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Assets and Shots

Assets

Use Assets mode for reusable production content.

  1. Select or add a type such as Character, Prop, or Environment.
  2. Add an asset name.
  3. Select the Default variant or add a named variant.
  4. Select or add a work type.
  5. Select or add a work item.

Asset branches follow this shape:

Type > Name > Variant > Work Type > Work Item

Asset branch example

Use each level to describe one clear production branch, not a file version.

Level Example values Meaning
Type Character, Prop, Environment Broad production category.
Name Car, Duck, LivingRoom The reusable asset's primary name.
Variant Default, Blue, Red, Green A visual or structural alternative of the same asset.
Work Type Rig, Draw, Animation, FX The discipline or department working on it.
Work Item Default, Front, Back, Side A focused task branch within that discipline.

For example, these are separate work branches for one Car asset:

Character > Car > Default > Rig > Default
Character > Car > Blue    > Draw > Front
Character > Car > Red     > Draw > Side
Character > Car > Green   > Rig  > Back

The resulting file names include only values that are not Default:

Car_Rig_V0001.moho
Car_Blue_Draw_Front_V0001.moho
Car_Red_Draw_Side_V0001.moho
Car_Green_Rig_Back_V0001.moho

Use Default when a branch does not need a more specific label. This keeps the UI and filenames short while still allowing detailed alternatives when needed.

When a non-default variant is created, Flowinator copies the Default variant's work-type and work-item structure without copying its versions. This provides a consistent empty starting point for alternates such as color or costume variants.

Shots

Use Shots mode for editorial production work.

Episode > Sequence > Shot > Work Type > Work Item
  • Episode mode can be enabled in Project Settings.
  • Without episode mode, Flowinator uses a built-in Default episode.
  • Adding a sequence can automatically create sequential shots such as SH010, SH020, and SH030.
  • Choose one or more work types when creating a sequence; each shot receives those empty work branches.

Shot branch example

Episode 01 > SQ010 > SH010 > Layout    > Default
Episode 01 > SQ010 > SH010 > Animation > Default
Episode 01 > SQ010 > SH020 > FX        > Default

Shots use the same Work Type and Work Item concepts as assets. For example, an animation shot may use Default, Body, or Face work items when the team needs separate task branches.

Deleting branches

Use the Delete button beside a selected hierarchy list. Flowinator asks for confirmation and moves the related files to 99_Flowinator_Recycle instead of immediately destroying them.

Default system entries cannot be deleted.