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Media Engine Studio

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Scene + Motion Setup

Set the scene, then pick motion examples that will guide the combat builder.

Scene templates keep consistency; users can still modify mood, action, lighting, and details in the prompt.
Environment preview
Selected background preview
Pick a preset to auto-fill style, contact, and best-match combat motions.
Motion details
Animation: None
Category: —
Tags: —
Style Mode: Cinematic
Behavior preview
Pick a motion to preview how it should behave.
Direction hint
Select a motion and this panel will suggest a cleaner directing angle.
Search the library and choose the motion you want to guide the cinematic.

Combat Builder

Forged Assets

Fork the fight logic without killing the raw sauce. Subjects A and B can both attack, counter, and change creature behavior.

Use forged images from Media Engine history and Media Library as quick picks, then assign them to Subject A or Subject B.

Combat Profile Intelligence

Set subject type, fighting style, and skill level. These rules replace vague contact controls and travel with the render payload.

Balanced matchup
Subject A Profile
Subject B Profile
Subject A has a slight technical advantage. Select moves to refine the battle logic.
Subject A Combat Board
Attack / action chain
A Move 1
A1
No move selected
Choose a motion asset or built-in action.
—
A Move 2
A2
No move selected
Choose a motion asset or built-in action.
—
A Move 3
A3
No move selected
Choose a motion asset or built-in action.
—
A Move 4
A4
No move selected
Choose a motion asset or built-in action.
—
A Move 5
A5
No move selected
Choose a motion asset or built-in action.
—
Subject B Combat Board
Reaction / counter chain
B Move 1
B1
No move selected
Choose a reaction, counter, or movement asset.
—
B Move 2
B2
No move selected
Choose a reaction, counter, or movement asset.
—
B Move 3
B3
No move selected
Choose a reaction, counter, or movement asset.
—
B Move 4
B4
No move selected
Choose a reaction, counter, or movement asset.
—
B Move 5
B5
No move selected
Choose a reaction, counter, or movement asset.
—

Audio Pack Render Layer

Choose a sound direction pack instead of manually selecting every hit. The pack metadata travels with the render so audio can sync to moves, impacts, pacing, and voice.

Pack Driven
Heavy Combat Impactbrutal, grounded, aggressive
Rulessync to moves, sync to impact, auto layer, duck voice
Advanced manual sound overrides
Selected pack will auto-match audio by tags. Open this only when you want to override a specific slot.

Audio packs inject mood, pacing, intensity, voice, and auto-match rules into the render payload. Manual slot overrides remain available for precision.

Choose Subject A and Subject B moves to preview the battle direction.

Continuation

Social Export Director

Build a short-form cut from a finished render. Choose source, format, story text, then export.

5-step social workflow
1. Source + Format
2. Social Style + Crop
3. Social Story Direction
WAIT FOR THE IMPACT…
⋯
HE NEVER SAW IT COMING
4. Audio Layer
Uses the selected Audio Pack / Audio Layer when configured. Manual overrides remain available above.
5. Generate

Hook and caption are sent into the FFmpeg/VPS overlay payload. Blank fields safely skip burn-in.

Choose a source video, then export social cut.

FFmpeg Media Actions

Use the same working VPS processor for line art, coloring PNGs, simple background removal, promo reels, affirmation videos, keyframes, and sprite sheets.
Choose action + source asset.
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