
How to work with CinAI Skills
How the library is organised, what each category covers, and how to take a skill into the work you are already making.
On this page
What CinAI is
A studio for making cinematic images and video with AI models, built around a canvas you can see and edit.
CinAI runs image, video and audio models on a drag-and-drop canvas. You wire up inputs, a model runs, and the result lands back on the canvas where you can feed it into the next step. Credits are pay-as-you-go — you spend them when a model actually runs.
This site is the public library for that studio. It lists the skills and the workflows so you can see what the system produces before you sign in anywhere.
How a skill works
A skill is a production workflow someone already built, tested and packaged.
A skill is not a prompt. It is a saved graph: the models, the inputs they expect, the prompts already written, and the order they run in. You open it, put your own material in, and run it.
Every skill page carries two pieces of text written by the team that built it. One says what the skill produces. The other says when to reach for it — which is usually the part you need, because picking the right workflow matters more than tuning any single prompt.
How a workflow runs
Inputs flow into model runs, and each output becomes the next input.
A workflow is a graph of nodes joined by connections. Some nodes hold what you put in — a reference image, a video, a piece of text, an audio clip. The rest are runs: a node calls one model with a prompt and produces an image or a video.
The connections are the important part. A generated frame can become the reference image for the next run, so character and scene stay consistent across a sequence instead of drifting shot to shot. That is why these are graphs and not a list of prompts.
- The header tells you how many steps and connections the graph has, and when it last changed.
- Each run below shows the model it called, the prompt it was given, and what came out.
- The input row on a run shows which earlier runs feed it, and which files were uploaded.
- Open the canvas in CinAI Studio to change anything and run it on your own material.
Pick a niche
Choose by what you deliver and who needs it, not by which model is newest.
The library is grouped by the job the work does, because that is how buyers describe what they want. Nobody asks for an image-to-video model. They ask for a product video, an explainer, a character that stays the same across ten shots.
So start from the deliverable. Pick one category, learn the two or three workflows inside it well enough to run them on someone else's material, and you have something specific to offer. A narrow niche you can demo beats a broad one you can only describe.
- Open a category and read the when-to-use line on each skill — that line is the buying signal.
- Run one workflow end to end on material you already have, so you know its real limits.
- Look at the workflow pages in the same category to see how many steps a finished piece actually takes.
- Commit to one deliverable you can show, then add adjacent ones from the same category.
The categories
Eight groups, each one a different deliverable and a different buyer.
From library to canvas
The path from reading a page here to a finished file.
- Find a skill or workflow here and read what it produces.
- Open it in CinAI Studio — the link is on the page.
- Replace the inputs with your own reference images, footage or text.
- Run it. Each step writes its output back onto the canvas.
- Adjust the step that disappointed you and run that step again, not the whole graph.
Choosing a model
Pick by the job in front of you; the workflow already made the choice.
The studio runs several families of model: image generation, video generation, video editing, audio, text, storyboarding and 3D. A workflow already names the model on each node, so most of the time you do not choose anything.
When you do swap one, swap it for a model in the same family and change one node at a time. A different video model with the same prompt can shift the whole look of a sequence, which is easy to miss until you compare two runs side by side.
The affiliate program
Bring people the workflow that solves the problem they already have.
The program terms, tracking and payouts live on the program page — that page is the source of truth for anything about money, so check it there rather than taking a number from a docs page.
What this page can help with is the part that decides whether promoting works at all: having something specific to show. Every skill and workflow page here is a public URL with real output on it, so you can link straight to the thing that answers a question instead of to a home page.
- Pick one category and know it properly, so your recommendation is a workflow and not a product.
- Link to the specific skill or workflow page, not the front door.
- Show your own run, with your own material, as the proof.
- Say plainly what the workflow does not do — the limits are what make the rest believable.
Questions
Do I need to write prompts?
No. The prompts are already in the graph, written by whoever built the workflow. You can read them, edit them, or leave them alone.
Do I need to code?
No. A workflow is a canvas of connected nodes. You change inputs and settings on the nodes; nothing here requires writing code.
What is the difference between a skill and a workflow?
