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Studio

Create, animate, inspect, optimize, and arrange 3D assets with the browser-based ThreeJS Assets Studio.

26 articles · updated Aug 11, 2026
01

Studio overview

What the browser-based ThreeJS Assets Studio is — three creative tools (animate, model, build) that run entirely in your browser, free with an account, and stream the threejsassets catalog into every tool.

4 min read
02

Signing in & your projects

How to sign in to the Studio with your threejsassets account, navigate the Home projects dashboard and its sync badges, switch between the three tools, and drive everything from the command palette.

6 min read
03

Using the asset library

The Studio's shared asset library — the docked bottom shelf of assets you can use now, and the fullscreen browser where you filter, sort, and buy — plus how to drop any of them into the editor you're in.

6 min read
04

Your account & customer perks

The Studio account chip and its Lifetime/Customer badges, the customer perks that pack and lifetime owners unlock (saved presets, batch export, cloud sync), the separate entitlement on character exports, and the TJA_ license-key fallback for signed-out or desktop use.

4 min read
05

Character: overview & layout

A tour of the Studio's Character tool — its 65-bone Mixamo-compatible rig and the bone hierarchy, viewport, tabbed sidebar, and timeline.

5 min read
06

Posing & IK

Pose the 65-bone rig with FK gizmos and rotation fields, reach hands and feet with analytic two-bone IK, swivel elbows and knees, drive the head and torso, solve the whole body at once, mirror left to right, and apply preset poses.

4 min read
07

Keyframes, dope sheet & curves

Record keyframes with auto-key or explicitly, edit timing in the dope sheet with multi-select and retiming, shape per-key easing in the curve editor, and preview motion with onion-skin ghosts.

4 min read
08

Clips, sequences & layers

Manage multiple animation clips, load clips from the library, chain them into crossfaded sequences, stack additive layers with live weight blending, and clean up motion with the root-motion and loop-fix tools.

4 min read
09

Importing your own character

Bring a Mixamo-rigged GLB into the Character tool: supported files, skeleton requirements, automatic scaling, missing-bone warnings, and common import failures.

3 min read
10

Exporting animations

Export your work from the Character tool: portable clip JSON, a GLB with the rig, mesh, and clips (or a bare animation rig for retargeting), an optional .rig.json report, a batch ZIP of GLBs, and the .animproj.json project file.

6 min read
11

Building characters with the Character Creator

Generate a rigged, animatable character in the browser from a character product: styles, palettes, live proportions, painted faces, a whole cast per project, GLB export, and the editable source bundle you get when you buy.

8 min read
12

Editor: overview & layout

The Studio model editor does two jobs — inspect, transform, optimize and re-export any GLB, and author new low-poly pack-convention assets — from a three-panel layout around a lit viewport.

3 min read
13

Importing & inspecting models

Bring a GLB into the Studio editor by drag-drop, file picker, or library insert, then inspect its scene tree and live model statistics.

4 min read
14

Transforms & materials

Move, rotate and scale with snapping and pivot tools, bake transforms into geometry, and edit MeshStandardMaterial surfaces — including per-zone recolour for configurator assets — in the Studio editor.

3 min read
15

The modifier stack

Stack non-destructive geometry modifiers — shading, weld, decimate, and fit-to-bounds — reorder and toggle them over a live preview, then apply the stack to bake, with skinned-mesh guards throughout.

2 min read
16

Optimizing & exporting GLBs

Optimize a model in the browser with prune, dedup, weld, quantize, and optional Draco compression, compare the result, and export a self-contained GLB.

3 min read
17

Creating pack-convention assets

Author new low-poly assets from parametric primitives, vertex-paint them from a shared palette, check common asset conventions, and save them to My creations.

4 min read
18

Map builder: overview & layout

Compose 3D worlds with placed assets, scatter brushes, auto-tiling roads, layers, lighting, and export tools in one map-building workspace.

4 min read
19

Placing assets & the scatter brush

Place single assets, scatter clusters, paint connected roads, erase in a radius, and transform or organize placements with snapping.

5 min read
20

Layers & organization

Group placements into layers with visibility and lock controls, drag to regroup and reorder, read the map from the minimap, and manage every saved map in the My Maps gallery.

3 min read
21

Environment & time of day

Light your map with time-of-day presets, sun angle and ambient, choose a ground material, and dial in fog, shadows and sky — every control updates the scene live and round-trips with the map.

1 min read
22

Seeding from a WorldPlan

Materialize a procedurally generated WorldPlan into a map — the seeder resolves each placement's semantic hint onto an asset you own, so a whole town lands as one undoable step.

2 min read
23

Exporting a map

Export your map as a binary glTF scene with baked placement transforms, or as an engine-agnostic placement manifest — plus how the map project itself is saved, imported and renamed.

2 min read
24

Keyboard shortcuts reference

Keyboard shortcuts for the Studio shell, Character, Editor, and Map tools, plus how the in-app cheat sheet differs from pane-specific controls.

7 min read
25

Studio file formats

Reference for the editable and exported formats used by Studio: clip JSON, project files, map documents, road networks, presets, WorldPlans, character sets, source bundles, and GLB.

15 min read
26

Scripting & automation

Use the browser console to inspect and run Studio commands, manage open projects, and connect a local MCP client to a live Studio tab.

7 min read
Up next
Formats & optimization
Studio — threejsassets.com