FoundryInk Academy Academy / Animation course
Animation course

References and live instances

The best animation work is work you only do once. In this tutorial you save a finished rig to the Codex, then insert it into any animation as a live instance of that master, so a fix to the master flows out to every copy. You will also import a rig that came from a file, and set up a faded Reference image to trace a drawing over. It is the whole reuse story, start to finish.

Read time about 14 min

1The big idea: build once, use everywhere

Rigging a character is real work. The reward is that you never have to do it twice. FoundryInk lets you save a finished rig onto a character in your Codex, then drop that same character into any animation as a live instance. Every instance points back at one master, so the rig, the bones, and the art stay in sync across your whole project.

The project Codex: Characters lists the cast, such as Kitt Frost, Pip and Wolfrana.
The project Codex: Characters lists the cast, such as Kitt Frost, Pip and Wolfrana.See the full screen
The master is the original rig; each instance is a copy that updates whenever you edit the master. Change the master, and every instance follows.
Pro note
One rig, a hundred scenes. This is the tutorial that stops you re-rigging the same character every single time.

2Save a rig to the Codex

A reusable rig lives on a character in your Codex, the place your project keeps its characters, locations, and lore. Open the character you want to reuse and go to its Character Rig tab. That tab holds the master rig: the art, the bones, the bind, and any Actions you built. Once a rig is saved there, it is available to insert into any animation in the project.

Kitt Frost's Character Rig tab: the Rig library holds Kitt Frost rig, with New vector rig and Import rig.
Kitt Frost's Character Rig tab: the Rig library holds Kitt Frost rig, with New vector rig and Import rig.See the full screen
If a character has no rig yet, the Character Rig tab is where you attach one. Get the rig clean and posable there first, because everything downstream inherits from it.
Pro note
The Character Rig tab is the starting point. A tidy rig here means tidy instances everywhere else.

3The Character add-row button

Now jump into an animation. In the add-row bar you will find a Character button, titled Insert a reusable rigged character from the Codex as a live instance. That button is your doorway to every rig you have saved. Click it and FoundryInk opens a picker rather than dropping a blank row, because it needs to know which saved character you want to bring in.

The Character button in the add-row bar, between Vector and Effect.
The Character button in the add-row bar, between Vector and Effect.See the full screen
The Character button sits alongside Art, Image, Vector, and the other add-row buttons. It is the only one that pulls a whole pre-built rig from the Codex.
Pro note
See Character in the add-row bar? That is not a new blank puppet. That is you reaching into the Codex for one you already built.

4The Insert a rigged character dialog

Clicking Character opens the Insert a rigged character dialog. It lists the characters in your Codex that have a saved rig on their Character Rig tab. Pick one and confirm, and a live instance of that master drops into your scene as its own row, fully rigged and ready to pose. If the list is empty, the dialog points you back to the Character Rig tab in the Codex to build a rig first.

The Insert a rigged character dialog: Import from file, or Kitt Frost with 1 rig saved.
The Insert a rigged character dialog: Import from file, or Kitt Frost with 1 rig saved.See the full screen
An empty dialog is not a bug. It just means no character in this project has a saved rig yet. Go rig one in the Codex, then come back and it will appear here.
Pro note
Empty list? No shame in it. Nip back to the Codex, rig somebody up, and this dialog fills right in.

5What a live instance actually is

This is the part that matters. The row you just added is a live instance, not a frozen copy. It shares the master rig from the Codex. When you later open the character in the Codex and fix a wonky elbow bind or reshape the hair, that fix flows down into every animation that uses the character. You edit in one place and the whole project updates.

Two Kitt Frost rows, each a live instance of the same Kitt Frost rig.
Two Kitt Frost rows, each a live instance of the same Kitt Frost rig.See the full screen
This is the opposite of copy-paste. Copies drift apart; live instances stay married to the master. Fix once, and yesterday's scenes get the fix too.
Pro note
Fix the master, mend every scene. It feels a bit like time travel the first time you watch old shots correct themselves.

