
Capsule
Cylinder
Cone
Tube

Swept

Torus
Spring
Knot
Interface — the create rail with Mesh open. Each category's icon wears its kind's colour, the same colours the outliner uses.
Mesh
The primitives.
Curve
Paths — circle, rectangle, arc, star, line — and Draw, the pen for drawing your own.
Light
Three groups: Light the scene (Environment or Sun), Lamps (Point, Directional, Spot, Area, IES) and Rig (Three-point, Studio softbox, Dramatic rim). See Lighting.
Generator
Builds geometry from what you put under it: Subdivision for meshes; Extrude, Lathe, Sweep and Loft for curves; and Starter networks… for procedural objects.
Cloner
Repetition, a few ready-made setups, and the effectors that vary it. See Cloners and effectors.
Text, Camera, Null
Created on the click.
Import
Brings in your own file.

The rail keeps the same buttons whatever you select, with one exception: select one editable mesh and the modelling tools replace it. Select anything else — a primitive, text, a light, several objects or nothing — and the create rail returns.

The Create menu has most of the same things plus a few the rail does not: 3D text, 3D logo…, an Ambient light, a Boolean container, Procedural…, a Sweep list of ready-made shapes, more curve shapes, and MoGraph ▸ Make cloner editable. The Environment and Sun, IES lamps, lighting rigs and cloner setups are on the rail only.

New objects stay editable

A primitive is a generator: its width, height and segment counts stay live in the inspector's Shape tab. Make editable turns it into a plain mesh you can push points around on. That step is one-way, so leave it until you need it.

The modelling tools

Select one editable mesh and the create rail becomes the modelling rail. Its tools change depending on whether you are picking points, edges or polygons.

On a computer the rail opens showing only Shape. More tools at its foot unfolds Topology, Remove and Mesh, and Less folds them away. On a phone the Tools sheet shows all four groups.

ShapeExtrudeInsetBevelPokePanelizeFlattenMore tools

Greyed is not broken. A Shape tool acts on what you have picked, so with nothing picked it waits. More tools opens Topology, Remove and Mesh — and the Mesh group needs no selection, so it is never greyed.

Select a face in the viewport — Extrude works on the face selection.
Interface — the modelling rail in Polygons mode as it opens. Nothing is selected yet, so every Shape tool is greyed — hover one to see what it needs.
Shape
Changes form without changing how the mesh is built. Polygons: Extrude, Inset (a border inside a face), Bevel (a recessed or raised panel), Poke (fans a face from its centre), Panelize (a grid of recessed panels), Flatten. Points: Smooth, Bevel (cuts a corner into a facet), Push (along the normals), Flatten. Edges: Extrude (a border edge into new faces), Flatten, Bevel (rounds edges), Slide.
Topology
Changes how the mesh is built: Loop cut, Knife (cut along a line you drag), Divide (into a grid), Bridge (joins two faces or two open borders), Connect (an edge between two points). On edges: Spin, Sharp (holds edges hard) and Offset. In every mode: Mirror, Recalc (makes every face agree which way is out) and Clean up (deletes loose geometry and welds overlapping points).
Remove
Delete face (leaves the hole), Dissolve (removes edges or points and merges what was either side) and Merge (welds the selection into one point).
Mesh
Needs no selection, so it is never greyed: Fill holes, To tris, To quads, Flip, and Subdiv (the selected faces, or the whole mesh when nothing is selected).
  1. 1
    Pick faces — With the mesh selected, choose Polygons in the context bar and click a face.
  2. 2
    Arm the tool — Click Extrude on the rail. The operator panel opens and the viewport previews the result.
  3. 3
    Dial it in — Drag Distance and the other sliders until it looks right.
  4. 4
    Accept — Press Accept (⏎), or Cancel (Esc) to leave the mesh untouched.

A tool that needs a selection you have not made is greyed, and hovering it says what it wants — for example “Select exactly two faces”.

The Mesh menu has every rail tool plus the ones the rail has no room for:

  • Detail preset — ready-made hard-surface details, such as a panel inset, a raised boss or a stepped vent, cut into the selected face.
  • Separate by selection, loose parts or material; Join objects; Rip faces free.
  • Reduce polygons… — Half, A quarter or A tenth of the triangles, keeping the shape.
  • Make game ready… — a light copy of a scan or other heavy textured object, for Mobile / web (10k triangles, 2K maps), PC / console (20k, 4K; not on a phone) or Roblox UGC (4k, 1K). The copy gets fresh UVs with its colour, surface detail and occlusion baked on, and the original is hidden, not replaced.
  • Merge by distance…, Bisect, Knife project, Boolean (union, subtract, intersect), Convex hull and Symmetrize.
  • Shade smooth, Shade flat, Crease edges (hold them sharp)… and Unwrap UVs.

Why the selection clears after each tool

A modelling operation rebuilds the mesh and checks it before it reaches the document, so it either applies cleanly or refuses with a reason. The rebuild renumbers the faces, so the old selection is cleared rather than left pointing at the wrong ones.

Selecting

In edit mode, the Select menu extends what you have picked by following the mesh, so you rarely click elements one at a time.

In an edit session

Grow selection / Shrink selectionSteps the selection one ring outward or back
Invert elementsSwaps picked for unpicked
Select edge ringFollows the topology all the way round a cylinder
Select linkedTakes the whole connected piece
Select open bordersThe edges of every hole — what Fill holes will close
Checker deselectDrops every other one, for alternating patterns
Select similar facingEverything pointing roughly the same way
Interface — the Select menu's edit-mode half. Each command takes what you have picked and extends it by a rule.
Grow / Shrink selection
One ring outward or back — the fastest way from one face to a patch.
Invert elements
Swaps picked for unpicked.
Select edge ring
Follows the topology all the way round, as around a cylinder.
Select linked
The whole connected piece — how you isolate one part of an import.
Select open borders
The edges of every hole, so you can see what Fill holes will close.
Checker deselect
Drops every other element, for alternating patterns.
Select similar facing
Everything pointing roughly the same way, such as the whole top of an object.
Select facing
By direction: up, down, left, right, front or back.
Select by trait
Problems: non-manifold or loose geometry, interior faces, sharp edges — or a random half.

Selection gesture, in the same menu, switches a drag between a box and a freehand lasso. The context bar carries the everyday picks while you edit.

The inspector's Mesh tab, while you edit, holds two more. Symmetry mirrors your edits across X, Y or Z. Soft selection makes a pull fade out over a Radius, with a Falloff shape and a Reach that spreads along the surface or straight through space.

See-through changes what a drag can reach

By default a box or lasso drag in edit mode catches only the side facing you. See-through selection — in the Select menu, and See-through in the context bar — reaches the far side too. A click still picks what is under the pointer.

Curves and splines

A curve is an editable path. It renders nothing on its own: the Generator items on the create rail turn it into geometry by lathing, sweeping, lofting or extruding it, and a Follow path constraint sends an object along it.

  1. 1
    Pick up the pen — Choose Draw under the rail's Curve button, or Create ▸ Curve ▸ Draw with pen…. A ghost marker shows where the next point will land, and a dashed band shows the segment it will make.
  2. 2
    Place points — Click for a sharp corner; press and drag for a smooth point whose tangent follows the drag. Hold Shift to step the angle by 15°, and press Backspace to remove the last point.
  3. 3
    Finish — Click the first point to close the outline, or press Esc or ⏎ to stop with the curve open.

