Skip to content

Official guide

3D X-Ray Guide

Design scenes and cameras in 3D space, then carry them into images and video

Stage characters and props, design the camera and its movement, then generate images and video from that exact scene. Results land directly in the connected Canvas V2.

  • Characters, props, environments and 239 presets
  • Lenses, camera preview and camera moves
  • Character motions and the timeline
  • Natural-language commands, references, image and video generation
A living-room dialogue scene in 3D X-Ray. The camera preview on the right shows exactly what the main camera captures.
A living-room dialogue scene in 3D X-Ray. The camera preview on the right shows exactly what the main camera captures.
The 3D X-Ray screen. Two people are placed around a sofa and coffee table in a living room, and the main camera preview is shown on the right.

01. What is 3D X-Ray?

A text prompt alone struggles to describe spatial relationships such as “two people on either end of a sofa, with the camera low behind the table, slowly pushing in on an 85mm lens.” 3D X-Ray lets you decide position, direction, framing, lens and movement in 3D space first, and then uses that result as the basis for image and video generation.

What can you do?

When is it useful?

  • When you need the exact positions and eyelines of two people
  • When you want to design the framing and lighting of a product shot first
  • When you want to decide in advance where and how far the camera moves
  • When you want to compare several camera angles of the same scene
  • When you want to lock the spatial layout of the opening frame before AI video generation

02. Getting started

Open it from Canvas V2

  1. Open a Canvas V2 project.
  2. Open Studio Dock from the top toolbar or the Composer at the bottom.
  3. Click 3D X-Ray NEW at the top of the menu.
  4. 3D X-Ray opens connected to the current Canvas. Renders and generation results you create will be added to this Canvas.
Open 3D X-Ray from 3D X-Ray NEW at the top of Studio Dock.
Open 3D X-Ray from 3D X-Ray NEW at the top of Studio Dock.
The Canvas V2 Studio Dock menu with the 3D X-Ray item and NEW badge at the top.

Create a new scene

  1. When you first open it, the Open / New scene dialog appears. If a scene is already open, click New / Open in the top bar.
  2. Enter a scene name in Title.
  3. Click Blank Scene to start from an empty space, or Start from a preset… to start from a finished layout.
  4. Saved scenes are listed under My scenes; click Open to continue editing.
Start a new scene from a blank scene or a preset. Reopen saved scenes from the list below.
Start a new scene from a blank scene or a preset. Reopen saved scenes from the list below.
The Open / New Scene dialog with a title field, Blank scene, Start from preset and Import scene JSON buttons, and the My scenes list.

03. The interface

① Left tools and assets ② 3D viewport ③ Top toolbar ④ Camera preview ⑤ Inspector ⑥ Composer ⑦ Timeline button ⑧ Timeline (when open)
① Left tools and assets ② 3D viewport ③ Top toolbar ④ Camera preview ⑤ Inspector ⑥ Composer ⑦ Timeline button ⑧ Timeline (when open)
The full 3D X-Ray screen annotated with numbers 1 to 8.
No.AreaWhat it does
1Left tools and assetsSwitch between Objects, Characters, Props, Cameras, Camera Moves and Motions to pick assets and manage the scene.
23D viewportClick objects to select them and move them with the gizmo. Drag to orbit the view and scroll to zoom.
3Top toolbarNew / Open, Presets, Save, Undo, Move/Rotate/Scale, the active camera, Paths, Timeline, Render, Generate Image and Generate Video.
4Camera previewShows in real time what the selected camera actually captures.
5InspectorEdit the details of the selected object, camera or light. The Render and Checks tabs live here too.
6ComposerEdit the scene in natural language and add references. It is the same input box as in Canvas V2.
7Timeline buttonOpens and closes the timeline. It starts closed.
8TimelinePlayback, duration, FPS, keyframes and motion clips.

The Top, Front, Side and Reset buttons at the top left of the viewport change only the editor view. The camera used for rendering does not change.

04. New scenes and presets

Click Presets in the top bar to open the preset browser. Find a preset with search, the Recommended and Recent filters, types and categories, then check Includes (camera, lighting, people, props, camera move, motions, recommended ratios, duration) in the detail panel before applying.

