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Features in detail

Panel by panel

A walk through ToonFlick, one panel at a time.

A ball bouncing over a row of timeline keys

Workspaces & layout

One window, three ways of working.

  • Six modes — Draw, Rig, Weight, Animate, Timing and Storyboard — on Alt+1 to Alt+6
  • Docked panels with tabs
  • Command palette (Ctrl+K) runs any command by name
  • A list of keyboard shortcuts on F1
  • A start-up splash
  • Workspaces of your own, saved and listed; the panels come back as you left them
  • Tabs that don’t fit go into a » menu; Ctrl+Space maximizes a panel
The ToonFlick window in the Animate workspace: tools on the left, the stage with the fox busker and his bones, layers and properties on the right, the timeline below
The Animate workspace.

Tools

Tools in groups, almost all on a single key.

  • V Select Points
  • T Transform Points — a transform box: drag corners and edges to scale, the ring to rotate, move the pivot; Shift, Alt and Ctrl modify
  • F Freehand, with pen pressure
  • A Pen
  • R Rectangle
  • E Ellipse
  • U Paint Bucket
  • I Eyedropper
  • W Line Width — drag a point to set the line width there; Alt+drag sets line visibility
  • B Add Bone
  • N Pose Bones — drag for IK, Alt/Ctrl to rotate only; on the setup frame a drag tries the rig and springs back, Shift edits the rig
  • J Bind
  • G Weight Paint — how strongly a bone moves the mesh
  • Shift+U Gradient — drag across a shape to lay a gradient, then drag its ends
  • M Transform Layer — one box for one or many layers
  • H Hand
  • Z Zoom
  • Q Rotate View
  • C Camera
The Tools panel: tool icons three wide, in groups
The Tools panel.

Picking uses the spot where you pressed, which suits a pen. Pick radii are generous, and the cursor shows what you can grab.

A right click on the stage opens a ring of actions for the tool and whatever is under the pointer; hold Q for the same ring as a marking menu.

Stage

The canvas, drawn on the GPU.

  • GPU-rendered with wgpu and 4× MSAA
  • Pan with a right or middle drag or with Space; the wheel zooms around the cursor, Ctrl+wheel rotates the view; Fit
  • Camera frame labelled with the scene name, size and fps — click it for the scene settings
  • Guides: thirds, golden ratio, safe areas, centre cross and aspect masks; a grid to see and snap to
  • Onion skin
  • Motion paths of layers and bones that you edit right there — see Motion paths below
  • Bones drawn as slim diamonds, with IK and pole links
  • 25 controller handle shapes
  • Bézier handles and NURBS control polygons
  • A tool options bar above the stage — for example the brush or the “Paths” checkbox
  • A Controls panel beside the stage picks a character’s mouth and eye drawings
  • Navigator, outline view, focus mode and three view bookmarks
  • Performance: CPU work (rig, IK, tessellation) runs on all cores and nothing is redrawn while nothing changes — one character takes about 1.3 ms of work per frame
The stage: the fox busker waving in a snowy landscape with falling snow and a low sun; his bone layer is selected, so the bones show over the flat parts
The stage with a rig’s bones over its parts.

Layers

The scene as a tree — and a map of what is selected.

  • A tree of vector, group, bone, switch and image layers
  • Eye, lock and solo on every row; Alt+click hides or locks all the others; hidden or locked layers can’t be picked on the stage
  • Thumbnails of what each layer draws; type to filter, or filter by type and colour label
  • The current layer has a pink bar, its parents are marked, and a tag shows what is selected inside (“Hand R”, “5 pts”)
  • Selecting on the stage opens the parents and scrolls to the layer
  • Shift+click selects a range, Ctrl+click adds one; right-click and drag act on all selected layers at once
  • Drag to restack or to move into groups; double-click to rename
  • Switch children have a radio button to choose the visible drawing
  • Tags for opacity, blend mode, masks, effects (fx) and particles
  • The whole Layer menu on right-click; convert a drawing into a switch and back
The Layers panel: Snow at the top, the Busker group with its bone layer Rig selected, and in it Skeleton (22 bones), Mouth and Brows fixed to the Head bone; each row with a thumbnail, solo, eye and lock
The Layers panel.