While the pen is out, the context bar shows its own strip:

  • Drawing — puts the pen down.
  • Plane — which world plane points land on, so a drawn outline stays flat and extrudable from any camera angle. Auto — follow the camera picks the plane the view most faces and fixes it once the first point is down.
  • Grid — rounds each point to the grid step.
  • A readout of where the next point will land, with its distance and angle from the last one.
  • Undo point.

To edit a curve, select it and choose Edit points (⇥) in the context bar. The bar then holds:

  • Done, to leave.
  • Corner, Smooth and Align — a sharp corner, a smooth tangent, or a broken tangent's two handles put back in line.
  • Delete, Select all and Select none.
  • Close curve or Open curve. An open curve also gets Extend, which continues it past its last point, and Draw, which picks the pen back up.

In the viewport, drag a point to move it and drag a handle to reshape the curve; Alt-drag a handle to break the tangent. Click on the line to add a point there, and double-click a point to switch it between corner and smooth. Drag across empty space to band-select points, Shift to add to them, and nudge them with the arrow keys — one grid step, or ten with Shift.

Whether a curve is closed matters: lathing an open curve gives a surface with an edge, and lathing a closed one gives a solid.

Fix the curve, not the result

Generators stay live, so editing the curve updates the geometry straight away. There is no need to undo the generator and start again.

The operator panel

Tools that take an amount — Extrude, Inset, Bevel, Poke, Panelize, Smooth, Push, Slide, Loop cut and Divide — arm instead of firing at once. On a computer, the operator panel opens beside the viewport and previews the result live.

Extrude

Push a face out to grow geometry — or taper it into a cone or spike.

Distance
0.35

Along the face normal. Negative pulls in.

Steps
1

Rings to divide the push into.

Taper
1.00

Far end vs the base. Below 1 = a cone.

Twist
0

Spin about the extrusion axis. Needs steps to spiral.

✓ Accept ⏎Cancel Esc
Interface — the operator panel: what the tool does, one control per setting with a line explaining it, and the two ways out with their keys.

Nothing is written while the panel is open. Accept (⏎) applies the result as one undo step; Cancel (Esc) costs nothing, not even an undo step. Right-click a slider to reset it.

If the numbers cannot build anything — a zero-distance extrude, or a one-by-one Divide or Panelize grid — the panel says so and disables Accept.

Finish before moving on

The preview belongs to the selection it started from. Accept or cancel before you change the selection or start something else.

The operator bar

On a phone, an armed tool appears as the operator bar: a row at the bottom of the screen that replaces the context bar until you finish. It names the tool and shows its main amount — the distance of an extrude, the width of an inset — as a full-width slider. A button opens the remaining settings and says how many there are.

Accept applies it as one undo step. The ✕ cancels and costs nothing.

Esc always gets you out

If the viewport is not responding as you expect, an armed tool is the likeliest reason. Esc cancels it without changing anything. It also puts the Knife away, which shows in neither the panel nor the bar.

Modifiers — non-destructive edits

A modifier changes how a mesh comes out without editing the mesh itself. Modifiers stack on the inspector's Modifiers tab, run from top to bottom, and can be reordered, switched off or deleted at any time.

Modifiers3
Subdivide2 levels of Catmull-Clark
Bevel0.02 on edges over 30°, 2 round segments
Twist38° about Y
Add modifier
6 → 96 facesApply stack

Order is the result, and the stack runs from the top. Generate stages rebuild the geometry; Deform stages move the vertices that are already there — so this twist bends the smooth surface the subdivide made, and moved above it would have only eight corners to turn.

Interface — the modifier stack. Each stage has its own settings, on, viewport and render switches, and a grip for reordering. The foot of the stack shows the face count.
  1. 1
    Add a stage — Select the object, open the inspector's Modifiers tab and click Add modifier.
  2. 2
    Tune it — Change its numbers; the viewport updates as you drag.
  3. 3
    Order it — Drag a stage by its grip. The eye switches it off without losing its settings, and two more toggles skip it in the viewport or in renders.
Generate
Rebuild the geometry. Subdivide, Bevel, Array, Radial, Mirror, Solidify and Boolean add to it; Decimate, Weld and Triangulate thin or rearrange it; Wireframe replaces the surface with beams along its edges.
Deform
Move the points already there: Twist, Bend, Spline wrap, Taper, Wave, Noise, Displace, Spherify, Cast, Smooth and Shrinkwrap.
Stacks
A whole ready-made stack in one go: Eroded Rock, Ripple Panel, Twisted Column, Fence Run and Screw Ring.

Order matters because each stage works only with what the stage above hands it. A twist below a Subdivide bends a smooth surface; above it, the twist has only eight corners to move. If a deformer looks blocky or does nothing, add a Subdivide above it.

  • Boolean cuts with another object, using that object with its own stack applied. Delete the cutter and the boolean passes the mesh through unchanged.
  • Shrinkwrap settles onto a named object, and Spline wrap bends along a named curve.
  • Displace pushes the surface out by the height map of the object's own material, or by built-in noise.

Apply is one-way

Apply stack (Modify ▸ Apply modifiers) bakes the stack into the mesh and removes the stages. Until then everything can be undone, reordered and retuned, so apply only when you need editable geometry. A primitive must be made editable first.

Sculpting in Studio

The Sculpt section lets you brush one selected object in place, with the rest of the scene around it. Switch to it from the section pill. The brushes run down the left and their settings fill the right column.

Sculpt
Head12,480 triangles
Draw brush
Size
18%
Strength
0.40
Hardness
0.00
Symmetry
Mirror strokes
Mask
ClearInvert
DensitySubdivide → 49,920 triangles
Open in MoldDone
Interface — the Sculpt section: the ten brushes on the left, and the brush panel on the right. Pick a brush to see its settings change — Grab has no strength, Smooth no direction, and the Mask brush paints and erases.
  1. 1
    Pick the object — Select one mesh and switch to Sculpt, or switch first and then click the mesh.
  2. 2
    Make it editable if asked — A primitive or other generator cannot be sculpted as it is. Press Make editable in the prompt over the viewport, or Make editable and sculpt in the panel. The shape does not change.
  3. 3
    Brush — Pick a brush and drag across the surface. Add raises and Dig pushes in; hold ⌘ or Ctrl to dig for one stroke.
  4. 4
    Finish — Press Done, select another object, or switch section. Your strokes are written to the object.
Draw
Raises a smooth bump along the surface.
Clay
Builds up material in flat layers — the everyday brush.
Inflate
Balloons the surface outward.
Smooth
Relaxes and softens the surface under the brush.
Flatten
Planes the surface toward its average height.
Pinch
Draws material together to sharpen a seam.
Crease
Pinches a sharp ridge; switch to Dig for a groove.
Grab
Drags a region of the surface with the pointer.
Stamp
Presses a shape onto the surface. Pick the shape under Stamp shape in the panel.
Mask
Paints protection: masked areas resist the other brushes.

The brush panel holds:

  • Size, Strength (called Rate for Smooth and Opacity for Mask; Grab has none) and Hardness, then Add / Dig — Paint / Erase for the Mask brush.
  • Symmetry — Mirror strokes across the object's own X, Y or Z axis. It starts on, across X.
  • Mask — Clear and Invert.
  • Density — Subdivide adds detail to a low-poly object and shows how many triangles it would leave. When that is over the limit, it is disabled and suggests Mold.
  • Pen — appears once a pen is used: pressure for strength and for size, and Pencil only, so only the pen sculpts and fingers move the camera.
  • Open in Mold and Done.

