CinAISkills
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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.

Where the work happensReading happens here on cinai.io. Running happens in CinAI Studio at cinai.tv — every skill and workflow page has a link straight into it.

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.

No prompt writing requiredThe prompts ship inside the graph. You can read them, edit them, or leave them alone.

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.

Reading a workflow page
  1. The header tells you how many steps and connections the graph has, and when it last changed.
  2. Each run below shows the model it called, the prompt it was given, and what came out.
  3. The input row on a run shows which earlier runs feed it, and which files were uploaded.
  4. 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.

How to choose one
  1. Open a category and read the when-to-use line on each skill — that line is the buying signal.
  2. Run one workflow end to end on material you already have, so you know its real limits.
  3. Look at the workflow pages in the same category to see how many steps a finished piece actually takes.
  4. 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.

What each group is for

Cinematic

Film-look sequences: camera moves, lighting, characters that hold their appearance from shot to shot. The deepest group in the library.

Who needs it: filmmakers and creators making narrative pieces, trailers and title sequences.

Marketing

Product and campaign material — the ad, the hero shot, the short cut for a feed.

Who needs it: shop owners and small marketing teams who need output weekly and cannot brief an agency each time.

Story

Narrative work where the sequence matters: scenes in order, a character carried through them.

Who needs it: writers and channel owners turning a script into something watchable.

Explainer

Making something understood — process, product, idea — in a short, clear piece.

Who needs it: teams with a product that needs explaining before it can be sold.

Game

Game-facing assets and motion: characters, scenes, promotional cuts.

Who needs it: indie studios and game channels that need art volume without an art department.

Music

Work built around a track: visuals cut to audio, performance pieces, loops.

Who needs it: artists and labels releasing regularly on a fixed budget.

Design

Composed stills and graphic work rather than motion.

Who needs it: brands and creators who need a look defined before anything moves.

Remake

Taking existing material and turning it into something new — restyled, re-cut, extended.

Who needs it: anyone sitting on a library of footage or stills that could work again.

Read the skill pages, not this listThese summaries tell you which group to open. The skill pages inside carry the text written by the people who built each workflow, including what it produces and when to use it.

From library to canvas

The path from reading a page here to a finished file.

The whole loop
  1. Find a skill or workflow here and read what it produces.
  2. Open it in CinAI Studio — the link is on the page.
  3. Replace the inputs with your own reference images, footage or text.
  4. Run it. Each step writes its output back onto the canvas.
  5. Adjust the step that disappointed you and run that step again, not the whole graph.
Run one step at a timeGraphs are worth using because you can re-run a single node. Change the prompt on the shot that missed and leave the nine that landed alone.

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.

What tends to work
  1. Pick one category and know it properly, so your recommendation is a workflow and not a product.
  2. Link to the specific skill or workflow page, not the front door.
  3. Show your own run, with your own material, as the proof.
  4. 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.

Not verified on CinAIThis section documents canvas tooling from a partner studio's guide. It has not been checked against CinAI Studio, so a feature described here may work differently or may not exist. Treat the workflow pages on this site as the source of truth for what CinAI runs.
Two ways in
  1. From the home page, under recent projects, start a new piece of work — that opens an empty canvas.
  2. 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.

Not verified on CinAIThis section documents canvas tooling from a partner studio's guide. It has not been checked against CinAI Studio, so a feature described here may work differently or may not exist. Treat the workflow pages on this site as the source of truth for what CinAI runs.

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

Not verified on CinAIThis section documents canvas tooling from a partner studio's guide. It has not been checked against CinAI Studio, so a feature described here may work differently or may not exist. Treat the workflow pages on this site as the source of truth for what CinAI runs.

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.

Not verified on CinAIThis section documents canvas tooling from a partner studio's guide. It has not been checked against CinAI Studio, so a feature described here may work differently or may not exist. Treat the workflow pages on this site as the source of truth for what CinAI runs.
Two ways text gets in

You write it

Choose to write the content yourself, then type or paste into the node.

A language model writes it

The text generator is wired to several large language models. Give it a plain-language brief or a structured prompt and it produces the text.

