LOFTai › Libraries & Assets

Script

Overview

A script asset is a screenplay — written in industry format and broken down into scenes, characters and locations. It sits at the top of the intent hierarchy: a span of text becomes a shot, a character cue becomes a character asset, and the scene a shot came from becomes context for the prompt that eventually generates it.

Writing

The editor knows the seven screenplay elements. Entermoves to whatever conventionally follows the current one (character → dialogue, dialogue → action), and Tab cycles the current element through the set — so you rarely reach for a menu. The page count in the header is the standard text metric, which is what the industry reads as runtime.

Import Fountain takes pasted source or a .fountain file and replaces the document. Generate writes a scene outline first — you read and edit that before any pages are written, because the outline is where the film is actually decided.

The rail: scenes, cast, locations

The rail down the right is how you navigate and how the script connects to the rest of the project.

  • Scenes — click one to jump to it. A badge shows how many shots cover that scene.
  • Cast — every character cue in the script, and the character asset bound to it.
  • Locations — every slugline location, and the asset bound to it.

Click a name in Cast or Locations to jump to where it is used. Click it again to step to the next place — a second click on a character goes to their next speech, not back to the same one. The line you land on flashes briefly so you can see where you were sent.

Binding a cue to an asset

A dot on each row shows the state: bound, a name match waiting to be confirmed, or nothing known yet. Open the row and link it to an existing asset, or create a character asset for the cue in one step. Loft never binds automatically on a name match — names collide and get misspelled, and a wrong link is invisible while quietly poisoning every generation downstream of that character.

The payoff: a shot created from a scene inherits that scene's bound characters as cast, and generation resolves their reference imagery without anyone describing them in a prompt. The script says who; the asset says what they look like.

Adding characters and locations ahead of the writing

The Assets tab lists everything bound to the script and is where you add more: Add characters and Add locations pick from the project's assets. Anything the project has can be added — if you model your places as an environment or a custom type, they appear under Other assets.

The script does not have to mention the asset yet. That is the point of adding from here: you say this film has these people and these sets, and then write toward them. Until the pages catch up, the reference is marked not in script — in the Assets tab and in the rail — so the gap stays visible. When you finally type the cue or the slugline, the binding is already there and the marker clears.

The assistant reads the same list, including which references the draft has not used yet, so "extend this script" works them in. Removing a reference unlinks it from the script; the asset itself is untouched.

Highlight → shot

Select text and use Create shot from selection. The shot remembers the scene and elements it came from as structural anchors — not character offsets — so you can keep editing the text around it without orphaning the shot. Its cast is seeded from the scene's bound characters. Unbound cues are skipped, and the dialog says so rather than silently dropping them.

Tip: Give each character and location a playbook on its detail page. It is the standing guidance the assistant reads whenever it writes that asset into a script or a prompt, and it is what keeps temperament and continuity consistent across scenes written at different times.