FoundryInk Academy Academy / Making your work
Making your work

Animate in the studio

This one is for animators. The Animation studio is a traditional, frame-by-frame drawing tool: you build motion on a timeline of scenes by drawing each cel by hand, with onion skinning to stay on model and riffle play to test your timing. It is not keyframes and tweens, and it is honest about that. Learn the timeline, the holds, and the two things that catch everyone (onion depth, and the fact that it plays live rather than exporting a file), and you can make a real hand-drawn short right in your browser.

Read time about 22 min

1The animation studio, and what it is not

Reset one expectation before anything else: this is the Animation asset kind, a standalone, online-only asset with its own timeline, and it is pure frame-by-frame cel work. You animate by drawing every frame yourself, one at a time. Nothing is tweened, there are no keyframes, no easing, nothing gets interpolated between your drawings. The motion is an illusion your hand builds, exactly like a flipbook. Learn the hierarchy and you will never feel lost: a Sequence groups Scenes, a Scene holds Tracks (art or audio), an art Track holds Frames (your cels), and each cel is a stack of drawing Layers. This is not the page canvas's onion-skin Animation Assist, and it is not the visual-novel Stage. It lives and plays in the browser only: no page grid, no print, no source download.

An Animation asset open in the Animate view, with the Basic mode switch next to Advanced.
An Animation asset open in the Animate view, with the Basic mode switch next to Advanced.See the full screen
There is no render and no export anywhere: no mp4, no GIF, no video file, no download button. When you publish, the app says Watch and frames it like a video, but no video file exists. Your reader watches your actual drawings play live as a browser canvas. Plan around that.
Pro note
Rough your key poses on their own frames first, then fill the in-betweens; a flip only works when you feel the timing in your gut, not when you count it on your fingers.

2Create one, and pick your shape

Spin up an Animation from the create wizard: a frame-by-frame piece you build on a timeline of scenes, layered art rows with onion skinning and riffle play, plus audio. It is a canvas in your browser, online only, that you draw on rather than a file you render.

The wizard stops you at Aspect ratio with two cards. Cinematic UHD is 16:9, 3840 x 2160, landscape, the default and the pick for players and wide video. Short UHD is 9:16, 2160 x 3840, portrait, for Shorts, Reels, and TikTok. Whichever you choose is your 4K master shape at 24 frames per second. On create you land in Scene 1, already seeded with art rows and a few starter frames, so you can draw immediately.

The New asset wizard's Aspect ratio step: the Cinematic UHD and Short UHD cards.
The New asset wizard's Aspect ratio step: the Cinematic UHD and Short UHD cards.See the full screen
The shape is permanent. There are only these two presets (no custom dimensions), and you cannot switch after creating the asset, so choosing wrong means rebuilding from scratch. Decide landscape versus portrait before you commit.
Pro note
Frame your action for the shape you chose: portrait wants stacked, vertical staging, so don't block a wide gag you'll have to cram into a phone screen.

3The studio at a glance

The animation studio is one screen, no sub-tabs to hunt through, laid out in three columns that mirror how you actually work. On the left, a Scenes sidebar: pick the scene you want to animate. In the middle, the stage (your preview canvas) with the transport controls and the timeline beneath it: this is where you draw and arrange each frame. On the right, a Cover panel and a Frame panel for tuning the selected frame or the cover art. Up top, a film icon and Animation, a caption reading {w} x {h} · {ratio} · {DPI} DPI, an FPS field (1 to 60), and Full screen. Everything saves to the server the instant you make it. No save button, no spinner to babysit.

The Animate view: Scenes on the left, the stage in the middle, the inspector on the right.
The Animate view: Scenes on the left, the stage in the middle, the inspector on the right.See the full screen
Because every edit saves over the network with no local draft, you need a live connection to work. And undo is not a global timeline: while drawing a cel, reach for the drawing editor's own undo, not a studio-wide one.
Pro note
Set your FPS before you draw a walk cycle. Twelve frames reads very differently at 8 fps than at 24, and knowing the tempo up front saves you re-timing every step later.

4Scenes and sequences

A Scene is one shot: a self-contained stretch of frames. It is also the studio's unit of loading, only one scene's frames are held in memory at a time (lazy loading), so an hour-long film stays responsive while you draw. In the Scenes sidebar, + adds a scene and each row shows its name (or Scene N) with a frame-count badge like 10f. Drag one scene onto another to reorder (Drag to reorder); that order is exactly how they play and publish. Need to tidy a long film? Seq makes a sequence, a labelled folder (placeholder Sequence) with its own +. Loose scenes sit under Ungrouped. Select any scene to edit its name, delete, Sequence pills (None plus one per sequence), and frame rate.

