1. Center Canvas
The canvas shows the project as a connected visual flow. You can pan, zoom, and use the mini-map to navigate larger projects. The Edit with AI bar in the bottom-right corner opens the in-project assistant (see "Edit with AI").
The node groups, left to right:
| Column | What it holds |
|---|---|
| Project info | The Project card. |
| Project assets | The asset base card, right after the project card. |
| Character references | The cast column, with Add character under the last card. |
| Narrator | The narrator-voice card. The script text opens from the project card. |
| Scenes | One card per scene. |
| Scene text/details | The editable scene text. |
| Images | The generated scene images. |
| Audio | The scene audio tracks. |
| Video clips | The generated scene clips. |
| Transitions | One join node between each pair of scenes, when the project has two or more. |
| Stitch | The final-video stitching status. |
| Final output | The final video. |
These node groups are the History flow. A poster project uses the same canvas with its own, much shorter chain — see "The Poster Canvas". A UGC ad has its own board — see "The UGC Board".
2. Canvas Nodes
Each node on the canvas is a card for one part of the project. The entries below list what each card shows, the actions it offers, and what to watch for.
Project Info
The Project card shows the project name, Ns · N scenes with the script status icon, and the Style (long style text is clamped to three lines; hover for the full text). While the script is being written the status icon reads Writing the script…; if it fails, Script generation failed.
Actions
View script— appears once the script is complete. Opens the read-onlyScriptmodal:Ns · N scenes, theStyle, and one block per scene with its number and title, its length, its visual description, and its narration in quotes.
Narrator
The card between the cast column and the scenes is the project's narrator voice (formerly the Script card; the script text opens from the Project card's View script button). Its header shows how many scenes are narrated (N scenes) and the script status: Waiting for the script… while the script is being written, or Script generation failed.
Once the script is ready, the card shows:
- The current voice's name, with a preview button.
- The voice's description.
- Trait chips:
Female/Male, andGlobal(a multilingual voice), the accent with its flag, or the language. - A notice box when the service switched the voice while creating the project — for example because the voice you picked does not narrate in the script's language, so the automatic voice for that language is used instead.
When the narrator is on Automatic, the card asks the service which library voice the narration really uses for the script's language, the narrator's gender, and (for Spanish or English) the accent set in Settings > Audio Config > Automatic voice accent. It shows that voice, with a small Auto tag (Picked automatically for the language, the gender and the accent) and a working preview.
If the lookup fails (for example offline), the card falls back to Automatic with The best library voice for the script's language and accent and no preview.
Actions
Change voice(Change the voice) — a full-width button that opens the voice picker. Disabled withWait for the generation to finishwhile a run is active.
Changing the Voice
- Click
Change voice. The voice picker opens, scoped to the script's language, with anAutomaticrow per gender and noClear(see "Voice"). - Pick a different voice. The
Change narratorconfirmation opens, headed with the voice's name and gender. It readsThe narrator will speak with <name>(— the default <gender> voice for the languageforAutomatic) and says what happens to existing narration (see the messages below). - Click
Change and re-record(orChange voicewhen nothing was recorded yet) to confirm, orCancel.
Confirming saves the narrator. When narration existed, an images-and-audio run starts right away to re-record it.
Cost: Re-recording costs the audio price times the narrated scenes; the confirmation shows the total as About N credits.Messages You May See
| Message | What it means |
|---|---|
The narration of N scenes is re-recorded | Narration exists. The confirmation adds About N credits. and Scene images and rendered clips are kept; a clip is only re-rendered if its new narration no longer fits in it. The final video is stitched again. |
No narration was recorded yet: every scene is narrated with this voice when you generate. | Nothing is recorded yet, so nothing is re-recorded. |
Cannot change the narrator while a generation is running | The change is refused while a generation is running. |
The narrator could not be changed. | The change failed; the card shows this text. |
Scene
The scene card shows the scene number, title, and duration, plus three step chips (image, audio, video) whose tooltips read ready, generating, failed, skipped, or pending. Under them sit two strips:
Cast— one chip per character in the scene (narrator chips are marked· narrator), ending in anAdd cast/Edit castbutton.Assets— one chip per project asset assigned to the scene, ending in anAdd assets/Edit assetsbutton. The strip appears once the project has an asset base. Assets that have no image yet show as muted chips with the tooltip<name> · pending generation.
Actions
Add cast/Edit cast— opens the cast picker (see "Change a Scene's Cast").Add assets/Edit assets— opens the asset picker (see "Dress a Scene or a Character with Assets").
Description, Character Reference, and Script Nodes
These nodes show editable scene text.
Actions
- Click the node — opens the rewrite tools, when generation is not active.
Project Assets Node (Asset Base)
The Assets card sits in its own column right after the project card. It holds the project's asset base: reusable reference images — a branded product, a wardrobe item, a location, a prop — that scenes and characters reference by id. The asset base exists in History (story) projects only.
What It Holds
When a scene image or a character image is rendered, the assigned assets are attached to the image model as visual references, so the same bottle, jacket, or storefront appears the same way in every shot. Typical uses:
- Product placement for a brand video: upload the packshot, let the script place it, then keep it in every scene where it matters.
