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Shots

Add, duplicate, reorder. Each shot saves its own camera, lens, and aspect ratio; animation lives on the shared scene timeline.

A shot is a saved camera framing inside a scene. Add, duplicate, delete, reorder. Each shot remembers its camera position, lens, and aspect ratio. Animation isn't saved per shot; it lives on one shared scene timeline, and each shot is a time window into it.

Watch

https://www.youtube.com/watch?v=BbS5ml0Uzx4

Compose mode with multiple shots visible in the Storyboard at the bottom, each shot card showing duration and a thumbnail

What it does

Setting up a shot in a previs pipeline means manually keying camera transforms, naming them by hand, and remembering which file holds which take. Intangible's shots are a built-in primitive – click the camera + icon below the viewport, the current framing becomes a saved shot in the storyboard at the bottom of the screen. From then on, click the shot thumbnail and the camera snaps to that framing.

The thing that catches new users: animation in Compose mode lands on the shared scene timeline, not on the active shot. Move an object in Compose with a shot active and the keyframe records on the scene timeline; every shot whose time window covers that frame shows the motion. Move the same object in Build mode and it commits to permanent scene state, no animation. See Animation and shot time for the why.

How to use it

The take-shot control is the camera + icon directly below the camera viewport. Click it to capture the current framing as a shot, the same gesture as a physical camera. The storyboard with thumbnails sits across the bottom of the screen.

  1. Add a shot. Click the camera + icon below the viewport. The current viewport framing becomes Shot 1 with a thumbnail in the storyboard. Each new shot is placed sequentially in scene time, starting where the previous shot ends.

  2. Frame the shot. Move the camera as needed – free cam or fine-tune (see Camera controls). The framing updates live in the thumbnail.

  3. Duplicate. Use the ellipsis (⋯) menu on a shot card → Duplicate. The duplicate copies the shot's camera framing plus its point in time and duration, and lands at the same point in scene time as the original. It does not copy the shot's generated renders.

  4. Reorder. Drag a shot thumbnail left or right in the storyboard to change its position within the scene.

  5. Delete. Ellipsis (⋯) menu on a shot card → Delete. Confirms before removing.

  6. Set a lens. Each shot has its own lens choice – defaults to the scene-camera lens but overrides freely. See Lenses.

  7. Add details. The shot details panel has Name and Description fields. These feed the auto-prompt at render time, so a shot named "low-angle hero" with a description of "Lamborghini accelerating from a stop" gives the visualizer specific context.

Sequencing rule worth knowing

To author motion in Compose mode, have a shot active first. Keyframes only record while a shot is active, and they land on the shared scene timeline at the current frame. Move an object in Build mode (or in Compose with no shot active) and it commits to permanent scene state instead, with no animation. See Animation and shot time.

Adding shots to a scene: each new shot lands as its own card in the storyboard below the viewport

Details

Action
Where

Add Shot

Camera + icon below the viewport

Duplicate

Shot card ellipsis (⋯) → Duplicate

Reorder

Drag thumbnail in the storyboard

Delete

Shot card ellipsis (⋯) → Delete

Rename

Click the shot name in the details panel

Set lens

Lens picker in the viewport

Set aspect ratio

Aspect ratio picker in the viewport

Limits and known issues

  • Shots are scene-bound. A shot can't reference a camera in a different scene. Cross-scene edits live in the Sequence Timeline.

  • Reordering doesn't update the auto-prompt history. If you renumber shots after rendering, the rendered images keep their original shot numbers in metadata. Rename rather than reorder for this reason if you care about file naming.

  • Animation lives on the shared scene timeline, not per shot. Keyframes record while a shot is active but belong to the scene; Build-mode moves commit to permanent scene state. This trips up users coming from sequencer-style tools. See Animation and shot time.

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