FoundryInk Academy Academy / Animation course
Animation course

Layers and rows

In the Animation studio, a row is a layer, and layers are how a scene is built. This page introduces every add-row type, tells you plainly what each one is for, and teaches the housekeeping that keeps a busy scene sane: stacking order, reordering, naming, showing and hiding. By the end you will look at any shot and know exactly which rows it needs.

Read time about 12 min

1A row is a layer

Every strip in the row list is one layer of your scene, and the whole scene is just those layers stacked and playing together. A row can be a hand-drawn frame, a placed picture, a camera, a puff of particles, or a sound. If you have ever worked in layers before, this is that same idea with a timeline attached. The most important habit is simple: pick the right row before you do anything, because your tools act on the selected row only.

The row list, one layer per row: Camera, Effect, Kitt, Prop, Image, Corridor, Back and Audio.
The row list, one layer per row: Camera, Effect, Kitt, Prop, Image, Corridor, Back and Audio.See the full screen
One thing per row is a good rule. A separate row for the head, the arm, and the sky is far easier to animate than one row holding all three.
Pro note
Rows are layers, layers are everything. Keep them tidy and your scene will do what you ask. Pile everything on one row and, well, good luck.

2The add-row bar, at a glance

New rows come from the add-row bar, a line of buttons: Art, Image, Tween, Vector, Character, Effect, Particles, Camera, and Audio. Each button drops a different kind of building block into the row list. You will not use all nine in one scene; a simple shot might be one Image background and one Vector character. The next sections take each type in turn so you know exactly when to reach for it.

The add-row bar under TIMELINE: Art, Image, Tween, Vector, Character, Effect, Particles, Camera, Audio.
The add-row bar under TIMELINE: Art, Image, Tween, Vector, Character, Effect, Particles, Camera, Audio.See the full screen
Add rows as you need them, not all at once. An empty row you never fill just clutters the list and slows you down.
Pro note
Nine buttons, nine building blocks. The next sections cover them one by one.

3Art rows: draw it by hand

An Art row is for drawing frame by frame, the classic hand-animation approach. You draw on the row, advance the playhead, and draw the next frame, building motion one drawing at a time. This is the row you want for a boiling line, a hand-drawn effect, or a short cycle you would rather draw than rig. It works well with onion skin, which shows the previous drawing faintly while you draw the next.

An Art row named Ball, with a hand-drawn frame in each cell of the timeline.
An Art row named Ball, with a hand-drawn frame in each cell of the timeline.See the full screen
Frame-by-frame is slower than rigging, but it has a hand-made look nothing else matches. Use it for the moments that are worth the extra time.
Pro note
Art rows are for the pencil-mile crowd. Draw, step, draw, step. It is more work, and sometimes it is exactly the work the shot needs.

4Image rows: place a picture

An Image row holds a picture you bring in. Open the Image source panel and press Import image to load one, then fit it with the Fit, Fill, or Stretch toggles. This is the row for a painted background, a photo, or a single body part of a cutout puppet. A new one is named Image {n} until you rename it. If you want that picture to bend and pose, press Rig this image to add a posable bone-mesh copy.

The Image source panel: Import image, the Fit, Fill and Stretch toggles, and the loaded images.
The Image source panel: Import image, the Fit, Fill and Stretch toggles, and the loaded images.See the full screen
For a cutout puppet, bring each body part in as its own Image row. Automatic layered-file import into one rig is not here yet, so parts come in one at a time.
Pro note
Image rows are your pictures. One for the sky, one for the arm, one for the hat. Rig this image if you want that picture to wiggle.

5Vector rows: editable line art

A Vector row is editable line-and-fill artwork you draw right in the studio. Open it with Draw and rig and you get Draw, Rig, and Test modes. Vector art stays crisp at any zoom and its points can be bent by bones, so limbs flex smoothly instead of pivoting at a seam. This is the row for a character you want to draw and rig cleanly, or any shape you may need to reshape later. It is the workhorse of smooth puppet animation.

A Vector row open in Draw and rig, with the Draw, Rig and Test modes at the top right.
A Vector row open in Draw and rig, with the Draw, Rig and Test modes at the top right.See the full screen
Vector bones move the actual curve points, so a bent elbow can look drawn rather than folded. That is why vector rigs tend to read more naturally than image ones.
Pro note
Vector rows stay crisp at any size, and the lines themselves bend when you pose a bone.

6Tween rows: motion and parallax

A Tween row carries motion settings, and the per-layer Depth field sits in its Tween panel. Depth is the parallax control: a value of 1 means the layer moves exactly with the camera, above 1 puts it far away so it drifts slower, and below 1 pulls it near so it slides faster. Set different depths on your background layers and a camera move suddenly has real space in it. This is how flat layers gain a sense of distance.