Properties

Settings for whatever is selected: a layer, a shape, points or a bone.

Everywhere

  • Sections fold; a search shows only the matching properties; a pin keeps the panel on one layer
  • Right-click any value to reset, copy, paste or key it; ◀ ▶ step between its keys
  • Typed values take arithmetic (90-15) and changes (+10, *2)

Layer

  • Transform — position, rotation, scale, opacity, flip, pivot — with key toggles
  • Masking roles: add, add hidden, masked; the outline is drawn on the clipped result
  • Binding to a bone, or flexi-binding
  • Info, colour label, size, a 3×3 pivot grid, the place in the world; copy and paste the transform

Shape

  • Fill and line from linked palette swatches; width, taper and brush
  • Curve type Smooth, Bézier or NURBS — switching keeps the look
  • Open/close, stacking, keyed show/hide
  • Feathered fills; the box by numbers; a gradient summary with a link to the Palette tab

Points

  • Curvature, line width, line in/out visibility per branch, NURBS weight; position by numbers

Bone rig

  • Controller role, with handle shape, size and colour
  • IK target and chain length, pole target, maximum stretch, IK↔FK blend
  • Angle limits and copy angle
  • Correctives recorded by posing (smart-bone style)
  • Joysticks, follow-through springs and a collider radius
  • Parent, world start, end and turn; select the parent, children or mirror bone
The Properties panel for the bone layer Character: a property search and pin, info (65 bones, 61 layers inside, 24 key frames), colour label, name, visibility and the transform with Copy and Paste
Properties of a bone layer.

Timeline

Every animated channel, keyed and retimed in one place.

  • Transport, timecode, frame, fps and length; click the time to type a frame, a timecode or seconds
  • A dope sheet of camera, layers, transform, opacity, points, bones and switches
  • The shape of a key shows its interpolation — smooth, linear, ease in/out, step, overshoot, bounce, elastic — with a default for new keys
  • Click, box, Shift or Ctrl+click to pick keys; dragging snaps to markers, the playhead and the play range; Alt+drag copies
  • Ctrl+C, Ctrl+X and Ctrl+V copy and paste from the current frame, with a status such as “3 keys copied”
  • Stretch handles squeeze or stretch the timing of the picked keys; Alt+Shift+← / → nudges them
  • Hold bars where a value stays put; a key menu with eases, reverse, repeat cycle, bake and Open in Graph
  • Named markers and a play range, dragged on the ruler
  • Eye, lock and solo on layer rows; only rows with keys, or only the selected layer
  • Soundtrack waveform with audible scrubbing — drag it to slide the sound
  • A zoom slider, Fit and Follow Playhead; the timeline remembers its options
The timeline at frame 20 of 124: transport and timecode above rows for the Busker group and its bone layer Rig with their keys, and a hold bar on the Hips bone
The timeline.

Key panel

Press N over the timeline for exact values — like Blender’s side panel.

  • Track name and frame — type a frame to move the key
  • Interpolation
  • Every keyed channel’s value is editable; angles in degrees
  • For several keys: shared interpolation, ±1 frame, delete
The Key panel for Rig / Head: frame 12, Smooth interpolation, the angle and buttons for −1 frame, +1 frame and Delete
The Key panel.

Palette & brushes

Colour, width and brush — for what you draw next, or for the selection.

  • The current fill, line, width and brush apply to new drawing and to the selection
  • Linked palette swatches: change a swatch and every shape using it updates
  • 26 preset palettes, including skin tones and practical animator sets, with type-to-filter
  • Linear and radial gradients for fills and lines, 2–8 stops, presets — and gradients that follow a bone
  • Recent colours, swap fill and line (X), default colours (D); edit by hex, RGB or HSL
  • Swatch groups, search and drag to reorder; shades and colour harmonies on right-click
  • Palettes from the scene, a picture or a file (.gpl, .ase), exported or kept for other projects; a contrast check

Brushes window

  • A gallery with live previews
  • 12 brushes: solid, ink, calligraphy, pencil, marker, chalk, dry brush, sketchy, wavy, splatter, dotted, dashed
  • Roughness, boil (the line redraws every N frames) and spacing
The Palette panel with a sky shape picked: fill, line, width and brush at the top, then its linear gradient fill from dusk blue to orange with four stops on the gradient bar
The Palette panel.

