# Gif2SL Studio 1.1.8

## Interface and Operations Guide

**PLAY • CREATE • ANIMATE**  
Animation textures and creator tools for the Second Life® virtual world

## Why We Made Gif2SL Studio

Second Life has always been shaped by its creators and by the generous people who have shared tools, scripts, and knowledge with the community. Gif2SL Studio was created out of respect for that work—and because both Second Life and the media we bring into it have continued to advance. Creators can now work with larger textures, newer animated-image and video formats, longer sound files, separate alpha masks, and more ambitious synchronized projects. We wanted to bring those possibilities together in one modern, approachable workspace. We hope Gif2SL Studio makes the technical preparation easier, leaving creators more time to experiment, build, and bring innovative ideas into the world.

This guide follows the application from the top of the interface downward and then moves through the three main workspaces from left to right: **Visual Media**, **Audio**, and **Batch Queue**.

## Visual Media Preset

The **Visual Media Preset** area stores reusable combinations of visual conversion and output settings. It is useful when several projects require the same texture size, planner, Frame Fit, file format, Fluid sequence options, audio-extraction choice, or output location.

Presets store settings, not source material. They never store a source filename, alpha-mask filename, or a video's Start and End times. This prevents a preset intended for one project from accidentally loading media-specific information into another.

### Last Used / Current

**Last Used / Current** represents the settings presently displayed in the Studio. Gif2SL Studio saves these choices automatically as they change and restores them the next time the application opens.

When a named preset is selected, its saved choices are applied to the interface. If one of those choices is subsequently changed, the preset selector returns to **Last Used / Current**, indicating that the current settings no longer exactly represent the named preset.

### Save As

**Save As** stores the current visual and output choices under a user-supplied preset name. If that name already exists, Gif2SL Studio asks before replacing it.

Named presets can be useful for recurring workflows such as:

- 2048 high-quality animation sheets.
- 1024 legacy-compatible output.
- Preserve Full Frame projects.
- Zoom to Fill projects.
- Fluid video with matching audio.

### Delete

**Delete** removes the selected named preset after confirmation. It becomes available only when an actual named preset is selected. Deleting a preset does not remove any source media or exported files.

### Defaults

**Defaults** restores Gif2SL Studio's original conversion choices. It also returns the preset selector to **Last Used / Current**. This provides a clean starting point when the current settings are no longer appropriate for the next project.

## Output Folder — All Exports

The **Output Folder — All Exports** area establishes one shared destination for Visual Media, Audio, and Batch Queue work.

The path may be entered directly or selected with **Browse**. Choose **Open** to open the current destination in Windows File Explorer.

The selected folder is used by:

- **Export Current Media** in Visual Media.
- **Export Audio Segments** in Audio.
- New visual and audio jobs added to the Batch Queue.

Each queued job captures the output destination that is active when the job is added. Changing the shared folder affects current exports and newly added jobs, but does not silently redirect jobs already in the queue.

The output folder may also be stored as part of a named Visual Media preset.

## The Three Workspaces

The main interface is divided into three tabs that follow the normal preparation workflow.

### Visual Media

**Visual Media** prepares animated images and video. This is where a creator selects the source, assigns an optional video alpha mask, chooses a trim range, configures the texture sheet, reviews the previews, and either exports immediately or adds the prepared source to the Batch Queue.

### Audio

**Audio** prepares standalone songs, performances, speech, soundscapes, and other recordings. It converts supported sources into the fewest balanced Second Life-ready WAV segments at or below 29.9 seconds.

### Batch Queue

**Batch Queue** is the final review and production workspace. It can contain visual and audio jobs together, apply shared defaults to selected visual jobs, assign separate alpha masks to individual videos, and export the complete queue in one operation.

# Visual Media

The Visual Media workspace converts animated images and videos into single texture sheets or synchronized Fluid multi-sheet sequences for Second Life. The controls on the left prepare the source and conversion plan, while the Preview Workspace on the right shows how the result will be constructed and played.

## Source

The **Source** area identifies the media to be converted and, for MP4 or WebM video, provides the optional mask and trim controls.

### Media

The **Media** field shows the complete path of the currently selected visual source.

Gif2SL Studio accepts:

- GIF
- Animated WebP
- APNG
- Animated AVIF
- MP4
- WebM

The field may be filled by selecting **Browse**, entering a valid path directly, or dragging one supported file onto the application.