- A character's signature wardrobe: a jacket or uniform assigned as their outfit, so it survives every regeneration.
- A real location or set (a shop front, a kitchen, a stage) that several scenes share.
- A prop that must look identical each time it appears.
Each asset is a tile with a thumbnail and its name (hover for the description):
- A dashed tile with an atom glyph is an asset that has no image yet (
pending) — typically one the script planned. It is rendered at the start of the next generation run, before characters and scenes. - A small
AIcorner badge marks assets the script planned on its own. - A spinner covers a tile while that asset is being generated or updated.
The empty state reads Products, wardrobe, locations… / Upload an image or create one with AI. Finished project assets also appear in the right sidebar's Assets tab under Project asset.
Adding Assets
The header shows the asset count and two buttons:
Upload an image(tooltipUpload an image — it's named and described from the picture) — a file picker for PNG/JPG images, several at a time (they upload one after another). The service looks at each picture and writes the asset's name, kind, and description itself, so the file name never names an asset.Create from a prompt(atom icon) — opensNew asset from a prompt(The image model renders it in the project's artistic style), withName, aKindchip row (Product,Wardrobe,Location,Prop), andWhat it looks like(A complete visual brief: shape, colors, materials, branding…).Create & generatecreates the entry and renders its image right away.
Uploaded assets are ground truth: they are never regenerated, so what you upload is exactly what the image model is shown. Asset changes are blocked while a task runs.
Cost: Describing an uploaded picture is one small, charged AI call per image.
The Asset Detail Modal
Click a tile to open its detail modal, titled with the asset's name and subtitled Planned by the script or Your asset. It holds:
- The image (click it, or
View full screen, to open the viewer) and tags:AI planned/User, the kind, andpendingoruploaded. Used in— for exampleScenes 2, 4 · worn by Maya, orNowhere yet — pick it from a scene card, or place it with AI below.Generate image/Regenerate image— for generated assets only; uploaded assets have no regenerate button.Details— name, kind, and description (What the models read about this asset. Editing these regenerates nothing.). ASavebutton appears once something changed.Place with AI— describe where the asset belongs (e.g. "show it wherever the chemist is drinking"); the model picks the scenes (and the character, for wardrobe) and those scenes regenerate. When something changed, the generation run starts automatically.Delete from project— asks first, withKeep it/Delete asset. An unassigned asset is simply removed.
If the name or description were filled in while the modal was open, the Details fields update unless you had already edited them.
Warning: Deleting an assigned asset also deletes the generated image and video of every scene that uses it, and everything featuring any character that wears it (including that character's image). Narration and caption timings are kept; the confirmation spells out what goes.
If scenes had the asset assigned to them directly, the app then offers to rewrite their text without it (see "Rewrite Scenes After a Delete").
Limits
All caps are fixed by the service and are not project settings.
| Limit | Value |
|---|---|
| Assets per project | 20 |
| Attachments per story request in the composer | 8 |
| Assets per scene | 5 |
| Assets per character | 3 |
| Upload formats | PNG or JPG |
| Upload size | Up to 20 MB per image |
Messages You May See
Upload and creation errors are plain sentences in the app's error toast. Running out of credits opens the out-of-credits card.
| Message | What it means |
|---|---|
A project can hold at most 20 assets. Delete one to add another. | The project is at the 20-asset cap. |
Cannot update assets while a task is in progress | Asset changes are blocked while a task runs. |
The AI couldn't make out that image. Try a clearer picture, or try again in a moment. | The service could not describe the uploaded picture. |
Only JPG and PNG images can be added. | The file is not a JPG or PNG. |
That image is over 20 MB. | The file is too large. |
That file is empty. | The file has no content. |
That took too long. Try again in a moment. | The call took too long. |
The AI isn't available right now. Try again in a moment. | The service is unavailable. |
Give the asset a name. | A prompt-made asset needs a Name. |
Describe what the asset looks like. | A prompt-made asset needs What it looks like. |
That name is too long — shorten it and try again. | The prompt-made asset's name is too long. |
The image could not be added. | Any other upload failure. |
The asset could not be created. | Any other creation failure. |
Now in scenes 2, 3. | Place with AI result: the asset was placed in those scenes. |
Not placed in any scene. | Place with AI result: the model placed it nowhere. |
Its details were filled in from its image. | Added to the Place with AI result when the service described the asset on the way. |
Character Node
Each cast card shows the character's reference image, its name, badges — narrator, global for a library character, and the type (person / animal / object) — and its description. Click the image to open the full-screen viewer, subtitled Character reference.
A card whose reference image is being generated shows an active state; a new character with no image yet shows the card without artwork until its first generation run.
For project characters, an Outfit strip sits under the description: one chip per project asset the character wears, ending in an Add outfit / Edit outfit button. It appears once the project has an asset base.
Actions
Add outfit/Edit outfit— changes which project assets the character wears (see "Dress a Scene or a Character with Assets").Edit— opens the character editor (see "Edit Character").Library— saves a copy, image included, to your character library, and readsSavedbriefly afterwards. Disabled until the character has an image (Generate the character image first).- Delete — removes the character from the project after a confirmation (
Remove character). The confirmation names the affected scenes. Project variant— shown on a global (library) character instead ofEdit,Library, and Delete:Give this project its own editable copy of the character. The library entry stays as it is.(see "Project Variant of a Library Character").