The result appears inside the text node itself, so the next node can read it.

1.2.3 Image node

Holds one image — uploaded, or generated.

Not verified on CinAIThis section documents canvas tooling from a partner studio's guide. It has not been checked against CinAI Studio, so a feature described here may work differently or may not exist. Treat the workflow pages on this site as the source of truth for what CinAI runs.
Two ways an image gets in

You upload it

Drag an image onto the canvas from outside, or right-click empty canvas and upload.

An image model generates it

The image generator handles text-to-image, image-to-image, multi-reference blending and image editing.

The result appears inside the image node.

Model names left out on purposeThe source guide lists its own image model line-up here. CinAI has its own catalogue, and two different lists on one site is worse than none — so check the models CinAI actually runs on the workflow pages instead.

1.2.4 Video node

Holds one video — uploaded, or generated.

Not verified on CinAIThis section documents canvas tooling from a partner studio's guide. It has not been checked against CinAI Studio, so a feature described here may work differently or may not exist. Treat the workflow pages on this site as the source of truth for what CinAI runs.
Two ways a video gets in

You upload it

Drag a video onto the canvas, or right-click empty canvas and upload.

A video model generates it

The video generator handles text-to-video, image-to-video, first-and-last-frame, and multi-modal reference generation, plus video editing and extending an existing clip.

The result appears inside the video node.

1.2.5 Audio node

Holds one audio clip — uploaded, or generated.

Not verified on CinAIThis section documents canvas tooling from a partner studio's guide. It has not been checked against CinAI Studio, so a feature described here may work differently or may not exist. Treat the workflow pages on this site as the source of truth for what CinAI runs.
Two ways audio gets in

You upload it

Drag an audio file onto the canvas, or right-click empty canvas and upload.

An audio model generates it

Generate music or sound effects from a text brief, or turn text into speech.

1.2.6 Script node

Turns a written script into shots, then hands those shots to the generators.

Not verified on CinAIThis section documents canvas tooling from a partner studio's guide. It has not been checked against CinAI Studio, so a feature described here may work differently or may not exist. Treat the workflow pages on this site as the source of truth for what CinAI runs.

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.

The path through it
  1. Write or paste the script, or have a language model draft it from a premise.
  2. The node splits it into shots and lists them, so you can read the breakdown before anything is generated.
  3. 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.
  4. Confirm the shot assets and prompts, then batch-generate — either storyboard frames or video for each shot.
  5. 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.
Which way information flowsInformation moves from the script down to the shot group, not back up. Editing a prompt inside a generator does not change the script it came from. Ungrouping the shot group does not wipe what the generators hold — it becomes an ordinary group.

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

Not verified on CinAIThis section documents canvas tooling from a partner studio's guide. It has not been checked against CinAI Studio, so a feature described here may work differently or may not exist. Treat the workflow pages on this site as the source of truth for what CinAI runs.

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.

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On a selected node

Save as an asset

Name and categorise what the node holds, and save it. It is then available from the assets panel in the canvas sidebar whenever you need it again.

Copy and paste

Ctrl/Cmd+C then Ctrl/Cmd+V duplicates a single node. The connections are not carried over.

Duplicate

Duplicates the node and keeps its existing connections.

This is the one to reach for when you want several different results from the same reference material — you get multiple versions without rewiring anything.

Delete

The Delete key removes the selected node. Ctrl/Cmd+Z brings it back.

1.3 Building a workflow

Connections are what turn a pile of nodes into a workflow.

Not verified on CinAIThis section documents canvas tooling from a partner studio's guide. It has not been checked against CinAI Studio, so a feature described here may work differently or may not exist. Treat the workflow pages on this site as the source of truth for what CinAI runs.

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.

Not verified on CinAIThis section documents canvas tooling from a partner studio's guide. It has not been checked against CinAI Studio, so a feature described here may work differently or may not exist. Treat the workflow pages on this site as the source of truth for what CinAI runs.
Reference → image → video
  1. 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.
  2. 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.
  3. 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.
  4. 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.