When the source is loaded, Gif2SL Studio examines its type, dimensions, aspect ratio, duration, and available frames. The export plan and Preview Workspace are then calculated automatically.

### Browse

Select **Browse** beside Media to open the visual-media file selector. After a readable source is chosen, its path appears in the Media field and the appropriate controls become available.

Video-specific controls remain unavailable for animated-image sources because those options do not apply to them.

### Alpha Mask

The **Alpha mask** field accepts an optional MP4 or WebM video that supplies transparency for an MP4 or WebM visual source.

Under normal mask polarity:

- White represents visible content.
- Black represents transparent content.
- Gray represents partial transparency.

The mask should be prepared to correspond with the timing and content of the source video. Gif2SL Studio samples it over the same selected Start and End range and applies it to the visual frames.

The original source remains unchanged. Transparency is created only in the resulting preview and export.

### Alpha Mask Browse

Select **Browse** beside Alpha mask to choose an MP4 or WebM mask file. This button becomes available only when the selected source is a compatible video.

### Clear

**Clear** removes the alpha-mask assignment from the current source. It does not delete or modify the mask file itself.

### Start

**Start** establishes the beginning of the selected MP4 or WebM range in seconds. It begins at `0.0` and can be adjusted in 0.1-second steps.

The chosen range is used consistently by visual sampling, alpha-mask sampling, preview generation, Fluid sequence planning, and optional matching-audio extraction.

### End

**End** establishes the end of the selected MP4 or WebM range in seconds. When a video is loaded, Gif2SL Studio sets this value to the usable end of the source. It can then be shortened to exclude unwanted material.

The End value must be at least 0.1 second after Start. At the fixed playback rate of 10 FPS, each 0.1 second represents one animation frame.

Start and End controls apply only to MP4 and WebM sources. Animated-image sources use their complete animation.

## Conversion

The **Conversion** area determines how Gif2SL Studio plans and creates the texture output. Changes are reflected in the export plan and Preview Workspace before any files are written.

### Texture Size

**Texture size** establishes the maximum side of the exported texture sheet.

- **2048 maximum side — Auto square/rectangular** allows the planner to use the larger texture dimensions supported by Second Life and can provide larger individual frame cells. The planner may choose a square or rectangular sheet.
- **1024 maximum side — Legacy / Performance** creates smaller sheets for older workflows, reduced memory use, or compatibility with projects designed around the traditional 1024 limit.

Texture size is a maximum rather than a command to enlarge every result unnecessarily. The planner chooses an appropriate supported layout within the selected limit.

### Planner

The **Planner** chooses the grid used to arrange the animation frames.

- **Balanced — Recommended** weighs frame resolution, source-shaped cells, and efficient grid capacity together. It is the best general-purpose choice.
- **Quality First — Largest practical frames** prioritizes the largest practical displayed frame and may accept additional padding or unused cells to achieve it.

The planner never removes frames merely to produce a more convenient grid. Unused trailing cells are allowed and the true frame count prevents them from being played.

### Frame Fit

**Frame fit** determines how each source frame is placed inside its planned grid cell.

- **Preserve Full Frame — Bands possible** uniformly scales the source until the entire image fits inside the cell. Nothing is cropped or stretched. When the source and cell have different aspect ratios, unused space can appear as side bands or top-and-bottom bands.
- **Zoom to Fill — No bands, centered crop** uniformly enlarges the source until the cell is completely covered. Overflow is cropped evenly from the center. Bands are removed without stretching people or objects out of proportion.

The best mode depends on the media. Preserve Full Frame is preferable when every edge of the composition must remain visible. Zoom to Fill is preferable when a full cell is more important and a modest centered crop is acceptable.

### Format

**Format** selects the texture-sheet file type.

- **PNG** is the recommended general-purpose format and supports transparency.
- **TGA** is available for workflows that require Targa output and also supports transparency.

### Extract Matching Audio to WAV

When **Extract matching audio to WAV** is checked, Gif2SL Studio extracts the audio stream from an MP4 or WebM source using the same Start and End range as the video.

The output is converted to mono signed PCM 16-bit WAV at 44.1 kHz. For a Fluid multi-sheet sequence, matching audio can be divided to correspond with the visual sequence sheets. If the source video contains no readable audio stream, the visual conversion can still proceed but no WAV file is created.

