TUTORIAL How To Start Animating
TUTORIAL How To Start Animating
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BY PowerOfSin | WATCH
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Published: July 2, 2017
There is an updated version of the tutorial >here<, and I would recommend check-
This tutorial is about setting OpenToonz up and how the basic tools work so you can
start making simple animations in it. More specific tutorials may come in the future.
The images are smaller for easier scrolling so click them to look at the big versions.
I will assume some basic computer literacy but if anyone finds anything hard to follow,
let me know in the comments and I will try to help.
At the very bottom you will see a few sample animations which which can be made us-
ing only tools explained in this tutorial (animation skills not included).
What is OpenToonz?
OpenToonz is a free open source 2D animation program for Windows, Mac and Linux.
It is based on an earlier version of the software used by Studio Ghibli but has now been
released to the public and for everyone to use.
With that in mind, it has existed for a bit over a year in it’s current state so there are
MANY bugs and issues with it and the documentation on how it’s used and what it can
do is hard/impossible to come by (this has since changed a bit so there is a repository
of the documentation here). It’s also very complex and is hard to get into since some of
it’s systems are very foreign to those that are used to ToonBoom or Flash/Adobe Ani-
mate.
However, it’s completely free and has frequent updates and it already has all the fea-
tures required to make a full animated movie. It is also built with solid traditional anima-
tion principles and made for working in a team, so I believe it is worth the effort to learn
to use it even with it’s flaws since it will only get better with time.
WARNING: OpenToonz still has a lot of glitches and tends to crash without warning
from time to time. Saving often is imperative if you want to keep your work and your
sanity (there is an autosave feature available in file > preferences). If you have what it
takes, you may proceed.
porting .gif animations (and a few others, like .webm) in order to get it working, you
the right enter the path to the folder you extracted FFmpeg to (you can click ‘…’
After that, you will be able to export to more formats, including gif. There are still
some bugs with it but I will cover them near the bottom.
WHILE YOU ARE HERE, also go to the Drawing category right below this and
make sure the default level type is set to Toonz Raster Layer. It is for later, and I
won't be getting into the reasons in this tutorial, just trust me on this one.
NOTE: the default project is the Sandbox. As far as I know it doesn’t save the same way
regular projects do, so you should avoid making anything especially important in it.
TIP: if you closed the startup window by accident you can open it by clicking on help →
startup popup (alt + s)
You can create a new project by clicking the “New Project…” button and you will be lead
to this:
You should worry about just entering the Project Name for now, even though you have a
lot more options here.
To create a new scene, you need to at least enter the name for it and click Create
Scene
However, I would also advise to select a camera size (document size). I use the one se-
lected in the image for my dailies, but you can use whatever you want. You can always
change it later if you change your mind (I won't cover how in this tutorial, though).
You can make new rooms and change existing ones, so for now right click on any of the
rooms and select New Room.
A new Room should appear to the left of the Basic room. You can click it to open it or
double click it to rename it (I name mine “tutorial” for this).
Once you open it it will be completely empty. To get panels into it, at the top left click
Windows → ComboViewer.
A little window will appear and as soon as you drag it by it’s top, it will snap once re-
leased and cover the entire room.
Do the same steps for two more windows, and snap them to the edges where you feel
you will like having them:
Xsheet (I snapped it to the right edge)
Palette (I snapped it below the Xsheet)
BUG WARNING: for me it doesn’t want to snap when my OpenToonz window is maxim-
ized. It might not happen to you, but if you don’t see the red snap line appear when
dragging the window to the edges, that might be the cause of it.
TIP: if you double click the top of the little windows at any time they will maximize. Dou-
ble click their top again to return them to their original size
This is what my room looks like after those two have been added (and I zoomed in us-
ing the mouse wheel):
Remember the names of these windows (ComboViewer, Xsheet, Palette) because I will
keep referring to them from now on
All the drawing tools are available at the top of the ComboViewer, right above the main
canvas, and in case you can’t see them all, click the arrow all the way on the right. With
all of them expanded it should look like this:
You can see their names and shortcuts when you leave your mouse hovered over them
for a while. All shortcuts can be changed from the file → Configure Shortcuts... if you so
desire.
I will only mention the ones you really should care about right now, starting from left:
Edit Tool – used for animating tweens like moving and rotating. You first will need to
create something to move, but that is the tool for it. It's covered in the separate tuto-
rial >here<
Selection Tool – for selecting an area of the drawing and afterwards transforming or
manipulating it. This is for actually changing the graphics, not animating it.
Brush Tool – for all the basic hand drawing needs. It works with pressure sensitivity
and everything.
Geometry Tool – for drawing lines, rectangles, circles and such
Type Tool – for typing out text
Fill Tool – flood fills areas that are clicked.