Each brush's key is printed in its tooltip — the same keys as in Mold — and [ and ] shrink and grow the brush. On a phone the brushes are in the Brushes sheet.

⌘Z steps back one stroke at a time while you sculpt, and a Subdivide joins the strokes before it into one step. Once you finish, the whole session becomes a single Sculpt step in Undo history. The object keeps its position, UVs and materials.

Need more than ten brushes?

Multiresolution, remeshing and the rest of the brushes are in Mold, the full sculpting app. Open in Mold sends the object there — see Sending an object to Paint or Mold.

Procedural objects — shapes built from nodes

A procedural object is built by a network of nodes instead of by editing polygons. Each node does one job — make a primitive, scatter points, copy a shape onto them — and passes its result on. Change a number anywhere and everything after it rebuilds.

  1. 1
    Convert the object — Select it and choose Mesh ▸ Make procedural. It looks the same: its mesh becomes the first node.
  2. 2
    Open the network — In Modeling, open the Procedural page beside the section pill. The network appears beside the model.
  3. 3
    Add and wire nodes — Click in the network and press Tab to add a node. Drag between sockets to wire nodes together, and select a node to edit its values.

A number, switch or vector can become a parameter on the object itself. Promote it and it appears on the inspector's Procedural tab, where you can tune the object without opening the network.

A number can also be an expression. Type = followed by something like ch("steps") * 0.2 to follow a parameter, or $F to change with the timeline.

On a phone, the object's Properties sheet has Edit network, which opens the network full screen with canvas, parameters and data views. It is there while Procedural vNext beta is on in Preferences, which it is by default.

Make editable ends the network

Make editable bakes what the network builds into ordinary polygons and removes the network. One undo brings it back; after that, the numbers are gone.

The Nodes pane — the network beside the model

The Nodes pane shows a procedural object's network next to the model it builds. You can open it from several places:

  • The Procedural page in Modeling.
  • Edit nodes — in the context bar, the Mesh menu, the outliner's right-click menu and the object's Procedural page. It opens the pane without changing section.
  • Window ▸ Nodes, whatever is selected.
  • A pane's own view menu, in a split viewport.

The pane is for a computer or a tablet held sideways. On a phone the network opens full screen from the object's Properties sheet.

Each card is a node, with inputs on its left edge and outputs on its right. A socket's colour says what it carries — geometry, points, instances, curves, pieces or numbers — and its shape says data (square) or a single value (round); every socket is also labelled. Whatever reaches the Output node is the object: it is what renders and exports.

Some nodes, such as a For Each loop or a subnet, hold a network of their own. Open network steps inside, the breadcrumb at the top shows where you are, and Back steps out.

The pane follows the selection. Select something without a network and it keeps showing the last one, with a note — and a button to make the object procedural when it has a mesh. The pin in the pane's header holds it on one object.

Drag from one socket to another to wire them. Sockets that cannot take the wire fade while you drag; a refused wire says why and offers a converting node when one exists.

  • Right-click a node — Rename, Bypass, Preview in the 3D view, Set as output, Duplicate, Copy, Delete, Delete and reconnect, Zoom to this node; plus Open network on a node that holds one, and Update or Make local copy on a saved network.
  • Right-click the canvas — Add node…, Paste, Tidy the network, Frame selection, Fit the network, Deselect nodes.
  • Right-click a wire, or ⌥-click it, to delete it.

A preview is only a view

Preview in the 3D view shows one node's result instead of the Output, and the header says so. Renders and exports still use the Output, and closing the pane ends the preview.

Once you click in the network it takes the keys below. They are the same in every keyboard layout, and the same as in Paint's node editor. ⌘Z, ⌘S, Space and ? still reach the rest of the app.

In the Nodes pane

Add a node — the palette opens at the pointer
Tab
Delete the selected nodes (Delete does the same)
⌫
Delete them and reconnect the wires across the gap
⌘⌫
Rename the selected node (⏎ does the same)
F2
Bypass the selected nodes, or stop bypassing them
M
Preview the selected node in the 3D view, or stop
P
Select everything connected to the selected nodes
L
Tidy the network — one undo step
⇧L
Fit the whole network in the pane
F
Zoom to the selected nodes
.
Nudge the selected nodes, ⇧ for a bigger step — with none selected, pan
Arrow keys
Copy the selected nodes
⌘C
Cut the selected nodes
⌘X
Paste at the pointer
⌘V
Duplicate the selected nodes (⌘D does the same)
⇧D
Put a frame around the selected nodes
⌘J
Select every node
⌘A
Clear the node selection — press it again to hand the keys back to the rest of the app
Esc

Adding nodes — the palette

The palette adds nodes to a network. Open it by pressing Tab in the network, choosing Add in the pane's header, double-clicking empty canvas, or picking Add node… from the canvas's right-click menu. Type to search, and press ⏎ to add the highlighted node near where the palette opened.

Let go of a wire on empty canvas and the palette lists only nodes with a matching socket, each naming which one. The node you pick arrives already connected.

Before you type, the palette lists:

  • Assets — networks saved to your library. Picking one adds it as a single node linked to the saved network.
  • Recent — the last few nodes you added.
  • Every node, grouped under Input, Primitive, Curve, Points, Instances, Modify, Faces, Group, Combine, Value and attribute.

Once you type, the groups give way to one list of matches, each naming its group.

Start from the wire

Pulling a wire from the socket you want to continue is usually quicker than searching: the list already holds only nodes that fit.

Node parameters — values, expressions and object parameters

The parameter panel sits beside the canvas when the pane is wide and under it when the pane is narrow. Drag the rule between them to resize it, or hide it to a strip with a button to bring it back. What it shows depends on the selection:

No node selected
The network: node and wire counts, faces built and how long that took, any problems, and its Object parameters. Each parameter can be renamed, given a Min, Max and Step, reordered, or unpromoted, which hands its current value back to the node.
One node
That node's values. Type or drag a number, or start with = to write an expression.
Several nodes
A count, with Bypass and Delete for all of them.

In an expression, ch("steps") * 0.2 follows a parameter, $F follows the timeline's frame, $T its time in seconds and $FPS its frame rate, and pi is available. The result shows as you type, and a mistake is pointed out without changing the value. A value set by a wire or by an object parameter says where it comes from.

The arrow beside a value promotes it: name it, and it becomes a parameter with a control on the object's Procedural page. The node reads it back through ch().

Networks that read the timeline rebuild as it plays

An expression using $F or $T rebuilds the network as the playhead moves. The Network page shows a clock when that is the case.

Starter networks and saved networks

Starters are ready-made networks with their parameters already promoted, so the first thing you do with one is drag its sliders. The gallery leads with architecture — a skybridge arcology, a botanical conservatory, a transit hub, a helix high-rise, a terrace habitat, a vaulted pavilion and a city block. It also has everyday pieces: shelving, a picket fence, a spiral tower, a staircase, a pipe run, a brick wall, a rock scatter and a window grid.

  • Create ▸ Procedural… or Starter networks… under Generator on the create rail — the gallery of every starter.
  • An empty Nodes pane — four starters, with More starters… for the rest.
  • Modeling's Procedural page — two shelves, Starters and Yours.
  • On a phone — the Create sheet leads with the starters, and in Modeling the dock's Library sheet has the same Procedural page.