Not verified on CinAIThis section documents canvas tooling from a partner studio's guide. It has not been checked against CinAI Studio, so a feature described here may work differently or may not exist. Treat the workflow pages on this site as the source of truth for what CinAI runs.
Three operations
OperationWhat 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

Not verified on CinAIThis section documents canvas tooling from a partner studio's guide. It has not been checked against CinAI Studio, so a feature described here may work differently or may not exist. Treat the workflow pages on this site as the source of truth for what CinAI runs.

Four panels sit around the canvas: the project menu, the canvas sidebar, the account area, and the minimap.

1.4.1 Project menu

Not verified on CinAIThis section documents canvas tooling from a partner studio's guide. It has not been checked against CinAI Studio, so a feature described here may work differently or may not exist. Treat the workflow pages on this site as the source of truth for what CinAI runs.

Top left of the canvas. It holds the project-level actions — reaching all your projects, and the settings that apply to the project you have open rather than to a single node.

1.4.2 Canvas sidebar

Where saved material and saved workflows live.

Not verified on CinAIThis section documents canvas tooling from a partner studio's guide. It has not been checked against CinAI Studio, so a feature described here may work differently or may not exist. Treat the workflow pages on this site as the source of truth for what CinAI runs.

The sidebar on the left of the canvas is the library for one project. It is where the assets you saved from nodes are listed, and where saved workflows can be opened and sent onto the canvas.

It is worth using early. The alternative — keeping reference material outside the tool and re-uploading it per shot — is the thing that makes long pieces slow.

1.4.3 Account area

Sharing, publishing, notifications and usage.

Not verified on CinAIThis section documents canvas tooling from a partner studio's guide. It has not been checked against CinAI Studio, so a feature described here may work differently or may not exist. Treat the workflow pages on this site as the source of truth for what CinAI runs.
What sits in the top-right corner

Share and publish

Sharing hands the canvas to someone else, and they see the canvas plus everything done on it afterwards.

Publishing sends the canvas and its finished video to the community feed; once it passes review it appears there.

Notifications

System notices, plus the likes and comments on work you published.

Membership and usage

Where the plan and the credit usage are shown.

Prices are deliberately not reproduced here: they are the partner studio's commercial terms, they change, and CinAI's own pricing is a separate thing entirely.

1.4.4 Minimap

Navigation for a canvas that has outgrown the screen.

Not verified on CinAIThis section documents canvas tooling from a partner studio's guide. It has not been checked against CinAI Studio, so a feature described here may work differently or may not exist. Treat the workflow pages on this site as the source of truth for what CinAI runs.

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.

2.1 The shortcut menu

One-shot generators for shot setups you would otherwise build by hand.

Not verified on CinAIThis section documents canvas tooling from a partner studio's guide. It has not been checked against CinAI Studio, so a feature described here may work differently or may not exist. Treat the workflow pages on this site as the source of truth for what CinAI runs.

These are reached from a slash menu on the canvas. Each one takes a reference and produces a specific named result — a grid of angles, a turnaround, a relit frame — rather than a general image.

The point of them is repetition. Building a nine-angle grid by wiring nine generators is the same work every time, so it became one action.

2.1.1 Multi-camera grid

Nine camera positions on the same subject, in one grid.

Not verified on CinAIThis section documents canvas tooling from a partner studio's guide. It has not been checked against CinAI Studio, so a feature described here may work differently or may not exist. Treat the workflow pages on this site as the source of truth for what CinAI runs.
Illustration only in the sourceThe source covers this with screen recordings rather than text, and that media could not be carried over. The heading is kept so the outline matches the guide it came from.

2.1.2 Four-panel plot progression

Four frames that carry a scene forward in sequence.

Not verified on CinAIThis section documents canvas tooling from a partner studio's guide. It has not been checked against CinAI Studio, so a feature described here may work differently or may not exist. Treat the workflow pages on this site as the source of truth for what CinAI runs.
Illustration only in the sourceThe source covers this with screen recordings rather than text, and that media could not be carried over. The heading is kept so the outline matches the guide it came from.

2.1.3 Continuous storyboard grid

A long grid of frames meant to read as one continuous sequence.

