# Known limitations

The honest list of things the product doesn't do yet, with the reason or workaround for each. Knowing these up front prevents pitching work the tool can't deliver.

## Output and formats

### FBX export isn't supported

Same as USD. GLB is the export format today.

**Workaround**: GLB. Or render to PNG and bring the still into the downstream tool.

### Audio mixing across shots isn't supported

Each shot's video output carries its own audio if you generated with audio on. The Sequence tab plays only the active shot's audio – no blending or crossfading across shots. The Export Video flow keeps per-shot audio rather than producing a continuous mix.

**Workaround**: edit audio in your editing tool downstream. Premiere, Resolve, Pro Tools.

### Image output is PNG; scene references are JPG

Rendered stills export as PNG. Reference images attached to a 3D object in the scene store as JPG. The distinction matters only if you're round-tripping the assets externally.

### Higher-bit-depth and HDR formats aren't exposed

PNG and JPEG are the export options for stills. TIFF, EXR, and other production-pipeline formats aren't on the list.

**Workaround**: PNG covers most cases. For HDR / EXR specifically, no equivalent.

## Generation

### Video-to-video isn't supported

You can render images, render videos, edit images, and interpolate between two images for video (first-and-last frame). What you can't do today is feed a rendered video back as a motion or style reference for another video render.

**Workaround**: use first-and-last-frame for two-image bridging. For more complex cases, no equivalent in v1.

### Speech-to-prompt isn't shipped

Some commit history references a speech-to-prompt feature; it isn't live to users today.

**Workaround**: type prompts. The auto-prompt block is what most users edit anyway.

### Custom diffusion parameters (seed, steps, edge retention) aren't exposed in the UI

The current UI surfaces only Scene / Style / Lighting tabs. Advanced visualizer parameters aren't available to users.

**Workaround**: pick the right model, pick the right preset, attach an image reference. Most of what advanced users want to do via these parameters can be approximated via the visible controls.

## Workflow

### Path-based animation isn't supported

All animation today is keyframe-based. There's no curve a subject or a camera can ride along. Splines are a populator shape for distributing static instances along a path, not an animation tool.

**Workaround**: keyframe densely. For a car driving along a road or a character walking along a path, place the subject at frame 0, scrub the playhead, place at the next waypoint, repeat. Four to five keyframes across a one-second move usually carry the curve cleanly with the smoothing default.

### Cross-scene shot edits aren't supported

A single shot's camera can't span two scenes. To cut between scenes, build separate shots in each scene and assemble in the [Sequence Timeline](/compose/timeline.md).

**Workaround**: assemble in the sequence timeline. The sequence cuts cleanly across scenes.

### Cross-team sharing isn't supported

A project, custom style, or saved set in Team A's workspace isn't visible to Team B. There's no cross-team sharing flow.

**Workaround**: re-create in the other team. Or share at the project level via email ([Sharing and collaboration](/overview/reference/sharing-and-collaboration.md)).

### iPad support isn't fully tested

Intangible Studio runs on iPad, but not every function has been verified for touch. Viewport gestures and flows that depend on precise pointer input may behave unevenly.

**Workaround**: use a desktop or laptop browser for production work. iPad is fine for review and light edits.

## Performance

### Multi-gigabyte CAD imports are slow

The browser-based system has a soft cap on imported file size at around 500 MB. Past that, or past millions of triangles, imports slow significantly.

**Workaround**: decimate externally before importing. A clean retopology of the source mesh imports faster and renders better.

### Very large scenes get sluggish

Past several thousand objects, the viewport's frame rate drops on most hardware.

**Workaround**: use [populators](/overview/concepts/populators.md) for dense distributions instead of individual placement. A single populator with a thousand procedural instances performs much better than a thousand individual objects.

## Generation models

### Some video models cap aspect ratios

Vertical 9:16 and square 1:1 aspect ratios may not be available on every video model. The model dropdown filters as you pick a gate.

**Workaround**: pick a model that supports the gate, or render at a supported gate and crop externally.

### Provider models change

The visualizer is a model aggregator; provider lineups evolve. Models you used last quarter may be replaced or retired.

**Workaround**: the visualizer's dropdown is authoritative. Pick the closest current successor when a model disappears, and re-render to confirm the look survives.

## What to do when you hit a limit

If a limit is blocking work, send a note via [Help and feedback](/overview/get-started/help-and-feedback.md). The team tracks limitations and prioritizes them based on how often they surface in real work.

## Related

* [Common questions](/overview/faq/common-questions.md)
* [Troubleshooting rendering](/overview/faq/troubleshooting-rendering.md)
* [Troubleshooting import](/overview/faq/troubleshooting-import.md)
* [Help and feedback](/overview/get-started/help-and-feedback.md)


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