> ## Documentation Index
> Fetch the complete documentation index at: https://docs.ozu.studio/llms.txt
> Use this file to discover all available pages before exploring further.

# Analysis Results

> What the Script Node produces — scenes, shots, beats, and auto-spawned Actor / Prop / Set nodes — and how to read and edit the extracted structure.

When the Script Node finishes reading your script, it produces a structured breakdown: **Scenes**, **Shots**, **Beats**, and a full roster of the **Actors, Props, and Sets** your story needs. This page explains what each piece means, how to read the results tabs, and how to edit before anything else gets generated.

## What analysis produces

<Columns cols={2}>
  <Card title="Scenes">
    Distinct story sequences extracted from scene headings and structural context. Each scene has a location, time of day, and a list of the characters who appear.
  </Card>

  <Card title="Shots">
    Subdivisions of each scene, defined by camera framing or coverage. Shots give Ozu the cinematic layer — "how is the camera looking at this."
  </Card>

  <Card title="Beats">
    The atomic units — one beat per rendered frame. Each beat is tagged with its `Scene.Shot.Beat` address (e.g., `1.1.3`).
  </Card>

  <Card title="Actor / Prop / Set nodes">
    Every named character, object, and location gets its own node on the Flow canvas — auto-spawned, ready to generate.
  </Card>
</Columns>

## The results view

Once analysis completes, the Script Node switches to a tabbed results view. Five tabs, one per category, plus a stats bar across the top showing your totals — scenes, shots, beats, Actors, Sets, Props.

| Tab        | What you see                                                                                 |
| ---------- | -------------------------------------------------------------------------------------------- |
| **Scenes** | Each scene as an expandable section — location, time, shots, beats, dialogue, and tags       |
| **Actors** | Cards for each character — description, scene appearances, wardrobe notes                    |
| **Sets**   | Cards for each location — description, time of day, which scenes use it                      |
| **Props**  | Cards for each object — description, which scenes it appears in, whether it's set-integrated |
| **QC Log** | Any issues Ozu flagged during analysis (ambiguous references, missing details)               |

The Scenes tab is usually where you start — scrolling through expanded scenes lets you see the whole story at a glance.

## Reading a Scene

Open a scene in the Scenes tab and you'll see:

* **Scene heading** — `INT. KITCHEN — MORNING`, or whatever you wrote.
* **Shots** — listed in order, each with its camera framing intent ("Wide establishing," "Close on the coffee cup").
* **Beats** — nested under each shot, each with its beat ID and a short description of what happens.
* **Dialogue** — any lines assigned to this scene, grouped by character.
* **Tags** — the Actors, Props, and Sets involved.

Nothing in the results view has been rendered yet. This is structure only — the plan Ozu will use when you move to the Storyboard stage.

## The QC Log

The QC Log is Ozu's analysis checklist. If anything in your script was ambiguous or under-specified, it shows up here.

<Columns cols={2}>
  <Card title="Ambiguous references">
    A character named "the detective" who's otherwise unnamed, or a prop called "the artifact" without a description. Ozu still creates nodes for these, but flags them for your review.
  </Card>

  <Card title="Missing details">
    Scenes without clear time-of-day, characters without physical descriptions, or sets without explicit locations. Ozu makes reasonable inferences and shows its work.
  </Card>

  <Card title="Orphan entities">
    Anything referenced in dialogue or action but never introduced — a name that appears once in passing, for example. You decide whether to add the entity or edit the reference.
  </Card>
</Columns>

You don't have to fix every QC issue. The log is advisory — Ozu will still generate with what it has, but cleaning up flagged items produces better downstream results.

## Editing the results

You can adjust anything in the analysis before the pipeline moves forward.

1. **Edit scene structure.** Expand any scene and rename it, change its location, or adjust its time-of-day. You can also reorder shots within a scene.

2. **Add, merge, or remove beats.** Open a shot and add a beat between two existing ones; downstream beat numbers renumber automatically. Merge two beats into one if they should share a frame.

3. **Rename or merge Actors.** If Ozu created two Actor nodes for the same person (e.g., "SARAH" and "Sarah Walker"), merge them from the Actors tab. Renames propagate through every scene.

4. **Edit Prop and Set descriptions.** Sharpen the description on any asset card. The text here becomes the seed for hero-look generation.

5. **Resolve QC issues.** Click a flagged item in the QC Log to jump to the affected entity and fix it in context.

<Tip>
  **Edit in the Script Node before you leave it.** Once you move to asset generation, structural changes still work — but downstream work may need to rebuild. Cleaner structure upstream saves credits downstream.
</Tip>

## Creating the Asset Nodes

When the analysis looks right, tap **Create Asset Nodes**. Ozu spawns a node on the Flow canvas for each Actor, Prop, and Set — plus a **DRB (Director Review Board)** node downstream of all of them.

* **Actors** get their own column, with wardrobe variant nodes branching off the hero.
* **Props** get their own column, with set-integrated props wired to their parent Set.
* **Sets** follow the props, aligned so set-integrated props feed into them.
* **DRB** sits at the far right, connected to every asset.

You're now out of the Script Node and into the Asset stage. Open any new node to start generating.

## Shot lists

If you want a production-planning view of everything your script requires — grouped by scene, with status, priority, notes, and assignments — the Shot List Node reads from the Timeline and your script structure. It's not the same as the Shots extracted during analysis; it's a downstream planning layer for crews on set. See the Shot List docs for detail.

## Related

<Columns cols={2}>
  <Card title="Writing Your Script" href="/user/script/writing-your-script">
    Formats and conventions that produce cleaner analysis results.
  </Card>

  <Card title="Ozu Consult" href="/user/script/ozu-consult">
    The optional clarifier that sharpens results before analysis runs.
  </Card>

  <Card title="Scene, Shot, Beat" href="/user/concepts/scene-shot-beat">
    The three-level hierarchy the results view is built around.
  </Card>

  <Card title="Pipeline and Nodes" href="/user/concepts/pipeline-and-nodes">
    What happens after you tap Create Asset Nodes.
  </Card>
</Columns>

## FAQ

**Does analysis generate images?**
No. Analysis is structural only — scenes, shots, beats, and asset rosters. Image generation starts after you tap Create Asset Nodes and open individual asset nodes.

**Can I re-run analysis on an edited script?**
Yes. Paste the updated script and submit again. Ozu re-analyzes from scratch, but existing Actor/Prop/Set generation work is preserved when names match.

**What if Ozu missed a character?**
Add an Actor manually from the Actors tab, or spawn a new Actor node on the canvas after the initial asset creation. Name it carefully so downstream references can find it.

**Can I change scene order after analysis?**
Yes. Reorder scenes from the Scenes tab; beat IDs renumber automatically.

**What's the difference between a "Shot" from analysis and the "Shot List" node?**
The Shots extracted during analysis are the cinematographic subdivisions inside a scene — one Shot contains multiple Beats. The Shot List Node is a downstream production-planning tool that takes shots from your Timeline and adds status, priority, and notes for crew use.

**Will the analysis view stay editable after I create Asset Nodes?**
Yes. You can reopen the Script Node any time and adjust structure. Changes that affect assets (renaming, deleting, re-scoping) can require downstream work to rebuild.

**How does Ozu decide what's a Prop vs. a Set?**
Broadly: Sets are locations or environments, Props are physical objects. If something is a physical object that's built into an environment (a throne in a throne room), Ozu marks it as both Prop and Set-integrated, which wires it into the Set for visual consistency.