Not verified on CinAIThis section documents canvas tooling from a partner studio's guide. It has not been checked against CinAI Studio, so a feature described here may work differently or may not exist. Treat the workflow pages on this site as the source of truth for what CinAI runs.
Illustration only in the sourceThe source covers this with screen recordings rather than text, and that media could not be carried over. The heading is kept so the outline matches the guide it came from.

2.1.4 Cinematic lighting correction

Bring a frame's lighting in line with a film look.

Not verified on CinAIThis section documents canvas tooling from a partner studio's guide. It has not been checked against CinAI Studio, so a feature described here may work differently or may not exist. Treat the workflow pages on this site as the source of truth for what CinAI runs.
Illustration only in the sourceThe source covers this with screen recordings rather than text, and that media could not be carried over. The heading is kept so the outline matches the guide it came from.

2.1.5 Character three-view

Front, side and back of the same character, for reuse as reference.

Not verified on CinAIThis section documents canvas tooling from a partner studio's guide. It has not been checked against CinAI Studio, so a feature described here may work differently or may not exist. Treat the workflow pages on this site as the source of truth for what CinAI runs.

2.1.6 Project the scene forward

Given one frame, what the scene looks like a few seconds later.

Not verified on CinAIThis section documents canvas tooling from a partner studio's guide. It has not been checked against CinAI Studio, so a feature described here may work differently or may not exist. Treat the workflow pages on this site as the source of truth for what CinAI runs.
Illustration only in the sourceThe source covers this with screen recordings rather than text, and that media could not be carried over. The heading is kept so the outline matches the guide it came from.

2.1.7 Project the scene backward

Given one frame, what the scene looked like a few seconds earlier.

Not verified on CinAIThis section documents canvas tooling from a partner studio's guide. It has not been checked against CinAI Studio, so a feature described here may work differently or may not exist. Treat the workflow pages on this site as the source of truth for what CinAI runs.
Illustration only in the sourceThe source covers this with screen recordings rather than text, and that media could not be carried over. The heading is kept so the outline matches the guide it came from.

2.1.8 Character design sheet

A fuller character reference than the three-view.

Not verified on CinAIThis section documents canvas tooling from a partner studio's guide. It has not been checked against CinAI Studio, so a feature described here may work differently or may not exist. Treat the workflow pages on this site as the source of truth for what CinAI runs.

2.1.9 Storyboard

Turn a scene description into a board of frames.

Not verified on CinAIThis section documents canvas tooling from a partner studio's guide. It has not been checked against CinAI Studio, so a feature described here may work differently or may not exist. Treat the workflow pages on this site as the source of truth for what CinAI runs.

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.

Not verified on CinAIThis section documents canvas tooling from a partner studio's guide. It has not been checked against CinAI Studio, so a feature described here may work differently or may not exist. Treat the workflow pages on this site as the source of truth for what CinAI runs.

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.

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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.

Not verified on CinAIThis section documents canvas tooling from a partner studio's guide. It has not been checked against CinAI Studio, so a feature described here may work differently or may not exist. Treat the workflow pages on this site as the source of truth for what CinAI runs.

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.

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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.

Not verified on CinAIThis section documents canvas tooling from a partner studio's guide. It has not been checked against CinAI Studio, so a feature described here may work differently or may not exist. Treat the workflow pages on this site as the source of truth for what CinAI runs.

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.

Three ways in

From the node menu

Builds a panorama straight from the current image. No prompt tuning; the result keeps the spatial layout and detail of the original closely.

Panorama mode in the generator

Generate from text — for example a description of a child's bedroom with a stated colour scheme and theme.

Or reference plus text: ask for a panorama based on the reference, describing the scene. The result matches the reference's style and spatial theme closely, but the details will not be identical.

Right-click into preview

For an image that is already a standard 720° panorama, go straight into live preview.

Inside the panorama

Free look and capture

Rotate freely and screenshot the current view.

Four-angle capture

Captures every 90°, giving front, back, left and right of the environment automatically.

Twelve-angle capture

Captures every 30°, giving twelve angles.

Reset and guides

Return to the starting angle, and turn on composition guide lines.