The preset browser lets you check what a preset contains before you apply it.
The preset browser lets you check what a preset contains before you apply it.
The preset browser with a search box, type filters, category list, preset cards and the included-items detail.

Preset types

TypeWhat it changes
SceneRebuilds the whole scene, including objects, cameras, lights and the timeline.
CameraChanges the position, aim and lens of the selected camera.
Camera MoveCreates movement keyframes on the selected camera.
LightingChanges the lighting setup.
EnvironmentChanges the background, ground and other environment settings.
Blocking / CompositionSets up character blocking and framing. Some require two people.
Character / Motion / ProductApplied relative to the selected character or product.

Scene presets vs. partial presets

A scene preset replaces the whole scene, so it is not applied immediately. A This replaces the current scene dialog opens first. Choose Create as new Scene to keep the current scene and create a new one, or Apply to current Scene to change the current scene.

Before a scene preset is applied, choose between a new scene and the current scene.
Before a scene preset is applied, choose between a new scene and the current scene.
The replace-scene confirmation dialog with Create as new scene, Apply to current scene and Cancel buttons.

Partial presets such as camera, lighting, environment and camera move presets change only that element and keep the rest of the scene.

05. Placing characters and props

Pick people from the Characters tool on the left, and props, products, furniture, vehicles, architecture, environments, nature and primitives from the Props tool. Library assets are models made in-house by NEXAGEN.

Choose a character

  1. Open Characters on the left.
  2. Hover over a card to see its name, category and size. Characters that can use motions are marked “Rigged · motion ready”.
  3. Click a card to add it to a free spot on the floor in front of the active camera, or drag it into the viewport to drop it where you want.
Click a person in the Characters panel or drag it into the viewport.
Click a person in the Characters panel or drag it into the viewport.
The Characters panel with cards for adult male, adult female, business people and more.

Props and environments

Narrow the list with the category chips in Props (Props, Products, Furniture, Vehicles, Architecture, Environment, Nature, Primitives, Uploads). Large sets such as rooms, studios and streets are under Environment.

The Props panel is organized by category; one click adds an asset to the scene.
The Props panel is organized by category; one click adds an asset to the scene.
The Props panel with category chips and asset cards such as sofas, tables and lamps.

Search assets

Type a name such as “sofa”, “lamp” or “car” into Search assets to show only matching assets.

Only assets that match the search term remain.
Only assets that match the search term remain.
The asset search box with “sofa” entered, showing loveseat and 3-seat sofa cards.

Upload your own 3D models and images

In Uploads, use Upload GLB/GLTF to add your own model, or Image → Image Plane to place a photo as a flat object. Uploaded models can be up to 50MB, and external URI textures are not allowed.

06. Move, rotate, scale and placement

When you select an object, a gizmo appears in the viewport. Switch it with Move (W), Rotate (E) and Scale (R) in the top bar and drag an axis arrow or ring. World / Local (Q) switches the axis space.

Dragging an axis of the move gizmo moves the object along that axis only.
Dragging an axis of the move gizmo moves the object along that axis only.
A selected sofa with a red, green and blue three-axis move gizmo in the viewport.

Exact numeric input

In the Properties tab of the Inspector on the right, enter Position, Rotation and Scale as numbers. Position is in meters and rotation in degrees. Turn on Lock ratio to keep proportions when changing one axis.

Set position, rotation and scale precisely in the Inspector.
Set position, rotation and scale precisely in the Inspector.
The Inspector Properties tab with name, position, rotation and scale fields and the uniform scale checkbox.

Place on ground

If an object floats above the floor or sinks into it, click Place on ground in the Placement section of the Inspector. The height is adjusted so that the model's actual bottom touches the ground.

Place on ground aligns the bottom of the object exactly with the floor.
Place on ground aligns the bottom of the object exactly with the floor.
The Place on ground button in the Inspector Placement section with the selected object.

Place on object

  1. Select the cup.
  2. In Support object under Placement, choose “Coffee Table”.
  3. Click Place on object. The cup is placed at the center of the table top. Fine-tune it with the move gizmo.
Use Place on object to put the cup on top of the coffee table.
Use Place on object to put the cup on top of the coffee table.
Coffee Table chosen as the support object and Place on object applied, with the cup sitting on the table.