Picking a starter builds it as a new object, in one undo step. The rock scatter, window grid and pipe run work on something you have — a surface, a mesh, a curve. Select a suitable object first and the tile offers Apply to “name” beside New.

Yours holds networks you saved. In the Nodes pane, ⋯ ▸ Save network as asset… keeps the network in your library so any scene can use it; a saved tile's own ⋯ renames or deletes it. Drag one into a network to add it as a linked node, or onto a non-procedural object to make it procedural with a copy of the network.

A saved network updates only when you say so

Saving a changed network makes a new version. A node linked to the older one shows that an update is available and keeps building the old result until you choose Update to the new version, which moves every use in the scene across — or Make local copy to unlink that one node. Objects built straight from a Yours tile are copies and never ask.

Cloners and effectors

A cloner repeats an object, and an effector varies the copies. Together they build a hundred of something without modelling a hundred of anything, and the count, spacing and variation stay editable.

Cloner24 clones
Mode
Count
24
Radius
2.50 m
Axis
Start
0°
End
360°

Effectors

JitterRandom
Add an existing effector…
Turn clones into objects
Interface — a radial cloner on the inspector's Cloner tab, with one effector linked. The copies are a count, not rows in the outliner.
  1. 1
    Pick the source — Select the object to repeat. With nothing selected, the cloner starts with a new cube.
  2. 2
    Add a cloner — Click Cloner on the create rail, or pick one of its Setup arrangements: Grid wall, Radial ring, Spiral steps or Jittered grid.
  3. 3
    Choose the arrangement — Set the mode and count on the inspector's Cloner tab.
  4. 4
    Vary it — Add an effector from the same Cloner button, or use Add an existing effector… on the Cloner tab.
Linear
Copies in a straight line.
Grid
Copies filling a 3D grid.
Radial
Copies around a ring.
Onto object
One copy on each point, each face, or spread over the surface of another object — rivets on a panel, grass on a hill.
Along curve
Copies distributed along a curve.

Put several objects under one cloner and Pick decides whether the copies take them in turn or at random.

Plain
Applies its offsets evenly to every copy it reaches.
Random
Jitters each copy by up to its offsets — the one that stops a grid looking like a grid.
Step
Ramps from nothing to its offsets across the copies.
Target
Aims the copies at it.
Time
Applies its offsets per second, so the copies keep moving with no keyframes.

Each effector has a falloff — a sphere, box, cylinder or linear region, or none for every copy — so it can act on part of the cloner and fade out over the rest.

The copies are output, not objects

Copies are not outliner rows and cannot be selected one by one, which is why thousands are cheap — up to 10,000, and the header says so if you ask for more. To change what is cloned, edit the source object. Turn clones into objects, at the foot of the Cloner tab, makes real objects when you need them.

Simulation

Simulation makes things move on their own: objects that fall and collide, objects that shatter, cloth that drapes, hair that sways, particles, smoke, fire and liquid. Every one of them is driven by the timeline — there is no Run button. Press play, or drag the playhead, and the simulation follows.

  1. 1
    Select an object — Simulation acts on what you select. With nothing selected the options are greyed out and say why.
  2. 2
    Choose what it should do — Right-click it and open Simulate, or use the inspector's +, or Make it in the Simulation section: Make it fall, Make it a collider, Make it break, Make it cloth, Make it smoke, Make it burn, Pour liquid from it or Add hair.
  3. 3
    Press play — The first frame is the object as you built it; every frame after is worked out from the one before.

Each simulation's page in the inspector opens on the few settings that matter: a row of presets (Wood, Metal, Rubber for a body; Silk, Cotton, Denim for cloth; Smoke, Fire, Water, Honey for a volume), a Quality choice of Draft, Good or High, and up to five sliders. Everything else is under More settings.

Quality
Trades detail for speed. Draft plays smoothly on a phone; High is for a final look. If you change a setting under More settings that Quality controls, it reads Custom.
Scrubbing
Frames you have already played are kept, so dragging the playhead back is instant. A thin green bar under the timeline's ruler marks them. Changing a setting re-simulates from the first frame.
Pause
Pause stops every simulation where it is. Dragging the playhead while paused still shows that exact frame.
Bake
Bodies bake to keyframes and cloth to shape keys, from the Bake row on their pages, so the result plays back without simulating and exports to other apps.

Leave room above smoke and fire

A smoke or fire box is fitted around the object with room above for the plume. Smoke that reaches the top of the box leaves it rather than piling up, so a taller box shows more of the trail.

Needs WebGPU

Cloth, hair, particles, smoke and liquid run on the graphics card through WebGPU. In a browser without it, the object keeps its shape and the page says the simulation cannot run on this device. Falling and breaking objects work everywhere.

Materials & lighting

Materials

A material describes how a surface responds to light: its colour, how rough or metallic it is, and whether it is transparent. The materials bar along the bottom holds the materials this scene owns. Make, assign and open them there.

3NewLibrary
EditApply
Interface — the materials bar. The badge on each swatch counts how many objects wear it — worth checking before you edit one.
  1. 1
    Select the object — Click it in the viewport or the outliner.
  2. 2
    Pick a surface — Click Library on the materials bar to open a catalogue of a few thousand free CC0 surfaces with their texture maps.
  3. 3
    Apply it — Click a surface. It lands on the selected object and in the bar, and the library stays open so you can try others.
  4. 4
    Adjust it — Double-click its swatch, or press Edit, to open it in the material editor.

To reuse a material, drag its swatch onto an object, or select objects and press Apply. Editing a shared material changes every object wearing it. New makes an empty one.

The ⋯ beside Apply holds rename, duplicate, edit as nodes, select the objects wearing it, and delete. The ✕ at the end closes the bar; Window ▸ Materials brings it back.

A material of its own

An object can also wear a material that is in no bar — every part of an imported model starts that way. The inspector's Material tab says which kind it has, and Make shared moves the look into this bar so other objects can wear it too.

The library

The library, in the left column, is where you bring in models and surfaces rather than make them. Open it with Assets at the right of the top bar. The ✕ at the top of the column closes it.

  • Assets — in every section that builds a scene.
  • Generate — in Standard.
  • Procedural and UV — in Modeling.
  • Rigging — in Animation.

Rendering and Generate image & video use the whole column for their own settings instead.

Assets holds models and surfaces, both those that ship with Studio and those you saved. Narrow it with the search field, the source menu (Materials, Models, Saved or Community) and the category menu. Surface search works by meaning, so “rusty metal” finds surfaces nobody named rusty; model search matches names.

Click a model to place it, or drag it to where you want it in the viewport. Click a surface to put it on the selected object — with nothing selected it waits in the materials bar — or drag it onto an object. Offline, the grid shows only what is on this device.

Generate makes a new material or 3D model from a description, or a model from an image, and puts it in this scene and your library. It is the same maker as the viewport header's Generate button.

Saved items follow your account

What you save to your library is kept in this browser and mirrored to your account, so it is on your other devices and survives clearing site data.

The material editor

The material editor shows the one material you have open: its name, how many objects wear it, a preview ball that updates as you work, a gallery of starting looks, the shading model, and the channel pages. It opens in the left column.

