Kitly Assets and Takes
Generating is easy. Keeping track of forty goblin concepts, three approved ones, and the matching model, textures, and bark is the hard part. The Kitly Asset is the container that solves it.
This page explains the concepts. The hands-on walkthrough lives in the Asset Mode guide.
The Kitly Asset
A Kitly Asset is a named creative container for one thing you're making: a character, a prop, an environment, a material. Think of it as the folder you'd make for "Goblin Warrior", except it's structured and the app understands it.
Each Kitly Asset spans five channels, one per modality: Text, Image, Audio, 3D, and Video. Every modality keeps its own pipeline choice, prompt, reference images, and parameters. So your goblin's image prompt, its 3D generation settings, and its voice-line setup all live side by side under one name.
The container is not the files
Deleting a Kitly Asset never deletes generated files. The app says so itself: "This does not delete any generated files, only the Kitly Asset container." The files stay in your project folders; only the grouping goes away.
Variations
Each modality holds a pool of variations: every result you've generated (or added) for that channel. Variations are how you explore. Generate eight goblin concepts, and all eight land in the Image pool.
You can rate each variation with stars, favorite it with the heart, and leave comments, so a pool of forty stays sortable and reviewable instead of becoming a junk drawer. Failed generations stay in the pool too, with Retry and Delete buttons, so nothing silently vanishes.
Takes
A Take is a curated bundle: your picks, by name. Where the variation pool holds everything you tried, a Take says "these exact assets are the goblin, version A".
A Take is a set of named channel slots per modality, each pointing at exactly one asset. Typical slot names:
- Image:
diffuse,depth,mask - 3D:
model - Video:
video,subtitle-es - Audio:
audio - Text:
prompt
One Take is the base Take, marked with a star. That's the default answer to "which version is the real one". You can keep alternates alongside it: an "armored" Take, a "night palette" Take, each with its own slot assignments, all drawing from the same variation pools.
Filling a slot is a right-click away: on any variation or preview, the Set as rows assign it to a channel slot of the current Take. New Takes start as a duplicate of the current one, so a variant Take begins from your picks and you swap only what changes.
Why this beats folders
- The variation pool keeps exploration separate from selection. You never overwrite a favorite by generating more.
- Takes give you versioning at the creative level, not the file level. "The approved goblin" is a Take, not a filename ending in
_final_v3. - Exporting a Take produces clean, canonically named files (like
GoblinWarrior_Diffuse.png) plus atake.jsonmanifest, ready to hand to a game engine or another artist. See Asset Mode for the export flow and File formats for the manifest.
Where to go next
- Build one for real: Asset Mode.
- Create Kitly Assets straight from Sandbox results: see the right-click options in Sandbox Mode.