Open a scene to begin scouting.
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Scout is for collecting 16:9 lookbook frames with notes.
Direct is for cameras, moves, timelines, multicam, and contact-sheet frame saves.
Double-click an object to set a target and enable Target Lock — in the main view or any Multicam cell.
Right double-click sets a target and quickly moves closer to it.
T toggles Target Lock. Right-drag in mouse mode turns Target Lock off.
Double-click a character to lock onto them — marks made while locked track them as they move.
WASD enters Game Mode.
Z toggles Game Mode without moving — for pan/tilt only.
Q/E moves down/up.
Click or Esc exits Game Mode.
Scroll or ,/. adjusts movement speed — it auto-scales to the scene, so flying feels the same in a room or a stadium.
Tap ~ to cycle 3D → Top → Front → Side. Your perspective camera is untouched.
Hold ~ for the view compass — pick a direction, or jump with the arrow keys.
In a plan view, the Shave slider clips away ceilings and walls between you and the room.
C/V zooms lens out/in. Tune it with Zoom Speed in Settings ▸ Camera.
J/K rolls camera left/right. L resets roll.
X toggles the Virtual Cameras (camera markers in the 3D view).
Tab captures a lookbook frame in Scout Mode or a specific camera frame in Direct Mode.
Number keys 1–9 jump to matching cameras — or cut the Program to them when Program is open.
M toggles Multicam. N opens Program (the Program monitor above the Multicam grid).
Use the + beside the Cameras heading to add a camera — it drops straight into naming.
The − deletes the selected camera.
Click a camera anywhere (except the show/hide dot) to view it. Drag to reorder.
Double-click a camera's name or its focal length to edit them inline.
Ctrl/Cmd + click camera rows or Multicam cells to select several at once — Esc clears. Tab saves a frame to every selected camera.
G adds a keyframe mark at the playhead. Marks are paced by camera travel, so the move holds one speed out of the gate.
Click a mark's diamond to open its editor: Linear flies straight through, Ease brakes in and out (In and Out set separately), Settle parks for a beat — and Ease + Settle combine.
A settle shows a ghost diamond where the stop ends — drag it to set the length, double-click it to remove it.
Even Speed re-spaces your marks to one steady pace after you've dragged things around.
Convert to Path bakes marks into an editable path — add Path Smoothness for the most polished version of the move.
Space plays/stops the Direct timeline. Scrub, then press Space to play from the playhead.
In Path mode, Record Path captures a hand-flown move; drag its handle diamonds to retime, click one to edit.
Shot Duration rescales the whole move — timings keep their proportions.
Delete removes the selected keyframe, character, light, or cut clip.
Ctrl+Z undoes, Ctrl+Shift+Z redoes.
Scroll over the timeline to zoom in/out, anchored at the cursor.
Shift + drag the timeline to pan left/right.
While playing zoomed in, the view scrolls to keep the playhead in sight.
Double-click the time readout to set the timeline length.
Y opens the Edit Timeline. In Program, cut between cameras while you play to record a cut list; it shows here as clips.
Drag clips to move, drag an edge to trim, drag a box to select several. Edges snap when they touch.
B is the razor — click a clip to split it at the cursor. Esc leaves razor mode.
Build by hand: double-click an empty spot to drop a clip of the current camera; select a clip and press 1–9 to change its camera (keeps in/out).
Play replays the edit; Export Timeline renders it. The full viewer follows the edit while it's open.
Export Timeline (top bar) renders an MP4 offline, full quality, with audio: the Program + grid when Program is open, the grid in Multicam, otherwise the active camera's move.
In a Program + grid export, the live camera's cell wears a small red tally light, just like a broadcast truck.
Blender Export writes your camera move as a Python script — this camera, all cameras, or the Program cut.
The Screenshot button in the top bar saves a still of the current view.
Camera Plot (in the Cameras card) prints a top-down floor plan: every camera as a true-lens wedge, with paths, characters, and a scale bar.
Choose the look — Points, Ink, or Color — then export a PNG or a video of the blocking in motion.
Share mints an encrypted link so operators can open the plot on their phones.
The + in Characters adds a person — click a spot to place them; the Size % doubles as your scale check.
Select a character and the Move card drives them: marks, Convert to Path, smoothing — same tools as cameras.
Every Lights control explains itself on hover: edges resize, the ball aims, Alt pans/tilts, Shift slides the whole light.
Share Scene creates an encrypted room: send the link and the password separately — the server never sees your scene.
Roles decide who can edit; everyone else follows along. Click a name to watch their camera first-person.
Save Scene saves a bundled .zero file with the GLB and metadata.
Import opens a GLB, glTF + external files, a splat, or a saved .zero scene (.framefinder files still open) (starts fresh).
Update Scene swaps the 3D file but keeps your cameras, moves, and characters — re-import an edited file at the same scale + origin.
The app autosaves as you work — Reload Last File brings the whole session back, audio included.
Drop an .mp3 / .wav into the app (or open one through Import) — a waveform lays under the timeline for scoring your blocking; volume lives in Settings ▸ Audio.
Scout lookbooks export the Scout frame order. Direct contact sheets export saved frames per camera.
Double-click any slider to reset it to its default.
Hover anything — nearly every control explains itself in a tooltip.
This will clear all cameras, reload the app, and reopen the last GLB from scratch.
Builds a Blender Python script. Import your original scene file into Blender, run the script, and render 1:1 with path-traced lighting. Which camera(s)?
Name this Scout contact sheet. This title appears at the top of the page and in the exported filename.
Create a live room. Anyone with the link and the password can join and see this scene. The password is the encryption key — it never reaches the server, so share it separately and keep it safe (it can't be recovered).
Share the link and password through separate channels — both are required to join.
Enter the room password you were given (shared separately from the link).
Name this Framefinder scene. Save Scene creates one bundled file that includes the GLB and Framefinder metadata.
Scan with your phone's camera. Keep the phone on the same WiFi as this computer (or use the phone's hotspot). Then point it where you want the shot and tap Recenter.