Spline 3
浏览器里的实时协作 3D 设计平台,让设计师无需 Blender 即可做出可交互的网页 3D 内容
In-depth Report
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Spline is a collaborative 3D design tool that runs entirely in the browser. It has only one goal: to allow designers who don’t understand Blender or write Three.js to create interactive, real-time 3D web content. It is often called "Figma in the 3D world" - the interface is close to the habits of designers, multiple people can edit in the same frame in real time, and the completed scenes can be exported into web components or embedded codes with one click. Spline is not intended to replace professional 3D software, but to free 3D content production from the steep learning curve, focusing on lightweight 3D scenes such as marketing landing pages, product displays, and interactive icons. In 2026, it bet on AI again and launched the Omma agent that uses natural language to generate scenes, websites, and games.
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Spline was founded in March 2020 by Alejandro León (CEO), Andrei Linkov, and Theresa Johansson. It started in Santiago, Chile, and is now headquartered in San Francisco, USA. The main body of the company is Spline, Inc., which is a project of Y Combinator's 2021 winter batch. León has been obsessed with 3D since he was a child and taught himself programming. The original intention of starting his business was to "make 3D design simpler and easier to learn." In terms of financing pace, a US$15 million seed round was obtained in July 2023, led by Google's AI fund Gradient Ventures, with participation from First Round Capital, Y Combinator, Vercel's Guillermo Rauch, etc.; in June 2024, another US$16 million Series A was completed, led by Third Point Ventures, followed by Gradient and First Round, with a total financing of approximately US$32 million, and a valuation of Reaching approximately $55 million in July 2023. On the user side, in July 2023, officials said that there were more than 1 million creators, and the community has created more than 7 million scenes. The number of users in 2024 has doubled compared with the previous year.
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The core workflow of Spline is "build a 3D scene in the browser, add materials and lights, set up interactions and animations, and export and embed the web page with one click." It provides basic geometry, vector editing modeling tools, layered material system (can be multi-layered or use ready-made material libraries), real-time rendering, and a code-free interaction system based on States and Events - clicks, hovers, and scrolls can trigger animations or physical feedback. It also has built-in game controllers, physical simulations, and particle effects. In terms of animation, Timeline Animation (Beta) launched in September 2025 has made up for the shortcomings: using key frames for smooth motion, a built-in curve editor to control easing, supporting multiple timelines and video export, making the motion arrangement of complex multi-objects more refined. In terms of data access, Variables, Webhooks, APIs and AI allow scenarios to pull real-time data. The export covers Web, iOS, and Android natively, and provides SDK and Spline Viewer components for React, Next.js, Swift, and Kotlin. It can be embedded into Webflow, Framer, or ordinary HTML pages with just a few lines of code. Spline also has a canvas product called Hana, which is positioned as "interactive 2D design". It has unlimited canvas, automatic layout, vector network, Fill to 3D (December 2025), copy and paste from Figma (February 2026), pencil tool, etc., trying to open up 2D and 3D workflows. AI is the focus of 2025-2026. In addition to early AI style migration, AI textures, and Vincent 3D, Omma, released in March 2026, is a multi-agent system: code, images, and 3D generation agents work in parallel to directly produce 3D landing pages, interactive web applications, and even games from a description. It supports WebGPU, physical simulation, real data access (CSV/JSON/DOC/GLB), and can be deployed to online URLs and custom domain names with one click; in the same period The /material command can use prompt words to generate a complete set of PBR materials (diffuse, normal, height, roughness map) at once.
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Spline goes the Freemium route. The free version has no limit on the number of public projects, but the export will have a Spline watermark, and the projects will be public by default. The caliber of each source on the paid side is slightly different: the Pro (or Starter) file is about US$9-12/person/month, unlocking private projects, watermark removal and advanced export; the Team file is about US$18-36/person/month, adding organizational management, shared material library and priority support; Enterprise is a customized quotation, providing SAML single sign-on, SOC 2 (Type 1 and Type 2), ISO 27001, GDPR and other compliance capabilities. There is a surcharge for Omma's AI capabilities, which is about US$5/person/month, including 2,000 credits. Overall, the free version is enough for learning and creating a portfolio, and real commercial watermark removal starts from a dozen dollars, which is a very low threshold for creative teams.
