Getting Started

From zero to animated in minutes. No install. No drama. Just sign in and go.

What You Need

A modern browser. That's it. No downloads, no plugins, no thirty-step installer that asks if you really want to set Bing as your default search engine.

✅ Pro Tip

Chrome and Edge give you native OS file dialogs via the File System Access API. You get real "Save As" dialogs, smart filename suggestions, and the whole desktop-app feel. Firefox and Safari work perfectly too — they just use traditional upload/download.

Supported File Formats

We don't gatekeep formats. If the 3D world uses it, we probably load it.

Format Extension Use Case
GLB / GLTF .glb .gltf Your main format. Models + textures + animations + skeleton, all in one file.
FBX .fbx Models and animations. Load FBX characters directly or import Mixamo animations for retargeting.
VRM .vrm VRoid Studio and Ready Player Me avatars with spring bones + expressions.
BVH .bvh Motion capture data — the CMU database has 2,500+ free clips.

Loading Your First Model

Three clicks. No config files. No YAML incantations. Just you and your model.

  1. Click Load Model in the header bar It's the big obvious button up top. You can't miss it. We designed it that way on purpose.
  2. Pick a GLB, VRM, FBX, or GLTF from your machine Your OS file dialog opens (or a standard file picker if you're on Firefox/Safari). Select your model and let it rip. Most generative 3D platforms like Meshy, TripoAI, and Ready Player Me export as GLB or FBX — both work.
  3. The camera auto-frames your character — you're ready to go The viewport zooms to fit your model at a comfortable distance. Bones are visible, the skeleton is mapped, and you're in business.
The 3D viewport with a sample biped character (Brock) loaded. The character stands on a faint isometric grid with red, green, and blue axis lines marking X, Y, and Z. The top-right of the viewport shows five display-mode toggles labelled Wireframe, Skeleton, Model (highlighted), Grid, and IK. The top-left shows the current mode indicator reading 'Navigate (V)'.
Figure 1. Right after a successful load. The camera auto-frames the character at a comfortable distance, the bones are mapped, and the display-mode toggles in the top-right corner (Wireframe · Skeleton · Model · Grid · IK) let you switch how the mesh is rendered without affecting the underlying data.
ℹ Auto-Detection

Models from Meshy3D TripoAI RPM VRoid and Character Creator are all auto-detected. The app knows what platform your model came from and configures itself accordingly — bone naming, scale, axis orientation, the works.

Navigating the Viewport

Standard 3D viewport controls. If you've ever used Blender, Maya, or basically any 3D app in the last two decades, you already know this.

Action Mouse Touchpad
Orbit Left-click + drag Two-finger drag
Pan Right-click + drag Shift + two-finger drag
Zoom Scroll wheel Pinch

Understanding the Interface

Five areas. That's all. We kept it tight so you spend time animating, not hunting for buried menus.

The full Animator interface with Brock loaded. From top: a header bar with the BLACK BOX ANIMATOR logo, a Load Model button, a Mode dropdown reading 'Navigate (V)', undo/redo arrows, a Clean Model button, dropdowns for Morphs and Keys profiles, an Export menu, and New Animation and Blackbox Skinner buttons. Down the left edge: an Animations list (Idle_11 selected, plus Regular_Jump, Running, Walking, run_fast_3_inplace), a Bind Pose Editor row, an Animation Retargeting Premium card with Import Animation and Bulk Import Animations buttons, and an Expressions section. The centre is a 3D viewport with Brock (a young biped in a teal shirt) standing on a grid; five display-mode toggles sit in the upper-right corner. The right panel shows a Bone Controls list with Hips, LeftUpLeg, LeftLeg, LeftFoot, and LeftToeBase rows, each exposing position and rotation values. The bottom strip is a timeline with playback controls, keyframe tools, a frame counter reading 'Frame: 1 / 57 Time: 0.00s', and a SPINE & HEAD track showing dozens of blue keyframe diamonds.
  1. Header bar — mode selector, model and animation actions, export profiles. Mission control.
  2. Left panel — your animation library, retargeting tools, bind-pose editor, expressions.
  3. 3D viewport — the canvas. Character, bones, IK targets, axes, gizmos.
  4. Right panel — bone-by-bone position, rotation, weights, and constraints for whatever's selected.
  5. Timeline — playback, keyframe tracks, scrub bar, copy/paste tools.
Figure 2. The five regions of the Animator. The rest of this section walks each one in turn.

1. Header Bar

The header bar in detail: BLACK BOX ANIMATOR logo on the left; then a blue Load Model button; a Mode dropdown showing 'Navigate (V)'; undo and redo arrows; a left-right swap arrow; a Clean Model button with a broom icon; a Morphs profile dropdown reading 'Morphs: Game'; a Keys profile dropdown reading 'Keys: Standard'; an Export dropdown; and at the right edge a New Animation button and a Blackbox Skinner button.
Figure 3. The header bar, full width.

