Motionforge Documentation

Learn how to use every feature of Motionforge — from vector drawing to bone animation and professional export.

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Getting Started

Installation, first project, Edit vs Animate mode, and basic workflow.

💻

Interface Overview

Panels, docking, workspaces, toolbar, and multi-document support.

Tools

16 drawing and manipulation tools — Select, Pen, Node, Brush, Bone, and more.

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Layers

9 layer types: Vector, Group, Bone, Switch, Mesh, Drawing, Camera, and more.

Drawing & Vectors

Bezier paths, corner radius, fill & stroke, gradients, and path morphing.

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Animation

Timeline, keyframe channels, easing curves, graph editor, and onion skin.

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Bone System

FK/IK rigging, vertex binding, dynamics, and the deformation pipeline.

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Smart Bones

Angle-driven actions for facial expressions, hand poses, and mechanical rigs.

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Advanced Features

Boolean operations, camera & parallax, mesh warp, and SVG import.

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Export

PNG sequence, sprite sheet, animated GIF, and video export via FFmpeg.

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Preferences

Appearance, grid, project defaults, guide overlays, and localization.

Keyboard Shortcuts

Complete shortcut reference for tools, file, edit, and animation.

Getting Started

System Requirements

Minimum

Windows 10/11 (64-bit), 4 GB RAM, OpenGL 3.3+ compatible GPU

Recommended

8 GB RAM, Wacom or Windows Ink compatible pen tablet

Installation

Download and run MotionforgeSetup.exe from the download page. The installer registers the .mfa file association so you can double-click project files to open them directly.

Creating Your First Project

  1. Launch Motionforge.
  2. Go to File > New or press Ctrl+N.
  3. Set canvas dimensions, FPS, and total frames in the New Project dialog.
  4. Start drawing with the Pen Tool (P) or Pencil Tool (N).
  5. Save your project with Ctrl+S — files are saved as .mfa.

Edit Mode vs. Animate Mode

Motionforge operates in two modes, toggled with Tab:

Edit Mode

Create and modify shapes, bones, and layer structure. This is your construction state.

Animate Mode

Set keyframes and animate properties over time. Changes are recorded as keyframes when auto-key is enabled.

Tip: You can make temporary edits in Animate Mode without auto-key — changes are only committed when you change frames.

Interface Overview

Main Panels

PanelDescription
ViewportMain canvas — pan (middle mouse), zoom (scroll), rotation supported.
ToolsLeft-docked vertical toolbar (Photoshop style) with all 16 tools.
ToolbarTop horizontal icon bar with 36 buttons: file, edit, clipboard, transform, boolean, ordering, alignment, distribution, spacing, snapping.
Tool OptionsContext-sensitive option strip below the toolbar for the active tool.
TimelineFrame-based animation grid with playback controls, keyframe diamonds, and sub-tracks.
LayersHierarchical layer tree with visibility/lock toggles, drag-drop reordering, and type icons.
PropertiesTransform, fill, stroke, blend mode, and layer-specific settings.
Graph EditorBezier curve visualization of animated properties. Drag keyframes to adjust timing.
EasingVisual bezier curve editor for keyframe interpolation. 9 presets + custom bezier.
ColorRGB/HSL color picker for fill and stroke colors.
PaletteToon Boom-style color palette. Left-click for fill, right-click for stroke.
SwatchesColor history for quick access to recently used colors.
VariantsThumbnail grid for Switch Layer children. Click to activate a variant.
ActionsSmart Bone action frame editor. Maps bone angles to keyframe states.
Onion SkinPer-layer onion skin mode (Inherit / On / Off) with opacity and color controls.

Docking & Workspaces

All panels support ImGui docking — drag panel tabs to rearrange, stack, or float them. Three built-in workspace layouts:

  • General — Balanced layout for drawing and animation
  • Animation — Timeline and Graph Editor prominent
  • Minimal — Simplified layout with fewer panels

Access workspaces via Window > Workspace. You can also save and load custom workspaces.

Multi-Document Support

Motionforge supports tabbed documents. Each open project gets its own tab above the viewport with independent viewport state (pan, zoom). An asterisk (*) indicates unsaved changes.

