FoundryInk Academy Academy / Animation course
Animation course

Animate a Vector Character

A rig is a posable skeleton; animating is what you do with it. In this tutorial you take a finished vector rig and animate a whole shot with it, from blocking to polish. You will work in Animate mode, pose with the Pose tool while Auto-key records, block the extremes first, then refine the timing between them, firing smart bones and switching mouth shapes as the character speaks. Preview constantly, and a still drawing starts to move.

Read time about 19 min

1From rig to performance

Everything so far built the rig; now you animate with it. Animating means setting the character's pose at key moments in time, called keyframes, and letting the rig fill the motion between them. Your job is to choose the strongest poses and place them at the right frames. The rig does the in-betweening, so animating here is mostly posing and timing.

Kitt posed on the stage at Frame 17 / 48, with the Tween panel and its keys beside the stage.
Kitt posed on the stage at Frame 17 / 48, with the Tween panel and its keys beside the stage.See the full screen
You need a finished, tested rig before this step. If a joint still bends wrong, fix it back in Rig mode first, animating on a broken rig only multiplies the pain.
Pro note
The rig is built; now you pose it. Pick strong poses, place them at the right frames, and let the rig fill the motion in between.

2Switch to Animate mode

Turn Rig off and put the studio into Animate mode. The banner confirms it: in Animate mode, posing sets keys at the playhead, so this is where a performance actually gets recorded onto the timeline. Rig mode shaped the rest pose and touched nothing on the timeline; Animate mode is the opposite, everything you do lands as animation at the current frame. Make sure you are here before you start posing, or your changes will not key.

The stage in the Animate view, with Kitt selected and the Pose it button above him.
The stage in the Animate view, with Kitt selected and the Pose it button above him.See the full screen
Animate mode keys at the playhead. Rig mode does not. Glancing at the banner to confirm which mode you are in saves a lot of confused re-posing.
Pro note
Rig mode builds the rig, Animate mode records your poses. Check the banner says Animate before you pose, or nothing you do will stick.

3Turn on Auto-key

In the Tool Options bar, switch on Auto-key. With it enabled, every pose change you make drops a keyframe at the current frame automatically, so you can focus on posing instead of manually setting keys. This is the natural way to animate a rig: move the playhead to a frame, pose the character, and the key records itself. The Pose tool's own hint says it plainly, drag a bone on the stage and it keys at the playhead while Auto-key is on.

The Auto-key checkbox at the bottom of the Stage tools, ticked.
The Auto-key checkbox at the bottom of the Stage tools, ticked.See the full screen
Auto-key is a convenience, not a trap. If you ever want to move a bone without recording, turn Auto-key off first, then pose and turn it back on.
Pro note
Auto-key records every pose you make. Turn it on and just pose; each change keys itself on the timeline.

4The Pose tool

The Pose tool is your main instrument for animating a rig. Select it in the Tool Options bar, then drag any bone on the stage to move it: rotate a bone directly, or grab the tip of an IK limb to pull the whole chain into place. With Auto-key on, each drag keys that bone at the playhead. This one tool, plus the playhead, is how you strike every pose in the shot, so spend a minute getting the feel of dragging bones and IK tips.

The Pose tool in the Layer group of the Stage tools, next to the stage.
The Pose tool in the Layer group of the Stage tools, next to the stage.See the full screen
The Pose tool's hint: drag a bone on the stage, and it keys at the playhead while Auto-key is on.
The Pose tool's hint: drag a bone on the stage, and it keys at the playhead while Auto-key is on.See the full screen
Drag the middle of a bone to rotate it; drag the tip of an IK-targeted limb to run inverse kinematics. Knowing which grab does which makes posing quick.
Pro note
The Pose tool does most of the work. Rotate a bone, or pull an IK hand where you want it. That is most of animating.

5Plan the shot before you pose

Do not just start dragging bones and hope. Decide what the shot is: a wave, a jump, a line of dialogue with a gesture. Picture the two or three strongest poses that tell that story, the moments a viewer would freeze-frame, and roughly when they happen. A shot is mostly its extremes, the fully wound-up pose and the fully released one; nail those and the middle largely takes care of itself. A minute of planning saves a lot of aimless keying.

Say the action out loud or act it out at your desk. Your own body knows the timing of a wave better than your mouse does, so borrow from it.
Pro note
Know the shot before you touch a bone. Two or three strong poses tell almost any story, so plan those first and the rest fills in.

6Block the extremes first

Now block. Move the playhead to the frame of your first key pose and use the Pose tool to strike it fully, with Auto-key recording it. Jump the playhead to the frame of the next extreme and pose that one. Keep going for each major pose in the shot, ignoring the in-betweens entirely. This gives you a rough, poppy version made only of the strongest moments, the skeleton of the performance, which you will refine rather than rebuild.

The first extreme pose, keyed at Frame 17.
The first extreme pose, keyed at Frame 17.See the full screen
The next extreme pose, keyed at Frame 25.
The next extreme pose, keyed at Frame 25.See the full screen
Blocking should look choppy and that is correct. You are placing the story poses far apart on purpose; smoothing them out is a later job, not this one.
Pro note
Block the big poses and skip everything between. It will look choppy, with big gaps, and that is exactly right for now.

