In some desktop animation tools you combine forms with liquid-shape booleans, add, subtract, and clip modes that merge and cut shapes automatically, plus a metaball blend. None of that is present in FoundryInk's vector editor. This page teaches the supported way to build merged and cut-out forms: overlapping filled shapes, leaving an inner curve out of the fill to make a hole, and Raise and Lower to stack. Same results, drawn by hand.
In tools that have them, boolean shape modes let one shape add to, subtract from, or clip another automatically, so a keyhole is a rectangle minus a circle and a blob is two circles that merge on contact. A metaball blend even melts nearby shapes together with a soft neck. They are quick and mathematical. Understanding what they produce, merged forms and cut-out holes, tells you exactly what to recreate here by hand.
So you never hunt for a phantom button: FoundryInk's vector editor has no liquid-shape boolean modes (no normal, add, subtract, or clip) and no metaball blend. There is no per-shape mode dropdown that merges or cuts one shape against another. If instructions from another program tell you to set a shape to subtract, that step has no equivalent here. Everything below is the supported way to reach the same forms.
To make one merged form from two, simply overlap two filled shapes that share the same fill colour and let them read as a single silhouette. A snowman is three circles overlapping, a cloud is a row of bumps, a cartoon splat is several blobs piled together. Because they share a colour, the eye sees one shape, not three. This is the everyday way to build organic, blobby forms out of simple pieces.
Overlapping shapes can leave outline seams where their edges cross inside the merged form. If your shapes have outlines, use Hidden Edge to hide the edge segments that fall inside the silhouette, so only the outer contour keeps its line. The result is a single clean outline around the whole merged form, with no stray lines cutting across the middle. This is the finishing touch that sells the merge.
Here is the move that replaces subtract. To cut a hole in a shape (a donut, a washer, a letter O), draw both the outer outline and an inner curve, but when you stage the shape with Create Shape, leave the inner curve out of the fill. An unstaged inner curve reads as a hole, so the fill wraps around it and the middle stays empty. You made a subtraction by simply not filling the centre.
Here is the classic donut. Draw a big circle for the outer edge and a smaller circle inside it for the hole, both closed with four points and rounded using Smooth. Pick Create Shape, click only the outer circle so it stages amber, and press Fill shape. The inner circle stays a line and reads as a hole, and you have a donut. Style the ring in the Shape style panel and it is done.
The same trick makes any cut-out. For a keyhole, draw the outer plate outline and an inner keyhole curve, then stage and fill only the outer, leaving the keyhole shape unstaged so it punches through. For a letter like O, D, or A, the counter (the enclosed space) is just an inner curve you leave out of the fill. Any shape with a hole in it is an outer boundary filled around an unstaged inner curve.
To fake a clip, where one shape hides part of another, you stack rather than subtract. Draw a shape to cover the part you want hidden, give it the background colour (or place it so it reads as empty space), and Raise it above the shape underneath. It masks that region visually by sitting on top of it. It is a cover-up rather than a true cut, but on screen the result is identical.
Combining shapes lives and dies by stacking order, so Raise and Lower are your main controls. They move a selected shape up or down the order, deciding which piece sits in front. A merged form wants its pieces at the right depth, a cut-out cover wants to be on top, and a merged blob wants a consistent order so seams tuck cleanly. Get comfortable nudging shapes up and down until the assembly reads correctly.
Real objects often need both at once. A cartoon gear is a merged body (several overlapping shapes) with a cut centre (an unstaged inner curve) and teeth built from more overlaps. Build it in layers: merge the base form with overlapping filled shapes, cut the hole by leaving the inner curve out of the fill, then Raise details on top. Thinking in merge, then cut, then stack lets you construct surprisingly complex forms from simple parts.
Because your combined form is really several shapes, rigging respects each piece. Bind all the shapes of one merged form to the same bone and they move together as one, keeping the merge intact as the character animates. A cut-out hole stays a hole because the inner curve travels with the shape it belongs to. You get animation-friendly forms that hold together, as long as related shapes share a bone.
A well-combined form has clear tells. A merge reads as one silhouette with a single clean outer outline and no stray internal seams, thanks to Hidden Edge. A hole is crisp and empty because the inner curve was left unstaged, not painted over. And the whole assembly holds its shape when rigged because related pieces share a bone. Hit those and your hand-built forms are indistinguishable from boolean ones.
Merge, cut, and stack by hand. Links into the app. Saved on this device.
There are none. FoundryInk's vector editor has no liquid-shape boolean modes and no metaball blend. You merge forms by overlapping filled shapes, cut holes by leaving an inner curve out of the fill, and clip by stacking a cover shape on top with Raise.
Overlap two filled shapes that share the same fill colour, and your eye reads them as a single silhouette. Then use Hidden Edge to hide the internal seams where their outlines cross, leaving one clean outer outline. The shapes stay separate underneath but look merged.
Draw both the outer outline and an inner curve, then when you stage with Create Shape, click only the outer boundary and leave the inner curve out. An unstaged inner curve reads as a hole, so the fill wraps around it and the middle stays empty.
You staged the inner circle along with the outer one. Delete Shape, then run Create Shape again and click only the outer circle so just it turns amber before you press Fill shape. The inner circle should stay an unstaged line.
Yes. Draw a cover shape in the background colour and Raise it above the shape you want to hide part of. It sits on top and masks that region visually. It is a cover-up rather than a true cut, but on screen the result is identical, especially against a solid background.
Yes, as long as you bind all its pieces to the same bone. Because a merged form is several shapes, binding them to one bone moves them together as a unit. If a form splits apart during animation, its pieces were bound to different bones.
Do one operation at a time. First merge the base form with overlapping filled shapes and tidy the seams with Hidden Edge, then cut the hole by leaving an inner curve out of the fill, then Raise any details on top. Thinking merge, cut, stack keeps even complex forms manageable.
It is a little more drawing up front, but it gives you direct control and forms that rig as real shapes. Once overlapping, unstaged inner curves, and Raise and Lower become second nature, it is quick, and the finished forms look exactly like boolean ones.
You know the gap and the supported way through it: overlap filled shapes to merge, leave an inner curve out of the fill to cut a hole, cover to clip, and stack it all with Raise and Lower. That is every combined form a boolean could give you, built by hand and ready to rig. Now put the whole vector toolkit together and draw a complete character from scratch.