Tools

Select Tool (V)

Click to select shapes and layers. Supports multi-selection with Shift+Click and Ctrl+Click. Drag to move selected objects.

Options: Auto-select, Select sub-layer, Lock children.

Transform Tool (Q)

Move, rotate, and scale selected objects using a bounding box gizmo with corner and edge handles.

Options: Center pivot, Transform separately, Lock children.

Pen Tool (P)

Create precise bezier paths by clicking to place points. Click-drag to create smooth curves with control handles. Works like the Pen Tool in Adobe Illustrator or Affinity Designer.

Options: Smooth/Sharp toggle, Close path.

Node Tool (A)

Edit individual vertices, handles, and segments of vector paths.

  • Click to select vertices, Shift+Click for multi-select
  • Drag vertices to reposition, drag control handles to adjust curves
  • Alt+Drag handles to break/create independent handle pairs
  • Drag edges to subdivide and reshape segments
  • Marquee select for multiple vertices
  • Right-click: delete point, toggle smooth/sharp, break path

Pencil Tool (N)

Freehand drawing tool that creates smooth vector paths. Draw naturally and the tool automatically fits bezier curves to your stroke.

Options: Smoothing slider (higher = smoother, fewer points).

Brush Tool (D)

Variable-width drawing tool optimized for tablet use. Creates strokes on a Drawing Layer with pressure-sensitive width variation.

  • Pressure sensitivity (width varies with pen pressure)
  • Tilt support (Windows Ink / tablet)
  • Per-frame stroke storage (frame-by-frame animation)
  • Brush presets: Round, Flat, Calligraphy, Marker

Options: Brush preset, Base width (1–100 px), Opacity (0–100%), Eraser toggle, Pressure sensitivity toggle.

Eyedropper Tool (I)

Left-click to pick fill color. Shift+Left-click to pick stroke color.

Gradient Tool (G)

Edit gradient fill start/end points and direction directly on the canvas. Drag to define the gradient vector for linear gradients, or center/radius for radial gradients.

Shape Tools (M — cycles through all)

Four parametric shape tools that cycle with the M key:

  • Rectangle — Click-drag to create. Hold Shift for squares.
  • Ellipse — Click-drag to create. Hold Shift for circles.
  • Polygon — Regular N-sided polygons. Set side count in Tool Options.
  • Star — Configurable point count and inner radius ratio.

Bone Tool (B)

Create and edit FK/IK bone skeletons. Click to place bone joints, establishing parent-child chains.

  • Click on existing bone to set as parent, then click to create child bone
  • Drag bone tips to adjust length and angle
  • Right-click for bone properties (color, constraints, IK settings)

Weight Paint Tool (W)

Bind vertices to bones for skeletal deformation. Click vertices while a bone is selected to toggle binding. Visual feedback shows bound vertices highlighted.

Camera Tool (C)

Pan and zoom the camera. In Animate Mode, camera movements are recorded as keyframes for camera animation.

Hand Tool (H) & Rotate View Tool (R)

Hand: Pan the viewport without affecting objects. Rotate View: Rotate the canvas for comfortable drawing angles — does not affect the actual scene.

Layers

Layer Types

Motionforge uses a hierarchical layer system with 9 specialized types:

TypeDescription
Vector ShapeBezier path with fill and stroke. Created automatically when drawing with Pen, Pencil, or Shape tools.
GroupContainer for child layers. Supports clipping, boolean operations, liquid shape blend, and stroke over children.
NullTransform-only layer (no visual output). Useful for organizing and transforming groups.
BoneFK/IK skeleton for character animation. Child shapes deform by the bone hierarchy.
CameraSingleton layer controlling the viewport camera for pan, zoom, and rotation animation.
ImageImported raster image (PNG, JPEG, BMP, QOI). Use File > Import Image or drag-drop.
SwitchMultiple child variants, displaying one at a time. Perfect for lip-sync, hand poses, etc.
MeshMoho-style vector-driven image warp using Delaunay triangulation.
DrawingPer-frame raster drawing layer for tablet input. Frame-by-frame traditional animation.