The Checks tab finds floating or sunken objects, overlaps and key subjects that have left the camera frame. You can run Place on ground directly from an issue.

07. Managing the scene and objects

The Scene objects list in the Objects tool shows every object in the scene. Click a name to select it, and use the row icons to Hide/Show and Lock/Unlock. Locked objects cannot be moved by accident in the viewport.

Select, hide, lock and group objects from the scene list.
Select, hide, lock and group objects from the scene list.
The scene list with hide and lock icons next to object names, and camera and light lists below.

Group and ungroup

  1. Hold Ctrl or Shift and click several objects in the list.
  2. Click Group to bundle them so they move together.
  3. Select the group and click Ungroup to release it while keeping each object's current position.

In the Inspector you can also rename, Duplicate (Ctrl+D), Delete (Delete) and change colors.

08. Character poses and motions

Poses

When you select a character, a Pose tab appears in the Inspector. Choose Standing, Walking, Running, Sitting, Reaching, Pointing, Fighting stance, Lying, Crouching or Waving and it applies immediately. A pose is a still base posture.

Choose the character's base posture in the Pose tab.
Choose the character's base posture in the Pose tab.
The Inspector Pose tab with a character selected and Sitting chosen in the pose list.

Motion library

The Motions tool on the left holds 73 motions in the Idle, Locomotion, Emotion, Gesture, Conversation, Action, Office and Film / Acting categories. You can also use Search motions.

Pick motions by category in the Motions panel.
Pick motions by category in the Motions panel.
The Motions panel with category chips, several motion cards and the target character hint.

Apply a motion

  1. Select a character in the viewport or the scene list.
  2. Open the timeline and move the playhead to the time where the motion should start (0 s by default).
  3. Click a motion card in Motions. A motion clip is added from that time and plays immediately.
  4. Check the motion bar in the timeline. In the motion list of the Inspector's Pose tab you can change the start time or Remove it.
Applied motions appear as bars on the timeline; adjust the start time in the Inspector.
Applied motions appear as bars on the timeline; adjust the start time in the Inspector.
A character with an applied motion and its motion clip bar on the timeline.

How poses and motions work together

The pose is the base posture and the motion is the action played on top of it. While a motion is playing, the motion takes priority. Partial motions that move only the head or arms play on top of the pose, while full-body motions such as walking use the motion's posture instead. When the motion ends, the pose is shown again.

09. Creating cameras

Add a camera

Click + Add in the camera section of the Objects tool to create a new camera (Camera B, C, …). Click a camera in the list to select it and change its position, lens and more in the Inspector.

Create additional cameras with the Add button in the camera section.
Create additional cameras with the Add button in the camera section.
The camera section of the Objects tool with the Add button, the camera list and the Active badge.

The active (main) camera

The camera used for render, image generation and video generation is the Active camera. Change it in the camera selector of the top bar or with Make active in the camera Inspector. You can keep several cameras and compare angles just by switching the active one.

Camera presets

Click a preset card in the Cameras tool on the left to set the position, aim and lens of the camera you are editing in one step, based on the selected person or product.

Camera presets frame the shot around the selected subject.
Camera presets frame the shot around the selected subject.
The camera preset cards in the Cameras tool, including Front wide, Three-quarter, Low angle and Over-the-shoulder.
GroupPresets
FrontFront wide, Front medium, Front close, Extreme close-up
Side / backThree-quarter, Side close, Side follow, Back medium
Height45° high angle, Low angle, Low wide, Top wide, Bird's-eye
RelationshipOver-the-shoulder, Two shot (two people required), POV
OtherCurrent view — copies the current editor view into the camera

10. Lens, framing and camera preview

Camera preview

The Camera preview at the top right shows in real time what the selected camera actually captures. While you orbit freely in the viewport to arrange things, you keep seeing the final framing, so layout and composition can be adjusted together.

The camera preview shows the exact framing the selected camera will shoot.
The camera preview shows the exact framing the selected camera will shoot.
The central viewport in free view and the camera preview at the top right showing the main camera's framing.