This option is available only for MP4 and WebM video.

### Create Fluid Multi-Sheet Sequence

When **Create Fluid multi-sheet sequence** is checked, a longer MP4 or WebM range is divided into the fewest practical texture sheets at or below the selected duration maximum.

The sheets are balanced so that one short leftover sheet is not created unnecessarily. Every sheet uses the same grid and cell geometry, every source frame is retained, and playback remains fixed at 10 FPS.

This option is available only for MP4 and WebM video.

### Maximum Sheet Duration

**Maximum sheet duration** establishes the longest preferred duration of an individual Fluid texture sheet.

- **8 seconds — High Quality** places fewer frames on each sheet and generally allows larger frame cells.
- **10 seconds — Balanced (Recommended)** provides a practical balance between visual quality and the number of sheets.
- **15 seconds — Fewer Sheets** can reduce the sheet count but places more frames on each texture and may appear noticeably softer.

The selected value is a ceiling, not a forced cut length. Gif2SL Studio divides the complete range into the fewest near-equal sheets below that ceiling. For example, a 65-second source with a 15-second maximum becomes five balanced sheets of approximately 13 seconds rather than four 15-second sheets followed by one short 5-second remainder.

For detailed imagery at the 15-second setting, 2048 output is recommended. An 8- or 10-second maximum may produce better visible frame quality.

### Invert Alpha Mask

**Invert alpha mask** reverses the interpretation of the assigned mask.

Use it when the prepared mask treats black as visible and white as transparent instead of the normal white-visible polarity. The option becomes available only when a usable alpha-mask video is assigned.

### Checkbox States

Gif2SL Studio uses a consistent checkbox convention:

- **Enabled and unchecked** means the option is available but has not been selected.
- **Enabled and checked** means the option will be used.
- **Disabled** means the option does not apply to the current source or cannot yet be used.

### Export Plan and Layout Status

The summary beneath the Conversion controls describes the current plan before export. Depending on the source, it can report:

- Source type and dimensions.
- Preserved frame count.
- Number of Fluid sheets.
- Planned duration range per sheet.
- Grid columns and rows.
- Texture dimensions.
- Approximate cell dimensions.
- Planner and Frame Fit result.
- Padding or centered-crop estimate.
- Unused trailing cells.
- Fixed 10 FPS playback.

The accompanying layout status identifies efficient plans and calls attention to arrangements that deserve closer inspection. A warning does not mean frames will be discarded. It suggests reviewing the playback preview or considering a different planner, texture size, Frame Fit, or sheet-duration maximum.

## Preview Workspace

The Preview Workspace lets you inspect the planned result before creating any files. Its three synchronized views show the selected source, its simulated Second Life playback, and the texture sheet that Gif2SL Studio will create. When you change the source, trim range, alpha mask, texture size, planner, or Frame Fit setting, the previews are recalculated to reflect the current choices.

### Preview Frame

The frame indicator in the upper-right corner shows the frame currently displayed and the number of frames loaded into the on-screen preview. The Source and Second Life Playback views advance together, making it easy to compare the original frame with the processed result.

For long media, Gif2SL Studio may display a representative sample of up to 180 frames to keep the interface responsive. The animation remains timed to approximate the full playback duration, and the source information states when the preview is sampled. This affects only the on-screen preview; every required frame is still preserved for export.

### Play and Pause

The preview begins playing automatically when the selected media contains more than one frame.

- **Pause** stops the preview on the current frame so that it can be examined closely.
- **Play** resumes the synchronized Source and Second Life Playback previews.
- For a single-frame source, the button remains unavailable because there is no animation to play.

These controls affect only the preview and do not change the source or any conversion settings.

### Refresh

**Refresh** manually rebuilds the Preview Workspace using the current source, trim range, alpha mask, and conversion settings. Most changes refresh the preview automatically, but this button provides a quick way to request a complete recalculation whenever desired.

### Source Preview

The **Source** view shows the selected media in its original aspect ratio. For video, it reflects the chosen Start and End range. This view allows the original image to be compared directly with the processed Second Life result.

The information below the view identifies:

- The source type, such as GIF, WebP, APNG, AVIF, MP4, or WebM.
- The original frame dimensions.
- The number of source and export frames.
- Whether all frames are displayed or the interface is showing a representative sample.