The action row is hidden while the project is generating.
A removed character leaves the script and the cast of every scene it was in. The narrator cannot be removed this way, and a library character leaves only this project. When the character was cast in any scene, the app then offers to rewrite those scenes' text without them (see "Rewrite Scenes After a Delete").
Warning: Removing a character deletes its reference image and the generated image and video of every scene it was in, because they were drawn with it. Narration and caption timings are kept.
Under the last card of the cast column hangs a dashed Add character button (Add a character to the script); when the script has no characters yet it is a card of its own. It is disabled while a task runs (Wait for the running task to finish). See "Add a Character to a Project".
Image Node
Shows the generated scene image.
Actions
- Preview fullscreen — opens the image in the fullscreen viewer.
- Retry loading — loads the image again.
Delete image—Deletes the scene image, raw clip, and final video. Use Resume Generation when you want to rebuild them.
Warning: Deleting a scene image means the dependent video assets must be regenerated.
Audio Node
Shows the scene's available audio tracks.
Actions
- Play/pause — plays or pauses the track.
- Seek — jumps to a point in the track.
- Retry loading — loads the audio again.
Delete narration/Delete audio—Deletes narration, generated audio, raw clip, and final video. The scene image is kept. Use Resume Generation when you want to rebuild them.
Regenerating audio can affect later video stages, because video timing depends on audio. For cloud-rendered scenes the rule is forgiving:
- If the new narration (plus the voice delay and tail) still fits inside the rendered clip, the clip is kept. The scene plays longer or shorter at the next stitch, with no re-render.
- Only when the new narration outgrows the clip is the clip deleted, with a warning, so the scene can be re-rendered at the right length.
- Captions' word timings and the final video are always refreshed after an audio change.
Video Node
Shows a generated scene video clip. When captions are on, each scene has two video boxes: raw clip and captioned clip.
Actions
- Play/pause — plays or pauses the clip.
- Seek — jumps to a point in the clip.
- Fullscreen preview — opens the clip in the fullscreen viewer.
- Narration mute toggle (
Narration on — click to mute/Narration off — click to unmute) — lets you hear the clip's own soundtrack alone. Delete video(raw clips only) —Deletes scene video clips and final video.Asks first (see below).Cancel— shown on a captioned clip while its caption burn is running.Remove from queue— shown while the clip is queued (see below).- Thumbs up / thumbs down — rates the clip. A dislike can include an optional preset reason or custom comment; select the active rating again to clear it.
Queued Clips
While a clip is waiting in a local, rented, or Aificient Cloud render queue, the node shows a colored Queued badge with a small queue icon instead of its normal status icon. Once rendering starts, it switches to the normal active/progress state.
A queued clip carries a Remove from queue button (Removing... while it works). Its tooltip depends on the queue:
- GPU queue:
Takes this scene's clip out of the GPU's render queue. The other scenes keep rendering. - Aificient Cloud:
Takes this scene's clip out of the Aificient Cloud render queue, refunding it. The other scenes keep rendering.
The button is not offered once the clip is rendering. A removed scene is rendered again by Resume Generation, which can run beside the live queue (see "Resume Generation").
Deleting a Clip
Delete video asks first: Delete this video? (subtitle Scene N) — The video is deleted. The next Resume Generation renders it again, and the old one can't be brought back. and Rendering it again costs credits again. — with Cancel / Delete video.
Warning: Deleting a scene video means the final video must be regenerated.
Previewing a Cloud-Rendered Scene
For cloud-rendered scenes, pressing play previews the clip and its narration together: the voice enters after the configured voice delay, the clip's own soundtrack plays underneath at the project's SFX volume, and playback stops where the final video will cut the scene. What you hear, and where it ends, is what the stitched video keeps.
Stitch Node
Shows the final video stitching status. The stitch runs locally in the desktop app (no GPU needed) as soon as every scene clip is ready; on the web it runs on Aificient Cloud instead.
Actions
Stitch Final Video— the action at the bottom of the right sidebar when every required scene clip is ready but the final video is missing. Starts the local stitch without choosing a GPU.
What the Stitch Does
- Downloads the clips and, for cloud-rendered scenes, their narration tracks.
- Mixes each narration over its clip's own soundtrack; the model's ambience dips under the voice, scaled by the project's
SFX volume. - Trims each narrated scene to end a beat after its voice finishes. The rendered clip is an oversized canvas; the narration decides the scene's real length.
- Joins the scenes with the transition you set for each cut, or the project's crossfade where you set none (see "Scene Transitions").
- Writes the provenance watermark and uploads the final video to your project.
Steps Shown While It Runs
- Downloading scene videos (
Downloading scene video N/M) and, for cloud-rendered scenes, their narration (Downloading narration N/M). - Analyzing scene videos.
- Stitching scene videos, with live progress.
- Joining scene videos.
- Writing the provenance watermark.
- Uploading the final video, with real upload progress.
Scenes are normalised two at a time into segments and the crossfades are encoded separately, so a long project needs about 2.8 GB of memory at the peak for thirty 1080p scenes. The final file goes straight to storage; the upload cap is 1 GB.
