Project setup flow
Open 2D Animation, tap New Animation, choose Square 1:1, keep 24 fps, select None as the target platform, tap Continue to Starter, then choose Walk Cycle or Talking Avatar.
2D Animation · Complete guide
Ten stages, in order, from an empty canvas to a rigged character with a face, a camera and a soundtrack. Stages 1–3 get something moving in about two minutes. Stages 4–7 are where the quality actually comes from. Stages 8–10 finish it and get it out of the app.
No tokens required. Rigging, posing, the timeline, motion presets and the motion prompt all run on your device and cost nothing. The only part of this tool that spends tokens is generating new artwork — a body part or a background — because that is real image generation.
Quick recipes
Use these as direct tap-by-tap paths when you want the app screens to behave like the reference boards.
Open 2D Animation, tap New Animation, choose Square 1:1, keep 24 fps, select None as the target platform, tap Continue to Starter, then choose Walk Cycle or Talking Avatar.
Start from Ready rig, open Character, add or replace body parts, use Auto Rig, then verify every gold pivot sits on the joint before saving the character.
Open Rig & Pose, apply Auto Rig, test the shoulder, elbow, hip and knee chains, fix pivots by dragging the gold dots, then save the pose from the pose library.
Open Animate, keep Simple mode for a first pass, choose a motion preset, turn on Loop, then switch to advanced rows only when you need to retime individual position, rotation, scale or opacity keys.
Open AI, choose Create motion, type a plain-language movement such as wave with the right hand, set the length, enable repeat when needed, then tap Create editable motion.
Open Scene to add shots and camera moves, use Audio for music, SFX, voiceover and captions, then open Export, pick the delivery preset and render the final result.
Tip from the app. The in-app guide card opens this exact section, so users can leave the editor, follow the web steps, and return with the same project still autosaved.
Stage 1
Everything downstream — canvas size, frame rate, how much of the interface you see — is decided in the two setup steps before the editor opens.
Stage 2
Six things to recognise.
Stage 3
This is the whole craft in five steps: a body with joints, two different poses, and the editor drawing every frame in between.
Stage 4
Stage 3 gets movement.
Stage 5
Presets get you a first draft.
Stage 6
Two ways to get keyframes without placing them yourself.
Stage 7
A face reads before a body does.
Stage 8
One animated character is a clip.
Stage 9
Timing to sound is the fastest route to something that feels produced rather than assembled.
Stage 10
Set the delivery format, keep restore points, and get the result out of the app.
Stage 1 · Basics
Everything downstream — canvas size, frame rate, how much of the interface you see — is decided in the two setup steps before the editor opens.
Tools → 2D Animation. The projects screen lists everything you have made, with the newest first. New project starts the two-step setup.
Portrait 9:16, Landscape 16:9, Square 1:1, Classic 4:5, or type your own width and height. Choosing landscape switches the safe-area guide to YouTube; square suggests the sticker frame.
12, 15, 24, 30 or 60 fps, plus a duration in seconds. 24 is the default and the right answer for almost everything — 12 gives a deliberate, snappy, hand-drawn feel.
Simple shows presets and a collapsed timeline. Creator adds rigging and layered tracks. Pro shows every control. This is a display preference, not a paywall, and it changes any time.
Ready rig, Talking avatar, Walk cycle, Explainer, Sticker pack, Story scene or Blank canvas. Every starter costs zero tokens.
Why the starter matters. Anything other than Blank builds a fifteen-part body with joints already parented and drops an editable motion loop on the timeline. You open the editor with something already moving, and every part of it is yours to change.
Stage 2 · Basics
Six things to recognise. Learn these and the rest of the editor stops being a mystery.
Down the left edge: Select, Move, Rotate, Reshape, Rig, Animate, Face. Select touches nothing — use it to pick a part without nudging it.
Every part rotates and scales around its pivot, drawn as a gold dot. In Move mode, dragging the part body moves the part; dragging the gold dot moves the joint. That distinction is most of 2D rigging.
Switch to Reshape and drag the cyan corner handle to change a part's width and height. Position and rotation stay where they were.
Every part is a layer. The eye icon hides one, the lock icon freezes it, tapping selects it. Layer hierarchy opens parenting, reordering and grouping.
Along the bottom: Character, Animate, Scene, Audio, AI. Each opens a full panel over the canvas rather than a cramped popover.
A card in the corner names the single next thing worth doing, counting through four steps. Why? explains the reasoning behind the step; the X dismisses it.
Stage 3 · Basics
This is the whole craft in five steps: a body with joints, two different poses, and the editor drawing every frame in between.