When a separate alpha mask is assigned, the Source view continues to show the original visual media. The applied transparency appears in the Second Life Playback and Texture Sheet views, making before-and-after comparison easier.

For a Fluid multi-sheet sequence, the information also states the total number of frames and sheets. The Preview Workspace displays the first sheet as a representative preview of the sequence.

### Second Life Playback

The **Second Life Playback** view simulates how each animation frame will appear when read from its texture-sheet cell in Second Life. It applies the selected grid dimensions, Frame Fit treatment, and alpha mask.

This is the most useful view for checking:

- Whether Preserve Full Frame produces unwanted side or top-and-bottom bands.
- Whether Zoom to Fill crops an acceptable amount from the image.
- Whether a separate alpha mask aligns correctly with the visual media.
- Whether Invert alpha mask produces the intended transparency.
- Whether the subject remains properly framed throughout the animation.

The caption identifies the playback rate, the active Frame Fit treatment, and the true frame count used by the conversion.

### Texture Sheet

The **Texture Sheet** view shows how the animation frames are arranged on the final sheet. Frames are placed from left to right and then from top to bottom using the grid selected by the planner.

The information below the sheet identifies:

- The number of columns and rows.
- The actual texture-sheet dimensions.
- The number of unused trailing cells.

Unused cells can appear at the end of the grid when the number of frames does not divide evenly into its capacity. These cells are intentional and are never included in playback.

When Fluid multi-sheet output is selected, this area previews the first sheet in the synchronized sequence. The remaining sheets use the same planned grid so that playback can continue smoothly from one texture to the next.

### Preview Statistics

The summary strip beneath the Texture Sheet provides the most important plan details at a glance, including:

- Grid dimensions.
- Frame count.
- Number of unused cells.
- Texture-sheet resolution.
- Playback rate.
- Selected planner.
- Selected Frame Fit mode.
- Current sheet number when a Fluid sequence is planned.

Additional details, including the approximate cell dimensions and source aspect ratio, are available by resting the pointer over the summary strip.

### Transparency in the Preview

Transparent portions of a frame are displayed over a subtle checkerboard pattern so they can be distinguished from solid black areas. The checkerboard is used only by the Preview Workspace and is never added to the exported texture.

### Preview Size and Export Quality

The images in the Preview Workspace are scaled to fit the available interface space. Enlarging or reducing the application window changes only their on-screen display size. It does not change the selected texture resolution or the quality of the exported files.

## Visual Media Action Buttons

The two buttons at the bottom of the Visual Media panel determine whether the currently selected source is exported immediately or added to the Batch Queue for later processing.

Before using either button, review the export plan and Preview Workspace to confirm that the source, trim range, alpha mask, Frame Fit, planner, texture size, and other conversion options are correct.

### Export Current Media

**Export Current Media** immediately converts the selected visual source using the settings currently shown in the Visual Media tab.

Depending on the source and selected options, the export may include:

- A single PNG or TGA animation texture sheet.
- A synchronized Fluid multi-sheet sequence.
- A matching WAV file or sequence of WAV segments when audio extraction is enabled.
- Applied transparency from a separate alpha-mask video.
- An information or sequence report containing the playback details needed for Second Life.

The export is written to the shared **Output Folder — All Exports** shown at the top of the application.

While the conversion is running, the action controls are temporarily unavailable and the progress indicator shows that Gif2SL Studio is working. When the export finishes, a confirmation window identifies the files created and summarizes information such as the grid, frame count, texture dimensions, unused cells, and—in a Fluid sequence—the number of sheets and matching audio segments.

This button processes only the currently selected source. It does not add the source to the Batch Queue.

### Add Current to Batch

**Add Current to Batch** places the selected visual source into the Batch Queue without exporting it immediately.

The queued job captures the source-specific choices and the current shared Visual Media defaults, including:

- Texture size.
- Planner.
- Frame Fit.
- Output format.
- Video Start and End range.
- Fluid sequence selection and maximum sheet duration.
- Matching audio extraction.
- Assigned alpha mask and its inversion setting.
- The currently selected shared output folder.

Adding a job does not copy, move, or modify the original media. It creates a queue entry that can be reviewed and exported later from the Batch Queue tab.