States
| State | Meaning |
|---|---|
| Queued | Waiting for another local stitch to finish, or preparing to start. The node shows Queued with Waiting for another render to finish until it is its turn. |
| Waiting | Waiting to start. |
| Running | The stitch is in progress. |
| Completed | The final video is stitched and uploaded. |
| Error | The stitch failed. |
| Skipped | The stitch did not run. |
The Local Queue
Only one local job runs at a time; stitches and caption burns share the queue. If several projects finish rendering around the same time, their stitches queue up and run one after another. Cancelling a generation also removes its stitch from the queue.
Local stitching needs a working internet connection to download the clips and upload the result, plus temporary free disk space. Temporary files are cleaned up after the stitch finishes.
Cost: On the web the stitch runs on Aificient Cloud (Stitching on Aificient Cloud · <elapsed>) at 0.1 credits per stitch. The server applies its own limit on scenes per stitch and shows its own message if a project exceeds it.Transition Node
With two or more scenes, a column of join nodes sits between the last video column and the Stitch node, one per cut. Each shows Transition with N-1 → N, the transition's icon and name, and Hard cut or <Name> · <length>s (for example Crossfade · 0.4s).
Actions
Change transition(How scene N comes in after scene N-1) — opens the transition picker. Locked while a generation is running (Wait for the generation to finish to change the transition).
Note: Changing a transition deletes only the final video — see "Scene Transitions".
Output Node
Shows the final video when available. When the project has no poster image (the first scene image was deleted, or a UGC ad, which has none), the node previews the video's first frame instead.
Actions
- Play — plays the final video.
- Seek — jumps to a point in the video.
- Fullscreen — opens the video in the fullscreen viewer.
- Download — saves the final video.
- Thumbs up / thumbs down — rates the final video, optionally adding a reason when you dislike it.
3. Fullscreen Media Viewer
Images and videos can open in fullscreen, from the canvas nodes, from a character card's reference image, and from the asset detail modal.
One bar at the top-left holds the icon, the title and subtitle, and the actions; it stays on screen while the viewer is open:
Download.Share.Close.
Note: If sharing is not available on your system, the app falls back to copying or opening the media link.
4. Right Scene Sidebar
The right sidebar appears when a project is selected. For a History project it has three tabs: Schema, Assets, and Settings.
A poster project uses the same column with a Plan tab in place of Schema and a much smaller Settings form — see "The Poster Sidebar". A UGC ad has Scenes, Assets, and Settings tabs of its own — see "The UGC Sidebar".
Schema Tab
The Schema tab is a project outline. It shows:
- Project, characters, scenes, and the final video. Clicking an item focuses the related node on the canvas.
- Scene rows: duration, asset readiness, generation status, and missing or completed stages.
- A scene whose clip is queued on Aificient Cloud is drawn as waiting, with a dashed, pulsing border.
- A scene whose clip is rendering on Aificient Cloud gets the same sky-blue glow as a scene this computer is generating.
Assets Tab
The Assets tab groups generated files. Common groups:
- Scene images.
- Character images.
- Narration.
- Sound effects.
- Generated audio.
- Raw clips.
- Final video.
- Project assets (each labelled
Project asset). - Metadata.
From each entry you can focus the related node or download the asset.
Settings Tab
The Settings tab controls project-specific video settings, in four sections: Format, Model, Audio, and Captions.
| Setting | What it does |
|---|---|
| Aspect ratio | Vertical 9:16 or Widescreen 16:9. |
| Resolution | 720p or 1080p. |
| Quality | Lite or Pro. |
| Guidance values | Video/Audio CFG. |
| Speech pace | How fast the narration is spoken. |
| Voice delay and scene tail | How long the voice waits before it enters a scene, and how long the scene runs on after it ends. |
| SFX volume | How loud the video model's own soundtrack (ambience and effects) plays under your narration, in the preview and in the final stitch. Default 20%. |
| Transition duration | The length of the project's default crossfade, used at every cut that has no transition of its own (see "Scene Transitions"). |
Burn-in captions | Whether captions are burned into this project's videos. |
| Caption position, font, size, and colors | The caption style, with a live Preview (its sample words are in the script's own language and script) and a Reset that returns the style to your preset. |
Font | Offers only the fonts that can write the project's language — the ones made for its script first, then the Latin display fonts that also cover it — each drawn in its own face. |
If the stored font cannot write the language, the picker shows the font that will really be used and notes <Font> has no <Language> characters, so captions use <Font>. (see "Caption Fonts" under "Global Settings").
The sticky footer has Discard changes and a primary button that reads No changes to apply, Apply changes, Applying, then Applied.
Note: Apply settings before rendering video. While there are unsaved changes theResume Generationmenu showsGeneration changes pending to be saved!and its render action is blocked.
5. Editing and Regeneration
Aificient Studio lets you change individual parts of a project without starting from scratch. Some edits are manual, some are AI-assisted, and some trigger regeneration because later assets depend on the edited part. This section covers editing from the canvas after generation.
To edit the concept before generation (title, characters, scenes, scripts), continue from the creation chat to render settings and use the Edit button in the right-side Script panel (see "Reviewing and Editing the Generated Concept").