6Posing an instance without touching the master

So does posing an instance change the master? No. The master defines the rig and the rest pose; each instance keeps its own keyframes on its own timeline. Grab the Pose tool, drag a bone on the stage, and it keys at the playhead for this instance only, exactly like any other rig. Structure belongs to the master, performance belongs to the instance. That split is the core idea.

The Pose tool on one instance: its own keys in TWEEN · KITT FROST · KITT FROST RIG.
The Pose tool on one instance: its own keys in TWEEN · KITT FROST · KITT FROST RIG.See the full screen
Rule of thumb: shape and bones belong to the master, movement belongs to the instance. If you find yourself re-rigging inside a scene, that edit probably belongs back in the Codex.
Pro note
Bones from the master, dance from the instance. Keep that line clear and you will never overwrite a performance by accident.

7A crowd from one rig

Because instances are cheap, you can insert the same character several times to build a crowd, a chorus, or a before-and-after. Click Character again, pick the same master, and you get a second independent instance with its own timeline. Pose each one differently, offset their timing, and one rig becomes a whole busy stage. They all still track the master for any structural fix.

Two instances of one rig on the stage, each posed on its own timeline.
Two instances of one rig on the stage, each posed on its own timeline.See the full screen
Nudge each instance's timing a few frames apart so a crowd does not breathe and blink in lockstep. Identical rigs, offset performances, reads as a real group.
Pro note
One puppet, ten dancers. Stagger their timing a touch, or they will all blink at the same moment.

8Bring in a rig from a file

Sometimes the rig you want is in a file, not the Codex. In the Insert a rigged character dialog there is an Import from file option that accepts an animation rig file (.fla) or a .zip that contains one. Pick your file and FoundryInk reads the rig in and drops it into the scene. It is the bridge for bringing a puppet you built elsewhere into your animation.

Import from file in the Insert a rigged character dialog takes a .fla rig or a .zip that contains one.
Import from file in the Insert a rigged character dialog takes a .fla rig or a .zip that contains one.See the full screen
A .zip is handy when the rig ships with its art and extras as separate files. Zip the whole bundle and import the single archive rather than hunting for loose pieces.
Pro note
Got a rig in a file? Import from file takes an animation rig (.fla) or a .zip of one and brings the whole puppet across.

9Check an imported rig before you lean on it

An imported rig came from another tool's idea of bones and binding, so give it a once-over before you animate a whole scene on it. Switch to Test mode and drag its limbs to see how the bones move and whether the mesh follows cleanly. If a joint tears or a bone points the wrong way, fix the bind on that rig now, while the scene is still empty, rather than after you have keyed a hundred frames.

Test mode: drag a bone's tip or body to check the rig. Poses here are a preview only.
Test mode: drag a bone's tip or body to check the rig. Poses here are a preview only.See the full screen
Test mode drags nothing onto the timeline, so poke at an imported rig freely. It is a rehearsal, not a take.
Pro note
Kick the tyres in Test mode first. Imported bones can be a little surprising, and better surprised now than at frame 200.

10Tracing over a Reference image

Reuse is not only about rigs. When you are drawing, you often want to trace over a photo, a rough, or a pose you sketched. In a drawing surface, open the Reference image picker and choose an image. It drops onto the stage behind your artwork as a guide you can draw over, so your lines land where you meant them to.

The Reference image picker with kitt-cover.jpg chosen, shown behind the line art as a tracing guide.
The Reference image picker with kitt-cover.jpg chosen, shown behind the line art as a tracing guide.See the full screen
A reference is a guide, not a layer of your art. It shows while you draw and stays out of the final animation, so trace freely.
Pro note
Bad at freehand hands? Same. Drop a reference photo behind the canvas and trace the tricky bits. Nobody has to know.

11Fade it with the Opacity slider

A reference at full strength fights your linework for attention. Use the Opacity slider, labelled Fade the tracing image, to dial it down until it is a faint ghost under your strokes. Somewhere around a quarter to a third is comfortable: strong enough to follow, faint enough that your own lines read clearly on top. Adjust it as you go if a detailed area needs the reference brighter.