The Scenes column: the plus button adds a scene, and each row shows its name and frame count.
The Scenes column: the plus button adds a scene, and each row shows its name and frame count.See the full screen
The Seq button next to it adds a sequence to group scenes.
The Seq button next to it adds a sequence to group scenes.See the full screen
Sequences organise, they never render. There are no transitions: scenes simply cut from one to the next in order. Deleting a sequence keeps its scenes and just ungroups them, so a stray sequence delete won't cost you any frames.
Pro note
Storyboard first: one scene per camera angle or beat. When a shot needs two angles, split it into two scenes so each one loads light and you can reorder them on a whim.

5The timeline and your cels

The Timeline is where you build your animation. Each Art track is a lane of cels reading left to right, and every cel is one drawing you made by hand. Click the ruler (numbered every 5) to scrub; the red line is your playhead. Click a cel to select it, then double-click, hit the pencil, or press Draw to open it in the editor. The trailing dashed + adds a frame. Each cel's ... menu gives you Add left, Add right, Duplicate, Show/Hide, and Delete; drag a cel onto another to reorder. Work like the pros: rough your key drawings first, then fill the frames between them, one drawing per cel.

An Art row on the Timeline, a lane of cels read left to right, with one cel selected.
An Art row on the Timeline, a lane of cels read left to right, with one cel selected.See the full screen
A cel's menu: Add left, Add right, Duplicate and Hide.
A cel's menu: Add left, Add right, Duplicate and Hide.See the full screen
Use Duplicate for a cel that barely changes (a slow blink, a held pose): duplicate, then tweak, instead of redrawing. And remember these are drawings, not tweens. Nothing moves unless you draw it moving.
Pro note
Space your in-betweens on purpose: bunch cels close for a slow ease, spread them apart for a fast snap. That timing is the acting.

6Timing: holds, ones and twos

A cel's Hold is how many frames it stays on screen, counted in the scene's frames per second (24 by default). Set it two ways: drag a cel's right edge on the timeline (a badge like x3 marks anything longer than one), or type into the Hold field in the right-hand Frame panel, which tells you on ones, on twos, or held {n}. On ones means a fresh drawing every frame: smoothest, most work. On twos holds each drawing for two frames, the classic hand-drawn look at half the drawings, and a professional choice, not a corner cut. Stretch a hold longer for a pause or a settled pose. Timing is the animation. The same drawings read completely differently depending on how long you leave each one on screen.

The Hold field in the Frame panel sets how many frames the selected cel stays on screen.
The Hold field in the Frame panel sets how many frames the selected cel stays on screen.See the full screen
The Hold field in the Frame panel caps at 12, but dragging the cel edge on the timeline goes up to 60. For a long held pose, drag the edge instead of fighting the panel's ceiling.
Pro note
When motion feels floaty, don't add drawings, shorten your holds. Snappy timing sells weight better than more frames ever will.

7Drawing a frame

A cel is just a drawing, and you make it in the same Creator Canvas editor you use for comic pages: the same pens, layers, blend modes, and guides. Open it four ways: the stage's Draw button, Draw this frame in the Frame panel, the per-cel pencil, or a double-click on the cel itself. A fresh cel opens fully transparent, so you draw over nothing (or over ghosts and neighbour rows). While you work, the frame's other art rows composite around your drawing, above and below, so you paint against the true picture, with a small dock of the row's frames along the bottom. A cel is one held pose in a stack of transparent sheets. Everything about the pens and tools is covered in the drawing tutorial.

Draw this frame in the Frame panel opens the selected cel in the drawing editor.
Draw this frame in the Frame panel opens the selected cel in the drawing editor.See the full screen
A cel open in the drawing editor, with the nearby cels showing faintly behind it.
A cel open in the drawing editor, with the nearby cels showing faintly behind it.See the full screen
A transparent cel plus the default-off background means an empty or black stage is normal, not a bug. Draw something or turn on a backdrop and it fills in.
Pro note
Rough your pose loose first, then tidy on a layer above. The blank sheet is a gift: nothing to erase yet.

8Onion skinning

Frame-by-frame animation depends on consistency: does the head stay the same size, does the spacing between drawings feel even? Onion skinning is your answer. It shows faint ghosts of the nearby cels in the same row, tinted red and fading with distance, so you draw each new frame in honest relation to the last. It is the single most useful assist in cel animation, and the reason your volumes stay solid across a walk. In the timeline, find the red Onion range bar. Its eye toggles the ghosts (Onion on / Onion off). To reach further back, drag the start handle of the range backward. More previous frames appear as ghosts, up to 24 cels deep.

