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animated maps · Jun 14, 2026 · 3 min de lecture · Beneos Battlemaps

How to Add Animated Maps to Foundry VTT

Animated crystal cave battlemap for Foundry VTT

Animated maps turn a flat tabletop scene into something that breathes. Water moves, torches flicker, dust drifts across the floor. The good news is that Foundry VTT plays video backgrounds natively, so you do not need a single extra module to use them. This guide walks you through the whole process, from the file on your drive to a finished scene with walls and light.

What counts as an animated map

An animated map is just a looping video used as the scene background instead of a static image. Foundry reads the common video formats, and the two you will meet most often are WebM and MP4. WebM with the VP9 codec is the lighter option and usually the better pick, because it keeps file size down without turning your fan into a jet engine. MP4 works too and tends to be friendlier on older machines.

Step one, create the scene

Open the Scenes sidebar and click Create Scene. Give it a name you will recognise later, for example Crystal Cave Entrance. Leave the rest for now. You are about to point Foundry at the video file.

Animated cave entrance battlemap used as a Foundry VTT scene background
An animated cave entrance map, ready to drop in as a scene background. Beneos Crystal Cave pack.

Step two, set the video as the background

Right click the new scene and choose Configure, or open the scene and click the gear. In the Basics tab, find the Background Image field. Despite the name, this field accepts video. Browse to your WebM or MP4 file and select it. Foundry will load the loop and show it as the backdrop.

If the video does not appear, check that the file actually sits inside your Foundry data folder. Foundry can only load assets it can see, so a file left on your desktop will not show up in the picker.

Step three, match the grid

This is the step people skip, and then wonder why their tokens stand a head taller than the doorways. A good animated map is built to a grid. The map should tell you its dimensions, for example 32 by 18 squares. In Grid settings, set the grid type to square, then set the grid size in pixels and the scene dimensions so that one square on the map lines up with one square in Foundry. Drop a token in and walk it across a few tiles to confirm the alignment looks right.

Step four, walls and lighting

Walls stop tokens and block vision. Lighting sets the mood and, with token vision on, decides what your players can actually see. If your map already ships with wall and light data, importing it saves you an evening of clicking. If not, switch to the Walls layer and trace the solid edges, then add a few light sources on the Lighting layer where the scene suggests them, a brazier here, a glowing crystal there. Even five minutes of light work makes an animated map feel three times more alive.

Step five, performance check

Before game night, load the scene the way your players will, ideally on the weakest machine at the table. If the loop stutters, you have a few levers. Prefer WebM over MP4, keep the resolution sensible rather than chasing 8K, and close the browser tabs that quietly eat memory in the background. Foundry streams the video, so a steady connection helps your remote players too.

Common questions

Do I need a module to play animated maps? No. Video backgrounds are built into Foundry. Modules can add convenience, but the core feature works on its own.

Why is my animated map not looping? Almost always a format issue. Re encode to WebM VP9 and try again.

Can players on slow computers still see it? Usually yes, especially with a WebM file at a reasonable resolution. Test in advance so nobody is surprised mid session.

Where to go from here

Once the first animated scene clicks into place, the rest is muscle memory. Build a small library of go to maps for the situations you run most, a tavern, a forest road, a cave mouth, and you will always have a backdrop ready when the party wanders somewhere you did not plan for.

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