Scene

Format, timing, sound — and the camera.

  • Name
  • Resolution with presets — 720p, 1080p, 1440p, 4K, cinema scope, square, 9:16 vertical, 4:5, PAL/NTSC; swap orientation; aspect shown
  • Frame rate with presets; length in frames and seconds
  • Background colour
  • Soundtrack file and start frame
  • The Scene menu adds light, weather (sunny day, rainy night, snowy morning, storm), gravity and wind, fades and scene effects
  • Camera shake — handheld, walk, run, vehicle, earthquake, impact, vibration, drift — with keyable strength, frequency (Hz), amplitude (px), roll (°) and seed
The Scene panel: name Busker: a flat rig, resolution 1280 × 720 (HD 720p, aspect 16:9), 24 fps, 124 frames (5.17 s), background colour and soundtrack
The Scene panel.

Switch drawings

Select a switch layer and its drawings line up at the bottom of the stage.

  • Every drawing as a GPU thumbnail
  • Click shows it from the current frame (keyed); double-click edits it
  • “+ Images…” adds pictures as new drawings
  • Folds to a thin bar
  • Auto lip-sync from a WAV soundtrack, re-run whenever the sound changes
  • Blinks through the whole shot from a “closed” drawing
The switch drawings strip for the Mouth layer with thumbnails labelled rest, AI, E, O, U, MBP, FV, L, WQ and etc
The drawing strip of a mouth switch layer.

Render

A quick look or the final file — both with sound.

Quick Render (Ctrl+R)

  • A fast preview video with sound, saved in a renders folder
  • Plays in ToonFlick or opens in your video player — the choice is remembered

Render… (Ctrl+Shift+R)

  • MP4 (H.264), ProRes 4444 MOV and WebM with transparency, PNG or OpenEXR sequences, GIF, or just the current frame
  • Presets (YouTube, 4K, square, vertical, review copy, ProRes, EXR) and ranges: the whole shot, the play range, between markers
  • Size that keeps the scene’s shape, scale and quality: Draft, High or Best (supersampling)
  • The soundtrack is muxed in at its timeline position
  • Burn-in (name, date, timecode, frame) for review copies; an estimate of time and size
  • A queue that renders in the background; Render Again

Render jobs

  • A shot split into chunks of frames for any number of workers — on this machine or others that see the folder
  • Chunks rendered apart match one continuous render pixel for pixel
  • A report: frames per second, the slowest frame, each worker’s share and exactly what was rendered
The Render dialog: formats as cards (MP4, MOV, WebM, PNG, EXR, GIF, Frame), a preset list, frames 1 to 96, size 1280 × 720, scale, quality, burn-in and soundtrack switches, and Estimate, Add to Queue and Render buttons
The Render dialog.

AI & automation

Built to be driven by agents as well as by hand.

  • Every one of the 130+ commands is available to AI agents over MCP — an agent can draw, rig, animate and render
  • Commands are undoable
  • The desktop app can be driven live
  • For pipelines: batches that apply all or nothing as one undo step, dry runs, an event log and hooks
Commands travelling over MCP from an AI agent to ToonFlick AI

Graph editor

Every animated value as a curve — shaped by tangents, not by guesswork.

  • Tangents per key: Auto, Spline, Linear, Flat or Free, with weighted handles that can be broken or unified
  • Extrapolation before the first key and after the last: hold, carry on, loop, loop with an offset, ping-pong — dashed on the graph
  • A channel tree by layer, bone or shape, with search, eye, solo and lock
  • Four views: Values, Normalized, Stacked and Speed
  • Pick keys by click or box, move them in time and value; a box round several scales their timing or amplitude; Ctrl+click adds a key
  • Exact frame, value, slopes and weights below the graph; eases from the bar
  • A tween slider for breakdowns, and tools: simplify, smooth, bake to every frame, Euler filter
  • Wiggle, or follow the soundtrack’s loudness, on any channel on top of its keys
  • Keys picked here, in the timeline and on a motion path follow each other
The Graph panel in Values view: the Ball’s position and scale curves, four keys picked on frame 17 with their tangent handles, the bar with tangent modes, extrapolation and the tween slider, and slope and weight fields below
The Graph editor on a bouncing ball.

