FoundryInk Academy Academy / Animation course
Animation course

Draw a Whole Character

You have used the vector tools one at a time. Now you draw a whole character with them, blank canvas to finished art, in one sitting. We pin a reference to trace, ink closed outlines, shape the curves, fill them into solid shapes, style a palette you reuse everywhere, and stack every piece in the right order. When you finish, you have art that is crisp at any size and built to rig.

Read time about 18 min

1What you are about to build

This is the capstone of drawing. Instead of practising one tool, you carry a single character from an empty canvas to a fully coloured figure. The plan is simple and it never changes: trace over a reference, ink each part as a closed outline, fill the outlines into shapes, colour them from a shared palette, then stack the parts back to front so they overlap correctly. Keep that order in your head and the whole thing stays calm.

A finished vector character in the Draw surface, with the tool rail and the side panels.
A finished vector character in the Draw surface, with the tool rail and the side panels.See the full screen
Give yourself a real character, not an abstract blob. A head, a body, two arms, two legs, and a couple of clothing shapes is a perfect first target.
Pro note
One character, one session, one calm order of operations. Trace, ink, fill, colour, stack. That is the plan.

2Open the drawing surface

In the Animation studio, add a Vector row from the add-row bar. On that row, click Draw and rig to open the vector surface. Across the top are three modes, Draw, Rig, and Test; the whole of this tutorial lives under Draw, so click it and stay there. The rail splits into a Draw group for making outlines and a Fill group for turning them into shapes.

The add-row bar in the Animation studio, with the Vector button highlighted.
The add-row bar in the Animation studio, with the Vector button highlighted.See the full screen
The vector surface, with the Draw, Rig and Test modes across the top.
The vector surface, with the Draw, Rig and Test modes across the top.See the full screen
One Vector row can hold your whole character. You do not need a separate row per body part; the shapes stack inside this one drawing.
Pro note
Draw makes the lines, Fill seals them into shapes. Two groups on the rail, two halves of every drawing you will ever make here.

3Pin a reference to trace

Drawing a whole figure from nothing is the hard way. Open the Reference image picker and drop in a rough sketch, a photo, or a pose study of your character. It sits behind the canvas as scaffolding, not final art. This one image keeps your proportions honest across every part you draw next, so the head and the hands actually belong to the same body.

The Reference image picker in the side panel, with images to choose from.
The Reference image picker in the side panel, with images to choose from.See the full screen
A reference image sitting behind the canvas, under the character.
A reference image sitting behind the canvas, under the character.See the full screen
A loose thumbnail is plenty. You are borrowing its proportions, not its polish, and you will clear it before you finish.
Pro note
Even veterans trace their own roughs. A reference is not cheating, it is a map so your character does not grow three extra elbows.

4Fade the reference with Opacity

A bright reference fights your ink. Drag the Opacity slider down until the image is a faint ghost you can still follow but no longer mistake for your own lines. Somewhere around a quarter strength usually reads well. Now your black outlines pop clearly over the top and you can see exactly what you have drawn versus what is still just the guide underneath.

The reference Opacity slider, under the Reference image picker.
The reference Opacity slider, under the Reference image picker.See the full screen
If you lose the reference entirely, nudge Opacity back up. If your lines vanish into it, push it lower. Comfortable contrast is the goal.
Pro note
Set the ghost so faint you almost lose it. You want to trace the shape, not colour inside a printed picture.

5Ink the first closed outline

Start with the largest part, usually the head or the torso. Pick Add Point and click around the edge of that part, dropping a point wherever the line changes direction and nowhere else. When you come back to the start, click the very first point again to close the outline into a loop; press Escape instead if you meant to leave a line open. A closed loop is what you will fill in a moment, so aim to close every body part.

A closed outline around the head, drawn with Add Point.
A closed outline around the head, drawn with Add Point.See the full screen
Prefer to sketch loosely? The Freehand tool lets you draw a whole stroke and fits it to a clean curve the instant you let go.
Pro note
A point at every turn, none on the straights. Close the loop by clicking your first point. Fewer points now means silkier lines later.

6Shape the curves

Straight-line polygons are not a character yet. Grab Curvature and drag up on a point to round it, or down to sharpen it toward a corner. For a whole run of points, select them and use the contextual Curve group: Peak snaps them to hard corners, Smooth rounds them fully. Use Peak for a jaw, a knuckle, or a fold in cloth; use Smooth for a cheek, a shoulder, or a belly.