Paint Brush Tool – Works a bit like the Brush tool but it paints areas by default. You
should use the brush tool for most thing but know this is here for later.
Eraser Tool – For erasing what you have drawn
All the way on the right are the navigation tools (Zoom Tool, Rotate Tool, Hand Tool) but
you will mostly use them via their shortcuts or with the mouse wheel, but do test them
out.
To be honest, I don’t know what most of the other tools do yet, but they are not required
for basic drawing so I will skip mentioning them for now.
You can also extend images to last longer in the xsheet by either copy pasting them or
by pulling down the little handle below the selected image/s. You can also make them
last shorter by selecting more and pulling the handle upwards.
You can move them around by selecting them and then dragging the bright green bar on
their left side. Same with columns.
You can hide columns by selecting the orange bar near the top, and if you hold the
mouse click pressed on it you will be able to adjust it's transparency too. Do note the or-
ange bar is the visibility while drawing the image and yellow bar is visibility when output-
ting the image. So you can have something just appear when you work with it instead of
when you export it to .gif, or you can hide something you are not working on right now
and it will still render.
Playback and Onion Skin
Once you have a few images drawn, you would want to play the animation. You can
click and drag the mouse on the numbers to the left of the green cells to see how things
look.
Or you can click the play button at the bottom of the combo box:
You can also set the playback FPS on the right if the animation goes too fast for you.
Chances are, the animation doesn’t play all the way for you, or it looks wrong because
you couldn’t track what happened on the previous image while you were drawing the
next one. You can adjust these things on the Xsheet as below:
On the left side you will see the index of the frame and next to the currently selected
one will be a red and green circle. That is the onion skin marker and you can toggle the
onion skin by clicking directly below it on the frame whose image you want to see from
the current image. Same can be done upwards, and even many frames in advance or
behind, and more than one (you can even drag and make an onion skin of how many
frames below you want).
Also, when you choose the next frame, the marker moves as well, and any onion skins
you set also move relative to it. If you want one image to be visible from any position,
even if the marker moves, you can click slightly to the left of the marker, like where I
clicked on the first frame in my image. That way, that image will stay onion skinned no
matter how far down or up you move.
As for the playback start and end, there are those two triangles to the right of the onion
skin marker. You can drag them by hand where you want and the animation will play be-
tween them. Otherwise, it will try to automatically place them from the first and last
frame (and sometimes will fail).
Right clicking on the frame number will bring up a menu that will allow you to do all of
these things in case you don’t feel like clicking the small icons. You can also remove the
playback markers if you want to let the program try and figure them out again.
These colors are called Styles in OpenToonz and that is how I will refer to them as well,
since they can do more than just have different colors. These two are the default Styles
for every new palette and they cannot be removed and the style 0 cannot be changed at
all and is always completely transparent.
Try to change the style 1 (the black line) by double clicking on it. The Style Editor will
open up:
You may snap it somewhere to keep it around if you want but it is not used all the time
so it is not required.
Make sure the Auto Apply button is selected near the bottom, otherwise you will need to
manually press apply whenever you change anything (you may want this sometimes,
but rarely).
As you mess with the colors, you will notice that all the lines you pulled on the screen
are changing color, on all the images! They all share the same style and thus they will
change on all the images on the same level. Indeed you will notice that the lines you
pulled on the layer B are NOT changing at all.
This is important to keep in mind since it’s a great strength of the level system but also
will cause a lot of headache if you make too many levels by accident and want to
change a color on all of them.
In the palette you can right click and you will notice you can copy and paste styles
around and create a New Style from the one selected. You can also copy them from one
palette into another but they will not stay linked. You can, for example make 2 black
styles and later change only one of them to blue, and the other will remain black along
with all the lines you drew using it.
You can also switch through first 10 styles on the fly by using the numbers on the key-
board (though indexes are offset by 1)
You can set everything you want regarding the current export, like the start and end
frames near the middle of the window or the framerate under the other settings at the
bottom.
The most important part should be the file name and the output format right next to it. It
usually starts with suggesting .tif as the export format but you can select many others.
If you set up FFmpeg as was described near the beginning of the tutorial, you should
also see the gif format in the list. If you don’t see it, double check those steps or reopen
OpenToonz.
Clicking the options next to the format you can select to downscale the gif if you want (I
do it for previews to 20% and you can too), just make sure to do it under a different file-
name else it will overwrite the other output.
Once you set everything up you can click Render on the bottom and it will have your gif
ready in a few moments.
It will place the output in the project’s output folder by default, but you are free to
change the path in the Save In line or by clicking the “…” next to it.
