This curriculum is designed around a 2-hour daily commitment (Hour 1: Theory/Learning, Hour 2: Practical Application).
Hour 1: Installation, Navigating the UI, Understanding Rooms (Workspaces).
Hour 2: Customizing panels, setting preferences, and saving projects properly.
Hour 1: Understanding Raster vs. Toonz Raster vs. Vector levels.
Hour 2: Practicing with the Brush, Eraser, and Geometric tools in Vector mode.
Hour 1: How the X-sheet works, frames, and exposing drawings.
Hour 2: Creating a new level, drawing multiple frames, and playing them back.
Hour 1: Using the Selection Tool, grouping lines, and the Cutter tool.
Hour 2: Modifying existing drawings, scaling, and rotating elements.
Hour 1: The Studio Palette vs. Level Palette.
Hour 2: Creating custom colors, linking colors to styles, and basic filling.
Hour 1: Setting up Onion Skinning (viewing past/future frames).
Hour 2: Animating a simple object moving across the screen.
Hour 1: Concept sketching for a basic morphing animation (e.g., circle to square).
Hour 2: Animating the morph using the tools learned this week.
Hour 1: Theory of timing (frames) and spacing (distance between drawings).
Hour 2: Animating a coin sliding and coming to a stop (Slow In).
Hour 1: Theory of mass preservation and the classic Bouncing Ball.
Hour 2: Animating the rough poses of a Bouncing Ball.
Hour 1: Understanding natural movement arcs.
Hour 2: Animating a swinging pendulum.
Hour 1: Learning the two main workflows. Keyframes vs. Breakdowns
Hour 2: Drawing the key poses for a Flour Sack jumping.
Hour 1: The mechanics of drawing the frames between the keys.
Hour 2: Inbetweening the Flour Sack jump from yesterday.
Hour 1: Preparing the audience for an action.
Hour 2: Adding a heavy anticipation pose to the Flour Sack jump.
Hour 1: How energy dissipates at the end of an action.
Hour 2: Animating the landing of the Flour Sack.
Hour 1: Animating appendages, hair, or clothing.
Hour 2: Animating a flag waving in the wind.
Hour 1: Pushing poses to make them read clearer.
Hour 2: Taking a previous animation and redrawing keys with 20% more exaggeration.
Hour 1: Adding actions that support the main action (e.g., blinking while turning).
Hour 2: Animating a character performing a primary and secondary action.
Hour 1: Keeping volume and 3D space in a 2D environment.
Hour 2: Rotating a simple 3D shape (box or cylinder) in 2D space.
Hour 1: Designing characters that are animation-friendly.
Hour 2: Sketching a simple character turnaround.
Hour 1: Critiquing your rough animations.
Hour 2: Fixing timing issues by adding/removing frames in the X-sheet.
Hour 1: The Control Point Editor, Tape Tool, and Pump Tool.
Hour 2: Cleaning up the rough Bouncing Ball animation.
Hour 1: Understanding thick/thin lines for shadow and weight.
Hour 2: Practicing variable line weights on character sketches.
Hour 1: Advanced Fill Tool settings (closing gaps automatically).
Hour 2: Flat coloring an entire animation sequence.
Hour 1: Designing shadows for 2D.
Hour 2: Painting shadows on your animated sequence using separate levels.
Hour 1: Speeding up workflow with Auto-Paint features.
Hour 2: Updating a linked color palette to see it change across 100 frames instantly.
DAY 26 (2 HRS): Rough animation of a character expressing an emotion.
DAY 27 (2 HRS): Full vector cleanup of the scene.
DAY 28 (2 HRS): Coloring and final shading of the scene.
Hour 1: Preparing a character for rigging (drawing body parts on separate layers).
Hour 2: Importing and organizing the layers in OpenToonz.
Hour 1: Understanding nodes and hierarchies (Parent/Child relationships).
Hour 2: Linking arms to the torso, hands to arms, etc.
