Characters
Character entities -- media, properties, voice configuration, and profile.
A character is an entity that represents a person, creature, or figure in your story. Characters are created at the project level and reused across all episodes.
To add one, open Characters from the sidebar on the left, click New character, and type a name -- a short ID is filled in for you from the name, and you can keep it. You stay on the list, because creating is usually a batch act: add your whole cast in one go, then cast them into the episode using the In this episode column. Click a character's row when you are ready to open it -- it opens on Media, and switching to its Properties view is where you fill in description and look. Voice has a view of its own. The Characters page lists every character in the project, with star, rename, and delete actions.
Media
The character's Media Gallery holds generated images and visual references. Star the primary character image -- this is the one used as a reference input when running recipes that include this character.
From the gallery you can run recipes to generate character imagery. The actions you will use most on a character are listed under Actions below.
Actions
Actions are picked from Select Action in the character's Media Gallery. These are the ones you reach for most on a character; the gallery offers the full set.
Extract properties from an image
If you already have a picture of this character, add it to the gallery and pick Extract properties from an image. A vision model describes it against the character's Appearance properties, and the proposed values appear at the top of the Properties page for you to accept or reject one by one. See working backwards from an image you already have.
Load as Recipe
Load as Recipe on any result reconstructs a recipe from how that item was made, so a look you like can be run again for another character. See Load as Recipe.
Organize
The Organize action rearranges media rather than generating it. A destination tree opens beside the gallery: choose Copy, Move or Link, select items, and send them to another entity. Starring the keepers happens here too. Click Done when you have finished and the panel returns to the usual actions.
Properties
Character properties are grouped into cards, in this order down the page:
| Card | What it holds |
|---|---|
| Core properties | Name, description and notes |
| Story properties | Story role, backstory, personality traits, external goals, internal needs, fears and vulnerabilities, quirks and mannerisms, key relationships, and character arc |
| Music | Music preferences by mood |
| Appearance | Visual summary, age range, gender presentation, body type, height class, face features, skin tone, hair style and colour, eye colour, distinguishing features, wardrobe style, signature colours and accessories, and identity preserve rules |
On a look only Core properties and Appearance are shown: a look is a visual variant of the same character, so it does not carry its own story or music. Appearance starts from the base's values and you override only what differs.
Voice
The Character Voice page is where you configure how this character sounds. Down its left side is an Engines rail, split into Text to Speech and Voice Changers. A character can have several voice engines configured at once -- a green tick marks each one that is set up -- and you star one as the draft voice, the voice the one-press dialogue generation uses for every line.
Under Text to Speech:
| Engine | Notes |
|---|---|
| Google Chirp | Google Cloud Text-to-Speech; deterministic, so re-runs reuse cached audio |
| Google Gemini | Expressive voices that act the line's direction -- see below |
| ElevenLabs | High-quality cloud synthesis, many voices; requires an API key |
| Typecast | Alternative cloud engine; also requires an API key |
| ComfyUI | Run a ComfyUI speech-generation workflow (e.g. Qwen, F5) as the voice |
Google Gemini is the one engine that performs a direction rather than just reading text. Its 30
voices are each offered in Australian, British, Indian and US accents -- pick the accent on the row,
the same way you pick the voice. When a
line in the screenplay carries a parenthetical -- (nervously), (barely holding it together) --
that text is handed to the voice as delivery instruction, in your own words. There is no fixed list
of emotions to choose from; whatever the writer wrote is what the voice is asked to do. Because it
re-performs a line differently each time, generating the same line again gives you a fresh take to
choose between rather than the previous one. The other engines ignore parentheticals.
Under Voice Changers there is one entry, ComfyUI: pick a ComfyUI voice-changer workflow and it turns a recorded take on a dialogue line into this character's voice. You can attach reference voices as the target timbre. A Test Voice Changer panel lets you try it before committing.
See Audio & Voice Pipeline for the one-press dialogue flow, and Building Dialogue from Operations for the underlying model.
Profile
The Character Profile page provides a rich document workspace for reference material -- written character bible, notes, images, links. It's freeform and not structured as form fields.
Looks
A character can have looks -- alternate versions that share Story properties but have independent Appearance properties. Use looks for:
- Costume changes (day outfit vs evening outfit)
- State variations (normal vs injured)
- Age looks (young vs old)
Looks are created from the Properties page and appear as child entries in the asset list. See Looks for how the inheritance works.