Enter camera view

Click Enter camera view in the preview, or the Free View/Camera View button (C) in the top bar, to switch the main viewport to the camera's view. The area outside the frame is darkened, and you can turn on 1/3, Center, Safe and 2.39:1 composition guides.

In camera view, turn on composition guides to position people precisely.
In camera view, turn on composition guides to position people precisely.
The viewport in camera view with rule-of-thirds and safe-area guides.

Lens (focal length)

Select a camera and change Focal length in the Lens section of the Inspector with the slider or a number, or pick 18 · 24 · 35 · 50 · 85 · 135 directly. Shorter focal lengths show a wider view; longer ones give a narrower view with a compressed background.

Change the focal length quickly with the lens buttons and check the field of view.
Change the focal length quickly with the lens buttons and check the field of view.
The camera Inspector Lens section with the focal length slider, lens buttons from 18 to 135, field of view and aspect ratio selector.
24mm: the space looks wide and perspective is stronger.
24mm: the space looks wide and perspective is stronger.
The camera preview at 24mm from the same position. The whole living room and both people are visible.
85mm: the view narrows and the background is pulled closer.
85mm: the view narrows and the background is pulled closer.
The camera preview at 85mm from the same position. The upper body fills the frame and the background is compressed.

Aspect ratio

Set the ratio of the final result in the render settings. With nothing selected, choose Aspect ratio (16:9, 9:16, 1:1, 4:3, 2.39:1) and Resolution (Preview (480), 720, 1080) under Render settings in the Inspector. A camera's own aspect ratio follows the render settings while it is set to Auto.

The render-settings aspect ratio is used for image and video generation.
The render-settings aspect ratio is used for image and video generation.
Aspect ratio and resolution in the render settings, and the aspect selector in the camera Inspector.

11. Look-at / Follow

Look-at

In Look-at of the camera Inspector, set Target to Object and choose an object. The camera keeps looking at it even when it moves. You can also click Select from viewport and then click an object in the viewport. Free point lets you set the look-at coordinates yourself.

Once a look-at target is set, the camera always faces it.
Once a look-at target is set, the camera always faces it.
The Look At section of the camera Inspector with the target set to Object and a person selected.

Follow

Turn on Follow and choose a target; when the target moves, the camera follows at the same distance. Adjust the follow position with Distance, Height and Azimuth. With Follow on, the camera also faces the target automatically.

Follow keeps a set distance, height and azimuth from the target.
Follow keeps a set distance, height and azimuth from the target.
The Follow section of the camera Inspector with the follow checkbox, target, distance, height and azimuth fields.
FeatureCamera positionCamera direction
Look-atStays where it is (move it yourself or with keyframes)Keeps facing the target
FollowCalculated automatically from the target's movementFaces the target

12. Camera moves

The Camera Moves tool on the left has ready-made camera movements, grouped into Basic controls, Lens, Orbit, Crane and Tracking. The value under each card sets the size of the move (degrees, meters or ×).

Camera moves are grouped, and each card has its own movement amount.
Camera moves are grouped, and each card has its own movement amount.
The Camera Moves panel with group chips, move cards in two columns and value fields under each card.
GroupMovesDescription
Basic controlsStatic shot, Pan left/Pan right, Tilt up/Tilt downHold still, or turn left/right or up/down in place.
Basic controlsTruck left/Truck right, Pedestal up/Pedestal downSlide sideways or rise and lower vertically.
Basic controlsDolly in/Dolly outMove toward or away from the subject.
LensZoom in/Zoom outChange only the focal length while the camera stays put.
OrbitOrbit left/Orbit right, Arc left/Arc rightCircle around the subject, or circle while approaching.
CraneCrane up/Crane down, RevealChange height while looking down or revealing the scene.
TrackingFollowFollows the movement of the tracking target.