A skill is a packaged workflow with a page explaining what it produces and when to use it. The workflow library shows the graphs themselves, including the steps and the prompts each one ran.
Can I change a workflow after opening it?
Yes. Once it is on your canvas it is yours to edit — swap models, rewrite prompts, add or remove steps, re-run one node without re-running the rest.
Why does a workflow page show some outputs but not others?
This site only displays media served from CinAI's own storage. Some workflows wrote their results to a model provider's storage instead, and those runs link out to the canvas rather than embedding the file here.
How do I keep a character consistent across shots?
Feed the generated frame back in as the reference image for the next run. That is what the connections between nodes are for, and it is why the workflows in the cinematic and story groups have so many steps.
1.1 Starting a canvas
Where a new project begins, and how to get back to the old ones.
- From the home page, under recent projects, start a new piece of work — that opens an empty canvas.
- To reach everything you have made, use the all-projects entry: either the icon beside recent projects on the home page, or the project menu at the top left of a canvas you already have open.
1.2 The five node types
The canvas is the workspace, and nodes are what you put on it.
Everything on the canvas is a node. There are five kinds — text, image, video, audio and script — and the work is in wiring them together.
Two things you do constantly: create a node, and edit one. Editing covers changing it, deleting it, duplicating it, and connecting it to other nodes.
1.2.1 Creating a node
Double-click empty canvas to create a node. You can also drag an image, video or audio file straight onto the canvas from your desktop, and it becomes a node of the matching type.
1.2.2 Text node
Holds text — either yours, or a language model's.
1.2.3 Image node
Holds one image — uploaded, or generated.
1.2.4 Video node
Holds one video — uploaded, or generated.
1.2.5 Audio node
Holds one audio clip — uploaded, or generated.
1.2.6 Script node
Turns a written script into shots, then hands those shots to the generators.
The script node is the one that changes how a long piece gets made. Instead of writing a prompt per shot and copying character details between nodes by hand, you write the script once and the node breaks it into shots, carrying the characters, locations and style through all of them.
- Write or paste the script, or have a language model draft it from a premise.
- The node splits it into shots and lists them, so you can read the breakdown before anything is generated.
- It assembles a full prompt per shot from the shot's own action plus the characters, props and location it is tied to, and the overall style setting.
- Confirm the shot assets and prompts, then batch-generate — either storyboard frames or video for each shot.
- The batch creates a group of generators on the canvas, already wired to their assets and carrying the model, size and resolution you chose. Selecting one shows what it received.
The reason this matters for short-form drama, comics and animated shorts: it removes the repetition. You are not copying the same prompt into every shot, and not hunting through nodes to find the character description again.
1.2.6b Script node, earlier version
The source guide keeps its earlier script implementation documented alongside the current one. It is marked as superseded there, so treat anything in it as history rather than instruction.
1.2.7 Common node operations
What the right-click menu on a node gives you.
1.3 Building a workflow
Connections are what turn a pile of nodes into a workflow.
With text, image, video and audio nodes on the canvas, you draw connections between them to build the workflow you need. Once it is built you can run the whole thing at once, or hand it to someone else to run.
1.3.1 A basic workflow, end to end
Reference image to generated image to video, in four steps.
- Upload the style reference. Drag a connection out of the reference node to create a new image node; the reference is carried into that node's generator automatically.
- Add the character brief. Put the character details in a text node and connect it to the image node — that text becomes part of the generator's prompt.
- Generate the image. In the image generator, ask for what you want (for example: match the style of reference 1), pick the model, set the aspect ratio and how many images, then generate. The result appears in the image node.
- Generate the video. Drag a connection out of the finished image to create a video node, describe the motion you want, pick the video model, set ratio and count, then generate. The result appears in the video node.
