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3D Animation Editor

Edit the animation clips inside a GLB, GLTF or FBX model directly in your browser.

upload_file

Click to browse or drag & drop files here

Select an animated model — GLB, GLTF, FBX, DAE or USDZ

Accepted: .glb,.gltf,.fbx,.dae,.usdz,.usd

Companion files (optional)upload_file

Click to browse or drag & drop files here

Add the .bin buffer and textures a .gltf file refers to

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Clip surgery without re-exporting the model

Animated models arrive with the wrong clips, the wrong names and the wrong lengths. A Mixamo download calls its clip Armature|mixamo.com|Layer0. A character kit ships twelve animations when your game loads three. A walk cycle has forty frames of standing around bolted onto the end. Fixing any of that normally means reopening the source scene in Blender or Maya and re-exporting — which is fine, until the source scene is not yours.

This editor works on the delivered file. Load a GLB, GLTF or FBX, and every animation clip inside it becomes something you can rename, trim, retime, delete or pull out into its own file.

What each operation does

Rename sets the clip name that engines look up. Unity, Unreal, three.js and Babylon all address clips by string, so a rename is often the only change a file needs.

Trim rewrites each sampler to the time range you keep, then rebases the times so the clip starts at zero. Boundary keyframes are sampled at exactly your start and end times — with quaternion-correct blending for rotations — so the trimmed clip does not pop on the first frame.

Retime divides every keyframe time by a speed factor. 2× halves the duration, 0.5× doubles it. The poses are identical; only the clock changes.

Extract clones the file, drops every other animation, prunes the leftovers and writes a GLB carrying exactly one clip. This is how you split a glTF animation library into separately streamable files.

Delete removes a clip and the keyframe data behind it, which is usually the fastest way to make an animated file smaller.

Read before you cut

The Targets tab lists every channel in the selected clip: the node it drives, the property (translation, rotation, scale or morph weights), the interpolation mode and the keyframe range. It is how you discover that a "facial" clip is also animating the root transform, or that one bone is sampled at ten times the density of the rest.

Lossless where it counts

Edits are applied to the glTF document rather than to a three.js scene, so meshes, materials, textures, skins, extras and extensions survive exactly as they arrived. Only the accessors behind the animation samplers are rewritten. Files that are not glTF are converted first, and the tool says so.

Private by design

Everything runs in your browser. No upload, no account, no server — safe for unreleased characters and client work under NDA.