> ## Documentation Index
> Fetch the complete documentation index at: https://docs.seriesmith.com/llms.txt
> Use this file to discover all available pages before exploring further.

# The storyboard

> An episode planned from a story structure: targets per beat, held stand-in shots, an animatic from dropped pictures, and converting to a model.

Plan an episode from a story structure before anything is written or rendered: pick a structure
and a length, see how many shots each beat should have, block the episode in with shots that
have no model yet, drop in pictures for an animatic, and fill the shots in as you go. The editor's other
buttons are listed in [EDITOR.md](https://docs.seriesmith.com/editor.md); the structures themselves are in
[STORY\_STRUCTURES.md](https://docs.seriesmith.com/story-structures.md).

## The idea in one paragraph

The storyboard is a view of the script, and it edits the script directly. There's no separate
file to save or export: an unfinished storyboard is simply an unfinished script, and it stays an
ordinary one you can open in the script editor. Each **act** is a row, each **beat** a bar with
a target ("3 of 93 shots, about 5:15 to go"), each **sequence** a bar across its shots, and each
**shot** a tile. A shot you add here has no model yet: it's a real shot on the `hold` model,
holding a gray card until it has a picture, so a blocked episode can be rendered and watched from
the first minute.

## Opening it

* **A new episode:** in the New Episode Wizard, choose **Block from a structure**. Go through
  where, series, and cast and places as usual, then pick a structure and a length. If the series
  has no locations yet, say in a few words where the episode opens. The episode opens on the
  storyboard, with no shots.
* **An existing episode:** open it and press **Storyboard…** in the Shots tab. The episode
  picker in the title bar switches episodes.

A script with shots and no beats is offered **Lay out beats**, which puts each of the
structure's beats on the shot nearest its place in the story. Only comment lines are added. A
beat at one exact point of the story (a Midpoint) isn't placed by this: it shows as an empty
target to fill or remove.

The title bar has the episode picker, the script, and the gear for the series settings, to add
cast and places without leaving the board. What you save there is on offer as soon as the settings close.

## Structure, minutes and shot length

* **Structure** is the script's `// structure:` line. Changing it changes only that line: beats
  whose names match the new structure take its acts and targets, the others stay as the script
  has them, and the structure's remaining beats appear as empty targets. A show's own format
  (one with a `sound.format` in its series config) shows its beats with no targets, because a
  format has no percentages.
* **Minutes** sets every beat's target and is saved as `// duration:`. It only moves targets: no
  shot is added or removed when it changes.
* **Shot length** is the typical shot, and the length of new shots.

Hover over a beat's bar to read what should happen in it. A beat in amber is too short at this
length to stand on its own: merge it with one beside it, or pick a longer length or a shorter
structure.

## Your own structures

Any episode's beats can become a structure to start other episodes from: press the bookmark next
to **Structure**. A table opens with the episode's beats in order, each with its share of the
story taken from its real shots, and the acts on the left, each running until the next one starts.
The arrow beside a beat starts a new act there. **Guidance** is what the beat is for: it shows
under the beat on the board and is a new shot's action.

**Timeline** shows the same thing with each act containing its beats, each beat as wide as its
share. Drag a divider to change two beats' shares, click one to start or end an act there, and
click a beat to edit it. These are guides, and an episode can stray from them.

Saved structures appear in the Structure list and in the New Episode Wizard's **Block from a
structure**, for every show on this machine. A script already naming one picks up its targets. The
window shows the file they're kept in, `structures.json` beside your settings: copy it to pass them
along. A saved structure is for planning only, so a show's `sound.format` goes on scoring it as before.

To change one, open an episode, save it again under the same name; **Delete saved** forgets it.

