FoundryInk Academy Academy / Animation course
Animation course

Automate Without Scripts

Coming from a desktop tool, you may reach for a scripting console to automate the fiddly bits. There is no code console in a browser studio, so this page is upfront about that, then shows you the native way to get the same results. Control bones, smart bones, Dynamic bones, and Actions together cover almost everything animators reach for scripting to do, and none of them ask you to type a line of code.

Read time about 15 min

1What you actually want to automate

When animators script, they are usually chasing one of a few things: making one control drive several parts at once, generating secondary motion so they do not hand-key every wobble, folding a complicated pose onto a single dial, or reusing a chunk of motion in many places. Notice that none of those actually requires code, they require the right built-in rig features. This page maps each of those wishes to a native tool, so you get the automation without the console. You automate the app using its own built-in tools.

Scripting is a means, not the goal. The goal is less repetitive keying, and FoundryInk's rig tools deliver that directly.
Pro note
You did not want to write code, you wanted to stop doing the same thing forty times. That, I can fix without a keyboard.

2No scripting here

Plainly: there is no Lua scripting console in the browser studio. Scripting is a desktop-only surface, so there is no place to write, load, or run a script, and no automation macro language. Do not go hunting for a code panel or a script menu, because there is not one, and knowing that up front saves you a frustrating search. Everything you would have scripted, you build with the rig tools instead.

This is a browser studio, not a desktop install. The trade for that convenience is no code console, and the rig tools below are the built-in answer.
Pro note
No script console, and I would rather tell you now than watch you dig through menus for it. Use the real tools instead.

3Your native automation kit

Four built-in features do the work a script would. Control bones let one bone automatically drive another's angle, scale, or position. Smart bones fold a whole recorded pose onto a single dial you can turn. Dynamic bones automate physical motion like bounce and sway. And Actions record a motion once and stamp it onto the timeline wherever you need it. Learn these four and you have replaced the scripting console with something you can actually see and drag.

The Actions panel beside the stage, listing the Wave action and the Elbow fix smart bone.
The Actions panel beside the stage, listing the Wave action and the Elbow fix smart bone.See the full screen
These stack. A rig can use control bones for secondary motion, smart bones for expressions, and Dynamic bones for wobble all at the same time.
Pro note
Control bones, smart bones, Dynamic bones, Actions. Four tools, zero code. That is the entire automation kit.

4Control bones: one bone drives another

A control bone makes one bone move automatically whenever another bone moves, the classic use for a driver script. In the Bones panel you point a bone at a driver using Angle from, Scale from, or Position from, each paired with a Ratio. Now that bone follows its driver by the ratio you set, with no keys of its own. It is a live link: turn the driver, and the driven bone responds instantly and forever.

Rig mode: Ear R1 picked in the Bones panel, with its Name, Parent and Angle from settings below.
Rig mode: Ear R1 picked in the Bones panel, with its Name, Parent and Angle from settings below.See the full screen
The Ratio is the multiplier. A ratio of 1 means the driven bone matches the driver exactly, 0.5 means it moves half as much, and a negative ratio makes it move the opposite way.
Pro note
This is a driver, plain and simple. One bone leads, another follows by a ratio, and you never key the follower again.

5Angle from: automatic rotation

Set Angle from to a driver bone and the current bone rotates automatically as that driver rotates. This is how you make a jaw drop as the head tilts, or an eyebrow raise as an eye widens, without keying both. Tune the Ratio so the follow feels right: a small ratio gives a subtle sympathetic tilt, a large one makes the driven bone swing dramatically. Because the link is live, it holds across the whole scene automatically.

Ear R1 takes its Angle from the Head, with a Ratio of -0.6 and a Delay of 3.
Ear R1 takes its Angle from the Head, with a Ratio of -0.6 and a Delay of 3.See the full screen
A negative Ratio on Angle from is your friend for opposing motion, like a counterweight that rocks back as the main arm swings forward.
Pro note
Angle from is the workhorse. Most sympathetic motion, a following jaw, a nodding antenna, is just Angle from with a good ratio.

6Scale from and Position from

The other two drivers work the same way on different channels. Scale from makes a bone grow or shrink as its driver scales, handy for a squash that ripples through connected parts, or a balloon that puffs as a pump bone pushes. Position from makes a bone slide as its driver moves, good for a lever or a piston that must track another part. Each has its own Ratio, so you tune exactly how much of the driver's motion carries across.