Material
Brass

on 3 objects

Apply to 1 selected
Brushed metal
ShadingRealistic
RoughnessRoughness map
Roughness
0.28
MetalnessMetalness map
Metalness
1.00
Interface — the material editor. A dot marks a channel page with something set on it, so you can see what the material uses without opening each page.
  • Double-click a swatch in the materials bar.
  • Press Edit on the materials bar.
  • Press Edit on the inspector's Material tab, when the object wears a shared material.

Under the ball, Apply to selection puts the material on the selected meshes, and two buttons open it as nodes or save it to your library. The look gallery offers finished starting points — plastics, metals, glass, stylized and glowing surfaces — each shown as a real render. It also links to the full Library for textured surfaces like wood or rust.

The channels are split across pages:

Color
The base colour.
Specular
Roughness and metalness, plus a clearcoat.
Glass
Makes a surface refract, with its index of refraction, thickness and absorption colour.
Luminance
Light the surface gives off.
Relief
Normal, height and occlusion maps.
Alpha
A plain fade or a cutout.

Every channel takes a texture map as well as a value, in a slot on its own page.

Shading picks how the surface is lit: Realistic (the default), Toon with a number of bands, Matcap, lit by a captured image instead of your lamps, or Flat, with no lighting. Any of them can add an ink Outline, and Shading needs a shared material. Pages that cannot affect the chosen model are hidden — Flat has no Relief, and Matcap has no Specular or Luminance.

The editor shares the left column with the library: while a material is open, the editor takes the column, and closing it brings the library back. Right-click its header to move it to the other column or float it, and both can be on screen at once.

Editing a shared material changes every object wearing it

The panel shows how many objects use it. To change one object only, choose Duplicate in the panel's ⋯ menu and edit the copy.

Beyond the sliders

Edit as nodes rebuilds the material as a graph that generates its maps — for noise, scratches, tiling patterns or rust in the crevices. The graph starts from the maps the material already has, so nothing changes until you edit it.

Lighting

Add lighting from Light on the create rail. A new scene has none of its own; until you add some, the viewport lends a neutral studio light and the outliner says Studio light is on. That stand-in goes as soon as you add a lamp, a Sun or an Environment, so light the scene before you judge a material or render.

Light

Light the scene

EnvironmentAn HDRI that LIGHTS the scene and fills its reflections. Casts no shadow — that is the Sun's job.
SunThe world's directional light, aimed by a height and a heading. The only thing casting a shadow in an environment-lit scene.

Lamps

PointThrows light in every direction from one spot.
DirectionalParallel rays from infinitely far away.
SpotA cone, with a falloff at its edge.
AreaA rectangle of light — the soft one.
AmbientA flat lift everywhere, casting nothing.
IESA real fixture's measured beam, loaded from a profile.

Rig

Three-pointA bright key off to one side, a softer fill opposite, and a rim behind to separate the subject.
Studio softboxTwo large sources high and close — even product-shot lighting with soft shadows.
Dramatic rimA single hard back-light with a very dim front fill.
Interface — the Light category: the world's own lighting, then single lamps, then whole rigs.
  1. 1
    Add an Environment — Light ▸ Environment surrounds the scene with an HDRI — a photographed sphere of light that lights from every direction and fills every reflection.
  2. 2
    Add a Sun — Light ▸ Sun adds the world's directional light. In an environment-lit scene it is the only thing casting a shadow.
  3. 3
    Adjust them — Click the Environment or Sun row in the outliner's World group to see its settings in the inspector.

The Environment's settings are its map, intensity and rotation, Show for whether it appears behind the subject, and how blurred it looks there. The Sun's are Height, Heading and Strength; Match, which aims it at the environment map's own sun; and When — Always, Auto (only while the scene has no lamps) or Off.

Lamps are objects with their own transform, so you place and aim them like anything else:

Point
Light in every direction from one spot.
Directional
Parallel rays from infinitely far away.
Spot
A cone with a soft edge.
Area
A rectangle of light. The bigger it is, the softer the shadow.
Ambient
Lifts everything evenly and casts nothing. In the Create menu.
IES
A spot carrying a real fixture's measured beam.

A lamp's settings are on the inspector's Object tab, under Light: kind, intensity, colour or colour temperature in Kelvin, and shadows, then what its kind needs — falloff, cone angle and softness, or an Area light's size and shape. An Area light can emit an image, such as a softbox photo or a window. A Spot's IES row picks a ready-made beam or imports a manufacturer's .ies file.

A Rig is a set of lamps arranged for you — the fastest way from an unlit scene to a lit one:

Three-point
A bright key to one side, a softer fill opposite, and a rim behind the subject.
Studio softbox
Two large sources high and close, for even product lighting with soft shadows.
Dramatic rim
One hard back-light with a very dim front fill.

“Sun” and “Directional” are different

The Sun belongs to the scene's world and is aimed by height and heading. A Directional lamp is an object you place in the hierarchy.

Soft shadows come from big lights

Shadow softness depends on a light's size relative to the subject, as in a photograph. To soften an edge, make the Area light bigger or move it closer.

Animation & rendering

Rigging a character

Rigging puts a skeleton inside a mesh and works out how much each bone moves each part of the surface, so turning a shoulder bends the arm instead of tearing it. In the Animation section, the Rigging page holds four numbered steps: 1 · Skeleton, 2 · Skin, 3 · Controls and 4 · Motion.

  1. 1
    Start from a T-pose — Arms straight out, legs slightly apart, facing front or back.
  2. 2
    Select the character — A single mesh, or — for a character made of several meshes, such as body, armour and hair — the group.
  3. 3
    Auto-rig — Press Auto-rig from T-pose. It fits a 21-joint humanoid skeleton to the body and solves the skin weights. The mesh now deforms with the bones.
  4. 4
    Fix any joint — Every joint is an ordinary object. Move one that landed wrong, then press Re-bind weights.
  5. 5
    Add motion — Open the motion library, preview a clip on your character, and press Add to character.

It needs a T-pose

The skeleton is measured from the silhouette. An A-pose or an already-posed character hides the elbows and puts the arm joints in the wrong places. Pose after rigging.

For a multi-mesh character, the skeleton is measured from the largest mesh — the body — and every part is bound in one shared solve. Binding parts one at a time weights each without the others, and they come apart when posed.

The Skeleton step can also start from a template — humanoid, quadruped or chain — for shapes auto-rig does not measure. Add bone grows a child joint from the selected one, and Mirror copies off-centre joints across X.

Bind mesh to skeleton becomes Re-bind weights once a binding exists, and re-binding replaces the old weights. Undo does not remove a binding; use Unbind mesh.

IK lets you drag a hand or foot and have the limb follow. Add control rig puts IK on both arms and legs and a look-at on the head; Add IK to limb, on a hand or foot bone, does one chain; Bake IK turns posed chains into ordinary keyframes.

The motion library holds more than 2,500 motion-captured clips. Open it from the Motion step or Animate ▸ Motion library…. A preview plays on your own character at its real scale and adds nothing to the scene until you press Add to character, which writes ordinary keyframes.

Before adding a clip you can mirror it, keep it in place, change its speed, and adjust the arms and stance. Clips retarget to your character's proportions but need a skeleton the library can read as humanoid; when it cannot, the Rigging page names the missing joints. On a phone, tapping a clip applies it without a preview.

Already rigged?

If your file came with a skeleton — most FBX characters do — the rig imports with it. Auto-rig is for a mesh that has none.

