FoundryInk Academy Academy / Animation course
Animation course

The animation studio, area by area

Before you animate a single frame, it helps to know the layout. This page walks the whole Animation studio, area by area, so nothing feels like a mystery panel. You will learn how to create an animation asset, open the studio, and name every area you can see, what it is for, and how the pieces work together.

Read time about 11 min

1First, make an animation asset

Everything you animate sits inside an asset, an asset sits inside a project, and a project sits inside your studio. Open the Create wizard from your studio and walk the three steps it gives you: pick or make a Studio, pick or make a Project, then choose the Asset. On the asset step, choose one of the animation kinds. That is the thing you will open and work in for the rest of this course.

The Create menu, with Create a new asset highlighted.
The Create menu, with Create a new asset highlighted.See the full screen
The New asset step, where Animation is one of the kinds to choose.
The New asset step, where Animation is one of the kinds to choose.See the full screen
If you already have a project going, you can add a new animation asset straight into it. You do not need a fresh studio every time you start something.
Pro note
Studio, then project, then asset. Three steps and you are inside, ready to work on the stage.

2Open the Animation studio

Click your new animation asset to open it, and the Animation studio fills the screen. It is a workshop, not a form, so give it a second to lay itself out. You will see a big area in the middle, a strip of tools down one side, a thin bar across the top, and a timeline along the bottom. If it looks busy, do not worry, we are about to name every corner of it.

An animation asset's Content tab, with the Animate view next to Storyboard and Publish.
An animation asset's Content tab, with the Animate view next to Storyboard and Publish.See the full screen
The Animation studio: scenes on the left, tools, the stage, and the timeline below.
The Animation studio: scenes on the left, tools, the stage, and the timeline below.See the full screen
The studio remembers where you were. Close it and come back later and your rows, playhead, and view are just as you left them.
Pro note
Deep breath. It is a lot of buttons, but each one has a job, and most of them stay out of your way until you want them.

3The stage: your canvas

The large area in the middle is the stage. It is the framed rectangle a reader will actually see when your animation plays, plus the working space around it. Everything you draw, place, or pose shows up here in real position and real scale. The bright rectangle is what the audience sees; the dim border around it is off-screen working space where you can park things.

The stage: the framed shot in the middle of the Animation studio.
The stage: the framed shot in the middle of the Animation studio.See the full screen
Anything you leave in the dim border still exists, it is just outside the frame. That is handy for sliding a character in from the side.
Pro note
The bright box is what readers see. Anything in the dark edge stays off-camera until you move it into the bright box.

4Move around: pan and zoom

You will want to get close to a hand and then back out to see the whole shot. Scroll to zoom the stage in and out, and drag with the space bar held (or with a middle-mouse drag) to pan around. Zooming and panning only change your view, they never move your artwork or change a single frame. If you get lost, zoom back out until the framed rectangle is centred again.

Panning the view is not the same as the Track camera tool. One moves your eyeballs, the other moves the actual camera in the shot. Keep them straight and you will save yourself a puzzle later.
Pro note
Scroll to zoom, space-drag to slide. If the room ever looks wrong, zoom out. Your art has not moved, only your nose has.

5The tool palette

Down the side sits the tool palette, the strip of tools you pick from. In the main studio it is sorted into two groups: Layer tools, which move and shape whatever row is selected, and Camera tools, which move the shot itself. The Layer group holds Select, Translate, Scale, Rotate, Warp, Pose, and Points. The Camera group holds Track, Zoom, Roll, and Depth of field.

The tool palette: Workspace, Layer and Camera tools, with Auto-key at the foot.
The tool palette: Workspace, Layer and Camera tools, with Auto-key at the foot.See the full screen
When you open a rig or a vector drawing surface, extra tool groups appear (Draw, Fill, Bone). Those live inside those editors, not on the main palette, so do not go hunting for them out here.
Pro note
Two families of tools: Layer moves the puppet, Camera moves the camera. Pick the wrong family and you will wonder why the whole scene slid. Ask me how I know.

6The Tool Options bar

The thin strip across the top of the stage is the Tool Options bar, and it changes depending on which tool you have picked. Choose Translate and it shows Pos X and Pos Y so you can type an exact position. Choose Rotate and it shows Angle. On the right it always keeps four toggles: Reset, Freeze, Relative, and Auto-key. That bar is where you go from rough dragging to precise numbers.

