How assets are grouped
Assets are organized into seven top-level categories:Actors
Your characters. Each actor has a hero look and any wardrobe variants you’ve generated. Expand an actor to see its variants and approval state.
Props
Objects. Weapons, vehicles, letters, keys — anything your story names that isn’t a person or a place. Organized with the same hero + sheet pattern as actors.
Sets
Locations. Each set has a wide panoramic hero, a 4-view reference sheet, and any integrated props that live inside the location.
Storyboard
Every generated frame, organized by scene and shot. Expand a scene to see its shots; expand a shot to see its beats and frames.
Audio
Dialogue takes (approved and rejected) plus generated music. Each take is playable from the library — no need to open its source node.
Scripts
The scripts you’ve uploaded or typed, with their analysis history (scenes, shots, beats extracted, any edits you’ve made).
Imports
Any external images, audio, or files you dragged onto the canvas. Imported assets live alongside generated ones and can be used in the same places.
The Storyboard tree
The Storyboard section has its own nested structure, matching the Scene/Shot/Beat hierarchy:Finding an asset
Three ways to locate something in the library:- Browse by category. Start at the top level (Actors, Props, Sets, etc.) and drill down. Fastest if you know what type you’re looking for.
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Search by name or beat. Type into the search bar to filter across every category at once. Searches match asset names, beat IDs (e.g.
1.2.3), and tags. - Filter by status. Show only approved assets, only rejected, only pending review. Useful during DRB passes.
Preview in place
Every asset previews directly in the library — no need to open its source node.- Actors, Props, Sets — the hero image displays full-size; click through to see the sheet and composite
- Storyboard frames — the rendered image displays full-size; the beat description shows below
- Dialogue takes — a play button audition the take with the configured voice
- Music — a waveform display with play, pause, and scrub
Dragging assets onto the canvas
Assets in the library are draggable onto the Flow canvas. The drag behavior depends on the asset type and drop target:- Actor/Prop/Set → existing asset node — replaces or adds as a variant
- Storyboard frame → Timeline — lands on the Alternate Frames track as an overlay
- Audio take → Timeline Dialogue track — places as a clip at the playhead
- Music → Timeline Music track — places as a clip
- Import image → any asset node — attaches as an img2img reference
Wardrobe variants
Actors can have multiple wardrobe variants beyond the hero look — Kael in a travel cloak, Kael in battle armor, Kael barefoot for a flashback. Variants live nested under the actor in the library:Status and approval
Every asset shows a status indicator:- Approved — cleared by the DRB, visible to downstream nodes
- Rejected — blocked from downstream use
- Pending — generated but not yet reviewed
Related
Actors and Wardrobe
Hero looks, wardrobe variants, and keeping a character consistent across scenes.
Scene, Shot, Beat
The structural hierarchy behind how storyboard frames are organized in the library.
Director Review Board
The approval gate that sets each asset’s status.
Export Formats
The formats you get from the assets you organize here.