The job retains the settings captured when it was added. Later changes to the shared Visual Media defaults do not silently alter an existing queued job. If those defaults should be applied to a job already in the queue, use **Apply Defaults to Selected** or **Apply Defaults to All Media** in the Batch Queue.

An alpha mask can also be assigned, replaced, cleared, or inverted for an individual video after it has been added to the queue.

### Choosing Between the Two Buttons

Use **Export Current Media** when the current source has been inspected and should be converted immediately.

Use **Add Current to Batch** when several visual or audio sources will be prepared first and then exported together in one operation.

# Audio

The Audio interface prepares songs, performances, spoken recordings, soundscapes, and other audio for upload to Second Life. It converts the selected recording into the required WAV format and, when necessary, divides it into a synchronized series of balanced segments.

No image frames or texture sheets are created by the Audio interface.

Unlike visual conversion, audio preparation does not require several quality or layout choices. Gif2SL Studio automatically creates a consistent Second Life-ready result:

- WAV file format.
- Mono audio.
- Signed PCM 16-bit encoding.
- 44.1 kHz sample rate.
- The fewest possible segments.
- No segment longer than 29.9 seconds.
- Segment lengths balanced to within one audio sample.

The shared **Output Folder — All Exports** at the top of the application is used for both direct audio exports and newly queued audio jobs. The Visual Media Preset does not affect audio conversion.

## Audio Source

The **Audio Source** field identifies the song or recording to be converted.

Gif2SL Studio accepts the following audio formats:

- WAV
- MP3
- FLAC
- M4A and AAC
- OGG and Opus
- WMA
- AIF and AIFF

A file path may be entered directly into the Audio field, but the **Browse** button is usually the easiest way to select a source.

A supported audio file can also be dragged onto Gif2SL Studio. The application recognizes it as audio and opens it in the Audio tab automatically.

## Browse

Select **Browse** to open the file selector, locate the desired audio recording, and choose it as the current source.

Gif2SL Studio examines the file to confirm that it contains a readable audio stream and determines its duration. The selected path then appears in the Audio field, and the **Audio Export Plan** is calculated automatically.

If the file cannot be read or does not contain a valid audio stream, Gif2SL Studio displays an explanatory message without creating any output.

## Audio Export Plan

The **Audio Export Plan** explains how the selected recording will be prepared before anything is written to the output folder.

After a source is loaded, the plan displays:

- The source duration.
- The number of WAV segments that will be created.
- The approximate duration of each segment.
- Confirmation that final segment lengths will be balanced using exact 44.1 kHz audio samples.

Gif2SL Studio does not simply create repeated 29.9-second segments followed by an unnecessarily short final sound. Instead, it calculates the fewest segments needed and divides the complete recording as evenly as possible.

For example, a 60-second recording requires three segments. Rather than creating two segments close to 29.9 seconds and a very short remainder, Gif2SL Studio creates three segments of approximately 20 seconds each. This produces a cleaner and more practical sequence for continuous in-world playback.

The plan shown before conversion is based on the source duration reported by the file. The completed audio report records the exact sample counts and final durations after decoding.

## Export Audio Segments

**Export Audio Segments** immediately converts the selected recording and writes the finished audio package to the shared output folder.

Gif2SL Studio creates a dedicated folder named from the source recording with `_audio` added to its name. This keeps every segment of a song or recording together and prevents the main output folder from becoming cluttered.

The new folder contains:

- One or more Second Life-ready WAV segments.
- An audio information report describing the conversion.
- Exact sample counts and durations for every segment.
- The original source name and total converted duration.
- The order in which the segments should be played.

The WAV filenames include useful sequence information:

- The segment number.
- The total number of segments.
- The segment duration in milliseconds.

This naming convention preserves the correct playback order and helps scripts, notecards, and creators identify every part of a longer recording.

When the conversion finishes, Gif2SL Studio reports:

- The number of WAV segments created.
- The destination folder.
- The total audio duration.
- The shortest and longest segment durations.
- The final WAV format.
- The location of the audio information report.

## Add to Batch

**Add to Batch** places the selected recording into the Batch Queue without converting it immediately.

The queued audio job captures:

- The selected source recording.
- Its measured duration.
- The currently selected shared output folder.
- The standard balanced audio-conversion policy.

Audio jobs do not use texture size, planner, Frame Fit, image format, Fluid sequence, or alpha-mask settings. Those controls apply only to visual media.