1.3.2 Working with a built workflow
Group it, save it, re-run it.
| Operation | What it does |
|---|---|
| Group | Select the whole workflow, right-click, and group it. A group moves as one thing. Shortcut: Ctrl/Cmd+G. If a shot table is inside your selection, grouping is unavailable. |
| Save as workflow | A grouped workflow can be saved. Saved workflows are listed in the canvas sidebar and can be sent back onto a canvas whenever you want them. Shot table nodes cannot be saved this way. |
| Run the whole group | For a group whose nodes depend on each other in order, one action re-runs all of it. This is what makes iteration cheap: change the character brief or the motion prompt, run the group, and every downstream shot regenerates from the new input. |
1.4 The four canvas panels
Four panels sit around the canvas: the project menu, the canvas sidebar, the account area, and the minimap.
1.4.3 Account area
Sharing, publishing, notifications and usage.
1.4.4 Minimap
Navigation for a canvas that has outgrown the screen.
Once a canvas holds more than a screenful, the minimap is how you move around it — it shows the whole layout small, with the part you are looking at marked, and jumping to another region is one action.
1.4.5 Automatic references
Pulling the right reference into a prompt without wiring it.
Instead of drawing a connection for every reference, you can refer to material by name from inside a prompt and the canvas resolves it to the node that holds it.
On a long piece this is the difference between a readable canvas and a thicket of crossing lines.
2.1.1 Multi-camera grid
Nine camera positions on the same subject, in one grid.
2.1.2 Four-panel plot progression
Four frames that carry a scene forward in sequence.
2.1.3 Continuous storyboard grid
A long grid of frames meant to read as one continuous sequence.
2.1.4 Cinematic lighting correction
Bring a frame's lighting in line with a film look.
2.1.5 Character three-view
Front, side and back of the same character, for reuse as reference.
2.1.6 Project the scene forward
Given one frame, what the scene looks like a few seconds later.
2.1.7 Project the scene backward
Given one frame, what the scene looked like a few seconds earlier.
2.1.8 Character design sheet
A fuller character reference than the three-view.
2.1.9 Storyboard
Turn a scene description into a board of frames.
Produces a storyboard from what you give it, so the shot order exists before any single shot is finished.
2.1.10 Blocking storyboard
A storyboard that also carries where people and camera move.
The same idea as the plain storyboard, with staging attached — who moves where, and where the camera goes.
2.1.11 Portrait adjustment
Change a face without changing who it is.
Adjusts a portrait — the framing, the look, the presentation — while keeping the person recognisable across the shots you already made.
2.1.12 Emotion adjustment
Shift the expression, keep the identity and the frame.
Takes a frame and changes what the face is doing emotionally. Useful when a sequence needs the same character in the same setting reacting differently, and regenerating from scratch would drift the likeness.
2.2 Image tools
What you can do to an image already on the canvas.
These act on an existing image node rather than generating from nothing. Most are reached from the menu on top of the node.
2.2.1 720° panorama
Build a panorama you can look around, then grab shots from any angle.
Generate a 720° panorama from text or a reference image, preview it live, and take screenshots from inside it. The reason to bother: it makes scene consistency easy — every shot of that location comes from the same panorama instead of being generated separately and drifting.
2.2.2 Multi-angle
Re-shoot the same image from a different camera position.
Generates the current image from other camera positions: eight points around the horizontal orbit, four vertical tilt points, and three shot-size steps.
2.2.3 Relighting
Change where the light comes from, what colour it is, and how bright.
Adjusts the lighting angle, light colour, overall brightness and rim light on an existing image. There is also a smart mode where you describe the lighting, mood or grade you want — or hand it a lighting reference — instead of setting points by hand.
2.2.4 Nine-grid
A nine-cell grid from one image.
Produces a nine-cell grid from the current image. The grid-splitting tool below is the other half of this: generate the grid, then extract the cell you want.
2.2.5 Basic image editing
Six operations behind one menu.
| Operation | What it does |
|---|---|
| Upscale | 2×, 4× or 6× upscaling. Five modes: general, low-resolution source, 3D animation, high-fidelity, and text-optimised. |
| Outpaint | Extends the image outward. Six aspect ratios, resolution at 1K, 2K or 6K, one to four results per run. |
| Inpaint | Brush or select the part you want changed, then describe the change. |
| Erase | Brush-select a region and remove what is in it. |
| Cut out | Removes the background, keeping the subject. |
| Crop | Free crop, or crop to a chosen ratio. |
2.2.6 Grid splitting
Pull one frame out of a nine- or twenty-five-cell grid.
