Rigs are great, but sometimes you just want to draw the motion, cel by cel, the way animators have since flip-books. In FoundryInk that is in the Animation studio on an Art row: every frame is its own little drawing, and you flip between them to make it move. This page walks the whole traditional workflow, roughing keys, filling breakdowns and inbetweens, onion-skinning, holding on ones or twos, and mixing hand-drawn passages with rigged characters in one scene.
Frame-by-frame animation is exactly what it sounds like: you draw each frame of motion as a separate picture, then play them in order fast enough to fool the eye. Nothing is posed or tweened for you here, the movement is entirely in your drawings. That is more work than a rig, but it buys you total control and that hand-made wobble that rigs never quite fake. It is the right tool for smoke, splashes, a face pulling a wild expression, or any effect that is easier to draw than to build.
Open the Animation studio and look at the add-row bar along the top. Click Art to drop in a hand-drawn row, this is the row where every frame holds its own drawing. Give it a clear name in the row so a scene full of rows does not turn into a guessing game. You can stack several Art rows if you want, say one for the character and one for an effect, and they play together layered front to back.
Put the playhead on the frame you want, then hit Draw this frame to open the drawing surface for that exact frame. Rough your first pose loosely, do not neaten it yet, you are only finding the shape. When you step the playhead forward and use Draw again, you get a fresh blank frame to draw the next drawing into. Each frame is independent, so what you draw at frame 4 has nothing to do with frame 5 until you draw it there too.
Down at the bottom, the timeline view tabs let you switch how you see your scene. Stay on the Frames tab for hand-drawn work, it lays every frame out left to right so you can see which frames have drawings and which are holding. The playhead is your current frame, and the readout Frame {n} / {total} tells you where you are and how long the scene is. Click along the Frames strip to jump the playhead anywhere.
Do not animate straight ahead from frame one, that way lies drift and panic. Instead, draw the storytelling poses first, the key frames, spaced out across the scene. A jump might be three keys: crouch, top of the arc, landing. On each of these drawings, set the frame role to key so the timeline marks it as a pillar. Get those looking right and the whole shot is already readable before a single inbetween exists.
An extreme is a key pushed to its furthest reach, the deepest crouch, the widest stretch, the frame where a pose is at its absolute limit. Draw these and tag their frame role extreme so you know they are the outer edges of the motion. Extremes are where you exaggerate, a little more than feels comfortable usually reads better once it is moving. They give your inbetweens a clear target to travel toward.
Between two keys, one drawing decides the whole flavour of the move: the breakdown. It is not just the halfway pose, it is where you choose whether a limb leads or drags, whether the path arcs high or low. Draw that transitional drawing and set its frame role to breakdown. A good breakdown is the difference between a stiff robot and a arm that swings with life, so spend real care here.
Now the humble in-between drawings, the frames that carry the eye smoothly from one pose to the next. Draw them and tag their frame role tween so the strip shows them as the connective tissue they are. Space them tight where the motion is slow and wide where it is fast, this spacing is your timing, and it is entirely in your hands here since nothing interpolates for you. Keep them on the arc the breakdown set, straight-line inbetweens feel mechanical.
You cannot draw the next frame well without seeing the last one. Click the Onion eye and the frames around the playhead appear as faint ghosts under your current drawing. Past frames ghost in red, and the forward stepper +N shows future frames ahead of you as green ghosts, so you can sandwich a new inbetween exactly between the drawing before and the drawing after. Bump the forward count up when you want to see further along the arc.
Most traditional animation is not a new drawing every single frame, that is animating on ones, and it is smooth but expensive. Holding each drawing for two frames is on twos, and it is the classic look that carries most character work. Set the per-frame Hold field to control how long a drawing lingers, the readout tells you plainly whether you are on ones or on twos. For a scene-wide feel, the stepped playback toggle On 1s, On 2s, or On 3s holds every drawing for that many frames during playback.
Drawings only become animation when they move, so watch it constantly. Hit Play to run the scene and Stop to pause, and turn on Loop to run a cycle over and over while you judge the timing. To inspect a single beat, step with Previous keyframe and Next keyframe to hop between your marked frames instead of scrubbing one frame at a time. If a move feels wrong, it almost always shows on the third or fourth loop.
Timing rarely survives first contact, so you will need to add room mid-scene. Use Insert frames, tell it how many Frames to insert, and hit Insert, everything after the playhead shifts later to make space for the drawings you want to add. To keep your bearings, drop a Marker at the playhead on important beats, then hop between them with Jump to previous marker and Jump to next marker. Markers do not print or play, they are just your own signposts.
You do not have to choose one style for a whole scene. Keep your Art row for the hand-drawn passage, then click the Character add-row button to drop a reusable rigged character in as a live instance beside it. Now a posed puppet and your frame-by-frame drawings share one stage and one timeline, playing together layered by row order. Draw a splash of hand-animated water in front of a rigged character walking through it, or a rigged body with a wildly hand-drawn face.
A finished frame-by-frame scene reads clearly at speed: keys land where the story wants them, breakdowns give each move a personality, and spacing carries real weight. Loop it with onion skin off and check that nothing pops, jitters, or drifts off its arc. When it plays clean, publish it, the animation plays inline for readers and can become a Short. The in-engine frame and GIF exporter exists too, but Publish is the finish that readers actually see.
Add an Art row from the add-row bar, put the playhead on the frame you want, and click Draw this frame. That opens the drawing surface for that one frame. Step the playhead forward and use Draw again for the next drawing. Each frame is its own independent picture.
No, and that is by design on an Art row. Every inbetween is a drawing you make yourself, which is what gives hand-drawn animation its living quality. Auto-interpolation lives on rigged and keyed rows, not on the frame-by-frame Art row.
They are labels you assign per frame to organize your plan. Keys are the storytelling poses, extremes are those poses pushed to their limit, breakdowns are the character-defining transitions between keys, and tweens are the connective inbetweens. They colour the frame on the strip so your plan is visible at a glance.
On ones means a new drawing every frame, which is smooth but twice the work. On twos means each drawing is held for two frames, the classic look that carries most character animation. Set the per-frame Hold field, or use the On 1s, On 2s, On 3s playback toggle for the whole scene. Read the on ones or on twos readout to confirm.
Click the Onion eye. Past frames ghost in red under your drawing, and the forward stepper +N shows future frames as green ghosts. Line your new inbetween up so it sits neatly between the red and green ghosts to keep your spacing honest.
Use Insert frames. Enter how many frames to insert and click Insert, and everything after the playhead shifts later to make room. Drop Markers on your key beats first so you can jump straight back to them afterward.
Yes. Keep your drawings on an Art row and add a rigged character with the Character add-row button as a live instance. They share one stage and timeline and play together, layered by row order. Put the Art row above or below the Character row to control which sits in front.
Publish it. The animation plays inline for readers and can become a Short. There is also an in-engine exporter for frame sequences and Animated GIF, but Publish is the reader-facing finish and the one to reach for.
Keys, extremes, breakdowns, tweens, onion skin, holds, and a clean loop, all by your own hand. Frame-by-frame is the most honest animation there is, and now it is in your toolkit. Next up, learn to fake weight and bounce without drawing every wobble, using springy Dynamic bones.