Fun, friendly walk-throughs for making and selling your comics.
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Open your studio and find your way around.
New here? The ten-minute read: what FoundryInk is, how it's structured, and what it can actually do for you.
Read it →Set up your creator profile and open your first studio. The whole foundation, in about five minutes.
Read it →Two views of the creator app. Foundry Lite folds it down to your own studio with the basic tools; Foundry Pro shows everything. Switching is one free click in the avatar menu, and it changes what is on screen, never what you can do.
Read it →Comics, books, drawing, and every tool on the page.
From a blank project to a published issue readers can open. The whole path, one page at a time.
Read it →Comic strips, and the three settings that decide whether the strips.ink feed ever shows them. Where your strips live, how to make the next one, and the step nearly everybody gets wrong.
Read it →Plan a comic as a row of story beats, dock your cast and locations onto each beat, set which page it lands on, then turn the whole board into the page script in one step. The first stage of the asset work spine.
Read it →For writers: script a comic or zine panel by panel on the Script tab. Panels, descriptions, dialogue, captions and sound effects, in standard comic-script format, numbered the way a letterer expects.
Read it →For writers: the Script asset kind. Write a screenplay, stage play, audio drama or teleplay in standard format, switch Cinema / Stage / Audio / TV lenses over one document, and import or export Fountain.
Read it →The full manual: pens and Brush Studio, layers and blend modes, colour, selections, transform, adjustments, guides, text, and animation assist.
Read it →A set of Creator Canvas pens that draw comic layout as whole shapes: panel borders, speech balloons, stamps, tails and caption boxes that meld into clean outlines. Built for laying out a page or a long vertical scroll.
Read it →Give one comic page a moment of life. Turn on Animation Assist, draw a few frames as layers, use onion skin and riffle, then Set as animated art so it plays for readers (and prints as a still).
Read it →Every tool on a page, from adjustments and lettering to panels, overlays, and version history.
Read it →The Lettering stage: place speech balloons, captions and sound effects over finished comic pages. Basic and Advanced modes, the full balloon and effect set, balloons built from your script, and Muse placing them for you from your own words.
Read it →Not everything is panels. Write prose, scripts, and anthologies in a real page-layout word processor.
Read it →Slideshows, comic strips, presentations, and no-code games, work that lives and plays in the browser.
Read it →Branching, animated stories with choices and character sprites, built with no code at all.
Read it →Make a real 2D game that plays right in the browser, arcade, puzzle, platformer, or adventure, with no code.
Read it →The full manual: walkable rooms, hotspots and verbs, inventory puzzles, a branching Ink story, FoundryScript, and importing an AGS project.
Read it →The no-code Flash-style animator inside visual novels: symbols, a timeline, keyframes, and tweens that make a scene move.
Read it →The full animator's manual: scenes and a frame-by-frame timeline, drawing cels, onion skin, riffle play, holds, layered rows, and sound.
Read it →For animators: plan your keyposes on the Storyboard, chart the timing between them (spacing, holds, on ones or twos), and let it lay down blank in-between cels for you to draw. Honest hand-drawn timing, no auto-tweening.
Read it →Three more ways to package what you make: stream a video, bundle assets together, or sell a pack of files.
Read it →A real multitrack video editor in the browser: import almost any footage, cut it on a timeline, grade and key and retime it, add titles and voiceover, then render and publish. The full manual.
Read it →The Music Track asset kind: upload or build a track in the multitrack Audio studio, set artist, album and catalog metadata, add cover art and lyrics, and publish it to stream and sell.
Read it →Two audio asset kinds that play in the browser: an episodic Podcast that can syndicate to Apple and Spotify, and a narrated Audiobook with chapters. What each one is, how the show fits together, and the settings that get you onto the directories.
Read it →Already have years of work? Bring a whole folder or zip of your comics, art, video and audio into your studio in one pass, then review everything before a single asset is created. Nothing goes public until you say so.
Read it →Your series' story bible: characters, locations, and a timeline that keep a long story consistent.
Read it →A guided companion for the setup and chores, so you spend more time making and less time clicking.
Read it →Comment on pages, thread the discussion, and resolve every note so an issue is truly ready to ship.
Read it →Rows, bones, and keyframes, one friendly lesson at a time, from your first frame to a rigged character you can pose.
The starting point for the whole animation course. What you will learn, how the studio is organised into rows, bones, and keyframes, the one big mindset shift, and how to move through the lessons.
Read it →A full guided tour of the Animation studio: the stage, the tool palette, the Tool Options bar, the timeline, the row list, and the inspector panels, plus how to make an animation asset and open it.