Cameras

The viewport has its own free camera that is not part of the document. Add a camera object when the framing matters: it remembers a position, a lens and an aspect, it can be animated, and a render looking through it uses its framing. Its settings are on the inspector's Lens tab.

Shot Camera
Focal
50 mm
Project
Shift
X0.00
Y0.00
Clip0.1 m1000 m
Interface — a camera's Lens tab: Lens, Frame, Focus and Aim. Only Lens is open by default. The camera icon in the header is Look through.
  1. 1
    Add a camera — Click Camera on the create rail, or make one from the current view in the viewport header's View menu.
  2. 2
    Look through it — Press the camera icon in the Lens tab's header.
  3. 3
    Compose — Orbit, pan and dolly. While you look through the camera, these move the camera itself.
  4. 4
    Leave — Press the icon again. The free camera returns to exactly where it was.
Lens
A lens preset, Focal length (or angle of view), Project (Perspective or Parallel), Shift and Clip. A short lens exaggerates depth; a long one flattens it.
Frame
The delivery gate, its Pixels, how it Fits, and the Sensor.
Focus
Depth of field: switch it on, then set Focus on, Distance and Aperture.
Aim
Aim at a target to track, Frame subject to fill the frame with the selection, and Align to view to put the camera where the viewport is.

Camera moves made while looking through it are navigation, not edits: they are not in the undo history, so ⌘Z undoes your last change to the document instead. Moving the camera with the gizmo or its transform fields is an ordinary, undoable edit.

Render ▸ Camera move keys a ready-made move onto the clip — Orbit, Dolly in, Truck, Pedestal or Crane — and starts a clip if there is none. Curved moves follow their path, and a camera aimed at a target stays on it the whole way.

Inspecting is not composing

Framing an object or snapping to an axis moves the free camera and changes nothing in the document. Look through a camera only when you are deciding what the picture is.

The transport

The transport runs under the viewport in every section, so a scene with motion can be played wherever you are working.

12 / 120Timeline
Interface — the transport: play controls, the scrub bar, the frame readout and the Timeline button.
  • Play and pause, Back to start and Play backwards.
  • The playback mode — Loop, Play once or Ping-pong — once there is a clip.
  • A scrub bar to drag the playhead, and the current frame against the clip's length.
  • Timeline, which opens and closes the timeline beneath it.

The transport also says when something else shapes playback: a speed other than 1×, or procedural motion moving things without keys. Stepping one frame at a time has a key; the ? sheet shows it for your keymap.

Set the length and frame rate first

Both are in the timeline's header. Setting them before you animate saves re-timing everything later.

The timeline

The timeline is where keyframes live. It opens from the transport, fills the bottom of the Animation section, and shows the selected object's animated properties as rows against time.

Frame12/12024 fpsPlayFitSnap+ MotionSet keyAuto
024487296
Cube
Position
X0.00
Y0.00
Z0.05
Rotation
X0.00
Y90.0
Z0.00
Interface — the timeline in Keys mode. Each axis has its own row, so an object can travel on X across the clip while its Y holds still.
  1. 1
    Start a clip — Type a Length in the timeline header.
  2. 2
    Set the first key — Select the object, put the playhead on the first frame and press Set key. It records position, rotation and scale.
  3. 3
    Set the next key — Move the playhead, move the object, and press Set key again. Or turn on Auto, and every move you make records a key until you turn it off.
  4. 4
    Play it — Press Play in the transport. Studio fills in the frames between keys.

Position, rotation and scale are keyed per axis, so each has three rows. Other numeric properties are keyed with the diamond beside them in the inspector, and get a row here once animated.

The header holds Length (or Frame, once there is a clip), the frame rate, Play options (mode, direction, speed and in and out points), Fit, Snap to whole frames, Set key and Auto.

Drag a key along its row to re-time it, or drag a box across several to move them together; copy and paste work while the timeline has focus. With keys selected, the easing strip — Linear, Ease in, Ease out, Ease and Hold — sets how the value travels, and Curve… opens a library of easing shapes. Right-click a key for more, and double-click the ruler to drop a marker.

Curves is the other mode of this panel: it draws each track as a curve you can shape directly. It is also at Window ▸ Graph editor.

+ Motion adds motion without keys — a preset such as a spin, a bob or a flicker that loops forever and adds on top of any keys. Motion-captured clips for a character are in the motion library; see Rigging a character.

The playhead is where recording happens

Set key, Auto and every value you type act at the current frame. If a key lands somewhere unexpected, check the frame number first.

Rendering

The Rendering section turns the scene into a finished image. Its settings are in the left column and the render takes over the viewport. Render ▸ Render viewport (instant) is the one-click version from anywhere.

  1. 1
    Switch to Rendering — Pick it from the section pill.
  2. 2
    Choose the engine — Path traced, the default, traces light for a photographic result. Realtime is the viewport's own drawing — instant, and the only engine that draws splats and point clouds.
  3. 3
    Start it — Press Render scene (Render image under Realtime). A path-traced image starts noisy and cleans up as it runs; the button becomes Stop render, with Pause beside it.
  4. 4
    Save it — On the Output tab, set the resolution and format, then press Render still. While it runs, the button reads Finish & save — press it to write the frame reached so far.
Render scene
Exposure
1.00

Grade

Contrast
0.50
Film grain
0.00

Backdrop

Behind

The grade re-composites the image already traced, so it costs no samples. The backdrop is traced — change it and the frame settles again.

Interface — the Render tab. Look grades what has been traced; Quality decides what gets traced and costs time; Output saves it.

A render always draws your materials and the scene's own lighting, whatever the viewport's shading is. The exceptions are Display's two Preview lighting swaps: while either is on, the shading strip reads Preview and the render is lit that way too.

The Quality tab decides how far the image is traced:

  • Samples — how many passes before it stops. Drag to 0 for Unlimited.
  • Quality — Fast, Balanced or High, with the exact Bounces under it. Two bounces suit a single opaque object; a room lit through a window needs eight to twelve.
  • Glass depth — how many transparent surfaces a ray may pass through. A tumbler needs four and a shelf of them twelve; dark or muddy glass usually needs more.
  • Smooth the preview (on) — cleans the live image while it is noisy, and fades out before the end, so the saved image is the raw trace.
  • AI denoise when finished (off) — runs a denoiser once the frame converges, and does change the final image. Needs WebGPU.
  • Adaptive sampling — spends each pass where the frame is still noisy. Good for a subject on a plain backdrop.
  • Depth of field, the frame's Aspect, a render Region, and Tiles under Performance.

The Look tab grades the result: a Look preset, Exposure, a Grade group (tone mapping, temperature, contrast, saturation, film grain, bloom, vignette) and a Lens group (aberration, sharpening). Grading re-composites the traced image, so it costs no samples.

The Backdrop group is the exception — it is traced, so changing it restarts the image. Behind shows a flat Colour, the HDRI, or Alpha for a cut-out with real transparency. With the HDRI behind the scene you can blur and dim it separately from the lighting.

The Output tab saves stills at the viewport's size, HD through 5K, or a long edge you type, as PNG, JPG or WebP. An animation renders frame by frame to a zip of images; under Realtime it can encode an H.264 or WebM video instead. This session keeps what you rendered since opening the scene.

To check timing rather than make a final, Render ▸ Playblast animation records the clip from the live viewport as a video in a few seconds.

Watching a render is free; saving the file needs a paid plan

Every account can render on screen for as long as it likes. On the free plan, the saved file is a small watermarked preview; a paid plan saves it clean at full size.

