FoundryInk Academy Academy / Animation course
Animation course

Lip-Sync and Switch Layers

A switch layer is a stack of drawings where only one shows at a time, and lip-sync is the classic use: a set of mouth shapes that flip in time with speech. FoundryInk handles both from a single Switch / Lip-sync panel. This page covers the whole thing: drawing your mouth shapes, showing and keying them by hand, mapping shapes to sounds, and getting the timing to feel like real talking.

Read time about 16 min

1What a switch layer is

A switch layer holds several drawings stacked in one place, but shows exactly one of them at any given frame. Flip which one is showing over time and you get flip-book animation: a blinking eye, a spinning coin, or the star of this page, a talking mouth. Because only one shape shows at once, you never have to hide the others by hand. The switch does the choosing for you.

A switch layer showing one mouth drawing, with Showing now naming the live cel.
A switch layer showing one mouth drawing, with Showing now naming the live cel.See the full screen
Switch layers are not just for mouths. Any part with a small set of distinct states (open eye, half eye, closed eye) is a natural fit for the same panel.
Pro note
One drawer open at a time. That is a switch layer. Perfect for mouths, blinks, and anything that snaps between a few clear shapes.

2Draw your mouth shapes as sub-layers

Lip-sync starts with the shapes. Draw each mouth as its own sub-layer inside the switch: one for a closed mouth, one for a wide open mouth, one for a rounded mouth, and so on. Each drawing sits on its own sub-layer so the switch can pick between them. Keep every mouth registered to the same spot on the face so they do not jump around when they flip.

The Mouth row on the timeline, holding one drawing per mouth shape.
The Mouth row on the timeline, holding one drawing per mouth shape.See the full screen
Draw the mouths in a consistent position and scale. If one shape sits higher than the others, the mouth will appear to hop every time that shape shows.
Pro note
Draw each mouth on its own sub-layer, all in the same spot. Registration is everything, a wandering mouth reads as a glitch.

3Open the Switch / Lip-sync panel

With your switch layer selected, open the Switch / Lip-sync panel. At the top it shows the current frame as Frame {n}, so you always know where the playhead sits. Below that are tiles, one per drawn sub-layer, each labelled with its shape name (a fresh shape gets a default name like Shape 1). This panel controls everything that follows.

The Switch / Lip-sync panel: the current frame and one tile per shape.
The Switch / Lip-sync panel: the current frame and one tile per shape.See the full screen
If a shape has an unhelpful default name like Shape 3, rename it to closed, wide, or oh, so your tiles show mouth names instead of a numbered list.
Pro note
The panel shows the frame you are on and a tile for every mouth. That is your whole toolkit for talking, right there.

4Showing now: one shape at a time

The panel always shows which shape is live right now. Only one sub-layer displays at a time, and the panel makes it clear which one is currently showing. This is the heart of a switch: the others are still there, tucked away, just not visible. Understanding that only one shows at once is what makes the keying in the next step click into place.

Only one shape shows at a time; Showing now reads Cel 2 here.
Only one shape shows at a time; Showing now reads Cel 2 here.See the full screen
If your mouth looks blank on the stage, no shape is selected to show at that frame. Click a tile to bring one forward.
Pro note
Only one mouth shows at a time. The rest are hidden. The panel tells you which one is showing.

5Click a shape to show it and set a switch key

Move the playhead to the frame where a mouth should appear, then click that shape's tile. This does two things at once: it shows that shape on the stage and it sets a switch key at the current frame (the action reads as show that label and key it at this frame). From that frame onward, the switch displays your chosen mouth until you tell it otherwise. Keying is just clicking the right tile at the right frame.

The Cel 1 tile: clicking a tile shows that shape and keys it at the current frame.
The Cel 1 tile: clicking a tile shows that shape and keys it at the current frame.See the full screen
Work left to right along the audio. Park the playhead where a new sound starts, click the matching mouth, then move to the next sound. That march down the timeline is the whole manual technique.
Pro note
Click a tile and you both show that mouth and pin it to this frame. Timeline plus tile equals one keyed mouth. Repeat down the line.

6How a mouth holds until the next key

A switch does not fade between shapes. Once you key a mouth at a frame, it stays on screen, unchanged, right up until the next switch key tells it to become a different mouth. So if you key a wide mouth at frame ten and a closed mouth at frame twenty, the wide mouth simply holds for those ten frames and then snaps to closed. This hold-then-snap behaviour is exactly how hand-drawn lip-sync works, so lean into it.