Character tab → Ready rig. Fifteen editable parts, already parented into arms, legs, torso and head.
Animate tab → Auto Key. With it on, any property you change becomes a keyframe at the playhead. With it off, you are only moving things around.
The coach card's Create both poses saves the entire rig at the playhead, then again 0.6 seconds later. You now have two identical poses — and identical poses produce no motion, which is the point of the next step.
Move the playhead to the second pose, select a shoulder or a forearm, switch to Rotate, and drag sideways. Children follow their parent, so rotating an upper arm carries the forearm and hand with it.
Every frame between the two poses is interpolated. Watch that each joint bends from its gold pivot — if something swings from the wrong place, the pivot is wrong, not the pose.
If the character moves as one solid block. It is still a single part. A flat image is one rectangle no matter how good the drawing is. Build the ready rig, or split the artwork into separate torso, arm, forearm and hand layers.
Stage 4 · Rigging
Stage 3 gets movement. Stage 4 is where movement starts looking like an actual body. Almost all of the difference is pivot placement.
Character tab → Auto rig character. It reads part names and types, assigns parents, and places a pivot on every body part it recognises. It tells you how many settings it changed.
This is the single biggest quality lever in 2D animation. A shoulder pivot sitting at the shoulder reads as an arm. The same pivot in the middle of the arm reads as a propeller. Move mode, drag the gold dot.
Hips → thigh → shin → foot. Torso → upper arm → forearm → hand. Rotate the parent and the whole chain should swing. If it doesn't, open Edit skeleton and re-parent.
Select a finished arm or leg and use Mirror selected part. You get the opposite side duplicated and flipped across the parent, ready to reposition.
IK arms, IK legs, hand target, foot lock, look-at and joint limits are per-character rig settings, saved with the project and carried through export.
Face Studio attaches Eye L, Eye R, Eyebrow L, Eyebrow R and Mouth to the head as real, independently animatable layers.
How posing works today. Posing is forward kinematics: you rotate a parent and the chain follows it. The IK and joint-limit switches are saved on the character's rig and travel with the project; they describe how the rig should behave rather than solving a chain backward from the hand to the shoulder while you drag.
Stage 5 · Rigging
Presets get you a first draft. Everything after the first draft happens on the timeline, one key at a time.
Simple keeps the character collapsed to one row. Advanced exposes every part and property. Frame by frame steps a frame at a time for tight timing work.
Position, Rotation, Scale and Opacity, each in its own colour. Select a part to reveal its tracks — that is why the timeline looks empty with nothing selected.
Keys drop at the playhead. Drag one to retime it, duplicate it to repeat a beat, delete it to flatten a section. Keys at the same moment are grouped so you can move a whole pose at once.
Linear, ease-in, ease-out, ease-in-out, bounce, spring, elastic and step. Easing governs the segment ending at that key. Ease-in-out on a limb is the line between animation and a slideshow.
Loop the active clip, reverse every key in it, or take the keys between two times and copy them to the end of the timeline.
The timeline zoom control makes 1/24th of a second a target you can actually hit with a finger.
Stage 6 · Motion
Two ways to get keyframes without placing them yourself. Both produce ordinary, editable keys — never a sealed clip.
Animate tab: Idle, Walk, Run, Jump, Wave, Nod, Dance, Blink. Each writes a cycle onto the timeline and tells you how many keys it added and across how many parts.
Stand, Sit, Wave, Point, Think, Happy, Run, Jump, Hero and Dance apply a pose at the playhead as a starting point to push further.
AI tab → Create motion. Describe the movement in plain language — “make the right leg kick and repeat it”. Your wording is matched to a motion recipe, and the keys land at the playhead.
Copies the cycle across the rest of the clip and keeps playback looping. This is how a 1.2-second walk becomes a five-second walk.
The AI panel's second mode generates new artwork for a single body part and attaches it to the rig at the right parent. That one is real image generation and spends tokens; motion does not.
Retime it, restage it, change the easing, delete the keys you don't want. Generated motion is a draft, and it is meant to be.
Motion costs nothing and runs on your phone. It is deterministic on purpose: the same words produce the same keys, offline, with no waiting and no tokens. You get keyframes you can inspect and change instead of an opaque rendered clip you can only accept or discard.
Stage 7 · Motion
A face reads before a body does. Three small additions carry a surprising amount of performance.
Character tab → Face Studio. Two eyes, two brows and a mouth are attached to the head, sized and positioned to it, each one a normal layer.
Eyes and brows have Position, Rotation, Scale and Opacity tracks like everything else. A brow raised two degrees at the right moment does more than a whole body pose.
