Build the scene. Preview the move. Generate the video.
Follow one coastal rocket project from scene to final video. The example includes 15 editable objects, three cameras, and an eight-second ascent. Open it to follow along in the workspace.
The preview lets you check framing and movement. The generated video develops materials, lighting, and atmosphere. It may change details or camera motion.
Getting started
CraftWorld lets you try a shot in 3D before generating AI video. Arrange objects, refine framing and camera moves, and set the timing in a preview you can change.
Sign in to open the workspace, create a project, and describe your scene. To learn the camera controls first, browse the free camera templates, then open one as a new project to play and edit.
Manual edits, preview playback, and previs exports are free. AI Director uses director credits; AI Render uses video credits. The two balances are separate.
Project management
The workspace home manages projects; opening a project takes you into the 3D director. Sign in, then create a blank project or start from a free camera template.


Create, name, and duplicate
- Choose Open the rocket example at the top of this guide to create your own rocket project. New project starts a blank scene; other camera templates also open as separate projects.
- Click the project name in the top bar to rename it, or use the project card’s menu.
- Duplicate a project from its card menu before exploring a different version. A duplicate also counts toward your project limit.
Find and organize projects
Search by name, switch between grid and list views, and sort by modification date, creation date, or name. Favorite frequent projects and organize them into groups. A project can belong to more than one group. Use multiple selection for batch organization or deletion.
Saving, sync, and conflicts
Edits save automatically. Check the sync status: pending, offline, or conflict does not mean your changes have reached the cloud. Confirm the status when your connection returns. Resolve conflicts using the available choices, and avoid editing the same project in several tabs at once.
Backups and trash
Download scene JSON from the project card menu to back up scene data. This differs from exporting a preview video. Deleted projects can be restored from Recently deleted for 30 days. Permanently deleting a project, or reaching 30 days, removes it from your account and disables self-service recovery. Backend backups are retained.
External assets such as GLB models may still depend on their resource URLs. A scene JSON download is not a bundle of every asset file.
Workspace
The guide uses the same coastal rocket project throughout. Choose Open the rocket example above to create a separate project, then switch between Simple and Pro in the top bar. Both modes edit the same scene.




Both modes support AI Director, preview export, AI Render, and sharing. Change language, appearance, and preview quality in Settings. Play back each change to check the result, and undo it if needed.
Objects and scene editing
Switch to Pro and pause at zero. Select an object in the outliner, edit its properties on the right, and inspect the result in the viewport.
Select and transform
- Select Core stage in the outliner and open Selection on the right. Drag to inspect the scene; use the wheel to change viewing distance.
- Drag the move, rotate, or scale axes, or enter exact values in the right panel.
- Size changes primitive geometry; scale changes its transform. Use Place on floor, then check intersections and obstructions.
Indentation shows the hierarchy. The selected item is the core-stage part.
- Rocket assembly
Select the root for whole-rocket movement or ascent edits.
- Core stage
Edit this part’s dimensions, color, and local placement.
Open Selection and scroll to Transform. The core stage’s position Y is 12.
- Position
The columns are X, Y, and Z; Y controls height.
- Rotation
Change orientation. Check the playhead and animation tracks first.
- Scale
Change the transform. Primitive Size is a separate control above.
Groups and hierarchy
Use ⌘/Ctrl for multiple selection and Shift for a range. Group parts to move them together. Rocket ascent is animated on Rocket assembly: select the root for whole-rocket edits and a child for individual parts. Check placement after changing parents.
Appearance, visibility, and locks
Edit the name, color, and available dimensions. Hide unused objects and lock finished placements. Imported models may offer different controls from primitives.
The upper part of the same core-stage inspector.
- Name
A clear name helps locate the object in the outliner and AI requests.
- Visible and Locked
Visibility controls display; locking prevents accidental edits.
- Parent
The core stage belongs to Rocket assembly. Check placement after reparenting.
- Color and Size
These edit the primitive itself, separately from transform scale.