The Tween panel for the Corridor row, with Depth set to 2 for parallax.
The Tween panel for the Corridor row, with Depth set to 2 for parallax.See the full screen
Parallax is one of the cheapest ways to make a scene feel three-dimensional. A few layers at different Depth values and a slow camera Track do most of the work.
Pro note
Depth is the parallax dial. Far things drift slow, near things whip past. Give your background a few depths and it stops looking like a bedsheet.

7Character rows: a reusable rig

The Character button inserts a reusable rigged character from the Codex as a live instance, its full title is "Insert a reusable rigged character from the Codex as a live instance". It opens the Insert a rigged character dialog, where you can pick a rig you saved on a Codex character, or use Import from file to bring in an animation rig file (.fla) or a .zip that contains one. Because it is a live instance, updating the master rig can flow through to every place you dropped it.

The Insert a rigged character dialog: Import from file, or pick the saved Kitt Frost rig.
The Insert a rigged character dialog: Import from file, or pick the saved Kitt Frost rig.See the full screen
The empty state points you at the Character Rig tab in the Codex. That is where a rig gets saved so it can be reused as an instance here.
Pro note
Rig a character once, drop it into scene after scene as a live instance. Fix the original and your fixes carry through everywhere.

8Effect rows: keyed effects

An Effect row carries an effect whose strength you drive over time on the timeline. It is the general-purpose slot for a look that ramps up and down rather than a piece of art you draw. You animate its strength like any other value, so an effect can bloom in, hold, and fade. Reach for it when a shot needs a treatment that changes across the shot rather than sitting still.

An Effect row with a hue shift: the TWEEN · HUE SHIFT panel keys its Amount over time.
An Effect row with a hue shift: the TWEEN · HUE SHIFT panel keys its Amount over time.See the full screen
Because effects are keyed by strength, a value of zero is invisible. If an effect is not showing, check that its strength is actually keyed above zero at the playhead.
Pro note
Effects ramp up and down on the timeline. Zero strength means nothing shows, so remember to turn the dial up where you want it.

9Particles rows: many little things

A Particles row spawns lots of small moving pieces: rain, sparks, snow, dust, bubbles. Its Particles panel gives you Rate, Life, Direction, Spread, Speed, Gravity, Size, Fade, and Colour, plus up to eight Sprites and a Facing mode (Upright, Face direction of travel, or Random per particle). One emitter can carry a whole weather system.

The Particles panel: Rate, Life, Direction, Spread, Speed, Gravity, Size, Fade and Colour.
The Particles panel: Rate, Life, Direction, Spread, Speed, Gravity, Size, Fade and Colour.See the full screen
The panel reminds you to set the effect strength on the timeline to make particles appear. If your emitter is silent, that keyed strength is the usual culprit.
Pro note
One Particles row can rain, snow, or throw sparks. Load your own sprites, pick a facing, then key the strength up so they appear.

10Camera and Audio rows

Two more rows finish the set. The Camera button adds a camera row (labelled + Camera) so the Camera tools, Track, Zoom, Roll, and Depth of field, have something to key against. The Audio row holds sound: music, dialogue, or effects that play along with the animation. A camera row plus a couple of depth-staged layers is the recipe for a moving shot, and an audio row is what turns a silent loop into a scene.

A Camera row selected, with Pan X, Pan Y, Zoom and Rotate in its TWEEN · CAMERA panel.
A Camera row selected, with Pan X, Pan Y, Zoom and Rotate in its TWEEN · CAMERA panel.See the full screen
An Audio row at the bottom of the list, with its waveform across the timeline.
An Audio row at the bottom of the list, with its waveform across the timeline.See the full screen
You only need one camera row to move the whole shot. Add it once, then key Track and Zoom over time rather than adding more cameras.
Pro note
Camera row moves the lens, Audio row carries the sound. Add the camera once and animate it. No need for a whole camera crew.

11Stacking is depth order

The order of rows in the list is the front-to-back order in the shot. The row at the top of the list draws nearest the front, and the row at the bottom draws furthest back. So a foreground character belongs above the background, and a sky belongs at the very bottom. If a character vanishes behind the scenery, its row is probably sitting too low in the list. Reading the list top-to-bottom is reading the scene front-to-back.

Row order demo: Corridor sits at the top of the list, above Kitt, Fore and Back.
Row order demo: Corridor sits at the top of the list, above Kitt, Fore and Back.See the full screen
With Corridor at the top of the list, the corridor art draws in front and covers Kitt.
With Corridor at the top of the list, the corridor art draws in front and covers Kitt.See the full screen
When something is hidden that should be visible, check stacking before you check anything else. Nine times out of ten it is just a row in the wrong place.
Pro note
Top of the list is closest to the reader. If your hero keeps hiding behind a wall, drag their row up. Simple as that.

12Reorder, select, and rename

Keeping the list under control is half the craft. Drag a row up or down to change its depth. Click a row to select it, which is what makes the Layer tools act on it. And rename every row to something honest, because a stack of Image {n} rows is a puzzle you have to solve every time you open the scene. Good names read like a cast list: head, torso, left upper arm, sky, camera.