The mouth keyed earlier holds on the stage until the next switch key.
The mouth keyed earlier holds on the stage until the next switch key.See the full screen
Because shapes hold, you only need a key where the mouth changes, not on every frame. Fewer, well-placed keys make cleaner speech than a key on every single frame.
Pro note
No blending, just holding. A mouth stays put until the next key, then it snaps. Key only where the sound actually changes.

7Read and clean up the Keyed frames strip

Every switch key you set shows up as a chip on the Keyed frames strip, giving you a tidy map of where the mouth changes across the shot. If you set a key at the wrong frame or picked the wrong mouth, click its chip to clear that key. This makes fixing a fumbled sync quick: you do not have to re-record anything, just clear the bad chip and click the right tile at the right frame.

The Keyed frames strip lists every switch key as a chip.
The Keyed frames strip lists every switch key as a chip.See the full screen
Clicking a chip on the Keyed frames strip clears that key.
Clicking a chip on the Keyed frames strip clears that key.See the full screen
Clearing a chip removes that switch point, so the previous mouth simply holds longer through that gap. Clear, then re-key at the correct frame to patch a mistake cleanly.
Pro note
The Keyed frames strip is your paper trail. Wrong mouth at a frame? Click its chip to clear it, then key it again properly.

8The small set of mouths you actually need

You do not need a mouth for every letter. A convincing set is small: a closed mouth for M, B, and P, a wide mouth for E and I sounds, a rounded mouth for O and U, an open mouth for A, and one or two in-betweens for F and L. Five to eight shapes carry almost any dialogue. Drawing a huge library of mouths is a common beginner trap that costs hours and buys very little.

A rounded open mouth keyed for an O sound.
A rounded open mouth keyed for an O sound.See the full screen
A closed smile shape from the same small set of mouths.
A closed smile shape from the same small set of mouths.See the full screen
Start with closed, open, wide, and round. That four-shape kit already reads as talking. Add the fancy F and L mouths only if a close-up demands them.
Pro note
Four to eight mouths is plenty. Closed, open, wide, round covers most speech. Do not draw thirty mouths and burn out before frame one.

9Map mouths to sounds in the Phoneme shapes table

For a faster start, the panel has a Phoneme shapes table. Each row is a mouth sound, and next to it is a picker that starts on Not assigned. Open the picker and choose which of your drawn shapes represents that sound: point the closed row at your closed mouth, the open row at your open mouth, and so on. This tells FoundryInk which drawing means which sound before you place a single key.

The Phoneme shapes table, one row per mouth sound with a shape picker.
The Phoneme shapes table, one row per mouth sound with a shape picker.See the full screen
You only map each sound once. Assign your shapes to the phoneme rows a single time per character, and that mapping is ready for every line of dialogue you sync.
Pro note
The Phoneme shapes table maps each sound to a mouth. Set it once and the studio knows which drawing to use for each sound.

10Key a phoneme row, or apply them all

Each row of the Phoneme shapes table has its own Key button, so you can drop a single mapped mouth at the playhead without hunting through tiles. When you have a run of shapes mapped and placed the way you want, click Apply phoneme shapes to commit the mapping into your switch. This connects the table (which sound means which mouth) to the timeline (when each mouth appears).

Each Phoneme shapes row has its own Key button.
Each Phoneme shapes row has its own Key button.See the full screen
Apply phoneme shapes commits the mapped rows into the switch.
Apply phoneme shapes commits the mapped rows into the switch.See the full screen
Per-row Key is handy for punching in one specific mouth at a beat. Apply phoneme shapes is the batch commit. Use Key while fine-tuning and Apply when you are ready to lock it in.
Pro note
Key drops one mapped mouth right now. Apply phoneme shapes commits the whole set. Tinker with Key, then Apply to seal the deal.

11Sync to the audio

Lip-sync is only as good as its timing, so bring your dialogue in on an Audio row and work against it. Step through the shot frame by frame, listening for where each sound lands, and key the matching mouth there. The transport shows your position as Frame {n} / {total}, and the Previous keyframe and Next keyframe jumps let you hop between the mouths you have already set to check the spacing.