7Preview your blocking

Before refining, watch it. Hit Play in the transport to loop the shot and read the timing of your extremes; Stop when you have seen enough, and use Previous keyframe and Next keyframe to hop between your poses. The Frame {n} / {total} readout tells you where you are. Previewing early and often is the single best habit in animation, it catches a limp pose or a dead beat while it is still one key to fix.

The Play button under the stage, between the keyframe buttons and the frame readout.
The Play button under the stage, between the keyframe buttons and the frame readout.See the full screen
While the scene plays, the button reads Stop and the readout counts through the frames.
While the scene plays, the button reads Stop and the readout counts through the frames.See the full screen
Turn on Loop so the shot repeats hands-free while you study it. Watching a beat over and over is how you feel whether the timing sings or sags.
Pro note
Play it constantly. Animation only reads in motion, not in stills, so a pose that looked great frozen might fail the moment it moves. Watch early.

8Refine the timing

With the extremes reading well, sharpen the timing. In the Frames timeline, slide keyframes closer together to make a move snap or further apart to make it glide, and use Insert frames to open room when a beat needs to breathe (it shifts everything after it later). A pose held a beat longer can land a joke; a fast in-between can add a crack of energy. Timing, not more poses, is what separates a stiff shot from a lively one.

Insert frames, on the Markers bar above the timeline.
Insert frames, on the Markers bar above the timeline.See the full screen
The Insert frames dialog asks how many frames to insert at the playhead.
The Insert frames dialog asks how many frames to insert at the playhead.See the full screen
Ease matters too: in the Motion Graph, right-click a key for Interpolation and choose Ease in, Ease out, or Ease in/out so moves accelerate and settle instead of running at a flat, robotic pace.
Pro note
Timing does most of the work. Same poses, different spacing, completely different feel. Slide keys around until the beat lands just right.

9Add breakdowns between the extremes

Between two strong poses, the rig draws a straight, mechanical path unless you guide it. Add a breakdown pose partway between to shape how the character travels from one extreme to the next, an arc for a waving hand, a dip and rise for a step, a little overshoot before a settle. Move the playhead between your keys, strike the in-between pose, and Auto-key records it. Breakdowns are where the character's personality actually lives.

A breakdown pose keyed at Frame 21, between the two extremes.
A breakdown pose keyed at Frame 21, between the two extremes.See the full screen
Breakdowns favour arcs over straight lines. Real limbs swing in curves, so nudge a mid-pose off the direct path and the motion instantly feels more natural.
Pro note
The extremes tell the story, the breakdowns give it style. A hand that arcs instead of sliding is the whole difference between stiff and alive.

10Fire smart bones as you go

All those smart bones you built now pay off. As you pose a limb, rotate its Control bone and the smart bone blends in the clean fold you recorded, so a bending elbow or knee stays clean without any hand-fixing. Trigger a blink or a fist-clench the same way, by turning its control bone at the right frame. Because smart bones respond to bone rotation and Auto-key records that rotation, they animate right alongside everything else you pose.

The Actions panel: the Elbow fix smart bone, its Forearm L control bone and its dial range.
The Actions panel: the Elbow fix smart bone, its Forearm L control bone and its dial range.See the full screen
Reach for a smart bone the instant a joint fold looks rough. It is far faster than nudging crease points by hand at every keyframe of the shot.
Pro note
Every smart bone you built is a shortcut. Turn the dial, the clean fold appears, and your elbows never crimp again.

11Switch mouths for dialogue

When the character talks, drive the mouth with the Switch / Lip-sync panel, which shows one drawn mouth sub-layer at a time. Move the playhead to a frame and click the shape tile for the sound being made, it shows that mouth and keys it at that frame (the panel reads Frame {n}). Work through the line syllable by syllable, and the Keyed frames strip shows your mouth keys so far; click a chip there to clear one you placed wrong.

The Switch / Lip-sync panel showing Cel 1, with its keyed frames and phoneme shape slots.
The Switch / Lip-sync panel showing Cel 1, with its keyed frames and phoneme shape slots.See the full screen
For a whole line at once, the Phoneme shapes table lets you assign a mouth to each phoneme and Apply phoneme shapes. Either way, mouths snap between shapes rather than blending.
Pro note
Talking is just the right mouth on the right frame. Click through the line shape by shape, and the Keyed frames strip keeps your place.

12Layer in secondary motion

The main action is posed; now let the body follow through. Any bones you set as Dynamic, hair, tails, coat-tails, sway and settle on their own as the character moves, so you get free secondary motion without keying it. For anything not dynamic, add small offset poses so a scarf or a hand lags a frame behind the body it hangs from. This overlap, where different parts arrive slightly out of sync, is what makes motion feel like flesh rather than a rigid block.