- With the grid image uploaded, choose grid splitting from the node menu and pick the cell count that matches.
- The canvas goes into an immersive mode; click the cell you want and send it to a generator.
- The cell arrives as a new image node, grouped, ready to re-render or upscale.
2.2.7 Annotation
Circle a region, write what should happen there.
Use a brush or a box to mark a specific region of the image, then add text inside that region.
The annotation is saved with the image, so regeneration follows the marked position and the text without you writing a long description of where in the frame you meant.
2.2.8 Rotate and mirror
2.2.9 Shot groups
Several image nodes arranged into one tidy grid you can sort and manage.
A shot group pulls multiple image nodes into a regular grid layout so you can view, order and manage them as one thing. Cell order can be sorted, and both the cell count and the aspect ratio are yours to set.
What it is for: film shot lists, storyboards, mood boards — anywhere the set matters more than any single frame.
| Control | What it does |
|---|---|
| Ratio | Changes the aspect ratio of every cell. 21:9, 16:9, 9:16, 3:4, 4:3 and 1:1. |
| Cell count | Changes the row and column layout — 2x2, 3x3, 4x4, 5x5 presets, or custom. Reducing the count ungroups the overflow images and lines them up to the right of the group rather than deleting them. |
| Stitch | Merges every image in the group into one new 2K or 4K image. If the images inside are narrower than the target, export upscales them by force rather than running a real upscale — so stitch is not a substitute for upscaling first. |
| Numbering | Adds a number to each cell. With it on, the stitched image carries the number in the bottom-right of each frame. |
| Clear | Removes every image in the group, deleting the nodes and their connections. There is a confirmation step; treat it carefully. |
| Convert back | Turns the shot group into an ordinary group, keeping the images in cell order. |
| Ungroup | Dissolves it completely — the images become fully independent nodes again. |
2.3 Video tools
What you can do to a video already on the canvas.
These act on a video node. Between them they cover the whole span from cleaning up one clip to assembling a finished cut, which is the reason the canvas can hold a complete piece rather than just the generation step.
2.3.1 Upscale and frame rate
Resolution up, frame rate up, and slow motion.
Upscales a single video 2×, 4× or 6×, and raises frame rate to 30, 60 or 90fps.
A slow-down strength parameter controls the slow-motion effect: the higher the value, the slower the motion.
2.3.2 Shot analysis
Break an existing video down into its shots, as a table.
Analyses one video into its shots and presents the result as a table. Opening the table full screen shows the complete breakdown: what is in frame, the shot size, an image prompt, a camera-movement prompt, the start point, the duration, the music rhythm, and where there is speech.
The useful part is the prompts. This turns a reference video into the two prompts you would need to make something like it, instead of leaving you to describe it from scratch.
2.3.3 Trimming
Cut a segment out of one clip, with keyboard control.
Basic editing on a single video on the canvas. Currently that means taking a segment out of it.
2.3.4 Composing a cut
Join clips into a finished video without leaving the canvas.
Joins several clips into one complete video, which is what closes the loop: generation and assembly happen on the same canvas rather than in a separate editor.
- Connect two or more video nodes — or video plus audio — and drag the connection out to the right, then choose video composition.
- Open the composition panel from the node; the timeline editor appears along the bottom.
- Add and remove clips as you go.
- Collapse the panel for half-screen mode, where you add and remove on the canvas itself and can drag a local video straight onto the track without uploading it again.
- Play to check the whole thing, compose to produce the result, then download the final video.
2.3.5 Separating voice from background
Pulls a clean voice track, or a clean background track, out of a video. Select the clip on the canvas, choose voice separation from the top toolbar, and pick which of the two you want.
2.3.6 Splitting audio from picture
Separates the picture from the audio. Select the clip on the canvas and choose the split option from the top toolbar.
2.3.7 Automatic editing
Hand it raw material and a brief; it returns a cut you could publish.
This is the tool aimed at the repetitive half of editing. It analyses and arranges material across tracks, matches motion, beat and layout to what is in frame, and produces a cut in one action.