The Opacity slider under Reference image, set to 45%.
The Opacity slider under Reference image, set to 45%.See the full screen
Push Opacity lower as your drawing firms up. Early on you want to see the reference; late on you want to see your own line.
Pro note
Fade it right down. If the reference is stronger than your own lines, you are tracing a photo, not making a drawing.

12Clear the reference when you are done

Once the drawing stands on its own, retire the guide. Hit Clear next to the Reference image picker and the tracing image is removed from behind your art. Your strokes stay exactly as drawn; only the guide underneath disappears. It is good housekeeping, and it lets you see your linework the way a reader eventually will, with nothing behind it.

Clear sits beside the Reference image heading; it removes the tracing image.
Clear sits beside the Reference image heading; it removes the tracing image.See the full screen
After Clear, the reference is gone and only the drawn line art remains.
After Clear, the reference is gone and only the drawn line art remains.See the full screen
Clear before you judge the drawing. A reference lurking underneath can flatter a line that is actually a bit off on its own.
Pro note
Done tracing? Clear the reference and look at your line naked. That honest look is where the polish starts.

13Reuse or redraw: choosing well

A quick judgement call for real projects. If a character shows up in more than one scene, rig it in the Codex and use live instances, because a single fix then reaches everywhere. If something appears exactly once and never again, drawing it directly can be faster than the round trip through the Codex. And a Reference image is for tracing a one-off pose, not for reusing a whole character; that is what the rig is for.

Recurring characters earn a Codex rig. Genuine one-offs do not. Spend your rigging time where it pays you back across scenes.
Pro note
Will you draw this face again? Then rig it. Just this once? Draw it and move on. Reuse is a tool, not a religion.

14The limits to know

A couple of things to know so nothing trips you. A live instance follows structural changes from the master, but the per-scene keyframes you set are yours and stay put, that split is by design. And importing a rig from another tool reads what it can; treat the result as a strong starting rig to check in Test mode, not a guaranteed pixel-perfect transplant. Everything else here, saving to the Codex, inserting instances, and the Reference image with Opacity, works exactly as described.

Pro note
Instances follow the master's bones, keep their own moves, and imported rigs deserve a quick test. No nasty surprises, promise.

Reuse a rig end to end

Save, insert, fix once, trace. Links into the app. Saved on this device.

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Reuse questions

From the Character Rig tab on a character in your Codex. Attach a rig there, get it clean and posable, and it becomes available to insert into any animation in the project through the Character add-row button.

The row you insert shares the master rig from the Codex rather than copying it. When you edit the master, structural changes such as bones, bind, and art flow into every instance across your scenes. Each instance still keeps its own keyframes.

No. Posing keys only that instance's timeline. The master defines the rig and rest pose; the instance holds the performance. Structural edits belong on the master in the Codex, movement belongs on the instance.

Yes. Click Character and pick the same master again to add another independent instance with its own timeline. It is the easiest way to build a crowd from a single rig. Offset each one's timing so they do not move in lockstep.

The Insert a rigged character dialog has an Import from file option that accepts an animation rig file (.fla) or a .zip that contains one. Pick the file and the rig reads into your scene. Check it in Test mode before you animate on it.

A Reference image is a tracing guide that sits behind your art while you draw and does not become part of the finished animation. Set it with the Reference image picker, fade it with the Opacity slider, and remove it with Clear when you are done.

Start faint, roughly a quarter to a third, so the guide is followable but your own lines still read on top. Push the Opacity slider lower as your drawing firms up, and raise it briefly for a fiddly area that needs the reference clearer.

Treat it as a strong starting rig, not a guarantee. It reads what it can from the source. Switch to Test mode and drag the limbs to check the bind and bone directions, and fix anything odd before you key a full scene on it.

Build once, animate forever

You can now save a rig to the Codex, drop it anywhere as a live instance that mends itself when you fix the master, import a rig from a file, and trace cleanly over a faded reference. That is reuse mastered, and it is where real production speed comes from. Next up, bending a piece into shape.