The Onion on button in the timeline toolbar.
The Onion on button in the timeline toolbar.See the full screen
With onion skinning on, faint copies of the nearby cels show around the current drawing.
With onion skinning on, faint copies of the nearby cels show around the current drawing.See the full screen
Onion is ON by default, but the default depth is 1, and a depth of 1 shows no ghosts at all, so it looks broken. Drag the red Onion start handle back to at least 2 and the ghosts finally appear.
Pro note
Set your onion depth to match your spacing, two back for tight in-betweens, more for big sweeping actions where you need to see the whole arc.

9Riffle: flip-test your motion

Riffle is the digital version of thumbing a stack of paper: it flips fast through a run of your drawings so you can feel whether a motion reads. Because you draw every frame by hand here, spacing is everything, and the only way to judge spacing is to watch it move. In the timeline, grab the sky-blue Riffle range bar and drag its start handle back to cover the frames you want (up to 48). Hit Riffle play this range to loop them right in the drawing view, fully composited, then Stop riffle when you have seen enough. The workflow that saves you: rough two or three drawings, riffle them raw, fix the spacing that feels wrong, then commit to inking the rest.

The blue Riffle bar on the timeline, with the Riffle play this range button at its end.
The blue Riffle bar on the timeline, with the Riffle play this range button at its end.See the full screen
Riffle and onion are separate tools with separate range bars: blue riffles, red onions. Riffle plays the range to test timing; onion shows ghost frames to keep you on model. Reaching for the wrong color is an easy hour lost wondering why nothing is moving.
Pro note
Riffle the ugliest possible drawings first. A movement that reads as rough scribbles will only get better once you tidy it; if the timing is dead, no amount of clean line will revive it.

10Rows, layering and backdrops

A scene stacks its art in rows, and they composite: the row at the top of the timeline draws nearest the viewer, the bottom row is the backdrop behind everything. Your seeded scene hands you a Foreground row sitting over a Background row, which is exactly the classic split you want. Put your moving character on one row and a setting that barely changes on another. Now you draw the character fresh every frame while the background just holds, one long cel doing all the work, so you never redraw scenery you already nailed. Each row carries its own backdrop: click Turn on a solid background fill and set the Background colour. The fill paints behind the art from the lowest row that has it on.

Rows on the timeline: the Jump row sits above the Back row, so it draws in front of it.
Rows on the timeline: the Jump row sits above the Back row, so it draws in front of it.See the full screen
Background fill starts off on purpose, so cels stay transparent and lower rows plus onion ghosts show through. That is why a fresh scene can look empty: nothing is wrong, you just have not turned a fill on or drawn a background yet.
Pro note
Hold your background on a single long cel and spend all your redraw budget on the character. That contrast between a still world and a moving figure is what sells the motion.

11Adding sound

Sound is the one thing you can bring in from outside, so use it well. Drop an empty audio lane onto the timeline with Audio, then click the dashed import button sitting at the end of that lane (Import an audio file into this row) and pick a file. Imports always launch from a row, so the clip lands in the lane you started from. You will see Importing audio… (and Importing… on the toolbar) while it lands. The clip becomes a bar with a live waveform. Drag its body to slide it, drag an edge to trim (it snaps to whole frames). Select it for the inspector: a Volume slider from 0 to 100%, Splice at playhead, Delete, and Close. To sync a hit, drag the clip until the waveform peak sits under the frame where the impact reads.

The Audio button in the timeline toolbar adds an audio row.
The Audio button in the timeline toolbar adds an audio row.See the full screen
An imported audio clip shown as a bar with its waveform on the Audio row at the bottom.
An imported audio clip shown as a bar with its waveform on the Audio row at the bottom.See the full screen
These are one-shot clips placed in time, not a mixed soundtrack you scrub like a video editor. Uploaded audio counts against your studio storage and is scanned before it plays, so give a fresh import a moment before you expect to hear it.
Pro note
Cut a long clip with Splice at playhead, then nudge only the half you need. Trimming edges beats re-importing when the timing is a frame or two off.

12Playing it back

The transport under the stage runs your whole scene at its frames per second. Left to right: jump to the first frame, step back one, the big green Play / Stop button, step forward one, jump to the last frame, a Frame {n} / {total} counter, and a Loop toggle that reads Looping is on once armed. Watch it at speed constantly. A pose that looks great frozen can fall apart in motion, so play, feel the timing, nudge a frame, play again. Where riffle previewed just a range, this plays the entire scene. One habit: any scrub or step stops playback, so let it run before you reach for the timeline. Trust what your eye reads here, because this is the piece.

The playback controls under the stage, with the green Play button and the Frame counter.
The playback controls under the stage, with the green Play button and the Frame counter.See the full screen
Playback rides a browser timer at the scene rate, so on a busy machine real speed can drift slightly. It is a faithful preview, not a frame-locked render, and since nothing exports, this live playback is the final result readers see. Treat the timing you feel as the timing you ship.
Pro note
Play it with your eyes closed for the first two seconds, then open them. Your ear catches broken timing your eye forgives.