Adding the recording to the Batch Queue does not copy, move, modify, or immediately convert the original file. It creates a queue entry that can be reviewed alongside other audio and visual jobs. All queued items can then be processed together with **Export Batch Queue**.

Use **Export Audio Segments** when one recording should be converted immediately. Use **Add to Batch** when several recordings—or a mixture of audio and visual media—should be prepared first and exported together.

# Batch Queue

The Batch Queue brings visual media and audio jobs together so that several files can be prepared, reviewed, and exported in one operation. It is especially useful when converting a collection of animations, processing several songs, or preparing a project containing both visual and audio assets.

Each queued job retains its own source, output destination, and conversion settings. This allows the shared defaults to be adjusted for new jobs without unexpectedly changing work that has already been prepared.

## Adding Jobs to the Queue

Jobs can enter the Batch Queue in several ways:

- **Add Current to Batch** from the Visual Media tab.
- **Add to Batch** from the Audio tab.
- **Add Media Files** directly from the Batch Queue.
- **Add Audio Files** directly from the Batch Queue.

The shared **Output Folder — All Exports** must be selected before files can be added. Each job captures the output folder in use when it enters the queue.

Changing the shared output folder affects current exports and newly added jobs. It does not redirect jobs already in the queue. This makes it possible to prepare different groups of files for different destinations when needed.

## Add Media Files

**Add Media Files** opens a multiple-file selector for visual sources. One or several files may be selected during the same operation.

Supported visual formats include GIF, WebP, APNG, AVIF, MP4, and WebM.

Each readable file is added as an individual queue entry using the shared **Visual Media Defaults** displayed in the Batch Queue.

Videos added directly with **Add Media Files** use their complete duration by default. They do not inherit the Start and End range belonging to a different video that may be loaded in the Visual Media tab.

If a video requires a custom Start and End range, load and prepare that video in the Visual Media tab and then select **Add Current to Batch**. Its individual trim range will be retained when it enters the queue.

Files that cannot be read are skipped, and Gif2SL Studio reports which files were not added. Valid files from the same selection remain in the queue.

## Add Audio Files

**Add Audio Files** opens a multiple-file selector for standalone audio recordings. It accepts WAV, MP3, FLAC, M4A, AAC, OGG, Opus, WMA, AIF, and AIFF.

Every readable recording is added as a separate audio job. The queue calculates its source duration, planned number of balanced WAV segments, and approximate segment duration.

Audio jobs use the automatic Second Life-ready preparation described in the Audio section and ignore all Visual Media Defaults.

## Remove Selected

**Remove Selected** removes the highlighted jobs from the Batch Queue.

More than one job can be selected and removed at the same time. Removing a queue entry does not delete, move, or modify its original source file. It also does not delete files previously exported from that source.

## Clear

**Clear** removes every job from the Batch Queue.

Because this affects the entire queue, Gif2SL Studio asks for confirmation before proceeding. Clearing the queue does not delete any original source files or completed exports.

## Visual Media Defaults

The **Visual Media Defaults** section controls the initial conversion settings given to newly queued visual-media jobs.

These settings are synchronized with the corresponding controls in the Visual Media tab. A change made in either location becomes the shared default shown in both places, eliminating the need to move between tabs simply to adjust the next group of jobs.

Changing a shared default does not silently rewrite existing queue entries. A job already in the queue retains the settings it captured when it was added until one of the Apply buttons is used.

The controls repeat the Visual Media choices for Texture Size, Planner, Frame Fit, Format, Fluid multi-sheet output, matching WAV extraction, and Maximum Sheet Duration. Their behavior is described in detail in the Visual Media Conversion section of this guide.

### Apply Defaults to Selected

**Apply Defaults to Selected** updates the highlighted visual-media jobs with the shared defaults currently shown in the Batch Queue.

More than one visual job may be selected. Standalone audio jobs are ignored because visual conversion settings do not apply to them.

Source-specific information remains attached to the job, including its source file, output folder, video trim range, and separately assigned alpha mask.

### Apply Defaults to All Media

**Apply Defaults to All Media** updates every visual-media job in the queue with the currently displayed shared defaults.

Standalone audio jobs are ignored and retain their automatic balanced-audio settings.

This button is useful when the queue has already been assembled and one or more visual choices should be made consistent across the complete visual collection.

