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