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ToolBox3D

About

About Me

Meet the team.

Hi, I'm Rob.

I've worked in Film, Games and Big Tech for over 13 years, specialising in animation systems, pipeline, and character rigging & deformation systems. I'm a massive fan of 3D printing, electronics, and 3D in general. That lifelong love of making things is what led me to build ToolBox3D.

What ToolBox3D Is

ToolBox3D is a 3D creation suite — Previewer, Model, Control Rig, Animation and Texture Paint — written in Rust and running in your browser through WebAssembly and WebGPU. The same code is designed to ship as a native Windows application later. It is in early development: the workspace is live, and the tools are being built.

Why I Started It

Most 3D applications are built for enterprise studios, and the tooling aimed at indie developers is extremely limited by comparison. I wanted to flip that — industry-quality tools for indies and hobbyists, in any browser — and to build them on a fast, modern foundation from the very first line of code.

Rob, maker of ToolBox3D
RobMaker of ToolBox3D
Zoe, Rob's dog
ZoeChief Morale Officer
Frankie, Rob's dog
FrankieDebugger-in-Chief

The story behind the tools

Built by a maker.
For people who make.

What makes ToolBox3D different

It is built for performance from the first line of code. ToolBox3D is written in Rust, compiled to WebAssembly and drawn with WebGPU. Data is shared instead of copied, work is redone only when something actually changes, and long-running jobs are designed to run in the background so the editor stays responsive.

It is built around five connected editors. Each editor owns its part of an asset — geometry, rig, animation, textures — and hands its changes to the others through a shared cache when you switch, so work in one editor never silently overwrites another's.

And it is designed to be scriptable from top to bottom: every authoring action is a registered operation, so the interface, future scripting and AI-assisted automation will all go through the same path with the same rules and the same undo.

Where ToolBox3D is going

ToolBox3D is in early development. The editor workspace is live today; viewport rendering, opening and saving files, and the tools for each editor are being built now — starting with everything needed to take a game character from import to a finished walk cycle. A native Windows application is planned once the browser version is complete.

This is a project I intend to keep developing for the long term, and feedback from real users will genuinely shape what gets built next.

Give it a spin.

ToolBox3D is free to use. No account required.

Launch Editor