Scale from and Position from in the Bones panel, both set to None here.
Scale from and Position from in the Bones panel, both set to None here.See the full screen
You can combine drivers on one bone. A single bone can take its angle from one driver and its position from another, which is more than a simple script would bother to wire up.
Pro note
Angle, scale, position. Three channels, three drivers, and any bone can borrow from all of them at once.

7Keep drivers clean with Isolate

Control-bone setups get messy if a driven bone is also being dragged around by its parent. The Isolate from parent checkbox on a bone breaks the parent's rotational grip, so the bone only does what its drivers and its own keys tell it. Tick it on a head that should stay level while the body leans, or on a driven bone that must answer to its control link and nothing else. It keeps your automatic motion predictable instead of fighting the hierarchy.

The Isolate from parent checkbox on the Head bone in the Bones panel.
The Isolate from parent checkbox on the Head bone in the Bones panel.See the full screen
Isolate from parent is about rotation independence. Use it when a bone should keep its own orientation rather than inheriting the parent's swing.
Pro note
Isolate is the fix here. When a driven bone misbehaves, nine times in ten its parent was pulling it around.

8Smart bones: a pose on one dial

A smart bone folds an entire recorded pose onto a single control you turn, replacing a script that would pose many bones at once. Open the Actions panel, type a name into Action name, and click Add smart bone. Now you record the target pose into that action, and later, turning one control bone scrubs smoothly from the rest pose into the recorded one. One dial, one clean motion, whether that is closing a hand into a fist or crimping an elbow correctly as it bends.

Add smart bone, next to the Action name box at the foot of the Actions panel.
Add smart bone, next to the Action name box at the foot of the Actions panel.See the full screen
The new smart bone row, Elbow fix, in the Actions panel.
The new smart bone row, Elbow fix, in the Actions panel.See the full screen
Smart bones are perfect for the fixes a rig always needs: record a corrected elbow at full bend and the smart bone blends that fix in automatically as the arm folds.
Pro note
Build a smart bone for a blink once, and every time that character talks you just spin the dial. Endlessly reusable.

9Wire the Control bone and Dial range

A smart bone needs a control to turn and a range to turn through. On the smart-bone row, set Control bone to the bone you will rotate as the dial, if it reads Missing bone the row is not wired to anything yet. Then set the Dial range, the min and max in degrees (the default is 0 to 90) that map to the start and end of the recorded pose. Now rotating the control bone through that range plays your pose from beginning to end and back.

The Elbow fix row: Control bone set to Forearm L and a Dial range of 0 to 90 degrees.
The Elbow fix row: Control bone set to Forearm L and a Dial range of 0 to 90 degrees.See the full screen
Pick a control bone you can spare as a pure dial, or a natural one like an actual wrist bone whose rotation should drive the hand closing. Either works, as long as the range matches the motion.
Pro note
Control bone is the knob, Dial range is how far you turn it. Zero to ninety covers most poses out of the box.

10Record the smart-bone pose

With the smart bone wired, record what it should do. Rotate the control bone to the far end of its Dial range, then pose the bones into the target shape, the fist, the corrected elbow, the raised brow, so the rig learns that at full dial it looks like this. Return the control bone to the start and the pose eases back to rest. The smart bone now interpolates between rest and your recorded pose across the whole range, smoothly and automatically.

The Pose tool selected, with the Elbow fix ring on Kitt's arm on the stage.
The Pose tool selected, with the Elbow fix ring on Kitt's arm on the stage.See the full screen
You can record more than two points along the dial for a pose that passes through a shape, but two, rest and full, handles the great majority of expressions and fixes.
Pro note
Turn the dial to the end, strike the pose, done. The rig fills in everything in between so you never key it by hand.

11Dynamic bones: physical motion, automated

For the automation that mimics physics, hair lag, jiggle, sway, you do not script a simulation, you tick Dynamic on a bone. It then trails and springs on its own as the character moves, with Stif, Damp, and Inert shaping the spring. This is genuine hands-off automation: you animate the main pose, and the loose bits follow through by themselves. It fully covers the secondary-motion tasks people used to script physics for.

Dynamic ticked on a bone in the Bones panel, with Stif, Damp and Inert below it.
Dynamic ticked on a bone in the Bones panel, with Stif, Damp and Inert below it.See the full screen
Dynamics get a full walkthrough in the dynamics tutorial. Here, just know they are your no-code answer for automatic wobble and follow-through.
Pro note
The most satisfying automation of all: tick one box and the hair animates itself while you do the fun poses.