The Tool Options bar with Translate picked, showing the Pos X and Pos Y fields.
The Tool Options bar with Translate picked, showing the Pos X and Pos Y fields.See the full screen
The Tool Options bar with Rotate picked, showing the Angle field.
The Tool Options bar with Rotate picked, showing the Angle field.See the full screen
Typing a value in the Tool Options bar is often faster and cleaner than nudging on the stage, especially when you want two things to match exactly.
Pro note
The top strip changes with your tool. It shows the settings for whatever tool you are holding, so it is never the same twice.

7The add-row bar

Near the row list is the add-row bar, a line of buttons that each drop a new kind of row into your scene. The buttons are Art, Image, Tween, Vector, Character, Effect, Particles, Camera, and Audio. Each one is a different building block: Art for drawing by hand, Image for a picture, Vector for editable line art, Character for a reusable rig, and so on. You do not need all of them for every scene.

The add-row bar under the timeline: Art, Image, Tween, Vector, Character, Effect and more.
The add-row bar under the timeline: Art, Image, Tween, Vector, Character, Effect and more.See the full screen
The next tutorial, Layers and rows, unpacks exactly what each row type is for and when to reach for it. Here, just know the bar exists and where it lives.
Pro note
Nine little buttons, nine ways to add something to your scene. You will not use all nine at once, and that is completely fine.

8The row list

The stack of named strips beside or under the stage is the row list, and it is the backbone of your whole scene. Each row is one layer: a drawing, a picture, a camera, a sound. The order matters, the row at the top of the list sits nearest the front, and the row at the bottom sits furthest back. Click a row to select it, and the Layer tools then act on that row and no other.

The row list, with the Kitt row selected.
The row list, with the Kitt row selected.See the full screen
Selecting the right row before you pick up a tool is the single most common thing to get right. If a tool seems to do nothing, check which row is actually selected.
Pro note
Top of the list is closest to the reader, bottom is furthest away. Row order is front-to-back depth.

9Show, hide, name, reorder

Each row has small controls for the everyday housekeeping. You can toggle a row's visibility to hide it while you work on something behind it, and turning it back on brings it right back. You can rename a row so future-you knows what it is (an Image row starts life named Image {n}, which tells you nothing in a month). And you can drag rows up and down to change their front-to-back order.

Rows in the list, each with its own show and hide eye and delete button.
Rows in the list, each with its own show and hide eye and delete button.See the full screen
With the Corridor row hidden, the stage shows Kitt on an empty background.
With the Corridor row hidden, the stage shows Kitt on an empty background.See the full screen
Give rows honest names as you go: head, left arm, sky. It costs five seconds now and saves five minutes of squinting later.
Pro note
Name your rows like you mean it. Row 7 tells you nothing, but left forearm tells you everything.

10The timeline along the bottom

Running across the bottom is the timeline, where time and keyframes live. It has four view tabs, Frames, Channels, Sequencer, and Motion Graph, and a transport with Play and Stop. The moving line is the playhead: wherever it sits is the moment you are looking at. A readout shows Frame {n} / {total} so you always know where you are in the shot.

The timeline transport with Play, the frame readout, and the Frames, Channels, Sequencer and Motion Graph tabs.
The timeline transport with Play, the frame readout, and the Frames, Channels, Sequencer and Motion Graph tabs.See the full screen
The timeline switched to the Motion Graph view.
The timeline switched to the Motion Graph view.See the full screen
The timeline gets its own full tutorial (The timeline, top to bottom). For now, just know it is the clock and the keyframe store for the whole scene.
Pro note
The bar at the bottom is the clock. Drag the playhead to move to any moment in your shot.

11The inspector panels

Depending on what you have selected, panels open with the deeper settings for that thing. Select a bone and the Bones panel appears with its Name, Parent, and Length. Add particles and the Particles panel gives you Rate, Life, and more. Panels like Actions, Switch / Lip-sync, and Shape style show up when they are relevant. They are the fine-tuning panels that open only when you need them.

The Tween panel for the selected Kitt row: X, Y, scale, angle, opacity and depth.
The Tween panel for the selected Kitt row: X, Y, scale, angle, opacity and depth.See the full screen
The Particles panel, with the Rate slider and the other particle settings.
The Particles panel, with the Rate slider and the other particle settings.See the full screen
If a panel you expected is missing, it is almost always because the matching thing is not selected. Click the row or the bone first, then look again.
Pro note
Panels are contextual. Each one opens only when you select the thing it belongs to. Select a bone and the Bones panel opens.

12Auto-key: the recorder

One toggle deserves its own stop on the tour: Auto-key, on the right of the Tool Options bar. When it is on, any change you make to a row (a move, a scale, a pose) records a keyframe at the playhead automatically. That is how animation gets recorded: put the playhead on a frame, change something, and the change is captured there. With Auto-key off, you can adjust the rest position of things without laying down keys.