Common Layer Properties

PropertyDescription
NameDisplay name in Layers panel and Timeline
Visible / LockedShow/hide and prevent selection/editing
PositionX, Y translation
RotationAngle in degrees
ScaleX, Y scale factors
AnchorPivot point for rotation and scale
OpacityLayer transparency (0–1)
Z-DepthParallax depth (0–100, affects camera parallax)
Blend Mode12 modes: Normal, Multiply, Screen, Overlay, Darken, Lighten, Color Dodge, Color Burn, Hard Light, Soft Light, Difference, Exclusion
MaskEnable clipping mask for children
Onion SkinPer-layer mode: Inherit / On / Off

Layer Operations

  • Add: Right-click in Layers panel or + button. Choose type.
  • Delete: Delete key or context menu.
  • Duplicate: Ctrl+D or context menu.
  • Group / Ungroup: Ctrl+G / Ctrl+Shift+G
  • Reorder: Drag-drop in Layers panel.
  • Nest: Drag a layer onto another to make it a child.
  • Order: Send to Back, Back One, Forward One, Send to Front (Toolbar or Object > Order).

Drawing & Vector Paths

Bezier Paths

All vector shapes are cubic bezier paths. Each path consists of bezier points connected by curved or straight segments.

Point PropertyDescription
PositionX, Y coordinates
Handle In / OutControl handles for incoming/outgoing curves
SmoothWhen enabled, handles are mirrored (Affinity Designer style)
Corner RadiusParametric rounding at the vertex (drag diamond handle to adjust)
Hide EdgeHides the stroke segment following this point

Path Operations

  • Add point: Click on a path segment with the Pen Tool
  • Delete point: Select with Node Tool, right-click > Delete
  • Smooth/Sharp: Right-click vertex > Toggle Smooth
  • Break path: Right-click on a point in a closed path to open it
  • Close path: Tool Options button or connect to the first point

Path Morphing

Vector shapes support vertex keyframes — animate the path shape over time. Points interpolate between keyframe positions using the selected easing curve, enabling smooth shape morphing animations.

Fill & Stroke

Fill Types

None (transparent), Solid Color (RGBA), Linear Gradient, Radial Gradient. Edit gradients with the Gradient Tool (G).

Stroke Properties

Width (0.1–500 px), Color (RGBA), Line Cap (Round/Butt/Square), Line Join (Round/Miter/Bevel).

Style Keyframes: Fill color, stroke color, and stroke width can all be animated via Style Keyframes. Enable the Style channel in Edit > Add Keyframe Channels.

Color Palette

The Palette Panel uses a Toon Boom-style workflow: left-click to set fill, right-click to set stroke, drag-drop onto a shape to apply.

Animation

Timeline

The Timeline displays a frame grid with rows for each layer and columns for each frame.

  • Play/Stop: Space
  • Previous/Next Frame: Arrow keys
  • First/Last Frame: Home / End
  • Frame scrubbing: Click-drag on the frame ruler

Features: keyframe diamonds per channel (color-coded), sub-tracks for bone angles and switch variants, in/out points for playback range, FPS display.

Keyframe Channels

Each layer supports up to 10 independent animation channels:

ChannelDescriptionAuto-key
PositionX, Y translationYes
RotationAngle in degreesYes
ScaleX, Y scale factorsYes
VerticesPath shape morphingYes
StyleFill/stroke color and widthYes
AnchorPivot point positionYes
OpacityLayer transparencyYes
SwitchVariant index (SwitchLayer)Step
Bone AngleFK rotation per boneYes
Bone PositionIK target positionYes

Enable/disable channels via Edit > Add Keyframe Channels and Edit > Auto-Key Channels.

Easing & Interpolation

9 built-in easing presets plus a fully customizable bezier curve:

PresetDescription
LinearConstant speed, no acceleration
Ease In QuadSlow start, accelerates
Ease Out QuadFast start, decelerates
Ease In Out QuadSlow start and end
Hold (Step)Instant jump, no interpolation
Cubic In / Out / In OutPronounced acceleration curves
Custom BezierUser-defined curve with draggable handles

The Easing Panel provides a visual curve editor. The Graph Editor shows property curves over time.