The ear outlines, their points shaped into smooth curves.
The ear outlines, their points shaped into smooth curves.See the full screen
Most outlines are a mix. One cheek is Smooth, the chin below it is Peak. Read the real edge and match the curve to it.
Pro note
Round the soft edges and sharpen the hard ones. That is when the flat polygon turns into a real shape.

7Tidy the points

Traced outlines always end up with a few too many points. Select a lumpy stretch and press Simplify to drop the points that barely change the curve, leaving a cleaner line behind. Need to fix one point by hand? Select Points and Translate Points nudge them, Delete Point removes a stray, and Weld merges two points that should really be one. A clean point count now saves you grief when you rig this character later.

The Weld tool picked in the rail, with the hint to click one point, then another, to merge them.
The Weld tool picked in the rail, with the hint to click one point, then another, to merge them.See the full screen
Rigging grabs these exact points. Every point you clean up here is one less thing to wrangle when bones enter the picture.
Pro note
Simplify is a useful tidy-up. Draw a bit messy, then let it remove the points that were not earning their keep.

8Fill your first shape

A closed outline is still just a line until you fill it. Switch to the Fill group and pick Create Shape. Click the curves that wall in the area so they stage in amber, then press Fill shape to paint that region solid. Changed your mind before sealing it? Clear staging resets the amber selection so you can pick the curves again. That amber preview is your safety net, it shows exactly what will fill before you commit.

Create Shape: the hint to stage the closed outline, with the Fill shape and Clear staging buttons.
Create Shape: the hint to stage the closed outline, with the Fill shape and Clear staging buttons.See the full screen
Amber means staged, not filled. Click every curve that borders the area, all the way around, or the fill will not know where to stop.
Pro note
Amber shows the boundary, Fill shape commits it. Click the whole boundary, watch it turn amber, then fill. That is the rhythm for every part.

9Style the fill

Select a filled shape and the Shape style panel opens. Turn on Enable fill and choose a Fill colour for the body of the shape; turn on Enable outline for a Line colour and set the Line width for its edge. Want a soft blend, like a cheek's blush or a metal sheen? Tick Gradient, pick linear or radial, and press Add stop for extra colours along the ramp.

The Shape style panel: Enable fill, Fill colour, Gradient, Enable outline and Line width.
The Shape style panel: Enable fill, Fill colour, Gradient, Enable outline and Line width.See the full screen
To restyle a shape you already made, grab the Paint Bucket and click it. It repaints that shape with the current fill and stroke, no need to redraw.
Pro note
This is where a grey blob becomes a character. Fill, outline, maybe a gentle gradient, and suddenly it has skin and clothes.

10Keep a palette with Swatch paints

A character that uses the same reds and blues everywhere looks designed; one that improvises a new colour per shape looks accidental. In the Shape style panel, use Swatch paints to click a ready colour (Black, the greys, Oxblood, Red, Orange, Amber, Green, Blue, Purple, White) straight onto a shape. Toggle whether the swatch sets the Fill or the Line before you click, so one tap can colour a shape or just its outline.

Swatch paints in the Shape style panel, with the Fill and Line choice.
Swatch paints in the Shape style panel, with the Fill and Line choice.See the full screen
Decide your character's four or five core colours early, then pull only from those swatches. Consistency across every shape is what sells the design.
Pro note
Pick your palette once, reuse it forever. Same amber for the hair on every shape, and your character reads as one person.

11Draw the rest of the parts

Now repeat the loop for every remaining part: outline with Add Point, shape with Curvature, close it, Create Shape, Fill shape, colour from your swatches. Draw the body, then each arm and leg, then the clothing shapes, then the little details like eyes and buttons. Because they all live on the one Vector row, they build up into a single drawing you can rig as a whole later.

The whole character, every part drawn and filled on one Vector row.
The whole character, every part drawn and filled on one Vector row.See the full screen
Draw parts as separate closed shapes even where they touch. A separate upper arm and forearm shape will bend far better than one long single shape.
Pro note
You already know the whole routine now. It is the same four steps, once per part, until a person appears on the canvas.

12Stack the shapes back to front

A character is many shapes in the right order: body underneath, shirt over it, buttons on top of the shirt. If a near shape hides behind a far one, select it and use Raise to move it up the stack or Lower to push it down. Build back to front from the start and you will barely need these, but they are there to fix any piece that landed in the wrong layer.

Raise picked in the rail, with the belt buckle shape selected to move up the stack.
Raise picked in the rail, with the belt buckle shape selected to move up the stack.See the full screen
The reliable order: furthest first. Body, then clothes, then accessories, then face details. Each new shape sits on top of the last.
Pro note
Work in dressing order: skin, then shirt, then jacket, then the badge on the jacket. Raise and Lower fix any piece that landed in the wrong layer.

