Reference photo — pinned over the main view (not the 3D), to line up shots against a real location or plate.
Opacity
Background
Equirectangular (360°) photo, wrapped around the scene as the backdrop — looks correct from any camera angle.
Sun azimuth
Sun height
Azimuth = direction the light comes from. Height = angle above the horizon (low = long shadows, high = overhead).
Camera
Height
Tilt
Pan
Lateral
Lens35mm
Object
Height
Size X
Size Y
Size Z
Rot X
Rot Y
Rot Z
Noise
Color
Swap to
Shoulder L
Shoulder R
Shoulder Out L
Shoulder Out R
Elbow L
Elbow R
Hip L
Hip R
Knee L
Knee R
Head
Top view
Left view
Duration0.0s
0s6s
Frame
Characters / Objects
Units
Vehicles
Structures
Nature
Furniture & rig
Shapes
Lens
Focal length on a full-frame (36×24mm) sensor — sets the camera's field of view.
Camera position
Height
Tilt
Pan
Lateral
Height = height of the point the camera looks at. Tilt = angle above the horizon (negative = camera below, looking up — contre-plongée). Pan = angle around the subject. Lateral = truck sideways without changing angle or distance.
Camera moves
Intensity
Procedural shake (position + rotation drift), driven by the timeline so it's identical every time you scrub or export — not random per real-world second.
Camera path
Height
Enable "Draw path" (or just hold Shift while dragging) then drag on the floor, in either view, to trace the path. Check "follow" so the camera travels the path over the timeline duration.
Drive camera with:
If both a camera path and camera keyframes exist, this chooses which one drives the camera during playback.
Shots
Saves the camera, characters, objects, keyframes and path so you can recall this setup later. Click a shot to load it, then "Update shot" to save changes back into it. Export/import to back up or share the shot list as a file.
Export
Video fps
Format
Plays the whole shot from the start and records it automatically, stopping at the end of the timeline.
Exports a JPEG of the main view at the current playhead position, cropped to the selected Frame ratio (or the full view if set to Free).
Opens the depth map export settings (near/far range) before exporting.
How to use the Blocking Tool
Everything stays on your device. The tool runs entirely in your browser — nothing is uploaded, no account needed.
Add characters and objects from the left panel, then drag them in either the main view or the top view to place them. Drag empty space to orbit the camera; drag the white marker in the top view to move the camera itself.
Rename any character or object by double-clicking its name in the list.
Camera. Use the Camera position sliders (or the on-screen HUD in the main view) for height/tilt/pan, and the Lens presets for focal length. Draw a camera path by holding Shift while dragging on the floor.
Keyframes. Select a character, object, camera, or group, move the playhead, then "+ Keyframe". Drag keyframe marks on the timeline to retime them.
Group. Check the boxes next to two or more items in the list (or Ctrl/Cmd-click them), then hit "Group selected" to move and keyframe them together.
Lock the selected item in place with the L key so it can't be dragged by accident.
Save your work with "+ Save shot", export the shot list as a file to back it up, and use Record to export a video of the timeline.
Bug, idea, or feature request? I'd love to hear from you — info@arnofaure.com
Keyboard & mouse shortcuts
On Mac, use Cmd instead of Ctrl.
General
Save shotCtrl+S
UndoCtrl+Z
Play / pause timelineSpace
Reset cameraR
Show / hide floor gridG
Close all open HUD panelsC
Lock / unlock selected itemL
Add keyframe for the selected itemK
Nudge the selected item/camera (hold Shift for bigger steps)Arrow keys
Close this or any other dialogEsc
Main & top views
Orbit cameraDrag empty space
Pan cameraRight-click + drag
Zoom cameraScroll wheel
Move a character/objectDrag it
Move the camera (top view)Drag the white marker
Draw a camera pathShift + drag on the floor
Characters / Objects list
Rename an itemDouble-click its name
Select multiple items to groupCtrl/Cmd-click, or the checkbox
Depth map export
Near/white, far/black. Characters and props only — grid, camera path, and skeleton view are hidden.