A flat scene is a stack of stickers. A scene with parallax is a world, because near things sweep past faster than far things when the view moves. In this studio you get depth two ways: a per-layer Depth value that decides how each layer reacts to the camera, and a real Camera you can Track, Zoom, and Roll. Build a shot with real depth.
Look out of a moving car window: the fence rushes by, the hills crawl, the moon seems to hold still. That difference in apparent speed by distance is parallax, and it is the single strongest cue your eye uses to read depth. In a 2D scene you fake it by telling each layer how much to move when the camera moves. Set that up well and a stack of flat drawings becomes a space you could walk into.
Before any camera work, organise your layers front to back: a foreground (grass, a railing, a lamppost), a midground (the characters and the main action), and one or more background layers (buildings, hills, sky). Each of these should be its own layer in the studio so you can give it an independent depth. A common, clean setup is three to five layers spread across the distance. Getting this stack right is most of the battle; the camera work on top is quick once the layers are sorted.
Select a layer and open the Tween panel; its Depth field is the heart of parallax. This one number decides how strongly the layer reacts when the camera moves. Leave it at 1 and the layer sits at the camera's own plane and moves exactly with it. Change it and the layer starts to lead or lag the camera, which is precisely the drift that reads as distance.
The scale is simple once you feel it. Depth = 1 moves with the camera, so it is your reference plane, usually the midground where the action is. Depth greater than 1 is far away, so it moves slower and drifts less: a value like 3 or 5 suits distant hills or a sky. Depth less than 1 is near, so it moves faster and sweeps past: try 0.5 or 0.3 for a foreground railing or leaves. Spread your layers across a sensible range and the whole scene gains dimension.
Depth values do nothing on their own; they need a camera to react to. In the add-row bar click + Camera to drop a camera into the scene. This gives you a movable viewpoint rather than the fixed frame you started with, and it unlocks the Camera tool group. From here on, moving the camera is what animates the parallax, while your layers just obey their Depth settings.
With a camera in the scene, the Tool Options bar offers the camera moves: Track pans the camera across the scene, Zoom pushes it in or pulls it out, and Roll tilts the horizon. There is also a Depth of field tool for focus, which we come to shortly. These are the same grammar a real cinematographer uses, just with your ink instead of a lens. Pick one, and its specific fields appear in the bar so you can dial exact values.
Select Track and drag on the stage to slide the camera sideways or up and down; the bar shows the exact Pan X and Pan Y values as you go. This is the move that shows off parallax best, because as the camera pans, your near layers streak past and your far layers barely stir. Try a slow horizontal track across a street scene and watch the lamppost race while the skyline drifts. Small, patient pans read far better than fast whip-pans for selling depth.
The Zoom tool moves the camera closer to or further from the scene, with the current amount shown in the Zoom field. A push-in tightens on a character for a dramatic beat; a pull-out reveals the wider world around them. Because your layers have different depths, a zoom also creates a subtle parallax of its own, with near layers swelling faster than far ones. Combine a gentle zoom with a track and the shot instantly feels handled and intentional.
The Roll tool rotates the camera around its lens axis, tipping the whole frame; the Roll field shows the angle. A small roll adds unease or energy (think of an off-kilter action shot), while returning to level settles a scene back down. Use it sparingly, because a permanently crooked frame tires the eye. A brief roll into a punch and back out again, however, can land a hit beautifully.
To make a shot, animate the camera the same way you animate anything: turn on Auto-key, set the playhead to the start frame and place the camera, then move the playhead later and set a new position with Track, Zoom, or Roll. The studio keys each move and interpolates the camera between them, so it glides from your first framing to your last. Layer a slow track and a gentle push together across the same span for a shot with real motion. Keep the number of camera keys low; two or three well-placed ones beat a dozen fussy ones.
This build has a single camera and no orbit or multi-view mode, so you check your depth by watching the shot, not by rotating around it. Hit Play and study the relative speeds: the foreground should clearly outrun the background, with the midground in between. If everything moves as one flat sheet, your Depth values are too close together; spread them out. If the background looks nailed to the frame, its depth is too high; bring it down toward 1.
The Depth of field tool blurs what the lens is not focused on, just like a real camera, which pulls the reader's eye exactly where you want it. It gives you three fields: Focus sets the distance that stays sharp, Range sets how deep the sharp zone extends, and Strength sets how heavy the blur becomes outside it. Focus on your character and let the background blur, or rack focus from foreground to background across a few frames for a cinematic reveal. Because focus is keyable, that rack can animate.
You will want sway: leaves rustling, a coat trailing, a banner lifting as the camera passes. There is no scene-wide wind panel in this build, so you create movement per element using the Dynamic checkbox in the Bones panel. Turn Dynamic on for a bone and it springs and settles on its own using Stif, Damp, and Inert, so a tree branch drifts as the camera tracks past it. If a particular bone should stay dead still, tick its Ignore wind so it opts out of that motion.
A convincing depth shot has a clear near, middle, and far, a camera move slow enough to be felt, and a focus that never leaves the reader guessing where to look. Play it and the foreground should sweep, the midground should carry the action, and the background should drift like distant scenery. If it feels like a diorama on a turntable rather than a real space, spread your Depth values further and slow the camera down. When it clicks, you will stop seeing layers and start seeing a place.
It sets how strongly a layer reacts to the camera. Depth 1 moves with the camera, values above 1 are far and move slower, and values below 1 are near and move faster. Spreading your layers across that range creates parallax.
Depth only takes effect when the camera moves. Add a camera with + Camera, then key a Track or Zoom. On a static frame parallax is invisible, so you must play the shot to see it.
Use the Camera tools in the Tool Options bar: Track for panning (Pan X and Pan Y), Zoom for pushing in and out, and Roll for tilting. With Auto-key on, place the camera at two frames and it interpolates between them.
No. This build has a single camera and no multi-camera orbit view. You judge parallax by pressing Play and watching the near layers outrun the far ones, which is all you actually need.
The Depth of field tool blurs what is out of focus. Focus sets the sharp distance, Range sets how deep the sharp zone runs, and Strength sets the blur amount. All three are keyable, so you can rack focus over time.
No scene-wide wind panel exists here. You create sway per element by ticking Dynamic on bones in the Bones panel, tuned with Stif, Damp, and Inert. A bone can opt out with Ignore wind.
Usually your Depth values are bunched too close together, so every layer moves alike. Spread them out, add a genuine foreground element with a low Depth, and slow the camera so the difference in speeds becomes visible.
Layered depth, a camera that glides, and focus that leads the eye. Your flat stack is a place now, one the reader can feel around them. Next we open the timeline itself and learn every tool that shapes timing.