Where it struggles, per the sourceOpen outdoor scenes with no clear architecture or object to anchor on — grassland, desert, open sea — often come out without strong panorama character. Generation is also random: sometimes the panorama look is weak and regenerating once or twice fixes it, and seams that do not close perfectly or slight spatial distortion cannot be fully avoided. For reference-driven image and video generation that rarely matters. Highly personal illustration styles will not hold at 100% consistency.

2.2.2 Multi-angle

Re-shoot the same image from a different camera position.

Not verified on CinAIThis section documents canvas tooling from a partner studio's guide. It has not been checked against CinAI Studio, so a feature described here may work differently or may not exist. Treat the workflow pages on this site as the source of truth for what CinAI runs.

Generates the current image from other camera positions: eight points around the horizontal orbit, four vertical tilt points, and three shot-size steps.

Two ways to set the camera

3D coordinate ball

Drag the camera icon on the ball, or use the four arrows around it.

Numeric sliders

Drag the sliders to the values you want.

Presets and extra promptSix angle presets sit at the top of the editor — one click loads the camera parameters, then generate. Turning on the extra prompt field lets you push the result further than the angle alone: asking for an extreme close-up on a wide lens with fisheye distortion at the edges layers a lens character on top of the chosen position.

2.2.3 Relighting

Change where the light comes from, what colour it is, and how bright.

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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.

The controls

3D coordinate ball — 26 key positions, 9 rim positions

Drag to set the lighting angle. Rim light has to be switched on separately.

When the panel opens, the default key angle (front) is not active. The light only counts as set once you click or drag the source and it lights up.

With rim light on, the key light cannot sit inside the nine back-light positions rim light uses — put it there and rim light switches itself off or refuses to turn on.

Six key-angle presets on the right can be applied directly.

Brightness — 5 steps

Default is 50%, and the bar is grey until you touch it; it turns blue once the value is actually applied.

The lowest step, 10%, gives a dark mood. The highest, 100%, blows the image out.

Colour

Sets the key light colour from a palette. No value by default — click to open the picker.

Smart mode

Switch it on and describe the result: shift the light into golden hour, make the mood bleaker and more oppressive, or match the grade of a particular kind of film.

Or upload a lighting reference and skip the prompt entirely — the reference alone drives the result.

Six lighting presets are also provided; clicking one loads its parameters, then generate.

2.2.4 Nine-grid

A nine-cell grid from one image.

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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.

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What each one does
OperationWhat 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.

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Extracting a cell
  1. With the grid image uploaded, choose grid splitting from the node menu and pick the cell count that matches.
  2. The canvas goes into an immersive mode; click the cell you want and send it to a generator.
  3. The cell arrives as a new image node, grouped, ready to re-render or upscale.
Moving the split linesHover a split line and the cursor becomes a left-right arrow — drag to move it. Once the lines are where you want them, create the shot group or upscale directly. A one-click reset puts the lines back.

2.2.7 Annotation

Circle a region, write what should happen there.

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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.

If you are deleting or changing content this wayThe source recommends using the newest image model available, and adding to the prompt that no trace of the annotation should remain after the edit — otherwise the marks themselves can survive into the result.

2.2.8 Rotate and mirror

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Two operations

Rotate

Three ways: fixed steps, which turn the image 90° clockwise each click; a typed angle, any whole number from 0 to 360 clockwise, applied live; or dragging to any angle by hand.

Mirror

Horizontal mirror flips left to right. Vertical mirror flips top to bottom.

2.2.9 Shot groups

Several image nodes arranged into one tidy grid you can sort and manage.

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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.

Three ways to create one

From several image nodes

Box-select the image nodes, group them from the top toolbar, and choose to merge into a shot group. The layout is chosen automatically from how many images you selected.

By converting an ordinary group

Select a group that contains only image nodes; a convert-to-shot-group option appears in the top toolbar.

Shortcut: Command+Option+G on Mac, Ctrl+Alt+G on Windows.

From grid splitting

After splitting a grid image, create the shot group directly from the result.

What the toolbar offers
ControlWhat 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.

