FoundryInk Academy Academy / Animation course
Animation course

Parallax and the Camera

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.

Read time about 12 min

1What parallax actually is

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.

A layered scene: a crate in front, the character in the middle and a corridor behind.
A layered scene: a crate in front, the character in the middle and a corridor behind.See the full screen
Parallax only reveals itself when the view moves. A static frame of a parallax scene looks identical to a flat one, so you will judge all of this by playing the camera.
Pro note
Your eyes read depth from speed. Give them a fence that rushes past and a hill that barely moves, and the scene reads as three-dimensional.

2Stack your scene by distance

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.

The timeline rows ordered by distance, from the character down to the Corridor background.
The timeline rows ordered by distance, from the character down to the Corridor background.See the full screen
Put something close to the camera in the foreground, even a blurry railing or leaves. Near objects show the most parallax, so they sell the depth hardest.
Pro note
Sort your layers by distance first: foreground in front, background behind, characters in the middle. Once the stack is right, the camera work is quick.

3The Depth field in the Tween panel

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 Depth field in the Tween panel, set to 2 for this layer.
The Depth field in the Tween panel, set to 2 for this layer.See the full screen
Depth is a property of the layer, not a keyframe. Set it once per layer and the camera does the animating.
Pro note
One little number per layer. Set it and forget it, then let the camera do all the actual moving.

4Reading the Depth numbers

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.

Do not over-egg it. A background at Depth 20 barely moves at all and can look glued to the frame. Gentle spreads (say 0.4, 1, 2.5, 5) usually read best.
Pro note
Above one is far and moves less, below one is near and moves more, exactly one moves with the camera. That is the entire scale.

5Add a camera

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.

A Camera row added to the timeline.
A Camera row added to the timeline.See the full screen
You only need one camera for parallax. There is no multi-camera orbit view in this build, so treat it as a single lens you push through the scene.
Pro note
The camera is the one thing that actually moves. Your layers just react to it according to their Depth.

6The Camera tools

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.

The Camera tool group in the tool column, with Track selected.
The Camera tool group in the tool column, with Track selected.See the full screen
Camera moves are keyed like anything else. With Auto-key on, a move at the playhead becomes a keyframe, and the camera animates between your keys.
Pro note
Track, Zoom, Roll: pan, push, tilt. Three verbs, and suddenly you are directing photography instead of just drawing.

7Track: pan across the scene

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 Track tool's options: Pan X and Pan Y for the camera.
The Track tool's options: Pan X and Pan Y for the camera.See the full screen
Type precise numbers into Pan X and Pan Y rather than eyeballing the drag when you need a clean, level pan.
Pro note
A slow track shows parallax best. Pan slowly and watch the foreground sweep past.

8Zoom: push in and pull out

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 Zoom tool selected in the Camera tool group.
The Zoom tool selected in the Camera tool group.See the full screen
Ease your zooms. A linear zoom feels mechanical; a smooth, eased one feels natural. You will set that easing on the timeline later in the course.
Pro note
Push in when it matters, pull out to let it land. Use a zoom deliberately, not constantly.

9Roll: tilt the horizon

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.

The Roll tool selected in the Camera tool group.
The Roll tool selected in the Camera tool group.See the full screen
Roll rotates the camera, not your layers, so everything tilts together and depth is preserved. It is a framing choice, not a per-layer one.
Pro note
A cheeky tilt says danger or excitement. Just remember to un-tilt afterwards, or your reader will start feeling seasick.

10Key the camera to move through the scene

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.

Auto-key switched on before placing the camera at each frame.
Auto-key switched on before placing the camera at each frame.See the full screen
Camera keys live on the camera's own row in the timeline. Select the camera to see and adjust them without wading through your art layers.
Pro note
Set the opening frame, set the closing frame, and the studio fills the frames between. Directing is mostly deciding where to start and stop.

11Judge parallax by playing the camera

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 Play button in the transport, for checking the camera move.
The Play button in the transport, for checking the camera move.See the full screen
Because parallax is invisible in a still, always evaluate it in motion. Scrub slowly if you must, but a real playback tells the truth.
Pro note
No fancy 3D view here, and honestly you do not need one. Press Play, watch the layers race, and trust your eyes.

12Depth of field: guide the eye with focus

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.

The Depth of field tool options: Focus, Range and Strength.
The Depth of field tool options: Focus, Range and Strength.See the full screen
Pair depth of field with your Depth stack for the best effect: the layers are already sorted by distance, so the blur lands naturally on the far ones.
Pro note
Blur is bossy in the best way. Soften everything but the hero and the reader has no choice but to look where you point.

13Add gentle life with Dynamic bones

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.

The Dynamic checkbox in the Bones panel, with its spring settings below.
The Dynamic checkbox in the Bones panel, with its spring settings below.See the full screen
Honest gap: there is no global wind slider that shakes the whole scene at once. Build sway bone by bone with Dynamic, which is more work but gives you finer control.
Pro note
No global wind control here. But a few Dynamic bones on the right branches add gentle movement on their own.

14What good looks like

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.

Less is more with camera moves. One graceful, motivated move beats three restless ones, and it keeps the parallax legible.
Pro note
When your flat stack finally reads as a real place, that is the good stuff. Sit back and take the little bow you have earned.

Build a depth shot

Stack, depth, camera. Links into the app. Saved on this device.

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Quick questions

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.

A scene with air in it

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.