Motion paths on the stage

The path a layer or bone takes, edited where you see it.

  • Drag a key on the path to move it — a layer or IK controller moves, a bone turns to reach
  • Alt+drag slides a key in time along the path
  • A picked key shows handles that bend the path
  • Ctrl+click on the path adds a key; the dots between keys show the spacing
  • Orient Along Path turns a layer or bone to face where it is going
  • The whole shot, or 6, 12 or 24 frames around the playhead
The stage: a bee’s motion path with numbered keys and spacing dots, one key picked with two handles bending the path, and a red ball below
The example “Graph editor & paths”: a bee’s path bent by a handle.

Effects & Effect Guide

A stack of effects on any layer, or on the whole scene.

  • Outline, glow, drop shadow, shading, blur and colour filters, in an order you drag
  • Recipes in one click: Comic Ink, Sticker, Neon, Soft Focus, Old Film, Dreamy, Toon Shade, Long Shadow, Pastel, Night Glow
  • 13 shaders, from halftone and pixelate to scanlines and duotone; 12 built-in colour looks
  • Soft, Medium or Strong in one click; colours from the palette; Bypass to compare, Alt+eye to solo one
  • Timing: active frames, fade in and out, pulse or flicker; shading and shadows that follow the scene light
  • A rough render cost, an order check, and looks you keep for other projects

Effect Guide

  • Every effect, shader and recipe as a card with a moving preview, what it does and a tip
  • Before / after, and Add to the layer or the scene
The Effects panel for the layer Neon: an Outline and a Glow in the stack, the Outline picked with Soft, Medium and Strong sizes and a row of colours
The Effects panel.
The Effect Guide window: groups on the left (Lines & light, Blur & detail, Colour, Shaders, Recipes) and cards with previews for Outline, Drop shadow, Shading and Glow
The Effect Guide: every effect with a moving preview.

Light & lens flares

Lamps, moonlight and flares — placed on the stage, keyed on the timeline.

  • Light layers: Point, Spotlight (it points the way the layer is turned; its cone shows on the stage) or Ambient — moved, turned and animated like any layer, picked by their lamp sign
  • Ambient is the night: the whole picture goes down towards its colour, and the other lights shine through it
  • Colour, intensity, reach, softness, cone, haze and a lens flare, all keyable; the layer’s opacity dims the light
  • A lens flare on any layer, shining from its pivot — a glowing drawing, a sign, a sparkle

Light effects

  • Light: a round lamp or a spotlight that lights what’s around it — Darken for pools of light in a night scene, Haze for light in the air; lights add up, and flicker or pulse like any effect
  • Lens flare: a core, star rays, a streak, a halo and coloured ghosts down the line through the middle of the picture
  • Glow with a threshold — a bloom: only what’s brighter than it glows, in its own colours (Scene ▸ Effects ▸ Bloom)
The hotel lobby at night: the bellhop beside a luggage cart, a warm desk lamp and wall lamps, moonlight falling through the window and a lens flare glowing over the suitcases
Help ▸ Examples ▸ Hotel at night: a flickering lamp, moonlight as a spotlight, a lens flare and a bloom — a frame rendered by ToonFlick.

Text animations

Letters that arrive, leave or keep moving — one after another.

  • Arriving (or leaving, with Out): Fade, Pop, Drop & bounce, Rise, Slide, Spin, Zoom, Flip, Typewriter, Wobble
  • Moving all the time: Wave, Bounce, Jitter, Pulse, Swing
  • Each letter on its own clock: start, letters apart, length, order (→ ← ↔ random) and strength in Properties
  • Animation ▸ Animate Text… offers them as cards with moving previews; the text stays editable and the animation goes with it
Fifteen words on a dark background, each with its own letter animation — Fade, Pop, Drop & bounce, Rise, Slide, Spin, Zoom, Flip, Typewriter, Wobble, Wave, Bounce, Jitter, Pulse, Swing — caught mid-move
Help ▸ Examples ▸ Text animations: all fifteen, mid-move.

Import: pictures, drawings & sound

Bring in what you already have — in layers, editable, ready to animate.