Right-clickDuplicating a shot group keeps all its internal connections. Copy, paste and delete behave as they do elsewhere.

2.3 Video tools

What you can do to a video already on the canvas.

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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.

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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.

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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.

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Basic editing on a single video on the canvas. Currently that means taking a segment out of it.

What it acceptsVideo up to 10 minutes, resolution up to 1080p, mp4.
Keyboard

← / →

Moves the selection along the timeline without changing its length.

↑ / ↓

Adjusts the selection length in 0.1s steps.

Shift

Precision mode — 0.01s steps.

I / O

Sets the in and out points.

2.3.4 Composing a cut

Join clips into a finished video without leaving the canvas.

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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.

What it handles

Sequential joining

Differences between clips are normalised automatically so they join without a visible seam.

Original audio can be mixed with a separate track — music or voice-over — and muted or unmuted in one action.

Timeline editing

Drag to reorder, trim the in and out points, select and press Delete to remove. Space plays and pauses while you work.

Live preview

Preview and timeline are linked both ways: click the timeline to jump the picture. Pause, fast-forward, step frame by frame, or go full screen.

Long cuts

Composition up to 20 minutes, audio and video together, exportable.

How to run it
  1. Connect two or more video nodes — or video plus audio — and drag the connection out to the right, then choose video composition.
  2. Open the composition panel from the node; the timeline editor appears along the bottom.
  3. Add and remove clips as you go.
  4. 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.
  5. Play to check the whole thing, compose to produce the result, then download the final video.

2.3.5 Separating voice from background

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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

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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.

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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.

Four scenarios it covers

Talking head

Removes filler words and pauses, then adds picture-in-picture of the speaker, animated highlight text, transitions and subtitles.

Input can be a rough recording you made, or a script plus a reference voice.

Batch advertising

Give it the product information and the target scene, and it produces several shoppable videos in one run rather than one at a time.

It can also be pointed at a reference video: match this rhythm and camera movement, using my product images.

Automatic mashup

Several source clips in, beat-synced and visually focused cut out — the product stays tracked through the cut.

Faceless narration

A reference voice and a script — or a single line describing the topic — produce an explainer without anyone appearing on camera.

2.3.8 Frame-by-frame study

Step through a reference video frame by frame.

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Illustration only in the sourceThe source covers this with screen recordings rather than text, and that media could not be carried over. The heading is kept so the outline matches the guide it came from.

2.3.9 Continuing a video

Extend from any point, not just the end.

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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.

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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.

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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.

Limits and resolutionProcessing handles clips up to 3 minutes. The default is 480p, which is fast. 720p is available for clips of 30 seconds or less and takes longer.

2.4 The staging console

A 3D blocking space that lives in one node on the canvas.

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If the node will not openThe source notes this needs hardware graphics acceleration turned on in the browser settings. Without it the node does not open at all.

2.4.1 The staging node

Block out a scene in rough 3D, then screenshot it as composition reference.

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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.

Four kinds of object, each with its own properties

3D scene

The space as a whole.

Character

A plain human figure, used for placement and pose.

Element

Basic shapes standing in for props and set pieces.

Camera

The shooting position.

2.4.2 Basic usage path

Four steps from an empty canvas to a scene you can screenshot.

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Start to finish
StepWhat you doWhat 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

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Two things worth knowing

Posing a figure

Select a character and adjust the pose from the properties panel, rather than accepting the default standing figure.

Setting a panorama as the environment

Three ways to get one in: upload from your machine, pick from your generation history, or convert an ordinary scene image into a panorama in one action.

2.4.4 What it is good for

Complex blocking, and getting the camera where you meant.

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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.

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2.4.5.1 Character motion path

Make a character walk a set route through the space.

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How the source sets one up
  1. Select the character in the object tree on the left.
  2. A create-motion entry appears on the right.
  3. Click it and a default path is generated.
  4. Pick a path template — straight line, circle, rectangle.
  5. Click any point on the path to adjust it on three axes: left and right, forward and back, and height.
  6. Each adjustment is recorded as a keyframe on the timeline.
  7. Press play and the character walks the path.
What the source uses it for

Walking somewhere

From the doorway to the middle of the room; up steps, down a slope, across the scene.