12Actions: stamp reusable motion

When you want to reuse a whole chunk of motion, a wave, a walk cycle, a signature bounce, you record it once as an Action and stamp it wherever you like. In the Actions panel, type into Action name, click Add action, record the motion, then hit Apply on that row to stamp its keyframes onto the timeline at the playhead. That is the scripting job of a reusable motion macro, done by recording once and applying many times.

Add action, next to the Action name box in the Actions panel.
Add action, next to the Action name box in the Actions panel.See the full screen
The rig's Wave action row, with its 10 keys and an Apply button.
The rig's Wave action row, with its 10 keys and an Apply button.See the full screen
Actions and smart bones are in the same panel but do different jobs. An Action stamps keys onto the main timeline, a smart bone drives a pose live from a control bone. The Actions tutorial covers reuse in full.
Pro note
Record the wave once, stamp it in every scene where they wave. That is a motion macro without a single line of code.

13Combine them into a smart rig

The real power is stacking these. A well-built rig might use Angle from control bones for sympathetic secondary motion, a couple of smart bones for the hand and the blink, Dynamic bones on the hair and tail, and a library of Actions for the walk and the wave. Set that up once and the character practically animates its own details while you focus on the acting. That is exactly the labour-saving a scripter chases, assembled from panels instead of code.

Build the automation into the rest skeleton in Rig mode. Get the drivers, smart bones, and dynamics working before you start posing, so every scene inherits them.
Pro note
Stack them up and your rig starts feeling clever. You pose the big stuff, it handles the fiddly stuff. That is the dream.

14What good looks like, and the gap

A well-automated rig feels effortless to pose: secondary motion happens on its own, one dial gives you a clean fist, the tail follows through, and reused motions drop in with a single Apply. The one gap is that there is no arbitrary code, so anything truly custom and logical, a rule no driver, dial, or spring can express, is not available in the browser studio. In practice that gap is small, because control bones, smart bones, dynamics, and Actions cover the overwhelming majority of what animators automate.

If you hit the rare thing none of these tools can do, the workaround is honest hand-animation: key it directly. It is more work, but it always works.
Pro note
No code, no problem. You automated the fiddly bits with panels you can see and drag. Go make the character act.

Automate the native way

Drivers, dials, springs, stamps. Links into the app. Saved on this device.

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Automation questions

No. Scripting is a desktop-only surface, so there is no code console, no macro language, and no place to load or run a script in the browser studio. The automation you would script is built into the rig tools instead: control bones, smart bones, Dynamic bones, and Actions.

Use a control bone. In the Bones panel, set the follower's Angle from, Scale from, or Position from to the driver bone, and set the Ratio. The follower then tracks the driver by that ratio with no keys of its own. It is a live link that holds across the whole scene.

Ratio is the multiplier on how much of the driver's motion carries across. A ratio of 1 matches the driver exactly, 0.5 gives half, and a negative ratio moves the follower in the opposite direction, which is ideal for counterweights and opposing motion.

A control bone links one channel (angle, scale, or position) of one bone to another by a ratio, giving simple automatic secondary motion. A smart bone folds an entire recorded pose onto a single control bone's dial range, so one knob drives many bones into a shape. Use control bones for sympathetic follow, smart bones for whole poses.

In the Actions panel, type an Action name and click Add smart bone. On its row, set the Control bone to the bone you will turn and set the Dial range in degrees (default 0 to 90). Then rotate the control bone to the end of the range and pose the target shape. The smart bone interpolates from rest to that pose across the range.

The Control bone is not wired to an existing bone. Open the smart-bone row and pick a real bone in the Control bone select. Until a valid control bone is set, the smart bone has no dial to turn and will not drive its pose.

Dynamic bones automate physical motion, lag, bounce, and sway, by ticking Dynamic and tuning Stif, Damp, and Inert. Control and smart bones automate deliberate motion you define. Use Dynamic for hair and cloth follow-through, control and smart bones for driven and dialed poses.

The one gap is arbitrary custom logic, a rule no driver, dial, or spring can express. There is no code to fall back on in the browser studio, so the workaround is direct hand-animation: key the motion yourself. It is more effort, but it always works and needs no scripting.

Automated, no code required

No script console, and you did not miss it. Control bones drove your secondary motion, a smart bone folded a whole pose onto one dial, Dynamic bones handled the wobble, and Actions stood ready to stamp reusable motion. Next, dig into Actions properly and build a library of moves you can reuse forever.