# Move work between the workspaces

The board is the hub. Every loop below starts there and ends there: a result
comes back to the board, beside the node it was made from, with a line to it,
so the chain stays readable and the next step starts from what you see. Most
jumps are one row in a right-click menu.

Two rules hold for every return:

- A scene opened from a board node, or a timeline started from one, remembers
  that node. What it makes goes back to that board first and lands beside the
  node, below what already came from it. Sent to another board, it lands in
  the middle of the view instead, with no line.
- Nothing you paid for is lost on the way. Results are kept in the library
  before they are sent anywhere.

## Sketch → image → variations

1. Select a sketch node, open its AI tools (the arrow beside it) and pick a
   **Sketch Tools** pipeline. The image lands beside the sketch, linked. See
   [Sketch pipelines](/docs/product/sketch-pipelines).
2. Select the image and generate again with the chat bar on **Image**, or use
   **New Angle**, **Upscale**, **Remove Background** from the same menu. Each
   result lands beside its source. See [Image AI tools](/docs/product/image-tools).

## Image → 2D editor → back

1. Select an image node and click **Edit in 2D Editor** in its toolbar.
2. Paint, mask, inpaint, warp. Leaving the editor returns to the same node.
3. **Save as new image** (the ⋯ menu), **Save Layer as Image** (right-click
   the canvas) and a selection's **Save as Image** also put the new image on
   the board beside the node you are editing, linked and unselected, so you
   keep working. See [2D canvas editor](/docs/product/editor-2d).

## Image → 3D model → paint → back to the board

1. Right-click an image node and choose **Make a 3D model**: the image is
   selected, the chat bar switches to 3D and the cursor waits in the prompt.
   Send. The model node lands beside the image, linked.
2. Right-click the model node and choose **Open in 3D Editor**. A new scene
   opens with the model in it, and the scene remembers the node.
3. Paint it, or set its materials and light. See
   [3D Editor](/docs/product/editor-3d).
4. In the file menu, choose **Send to board…**. The selection (or the whole
   scene) is saved as a new 3D model, paint and procedural materials baked in
   and the view as its picture; the model you started from stays as it was.
   It lands on the board beside the model node the scene came from, and you go
   with it.

## 3D view → photo, render or enhance → back

1. In the 3D Editor, take a photo with the camera's shutter, export a video
   from the camera path, or describe a look in the enhance bar and send.
2. A photo or a video names its board in its window, to begin with the board
   the scene came from. An enhance result is kept and sent on its own, with no
   window to answer: a strip in the viewport's corner shows this session's
   results to view large or download, and closing nothing bins anything.
3. Each lands beside the model node the scene was opened from.

To keep the model's shape in an enhance, switch on **Depth** beside **Frame**
on the enhance bar. The view also goes as a depth map (near white, far
black), with one sentence after your prompt telling the model to keep the
shapes from it. It is off until you turn it on, and only models that take two
or more images can use it; for a model that takes one, it is greyed out. The
same switch shows in the board's chat bar when a 3D model node is the input of
an image generation, and sends that node's view as depth. It is a reference
the model reads, not a control map, so how closely the shape holds depends on
the model, and lens effects drawn after the render (Panini, fisheye) are not
in the depth map.

## Image → video → timeline → post

1. Right-click an image node and choose **Make a video**, then send. The clip
   lands beside the image.
2. Right-click the video node (or an image node) and choose **Send to New
   Timeline**: a timeline shaped like the media opens with it in. **Send to
   Current Timeline** adds it to the timeline the editor has open.
3. Cut, fix frames, add sound. See Video Editor.
4. **Export**. In the export window, **Send to board** puts the video beside
   the node the timeline was started from, and **Post** opens the Instagram
   post window on it, where posting is open to you.

## Library → board → library

1. In Home, right-click an image, video or 3D model card and choose **Place
   on Board**: it goes onto the board that is open, and you go with it. With
   no board open the row is not there; **Go to Board** opens the board a
   generated image was made on.
2. Generate from it on the board; results are filed in the library as they
   come. See [Projects & media](/docs/product/projects-media).

## Anywhere → Instagram

**Post to Instagram** is a row in the right-click menu of image and video
nodes, media panel tiles and Home's image cards, and in the round send button
of a video's viewer and an agent's video. It opens the post dialog over what
you are in. A reel designed in Posts picks its video from the library, stock
or an upload, so a timeline export is picked rather than downloaded and
uploaded again. See Instagram posts.

## Agent results → board, timeline, post

An agent's images drag onto the board, or **Add all to board** places the
reply in a row. An agent's video, once it is in your library, has a drag
handle in its corner (onto the board or a timeline) and a send button
(a timeline, Instagram). See [Agents](/docs/product/agent).

## Images into the 3D Editor

Right-click an image node, a media panel tile or Home's image card and choose
**Send to Current Scene** or **Open in 3D Editor**: the image arrives as an
image plane, the edited version if it was edited in the 2D Editor. Use it as
a backdrop or a reference to model against.
