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Version: 1.0 archive

Create drawing-hand reveals

A convincing drawing reveal needs four parts: drawable vector paths, an intentional draw-step order, a compatible hand and tool, and enough time for viewers to understand the image. The Draw drawer coordinates those parts without converting the reveal into ordinary property keyframes.

Product UI verification

The Draw drawer shown below was captured from the real Desktop editor at 1440 × 1000 on 26 July 2026. This static tutorial documents production controls and does not mount an interactive documentation canvas.

What can be drawn

ContentDraw-ready?Preparation
Imported SVG with extracted pathsUsuallyInspect the sanitized preview and detected paths
Raster image traced to vectorsAfter tracingSimplify excessive path counts before planning
Text converted to outlinesAfter conversionDuplicate the editable text before conversion
Freehand/vector pathYes, when drawable paths are presentConfirm the object is unlocked
PNG, JPEG, WebP, or photographNoTrace it first, or animate it as an image instead
Filled illustration with no useful strokesTechnically limitedUse an entrance preset rather than forcing a stroke reveal

Use a drawing hand when the act of drawing supports the explanation. Do not use it for every object: photographs, dense fills, or tiny decorative paths usually look slower and less natural.

Before you start

  1. Add one drawable object to the active scene.
  2. Select the object.
  3. Stop playback.
  4. Confirm the object is unlocked.
  5. Set a reasonable scene duration.
  6. If narration is the pacing source, import or generate it first.
  7. Open the timeline and choose DRAW.

Draw drawer anatomy

Scribe Animator Desktop with the timeline Draw drawer open
The Draw drawer separates project/scene presentation defaults from the scene-local step plan.
Screenshot callouts
  1. DRAW tab
    Opens draw-step authoring beside the shared timeline.
  2. Playhead, active step, and defaults
    Shows scene-local time, the sampled step, and inherited project/scene hand-tool choices.
  3. Planning controls
    Choose a planning strategy, generate a plan, add a step at the playhead, or clear editable steps.
  4. Shared time ruler and playhead
    Start-at-playhead and manual step creation use this current time.
  5. Audio timing reference
    Audio-bound objects can preserve or regenerate steps inside their script segment.

Every Draw drawer control

ControlMeaning
PlayheadCurrent scene-local time
Active StepStep sampled at the playhead; a dash means none is active
Project defaultDefault hand, tool, scale, and mirroring for the project
Scene defaultOptional scene-specific override; clear it to inherit the project default
Layer order — one by onePlans complete drawable objects in layer order
Length — longest firstPrioritizes longer drawable routes
Round-robin — interleavedAlternates segments across objects; its segment-count field controls the split
Keep current timingPreserves existing visible timing while building useful draw steps
Start @ ▶Starts a generated non-preserve plan at the current playhead instead of scene start
Replan audio-bound objectsRebuilds steps constrained to bound script segments; leave off to preserve existing audio-driven timing
Auto-planBuilds a proposed plan for eligible selected objects, or eligible scene objects when no compatible selection is present
+ Step @ ▶Adds a manual step at the current playhead
ClearRemoves editable scene steps; locked-object steps are retained
Draw Steps listShows start, duration, reveal range, target, camera status, lock state, details, and delete action
PrecomputePrepares hand LUT work for the next time window or complete scene

Tutorial 1: generate a first draw plan

Choosing Draw In makes compatible geometry eligible for a stroke reveal, but it does not create Draw Steps by itself. Use Auto-plan or + Step @ ▶ to author the step plan. If the same object also has preset timing or property keyframes, read How timing sources combine before deciding which timing to keep.

  1. Select the drawable object.
  2. Open DRAW.
  3. Set the Project default hand/tool if the project does not already have one.
  4. Optionally set a Scene default when this scene needs a different presentation.
  5. Choose Keep current timing when object visibility already matches the intended narration.
  6. Otherwise choose:
    • Layer order for predictable object-by-object drawing;
    • Length when dominant long strokes should appear first; or
    • Round-robin when several objects should develop together.
  7. For a non-preserve strategy, turn Start @ ▶ on if the plan should begin at the playhead.
  8. Choose Auto-plan.
  9. Review the confirmation before replacing or merging timing.
  10. Inspect the generated Draw Steps list.
  11. Press Play from before the first step.

Expected result: the vector reveals over the planned ranges, and the hand follows the active stroke with the inherited project or scene preset.