Apply a camera move

  1. Select the camera to use (if none is selected, the active camera is used).
  2. Change the value under the card if needed. For Follow, choose the Follow target first.
  3. Click a move card. Camera keyframes are created from 0 s to the end of the timeline and playback starts immediately.
  4. Open Timeline to check the keyframes on the camera track and the Paths line.
Applying a move creates both the camera path and the timeline keyframes.
Applying a move creates both the camera path and the timeline keyframes.
After applying Dolly In, the camera path line appears in the viewport and keyframes appear on the camera track of the timeline.

Camera moves vs. your own keyframes

A move lasts as long as the timeline. For a 4-second move, set the timeline duration to 4 seconds before applying it. Afterwards you can move keyframes or change easing on the timeline to refine the pace.

13. Paths and movement in space

The Paths button in the top bar draws the paths of keyframed cameras and objects as lines in the viewport. The start point is green and the end point is red. The active camera's path is blue, other cameras are gray, and the selected object's path is yellow.

Use the path display to see at a glance how cameras and objects move through the space.
Use the path display to see at a glance how cameras and objects move through the space.
The viewport with paths turned on. The camera path is drawn as a line with a green start and red end point.

Moving an object

  1. Open the timeline and put the playhead at 0 s.
  2. Place the object at its starting position and click Add key under Keyframes in the Inspector.
  3. Move the playhead to the end time and move the object to its destination. For an object that already has keyframes, a key is recorded at the current time as soon as you move it.
  4. Turn on Paths and check the route with the yellow path line.

14. Timeline and keyframes

When 3D X-Ray first opens, the timeline is closed so you have more room for layout and framing. Click Timeline in the top bar to open it at the bottom of the screen, and click it again to close it. Keyframes and motions are kept when it is closed.

The timeline is closed on the default screen.
The timeline is closed on the default screen.
The default screen with the timeline closed and the Timeline button in the top toolbar.
Click the Timeline button to open it at the bottom. Drag its top edge to resize it.
Click the Timeline button to open it at the bottom. Drag its top edge to resize it.
The screen with the timeline open, showing play, loop, duration, FPS and object and camera tracks.

Timeline layout

ItemDescription
Play / PauseThe Space key also plays and pauses.
|< / >|To start / To end
LoopStarts over from the beginning when the end is reached.
DurationScene length (0.5–120 s). The default is 4 s.
FPSFrames per second (12–60). Keyframes snap to frames.
PlayheadClick or drag on the ruler to change the time.
TracksOne row per object or camera. Camera tracks are marked Cam.

Keyframes

The Add key button in the object or camera Inspector creates a keyframe at the current time. Click a diamond on a track to select it, then drag it to a new time, change the easing (Ease in-out, Linear, Ease in, Ease out) or Delete key.

Select a keyframe to change its easing or delete it.
Select a keyframe to change its easing or delete it.
A selected keyframe diamond on a timeline track with the easing selector and delete-key button.

To remove all movement, click Clear animation in the Inspector.

15. Environment and lighting

Environment

Click an empty spot in the viewport to clear the selection; the Inspector then shows Environment. Change the Background color, the Ground (visibility, color, size) and the Grid. Sets such as backdrops, walls, studios, rooms and streets are placed from Props › Environment.

Upload a concept or storyboard image to Reference overlay to overlay it in camera view while you arrange the scene. This image is not included in renders.

Environment settings and the reference image overlay are in the Inspector when nothing is selected.
Environment settings and the reference image overlay are in the Inspector when nothing is selected.
The Inspector with nothing selected, showing the environment background, ground and grid, and the reference image overlay section.

Lights

Add Ambient, Hemisphere, Directional, Point and Spot lights from the light section of the Objects tool. Select a light to change its color, intensity, position and direction.

LightIn plain words
AmbientLights the whole scene evenly, without shadows.
HemisphereA sky color and a ground color for natural outdoor light.
DirectionalParallel light from one direction, like sunlight.
PointSpreads in all directions from a single point, like a bulb.
SpotA cone of light, like a stage light. You can adjust its angle.
Add lights and adjust their color and intensity in the Inspector.
Add lights and adjust their color and intensity in the Inspector.
The five add-light buttons and the Inspector of the selected light (color, intensity, position).

Lighting presets

Filter the preset browser by the Lighting type to apply setups such as three-point studio lighting in one step. For product shots, combining the Product Hero scene preset with a lighting preset gets you commercial lighting quickly.