The + Audio button adds a row for the dialogue track.
The + Audio button adds a row for the dialogue track.See the full screen
The Dialogue audio row under the Mouth row on the timeline.
The Dialogue audio row under the Mouth row on the timeline.See the full screen
Sync to the vowels, not the consonants. The big, visible mouth movements are the open vowels. Nail those and the quick consonants in between take care of themselves.
Pro note
Put the voice on an Audio row and step through it. Chase the vowels, they are the loud mouth shapes. The little sounds hide in the gaps.

12Preview and refine the rhythm

Hit Play and watch the mouth run against the sound. First passes almost always feel a beat late, because a mouth should start opening just before the sound, not on it. Nudge keys a frame or two earlier where the sync lags. Toggling stepped playback like On 2s can also give speech a snappier, more hand-drawn cadence than a mouth that changes every single frame.

The shot playing back with the mouth against the sound.
The shot playing back with the mouth against the sound.See the full screen
The stepped playback toggle set to On 2s.
The stepped playback toggle set to On 2s.See the full screen
Anticipate the sound. Shifting mouth keys one frame earlier than the audio hit reads as more natural than perfect frame-on-frame alignment, which oddly looks late to the eye.
Pro note
Press Play and trust your ears. If it feels late, it is. Slide the mouths a frame early and suddenly it clicks into place.

13What good lip-sync looks like

Good lip-sync is not busy, it is legible. The mouth holds calmly through steady sounds and snaps open on the strong vowels, so the eye reads speech without noticing the trick. Over-animated mouths that flutter on every frame look chattery and cheap. When you can play the shot with the sound off and still roughly read the rhythm of talking, you have nailed it.

Less is more. If in doubt, remove a key. A mouth that holds and pops on the big sounds reads far better than one that never sits still.
Pro note
Calm holds, sharp pops on the vowels. That is the core of it. A fluttery mouth looks nervous, not talkative.

14Reuse the switch for blinks and more

Everything you learned here works for any switch, not just mouths. Build a second switch layer for the eyes with open, half, and closed drawings, and key an occasional blink the same way you keyed a mouth. A well-timed blink every few seconds does almost as much for a face as the lip-sync does. The panel, the tiles, the keyed chips, and the hold-until-next-key behaviour are identical.

A second switch layer for the eyes, open in the Switch / Lip-sync panel.
A second switch layer for the eyes, open in the Switch / Lip-sync panel.See the full screen
The eye switch keyed to its closed drawing for a blink.
The eye switch keyed to its closed drawing for a blink.See the full screen
Blinks read best in twos or threes of frames: open, half, closed, half, open. Space them irregularly so the character does not look robotic.
Pro note
Same approach, new part. Add an eye switch with a few blinks and the face feels awake. Talking and blinking together sell a character.

Sync your first line

Draw, show, key, hold. Links into the app. Saved on this device.

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Lip-sync questions

That is what a switch layer does. It holds all your mouth sub-layers but displays exactly one, chosen by your switch keys. The others are still there, just hidden until a key brings them forward.

Move the playhead to that frame, then click the mouth's tile in the Switch / Lip-sync panel. That shows the shape and sets a switch key at the frame in one click. The mouth then holds until your next key.

Find its chip on the Keyed frames strip and click the chip to clear that key. Then park the playhead at the right frame and click the correct tile. No re-recording needed, just clear and re-key.

No, and you should not. A mouth holds until the next switch key, so you only key where the mouth actually changes. Fewer, well-placed keys read as cleaner speech than a key on every frame.

It maps each mouth sound to one of your drawn shapes. Each row starts on Not assigned; pick your shape for that sound. Once mapped, use the per-row Key to drop a mouth or Apply phoneme shapes to commit the whole set.

Five to eight is plenty for almost any dialogue. Start with closed, open, wide, and round, and add a couple of in-betweens only if a close-up needs them. A giant mouth library is more work than it is worth.

A mouth should start opening just before its sound, not on it. Nudge the lagging keys one or two frames earlier. Perfect frame-on-frame alignment reads as late to the eye, so anticipate the sound slightly.

Absolutely. Build a switch with open, half, and closed eye drawings and key an occasional blink exactly like a mouth. The panel, tiles, keyed chips, and hold behaviour are all identical.

Your character can talk

You drew a set of mouths, mapped them to sounds, and keyed them into speech that holds and snaps like the real thing. A talking face is one of the biggest leaps a character can make, and you just made it. Next, tackle limbs that pose themselves: point a hand at a target and let inverse kinematics bend the whole arm to reach it.