Three words come up throughout:
- Manual edit — you type the replacement yourself.
- AI edit — you describe the change you want and the app rewrites that component.
- Regeneration — the app recreates missing or invalidated assets and keeps completed assets that are still valid.
Rewrite Scene Text
Use it when: a scene's text needs different wording. Editable fields are Description, Character reference, and Script; each can be rewritten manually or with AI.
Steps
- Click the scene text node on the canvas.
- Choose manual edit or AI rewrite.
- Enter the replacement text or the rewrite instruction.
- Confirm the change.
- Regenerate the affected assets when prompted.
What regenerates: rewriting a field removes the generated assets that depend on it, so the project stays consistent.
- Description — usually a new image and video.
- Script — usually new narration and video.
- Character reference — usually new visuals.
Add a Character to a Project
Use it when: the story needs someone who was not there at the start — a rival who appears halfway through, a mascot, a narrator's sidekick. You can add a character at any point after the project exists.
Steps
- Click
Add characterunder the last cast card (or theAdd charactercard when the script has no cast yet). A modal titledAdd characterwith the project name opens. - Pick one of the three tabs and fill it in (see the table below).
- Click the tab's button. A summary card confirms the addition, with
CloseandRegenerate images + audio. - To see the character before placing them, click
Regenerate images + audiothere, or later useResume Generation > Images + Audio only. The sidebar button stays active for an uncast character with no image even when the project's final video is already done, and the card shows the generation progress. - Cast them from the
Caststrip of the scenes they belong in (see "Change a Scene's Cast").
| Tab | What you fill in | Button |
|---|---|---|
Manual | Name, Gender (None, Female or Male), Type (Person, Animal or Object), a Humanized checkbox, and a Description (A stable visual identity the image model can repeat: age, build, face, hair, wardrobe and colors, distinguishing marks). Below it, Reference images (optional, up to 3) — PNG or JPEG photos of the character or of what they wear | Add character |
AI | A single Prompt (Who should join the story? e.g. a rival chemist in her fifties: sharp grey suit, silver bob, rimless glasses) plus the same reference-image strip. The model reads the whole script for context and writes the character | Write & add |
Library | Your library: pick one of your library characters (ones already in the script are hidden). It arrives as a global character with its library image | Pick the character |
What regenerates: nothing now. The character is in no scene until you cast them; their reference image renders on the next run, and each recast scene regenerates its image and video on the next run.
Note: There is no voice field here. Voice is only editable later, and only for the narrator.
Note: Reference photos you attach are uploaded to the project asset base first and become the character's outfit references (They join the project's assets and the character is drawn from them.).Messages You May See
| Message | What it means |
|---|---|
Nothing regenerates now. The new character is in no scene until you cast them from a scene card; their reference image renders on the next generation run. | The modal's rule. |
<Name> joined the script / Not in any scene yet: cast them from a scene card. Their reference image renders on the next generation run, or right away with Regenerate. | Confirmation after saving. |
The AI writes the character from these images; the prompt adds what they cannot show. | AI tab, once reference images are attached. |
Every library character is already in this script. | Library tab: nothing left to add. |
Your library is empty. Create characters from the home screen in Character mode. | Library tab: no library characters yet. |
Change a Scene's Cast
Use it when: a scene should show a different set of characters.
Steps
- On the scene card, click
Add castorEdit castin theCaststrip. TheScene N castpicker opens: a checklist ofCharacters in this project (N in scene)with avatar, name, andnarrator/library characterlabels. There is no per-scene limit. - Tick or untick characters. As soon as the selection changes, the picker warns
This scene regenerates with the new cast. - If your pick adds someone the scene did not have, or takes out someone it had, decide whether the AI should also rewrite the scene's text (see "Write Changes into the Scene"). The button then reads
Save and write inorSave and rewrite. - Click
Save cast(or the write-in button).
What regenerates: the scene's image and videos; narration and caption timings are kept. The scene's Character Reference text is kept in step with the new cast.
Messages You May See
| Message | What it means |
|---|---|
This scene regenerates with the new cast — Saving deletes this scene's image and videos so the next generation draws exactly these characters. Narration and caption timings are kept. | Warning shown as soon as the selection changes. |
This script has no characters yet — add one from the board first. | The project has no characters; add one before casting. |
Dress a Scene or a Character with Assets
Use it when: a scene image should include specific project assets, or a character should wear them (see "Project Assets Node (Asset Base)").
Both use the same picker: a checklist headed Assets in this project (n/max selected) with thumbnails and each asset's description or kind, or Pending generation for one with no image yet. Entries are disabled once the cap is reached. Buttons: Cancel / Save assets.
| Target | Card buttons | Picker title | Limit | How the assets are used |
|---|---|---|---|---|
| Scene | Add assets / Edit assets | Scene N assets | Up to 5 | Attached to the image model when the scene image is rendered. |
| Character | Add outfit / Edit outfit | <Name> · wardrobe (Assets applied to this character's appearance) | Up to 3 | Attached when the character's reference image is rendered; they travel with the character into every scene they appear in. |
Steps
- Open the picker from the scene card or the character card.
- Tick the assets you want.
