Loading the scene
{{ tile.num }} {{ tile.label }} {{ tile.label }} {{ tile.label }}
{{ errToast }}
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Lock anchor points Click the point on each layer that should stay welded together. Pick the same feature in both — those two pixels then move and scale as one. Move the bar over the artwork and click to set the floor line. The lowest edge of the carousel can never sink below this line — it overrides anchoring, resizing and parallax.
{{ pickUpLabel }}
CAROUSEL FLOOR
{{ upCoord }}
{{ pickChLabel }}
{{ cell.n }}
{{ chCoord }}
Pro edit
Each layer is its own hollow cylinder. Barrel size is the absolute radius — bigger reads as further away and moves less. Barrel amount bends the layer from a flat plane to a full cylinder. Layers 2 and 3 take transparent sources: cut-out PNG, animated APNG or WebP, or WebM/HEVC video with an alpha channel.
{{ historyLabel }}
Each layer's Import… takes an image, APNG, video, or a .zip bundle (images / HTML / JSON manifest at any depth). A multi-layer bundle fills all three layers and the camera at once.
{{ status }}
Inside {{ bundleName }}
{{ item.label }} {{ item.kind }} {{ item.slotLabel }}
Every usable file found in the bundle. Click 1 / 2 / 3 to put it on that layer — the number on the left shows where it is now.
Stack order
{{ it.pos }} {{ it.label }}
1 is nearest the viewer; the highest number is furthest back. The carousel sits in the stack like any layer.
{{ row.label }}
{{ row.anchorLabel }}
{{ row.fileLabel }}
Barrel size · z {{ row.rLabel }} Size {{ row.scLabel }} Offset x {{ row.oxLabel }} Offset y {{ row.oyLabel }} Barrel amount {{ row.cLabel }} Opacity {{ row.opLabel }} Brightness {{ row.brLabel }} Gamma {{ row.gmLabel }} Contrast {{ row.ctLabel }} Saturation {{ row.saLabel }} Hue {{ row.huLabel }}
Whitewash Amount {{ row.washLabel }} Effect
White key Drops a white background out of this layer. Edge keeps the antialiased pixels around hair semi-transparent instead of cutting a hard outline. Amount {{ row.keyLabel }} Edge {{ row.keySoftLabel }}
Camera Depth slide {{ shiftLabel }} Field of view {{ fovLabel }} Arc span {{ arcLabel }} Zoom return {{ vzBackLabel }} Return speed {{ vzSpdLabel }} Pan range {{ panLabel }}
Sea sparkle
The imported Sea Sparkle scene, complete: bioluminescent particle organism with spikes, warm core, bloom, turntable spin, cursor parallax and a click shock. Sits behind the carousel; the split sends a share of its particles to a second pass in front of everything.
Light Front pass Front share {{ seaSplitLabel }} {{ r.label }}
{{ r.head }} {{ r.label }} {{ r.vLabel }}
Light orb
A plasma sun between the city and the carousel: boiling surface, crawling filaments, a thin bright rim, a wide halo that lights the scene and a lens streak. Breathes and wanders slowly; leans toward the cursor.
Light Position x {{ orbXLabel }} Position y {{ orbYLabel }} Size {{ orbSizeLabel }} Brightness {{ orbBrightLabel }} Colour
Surface Boil {{ orbBoilLabel }} Filaments {{ orbFilLabel }} Rim {{ orbRimLabel }} Rim fringe {{ orbCALabel }} Reach Halo {{ orbHaloLabel }} Lens streak {{ orbStreakLabel }} Motion Breathe {{ orbFlickerLabel }} Wander {{ orbWanderLabel }} Lean to cursor {{ orbLeanLabel }}
Particles
Soft motes drift upward through the scene and scatter away from the cursor. Sits over the city and behind the carousel by default.
Layer Light Count {{ pfxCountLabel }} Slowest {{ pfxSpeedMinLabel }} Fastest {{ pfxSpeedMaxLabel }} Speed sets depth: the fastest particles are drawn largest (nearest), the slowest smallest. Size {{ pfxSizeLabel }} Glow {{ pfxGlowLabel }} Bloom {{ pfxBloomLabel }} Opacity {{ pfxOpacityLabel }} Colour
Cursor Reach {{ pfxRadiusLabel }} Push {{ pfxRepelLabel }} Chromatic aberration Lens fringing: red pulled toward the edge, blue toward the centre. Clean near the middle of the window, growing toward the corners; larger particles fringe more. Fringe {{ pfxCALabel }} Starts at {{ pfxCAStartLabel }} Life Wander {{ pfxWobbleLabel }} Lifespan {{ pfxFadeLabel }} Spawn
Flashes
A separate pass in front of everything: large glowing snowflakes that pop in and out at random spots. Texture sets how much of the flake shows through the glow.
Light Count {{ flCountLabel }} Flash rate {{ flRateLabel }} Size {{ flSizeLabel }} Texture {{ flTextureLabel }} Glow {{ flGlowLabel }} Bloom {{ flBloomLabel }} Opacity {{ flOpacityLabel }} Colour
Chromatic aberration Fringe {{ flCALabel }} Starts at {{ flCAStartLabel }}
Carousel
Rows {{ carRowsLabel }} Columns {{ carColsLabel }} Group size {{ carGSLabel }} Min folder {{ carMinPxLabel }} Curl {{ carBarLabel }} Spacing {{ carGapLabel }} Centre x {{ carCXLabel }} Centre y {{ carCYLabel }} Anchor layer follows {{ carAnchLabel }} Floor layer can't sink below {{ carFloorLabel }} Phone (under 500px) Columns {{ phColsLabel }} Min folder {{ phMinPxLabel }} Shoulder line {{ phFloorVLabel }} {{ phStatus }} Cursor drift {{ carParLabel }} Hover speed {{ carHovLabel }} Depth · z {{ carRLabel }} Spin {{ carSpinLabel }} Group x {{ carGXLabel }} Group y {{ carGYLabel }} Group z {{ carGZLabel }}
Row moves that whole row
Row x {{ rowXLabel }} Row y {{ rowYLabel }} Row z {{ rowZLabel }}
Column moves that whole column
Column x {{ colXLabel }} Column y {{ colYLabel }} Column z {{ colZLabel }}
Tile {{ selNum }} {{ selSrcName }}
Guide pages (one file each) land below as a collection — drag onto tiles from there.
Imported resources
{{ c.name }}
Drag a resource onto a tile (or click for tile {{ selNum }}) — that sets the tile's face.
Care guides kit
Click one to drop it in tile {{ selNum }} — its info sheet is set as the link.
Care guides kit removed
Tile size {{ selSCLabel }} Tile x {{ selDXLabel }} Tile y {{ selDYLabel }} Tile z {{ selDZLabel }}
Drag a tile in the frame to move it. Outlines and numbers show only in Pro edit.
⌘Z / Ctrl+Z undoes, ⇧⌘Z / Ctrl+Shift+Z redoes — 20 steps.