Walking around something

A full circuit of a product or a prop — hard to describe in a prompt, easy to draw as a path.

Blocking a scene

Where each person stands and when they move: short-form drama, episodic work with several characters, and showing a person with a product.

2.4.5.2 Camera moves

Push, pull, pan, track, orbit, crane — from templates.

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Building a camera move
  1. Select the camera in the object tree on the left.
  2. Use the create-camera-move entry on the right; the move templates appear.
  3. Pick one — push in, pull out, track sideways, orbit, crane up, dive down.
  4. The path, camera height, look-at target and keyframes are generated for you.
  5. Choose what the camera watches: a character, an object, or a point you set by hand.
  6. Play it back in the director view to see the whole path, or switch to the camera view to see the actual shot.
When each move earns its place

Slow push in

Bringing a character on, making an entrance land.

Pull out

Revealing the whole space after a tight shot.

Sideways track

Showing depth and layers in a space.

No shortcut for this oneThe source states there is no keyboard shortcut for creating a camera move.

2.4.5.3 Follow shots

The camera tracks a moving character without manual binding.

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Setting one up
  1. Select the character.
  2. Turn on following the object and following the view.
  3. Set only four things: follow distance, camera height, shooting angle, and lens range.
  4. Play it — the character walks its own path and the camera keeps the distance and height you set.
Three things the source is explicit aboutThe character's path and the camera's path are not the same line. A character path can sit on the ground; the camera cannot simply adopt a ground-hugging path. And a follow shot is really a camera group — the system maintains the distance, height and look-at relationship between camera and character for you.

2.4.6 Staging shortcuts

The keys that make blocking fast instead of fiddly.

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Keyboard
GroupKeys
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.

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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.

Download links not reproducedThe plugin and its install guide live on the partner studio's own domain. Get them from the source guide rather than from here — this page cannot vouch for what is behind a link it does not control.

2.5 Audio tools

Three operations on an audio node.

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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

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Precise trimming of an audio clip, to keep the part that is worth keeping.

2.5.2 Changing audio speed

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Speeds audio up or slows it down, so it sits against the rhythm of the picture.

2.5.3 Custom splitting

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Illustration only in the sourceThe source covers this with screen recordings rather than text, and that media could not be carried over. The heading is kept so the outline matches the guide it came from.

3.1 Style templates

Pick a look from a library instead of describing it every time.

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A library of style templates covering a range of visual types. Choose one and the generated work applies that style automatically.

Using one
  1. Create an image node and open the style library from the generator at the bottom.
  2. Browse by category or search by keyword — the categories cover photography, e-commerce and marketing, anime and game art, and stylised illustration.
  3. Pick the style; its tag loads into the generator. Fill in the rest of the prompt, then generate.
Custom style templatesAdding 5 to 20 images that share a style teaches the style's characteristics, and publishing the result as a template makes it available like any other. The source hosts the template builder on its own site; only some of its image models support custom templates.

3.2 Element extraction

Take elements out of images on the canvas and combine them.

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How it goes
  1. Create an image node and open element extraction from the generator; the canvas goes into immersive mode, and Esc leaves it.
  2. 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.
  3. 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.

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How it goes
  1. Create an image node and open the close-up tool from the generator; the canvas goes into immersive mode, and Esc leaves it.
  2. Pick an image, box-select the detail you want focused, and confirm.
  3. 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.
It infers the intentThe source says the tool reasons about what a close-up of that selection should be, so confirming the box is enough to generate — the prompt is refinement, not a requirement.

3.4 Camera control

Set body, lens, focal length and aperture on realistic images.

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Turning it on
  1. In the image generator, write the prompt, then switch on camera control at the bottom — it turns green when active.
  2. Open the panel and set the camera, lens, focal length and aperture you want, then apply.
  3. 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.

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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.

Two ways to create one

From images

Works for characters, products, pets and people. Right-click an image or video node and create the subject.

A completion step suggests adding two or three more images of the subject from other angles.