13Your cover

Find the Cover panel in the right column. This is the poster image, the thumbnail wherever your animation shows up, so treat it like a movie still, not a random frame. By default it is automatic: Auto: the start scene's first frame. Set your own below. To take control, hit Upload poster for your own image, or Use current scene to grab a drawn frame from the scene you are in. Once you set one, it reads Custom cover. It stays put as you keep drawing. and Reset to auto appears if you want the default back. Pick a frame with a strong pose and a clear silhouette, because on a shelf crowded with thumbnails, that single frame is doing all the selling.

Use current scene is disabled until you have drawn a frame (you'll see Draw a frame in this scene first). And since the auto cover is the start scene's first frame, a blank or hold-black opener becomes your thumbnail. Either make that first frame count or set a custom cover.
Pro note
Squint at your cover until it's a thumbnail-sized blur. If you can still read the pose at that size, it'll sell. If it turns to mush, pick a bolder frame.

14Publishing, and what the reader gets

You ship an animation exactly like any other asset: set access and pricing, add a cover, then hit Publish. There is no render step to wait on and no export, because nothing gets baked into a file. What the reader receives is a live canvas player. It plays your scenes in order at their own frame rates, streaming one scene at a time and prefetching the next so the motion stays smooth. There is a centre Play/Pause and a Loop toggle; portrait pieces sit in a tall, centred frame. The platform labels the action Watch and lists the asset like a video, but under the hood your reader is watching real frames play, not a movie. Give it a strong cover and a confident first scene, since that opening scene is the first thing a browsing reader sees.

The Publish tab of an animation, with its publish status and the Cover card.
The Publish tab of an animation, with its publish status and the Cover card.See the full screen
There is genuinely no video file to hand anyone: no mp4, no GIF, no download. If you need a clip for another platform, screen-record the live playback for now. On FoundryInk itself, everything just plays live, which is exactly why it embeds and shares so cleanly.
Pro note
Load your best beat into scene one and hold it a touch longer than feels natural; a browsing reader decides in about a second, so make that second earn the click.

15What is not here yet

This is a young, focused, hand-drawn studio: it does traditional cel animation and skips the motion-graphics tricks, so plan around a few honest gaps. There is no export of any kind, no mp4, no GIF, no download. Your animation lives and plays only on the canvas, so to get an off-platform clip you screen-record playback. There is no tweening, easing, or motion path; you draw every drawing. The frame roles like key, breakdown, extreme, and tween are labels for your own organisation, not interpolation. No camera means you draw pans and pushes into the art, or shift cels across the stage. You cannot import an image onto a cel (only audio imports), and there are no stage text or shape tools: letter and draw everything in the drawing editor. Scenes cut directly, so draw a fade or wipe as frames if you want one.

Two names are groundwork, not features: an "imported art onto a frame" idea exists in the data model with no button, and an mp4 render slot exists that nothing fills. If you spot either, do not wait on it, it does nothing today.
Pro note
Storyboard your camera moves as drawn framing before you ink a single cel. A push-in you planned is three thumbnails; a push-in you discover mid-shot is a redraw of everything.

Animate your first scene

The loop, in order. Links into the app. Saved on this device.

→
→
→
→
→
→
→

Animator questions

No. There is no render and no download of any kind. Your animation plays only as a live canvas in the browser, both while you work and for your readers. If you need a clip for another platform, screen-record the playback for now.

It is not. This is frame-by-frame cel animation: you draw every drawing, and nothing is interpolated between them. The frame labels (key, breakdown, extreme, and the one shown as tween) are just names for your own organisation; they do not move anything.

No. You draw every cel. Audio is the only media you can import. If you need reference, paste it as a layer inside the drawing editor while you draw, but the cel itself is hand-drawn.

No. Onion is on by default but the depth starts at 1, which shows no ghosts. Drag the red Onion range handle back to 2 or more and the previous drawings appear.

A fresh cel is transparent and a row's background fill is off by default (so onion and lower rows show through). Draw something, or turn on a row's background fill and pick a colour.

No, it is locked when you create the asset, and there are only the two presets. Choose landscape (Cinematic UHD) or portrait (Short UHD) up front.

Neither. There is no pan, zoom or dolly, and scenes cut directly from one to the next. Draw a camera move or a fade into your frames if you want one.

Each cel has a hold measured in frames at the scene's frame rate (24 by default). On ones is a drawing per frame; on twos holds each drawing for two frames. Set the hold by dragging a cel's edge (up to 60) or in the Frame panel (up to 12).

Make it move

Scenes as shots, cels drawn by hand, onion to stay on model, riffle to feel the timing, and a cover that reads at a glance. That is a whole animation studio, and it never left the browser.