Read it →Rows are your layers. This page names every add-row type, explains what each is for, and shows how stacking, reordering, naming, and hiding rows compose a whole animated scene.
Read it →Timeline literacy: the playhead and frames, the Frame readout, the four views (Frames, Channels, Sequencer, Motion Graph), keyframes, Auto-key, scrubbing, and the Play, Stop, and Loop transport.
Read it →In FoundryInk, exporting means Publish. A full walkthrough of what publishing does, what readers get (it plays inline, nothing to install), becoming a Short, choosing a cover, and an honest look at the in-engine frame and GIF exporter.
Read it →Turn a character into a puppet by drawing it as separate parts: upper arm, forearm, hand, torso, head. Where to cut, how to overlap at the joints, how to name parts, and how to get everything rig-ready.
Read it →Already have artwork? Bring each piece into the Animation studio as its own Image row, place it, stack it in depth order, then turn it into a posable bone-mesh puppet with Rig this image. The fastest path from a finished drawing to something that moves.
Read it →Give your character a talking mouth. Draw a set of mouth shapes as sub-layers, show one at a time and key it, map each shape to a sound in the Phoneme shapes table, then let the mouth hold each shape until the next key. A full, practical guide to lip-sync in the studio.
Read it →Stop rotating bones one at a time. With inverse kinematics you drag a hand or foot and the whole limb bends to follow. Learn tip-dragging, IK targets on the end of a chain, Max stretch for reaching, and planting feet and hands so they stay put.
Read it →Let hair, tails, cloth, and ears move on their own. Tick Dynamic on a bone and tune Stif, Damp, and Inert so those parts lag behind the body and settle with a natural spring. The finishing touch that makes a rig feel natural instead of stiff.
Read it →Bend a whole piece of art with the Warp tool: drag its four corners on the stage to squash on a landing, stretch on a leap, and skew into perspective. Learn what the four-corner cage can do, where it stops, and how to team it with bones.
Read it →How to build a tapered, organic bendy part, a tail, a rope, a lock of hair, that curls and sways. FoundryInk has no curver layer, so this is the full workaround: draw the shape, taper it with Line Width, run a bone chain through it, Flexi Bind the points, and add Dynamic for natural sway.
Read it →Teach one bone to fix another's ugly bends automatically. Type an action name, add a smart bone, set its control bone and dial range, record the corrected end pose, and now rotating that control bone scrubs cleanly through the whole fix. The cure for folding elbows, mushy blinks, and collapsing fists.
Read it →Your first real animation, start to finish. Switch to Animate mode, turn on Auto-key, pose the rig at one frame, move the playhead, pose again, and watch the studio fill the in-between. Block the big extremes first, preview, then refine. What Auto-key, Freeze, and Relative actually do.
Read it →Where timing becomes feeling. See a value plotted as a bendable curve, then reshape how it travels between keys. Every interpolation mode explained by feel: Linear, Smooth, Step, Ease in, Ease out, Ease in/out, Noise, Cycle, Bounce. Add and reset curve handles for fine control. Spacing and easing are weight and snap.
Read it →Animate one lap and repeat it. Use the Cycle interpolation mode to repeat a walk or an idle, the Loop transport toggle to preview it, and per-frame Hold to work on ones or twos. Build a seamless cycle where the first and last pose match. Note: the absolute versus relative cycle toggle is not surfaced, but Cycle covers the common case.
Read it →A full tour of the Draw group inside Draw and rig: dropping points, closing outlines, sketching with Freehand, and the helpers that push, roughen, and weld your points. This is where every vector character begins.
Read it →Shape the lines you drew: round and sharpen with Curvature, snap corners with Peak, soften with Smooth, thin with Simplify, and transform whole selections with Scale, Rotate, Shear, and Perspective. Turn rough points into a line that sings.
Read it →Turn closed outlines into solid, coloured shapes. Stage curves into amber and Fill, restyle with the Paint Bucket, stack with Raise and Lower, and dress every shape in the Shape style panel with fills, outlines, gradients, and swatches.
Read it →The real way to clip without masks. Group masking is not in the vector editor, so this page teaches the tools that are: Hidden Edge to tuck seams, overlapping shapes to fake clipping, and the reference-dimming toggles that only look like masks.
Read it →How to merge and cut forms without booleans. Liquid-shape add, subtract, and clip are not present, so this page teaches the supported way: overlapping filled shapes to merge, leaving an inner curve out of the fill to cut a hole, and Raise and Lower to stack.