The mode selector cycles through Navigate (V), Select (S), Rotate (R), and Translate (T) — plus toggles for IK and bind-pose editing further in. Load Model opens the file picker. Undo (Ctrl+Z) and Redo are next to it. Clean Model strips deduplicated geometry and zeroed morph targets in one click. The two dropdowns — Morphs: Game and Keys: Standard — control which export profile your model bakes into when you ship it. Export… opens the export menu.

2. Left Panel

The left panel from top to bottom: an Animations header with a list of five clips (Idle_11 highlighted in blue, Regular_Jump, Running, Walking, run_fast_3_inplace) each row offering Rename, Duplicate, and Delete buttons; a Bind Pose Editor row with an Edit Bind Pose button; an Animation Retargeting Premium card containing two large blue buttons labelled Import Animation and Bulk Import Animations; and at the bottom an Expressions section header.
Figure 4. Four sub-sections, top to bottom.

Four stacks live here, each independently scrollable:

3. 3D Viewport

The 3D viewport showing a different character mid-action — a slim female biped in a black two-piece, paused mid-stride during a punching-bag animation, both arms raised in a guard. Her body twists forward; one foot lifts off the ground. The vertical green axis runs through her body and orange/blue axis lines extend along the floor grid. Display-mode toggles (Wireframe, Skeleton, Model selected, Grid, IK) sit in the upper-right corner; the 'Navigate (V)' indicator is upper-left; a frame counter at the bottom reads 'Frame: 80 / 97 Time: 2.63s'.
Figure 5. Same viewport, different model, mid-pose. A retargeted Mixamo Punching Bag animation paused at frame 80/97 on a Tripo-style export (39-bone rig, non-Mixamo bone naming). The Animator handled the platform detection and bone mapping automatically — the user just hit play.

Where the work happens. The toggles in the upper-right corner switch how the mesh renders without changing any data: Wireframe shows just the polygon edges, Skeleton overlays the bones, Model (default) renders the textured mesh, Grid hides or shows the floor grid, and IK reveals the IK target gizmos for grab-and-drag posing.

4. Right Panel

The right panel showing per-bone properties. A Bone Controls header sits at the top. Below it, expandable rows for individual bones — Hips (currently expanded), LeftUpLeg, LeftLeg, LeftFoot, LeftToeBase — each exposing numeric Position fields (x, y, z) and Rotation fields (x, y, z). Each bone row also has collapsed sub-sections for Weights and Constraints.
Figure 6. Bone properties for the currently selected bone — Hips, expanded.

Per-bone properties for whatever's selected. Each bone row exposes:

5. Timeline

The bottom timeline strip. From left to right at the top of the strip: play (▶), pause (⏸), and stop (⏹) buttons; +Key and -Key buttons for adding or deleting keyframes; a key-icon toggle button; an All Keys button; clipboard and clipboard-plus copy-and-paste buttons; a paint-roller icon; and a Frame: 1 / 57 Time: 0.00s readout. Below this row are time markers (0s, 1s) and a SPINE & HEAD (8) track containing a dense row of small blue diamond keyframes; an inner Hips track underneath shows another dense row of keyframe markers.
Figure 7. The timeline strip. Each blue diamond is a keyframe; the dense row at the bottom belongs to the Hips track of the selected animation.

Playback (▶ ⏸ ⏹) on the far left, then keyframe tools: + Key sets a keyframe at the current frame, - Key removes one, All Keys sets keys on every visible track, the clipboard pair copies and pastes keyframe state, and the frame counter on the right shows where the playhead is. Drag the playhead anywhere along the ruler to scrub.

Your First Animation Edit

Time to break stuff. (Not really — but that energy is encouraged.)

  1. Press S to enter Select mode, then click a bone Try an arm. Arms are satisfying. The selected bone highlights and the right panel shows its properties.
  2. Press R to enter Rotate mode You'll see RGB rotation rings appear around the selected bone — red for X, green for Y, blue for Z.
  3. Drag a ring to rotate the bone The character moves! The skeleton follows! You're animating! It's that simple.
  4. Check the Autokey button in the timeline If it's on (highlighted), keyframes are created automatically as you pose. If it's off, you're just noodling — which is also fine. Noodling is underrated.
  5. Move the playhead, pose again, and hit Play Jump to a different frame on the timeline, create a new pose, then smash that play button. Congratulations — you just made an animation. From scratch. In a browser.
✅ Don't Panic

Ctrl+Z undoes everything. Seriously, everything. Rotation? Undone. Deleted keyframe? Restored. Existential regret? Well, that one's on you — but the animation stuff is fully covered. Go wild.

What's Next

You've got the basics. Now pick your path. Each of these is a deep dive into a core feature that'll level up your workflow.