The Editor Workspace

GLEA’s editing surface is a preview in the middle, a timeline underneath, an inspector on the right and a rail on the left. This page covers the rail and the two places the editor lets you work without going through a panel at all.

The left rail

The left sidebar is a vertical icon rail, Figma-style. Each icon opens its page in the same floating card, so only one is ever on screen:

PageWhat it holds
MediaThe board’s files, filtered and searchable, ready to drag onto the timeline
MotionFastThe motion template library
PresetsSaved sequences and presets
MockupsMockup projects from the Mockup Generator
AgentsGLEA — the editor’s own agent terminal
NavigatorThe project hierarchy, by channel
ProjectProject settings

Navigator lists every channel top-to-bottom with its layers, their names and their time ranges. It is the fastest way around a project that has grown past what fits on the timeline at a readable zoom.

  • Click a layer to select it and scroll the timeline to its start. Selection stays in sync both ways — pick a clip on the timeline and Navigator highlights it.
  • The hover pencil renames in place, writing the same custom name the inspector’s rename writes.
  • Collapse all folds every channel.
  • Sort by Channel (the default — timeline draw order, visual top row first), by Type (layers grouped by what they are) or by Time, in 1-minute or 10-second buckets, with empty buckets skipped.

Edit text in the preview

Double-click a text layer in the preview and you edit the words right there — in the layer’s own font, size, spacing, alignment, case and colour, rotated and scaled with the layer, riding the project camera and the preview zoom.

Click outside or press ⌘ + Enter to apply, Escape to cancel. The whole edit is one undo step.

The inspector

The right panel is properties-only — narrower and tighter than it used to be, with quiet text buttons and one-line hints instead of tall empty states.

Every section header carries its own icon rather than eighteen sections sharing one sliders glyph: a lookup-cube for LUT, a magic wand for Layer Effects, a point cloud for Camera Tracking, a nozzle for the particle Emitter, a tripod for the Camera Rig, a cyclorama wall for the Scene Rig’s backdrop, and so on — so a collapsed panel can be scanned by icon alone. KEYFRAMES deliberately shows the same keyframe-diamonds glyph in the layer, camera and rig panels, because it is the same feature in three places.

Every editor popover sits on the same near-black glass surface.

Where to go next

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