Onion Skin

Shows ghost images of neighboring frames for reference while animating.

  • Frame offsets (e.g., ±1, ±2, ±3 frames)
  • Before/after colors (customizable)
  • Opacity per onion frame
  • Per-layer mode: Inherit, On, Off

Toggle with O or the onion skin icon in the Timeline.

Bone System

Creating Bones

  1. Switch to Edit Mode (Tab)
  2. Select the Bone Tool (B)
  3. Click to place the root bone
  4. Click on an existing bone joint, then click elsewhere to create a child bone
  5. Build your skeleton hierarchy

Forward Kinematics (FK)

Rotate individual bones to pose characters. Each bone has:

PropertyDescription
AngleCurrent rotation (keyframeable)
Base AngleRest pose angle
LengthBone length
Angle ConstraintsMin/max rotation limits
ColorPer-bone display color (RGBA)

Inverse Kinematics (IK)

CCD (Cyclic Coordinate Descent) solver for natural character posing.

  • Target Bone — Which bone is the IK target (circular indicator)
  • IK Strength — Blend between FK and IK (0 = pure FK, 1 = pure IK)
  • Target Position — Keyframeable X, Y for the IK target
  • Stretch — Min/max stretch constraints for rubber-band effects
  • Ignore IK — Per-bone flag to exclude from IK chain
Workflow: Create a bone chain (e.g., shoulder → elbow → wrist), set the end bone as IK target, then in Animate Mode drag the target to pose the entire chain.

Vertex Binding

Bind shape vertices to bones so they deform with the skeleton:

  1. Select the Weight Paint Tool (W)
  2. Select a bone in the viewport
  3. Click vertices on shapes to bind/unbind them
  4. Bound vertices follow the bone's rotation and position

Bindings are layer ID-based, ensuring stability when layers are reordered or grouped.

Bone Dynamics

Add secondary motion (jiggle, follow-through) to bones. Great for hair, tails, accessories, and cloth.

PropertyRangeDescription
Spring0–100+Stiffness (higher = stiffer)
Damping0–1How quickly motion settles (higher = less bounce)

Deformation Pipeline

Three phases: 1) computeBoneAngles() — FK/IK solver computes final rotations. 2) applySmartActions() — Smart Bone overrides modify vertex positions. 3) applyBoneVertexDeform() — World-space vertex deformation applied to bound shapes.

Smart Bones

Concept

Smart Bones (inspired by Moho Pro) map a single bone's rotation angle to an action — a set of keyframed vertex positions across multiple layers. As you rotate the bone, the action interpolates between keyframes, producing complex synchronized deformations.

Use cases: Facial expressions, hand poses, mechanical linkages.

Creating Smart Actions

  1. Select a bone in Edit Mode
  2. Open the Actions Panel
  3. Create a new action
  4. Set action frames at specific bone angles (e.g., −45°, 0°, +45°)
  5. At each action frame, adjust vertices on target layers
  6. The Smart Bone now drives those vertex changes when rotated

Action Panel

Shows: list of actions for the selected bone, dial slider to preview angle-to-action mapping, action frame thumbnails, and add/remove action frame controls.

Advanced Features

Boolean Operations

Non-destructive vector booleans via the Clipper2 library:

ModeDescription
UnionMerge all children into one combined shape
SubtractFirst child minus all other children
IntersectOnly the overlapping area
XORExclusive OR — removes overlaps
DivideSplit shapes at intersection boundaries

Usage: Select shapes, group them (Ctrl+G), set boolean mode via Toolbar, Object > Boolean, or Properties Panel.

Liquid Shape Blend: Boolean groups support a blend radius (0–500 px) for smooth organic transitions between shapes — like metaballs or liquid effects.

Camera & Parallax

The Camera layer controls the viewport camera. Animate position, zoom (via scale.x), and rotation for cinematic movements.

Parallax / Z-Depth: Each layer has a Z-Depth property (0–100). When the camera pans, layers shift proportionally — Z-Depth 0 is closest (moves most), 100 is farthest (moves least).

