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Asset Library Organization

The Asset Library is a single, unified view of everything your project has generated — every actor, every prop, every storyboard frame, every voiceover take. It’s the browser for the entire project, grouped by type and searchable across the whole thing.

If the Flow canvas is where assets are made, the Asset Library is where they’re found.

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 section has its own nested structure, matching the Scene/Shot/Beat hierarchy:

Storyboard/
├── Scene 1 — Frozen Cavern
│ ├── Shot 1.1 — Wide establishing
│ │ ├── Beat 1.1.1 (hero)
│ │ └── Beat 1.1.2 (delta)
│ └── Shot 1.2 — Medium on Kael
│ ├── Beat 1.2.1 (hero)
│ └── Beat 1.2.2 (delta)
└── Scene 2 — Temple Ruins
└── Shot 2.1 — Long lens approach
└── Beat 2.1.1 (hero)

Click any beat to see its rendered frame, the prompt that generated it, the matched actors/props/set, and the generation history (re-rolls, if any). More on Scene/Shot/Beat →

Three ways to locate something in the library:

  1. 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.

  2. 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.

  3. Filter by status. Show only approved assets, only rejected, only pending review. Useful during DRB passes.

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

Previews are read-only. To edit anything (regenerate, reshot, approve), use the context menu to jump to the asset’s source node.

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

This is the fastest way to reuse assets: find it in the library, drag it where it needs to go.

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:

Actors/
└── Kael
├── Hero (default look)
├── Battle Armor
└── Travel Cloak

Expand the actor to see variants. Each variant has its own approval state and can be pulled into the pipeline the same way the hero is.

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

The Asset Library is the fastest way to spot what still needs review. Filter by “Pending” to see everything waiting on a decision.

Can I edit an asset directly from the library? No. The library is a read-only browser. To regenerate, reshot, or re-approve an asset, jump to its source node via the context menu and make changes there.

Why don’t rejected assets appear in my Storyboard generation? Rejected assets are blocked from downstream discovery by design — this is the DRB’s enforcement mechanism. Un-reject them from the DRB (or from the asset’s node) to bring them back into play.

Can I export just one asset from the library? Yes. Right-click any asset for a “Download” option — individual PNGs for images, audio files for dialogue and music, PDFs for scripts.

Are Imports treated differently from generated assets? Once they’re in the library, imports behave identically to generated assets — same preview, same drag-to-canvas, same status system. The only difference is their origin, which the library notes with an “Imported” tag.

Do library assets count against my credit usage? The library itself is free — browsing, previewing, and dragging cost nothing. Credits are only spent when generation runs at an asset’s source node.

Can I reuse assets across projects? Assets live inside the project that created them. Cross-project reuse is on the roadmap.