- On a scene, decide whether newly added assets should be written into the scene's text and removed ones written out of it (
Save and write in/Save and rewrite, see "Write Changes into the Scene"). A character's outfit picker does not offer this. - Click
Save assets. - Rebuild the affected images with
Resume Generation(orImages + Audio only).
What regenerates: for a scene, its image and videos (narration and caption timings are kept); for a character, their image and the media of every scene they appear in (narration is kept).
Note: Library (global) characters cannot wear project assets. Make a Project variant first (see "Project Variant of a Library Character").Tip: Open an asset's detail modal from theAssetscard and usePlace with AIto let the model decide which scenes (and which character, for wardrobe) should carry it.
Messages You May See
| Message | What it means |
|---|---|
This scene regenerates with the new set — Saving deletes this scene's image and videos so the next generation uses the new references. Narration and caption timings are kept. | Warning in the scene picker. |
The character regenerates with the new wardrobe — Saving deletes this character's image and the media of every scene they appear in, so the next generation applies the new wardrobe everywhere. Narration is kept. | Warning in the wardrobe picker. |
This project has no assets yet — add one from the Assets card first. | The project has no asset base yet. |
Pending generation | The asset has no image yet. |
Write Changes into the Scene
Use it when: attaching or detaching a character or asset should also change what the scene's text says. Attaching only hands the image model a reference, and detaching only takes it away: the text may still describe it, so the next image would draw it from the words.
When your draft changes who or what the scene holds, the cast and scene-asset pickers show a card: a New in this scene row with a chip per addition, a Leaving this scene row with a struck-through chip per removal, and a switch, on by default, whose wording follows the change:
| Your draft | Switch | When on | When off |
|---|---|---|---|
| Adds only | Write them into the scene (Write it into the scene for a single asset) | The AI rewrites the scene description and the character reference so the shot shows where they are and what happens. | Attached as a reference only — the scene's text stays as it is. |
| Removes only | Take them out of the scene (Take it out of the scene for a single asset) | The AI rewrites the scene description and the character reference without them, so the image stops drawing them from the words. | Detached as a reference only — the scene's text may still describe them. |
| Adds and removes | Rewrite the scene | The AI rewrites the scene description and the character reference: the new ones in, the others out. | The references are swapped only — the scene's text stays as it is. |
Steps
- Change the cast or the assets in the picker. The card appears as soon as your draft adds or removes something.
- Leave the switch on. Optionally add a two-line note under
How the scene changes(up to 600 characters). Its placeholder readsOptional — e.g. she walks in from the left and waves,Optional — e.g. it sits on the table and she picks it up, or, for a swap,Optional — e.g. he walks in where the other one stood. - Click
Save and write in(additions only) orSave and rewrite(anything removed), both with the atom icon. With the switch off the button staysSave cast/Save assets. - Wait for the rewrite. The cast or asset list is saved first (
Cast saved/Assets saved), then the modal showsWriting into the scene—Rewriting the scene description and the character reference…— and cannot be closed until it finishes. The pick is already saved at that point, so a failure never loses it. - Read the result. On success the new
Scene descriptionandCharacter referenceare shown read-only, with<name> · described from its imagefor any asset the service named from its picture. Footer:Close/Regenerate images + audio.
What regenerates: only the scene's description and character reference are rewritten; its image and clips regenerate on the next run. No scene is added and numbering does not change.
Cost: The rewrite is a charged scene rewrite (no price is shown in the picker). Nothing is charged twice if you save again while an earlier rewrite is still running.
Messages You May See
| Message | What it means |
|---|---|
Written into the scene (or Taken out of the scene when you only removed things) | Success, for example Ana is part of the shot now. Leo is out of it. The scene's image and videos regenerate from the new text; narration is kept. |
Not written in yet | Failure, with the reason and The scene keeps its text, with the new references attached. (or, when you only removed things, a note that the scene keeps its text and may still draw them from it). The note box reopens with Leave as it is / Try again. |
Wait for the generation to finish, then try again. | A generation is running; wait for it to end. |
The AI could not rewrite the scene this time. Try again, or say how it should change. | Retry, or add a note under How the scene changes. |
The scene still holds what you took out. Reload the project and try again. | Reload the project and retry. |
The scene changed since this was opened. Reload the project and try again. | Reload the project and retry. |
You're out of credits for this rewrite. | You have no credits left for the rewrite. |
Scene rewriting isn't available right now. | The service is unavailable; try later. |
The scene could not be rewritten. Try again. | A general failure; retry. |
This scene is still being rewritten from your earlier save. Its new text shows here when it is done — there is no need to try again. | You saved again while an earlier rewrite of the same scene was still running (typically after a network error). The card keeps the Writing into the scene spinner, offers only Close, re-reads the project for about two minutes, and switches to the success view as soon as the new text arrives. |
A full sentence sent by the service is shown as it comes.
Rewrite Scenes After a Delete
Use it when: you have just deleted a project character (Remove character) or a project asset (Delete asset). The delete removes its images, but the text of the scenes it was in may still describe it, and the next scene image would draw it again from the words.
The offer appears right after the delete when the character was cast in at least one scene, or the asset was assigned directly to at least one scene (scenes that only had it through a character's outfit do not count).