If the tab struggles on a big render

Raise Tiles in the Quality tab's Performance group. Smaller bursts of GPU work keep the page responsive and stop a large render losing its graphics context. The image does not change.

The frame guides set the framing

Through the free camera, what renders is what the frame guides enclose — the render's Aspect is Match guides unless you change it — not what the viewport pane happens to show. Through a camera object, its own gate decides. Set or remove the guides with View ▸ Frame in the viewport header.

Sending an object to Paint or Mold

Send to, in the top bar, opens the selected object in Paint (the texture painter) or Mold (the sculpting app) without exporting a file. On a narrower window use File ▸ Send object to, or the viewport's right-click menu.

Send to
Paint — texture it
Mold — continue “Head 01”
Mold — sculpt it fresh

Two Mold rows, not one relabelled row: continue reopens the sculpt this object came from, with its history. Fresh starts a new one from the mesh as it stands now.

Interface — Send to, on an object that came from a sculpt. Each row wears the colour of the app it opens.
Paint — texture it
Gives the object layers, masks and painted maps. Paint's Send material to Studio… puts the result back on the same object here.
Mold — sculpt it
Offered for an object that has never been sculpted.
Mold — continue
Reopens the sculpt this object came from, with its history.
Mold — sculpt it fresh
Starts a new sculpt from the mesh as it is now, including your changes since.

From Mold, Update in Studio brings the sculpt back onto the object. For light work without leaving Studio, use the Sculpt section.

When Continue is missing

The link to a sculpt is stored on the object, so it survives saving and reopening. Continue is missing only when the sculpt was deleted, your sculpts have not finished loading, more than one object is selected, or the object is a duplicate — copies do not inherit the original's sculpt.

Send to is free

It hands an object between apps in your account; it is not an export.

Saving and exporting

Saving keeps the scene so you can come back to it. Exporting hands a copy to something that is not Studio.

Press ⌘S to save. The scene is written to this browser first, so nothing waits on the network, then backed up to your Scenes library, where every device you sign in on can open it. ⇧⌘S saves a copy under a new name, and ⌘O opens a saved scene.

The save chip beside the scene's name shows how far a save has got — see The top bar for its five states.

File ▸ Export… opens one dialog, organised by where the file is going:

3D model
To open in another 3D tool: GLB (the default), glTF, FBX, OBJ, STL (for printing) or USDZ (opens in AR on an iPhone). GLB, glTF and FBX carry animation (FBX without skin weights, textures or shape keys). Options cover the whole scene or the selection, compression, and embedded or separate textures.
Game ready
A GLB option, also at File ▸ Export game-ready GLB…. Each mesh gets three lighter levels of detail, tangents, one packed occlusion/roughness/metal texture and a simple collision shape. Animation and hierarchy are left out. For a scan, run Mesh ▸ Make game ready… first.
Web
To put on a page: a self-contained page, an embed snippet, a React component or a plain three.js module. The last two download as a zip of the code and the scene.
Publish
Studio hosts the scene and gives you a live link.
Scene file
An .mxs copy of the document itself, including what model formats cannot carry: generators, modifiers, animation and render settings.

Exporting needs a paid plan; saving does not

Building, lighting, animating and rendering on screen are free, and so is keeping scenes in your Scenes library. Taking a file out — any export, or a full-size render — needs a paid plan; on the free plan the dialog shows what each option would unlock instead of a Download button. View in AR, on a phone or tablet, works on every plan.

Keep the scene file

A model format bakes generators into polygons and drops what it cannot represent. The scene file keeps everything, so it is the one to keep if you want to carry on editing the way you built it.

Asking & the keyboard

Keyboard shortcuts

Press ? at any time, or choose Window ▸ Mouse & keyboard…, to see every key and mouse gesture and to choose your keyboard layout.

The camera gestures of Maya, Blender, Cinema 4D and Spline all work at once, because they use different buttons and modifiers: ⌥-drag orbits as in Maya and Cinema 4D, middle-drag orbits as in Blender, and space-drag or right-drag pans. Whatever your hand already knows works from the first drag.

The letter keys differ, because those apps put move, rotate and scale on different letters. Studio ships three layouts — mixos (Maya-style), Blender and Cinema 4D — chosen in the ? sheet or in Preferences.

Why this manual lists so few keys

Most letter keys depend on your layout. The keys below are the same in every layout; for the rest, press ? to see the keys for the layout you use.

The same in every layout

Find any command by name
⌘K
Undo
⌘Z
Redo
⇧⌘Z
Redo (Windows and Linux)
CtrlY
Save to your Scenes library
⌘S
Save as a new scene
⇧⌘S
Open a saved scene
⌘O
Open a scene file
⇧⌘O
Duplicate the selection
⌘D
Group the selection
⌘G
Select everything
⌘A
Deselect
⌥A
Invert the selection
⌘I
Deselect, or leave point editing
Esc
Delete the selection
Delete
Enter or leave edit mode
⇥

While an operation is armed

Accept the previewed result
⏎
Cancel — nothing was written, so there is nothing to undo
Esc

⌘K is the one to remember

If you know what you want but not where it lives, ⌘K finds it by name and runs it, in any layout.

Generate image & video — AI from your scene

The Generate image & video section makes a finished image or short video from the scene you built. Rendering traces light; this hands a picture of your scene to a generative model and gets a new picture back. Its settings are on the Image & video page in the left column, and Render ▸ Generate image with AI… or Generate video with AI… takes you there from anywhere.

  1. 1
    Frame the shot — Set up the view or camera you want. Generation starts from the current camera view.
  2. 2
    Make the still — On the Image tab, describe the picture or start from a look — Photoreal, Product, Cinematic or Illustrated — and set Scene fidelity. Generate image shows its credit cost on the button.
  3. 3
    Prepare the motion — On the Video tab, press Prepare under Scene motion to capture your animation. The still from the Image tab becomes the Style image.
  4. 4
    Make the video — Describe the finished video and set Video length; the price updates as you drag. Then generate it.
Keep shape
Holds every form exactly as modelled.
Polish
Refines while keeping the idea.
Rethink
Allows a bigger redesign.

Video settings holds the rest. Quality picks the engine — Precise (the default), Kling or Cinematic — each with its own range of lengths.

Motion guidance chooses what the motion capture records. Precise, the default, captures the scene's depth, so the video follows your real geometry and animation closely. Shaded captures the shaded view instead, a looser guide; the page says when an engine works better with it.

You see the cost before you spend

Generation uses AI credits. A free account starts with a few to try it, and paid plans include more. Video is priced per second, so the length slider shows the price as you drag. Downloading the finished image or video needs a paid plan, and what you make is kept with the scene under This scene's generations.

Generate and Render take turns

The render covers the canvas a capture reads from, and both move the playhead, so they cannot run at once. While a render runs, the Generate buttons are disabled and say why. Leaving the Rendering section stops the render.

Glossary

The 3D words this manual uses without stopping to explain them.