## Blocking it in

| To do this | Do this |
| - | - |
| One shot on every beat that has none | **One per beat** in the toolbar |
| Add a shot at the end of a beat | **+** after its shots |
| Add a shot next to another | Right-click it: **Add shot before** or **Add shot after** |
| Bring a beat up to its target | **Fill** beside it |
| Bring an act, or the whole episode, up to target | **Fill act** on its row, **Fill all** in the toolbar |
| Fill in a shot | Select its tile and press **Enter**, or right-click it: **Edit shot…** |

Click a tile to select it. Double-click a shot with a finished take to play it: the take in the
cut, or the newest if none is. Double-click a shot with nothing to play to open Edit Shot.

A new shot joins the sequence the script is in at that point, with the cast of the shot before
it, and its action is the beat's guidance. That text is a prompt for you, so rewrite it.

Click a sequence's bar to change its place, or to set the cast on its new shots. A shot someone
has worked on keeps its own cast.

## Right-click

* **A shot:** edit it, generate it, add a shot before or after it, start a new sequence after it (from the
  sequence's last shot only), or delete it. A deleted shot's takes stay on disk.
* **A sequence's bar:** a new sequence after it, in a place you choose; generate its shots or
  convert its held shots.
* **A beat's bar:** rename it (or double-click its name), add a beat after it, remove it (its
  shots join the beat before), generate its shots, or convert its held shots.
* **An act's row:** add an act after it, generate its shots, or convert its held shots. Rename or remove the acts you
  added; a structure's own acts keep their names.

Renaming a beat means the score no longer recognises it from the structure's table, so it gets
the generic treatment.

## Moving shots

Drag a tile onto another; a line on its left or right edge shows where it will land. The shot
moves in the script and in the open pass's cut, and it belongs to whichever beat and sequence it
lands in. A shot moved into another sequence gets a different seed, so a new render won't match
its old takes.

## The animatic

Drop pictures on the board:

* **The middle of a tile** sets that shot's first frame, whatever its model.
* **The edge of a tile** makes a new held shot there, holding the picture. One at a time.
* **A sequence's bar or a beat** fills its empty shots, in filename order (`frame2` before
  `frame10`). A folder works too. It tells you if there are pictures left over.

Then choose the pass you want and press **Render held**. It renders every held shot with no
up-to-date take, on its picture or its gray card, on this machine for free. The takes land in
that pass's cut, and Play all is your animatic.

## From no model to a model

Change one shot's model in Edit Shot, or right-click a sequence, beat or act and choose
**Convert held shots** to change all of its held shots at once. Convert replaces `target: hold`
with the model you pick (or the series default), and nothing else. Check what you're converting:
a shot you haven't rewritten still has the beat's guidance as its action, and that's what
the model would be sent. A paid model charges for that render like any other.

A gray card is never sent to a real model. A dropped picture is: FL2VA uses it as the first
frame, and a reference model ignores it unless the shot asks for one.

## Generating

Right-click a shot and choose **Generate** to render it on its own model, in the pass that's
open. On a sequence, beat or act, **Generate** renders the shots there with no up-to-date take,
and leaves the rest. Each is a normal render: it asks before a batch of paid ones, and says when
a shot is missing what it needs.

## Undo

Every edit saves to the script at once, with the earlier version kept in the script's history.
**Ctrl+Z** and **Ctrl+Shift+Z**, or the arrows in the toolbar, step through the board's edits
while the window is open. Click on the board first so it has the keyboard. Saving the script
anywhere else (Edit Shot, the script editor) clears these steps, because they no longer lead back
from what the script now says. Undo covers the
script only: a picture you dropped stays as a take of that shot's first frame, and a move in the
cut has the timeline's own undo.

## What it writes

Only ordinary script lines, and these comments, none of which the build reads:

```
// structure: Three-Act
// duration: 22:00
// act: My Own Act
// beat: Inciting Incident
```

`// act:` is written only for acts you add. A shot with no model yet looks like this:

```
## sh050
target: hold
who: june
dur: 3.5
Something breaks the status quo and creates the central problem.
```


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