## Selected Video — Alpha Mask

The **Selected Video — Alpha Mask** section assigns a separate transparency video to an individual queued MP4 or WebM source.

Because each source may require a different mask, alpha masks are assigned one job at a time. Select exactly one queued video to activate these controls.

The section reports:

- The selected source-video filename.
- Whether it currently has a separate alpha mask.
- The filename of the assigned mask when one is present.

The controls remain unavailable when no job is selected, more than one job is selected, or the selected job is an animated image or standalone audio file.

### Assign Alpha Mask

**Assign Alpha Mask** attaches an MP4 or WebM alpha-mask video to the selected queued video.

The mask should be prepared to correspond with the source video's timing and content. During conversion, it is sampled with the visual source and used to create the exported transparency.

Assigning a mask changes only the selected queue entry. Other queued videos are unaffected.

### Clear Alpha Mask

**Clear Alpha Mask** removes the separate alpha mask from the selected video job.

Clearing the mask also clears its inversion setting because inversion has no effect without an assigned mask. The mask file itself is not deleted or modified.

### Invert Selected Alpha Mask

**Invert selected alpha mask** reverses the transparency interpretation for the selected job. Enable it when the prepared mask uses black for visible content and white for transparent content.

This option is available only after an alpha mask has been assigned.

## Queued Jobs

The **Queued Jobs** list provides a compact summary of every prepared conversion.

A visual-media entry can display:

- Current status.
- Source filename and media type.
- Video Start and End range.
- Texture size.
- Planner.
- Frame Fit.
- Matching WAV selection.
- Fluid sequence selection and maximum duration.
- Assigned alpha-mask filename.
- Whether the alpha mask is inverted.

An audio entry can display:

- Current status.
- Source filename.
- Source duration.
- Planned number of WAV segments.
- Approximate duration of each segment.

New entries begin with a **Queued** status. During and after export, each entry is updated independently:

- **Done** indicates that the job completed successfully and identifies what was created.
- **Failed** indicates that the job could not be completed and includes the associated error information.

Jobs may be selected individually or as a group for removal or for applying shared visual defaults. Alpha-mask controls require exactly one selected MP4 or WebM job.

## Export Batch Queue

**Export Batch Queue** processes all queued visual and audio jobs in their displayed order.

Each job uses the settings and output destination stored with that entry. The queue can therefore contain:

- Animated images.
- Standard MP4 or WebM conversions.
- Fluid video sequences.
- Videos with separate alpha masks.
- Videos with matching extracted audio.
- Standalone long-form audio recordings.

While the batch is running, the progress bar advances as each job finishes and editing controls are temporarily unavailable.

If one job fails, Gif2SL Studio records the failure and continues processing the remaining jobs. A problem with one source therefore does not automatically stop the rest of the batch.

When processing is complete, Gif2SL Studio reports:

- The number of jobs that succeeded.
- The number of jobs that failed.
- The result of each individual queue entry.

The completed entries remain visible so the results can be reviewed and any failed source can be corrected before another attempt.

## Small-Screen and Window Scrolling

Gif2SL Studio detects the available display area when it opens. When the complete interface cannot fit on a smaller monitor or under increased Windows display scaling, horizontal or vertical scrollbars appear as needed. Scrolling changes only which part of the interface is visible; it does not alter preview quality, conversion settings, or exported files.

## License, Privacy, and Third-Party Notices

Gif2SL Studio and its proprietary materials are owned by D.L. Cunningham and published under the Earth Machina trade name. Earth Machina is not a separate legal entity. The release-root **LICENSE_AND_CREATOR_USE.txt** explains the application license, creator-output rights, MIT license for the free single-sheet script, and the creator-use terms for the Studio player scripts.

The application processes selected media locally. **PRIVACY_NOTICE.txt** describes the local settings it retains and confirms that version 1.1.8 contains no accounts, telemetry, analytics, cloud processing, or automatic uploads.

Gif2SL Studio also includes separately licensed open-source components. **THIRD_PARTY_NOTICES.txt**, **OPEN_SOURCE_COMPLIANCE.txt**, the **Third Party Licenses** folder, and **RUNTIME_LICENSE_AUDIT.txt** identify those components and explain applicable source and relinking rights.

Second Life, SL, and inSL are trademarks of Linden Research, Inc. Gif2SL Studio is not affiliated with or sponsored by Linden Research.