Name it, and optionally give it a voice — upload or pick 5 to 30 seconds of audio or video from your history and a voice is derived from it.

A description can be generated for it in one action. That description is not a note: it is turned into prompt reinforcement and appended to the model prompt on every generation that uses the subject.

From video

Characters and people only. Add two or three images from other angles, or a single continuous shot of 3 to 60 seconds.

Only some models read itThe source ties this to particular video models rather than all of them. Which models support a reusable subject is a per-model capability, so check the model before relying on it.

5.1 Image models

What actually differs between them, and where the real list is.

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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.

Where image models diverge

Precise editing

Whether you can point at a region — box, click, line, arrow — and have the edit land there, rather than re-describing the whole frame.

Skin and light under hard conditions

Night rain, strong backlight, neon reflection. This is where the plastic look shows up, and where models differ most.

Text and layout

Posters, cards and simple charts need legible rendered text and a layout that holds. Multilingual input and output is part of the same capability.

Multi-reference blending

Handing over a person, a product and a background and getting light and composition reworked into one coherent image — plus whether the result stays editable in layers afterwards.

5.2 Video models

The capability list, and the rules that come with real footage.

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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.

Reference modes are mutually exclusiveImage-to-video from a first frame, image-to-video with first and last frame, and multi-modal reference generation are three separate modes and cannot be mixed. With multi-modal reference you can nominate an image as the first or last frame through the prompt, which approximates the combination — but if the first and last frames must match exactly, use the dedicated first-and-last-frame mode instead.
Footage of real people goes through reviewThe source states that material featuring real people requires a compliance check before some models will process it. Plan for that step rather than discovering it mid-project.

5.3 Language models

What the text side is actually used for here.

Not verified on CinAIThis section documents canvas tooling from a partner studio's guide. It has not been checked against CinAI Studio, so a feature described here may work differently or may not exist. Treat the workflow pages on this site as the source of truth for what CinAI runs.

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.

Not verified on CinAIThis section documents canvas tooling from a partner studio's guide. It has not been checked against CinAI Studio, so a feature described here may work differently or may not exist. Treat the workflow pages on this site as the source of truth for what CinAI runs.

5.4.1 Voice cloning

Record a sample once, generate in that voice afterwards.

Not verified on CinAIThis section documents canvas tooling from a partner studio's guide. It has not been checked against CinAI Studio, so a feature described here may work differently or may not exist. Treat the workflow pages on this site as the source of truth for what CinAI runs.

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.

Creating one
  1. Create an audio node and pick a speech model.
  2. Open advanced settings and go to switch voice.
  3. In the voice library, open your own voices and start a new clone.
ComplianceCloning a voice and generating with likeness material both sit under the review rules the source describes for real-person content. Check those before building a workflow that depends on it.

5.4.2 Audio model capabilities

Three different jobs, three different kinds of model.

Not verified on CinAIThis section documents canvas tooling from a partner studio's guide. It has not been checked against CinAI Studio, so a feature described here may work differently or may not exist. Treat the workflow pages on this site as the source of truth for what CinAI runs.
What each kind is for

Text to speech

Narration and dialogue from written text.

Text to music

Songs or instrumental tracks from a brief.

Speech with voice control

The models that carry a cloned or chosen voice, where consistency across a series matters more than raw quality on one line.

6 Keyboard shortcuts

Where to find the full list, and the two facts about it.

Not verified on CinAIThis section documents canvas tooling from a partner studio's guide. It has not been checked against CinAI Studio, so a feature described here may work differently or may not exist. Treat the workflow pages on this site as the source of truth for what CinAI runs.
Illustration only in the sourceThe source covers this with screen recordings rather than text, and that media could not be carried over. The heading is kept so the outline matches the guide it came from.

The shortcut panel opens from the project menu, and the source groups the bindings into creation, zoom, moving the canvas, and everything else.

The parts stated in text

Windows bindings are the ones listed

On Mac, substitute Cmd for Ctrl.

They combine

Duplicating and then immediately dragging is faster than doing either on its own.

Copy works across canvases

Content can be copied from one canvas and pasted into another, and the connections come with it.