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Separate the background from the motion

About 36 minutes · 6 reading + 30 practice and checks
Time includes reading, practice, and questions. Extra videos or further study are optional.
See this course’s project requirements

A two-second ball loop, its editable Pencil2D source, a timing plan and a before/after revision note.

Keep your working files in your own notebook or software. Save a private description, checklist, and work link in My Proof.

What to include

  • A 320×240 silent scene lasting 24 frames at 12 FPS.
  • Six planned poses developed into 12 distinct drawings.
  • Separate moving-ball and static-ground layers.
  • A playable GIF or 24 ordered PNG frames with a playback-rate note.
  • PCLX source and a short timing comparison.

Review and revise

Use these criteria to check your work and choose what to improve.

  • The action and contact moment are readable.
  • Frame count, rate and range agree with the timing plan.
  • The scene stays inside the camera field.
  • The export and revision note preserve inspectable work.
Open the full course project
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Before you begin

The idea in everyday life

Open dot-loop-03.pclx. The ball layer has 12 keys. Camera 320×240; ground line intended near y=190.

The idea

Layers separate elements that need different editing and timing.

Follow along

Separate the background from the motion — guided practice

Keep a static ground on its own layer and confirm camera framing.

Open dot-loop-03.pclx. The ball layer has 12 keys. Camera 320×240; ground line intended near y=190.

  1. 1. Create a background layer

    Use Layer > New Bitmap Layer and name it Ground. Drag its layer row below Ball. At frame 1 add a key if needed. Choose a muted pencil color and draw one ground line from about x40 to 280 at y190.

    You should see: A single ground drawing sits behind the moving ball.

    A background does not need to be redrawn in every key.

  2. 2. Check the complete range

    Scrub frames 1, 13, 24 with Ground visible. The line should persist from its frame 1 key. If it vanishes, inspect Ground for an unintended later blank key and remove that key.

    You should see: The ground remains stationary throughout the loop.

    A later blank key can end a held background unintentionally.

  3. 3. Check camera edges

    Double-click Camera and confirm 320×240. Leave the camera position unchanged. Inspect the highest ball at frame 1 and the contact at 13; both should fit with space around them.

    You should see: No ball or ground endpoint crosses the camera boundary.

    Art outside the camera field is omitted from the export.

  4. 4. Clean visible marks

    Hide onion skin, then inspect every key for loose guide strokes. Erase unwanted marks on the correct layer only. Save As dot-loop-04.pclx.

    You should see: The scene has a consistent background and clean moving outlines.

    Separate layers let you correct the ball without damaging the ground.

Now change one thing

A camera is 320 pixels wide. A ball centered at x=300 has radius 12. How many pixels remain to the right edge?

Your work

What to finish

A layered and framed animation ready to export.

Common mistake

Watch for this

Drawing a static background repeatedly on the moving layer.

How can I tell I understand it?

Explain the result, reproduce the procedure, and complete the changed-input check.

Try 3 questions

Quick knowledge check

Answer all 3 questions. Get at least 2 right and the lesson completes automatically.

Not yet passed

You’ll get an explanation for each answer. Signed in? Your results save to your account.

1A ground line jumps because it was drawn separately on every ball key. Which change removes this cause?
2Artwork is visible beyond the bright camera rectangle. What appears in the exported frame?
3Erasing a guide also removes part of the ground. What should you inspect before continuing?
0 of 3 answeredApply the lesson to a short question, then review the explanation.
5
Finish this lesson

Pass the check. We’ll save the progress.

Answer all 3 questions above and get at least 2 right. You can review the explanations and try again.

Go to the knowledge check
Optional course overview video · same video as Lesson 1
TJ FREEPencil2D | Learn 2D Animation Tutorial OverviewYouTube
Optional course overview

Pencil2D | Learn 2D Animation Tutorial Overview

From TJ FREE. Watch here or open it on YouTube .

Optional course overview. Follow the written steps below at your own pace.
Tools, templates, and lesson sources

Tools and templates

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Sources and further reading

Explore the references behind this lesson.

Pencil2D user manual
Source & access notes · checked 2026-09-12

Read camera field, bitmap drawing, timeline keys, playback and onion-skin controls.

Access: Public reading without a paid account; reviewed September 12, 2026.

Reuse: Link only. Lessons and practice assets are original; free access does not grant permission to copy the provider's material.

Pencil2D frequently asked questions
Source & access notes · checked 2026-09-12

Read camera size, initial save/autosave, selection copy-paste, GIF export and PCLX explanation. Legacy operating-system lists are not used as current requirements.

Access: Public reading without a paid account; reviewed September 12, 2026.

Reuse: Link only. Lessons and practice assets are original; free access does not grant permission to copy the provider's material.

Pencil2D export troubleshooting
Source & access notes · checked 2026-09-12

Read export options, even-number camera dimensions, frame-rate issues and missing exporter guidance. No bypass of device security is required.

Access: Public reading without a paid account; reviewed September 12, 2026.

Reuse: Link only. Lessons and practice assets are original; free access does not grant permission to copy the provider's material.

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