Dynamic ticked for a bone in the rig, with its spring and damping settings below.
Dynamic ticked for a bone in the rig, with its spring and damping settings below.See the full screen
Dynamic bones give you sway for free, but preview the whole shot after big moves so a ponytail does not whip unnaturally. Tune Stif in Rig mode if it does.
Pro note
Let the loose bits lag and settle. A tail that arrives a beat after the body sells the weight better than any pose you could key by hand.

13Polish with onion skin and stepped preview

For the final pass, turn on the Onion eye to see ghost frames of the poses before and after (past ghosts show red, future ghosts green with the forward stepper), so you can smooth arcs and spacing precisely. Toggle stepped playback with On 1s, On 2s, or On 3s to check how the shot reads holding each drawing for one, two, or three frames. Scrub with Previous keyframe and Next keyframe and clean up any pose that pops.

The stepped playback button under the stage, set to On 1s.
The stepped playback button under the stage, set to On 1s.See the full screen
Onion skin makes bad arcs obvious: if the ghost trail of a hand zig-zags, smooth those breakdown poses until the ghosts flow in a clean curve.
Pro note
Onion skin shows you the path a limb takes across frames. Chase a smooth ghost trail and your arcs turn smooth. This is the polish pass.

14Preview the finished shot

Do a full watch with fresh eyes. Turn on Loop, hit Play, and let the whole shot run several times. Ask the plain questions: does it read clearly, does the timing land, does the character feel alive, is there a dead beat or a stiff joint. Fix what nags you, then watch again. A shot is finished not when you run out of things to do but when another pass would not make it noticeably better.

Loop turned on under the stage, so the shot repeats until you click Stop.
Loop turned on under the stage, so the shot repeats until you click Stop.See the full screen
Watch it once at full speed for feel, then once slowly for errors. The two passes catch different problems, one your gut, one your eye.
Pro note
Loop it, watch it, trust your gut. When one more pass would not really improve it, you are done. That is a finished performance.

15Publish so readers can watch

To get the shot to an audience, use Publish. A published animation plays inline for readers right in the feed, and an eligible one can become a Short. Publish is the real finish line here, not a file export: it is how the performance reaches people. There is also an in-engine frame and Animated GIF exporter for stills and loops, but Publish is the path that puts your animation in front of readers as something they can actually watch and share.

The Publish tab, last in the row after Storyboard and Animate.
The Publish tab, last in the row after Storyboard and Animate.See the full screen
The Export animation dialog, with the Format set to PNG Sequence (ZIP).
The Export animation dialog, with the Format set to PNG Sequence (ZIP).See the full screen
Publish is the export that matters. It turns a shot in your studio into something a reader opens, plays, and passes along.
Pro note
Publish puts it in front of readers. They watch it inline, and a good short can travel further. That is the goal.

Animate your character

Block, refine, polish, publish. Links into the app. Saved on this device.

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Animating questions

Rig mode shapes the rest skeleton and puts nothing on the timeline; Animate mode keys your poses at the playhead. You build and fix the rig in Rig mode, then switch to Animate mode to perform. Check the banner before posing, changes only record as animation while you are in Animate mode.

Not with Auto-key on. Turn on Auto-key in the Tool Options bar and every pose change drops a keyframe at the current frame automatically. Move the playhead, strike a pose with the Pose tool, and the key records itself. Turn Auto-key off only when you want to move a bone without recording.

The extremes are the poses that tell the story, the fully wound-up and fully released moments a viewer would freeze-frame. Placing those first gives you a rough, readable version of the whole shot to judge and refine, rather than smoothing details onto a performance you have not proven yet. Block big, refine after.

Select the Pose tool and drag bones on the stage: rotate a bone by its middle, or pull the tip of an IK-targeted limb to move the whole chain. With Auto-key on, each drag keys that bone at the playhead. That one tool plus the playhead is how you strike every pose in the shot.

Refine timing and add breakdowns. Slide keyframes closer for snap or apart for glide, use Insert frames to open room, and set Ease in or Ease out interpolation in the Motion Graph so moves accelerate and settle. Then add breakdown poses that arc between the extremes rather than travelling in straight lines.

As you pose a limb, rotate its Control bone and the smart bone blends in the clean fold you recorded, keeping elbows and knees smooth with no hand-fixing. Trigger blinks or clenches the same way. Because smart bones respond to bone rotation and Auto-key records it, they animate right alongside your other poses.

Use the Switch / Lip-sync panel, which shows one drawn mouth at a time. Move the playhead to a frame and click the shape tile for that sound to show and key it; the Keyed frames strip tracks your mouth keys. For a whole line, assign mouths in the Phoneme shapes table and press Apply phoneme shapes.

Publish it. A published animation plays inline for readers in the feed, and an eligible one can become a Short. Publish is the real finish line, the in-engine frame and Animated GIF exporter exists for stills and loops, but Publish is what puts your performance in front of an audience to watch and share.

Your character performs

You blocked the extremes, refined the timing, arced the breakdowns, fired smart bones, lip-synced the dialogue, polished with onion skin, and published a whole shot. A still drawing is now a character that acts. Next, we explore Vitruvian poses, the trick for limb shapes that bending alone can never reach.