Research
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I never thought 3D could feel this intuitive in UI/UX design until I opened Spline3D for the first time. For years, incorporating 3D elements into websites meant wrestling with technical constraints: bloated file sizes, performance issues, and workflows that felt disconnected from the rest of the design process. But despite these challenges, 3D has always held this magnetic potential to create experiences that feel alive, interactive, and genuinely memorable.
Last year, I kept seeing Spline3D pop up across my feeds. Curiosity got the better of me, so I spun up a small test project. What I found was refreshingly approachable and surprisingly flexible. Founded in 2020, Spline set out to remove the technical gatekeeping that's kept 3D design locked behind specialized software and steep learning curves. The mission was simple: make 3D accessible to everyone.
Spline's interface borrows from Blender's visual language, but strips things down to a more focused toolset. This makes it less intimidating, though newcomers should still expect a learning curve. Think of it as the essentials-only version of larger 3D platforms: you get what you need for modeling and animation without the overwhelming feature sprawl.
The team recently launched HANA, a 2D design tool that channels serious Figma energy. Both products are young, though, and some features still wear their beta badges proudly. I hit my share of bugs along the way, which reminded me that we're working with emerging technology here, not battle-tested software with decades of polish.
My first few months building assets were humbling, even with years of Blender experience under my belt. Some tools in Spline lack the granular control you'd find in more mature platforms, particularly around UV mapping. Getting a clean UV map often meant creative workarounds through material settings, layering adjustments just to get textures to behave.
The physics and simulation options are similarly streamlined. I built several interactive demos where users could drag and throw objects, watching them collide and react. The interactions worked, mostly, but simulation bugs would occasionally surface and disrupt the consistency I was aiming for.

After a month of experimentation, we started weaving Spline into client work. One project, Assemble, called for a 3D glass logo. During planning, we relied on static PNG exports brought into Figma since no plugin or live integration existed yet.
During the Assemble project, we utilized several key Spline features to meet client needs:
Despite the constraints, the final piece landed well. The client was happy, and the 3D element elevated the overall experience in exactly the way we'd hoped.


The Spline community has been one of the pleasant surprises. For such a young platform, the level of engagement is impressive. Moderators respond quickly, and community members actively share work, troubleshoot problems, and exchange knowledge. It feels genuine and supportive in a way that rivals communities around much more established tools.
Spline 3D carries limitations at this stage, no question. But it remains a compelling platform for bringing 3D into web and software projects. Many of these constraints aren't unique to Spline. Even Blender faced similar growing pains in its early years. With experimentation and creative problem-solving, you can still achieve strong results.
The limitations are a byproduct of Spline's focus on web performance. To balance visual fidelity with speed, the platform offers:
If you're coming from advanced 3D work or animation, adjust your expectations accordingly. This isn't trying to replace your full production pipeline. It's carving out a new space where 3D and web design can finally have a more natural conversation.
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