Three reusable building blocks
On the left side of the editor you'll find three tabs — Characters, Locations, and Assets (props). These are the reusable elements the whole film is built from:
- Characters — the people, creatures, and speaking roles in your story.
- Locations — the places scenes happen in, indoors or outdoors.
- Assets — the objects and props that matter (a sword, a lantern, a car).
Once something exists here, it can appear in as many shots as you like and always render as the same thing. You design it in one place instead of re-describing it in every scene — that single source of truth is what keeps your film visually consistent.
Three ways to create one
You can build a character, location, or asset three different ways:
- From your script (automatic). When runime reads your story it drafts the cast and places for you, filling in each one's details. You'll see a "Designing…" state on cards while the AI populates them.
- From a prompt. Click "Design character / location / asset", give it a name and a detailed description, and runime creates it.
- From a reference image (Create from an image). Upload a photo or drawing, box the subject, and the AI recreates it in your film's style. Use a clean image where the subject stands alone — no clutter or busy background — so the recreation stays faithful.
Each entity also holds structured details you can edit: for a character, things like age, build, hair, eyes, outfit, and mood; for a location, its type, era, materials, atmosphere, and default time of day; for an asset, its materials, dimensions, and condition. The more of these you fill in, the more consistent every render will be.
The hero image and the reference board
Every entity has one canonical reference image — its hero. This is the single portrait runime treats as the truth for what this character, place, or object looks like, and every shot in the film is generated from it. Getting a hero you're happy with is the most important step for consistency.
Open an entity to reveal its reference board — a model sheet of supporting views generated from the hero:
- Characters: additional angles (3/4, side, back), expressions (calm, happy, angry, surprised, sad), close-up details (face, hands, footwear), outfit flat-lays, and lighting moods.
- Locations: the same place relit across time of day (dawn, noon, dusk, night) and weather (clear, overcast, rain, fog), plus architectural details and set-dressing props. Indoor locations vary by lighting (daylight, lamplight, dark) instead.
- Assets: extra angles, material and wear close-ups, scale shots (in hand, on a surface), and lighting.
These views give runime reliable references for tricky moments — for example a back-facing shot no longer has to invent the back of a character's head. Use "Generate all" to fill in every missing view at once.
Refining without losing consistency
Your references stay editable, and runime protects consistency as you tweak them:
- Edit with a prompt. Ask for one change ("make the jacket red", "add a scar") and runime applies just that, keeping everything else about the hero the same.
- Takes and revert. Each regeneration is kept as a take. If a new version drifts, revert to an earlier one — reverting doesn't cost anything.
- Out-of-date views. If you change the hero, the board views made from the old hero are flagged "Not current". A refresh action regenerates them to match, so your model sheet never mixes an old and a new look.
- Automatic locking. Once an entity is used in a rendered frame or video, it locks so it can't drift away from the shot that already used it. To change a locked entity, delete the frame that uses it first.
Because everything downstream is generated from these references, time spent getting a character, location, or asset right pays off across every shot it appears in.