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Positive feedback focused on “getting started quickly” and “collaboration is fun”. Many designers say that they can drag out the first scene with materials and hover animations in half an hour without having to read tutorials; for real-time collaboration, you can see teammate cursors and comments like Figma, which is especially useful for remote teams; React/iframe export is called a "life-saving tool" by the front end, saving the cost of handing over 3D to developers to rewrite WebGL from scratch. The community atmosphere has also been mentioned many times - young but active, and officials are quick to respond. Negative feedback is highly consistent in pointing to "performance" and "depth." Complex, high-polymer scenes will get stuck in the editor, and after being exported to a web page, it is more likely to drag down the page performance on mid- to low-end mobile phones, often requiring a lot of manual optimization; the modeling depth is far less than that of Blender, and advanced sculpting, precise UV expansion, and movie-level rendering are not within its goals; AI-generated objects often need to be manually repaired; the product files exported by the code are not small in size, and optimization is an unavoidable operation and maintenance burden.
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The media and reviews generally place Spline in the "Web-first 3D" category: it eats up the gaps between Figma (focused on 2D), Blender (free but with a learning curve of months), and Three.js (a code library rather than a design tool), turning interactive 3D into something that designers can directly use. In mid-2026, many reviews rated it 3.8-4.3/5. The consensus was that "it does the right thing in terms of ease of use and accessibility", but "complex rendering and game-level assets are not its job." In the competitive product landscape, Rive is stronger in 2D interactive animation, Jitter does UI animation, Framer does animation website, and Blender, Cinema 4D, and Maya are still irreplaceable professional pipelines. A trend that has been mentioned repeatedly is that by the end of 2026, the availability of WebGPU on Safari and the replacement of Gaussian Splattering for real-life capture projects may further raise the baseline threshold for Web 3D.
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The biggest controversy comes from the positioning gap: Spline never claims to be a substitute for Blender, but some novices still enter the game with the expectation of "making a Pixar-level character", and the gap is obvious. Secondly, there is performance uncertainty - smoothness in the editor does not mean smoothness online, mobile optimization is a hard cost, and performance-sensitive projects are a hidden danger. In terms of compliance and privacy, as a fast-growing start-up, the visibility of public projects and the completeness of the details of the privacy policy have been pointed out as being weak. Fortunately, it has obtained SOC 2 and ISO 27001. Being unavailable offline (the entire process relies on the cloud and the network) is also a hard limitation. It is basically not available on airplanes or in weak network environments. As a Beta only released in March 2026, Omma is still in the "experimental" stage, and its stability and finished product quality still need to be observed.
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Spline is suitable for web/product designers, marketing teams, front-end developers and independent developers - if you want to add a rotatable 3D product to the landing page, make interactive 3D for the Hero area of the official website, make product configurators or animated icons, it is almost the most trouble-free option. The learning cost is low, and the free file can verify whether it is suitable. It is also clear who it is not suitable for: 3D artists who need film and television-level rendering, professional modeling/sculpting, teams making low-poly assets for AAA games, and architectural/engineering scenes that require precise CAD modeling. If you are pursuing ultimate performance or full code control, you should go directly to Three.js or Blender. As an alternative, look to Rive for pure 2D interactive animation, Framer for animation websites, and Blender for professional 3D.
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Spline has pulled 3D content production out of the high wall of professional software. Like Figma's democratized interface design, anyone who can open a browser can play interactive 3D. It is not a full-featured 3D workstation, but it has almost no rivals on the track of "lightweight, collaborative, and able to access the web with one click"; betting on AI agents such as Omma in 2026 will push "description as generation" one step further. For the vast majority of people who want to add a bit of three-dimensionality to digital products, it is currently the key with the lowest threshold.
