FoundryInk Academy Academy / Animation course
Animation course

The animation course

This course teaches you to make things move in FoundryInk, from a first bouncing shape to a fully rigged character walking through a world with depth. This page explains what the course covers, how the animation studio is organised, and the one mindset shift that ties it together. It introduces one idea at a time, with no jargon dumped on you at once. Start here, then work through the lessons in order.

Read time about 10 min

1Animation is simpler than it looks

Animation can look forbidding from the outside, all timelines and skeletons and unfamiliar curves. It is not. It is a handful of simple ideas used over and over, and this course teaches them one at a time, in order, with your hands on the tools. You do not need prior experience and you do not need to be a brilliant artist. You need a little curiosity and a willingness to press play and see what happens.

An animation asset in the studio, with its Storyboard, Animate and Publish views.
An animation asset in the studio, with its Storyboard, Animate and Publish views.See the full screen
Everyone's first animation is a bit wobbly. That is expected, not failure. You learn timing by watching your own rough moves and fixing them.
Pro note
Hello. I am Inky. I pop in with tips the whole way through. Take it one step at a time.

2What you will be able to do

By the end of this course you will be able to rig a character from flat artwork, pose it with bones, animate it with keyframes, draw and rig your own vector puppets, give a scene real depth with a moving camera, and reach for the advanced tools when a shot needs polish. More than any single skill, you will understand how the studio fits together, so a new tool feels like a variation on something you already know rather than a fresh mystery.

The stage with a rigged Kitt, its bones showing, and the Tween panel on the right.
The stage with a rigged Kitt, its bones showing, and the Tween panel on the right.See the full screen
The goal is not to memorise buttons. It is to understand the shape of the thing, so you can figure out any button by where it sits and what it is near.
Pro note
Rig, pose, draw, move a camera, polish. That is all of it, and it is genuinely learnable. One step at a time.

3The seven parts of the course

The course runs in seven parts, each building on the last. First, the interface, a tour of the studio so nothing is unfamiliar. Then rigging bitmap puppets, turning flat images into posable characters. Next basic animation, the keyframes and timing that make things move. Then vector drawing and rigging vectors, drawing your own art and giving it bones. Then animating backgrounds, depth and camera. And finally the advanced tools that take a scene from working to polished.

The Academy panel beside the studio, with the Animation course in its list.
The Academy panel beside the studio, with the Animation course in its list.See the full screen
Each part assumes you did the one before it. If a lesson feels like it skipped a step, the missing piece is almost always in the previous part.
Pro note
Seven parts, in order, each leaning on the last. Follow the order and every lesson builds on the one before it.

4Everything sits on a row

The first big idea. Everything in a scene sits on a row: a character, a background, a sound, a camera, each is its own row you add from the add-row bar. Rows stack up to make your scene, and you pick which one you are working on before you touch a tool. Once you see a scene as a stack of rows, the studio stops being a wall of panels and becomes a tidy list of things you can select and change.

The Timeline header's add-row buttons: Art, Image, Vector, Character, Camera, Audio and more.
The Timeline header's add-row buttons: Art, Image, Vector, Character, Camera, Audio and more.See the full screen
Always know which row is selected before you draw or pose. Most beginner confusion is just a tool acting on the wrong row.
Pro note
Everything is a row. Character, background, sound, camera. Select the right one first and half your puzzles vanish.

5Characters move on bones

The second big idea is bones. To make a character bend and move, you build it a little skeleton, then bind the artwork so it follows the bones. Move a bone and the art moves with it, exactly like a puppet on a frame. You will spend real time learning to place and bind bones well, because a good skeleton is what makes a character feel like a living thing instead of a stiff cut-out.

With the Kitt row selected, the Pose tool in the stage toolbar.
With the Kitt row selected, the Pose tool in the stage toolbar.See the full screen
In Pose mode the bones show on the character, ready to drag.
In Pose mode the bones show on the character, ready to drag.See the full screen
A rig you build once can be reused everywhere through the Codex, so the effort you spend on bones pays you back across your whole project.
Pro note
Bones are the puppet strings. Place them thoughtfully and your character moves like it is alive. Rush them and it moves like cardboard.

6Motion is made of keyframes

The third big idea is the keyframe. You do not draw every frame by hand; you set a pose at one moment and a different pose a little later, and the studio fills in the frames between. Those saved moments are keyframes, and the smooth motion between them is a tween. Animating, at heart, is choosing good poses and good timing between them. Master that rhythm and everything else is detail.

At Frame 1 / 48, Kitt holds one pose.
At Frame 1 / 48, Kitt holds one pose.See the full screen
At Frame 17 / 48 Kitt holds a different pose, and the studio fills in the frames between.
At Frame 17 / 48 Kitt holds a different pose, and the studio fills in the frames between.See the full screen
With Auto-key on, moving a bone at the playhead sets a keyframe for you. Most of animating is just stepping the playhead and adjusting the pose.
Pro note
Pose here, pose there, and the studio draws the in-between. You direct the key moments; the tween does the tedious bit.

7The timeline ties it together

Rows, bones, and keyframes all meet on the timeline, the strip along the bottom that shows your scene across time. The playhead marks where you are, keyframes sit where you set them, and pressing Play runs it all. As you go you will use different timeline views for different jobs, but at its core it is simply time, laid out left to right, with your keys pinned along it.