2.3.8 Frame-by-frame study
Step through a reference video frame by frame.
2.3.9 Continuing a video
Extend from any point, not just the end.
Pick the point to continue from, describe what happens next, and optionally add new reference images or video. The continuation is built on the original's characters, setting and visual style rather than starting fresh.
Being able to start from any timestamp is the part that matters: a shot that goes wrong halfway does not mean regenerating the whole clip.
2.3.10 Re-shooting a segment
Replace one stretch of a video instead of the whole thing.
Marks a segment of an existing video and generates a replacement for just that stretch, leaving the rest intact.
2.3.11 Depth and motion capture
Extract movement from a video so another shot can reuse it.
Extracts depth and motion information from a clip. The result arrives on the canvas as its own node, so a downstream video node can be driven by that movement.
2.4 The staging console
A 3D blocking space that lives in one node on the canvas.
2.4.1 The staging node
Block out a scene in rough 3D, then screenshot it as composition reference.
A lightweight 3D composition node. You build the space the way you would with blocks — figures, simple shapes, a camera — then take screenshots from the angles you want.
The point is not to render anything in 3D. It is to produce a composition reference that an image or video model reads accurately, which is much harder to get from a text description of where everyone is standing.
2.4.2 Basic usage path
Four steps from an empty canvas to a scene you can screenshot.
| Step | What you do | What to look at |
|---|---|---|
| 1 | Double-click an empty spot on the canvas to create a staging node. | |
| 2 | Open the node to enter the 3D space. | |
| 3 | Add models. Four kinds: a figure mannequin, basic geometry, a crowd array, or a file from your machine. | Left panel lists everything in the space — delete, rename, group and ungroup, hide and show. Right panel holds the properties of whatever is selected, and there are four kinds of selection: the scene itself, a character, an element, and the camera. |
| 4 | Move things into position. Three modes — move, rotate, scale — and holding Shift scales uniformly. | With a model selected you can also change its colour from the properties panel. |
2.4.3 Poses and panoramas
2.4.4 What it is good for
Complex blocking, and getting the camera where you meant.
The examples in the source all come down to the same two problems: several people standing in specific places relative to each other, and a camera angle that a text prompt keeps missing.
2.4.5 Motion and camera paths
Two different lines: the one a character walks, and the one the camera takes.
2.4.5.1 Character motion path
Make a character walk a set route through the space.
- Select the character in the object tree on the left.
- A create-motion entry appears on the right.
- Click it and a default path is generated.
- Pick a path template — straight line, circle, rectangle.
- Click any point on the path to adjust it on three axes: left and right, forward and back, and height.
- Each adjustment is recorded as a keyframe on the timeline.
- Press play and the character walks the path.
2.4.5.2 Camera moves
Push, pull, pan, track, orbit, crane — from templates.
- Select the camera in the object tree on the left.
- Use the create-camera-move entry on the right; the move templates appear.
- Pick one — push in, pull out, track sideways, orbit, crane up, dive down.
- The path, camera height, look-at target and keyframes are generated for you.
- Choose what the camera watches: a character, an object, or a point you set by hand.
- Play it back in the director view to see the whole path, or switch to the camera view to see the actual shot.
2.4.5.3 Follow shots
The camera tracks a moving character without manual binding.
- Select the character.
- Turn on following the object and following the view.
- Set only four things: follow distance, camera height, shooting angle, and lens range.
- Play it — the character walks its own path and the camera keeps the distance and height you set.
2.4.6 Staging shortcuts
The keys that make blocking fast instead of fiddly.
| Group | Keys |
|---|---|
| Modes | V move R rotate S scale X snap to grid |
| Views | T top view Y front view Q reset the view |
| Basics | Ctrl+G group Ctrl+Shift+G ungroup Ctrl+Z undo Delete remove |
2.4.7 3D application plugin
Send a blocked-out scene straight across from a 3D application.
The source publishes a plugin for a common open-source 3D application. It records the untextured blocking in the viewport, or grabs a still, and sends it across in one action — no downloading and re-uploading between the two tools.