Lighting presets change only the lighting of the current scene.
Lighting presets change only the lighting of the current scene.
The preset browser filtered to the Lighting type, and lighting applied to a product scene.

16. Editing the 3D scene with AI

The input box at the bottom is the same Composer as in Canvas V2. In 3D X-Ray it shows the 3D X-Ray mode, and what you type is handled as a 3D scene command rather than an image prompt. The chips above the input show the current scene, the selected object and the camera, so you can see what the command will refer to.

Example commands

  • Move the woman to the right of the table.
  • Frame the camera as a 35mm low angle.
  • Have the man sit on the sofa.
  • Put the cup on the coffee table.
  • Make the camera slowly dolly in toward the people.
  • Switch to warm evening lighting.
  • Recommend a preset for a two-person dialogue scene.
Natural-language commands are applied to the scene right away and can be undone in one step with Ctrl+Z.
Natural-language commands are applied to the scene right away and can be undone in one step with Ctrl+Z.
A command typed in the Composer, with the 3D X-Ray mode indicator, scene/selection/camera chips and the Applied notice.
  • Each command can be undone as a whole with a single undo.
  • Changes that are hard to reverse, such as deletions, or commands that rebuild many objects show a confirmation first.
  • Objects that are not in the library are placed as similarly sized stand-in models, and you are told so.
  • Asking to “generate an image” does not charge credits immediately; it opens the quote and approval dialog.

AI intensity

Choose Auto · Default, Basic, Balanced, Deep or Advanced in AI intensity on the right of the Composer. Auto picks a suitable processing mode for each request automatically. This setting applies to the whole connected Canvas project.

AI intensity uses the same setting as the Canvas project.
AI intensity uses the same setting as the Canvas project.
The AI intensity menu with Auto · Default, Basic, Balanced, Deep and Advanced options and descriptions.

17. Using reference assets

Add image references with the + Reference button in the Composer. Added references appear as chips above the input and are used both when interpreting scene commands and during image generation. You can select up to four.

Choose where to take the reference from in the Reference menu.
Choose where to take the reference from in the Reference menu.
The menu opened from the Composer's Reference button, with My assets, NEXAGEN Assets, Upload and Add supporting reference.
MenuWhat it brings in
My assetsImage assets saved to your account
NEXAGEN AssetsAssets provided by NEXAGEN
UploadA new image file from your computer
Add supporting referenceImage results in the connected Canvas V2
Choose an image from My assets to use as a reference.
Choose an image from My assets to use as a reference.
The My assets picker showing thumbnails of saved images.
Selected references appear as chips in the Composer; remove them with X.
Selected references appear as chips in the Composer; remove them with X.
A reference chip attached above the Composer input.

Example

  1. Create a scene with the Product Hero scene preset.
  2. Choose a product photo from Reference › My assets.
  3. Type “Set this product on the central pedestal as an ad shot.”
  4. During image generation, the reference is sent together with the 3D render so the product's look is taken into account.

18. Rendering and making images

Render is not AI image generation

Render saves the 3D scene from the active camera as a PNG exactly as it is. It is free, and the result is added to your asset storage. Generate Image, on the other hand, has AI create a new image based on that render and uses credits.

In the Render tab on the right you can render at the first, middle, last or a custom time, use Render all cameras, or save a Preview WebM (local) directly in your browser.

In the Render tab, choose a time and camera to save the 3D scene as an image.
In the Render tab, choose a time and camera to save the 3D scene as an image.
The Render tab on the right with current, first, middle, last and custom-time render buttons, Render all cameras and the render results list.

Snapshots

Snapshot keeps a saved point of the scene itself, not an image. Save one with a label and Restore that state when you need it. Restoring saves a new version.

Create a snapshot at key steps so you can always go back to that state.
Create a snapshot at key steps so you can always go back to that state.
The manual snapshot dialog with a label field, Create snapshot button, saved snapshots and Restore buttons.