Read it →The full drawing workflow, start to finish. Pin a reference, trace clean outlines, fill them into shapes, style with a reusable palette, and stack a whole character back to front, all in the studio's vector surface.
Read it →Why vector bones bend the actual curves for smooth limb flex, while image rows pivot at a hard seam. Learn Bind Points versus Flexi Bind, tune reach with Bone Strength, and pick the right approach for each part of a character.
Read it →Turn a corrected pose into a single dial. Use the Actions panel, a control bone, and a dial range to fix clean elbow and knee bends on vector art, plus blinks and mouth shapes, so one rotation drives a whole flawless motion.
Read it →The full rigging walkthrough. Draw a complete skeleton with Add Bone, set names, parents, and lengths, isolate the head, limit knee and elbow rotation, Flexi Bind every limb, add IK targets on hands and feet, and add dynamics on loose parts.
Read it →Perform your rig. Switch to Animate mode, pose with the Pose tool and Auto-key, block the extremes first, refine the timing, turn smart bones and switch mouths as you go, and preview constantly. One full shot from blocking to polish.
Read it →Give a limb alternative poses that bending alone can never reach, like an arm swinging up to point straight at the camera, and switch between them right on the stage.
Read it →Give your scene real depth: set how fast each layer drifts with a Depth value, then push a camera through it with Track, Zoom, and Roll for a shot that feels three-dimensional.
Read it →Master the four timeline views, markers and inserted frames, stepped playback, two-way onion skin, and every interpolation mode from Linear to Bounce.
Read it →Make one bone automatically drive another. Set Angle from, Scale from, or Position from with a Ratio, and get automatic secondary motion with no extra keyframes.
Read it →Fill your scene with rain, snow, sparks, and dust. Add an emitter, shape it with Rate, Life, Gravity, and more, swap in your own sprites, and key it to appear on cue.
Read it →The oldest trick in animation, done by hand in the studio. Add an Art row, draw one frame, step forward, draw the next, and label every drawing by its job (key, breakdown, extreme, tween) so your scene reads clean before you tie it down.
Read it →There is no whole-scene physics engine here, and that is fine. What you actually reach for in character animation is per-bone Dynamic springs: tick one checkbox, tune three dials, and loose bits bounce, lag, jiggle, and settle on their own while you animate the main pose.
Read it →Scripting is a desktop-only surface and is not in a browser studio. The good news: the things you would script are built right in. Control bones drive secondary motion, smart bones fold a whole pose onto one dial, Dynamic bones handle the physical stuff, and Actions stamp reusable motion.
Read it →Record a wave or a walk once, then stamp it onto the timeline whenever you need it. The Actions panel is your library of reusable motion: name it, record it on the Mainline, and Apply it over and over. Never animate the same wave twice again.
Read it →Rig a character once, then drop it into any scene as a live instance that updates everywhere when you fix the master. Plus importing a rig from a file, and fading a reference image to trace over.
Read it →Bend a whole piece by dragging its four corners. Squash, stretch, skew, and fake perspective with the Warp tool, learn where a four-corner cage shines, and combine it with bones where you need organic bending.
Read it →Line quality is half the character. Use FoundryInk's brush system and your own imported brushes, shape strokes with Line Width, get variable and tapered lines, and keep a character's linework consistent across every scene.
Read it →Save which rows are showing as a named comp, then flip between versions of a scene with one click. Great for day-and-night passes, alternate outfits, and hiding guides before you publish.
Read it →Tips, subscriptions, prices, print, merch, commissions, affiliates.
Free is great. When you want to earn, here are the three ways money reaches you, and the one setup step first.
Read it →Turn on Available for hire, publish services with priced tiers, and take paid jobs from studios through escrow. Your one Collaborate profile grows; there is no second profile and no bidding for scraps.
Read it →Reading itself pays you. Here are all the rules to earn from the Gold read-share pool, and exactly how the split works.
Read it →No ads allowed, so growth is a different game: bring your own audience, be findable, and be loud everywhere else.
Read it →Take your comic off the screen: sell it in print, add merch, and open your desk for custom work.
Read it →Let promoters send readers your way for a cut, and track exactly what each partner brings in.
Read it →Fund the next book before you draw it, with tiers made of real assets and progress that updates itself.
Read it →Show off your art in portfolios, and sell the pieces as real prints readers can hang on a wall.
Read it →Discount codes for a launch, a con, or a thank-you, scoped exactly where you want them.
Read it →The rare hiccup, handled fairly. How refunds and replacements work, and how to resolve one kindly.