User Reviews
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Joe.StewartK—它把 3D 内容生产从专业软件的高墙里拽出来了,会开浏览器就能玩。不是全能工作站,但在「轻量、能协作、一键上 web」这条赛道几乎没有对手,对只是想给网站加点立体感的团队来说,门槛低到没朋友,新人当天就能出活。 -
JordanEvans_20211—我们团队做营销落地页,以前要专门请人写 Three.js,现在设计师自己半小时就能拖出带悬停动画的 3D 场景,直接嵌进 Webflow。交付周期从好几天压缩到一下午,关键是设计师不用等开发排期,改起来也快,对中小团队真的省了一大笔外包钱。 -
Judith.MendozaQ—免费档够玩了,真香。 -
Henry_Hughes—从 Blender 转过来的人说句实话:Spline 的很多工具缺了成熟软件那种颗粒度控制,尤其是 UV 展开,想要干净的贴图经常得靠材质设置和分层去曲线救国。物理和模拟也被简化了,我做过几个能让用户拖拽抛掷物体的互动 demo,交互大体能用,但偶尔会蹦出模拟 bug 打断我想要的一致性。好在社区氛围意外地好,官方响应也快,作为年轻平台已经算克制了。 -
417wyfq_z—协作是真的顺,多人同框编辑能看到对方光标和评论,还能直接发链接让客户评审,远程团队体验拉满。这点比传统 3D 软件强太多,以前传个工程文件来回改版本能把人搞疯,现在基本在一个文件里就解决了。 -
Betty_RogersK—免费版不限公开项目,做作品集和学习完全够用,社区里复刻的模板也多,新手基本零成本入门。但要商用去水印至少得 Pro,私有项目也必须付费,对只想偶尔用用的个人来说门槛还是有一点点劝退,好在整个价格对创意团队已经很友好了。 -
傅晴悦—回不去了,现在做落地页必加 3D。 -
孔星琳—上手确实比 Blender 友好太多,专业软件那套节点和快捷键没几个月根本摸不透,Spline 用画图的思路就能做。但别指望做写实质感,卡通小动画、产品展示和轻量互动才是它的主战场,真要做影视级还得回 Blender。 -
organicpanda244—社区里复刻的项目真多,新手直接 remix 改改就能交差,学习曲线几乎为零。 -
狗狗_13—导出到手机上明显掉帧,复杂场景上线前真得好好优化一波。 -
Kathryn.ClarkII—时间轴动画补上之后复杂多对象的运动好编排多了,之前全靠状态切换凑过渡,多对象一多时间就对不齐。现在关键帧加曲线编辑器,缓动和节奏都能精细调,做循环背景动画和入场动效终于不用绕弯子了。 -
Teresa_Young_2023056—AI 生成的还是得手动修,目前当灵感来源比当成品靠谱。 -
Eric_Coleman0078—卡成 PPT,复杂场景真顶不住。 -
HAnderson_7—说是 Figma 平替 3D,但其实只管 3D,2D 还是得回 Figma,俩配合着用才顺手。 -
DPerry_7—用 Spline 给客户做了个 3D 玻璃 logo,玻璃材质上手很快,但折射和色散的控制选项偏少,为了真实感还是得手动调参数。整体落地效果客户挺满意,算是把 3D 真正带进网页项目里了,不过别拿它跟 Blender 的专业管线比,定位本来就不是一回事。 -
AlanNelson_76—最大的坑是性能。编辑器里看着丝滑,导出来嵌网页之后在中低端手机上直接拖垮页面,面数一高就掉帧。我们后来专门花时间做减面、降采样和按需加载才稳住,移动端优化是逃不掉的硬成本,上线前一定要真机测,别只看编辑器里的效果。 -
SharonBrownQ—给官网 Hero 区加了可旋转的 3D 产品,客户一下就觉得高级了,前端都不用写一行 WebGL。 -
Hannah.Thompson_2020—感觉 Spline 挺不错的,直接在网页上就能做 3D 设计,对零基础的小白也挺友好。它把 3D 操作简化得类似画 2D 图,调灯光和视角也很直观。 -
MelissaKing_X—新手视角很友好,在网页里用画 2D 的思维就能摸出立体效果,随便捏个小动画也挺有意思,当入门敲门砖很合适。 -
桃花_10—界面确实漂亮也直观,不过导入 SVG 的时候偶尔路径会变形,小 bug 但还是挺烦人的。 -
Russell.Thomas_99117—定价有点绕,免费和 Pro 之间要是多个偶尔用的中间档就好了。 -
JRoberts_2024668—Spline AI 文生 3D 算是个不错的起点,简单描述就能出四五个变体挑着改,但一遇到具体细致的提示词就容易翻车,目前更适合找灵感而不是当最终素材用。真要上生产,生成出来的物体基本都得再手动修一遍,别指望一步到位。