Interface tour
Where everything lives, and why it is arranged that way.
The editor is four regions. Once you know what each one owns, finding a control stops being a hunt.
The left rail#
A vertical strip of icons, grouped by intent rather than alphabetically:
- Create — Mixa AI, Templates, Presets, Tools, Text Effects.
- Library — Uploads and Media, including free Pexels and Pixabay stock.
- Motion — Magical Curve, Modifiers, Camera, Physics, Rig.
- Simulate — Particles and Fluid.
- Shaders — the sixteen GPU passes.
- Mograph & Data — Carousel, Stacks, Charts.
The 3D entries sit apart at the foot of the rail because they are not panels — clicking one swaps the canvas for a 3D viewport on the same document and timeline.
The canvas#
The middle. What you see is what exports — the same engine draws both, which is why the preview and the render agree.
The inspector#
Right side, showing the selected layer. Transform at the top, then the modifier stack, then the effects stack. That order is not cosmetic — it is the order things actually run in.
Every animatable property has one. Clicking it turns that property into an animated one and drops the first keyframe. Clicking it again discards every keyframe on that property, which is not undoable in the way you might hope — so be deliberate.
The timeline#
Along the bottom: one row per layer, expanding to one row per animated property. Keyframes are diamonds you can drag, and the graph editor opens from here for curve work.
Next: keyframes →