Automatic order is a starting point

The planner understands geometry, route length, layer order, and timing constraints. It does not understand story emphasis. Always review what the viewer sees first.

Tutorial 2: edit an individual draw step

  1. Select a step in Draw Steps.
  2. Expand its details.
  3. Edit Start time (sec) and Duration (sec).
  4. Confirm the Target object.
  5. Set the reveal range:
    • From 0 and To 1 reveal the full target;
    • a partial range reveals only that normalized portion.
  6. Open Step preset when one step needs a different hand/tool.
  7. Use Clear step override to return to scene/project inheritance.
  8. Use the step's delete action to remove only that step.
  9. Scrub into the step, then preview through its end.

Expected result: only the selected step changes; other steps keep their own targets, timing, and overrides.

Locked target objects cannot have their steps edited or deleted. Unlock the target first rather than recreating the plan.

Tutorial 3: choose a hand and tool

The selector can be opened for the project default, scene default, or one step.

  1. Choose the scope:
    • project for a consistent visual identity;
    • scene for a temporary change;
    • step for a deliberate exception.
  2. Choose a hand preset.
  3. Choose a compatible tool.
  4. Set scale and mirror options.
  5. Confirm the selection.
  6. Preview a curved and a straight stroke.
  7. If the nib does not meet the path, use the calibration workflow rather than compensating with object position.

Keep the tool appropriate to the art. A thick marker can cover fine lettering; a fine pen can look implausible on a broad filled route.

Tutorial 4: frame an individual draw step

Expanded step details include Camera controls for eligible targets.

  1. Expand the step.
  2. Open its camera controls.
  3. Position the editor view so the active stroke and enough context are visible.
  4. Save the step framing.
  5. Repeat for later steps only when framing actually needs to change.
  6. Preview the complete sequence.

Avoid large pose changes between short steps. The viewer should follow the explanation, not chase the camera.

Tutorial 5: coordinate audio-bound drawing

Audio binding is a separate relationship between an object and an existing script or narration segment. Recording, importing, or placing an audio clip does not by itself create a segment or bind an object. Follow Bind objects to audio segments to establish and verify that relationship first.

  1. Create or confirm an eligible script segment, then bind the intended object to it.
  2. Return to DRAW.
  3. Leave Replan audio-bound objects off when existing segment timing is correct.
  4. Turn it on only when you intentionally want a new plan fitted inside each bound segment.
  5. Run Auto-plan and read the confirmation.
  6. Verify that no step begins before or ends after its audio-bound visible range.
  7. Preview with headphones.

If a bound segment is too short for understandable drawing, lengthen or reorganize the audio/scene rather than compressing all steps into an unreadable burst.

Tutorial 6: precompute for smoother playback

  1. Expand Precompute.
  2. Review worker and queue status.
  3. Set the prefetch window in seconds.
  4. Choose Precompute next for near-playhead work.
  5. Choose Precompute scene before reviewing the entire scene.
  6. Use cancel if the queued work is no longer relevant.

Precompute improves readiness; it does not change authored step order or duration.

Limitations

  • Raster content is not drawable until converted to useful vectors.
  • Automatic planning cannot determine narrative importance.
  • Very high path counts increase planning, precompute, preview, and export cost.
  • Hand/tool assets may differ by installed package or platform.
  • Audio-bound timing constrains where associated steps can live.
  • Locked-object steps are deliberately protected from bulk clearing.
  • Camera, object transforms, and later geometry changes can make a previously calibrated hand appear misaligned.
  • Mobile Lite condenses planning into focused sheets; large step-list editing is easier on Desktop.

Troubleshooting and recovery

ProblemRecovery
Auto-plan is disabled or reports no targetsSelect an unlocked object with drawable paths, or check that the active scene contains eligible artwork
No draw steps are generatedInspect SVG path detection, unlock objects, and check whether audio-bound targets were intentionally skipped
Order looks wrongTry another strategy, then reorder or split the meaningful steps manually
Hand is missingSet a project/scene/step preset and verify the hand asset is available
Nib is offsetRecalibrate the hand/tool and preview after camera or geometry changes
Reveal is too fastIncrease step duration or scene duration; do not only slow preview speed
A step cannot be edited or clearedUnlock its target object
Draw timing changed after audio workCheck the object-segment binding and whether replan mode was enabled
Playback stuttersReduce path complexity and use Precompute next or Precompute scene
Public drawing library fails to loadRetry once, confirm connectivity, or import a local SVG; do not remove a working local object