The Blink preset writes an eye-scale loop. Combine it with Idle breathing and a still character stops looking dead.
Audio tab → AI lip sync writes a run of mouth-shape keys forward from the playhead, up to three seconds, and builds a mouth first if the character has none. It produces a believable talking mouth rather than a phoneme-accurate analysis of your audio file — and every key it writes stays editable.
Stage 8 · Finishing
One animated character is a clip. Scenes, a camera and a background are what turn it into a shot.
Add, duplicate, switch and delete. Each scene keeps its own characters, background, animation, camera and audio, so a second scene never disturbs the first.
Cut, fade, slide, zoom, wipe, flash and blur, with an adjustable duration between scenes.
Static, zoom in, zoom out, pan left, pan right, follow, shake and handheld, plus TikTok, Reels, YouTube and sticker safe-area guides so nothing important sits under a caption.
A solid colour, an imported image or generated art, with drift, zoom or float motion and cover or contain fit. Procedural motion keeps a still background alive without adding keyframe noise.
Depth layers move at different speeds when the camera pans, with per-layer depth, opacity, blur and visibility.
Attach a prop to a body part or to the canvas. Sparkles, rain, snow, smoke, fire, magic, speed lines and glow start at the playhead and behave like timeline layers.
Stage 9 · Finishing
Timing to sound is the fastest route to something that feels produced rather than assembled.
Voiceover, Music and SFX, each with its own volume, mute and fade in / fade out.
Detect beats lays down markers across the scene to time poses against. Landing a pose on a marker is what makes motion look intentional.
Caption, subtitle, speech bubble and title, each timed, styled and editable, and able to follow a body part.
The canvas background can shift with the volume of the audio track.
Stage 10 · Finishing
Set the delivery format, keep restore points, and get the result out of the app.
MP4, GIF, WEBM, PNG sequence, sprite sheet, alpha WEBM, Lottie, or an editable project package. Sprite sheets and alpha formats are the ones game and motion pipelines ask for.
TikTok, Reels, YouTube, square or sticker presets; draft, high or best quality; this scene, all scenes, or the character on its own. Transparent background is available for PNG sequences and alpha-capable formats.
The render button captures the current canvas frame as a lossless PNG and hands it to the system share sheet. Multi-frame video export keeps every setting above and reports renderer availability clearly rather than failing quietly.
Save checkpoint writes a labelled version into project history, so an experiment never costs you a good take.
Every change is written to the project as you make it. The header shows the autosave state — there is no save button to forget.
Reference
Type any of these words and you get that cycle. Anything unrecognised falls through to a walk, so it is worth knowing the list.
| Motion | Words that trigger it | What it writes |
|---|---|---|
| Walk cycle | walk, step | Alternating thigh and shin swing with a torso bob |
| Run cycle | run, sprint | A faster, wider-amplitude version of the walk |
| Wave | wave, hello, greet, hand | Upper arm lifts, forearm swings side to side |
| Kick | kick, football, soccer | Thigh drives forward, shin snaps out |
| Bounce | bounce, jump, hop, up and down | Whole-body vertical travel with a squash at the bottom |
| Breathing loop | breath, idle, alive, chest | Subtle torso scale — the one to add to any still character |
| Head nod | nod, look down, head bob | Head rotation around the neck |
| Blink loop | blink, close eyes | Eye scale collapse and recover |
| Talking motion | talk, speak, phoneme, lip sync | Mouth shapes with a light head accent |
| Dance loop | dance, groove | Combined hip, torso and arm cycle |
| Pose | stand, sit, point, think, happy, hero, fight | A single held pose rather than a cycle |
Troubleshooting
It is still a single part — a flat image is one rectangle however well it is drawn. Build the ready rig, or split the artwork into separate torso, arm, forearm and hand layers.
The pivot is in the wrong spot. Switch to Move, find the gold dot on that part, and drag it onto the actual joint. Pivot placement fixes more bad animation than any other single change.
Either Auto Key is off, or both of your poses are identical. Turn Auto Key on, go to the second pose, and change something.
No recognised word matched, and walk is the fallback. Check the vocabulary table above and use one of those words, or apply a preset and edit its keys.
Those are the four transform tracks of the selected part. Select a different part to see its tracks, or switch the timeline to Advanced to expose every part at once.
Open the layer hierarchy and re-parent it, then drag its gold pivot onto the joint it should rotate around.
The fastest path from here: open 2D Animation, pick the Ready rig starter, and work stages 3 and 4 on the character that is already on your canvas.