Mesh
A surface made of flat faces meeting at edges and points. Every solid object in a scene is one, however smooth it looks — smoothness is small faces plus shading.
Vertex / point
A corner. Move it and every face touching it changes shape.
Edge
The line between two points.
Face / polygon
A flat patch bounded by edges — three of them makes a triangle, four a quad. Quads are easier to model with; everything becomes triangles by the time it is drawn.
Topology
How a mesh is divided up, as distinct from what shape it is. Two objects can look identical and have topology that makes one a pleasure to edit and the other unusable.
Normal
The direction a face points, which is how the renderer knows which side is outside. A face with its normal reversed goes invisible or black.
UV
A coordinate on a flat square, assigned to every point on the mesh, so a texture knows where to land. Making them is unwrapping.
Material
A description of how a surface answers light — colour, roughness, metalness, transparency. Not a colour: a material with no light is black.
PBR
Physically based rendering. Materials described in terms that behave like real ones, so the same surface looks right under any lighting.
Map / texture
An image feeding one channel of a material. A colour map paints it; a roughness map says where it is shiny; a normal map fakes detail without adding geometry.
HDRI
A photographed sphere of light used as the scene's environment. It lights everything from every direction at once and fills the reflections — the fastest route to a scene that looks photographed.
Generator
An object that builds geometry from parameters or from other objects and keeps them live. A primitive cube is one; so are lathes, sweeps and cloners.
Modifier
A stage in a stack that changes a mesh on the way to the screen without changing the mesh underneath.
Sculpting
Shaping a dense mesh with brushes, as if it were clay, instead of moving points and faces one at a time.
Transform
Position, rotation and scale — where an object is, which way it faces and how big it is.
Pivot / origin
The point an object rotates and scales around. Put it in the wrong place and a door swings from its middle.
Parent / child
A containment relationship. Moving a parent moves its children; the child keeps its own transform relative to the parent.
Keyframe
A recorded value at a moment in time. Two of them and the application fills in everything between.
Easing
The shape of the travel between two keyframes. It is the difference between motion that reads as deliberate and motion that reads as mechanical.
Rig / skinning
A skeleton inside a mesh, and the weights saying how much each bone moves each vertex.
Path tracing
Rendering by firing rays into the scene and averaging what they find. It starts noisy and cleans up the longer it runs.
Sample
One of those rays, per pixel. More samples means less noise and more time.
Bounce
How many surfaces a ray may hit before it is given up on. Samples decide how clean the image is; bounces decide how much light reaches it at all.
Denoise
Cleaning up a partly-converged render rather than waiting for it to finish converging.
Gizmo
The handles drawn on a selection for dragging it — and the axis marker in the viewport corner, which is a different gizmo doing a different job.

When something looks wrong

Find your symptom below. Most problems are a setting doing exactly what it says somewhere you were not looking.

The viewport

  • The viewport shows a message instead of the scene. Studio draws with WebGPU and falls back to WebGL2. If the browser offers neither, the viewport explains why and links to browsers that work. On WebGL2, splats and particles are hidden and say so.
  • A message says the viewport hit an error. Reload the page, then choose File ▸ Autosave ▸ Recover autosaved scene before you add anything — Studio opens empty, and autosave keeps the copy until you do.
  • It is not responding to clicks. A tool is probably armed and waiting in the operator panel (the operator bar on a phone). Press Esc to cancel it.
  • It looks cropped, or the grid is cut off. Those are the frame guides showing what will render. Turn them off with View ▸ Frame ▸ Off in the viewport header.
  • It is stuttering. Open Stats from the outliner header to find the heaviest objects. Lowering Resolution or Shadows in the Display menu buys headroom without touching the scene, and Render ▸ Analyze performance… and Optimize scene look at the scene itself.
  • Textures look soft on a phone or tablet. To stay within the device's memory, Studio draws textures at up to 512 pixels on a phone and 1024 on a tablet, and renders on that device use the same. Exports keep the full-resolution textures.

Lighting and surfaces

  • Everything went dark when I added a light. Your first lamp, Sun or Environment switches off the stand-in studio light, so one dim lamp can leave the scene darker than before. Add an Environment and a Sun, or a Three-point rig, from Light on the create rail.
  • One object is black. Check its UVs on the UV page — a texture on an object without UVs has nowhere to land.
  • My render does not look like the viewport. A render always uses your materials and the scene's lighting, so a Clay or Wire viewport will look different. If the shading strip reads Preview, turn off both Preview lighting rows in Display.
  • The render is noisy. Let it run longer or raise Samples; switch on AI denoise when finished for the final image. Dark or muddy glass needs more Glass depth, and a dim interior more Bounces.

Objects and editing

  • An imported model is tiny, huge or nowhere to be seen. Pick the right unit in the Import as prompt, or scale the model in the inspector afterwards. To find it, right-click its row in the outliner and choose Frame.
  • My edit went to the wrong object. Check the outliner: it shows what is selected and what is parented to what.
  • The modelling tools are greyed out. Hover one to see what it needs, such as “Select exactly two faces”. The selection also clears after every operation on purpose.
  • A deformer did nothing, or came out blocky. Add a Subdivide stage above it in the modifier stack.
  • Sculpt will not start. Select exactly one mesh. A primitive or other generator needs Make editable first — the prompt over the viewport offers it.
  • A control I remember has gone. You are probably in a different section, or the context bar is hiding it because it does not apply to the current selection. ⌘K finds every command by name.

Saving and opening

  • Studio opened an empty scene. Studio never reopens a scene by itself. Press ⌘O to open one from your Scenes library.
  • I lost unsaved work to a reload or crash. Before you add anything, choose File ▸ Autosave ▸ Recover autosaved scene. It brings back the last autosaved copy and replaces what is open. Discard autosave deletes that copy for good.
  • The save chip says This device. The scene is saved in this browser, but its backup has not reached your account — for example because you are offline or your storage is full. Fix that, then press ⌘S or click the chip.
  • I cannot find my scene. Press ⌘O. If it is not in your Scenes library, check the save chip on the device where you made it: This device means it never reached your account, and Unsaved means it was never saved.

Ask what happened

History's Command log shows what ran and what it reported, including refusals and their reasons. Mixos AI can follow command results when it is available — see Building by asking.

Frequently asked questions

Do I need to install anything to use Mixos Studio?+

No. Studio runs in a browser tab — no install, no drivers, no upload wait; you sign in with a free Mixos account to open it. There are also desktop builds for Mac and Windows if you prefer an app window, but they run the same application.

Can I use my Blender or Maya keyboard shortcuts?+

Yes. Press ? and pick your keymap — Studio ships mixos (Maya-style), Blender and Cinema 4D presets, which set the letter keys. Navigation needs no preset at all: the Maya, Blender and Cinema 4D orbit, pan and zoom gestures all work at once, so orbiting works the way your hands already expect.

Why does my render look different from the viewport?+

The render always draws your materials under the scene's own lighting, whatever the viewport's shading mode — so a Clay or Wire viewport will look nothing like it. If the render looks flatly lit, check the viewport's Display menu: its two Preview lighting switches stand a studio rig in for your lamps or world, and they apply to the render too.

Is Mixos Studio free?+

Building, lighting, animating and rendering on screen in Studio are free with a free account, and so is saving — your scenes back up to that account so they open on every device. A paid plan, or the one-time licence, is what adds exporting files and full-size, unwatermarked renders. AI generation runs on credits: a free account gets a few to try it, and paid plans add a monthly allowance.

How do I get help on a specific panel?+

Right-click it. Every panel and toolbar in Studio carries a help anchor, and the right-click menu ends with a Help row that opens this manual at the section describing that exact control.

Everything in this manual runs in a browser tab. Sign in and start building — there is nothing to download.

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