Tip: Set backgrounds to Z-Depth 80–100 and foreground elements to 0–20 for a convincing depth effect.

Mesh Warp

Moho-style vector-driven image warping using Delaunay triangulation:

  1. Add a Mesh Layer and place children (images or vector shapes)
  2. Define boundary/cage points around the content
  3. Motionforge auto-triangulates using Delaunay triangulation
  4. Each triangle applies affine texture mapping (BLPattern)

In Edit Mode: adjust cage points. In Animate Mode: drag points to deform — keyframes are created with auto-key.

SVG Import

Import SVG vector files via File > Import or paste from clipboard. SVG paths (M, L, C, Z commands) are converted to Motionforge vector shapes with visual feedback overlay.

Alignment, Distribution & Transform

Align: Left Edge, H-Center, Right Edge, Top Edge, V-Center, Bottom Edge. Distribute: Even spacing across selected shapes. Spacing: Space Horizontally / Vertically.

Transform: Flip Horizontal/Vertical, Rotate Left/Right 90° (Toolbar buttons).

All alignment operations work in world-space with accurate bezier bounding box computation.

Export

PNG Sequence

Exports each frame as a numbered PNG file (e.g., frame_0001.png). Configure output directory, frame range, and canvas dimensions.

Sprite Sheet

All frames packed into a single PNG grid image. Auto-calculated columns (sqrt of frame count). Set output file and frame range.

Animated GIF

Export as animated GIF with configurable frame range and frame delay (milliseconds).

Video Export

Exports video via FFmpeg pipe rendering:

SettingOptions
CodecH.264, H.265, VP9
Quality (CRF)0 (lossless) – 51 (worst), default 18
Frame rangeStart and end frame
ResolutionCanvas dimensions or custom override
Tip: H.264 offers the best compatibility. H.265 provides better compression. VP9 is ideal for web deployment.

Preferences

Appearance & Grid

Access via File > Preferences or Ctrl+,.

Appearance

Viewport Background: Color behind the canvas. Canvas Background: Default canvas fill color.

Grid & Guides

Show Grid, Grid Spacing, and guide overlays: Rule of Thirds, Golden Ratio, Safe Area (individual toggles).

Project Defaults

SettingRangeDescription
Canvas Width/Height1–8192 pxDefault dimensions for new projects
FPS1–120Default frames per second
Total Frames1–9999Default animation length
Undo Levels10–500Maximum undo history depth

File Format

Projects are saved as .mfa files — ZIP archives containing a JSON manifest (scene hierarchy, layer data, animation keyframes) and binary assets (imported images). Backward compatible with legacy .animo files.

Localization

Motionforge is fully localized in 8 languages: English, Turkish, German, Italian, Portuguese, Russian, French, Japanese. Switch in Preferences.

Keyboard Shortcuts

Tools

ShortcutTool
VSelect Tool
QTransform Tool
PPen Tool
ANode Tool
NPencil Tool
DBrush Tool
IEyedropper Tool
GGradient Tool
MShape Tools (cycle)
BBone Tool
WWeight Paint Tool
CCamera Tool
HHand Tool
RRotate View Tool

File

ShortcutAction
Ctrl+NNew Project
Ctrl+OOpen Project
Ctrl+SSave
Ctrl+Shift+SSave As
Ctrl+,Preferences

Edit

ShortcutAction
Ctrl+ZUndo
Ctrl+YRedo
Ctrl+XCut
Ctrl+CCopy
Ctrl+VPaste
Ctrl+ASelect All
Ctrl+DDuplicate
DeleteDelete Selected
Ctrl+GGroup
Ctrl+Shift+GUngroup

Animation

ShortcutAction
SpacePlay / Stop
TabToggle Edit / Animate Mode
OToggle Onion Skin
/ Previous / Next Frame
Home / EndFirst / Last Frame

Snapping

Toggle snapping with the toolbar snap button. Snap types: Grid (snap to grid intersections), Vertex (snap to nearby vertices), Line (snap to shape edges).

All shortcuts can be rebound in Preferences > Shortcuts.