Animal/Creature Asset

Create a reusable animal or creature asset with angle, pose, variation, and motion sets, edited in the full-screen Creature Studio — or choose an existing creature from your Library or the Public Gallery.

Overview

The Animal/Creature node creates a persistent creature asset with a base image and multiple asset categories. Creatures can be viewed from different angles, rendered in different poses, generated as visual variations, and animated into motion clips. You can either build a new creature or bind the node to an existing one from your Library or the Public Gallery. Creatures are stored per-project in the database and can be referenced by downstream scene, image, and video nodes for consistent appearance across compositions.

Unlike the Object node, the creature’s Category / Species field is free text (not a fixed enum) — so mythical and hybrid creatures (e.g. “griffin”, “dragon”) are not locked to the built-in animal catalog. A 126-entry animal catalog powers autocomplete suggestions, but any value is accepted.

The full editing experience lives in the Creature Studio, a full-screen modal (opened from the node’s config panel) organized into a config-driven sidebar: Resources (References) · Identity (Appearance) · Composition (Angles, Poses) · Variants (Variations) · Motion · Character (Voice). The Voice page lets you browse, clone, or design a voice and preview it with a Talk panel; the chosen voice auto-fills a connected Text to Speech node (talking creatures). The creature node also exposes a plain image output handle (alongside the identity Creature handle) that connects to any image/reference input downstream.

The Canvas Node

Alongside the existing ⬡ Studio button, the Animal/Creature node shows a Choose existing button that opens the Asset Picker to bind the node to a creature you already have. Once a creature is bound, this button becomes Replace — use it to swap in a different creature.

Configuration

Field Type Default Description
Name string "" Creature name.
Species / Type string (free text) "" The animal or creature kind, e.g. red fox, griffin, dragon. Autocomplete suggests from the animal catalog but accepts any text.
Description string "" Detailed text description of the creature’s appearance and features.
Category string (free text) "" Free-text grouping (cats / dogs / wild / birds / sea / mythical / etc.). Distinct from Object’s hard category enum.
Style enum "realistic" Visual style. Options: realistic, anime, 3d-pixar, illustration.
Reference Image image URL "" Optional uploaded reference image to guide the creature’s appearance.
Style Lock boolean true When enabled, every variant generation passes the approved main image (plus the canonical description) as a reference, keeping form and species consistent across assets.
Choose from Library / Gallery button (row) Opens the Asset Picker to bind the node to an existing creature. Becomes Replace from Library / Gallery once a creature is bound — use it to swap in a different one.

Asset Categories

Category Status Field Description
Angles anglesStatus Multiple viewing angles of the creature.
Poses posesStatus The creature in different poses and stances.
Variations variationsStatus Visual variations of the creature (color, age, markings, etc.).
Motion motionStatus Short animated motion clips generated from the creature’s images.

A canonical, LLM-authored description is set when the main image is approved; it anchors downstream generations when Style Lock is on.

Choosing an existing asset

Instead of building a new creature in the studio, you can bind the node to one you already have. Open the Asset Picker from either the Choose existing button on the canvas node or the Choose from Library / Gallery row in the config panel. The picker has two tabs:

This works both for an empty node (first-time selection) and to replace a creature that’s already set — once a creature is bound, the buttons read Replace / Replace from Library / Gallery. Binding or replacing carries the full creature (main image plus every variation bucket — angles, poses, variations, and motion), so downstream nodes immediately use the new creature.

In two more cases the picker helps you avoid clutter:

Inputs & Outputs

Inputs:

Outputs:

Credits

The creature node itself is a setup/reference node and does not bill credits to exist on the canvas. Generation inside the Creature Studio bills per the chosen provider, the same as the standalone generation nodes:

Best Practices

Common Use Cases

Tips