Hour 1: Setting pivot points (joints) for rotation.
Hour 2: Testing the rig and creating simple keyframe movements.
Hour 1: Setting up IK to keep feet locked to the floor.
Hour 2: Animating a character squatting using IK.
Hour 1: Creating a mesh over a single drawing to warp it.
Hour 2: Building a skeleton inside the mesh.
Hour 1: Differences between Node rigging and Plastic rigging.
Hour 2: Animating a waving arm using only mesh deformation.
Hour 1: Understanding animation curves (Bezier curves).
Hour 2: Smoothing out stiff robotic movements using the curves.
Hour 1: Posing the Contact, Down, Passing, and Up poses for a walk cycle.
Hour 2: Refining the walk cycle, copying frames to loop it perfectly.
Hour 1: Using "Drawing Substitutions" to change hands or mouth shapes.
Hour 2: Rigging a 2.5D head turn using drawing swaps.
Hour 1: Importing audio and creating mouth phoneme drawings.
Hour 2: Scrubbing the timeline and swapping mouths to match the audio.
DAY 40: Record 3s of dialogue and set up the rigged character.
DAY 41: Animate the body language and head movements.
DAY 42: Animate the lip-sync and facial expressions.
Hour 1: Introduction to the FX Node tree.
Hour 2: Applying and tweaking Blurs, Glows, and Drop Shadows.
Hour 1: Setting up foreground, midground, and background layers in 3D space.
Hour 2: Creating a parallax scrolling effect.
Hour 1: Panning, zooming, and rotating the virtual camera.
Hour 2: Creating a dramatic camera shake.
Hour 1: Using color correction nodes to change the time of day (Day to Night).
Hour 2: Adding Light Rays and Cast Shadows.
Hour 1: How masks work in OpenToonz.
Hour 2: Animating a character appearing from behind a masked wall.
Hour 1: Understanding the particle emitter settings.
Hour 2: Creating a localized rain or snow storm in your scene.
Hour 1: Rendering, Exporting.
Hour 2: Creating a heat wave or water ripple effect.
Hour 1: Output settings, DPI, frame rates, and formats (MP4, PNG sequence)
Hour 2: Rendering your practice scenes and troubleshooting render errors.
Hour 1: Writing a micro-script and drawing a quick storyboard.
Hour 2: Designing the main character and background.
Hour 1: Importing storyboards, timing them to audio in OpenToonz.
Hour 2: Setting up the actual scene file, layers, and palettes.
Hour 1: Drawing the golden poses (the most important storytelling frames).
Hour 2: Refining the keys for solid silhouette and acting.
Hour 1: Adding breakdown poses to dictate arcs.
Hour 2: Adjusting the exposure in the X-sheet to lock in the timing.
Hour 1 & 2: Heavy focus on drawing the inbetweens to smooth the motion.
Hour 1 & 2: Vector or raster cleanup of all frames.
Hour 1 & 2: Coloring the character and background.
Hour 1: Adding shadows, highlights, and blending modes.
Hour 2: Setting up camera moves and lighting FX.
Hour 1: Compositing, Final Rendering, Self-Critique.
Hour 2: A finished 10-15 second original animated short.
Hour 1: Final playback, fixing any popping lines or stray pixels.
Hour 2: Final render to MP4.
Hour 1: Watch your final film! Self-critique against the 12 Principles.
Hour 2: Organize project files, update portfolio, and plan next steps.
Senior Animator & OpenToonz Specialist
With an extensive background working on commercial advertisements, YouTube explainers, and independent animated shorts, our lead mentor understands what production studios actually look for in a 2D showreel.
The curriculum avoids boring, robotic tutorials. Instead, Susheel focuses on creating dynamic, storytelling animations. You will learn the hidden industry shortcuts to rig cleaner, paint faster, and animate with true emotion and weight using OpenToonz.
Build your showreel and start your career in 2D animation.
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