13Hide the seams with Hidden Edge

Where two filled shapes overlap, like a sleeve crossing an arm, the outline can show through and break the illusion of one solid figure. Pick Hidden Edge and click the edge running through a point on a filled shape to hide it, so the join reads as a single clean form. Click it again to bring the edge back if you hid the wrong one. This is the trick that makes stacked shapes look like one connected character.

Hidden Edge picked, with the hint to click a point on a filled shape.
Hidden Edge picked, with the hint to click a point on a filled shape.See the full screen
Hidden Edge only hides the drawn line, not the fill. The shape stays whole; you are just tucking the seam where two pieces meet.
Pro note
Hidden Edge is a small tool with a big effect. Tuck the line where the sleeve meets the arm and the join disappears into one smooth piece.

14Make holes and combine forms

You may reach for a mask or a boolean subtract from desktop drawing tools. FoundryInk's vector editor does not have group masking or liquid-shape booleans, so here is the workaround. To make a hole, like the gap in a belt buckle, leave the inner curve out of the fill when you stage the shape; an unstaged inner curve reads as a hole. To combine forms, overlap filled shapes and tuck the joins with Hidden Edge. Readers will never spot the difference.

The Fill shape button, used to fill only the curves you staged.
The Fill shape button, used to fill only the curves you staged.See the full screen
This is a real limit, not a bug. Overlap plus Hidden Edge plus a left-out inner curve covers almost everything masking would have done.
Pro note
No masking or liquid booleans here, and that is fine. Overlap your shapes, leave a curve out for a hole, and nobody will ever know.

15Clear the reference and check your work

With the character drawn, press Clear on the reference to remove the tracing image and see your art standing on its own. Zoom in and out; because it is vector, it stays razor sharp at every size. Scan for gaps where a fill leaked, points that never welded, or a shape sitting on the wrong layer, and fix them with Paint Bucket, Weld, and Raise or Lower. Lean on Undo and Redo freely while you tidy.

The Clear button on the Reference image picker, which removes the tracing image.
The Clear button on the Reference image picker, which removes the tracing image.See the full screen
The finished character on its own, with the reference cleared.
The finished character on its own, with the reference cleared.See the full screen
What good looks like: closed outlines, clean point counts, consistent palette, correct stacking, tucked seams, and no stray reference showing. That is a rig-ready character.
Pro note
Clear the ghost and take a proper look. You drew a whole person from an empty canvas, and it is sharp at any size. That is a real skill.

Draw your whole character

Trace, ink, fill, colour, stack. Links into the app. Saved on this device.

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Whole-character drawing questions

Separate closed shapes per part, even where they touch. An upper arm and a forearm as two shapes will bend far better under bones than one long shape, and stacking them lets clothes and details layer on top cleanly. Draw them apart, then tuck the joins with Hidden Edge.

The outline was probably not fully closed, or you did not stage every bordering curve. Close the loop by clicking the first point again, then with Create Shape click every curve that walls in the area so the whole boundary turns amber before you press Fill shape. A gap in the boundary lets the fill spill.

Use Swatch paints in the Shape style panel and pull from the same four or five swatches for the whole figure. Decide the core palette early, then tap the same amber for every hair shape and the same blue for every cloth shape. That repetition is what makes a design look intentional.

Select the shape that should be in front and press Raise to move it up the stack, or select the one that should be behind and press Lower. Building back to front, body first and details last, avoids most of this, but Raise and Lower correct anything that landed wrong.

Pick Hidden Edge and click the edge running through a point on the filled shape to hide just that line while keeping the fill. This tucks the seam where a sleeve crosses an arm so the two shapes read as one solid piece. Click again to bring the edge back.

Leave the inner curve out of the fill when you stage the shape. An unstaged inner curve reads as a hole, because FoundryInk's vector editor does not have subtract or clip boolean modes. Build all your cutouts this way and combine forms by overlapping filled shapes.

No, but it helps enormously for a whole figure. A faded Reference image keeps every part in proportion so the head and hands belong to the same body. Set its Opacity low, trace over it, and press Clear when the character stands on its own.

Vector art is points and curves, not pixels, so it stays crisp at any size and its points are exactly what bones grab when you rig. You can rig imported images too, but vector gives the smoothest bends and the cleanest lines, which is why it is the ideal base for a character you plan to animate.

You drew a whole character

From an empty canvas to a fully coloured, correctly stacked, seam-tucked figure, entirely in the studio. It is sharp at any size and every point is ready for bones. Next, we look at why rigging vector art bends so much more smoothly than rigging cutout images, and how to bind each kind.