Assets

Assets are your own media — images, video, audio, fonts and 3D models — that the agent can drop into an animation. Upload them per project and reference them by filename in your prompts.

Supported types & limits

Kind Formats Max size
Image PNG, JPG/JPEG, GIF, WEBP, SVG 25 MB
Video MP4, WEBM, MOV 25 MB
Audio MP3, WAV, OGG, M4A 25 MB
Font TTF, OTF, WOFF, WOFF2 25 MB
3D model GLB 50 MB

Uploading

On the Animation tab, find the Assets area near the bottom of the workspace:

  1. Click to upload, or drag & drop files onto the dashed drop zone.
  2. Uploaded assets appear in a grid, each with its name and a thumbnail/preview.
  3. To remove one, use its delete control in the grid.

Filenames are sanitised on upload (spaces become underscores, unusual characters are dropped), so the stored name may differ slightly from the original — always reference the name shown in the grid.

How the agent uses assets

  • The agent sees your asset inventory (names + kinds) and infers what each asset is from its filename, so descriptive names help a lot: bafana_celebration.jpg, stadium_crowd.mp4, anthem.mp3, brand_logo.png.
  • Reference assets by their exact filename in prompts: "open on stadium_crowd.mp4, then bring in brand_logo.png."
  • In the generated Remotion code, assets are loaded with staticFile('name').
  • If a project has no assets, the agent builds from shapes, gradients and text instead.

Tip: upload assets before you generate (or before opening the Motion Director) so the agent can plan around them. The asset list is re-read on every request, so newly uploaded files are picked up immediately.

Fonts

Upload a .ttf, .otf, .woff or .woff2 and ask the agent to use it for titles or body text. Custom fonts travel with the project, so the downloaded render matches the preview.

Assets in the download

When you Download Project, every asset is bundled into the project's public/ folder, so the project renders offline and keeps working even if the asset is later removed from the workspace.

Next steps