Pictures

  • Photoshop .psd with its layers and folders, each where it sat on the canvas: visibility, opacity, layer masks, fill opacity, clipping masks and blend modes
  • OpenRaster .ora (Krita, GIMP, MyPaint) with its layers; Krita .kra as one picture
  • WebP, BMP, TIFF and TGA besides PNG, JPEG and GIF; clipping and group masks take pictures too

Drawings

  • SVG as editable vector shapes: paths, fills, lines, gradients, holes, clipping, text as outlines
  • Named groups (Inkscape labels, Illustrator layer names) become nested layers turning around their pivots, ready to rig or animate
  • Pictures inside an SVG come over as picture layers; groups marked as a switch set become one switch layer — a face’s expressions
  • Illustrator .ai and PDF pages as vector shapes; EPS with Ghostscript installed
  • From File ▸ Import, by dropping a file on the window, or by pasting SVG copied from Figma, Inkscape or Illustrator

Sound

  • MP3, M4A (AAC), OGG and FLAC soundtracks besides WAV: they play, drive lip-sync and go into the exported video
  • MIDI music played on a built-in piano into the soundtrack — tempo changes and the sustain pedal kept, drums left out
A wide kitchen at midnight drawn as an SVG: a lanky chef with a headband stirring a pot and raising an eyebrow, a rat with the cheese on the kitchen island
Help ▸ Examples ▸ Midnight kitchen: an SVG scene animated by its parts, to a MIDI waltz on the built-in piano.

Review

Notes, approval and comparisons — inside the shot.

  • Notes pinned to a frame and a spot on the stage, with drawings, replies and a category; must-fix, and who a note is for
  • Flags and frame ranges on the timeline; step from note to note (Alt+N) or play round one
  • Review mode (Shift+F9): the shot big and playing, N writes a note on the frame
  • Approval — work in progress, in review, approved, published — with a checklist that holds it back and a reason kept with each change
  • Compare A / B with the saved file or another version: wipe, side by side, difference or overlay
  • Reports as HTML with pictures of the frames, or CSV; merge a colleague’s notes
  • A shot board for a folder of shots; a project open for editing is locked for the others
ToonFlick with Review open beside the fox busker: approval buttons (work in progress, in review, approved, published), a checklist and note controls; a note pinned on the stage and flags of notes on the timeline ruler
The Review tab with approval, checklist and notes.

Examples

48 projects to open and take apart — built from the same commands you use.

  • Getting started, characters and rigs, motion, light and effects, a production shot, advanced rigs
  • Advanced rigs side by side: elbows four ways, knees, hands, eyes, head turns, mouths — and a studio character with all of them
  • A production shot from start to finish, rendered by three workers
  • Production scenes from SVG drawings: a hotel after midnight, a midnight kitchen, a building site with two pigeon inspectors and a church with a rigged priest — the last three to MIDI music on the built-in piano
  • A hotel lobby at night lit by light layers, and every text animation on its own word
  • Previews, search and a list of what’s new; also from the command line and over MCP
A church interior painted as a background picture, with a cartoon priest in a cassock — drawn as vectors and rigged — welcoming a guest with an open arm
Welcome to church: a painted background under a rigged vector priest.
A building site: a repair worker in a hard hat holds out a plan while two pigeons, one in a little hard hat, watch from a trestle table and a wheelbarrow
The pigeon inspectors: the worker on a bone rig, the pigeons moved by their parts.
The Examples window: categories on the left (New in 0.16.0, Getting started, Characters & rigs, Production, Lip sync, Motion, Light & effects, Advanced rigs, Drawing & tracing) and cards with previews such as Shapes & colours, Pen & curves, Boolean shapes, Text & titles, Pip at the Moonlight Motel and Irishman
The Examples gallery.

Performance

Where the time of a frame goes — a tab next to the Timeline.

  • The stage’s live numbers: frames per second, evaluation, tessellation, triangles and draws
  • One frame measured pass by pass: evaluate, tessellate, encode and GPU
  • Every layer’s evaluation (with what’s inside it), tessellation and triangles — slowest first, a click selects the layer
  • GPU time for each kind of render pass — drawing, groups, masks, each effect — where the GPU can time itself
The Performance panel measuring frame 30: the stage’s live numbers, the frame split into evaluate, tessellate, encode and GPU time, and the layers with their times and triangles
The Performance panel on a production shot.

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