Check and undo
Judge framing in the camera preview. Use ⌘/Ctrl + Z to undo and ⌘/Ctrl + Shift + Z to redo. Duplicate the project before larger changes.
Create and import assets
Use Create to add primitives, search editable presets, or import GLB models. Build the subject first, then add details that help the shot.
Add primitives
- Choose a box, sphere, cylinder, cone, or plane in Create.
- Edit its name, color, dimensions, and transform in Selection. Group parts to place them together.
- Check proportions, floor contact, and space for the camera.
Use Create on the right, then open Selection to edit the new object.
- Create
Open this tab first.
- Primitive buttons
Box, sphere, cylinder, cone, and plane.
Import a model
Choose a .glb file in the model import area. Models start at the origin; adjust placement, orientation, and scale. If a model includes clips, choose one under Model animation and play it back.
Try a small model first. Reference images guide the AI’s understanding; importing a GLB adds an actual 3D model.
The model-file control is lower in the Create panel.
- Choose .glb file
After import, adjust placement, orientation, and scale.
Editable presets
Search for a supported preset and add it. Change parameters, build a preview, then choose Apply to this object. Keep the original project before editing source code and check the preview before applying it.
This shows the search entry. Parameters and source controls appear after adding a preset.
- Search assets
Enter the name of the asset you need.
- Search editable presets
Search, then choose an asset from the results.
Lighting and environment
Select a light in the outliner and open Selection to adjust illumination. Use Env for background and exposure, then check the camera view.
Adjust lights
Edit an existing light’s type, color, intensity, and position. Directional lights set a broad lighting direction; point lights radiate outward; spotlights emphasize an area; ambient light fills the scene. Ask the AI director to add or rearrange lights.
Select Dawn rim light in the outliner, then open Selection.
- Selection
Check the light’s name below before editing.
- Type
This directional light provides the dawn rim light.
- Color and intensity
The example uses a warm color at intensity 2.2. Check the camera after edits.
- Position
Adjust placement and inspect light direction and shadows.
Set the environment
Use Env to change background, exposure, ambient light, and floor settings. Check framing and obstructions before adjusting brightness.
Light and dark interface themes do not change the scene’s lighting.
Environment settings belong to the scene. Interface themes change the UI only.
- Env
Open this tab to edit the environment.
- Background
Set the scene’s background color.
- Exposure and ambient
The example values are 1.1 and 0.35.
- Ground
Enable it to show the scene floor.
Directing
Describe the subject, setting, action, and shot requirements. For an existing scene, specify what to change and preserve.
A coastal launch pad at dawn. A rocket with boosters lifts off beside a steel service tower. An 8-second sequence: a low-angle push-in, a tracking shot during ascent, then a wide shot. Include the tower, fueling arms, smoke, and exhaust.- Ask for a specific changeName the object or shot and explain what should change. You can adjust objects, lights, cameras, and animation. If you attach an image, say which subject, shape, or style it should guide.
- Check as you goPlay the preview after each change. You can also edit objects and cameras manually. AI changes spend director credits based on the selected model and actual usage.
Describe the change
- Name the subject, setting, action, duration, and shot requirements. Specify “no cuts” for a continuous take.
- Add, paste, or drop reference images and explain their role. For existing scenes, name what to preserve and the part or time range to change.
- Choose a model and effort level. If you refine the prompt, read it before generating.
Prompt refinement is also an AI operation. Director credits follow actual model usage.
The screenshot shows a filled prompt before submission.
- Edit request
Change only the core stage to orange; keep the ascent and all three shots.
- Reference images
Use the left-hand button, or paste or drop an image.
- Model and effort
Check model and effort before submitting with the right-hand arrow.
Scene detail
When creating a new scene, pick Fast, Standard or Fine from the settings at the top right of the prompt box. Standard is the default and your last choice is remembered; press Enter to start generating. Fast uses simple shapes and materials to check layout and action. Standard adds essential structure and basic materials. Fine adds richer shapes, components and materials and may take longer. Later, request local changes such as refining a car door; the initial preset does not limit detail on the requested subject. Detail does not change shot count, duration or export resolution.