Steps
- Delete the character or asset. The modal
Rewrite without <name>opens, subtitledScene 2orScenes 2, 4, with aDeletedcaption over the item's struck-through chip. - Optionally add a note under
How the scenes change(up to 600 characters). The placeholder isOptional — e.g. she finishes the call alone at the counterfor a character,Optional — e.g. her hands are empty now; she just wavesfor an asset. - Click
Rewrite N scenes(atom icon), orLeave as it isto skip. While it works the button readsRewriting…withRewriting N scenes…, and the modal cannot be closed. - Review the result. On success the title becomes
Taken out of the scenesand each scene's new description is shown read-only. Footer:Close/Regenerate images + audio(an images-and-audio-only run).
What regenerates: descriptions and character references are rewritten; narration is kept. The scenes' images and videos regenerate from the new text.
Cost: Each scene is a small AI edit, charged on its own.
Note: If you choose Leave as it is, you can still clean a scene up later from its cast or asset picker, or by rewriting its text.Messages You May See
| Message | What it means |
|---|---|
Their images are gone, but the text of scenes 2, 4 may still describe them, and the next image would draw them from the words. The AI rewrites each one without them. | The modal's explanation, worded for one scene or for an asset as needed. |
Each scene is a small AI edit, charged on its own. Descriptions and character references are rewritten; narration is kept. | The modal's cost and scope line. |
Rewritten — N scenes no longer describe them. Their images and videos regenerate from the new text; narration is kept. | Success (green block). |
Scenes 3, 5 kept their text — They may still be drawn there. Try again for those scenes. | Only some scenes failed; Try again retries just those. |
The failure reasons are the same as for a write-in (see "Write Changes into the Scene").
Project Variant of a Library Character
Use it when: you need to edit, delete, or dress a library character inside one project. A library character on the canvas is global: it cannot be edited, deleted, or dressed inside the project, so every project using it stays consistent. Its card offers Project variant instead.
Steps
- Click
Project varianton the character card. The modal explains:This project gets its own copy of <name>: same look, same scenes, but editable here and able to wear project assets.andYour library character stays untouched, and so does every other project using it. Nothing regenerates now — the scenes keep their images until you change something about the variant. - Click
Create variant. The library reference is swapped for a project character that starts from the library image.
What regenerates: nothing now; the scenes keep their images until you change something about the variant. If the library entry had no image, the next run renders one.
Edit Character
Use it when: an editable project character should change — their identity, their look, or (for the narrator) their voice. Edit on the card opens the Edit character editor with two tabs:
| Tab | What you fill in |
|---|---|
Manual | The portrait beside Name, Gender, Type, and Humanized (A non-person that behaves like a person). A Look section (What the image model draws: a stable visual identity, plus the project assets the character wears.) holds the Description and the Outfit chips. A Voice section appears only if this character is the narrator. Only the fields you actually change are applied. |
AI | An Instruction (The model rewrites this character from your note, keeping the identity details image generation relies on., e.g. make her older, silver hair, add a leather jacket) and a Keep the current look as reference toggle (The current image is saved as a project asset and shown to the image model, so the rewritten character stays recognizable.). That reference uses one outfit slot. |
On the Manual tab, changing the outfit is saved on its own and regenerates the character and the scenes they appear in.
The Voice section (This character narrates. A new voice re-records the narration and re-renders the videos; artwork stays.) uses the voice picker described under "Voice"; its button shows the voice's name, or Select a voice. A voice change is saved through the narrator, exactly like Change voice on the Narrator card.
Steps
- Click
Editon the character card. - On
Manual, change the fields you want; onAI, write theInstructionand decide whether to keepKeep the current look as referenceon. - Read the editor's warning box: it says what will be invalidated before you confirm (see the table below).
- Click
Rewrite character, thenConfirm rewriteon theConfirm the rewritepanel (The affected visuals are deleted now and rebuilt on the next generation run.). - On success the editor reads
Character updatedand offersRegenerate images + audio.
What regenerates: it depends on what you change.
| You change | What is deleted | What is kept |
|---|---|---|
| A visual field (name, gender, type, humanized, description, outfit) or an AI rewrite | The character's reference image and the visuals of every scene it appears in | Narration and generated audio |
| The voice only | The narration of every narrated scene, recorded again with the new voice | Scene images, the reference image and rendered clips |
| A visual field and the voice | Both of the above | Only what both rows above keep |
Note: After a voice change a clip is re-rendered later only if its new narration no longer fits inside it; the final video is stitched again.
Tip: UseManualfor exact name, type, description, or voice changes. UseAIto keep the character idea but change the style, personality, appearance, or level of detail.
The footer also has a Regenerate image button for when the character is right but the picture is not. It changes nothing about the character: it deletes the reference image and the visuals of the scenes the character appears in, starts an images-and-audio-only run, and closes the editor.
The card shows the progress and the new image lands when the run finishes.
