The file library
The shelf every studio reads from and writes to, and the rules that decide what can be dropped where.
The File Library is the shared shelf. Anything one studio produces can be put there; any studio that understands the type can take it back out. It is reachable from the module rail, from View → File Library, from File → Open Library, and from the command palette.

The header carries the counts, n files · n B used, the two scope toggles, a cloud button, storage info, and Import.
What is in it#
Files are typed, and the type is what decides where they can go:
| Type | Comes from |
|---|---|
| Asset, Image | Inkwell, Composer, imports |
| 3D Mesh, 3D Scene | Sculpt, Retopo, Pigment, Render |
| Animation | Animator |
| Particle | the particle editor |
| Map | Engine |
| Audio | Pulse |
| Material | Matter |
| Reference Board | the reference board |
| Project | a whole exported project |
Alongside the type, each file carries a source: Editor, Imported, Engine or Partner: a size, tags, and a sync status when cloud save is on.
Finding things#
- Free-text search over names and tags.
- A row of type icons: all, images, animations, particles, maps, meshes, scenes, audio, projects, references, module files, plus an advanced filter for source, date (today / this week / this month) and extension.
- Two scope toggles in the header: Project (this project only, or all of them) and All Modules (or only what the studio you are in can open, usually the fastest filter of all).
- Sorting: newest or oldest first, name A–Z or Z–A, size, or type.
- Grid or list view.
With cloud save on, Load all cloud files pulls in what is stored remotely but not yet in this browser.
Getting things in#
Drag files onto the library, or use Import. Dropping directly onto a studio works too, and the library tells you in advance whether it will be accepted: Drop to import into Pigment, or Pigment can't receive files here.
When a file could be imported in more than one way: a PNG can be a texture, a stencil, an alpha or a reference, aukimi asks: Import into {module} as….
Getting things out#
Each file lists Can open in and Used in. Open with… sends it to a studio; if no studio understands the type you are told so rather than being given a broken import.
Sending work between studios directly#
The library is one route. The other is a direct send, and it is governed by a matrix of what each studio produces and what each accepts:
| Studio | Produces | Accepts |
|---|---|---|
| Sculpt | high-poly mesh | high-poly mesh, retopo mesh, PBR material set |
| Retopo | clean-topology mesh | high-poly mesh, retopo mesh |
| Pigment | textured mesh | any mesh, PBR material set |
| Render | 3D scene | any mesh, 3D scene |
| Matter | PBR material set, image | image, pixel art, surface capture |
| Inkwell | image, surface capture | image, pixel art |
| Pixel Editor | pixel art | pixel art, image |
| Vectra | vector art, Vectra objects | vector art, image |
| Composer | composition, image | pixel art, vector art, image |
| Animator | animation, 2D rig | Vectra objects, pixel art, image, any mesh, 2D rig |
| Fusion | video project | image, animation |
| Pulse | audio project | audio project |
| Engine | 2D rig | any mesh, 3D scene, pixel art, animation, PBR material set, 2D rig, video project, image, vector art, Vectra objects |
Two consequences worth knowing:
- The 3D pipeline is a chain, not a hub: Sculpt → Retopo → Pigment → Render, with Engine able to take a mesh at any stage of it.
- Vectra → Engine sends structure, not a picture. A screen mock-up arrives as a HUD hierarchy the Engine can lay out and script, not as a flat image.
Base assets#
The library ships with a set of base assets, and files can be marked Verified: their integrity has been checked. A partner integration can sync its own files in; they appear with source Partner.
The clipboard#
Separate from the library, and above it in the rail: a cross-studio clipboard that carries typed content, not just pixels. Copy in one studio, paste in another, and aukimi negotiates the best representation the destination understands, that is what lets a Vectra shape land in Inkwell as vector rather than as a screenshot of itself.