BUG WARNING: There is currently a pretty annoying bug when exporting a gif that has
frames that repeat a few times down the line but not in a row. It will merge those frames
together in the exported file and the timing will appear broken (the first time the frame
appears it will freeze for a while and the later time it would appear it will just get
skipped). The way I deal with it is either by making sure the frames are not identical
(adding a secondary motion, making the animation better in the process), or export it in
a different format and then converting it to a gif in another way (there are many ways to
do it online for free).
Conclusion
If you got through all that and followed the instructions,
Congratulations!
You should now understand enough OpenToonz to be able to make animations like
these (providing you know general animation principles unrelated to the software itself):
Let me know if you found this helpful or if you have any questions or you found some-
thing confusing, and I will update it if I can
My second tutorial covering motion tweening can be found >here<.
You should be ready to make simple animations once you get through it.
ADD TO FAVOURITES
COMMENT
COMMENTS51
C-PuffProfessional Filmographer
Thank you so much for the tutorial! I am still unable to save animations out as a gif (de-
spite following instructions) so I'm not sure what's going wrong there, but now I feel I
can at the very least start to figure out how to use this program! I'm use to Toonboom
but can't afford it with the exchange rate, and after hearing how "confusing" Opentooz is
to use, I'm really grateful for this introduction! The program doesn't seem all that difficult
to understand the basics of after you've explained it!
I'll go through your other tutorials for it as well! And hopefully I can use Opentoonz to
buff up my demoreel a little bit.
Thank you again for the help!
Reply
Sep 29, 2019
After following you for so long, I found it a surprise to have you show up in person in my
comments xD
Check the updated tutorial, since I made some things more clear, and if you face any
Specifically for the gif export, it's usually due to not going to the correct path where the
ffmpeg file is actually at. So double check that, and don't forget to restart OpenToonz af-
terwards.
Also, maybe check for comments on both tutorials, I think some have asked similar
Reply
1
Sep 29, 2019
C-PuffProfessional Filmographer
omg I didn't even know you followed me! X'D that's kind of funny in a way.
But thank you! I will check the updated tutorial and see where I might have gotten things
wrong as far as the gif export goes! And I'll definitely check your other tutorials as well!
and thank you for posting this, once again!
Reply
Sep 30, 2019
Okay so I'm trying to figure out an effective way to color my animation on OpenToonz.
I'm used to programs like Medibang, Sai, that have separate layers for colors, lineart,
sketches, etc. For the life of me, I cannot figure out how to replicate this effect in Open-
Toonz.
If so, I am encountering the problem where I use the "fill" tool on my Color Level, and it
fills up the entire canvas. I've looked at almost every video tutorial and can't find a
straight answer. I would really appreciate any help if you're able ;w;
Reply
Edited Apr 11, 2019
I went a bit more in depth on the level styles and tools here:
But in short, if you use the Toonz Raster level (and if you go through the basic tutorial,
you will) when you draw lines with a brush, they are counted as lines on the same im-
age, and if you use the fill tool, it will fill it behind the lines on that same image, and then
it will still keep them separate, so you can erase them individually later, like they are on
Go through all the tutorials carefully if you have some time and I am sure you will figure
it out
Reply
Apr 11, 2019
Reply
Dec 26, 2018
Nice tutorial, but I have a question. Can you take the frames in opentoonz and import
them into an art program to color them? I saw an artist do that once and I wonder if this
Thank you so much for your help! I was able to animate this because of your tuto-
rial! Link
Reply
Mar 25, 2018
Not many show me what they make after they figure things out, so it's good to see suc-
cess stories
Keep it up, and maybe check out the other tutorials once you get comfortable with the
CapelloviciProfessional Artist
Perfect ! Gracias
Reply
Jan 15, 2018
Reply
Jan 15, 2018
CreativeOwletHobbyist General Artist
can you import frames (drawn in a different program) and edit together?
Reply
Dec 28, 2017
Yes, you can. If you export them as png, gif or jpeg individually you can just right click
exported_frame_something.0001.png
and so on in order. If you do, OpenToonz will grab all of them at once and put them in-
side the same column one after another. I believe most drawing applications already
have an option to export frames in that way (and that's the only way some of them do).
Reply
Dec 28, 2017
Once you're done with an animation, how do you transport it to some other app like win-
dows moviemaker, etc? This is the first time I've ever handled animation xd
Reply
Dec 23, 2017
other format, just do the same steps I explained for gif export down near the bottom of
the tutorial, just choose a different format from the dropdown, instead of the gif. I as-
sume the ones that would be easiest to import are mp4 and possibly bmp, png or tiff
(which will export all the frames individually, but a lot of programs like it that way).
Reply
Dec 23, 2017
Ah I downloaded the app again and I can't seem to find any of my older animations,