The timeline under the stage: Play, the frame counter, and keyframes on each row.
The timeline under the stage: Play, the frame counter, and keyframes on each row.See the full screen
When something looks wrong, scrub the playhead slowly through the moment instead of only watching it at full speed. Problems hide at real time and reveal themselves frame by frame.
Pro note
The timeline is just time, drawn left to right. Playhead here, keys there, hit Play. Once it clicks, it never un-clicks.

8The big shift: you Publish, not render

If you are coming from desktop animation software, this is the mindset change that matters most. There, you finished by rendering a video file and then figuring out where to put it. Here, you finish by pressing Publish. Your animation plays inline for readers right on the platform, and it can even become a Short. There is no file to export, upload, and host; publishing is the finish line, and your audience is already on the other side of it.

The Publish view shows the asset's status, here a draft, with a Publish button.
The Publish view shows the asset's status, here a draft, with a Publish button.See the full screen
The studio does have an in-engine frame and GIF exporter for when you truly need loose files, but Publish is the real, reader-facing finish. Think Publish, not render.
Pro note
No wrangling video files, no hunting for somewhere to upload. You hit Publish and readers watch it play. No export step at all.

9You do not have to draw everything

A relief for beginners: reuse is built in. Once you rig a character, you can save it in your Codex and drop it into any scene as a live instance, so you build a puppet once and use it forever. Fix the master and every scene updates. You will learn this properly later, but keep it in mind from the start, because it changes how much work animation actually is once your cast exists.

The Character button in the Timeline header adds a rigged character.
The Character button in the Timeline header adds a rigged character.See the full screen
Insert a rigged character lists the Codex characters, here Kitt Frost.
Insert a rigged character lists the Codex characters, here Kitt Frost.See the full screen
Effort spent making one clean rig is repaid every time that character appears. Reuse is not a shortcut, it is how real projects stay sane.
Pro note
Rig somebody once, reuse them everywhere. You are building a cast, not redrawing the same face a hundred times. Phew, right?

10How to move through the course

Take the lessons in order and do them with the studio open, not just read them. Each page ends with a next link to the following lesson, so you can walk the whole path without hunting for what comes after. Try every step yourself as you read it; a workflow you have actually done sticks far better than one you only skimmed. If a lesson stretches you, that is fine, and you can always replay it.

A lesson in the Academy panel ends with a Next link to the following lesson.
A lesson in the Academy panel ends with a Next link to the following lesson.See the full screen
Keep the studio open in another tab and do each step as you read. Reading about animation and doing animation are very different learnings.
Pro note
Read a step, do the step, then read the next. Follow the next links and the whole course lays itself out in front of you.

11When you get stuck

You will get stuck sometimes, and that is completely normal. When it happens, use Test mode to poke at a rig freely without keying anything, lean on the notes each lesson gives about what is and is not in the studio, and read my little callouts for the practical shortcut. Getting stuck and working it out is not a detour from learning animation. It is the learning.

Test mode in the Draw and rig editor: move the rig freely without setting keys.
Test mode in the Draw and rig editor: move the rig freely without setting keys.See the full screen
Test mode drags nothing onto the timeline, so it is the perfect low-stakes place to experiment when a rig is behaving strangely.
Pro note
Stuck is normal, honestly. Poke about in Test mode, read the notes, and check my asides. We will get you unstuck.

12Ready when you are

You now know the map: rows, bones, keyframes, and a timeline, finished with a single Publish. You do not need to hold all of it in your head yet; each lesson introduces its own piece at the right moment. All you have to do now is start. The first stop is a tour of the studio itself, so every panel is familiar before a later lesson asks you to use it.

The first lesson, The animation studio, area by area, open in the Academy panel.
The first lesson, The animation studio, area by area, open in the Academy panel.See the full screen
Do not try to understand everything before you begin. Understanding arrives by doing the lessons, not by staring at the overview.
Pro note
You have the map. Next stop is a tour of the studio. It is a straightforward place once you have seen it.

Get set to start

A few things to do before lesson one. Links into the app. Saved on this device.

→
→
→
→
→

Before you begin

No. Early lessons rig flat artwork into posable puppets, and you can bring in art rather than draw it. There is a whole part on drawing your own vectors later if you want it, but you can make real animation before you ever draw a line yourself.

No. The course starts from the very beginning and introduces one idea at a time. If you have used a desktop animation app before, a few things will feel familiar and one big thing will feel new, which is that you Publish rather than render a file.

Yes, strongly. Each part builds on the one before, and every page links to the next in sequence. Skipping ahead usually means missing the step that makes the later lesson make sense. Follow the order and each lesson stays manageable.

Four of them. Everything lives on a row, characters move on bones, motion is made of keyframes, and it all plays out on the timeline. Almost every tool in the studio is a variation on one of these four ideas.

You press Publish. Your animation then plays inline for readers on the platform and can become a Short. There is no video file to export and host. The studio does include an in-engine frame and GIF exporter for loose files, but Publish is the real finish.

That is fine and expected. Replay it, do each step with the studio open, and use Test mode to experiment without consequences. Getting briefly stuck and working it out is how the skills actually stick, so treat it as part of the learning.

Start the course

You know what the course covers, how the studio is organised around rows, bones, keyframes, and a timeline, and the one shift that ties it together: you Publish instead of rendering a file. That is everything you need to start. Take the tour of the studio next, room by room.