History and stopping
Stop an active run when needed. Use generation history to compare prompts and previews. Decide what to preserve before rebuilding, and read errors before retrying.
See AI Director for more ways to describe your shot.
Camera
Select a camera and open Selection to edit its pose, lens settings, and keyframes. Play back to check framing, obstructions, and cuts.
- DollyMove the camera closer to bring out subject detail.
- TruckMove sideways to reveal width and depth.
- OrbitTravel around a subject to show different angles.
- CraneRaise or lower the camera’s viewpoint.
- FollowMove the camera with a moving subject.
- HandheldAdd a little shake to change the feel of the move.
- RevealMove out from behind an obstruction to uncover the subject.
Start with the existing shots
The push-in runs from 0–3 seconds, ascent tracking from 3–5.5, and the wide finish from 5.5–8. The second camera follows the rocket through subject binding, even without path keys.
The example has three cameras. Start with the first push-in.
- 01 · Low-angle push-in
After selecting it, open Selection on the right to inspect its keys.
Adjust the existing push-in
- Select 01 · Low-angle push-in, open Selection, and scroll to its keyframes.
- Edit position, Look at, and FOV in Keyframe 1. Check the top-left shot preview.
- Find the last key at 3 seconds and adjust the ending pose. The example has several existing keys; edit those first.
- Review the opening, move, and ending. Use Capture current view at the desired time for a new pose, avoiding duplicate keys at one time.
Scroll to Keyframe 1. This is an existing key in the example.
- T: time
This key is at zero. Editing T changes its time.
- Position and Look at
These control where the camera is and where it looks.
- FOV
The example uses 48. Check the top-left shot preview after changing it.
Paths, easing, and lens settings
Edit time, position, look-at point, FOV, and easing in keyframe cards. Straight paths suit point-to-point moves; curves and the curve editor adjust route and pacing. A smaller FOV enlarges the subject without moving the camera. Near and far clipping set visible distances. Avoid duplicate keys at one time.
View editing and presets
Record the current view or enter keyframe navigation: use the mouse to look, W/A/S/D to move, Q/E to descend or rise, Shift to speed up, and Ctrl/Alt to slow down. Follow the confirm/cancel hints. After applying a preset, check endpoints, subject framing, and obstructions before keeping it.
Object animation
Camera movement determines how you see the scene; object animation determines what happens. Start by inspecting the rocket’s existing tracks.
Inspect the ascent
Select Rocket assembly and expand the object tracks. The example has position keys at 0, 3, 5.5, and 8 seconds. Play it first, then drag the middle keys to adjust the ascent’s pace.
Rocket assembly has position keys at 0, 3, 5.5, and 8 seconds.
- Object tracks
Use the arrow beside Objects to expand these tracks.
- At zero
The rocket starts at Y = 4.
- At 3 seconds
Y is 8.5. Drag this key to adjust ascent timing.
Record two keys on a new object
- Create a new primitive for practice, then pause at the action’s start.
- Select the new object and click the hollow position diamond to record the first key.
- Move to the action’s end, change position, and record another key.
- Play back to check the result. Rotation, scale, and visibility can also be keyed.
An orange diamond means a key exists here; clicking it again removes that key. Edit existing keys on the rocket. Auto Key records property edits at the current time.
This inspector still shows the animated rocket root. Use a new object to practice recording two keys.
- Add keyframe
Record position, rotation, and scale at the current time.
- Auto Key
When enabled, property edits are keyed at the current time.
- Position diamond
Orange means a key exists here. Clicking it again removes that key.
Model clips and AI actions
Choose built-in clips on animated models and check their timing against the camera. For AI edits, name the subject, time range, and what to preserve: “Slow the rocket’s first three seconds of ascent; keep the camera paths.”
Timeline and playback
Review camera shots and object actions on the same timeline. Check the opening, cuts, and ending.