Read it →Find real comic shops near you, list your own on the directory, and offer your issues to retailers at a wholesale price.
Read it →The kiosk tablets FoundryInk places in venues: a walk-up reader reads your free issues in full, buys digital with just an email, tips you with no platform cut, and can unlock a comic they own on the tablet for an hour from their phone.
Read it →Get discovered, then build a community that comes back.
Publishing is step one. Here's how new readers actually find your work, and how to help them.
Read it →Draw one prompt a day through October. FoundryInk gives you a calendar studio, the official list plus sub-genres like Gobtober and Spooktober, a Browse showcase, and sales with no platform fee on your Inktober prints and originals.
Read it →drawlympics.com is FoundryInk's competitions site: daily drawing challenges like Inktober, the annual Inky Awards, and endless walls of the art people make for them. Same account, and your entries land in your own studio.
Read it →Two kinds of pin, one idea: keep one thing at the top. Creators pin a standout asset to the top of a studio, project, or campaign page; readers pin the studios, series and games they love so new drops surface in one place.
Read it →Once readers arrive, keep them close: broadcasts, a healthy posting rhythm, and a roster you actually understand.
Read it →Ask your audience a question and let them vote. Build a poll in the Create wizard, pick who can vote (free followers or paying subscribers), and watch the results come in on your studio page and the Browse Polls rail.
Read it →Give readers a room to read your series together, chat, and leave notes page by page.
Read it →Turn readers into a community: put yourself on the map, send characters romping across Browse, and reward the regulars.
Read it →Surprise is shareable. Hide cameos to catch, subliminal flashes, and after-credits rewards that make readers say "did you see that?"
Read it →Two ways to stand out: wrap your avatar, banner and pages in a decorative frame, and let a character crawl right off your cover with a breakout that shows on every Browse card.
Read it →Every studio, series, issue, and profile has a Share button. Here's how to spread the word in a tap.
Read it →Open the floor. Run an ask-me-anything, let readers upvote the best questions, and answer live.
Read it →The full moderator's handbook: roles, channels, room identity, message tools, and sanctions that know their limits.
Read it →Set a goal, award a badge. Give your readers something to chase and a trophy when they catch it.
Read it →Build a shareable list of great comics, your own and other studios', to lift friends' work or share your critic picks.
Read it →Tune it, staff it, and run it like a media desk.
Turn off the features you don't use. A focused studio is calmer for you and clearer for readers.
Read it →Bring in writers, artists, and editors, then keep everyone moving with roles, a task board, and a shared calendar.
Read it →The issue's Storyboard view: lay every page out on an infinite planning board, then think on top with sticky notes, arrows, roughs, pose references, and comment pins. Never printed. Live when your team needs it.
Read it →The whole team playbook: the Work Shelf on every asset (tasks, member chat, notes), presence, private chats, and drawing or planning together in real time with a live seat.
Read it →Comics are a team sport. Meet writers, artists, and critics, connect, and message them, all in one console.
Read it →Bring a pro into your studio for a paid job: find them in Collaborate, agree terms, sign, fund an escrow, review deliveries, and release payment when the work is right. No job boards, no bidding.
Read it →Run a studio like a newsroom: publish news and posts, feed them to Browse, and build a subscriber base.
Read it →The deeper toolset: the assistant, the Codex, and full IP import, and how the layers stack.
Read it →Your studio keeps score for you. Learn what's working, and exactly where readers drop off.
Read it →Zoom out past your own studio to the whole market, genres, pricing, and trends, all anonymized.
Read it →Love reading and have opinions? Claim a critic handle, give a Crisp or Faded verdict, and build a following.
Read it →Five tabs, one workroom: your profile, finding people, connections, messages, project channels, and the docked messenger.
Read it →See it from the reader's side, and make FoundryInk yours.
The first screen readers land on: a featured carousel, rails, lenses, and a search that understands what you mean.
Read it →Everything you collect in one place: your library, the creators you follow, subscriptions, purchases, and where you left off.
Read it →Step into your readers' shoes: following, shelving, the guided reader, and the Chill Player.
Read it →Catch characters as they scamper across Browse, complete studio sets, and fill a trophy case of badges.
Read it →The opt-in companion that lives beside your work: how to hatch one, how it grows, what it notices, and why it can never see what you make.
Read it →Every studio's conventions, signings, streams and launches, on one calendar you can view as a list, a calendar, or a map.
Read it →Fan rooms, reading groups, studio and genre spaces: find one, join it, and be good company.
Read it →Make FoundryInk yours: appearance, accessibility, reading defaults, notifications, and account safety.
Read it →