Make an image from the 3D scene

  1. Build the scene and choose the active camera.
  2. Check the framing in the camera preview.
  3. Click Generate Image in the top bar. If no Canvas is connected yet, choose one to connect first.
  4. Choose an Engine and describe the mood in the prompt (for example: warm evening living room, cinematic lighting).
  5. Click 1. Render + scene constraints + quote. The current camera render, the Scene constraints read from the scene and the Estimated cost in credits are shown.
  6. After checking the details and cost, click 2. Confirm — request image.
  7. Use View in Canvas to check the result in Canvas V2.
AThe 3D scene and camera preview before generation
The 3D scene and camera preview before generation
The living-room dialogue scene and camera preview just before image generation.
BCheck the render, scene constraints and quote, then send the request.
Check the render, scene constraints and quote, then send the request.
The image generation dialog with engine selection, prompt, 3D render preview, scene constraints, estimated credits and the confirm button.
CA 3D render node and an in-progress image node are created in Canvas V2.
A 3D render node and an in-progress image node are created in Canvas V2.
Canvas V2 after the request, with a 3D Render node connected to a new image node.
DThe AI image follows the people's positions and the camera framing of the 3D scene.
The AI image follows the people's positions and the camera framing of the 3D scene.
The actual AI image generated from the same living-room dialogue framing, shown on a Canvas V2 node.

19. Making video

Video generation requests an AI video based on the opening frame of the 3D scene and the movement on the timeline (camera moves and motions).

  1. Apply character motions and camera moves, and check the movement on the timeline.
  2. Click Generate Video in the top bar.
  3. Choose an Engine, then check the Generation mode below it. Some engines support both start frame and reference modes; the default Auto uses Omni Reference when references are attached and Start frame when there are none. You can also pick a mode yourself.
  4. Set the duration and prompt. Duration is chosen within the range the engine supports, and the timeline length is shown alongside.
  5. Click 1. Start/end render + motion plan + quote. The start (0 s) and end renders, Direction, Motion prompt and the quote are shown.
  6. After checking, click 2. Confirm — request video and follow progress and the result in Canvas V2.
A–BCheck the scene with motions and a camera move on the timeline.
Check the scene with motions and a camera move on the timeline.
A scene with motions and a camera move applied, and the timeline open.
CThe video dialog shows exactly which inputs are sent for the selected engine and generation mode.
The video dialog shows exactly which inputs are sent for the selected engine and generation mode.
The video generation dialog with the engine, generation mode, current input mode, duration, references, start and end renders with their sent status, and the quote.

20. Continuing in Canvas V2

Click Back to Canvas in the top bar to return to the connected Canvas V2. The scene saves automatically as you edit, so just check that the save chip shows Saved before leaving.

Back to Canvas takes you to the connected Canvas V2 project.
Back to Canvas takes you to the connected Canvas V2 project.
The Back to Canvas button and the Saved status chip in the top toolbar.

Result nodes

ActionNodes created in Canvas V2
Generate ImageA “3D Render · camera name @time” image node → an AI image node
Generate VideoA “3D Start Frame” node and a “3D End Frame (ref)” reference node → a video node
Results from 3D X-Ray become regular Canvas nodes you can keep editing.
Results from 3D X-Ray become regular Canvas nodes you can keep editing.
A group of 3D render nodes and generated result nodes added to Canvas V2.

What you can do next in Canvas

  • Select a generated image and edit it further with other Studio Dock tools
  • Generate a video using the generated image as the opening frame
  • Use result images as references for other work
  • Reopen the same Canvas's scene from Studio Dock › 3D X-Ray NEW to adjust the framing

21. Recommended workflow

Basic order

  1. Decide the aspect ratio and purpose of the result → Aspect ratio
  2. Choose a preset or a blank scene → Presets
  3. Place large environments such as rooms or studios first → Props and environments
  4. Place characters, products and props → Characters and props
  5. Tidy up with Place on ground and Place on object → Placement
  6. Set up cameras and lenses → Cameras
  7. Check the framing in the camera preview → Preview
  8. Apply character motions → Motions
  9. Set camera moves and check paths → Camera moves, Paths
  10. Check the timing on the timeline → Timeline
  11. Add references if needed → References
  12. Check the final framing with a render → Render
  13. Generate an image or video → Images, Video
  14. Continue in Canvas V2 → Canvas handoff