Why it exists: blocking a scene properly is easier in a real 3D application, and the round trip through files is what usually stops people doing it.
2.5 Audio tools
Three operations on an audio node.
All three are reached the same way: select an audio clip on the canvas and pick the operation from the top toolbar.
2.5.1 Trimming audio
Precise trimming of an audio clip, to keep the part that is worth keeping.
2.5.2 Changing audio speed
Speeds audio up or slows it down, so it sits against the rhythm of the picture.
2.5.3 Custom splitting
3.1 Style templates
Pick a look from a library instead of describing it every time.
A library of style templates covering a range of visual types. Choose one and the generated work applies that style automatically.
- Create an image node and open the style library from the generator at the bottom.
- Browse by category or search by keyword — the categories cover photography, e-commerce and marketing, anime and game art, and stylised illustration.
- Pick the style; its tag loads into the generator. Fill in the rest of the prompt, then generate.
3.2 Element extraction
Take elements out of images on the canvas and combine them.
- Create an image node and open element extraction from the generator; the canvas goes into immersive mode, and Esc leaves it.
- Click the element you want on any other image on the canvas — it is recognised automatically, outlined in white, and its name is loaded into the generator.
- Once the elements are chosen, finish the prompt and generate.
This works across one image or several, which is the point: the character from one frame and the product from another can go into the same new image without you describing either of them in words.
3.3 Detail close-ups
Box-select part of a frame and get a close-up of it.
- Create an image node and open the close-up tool from the generator; the canvas goes into immersive mode, and Esc leaves it.
- Pick an image, box-select the detail you want focused, and confirm.
- Generate the close-up directly, or add a short prompt first to steer it — an expression, an action, a detail on an object, or the shooting angle.
3.4 Camera control
Set body, lens, focal length and aperture on realistic images.
- In the image generator, write the prompt, then switch on camera control at the bottom — it turns green when active.
- Open the panel and set the camera, lens, focal length and aperture you want, then apply.
- Generate.
The source's own comparison keeps the prompt fixed and changes only the optics: 125mm at f/11, then 125mm at f/4, then 35mm at f/4. Same subject, three different photographs — which is the argument for the feature. Depth of field and compression are things a text prompt describes badly and a focal length and aperture describe exactly.
4.1 Reusable subjects
Register a character, product or pet once, then call it in later generations.
Build a reusable subject identity from several images or one video clip, then call it in supported models later. It is the mechanism for keeping a character, product, pet or person consistent across generations that happen days apart.
5.1 Image models
What actually differs between them, and where the real list is.
The source guide keeps a long table of its own image models with a capability summary for each. That list is deliberately not reproduced here: CinAI publishes its own model catalogue, and two lists answering the same question on one site go out of sync the first time either side updates.
What does carry over is the shape of the differences worth checking before you pick one.
5.2 Video models
The capability list, and the rules that come with real footage.
As with image models, the source's per-model capability table is not reproduced — the same duplication problem applies. The parts worth carrying over are the constraints, because those are what break a shot after you have already paid for it.
5.3 Language models
What the text side is actually used for here.
The language models in a canvas tool are not there for chat. They do four jobs: write prompts, read an existing image or video back into a prompt, draft and develop a story or script, and build character definitions.
The multi-modal ones take images, video and audio as instruction alongside text, which is what makes reading a reference back into a prompt possible.
5.4 Audio models
Voice, speech and music — and the one that carries a voice you made.
5.4.1 Voice cloning
Record a sample once, generate in that voice afterwards.
Record a voice sample and it becomes a voice you own in the library. After that, text you enter is generated in that voice, so narration stays consistent across episodes instead of shifting each time.
- Create an audio node and pick a speech model.
- Open advanced settings and go to switch voice.
- In the voice library, open your own voices and start a new clone.
5.4.2 Audio model capabilities
Three different jobs, three different kinds of model.
6 Keyboard shortcuts
Where to find the full list, and the two facts about it.
The shortcut panel opens from the project menu, and the source groups the bindings into creation, zoom, moving the canvas, and everything else.