Each row has a drag handle on the left, then its name, a show or hide eye, and delete.
Each row has a drag handle on the left, then its name, a show or hide eye, and delete.See the full screen
Rename as you create. It is far easier to name a row the moment you add it than to reverse-engineer twelve unnamed rows a week later.
Pro note
Drag to reorder, click to select, and please, please name things. Future-you will send present-you a thank-you card.

13Show and hide while you work

Each row can be shown or hidden, and this is a working convenience, not a delete. Hide the foreground to get at the background behind it, then switch it back on. Hiding is also how you compare two versions of a piece without losing either. If you find yourself flipping the same set of rows on and off a lot, that is a hint you might want a saved visibility preset instead of doing it by hand every time.

The eye icon beside a row name shows or hides that row; here it is on Corridor.
The eye icon beside a row name shows or hides that row; here it is on Corridor.See the full screen
With the Corridor row hidden, Kitt plays on an empty stage.
With the Corridor row hidden, Kitt plays on an empty stage.See the full screen
For a set of visibility states you reuse, layer Comps save the current show/hide pattern so you can apply it with one click. Rename, expose-on-timeline, and export-split for comps are not surfaced yet.
Pro note
Hiding a row just tucks it away, it is not gone. Flip it back on any time. And if you toggle the same rows over and over, a Comp can remember the set.

14Backdrops: the layer behind everything

The scene sits on a background, the flat colour or image behind all your rows. A plain backdrop keeps the reader's eye on the action and stops the frame from feeling like it is floating in nothing. For a painted setting, a low Image row at the bottom of the stack acts as your backdrop, and per-page background colour is remembered on this device. Whatever you choose, the backdrop is the furthest-back thing, so it belongs at the very bottom of the list.

The bottom row holds the background fill; its light blue swatch turns the fill on or off.
The bottom row holds the background fill; its light blue swatch turns the fill on or off.See the full screen
The Rows demo stage on its light blue background fill, behind the ball.
The Rows demo stage on its light blue background fill, behind the ball.See the full screen
The animation background sits behind your frames as a true backdrop. Keep it simple unless the setting itself is the star of the shot.
Pro note
Backdrop goes at the bottom of the pile, because it is the furthest thing away. A calm background makes your characters pop.

15How rows compose a scene

Put it together and a scene is just well-ordered rows. A typical shot might be: an Audio row for music, a Camera row up top to move the lens, a Vector or Character row for the hero, one or two Image rows for midground and background at different Depth values, and maybe a Particles row for weather. Named clearly and stacked front-to-back, that list is a scene you can read at a glance and animate with confidence.

A finished scene built from rows: corridor backdrop, crate, poster and Kitt in front.
A finished scene built from rows: corridor backdrop, crate, poster and Kitt in front.See the full screen
Start every scene by sketching the row list in your head: what is in front, what is behind, what moves. The list is your plan before it is your workshop.
Pro note
Hero up front, backgrounds behind, camera on top, sound underneath it all. Name them, stack them, and you have got yourself a scene.

Build a clean row list

Links into the app. Saved on this device.

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Questions about rows

Nothing. A row in the row list is a layer of your scene. The studio calls them rows because each one also stretches along the timeline, but the mental model is layers stacked front to back.

The one highest in the row list. Top of the list is nearest the reader, bottom is furthest back. If something is hidden behind other art, drag its row upward.

Use a Vector row when you want to draw art that stays crisp and can bend smoothly at the joints. Use an Image row for a picture, a painted background, or a body part of a cutout puppet, and press Rig this image if you want that picture posable.

Use the Character button to open Insert a rigged character. Pick a rig saved on a Codex character, or use Import from file to load an animation rig file (.fla) or a .zip that contains one. It comes in as a live instance.

It sets parallax. A Depth of 1 moves with the camera, above 1 sits far away and drifts slower, below 1 sits near and slides faster. Different depths across your layers give a camera move real dimension.

Particles need their effect strength keyed up on the timeline. At zero strength nothing spawns. Set a strength above zero at the playhead and the emitter starts spawning.

Not yet. Automatic layered-file import into one rig is not present. Bring each part in as its own Image row and assemble the puppet from those separate rows.

Put a low Image row at the bottom of the stack for a painted backdrop, or use a plain background colour, which is remembered per page on this device. The backdrop is the furthest-back thing, so keep it at the bottom of the list.

Yes, layer Comps save the current show and hide pattern so you can reapply it in one click. Comp rename, expose-on-timeline, and export-split are not surfaced yet.

You can read any scene now

Rows are layers, stacking is depth, and every add-row type has a clear job. Name them, order them front-to-back, and hide what you are not using, and even a busy scene stays easy to read. Next up is the timeline, where those rows learn to move through time.