Play and navigate
Click Play or press Space to pause. Drag the playhead to inspect any moment. Use start, end, previous-shot, and next-shot controls, or enable looping and slow playback.
Playback speed changes inspection only, not export timing.
Playback is paused at 3.2 seconds, inside the second shot.
- Transport controls
Start, previous shot, play, next shot, and end, from left to right.
- Current time / duration
The display reads 3.2 / 8.0 seconds.
These controls affect playback inspection, not export timing.
- Loop
Enable it to repeat playback.
- 0.5× / 1× / 1.5×
Slow down to inspect action or speed up to review the sequence.
Adjust pacing
Select a camera strip to inspect its shot and drag keys to change timing. Expand object tracks to compare actions with cuts. Ask the AI director to change shot count or total duration, describing each segment. Set resolution and frame rate in Export.
The orange playhead is at 3.2 seconds. The green strip covers ascent tracking from 3–5.5.
- Playhead
Drag it to inspect camera and action at the same time.
- Low-angle push-in
Shot one: 0–3 seconds. Diamonds are this camera’s keys.
- Ascent tracking
Shot two: 3–5.5 seconds. Subject following needs no path keys.
- Wide finish
Shot three: 5.5–8 seconds.
Keyframes and shots
Several keys on one camera define a move, rather than separate editing shots. Specify “no camera cuts” for a continuous take; for multiple shots, describe the subject and cut times.
Preview export
Choose Export in the top bar to save your preview as a video. Select a pass, aspect ratio, resolution, and frame rate, then review the export range.


- Choose a useful passThe full view retains the scene’s appearance; clay simplifies its materials. AI Render uploads your selected pass as a reference for framing and motion.
- Use matte for further productionMatte shows white objects against a black background. It can be exported as a mask, but is not available as an AI Render reference pass.
What the passes show
Materials and lighting shows the scene’s appearance; Clay emphasizes form; Parts separates components with colors; Normal shows surface orientation; Depth shows distance; Wire shows geometry; Matte shows white objects on black. These are views of the same scene.
Output and trimming
- Choose a supported aspect ratio, resolution, and frame rate.
- Choose Next to generate a preview, then check whether the frame crops the subject.
- Drag the trim handles or enter start and end frames to confirm the range.
- Export the video, or use the current-frame PNG option for a still.
Trimming here affects the preview export. It does not make AI Render submit only that range; AI Render uses the full timeline.
Learn more about clay previs and what the passes are for.
AI Render
When the preview is ready, open AI Render in the top bar. Check the reference on the left, describe materials, lighting, atmosphere, and style, then choose a model and output settings.


- Check the full timelineAI Render submits the entire timeline, rather than a selected few seconds. Its duration must meet the model’s requirements. To shorten it, first ask AI Director to shorten the sequence and revise its shots.
- Add useful referencesType @ to reference images, videos, or audio, and explain how they should be used. Refine prompt can add visual detail; review the description before submitting.
- Compare the result with your previewSelect a result in the history to play it. Download the video and its reference preview, delete the result, or reuse its description for another version.
- Keep refining the sceneGeneration leaves your 3D scene in place. Return to it for new angles or timing, preview again, and generate a new version. Review the video-credit quote before each submission.
Submit a generation
- Check the Video 1 preview, selected pass, full timeline, and total duration.
- Describe appearance, materials, lighting, and atmosphere. Add images, videos, or audio as needed, and reference the correct files with @.
- Choose a model, aspect ratio, resolution, and supported sound or seed settings. Review the model’s duration and reference limits.
- Generate or refine the description if useful, then inspect the full instruction sent to the model, including its references.
- Review the video-credit quote, choose Generate video, wait for completion, then play and download the result.
References and model limits
Video 1 is the automatically uploaded 3D preview. Use @ to name other references and explain whether they guide appearance, action, setting, or sound. Supported types, counts, durations, and resolutions differ by model; follow the current options and messages.