A notice that Auto-key is off, with a Turn on button.
A notice that Auto-key is off, with a Turn on button.See the full screen
The Auto-key checkbox at the foot of the tool palette.
The Auto-key checkbox at the foot of the tool palette.See the full screen
New animators forget this both ways: keys appear when they did not expect (Auto-key was on) or nothing records (Auto-key was off). Glance at that toggle before you start posing.
Pro note
Auto-key decides whether your changes are recorded. On means every move is saved as a keyframe at the playhead. Off means nothing is recorded. Check it before you pose.

13Move and shape a row on the stage

To get a feel for the place, select a row and try the Layer tools in order. Select just picks things. Translate slides the row (watch Pos X and Pos Y in the Tool Options bar). Scale resizes it (the Scale field), and Rotate spins it (the Angle field). Warp puts a four-corner cage on the row so you can squash and skew it. Pose is for dragging bones once a row is rigged.

The Warp tool picked in the Layer group of the tool palette.
The Warp tool picked in the Layer group of the tool palette.See the full screen
Warp on the stage: drag the four corners of the selected image.
Warp on the stage: drag the four corners of the selected image.See the full screen
The Warp tool is a four-corner cage, not a free-form mesh. It is perfect for squash, stretch, and a bit of perspective bend, and Reset warp puts it back.
Pro note
Translate, Scale, Rotate, Warp. Move it, size it, spin it, squish it. Play with all four on a spare row until they feel like yours.

14The camera tools, briefly

The Camera group moves the shot rather than the puppet. Track pans the camera (Pan X and Pan Y), Zoom pushes in and pulls out (Zoom), Roll tilts the horizon (Roll), and Depth of field adds a focus blur with Focus, Range, and Strength. You need a Camera row for these to key. There is a full tutorial on the camera and parallax later, so treat this as a quick preview.

The Camera pan tool's options: Pan X and Pan Y fields.
The Camera pan tool's options: Pan X and Pan Y fields.See the full screen
Depth of field options: Focus, Range and Strength.
Depth of field options: Focus, Range and Strength.See the full screen
Camera moves feel cinematic fast. A slow Zoom or a gentle Track across a still background can carry a whole shot on its own.
Pro note
Camera moves matter. A slow push-in can make a quiet scene feel bigger. We will go deep on it further down the course.

15Where this fits, and your companion page

You now know the whole layout: stage, tool palette, Tool Options bar, add-row bar, row list, timeline, inspector panels, and the Auto-key recorder. The sibling tutorial Animate in the studio is your hands-on companion, it takes this same room and actually makes a short animation in it, so read them side by side. From here, the natural next step is understanding rows, because rows are how a whole scene is built.

You do not have to memorise every panel today. Knowing the names and where each area lives is enough. The muscle memory comes from doing.
Pro note
You have seen the whole studio and nothing is a mystery now. Try Animate in the studio to use it for real, then move on to rows.

Find your way around

Links into the app. Saved on this device.

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Questions about the studio

Open the Create wizard from your studio and walk its three steps: choose or make a Studio, choose or make a Project, then on the Asset step pick an animation kind. Open the new asset and the Animation studio loads.

The stage is your whole working area. The bright rectangle inside it is the frame, the part a reader sees when the animation plays. Things parked in the dim border around the frame exist but stay off-camera until you move them in.

Almost always because the wrong row is selected, or no row is. Layer tools act on the selected row, so click the right row in the row list first, then use the tool.

Panning (scroll and space-drag) only changes your view; it never touches your artwork or any frame. The Track camera tool moves the actual camera in the shot and can be keyed. One is your eyes, the other is the lens.

Inspector panels are contextual. The Bones panel opens when a bone is selected, the Particles panel when a Particles row is selected, and so on. If a panel is missing, select the thing it belongs to and it returns.

The settings for whichever tool you are holding, so it changes as you switch tools. Translate shows Pos X and Pos Y, Rotate shows Angle, and the right side always keeps Reset, Freeze, Relative, and Auto-key.

No. Knowing the layout and the names of each area is plenty for day one. You will meet Auto-key, the timeline, and the row types in their own tutorials, and the rest you pick up by doing.

Yes. The sibling tutorial Animate in the studio takes this same room and builds a short animation in it. Read it alongside this tour to connect the names to the actions.

You know the whole room now

That is the entire Animation studio, named and understood: stage, palette, options bar, add-row bar, row list, timeline, inspectors, and the Auto-key recorder. Nothing here is a mystery panel anymore. Next we go deep on rows, because rows are the layers that a whole scene is built from.