Example 1 — A 4-second dialogue between two people in a living room

  1. In New / Open › Start from a preset…, choose the “Two-person Dialogue” or “Living Room Life” scene preset and select Create as new Scene.
  2. If the two people (Adult Male, Adult Female) are missing, add them from the Characters panel, then place a sofa, coffee table and floor lamp.
  3. Select both people, set their pose to Sitting and line them up with the sofa.
  4. Frame the main camera as Two shot and an extra camera (+ Add) as Over-the-shoulder.
  5. Set the main camera lens to 50mm and the extra camera to 85mm, and compare them in the camera preview.
  6. Apply a motion from the Conversation category to one person from 0 s.
  7. Apply a small Dolly in to the main camera and confirm the timeline is 4 seconds.
  8. Create the result with Generate Image or Generate Video and check it in Canvas V2.
Example 1 result: living-room dialogue scene
Example 1 result: living-room dialogue scene
The final result of the 4-second living-room dialogue example shown in Canvas V2.

Example 2 — Product hero shot

  1. Create a new scene with the “Product Hero” scene preset.
  2. Choose a model close to your product's size from Products or Uploads and put it on the “Product Pedestal” with Place on object.
  3. Select the product, apply Front medium or Low angle from Cameras, and set the lens to 85mm.
  4. Apply studio lighting from the Lighting type in the preset browser.
  5. Add a real product photo with Reference.
  6. Set the render aspect ratio to 1:1 or 16:9 and generate with Generate Image.

22. Troubleshooting

SymptomCause and fix
I can't select or move an objectIt may be locked. Unlock it with the lock icon in the scene list. Hidden objects cannot be selected in the viewport.
An object floats or sinks into the floorClick Place on ground in the Inspector or check the notices in the Checks tab.
The camera framing isn't what I wantMake sure the camera you are editing is the active camera. Change the active camera in the top camera list and check the camera preview.
Camera preset cards can't be clickedA person or product is needed. Two shot and Over-the-shoulder need two people.
A camera move doesn't applyFollow needs a tracking target first. If the playhead is at the end, go back to the start and play. Applying a move to a camera with Follow on turns Follow off.
A motion doesn't move the characterSelect a character first; only characters marked “Rigged · motion ready” can use motions. Open the timeline to check that a motion bar was created.
I can't see the timelineIt starts closed. Click Timeline in the top bar.
The Reference button is disabledYou can add up to four references. Remove a chip and try again.
The AI intensity menu or natural-language commands don't workNatural-language editing works on scenes connected to a Canvas. Connect a Canvas as prompted in the Composer.
The image doesn't match the framing I expectedFirst check that the 3D render preview in the generation dialog shows the framing you want. Describing different positions in the prompt can shift the framing.
Where are the results in Canvas?Click View in Canvas in the generation dialog, or use Back to Canvas and look next to the 3D Render node.
The save status changed to “Conflict”The same scene was saved first in another tab. Choose Load server version or Overwrite with mine.
The screen says desktop editing is recommendedEditing is available on screens 900px or wider. Widen the browser window or open it on a desktop.

23. Shortcuts and tips

KeyAction
Ctrl/Cmd + ZUndo
Ctrl/Cmd + Shift + Z, Ctrl + YRedo
Ctrl/Cmd + DDuplicate the selected object
W / E / RMove / Rotate / Scale gizmo
QSwitch World / Local axes
FFrame the selected object
CToggle Free View / Camera View
SpacePlay / Pause
Delete / BackspaceDelete the selection
EscClear the selection

Saving and undo

The scene is saved automatically about one second after you stop editing. The chip at the top shows Saved, Unsaved or Saving… with the version number; click Save to save immediately. Rename the scene in the title field at the top left.

Check the save status and use Undo and Redo in the top toolbar.
Check the save status and use Undo and Redo in the top toolbar.
The save status chip and the Save, Undo and Redo buttons in the top toolbar.

Advanced: Export JSON

Export JSON downloads the scene setup as a file. You can load it again with Import scene JSON in the Open / New scene dialog. It is not needed for regular work.

Back to top