Results and new versions
Each generation is kept separately. Select a result to play, favorite, download, delete, or reuse its description. Download its reference preview to inspect what was submitted. Later scene edits do not rewrite an existing video.
Read AI Render to understand how the preview guides generation.
Settings and shortcuts
Settings includes default mode, preview quality, interface appearance, language, and the onboarding guide. Larger screens make detailed editing easier; narrow screens move some panels into drawers.


Appearance and language
Choose light, dark, or system appearance to suit your surroundings. Switch between Chinese and English without changing control positions. Workspace screenshots in this guide follow the page theme.
Preview quality
Auto selects a quality level for your device. Quality helps inspect details, Balanced suits everyday editing, and Performance helps with complex scenes or slower devices. This affects editing previews; exports and screenshots still use high quality.
Useful shortcuts
- Space: play/pause. ⌘/Ctrl + Z: undo. ⌘/Ctrl + Shift + Z: redo.
- W / E / R: move / rotate / scale. Esc: clear the selection or close the current panel.
- ⌘/Ctrl in the outliner: select multiple items. Shift: select a range.
- With the time ruler focused, ← / → steps by one frame; Home / End goes to the start / end.
Text inputs use their normal editing keys. Fly mode for keyframe views has its own navigation controls.
Replay onboarding
Use the tutorial area in Settings to replay the walkthrough and find the viewport, shot controls, time bar, and description input.
Plans
Credits and subscription management
Use the account menu to inspect director and video balances and usage history. Buy a one-time pack or subscribe to Plus / Pro on Pricing; credits arrive after payment confirmation. Use Manage subscription to update payment details, switch plans, or cancel renewal. Downgrades and cancellations take effect as described at the end of the current period.
- FreeManual edits, playback, and previs exports are free. Sign-up includes 50 one-time director credits and no video credits.
- Plus$19.90 / month with 400 director credits and 300 video credits.
- Pro$69.90 / month with 1,500 director credits and 1,300 video credits.
Buy a one-time credit pack if you need more usage or prefer not to subscribe.
- $4.90 · 30 director credits
- $12.90 · 90 director credits
- $29.90 · 240 director credits
- $64.90 · 600 director credits
- $12.90 · 250 video credits
- $27.90 · 600 video credits
- $64.90 · 1,500 video credits
- $139.90 · 3,500 video credits
Director and video credits cannot be used interchangeably. About 10 credits for a director turn is only a usage example; actual charges depend on the model and usage. A MiniMax H3 video at 768p for 10 seconds is about 20 video credits, subject to the quote before submission. Simple and Pro use the same rates. See Pricing and credits, Terms of service, and Privacy policy.
Troubleshooting
Identify whether the issue is in the scene, preview, export, or generated video, then change the relevant step. Keep the project and original description for comparison.
Missing or obstructed objects
Check visibility, parent, and dimensions in the outliner, then locate the object in the scene view. Check camera position, target, and near/far clipping. Review the move to ensure the camera stays outside objects.
An edit returns to its old position
Check existing keys and the playhead position. Animated properties are evaluated from the timeline. Review tracks and Auto key when changing the base layout.
Slow previews or failed exports
Try Performance preview quality and reduce unnecessary complex models. If export fails, return and retry after assets load, then try a lower resolution or shorter range. Keep the page open during export.
A task cannot be submitted
Check sign-in, the relevant credit balance, and active task limits. Video generation also requires a supported duration, resolution, reference count, and description length. Follow the page’s error message before resubmitting.
The result diverges from previs
Review the reference video saved with that task and confirm the intended shots and timing. Remove conflicting camera instructions and describe the subject and materials clearly. Adjust the preview, description, or model as needed, then check the quote for another version.
Offline or conflicting project changes
Check the connection and account, and confirm the project still opens on this device. Keep the local content or download a backup before resolving a conflict. Do not clear site data before confirming sync.
FAQ
Yes. Describe a scene and camera move in everyday language, or open a free camera template. Play the preview and change one thing at a time to learn framing and timing.