Messages You May See
| Message | What it means |
|---|---|
Visuals will be regenerated | Warning before confirming a visual change or an AI rewrite. |
The narration will be re-recorded — The narration of every narrated scene is deleted and recorded again with the new voice; scene images, the reference image and rendered clips are kept. | Warning before confirming a voice-only change. |
…and the narration of every narrated scene is re-recorded with the new voice. | The warning's ending when a visual change is combined with a voice change. |
Outfit is full (n/max): remove an asset to keep the current look as a reference. | The outfit slots are full; free one to use Keep the current look as reference. |
No reference image yet: the new look is drawn from the description alone. | The character has no image yet, so there is nothing to keep as a reference. |
Global characters cannot be edited from the jamboard | A library (global) character. Change it in the character library, or make a Project variant. |
Delete Assets
Use it when: one generated piece is wrong and you want only that piece rebuilt. Some nodes let you delete specific assets; after deletion, use Resume Generation to regenerate what is missing.
| Action | Effect |
|---|---|
| Delete image | The scene image is removed; the video for that scene may need to be regenerated. |
| Regenerate audio | The narration is recreated. A cloud-rendered clip survives if the new narration still fits inside it, and is deleted with a warning when it does not. |
| Delete video | Asks first (Delete this video?), then removes the scene clip and the final video. The final video must be regenerated. |
| Delete character | The character leaves the project and every scene's cast; its reference image and the images and videos of the scenes it was in are removed. Narration is kept. The app then offers to rewrite those scenes' text without them (see "Rewrite Scenes After a Delete"). |
Regenerate a character's image (Edit > Regenerate image) | The reference image and the visuals of the scenes it appears in are removed and rendered again immediately, images and audio only. |
| Delete a project asset | The asset is removed together with the generated image and video of every scene that uses it and everything featuring any character that wears it (including that character's image); narration and caption timings are kept. An unassigned asset is removed and nothing else changes. When scenes had it assigned directly, the app offers to rewrite them without it. |
| Regenerate character visuals | Character reference imagery and affected scene visuals may need to be regenerated. |
Regenerate vs Resume Generation
Use it when: you want the app to rebuild what an edit or a delete invalidated. The app does not intentionally regenerate everything: it keeps valid completed assets and focuses on the missing or affected stages.
| Button | Use it when | What it does |
|---|---|---|
Regenerate | A modal or node offers it right after an edit. The write-in and rewrite results, Rewrite without <name>, Add character, and the character editor all end with Regenerate images + audio. | Continues from the change you just made. |
Resume Generation | You have stopped generation, fixed errors, deleted assets, or generated images and audio first. | Scans the project and continues whatever is missing. |
You can also ask for any of these in plain words with Edit with AI (see "Edit with AI").
6. Scene Transitions
Every cut between two scenes can have its own transition — how the next scene comes in. Transitions exist in stories and UGC ads (a poster has only one clip), on the desktop, the web, and the iPhone app.
Setting a Transition
- On the canvas — the
Transitionjoin node between two scenes (N-1 → N) shows the current one (Hard cut, or for exampleCrossfade · 0.4s). ClickChange transition(How scene N comes in after scene N-1). - In a UGC scene's editor — the
Comes in withbox in theScenetab, from scene 2 on. This changes the draft and is saved with the scene (Saved. No clip needed to change; finish the video to see the new transition.). - With
Edit with AI— "suggest a transition into scene 4", or "use a dip to black before the last scene".
The picker (Transition, Scene N-1 → Scene N) is a grid of fourteen tiles; each plays a sample when you hover it.
| Transition | What it does | Default length |
|---|---|---|
Cut | A hard cut, straight to the next shot | instant |
Crossfade | A soft blend from one shot into the next | 0.4 s |
Dip to black | A short fade through black, for a time skip | 0.6 s |
Flash | A quick white flash, for a reveal | 0.3 s |
Slide | The next shot slides in | 0.4 s |
Wipe | A clean edge sweeps the next shot in | 0.5 s |
Zoom | Punches in to the next shot | 0.5 s |
Circle | Opens from the centre like an iris | 0.6 s |
Dissolve | A grainy, film-like blend | 0.6 s |
Pixelate | Breaks into pixels and back | 0.6 s |
Blur | A soft motion-blur swap | 0.5 s |
Radial | A clock-hand sweep | 0.6 s |
Mono fade | Drains to black and white, then blends | 0.7 s |
Squeeze | Squeezes one shot into the next | 0.5 s |
Below the grid:
Lengthslider — 0.2–1.5 seconds, fromSnappytoSmooth, with a link back to the default.Comes indirection — forSlideandWipeonly:From right(default),From left,From below, orFrom above.- With
Cutselected the picker readsStraight to the next shot, no overlap. Hover a transition to see it. - Footer:
Only the final video is rebuilt — no scene renders again.—Cancel/Apply.
What Changes
Applying a transition saves it at once and deletes only the final video: no clip, captioned cut, or storyboard is touched, and nothing is charged beyond the stitch. Rebuild the final video with Stitch Final Video at the bottom of the sidebar, or ask Edit with AI to stitch. A transition has to be shorter than both scenes it joins.
Note: Transitions cannot be changed while a generation is running (Wait for the generation to finish to change the transition).Defaults
| Project kind | Default at a cut |
|---|---|
| Any project, first scene | Never has a transition. |
| UGC ad | A hard cut until you choose otherwise. |
| Story | The project's crossfade, whose length is the Transition duration setting (shown on the node as Crossfade · <length>s). |
Once you apply a transition to a cut, that cut keeps its own and stops following the setting.