Mestrio Studio Help

This is the single English Help document for the application. It is intended to be published as one web page: the in-app Help page loads that one address, while this document's index lets readers jump to an individual guide.

Use the in-app Open in browser button if you want to use browser translation, accessibility, or reader tools.

Contents


Getting started

Quick start

What this guide covers

This guide creates a simple production: one project, one scene, one source, and either a recording or a live output. Start here before adding more devices or effects.

Before you start

Steps

  1. In Studio, create a project and give it a recognizable name.
  2. Open the project and create or select a scene.
  3. Add one source, such as a camera, media file, image, or screen capture.
  4. Select the source in the scene and arrange its position and size on the canvas.
  5. Open the project output settings. Choose recording first when you are testing a new setup.
  6. Start a short test, check picture and sound, then stop it and open the saved file.
  7. Configure a live destination only after the local test is successful.

Important notes

Projects and scenes

What this feature is

A project is one self-contained production. It stores the show structure and production-level settings: scene collections, scenes, the shared source pool, canvas settings, output settings, configured destinations, and project resources or references.

A scene is a reusable composition inside the project: for example, an opening title, a full-camera shot, a screen demonstration, a picture-in-picture interview, or a break screen. A scene does not own every source it shows. Instead, it contains scene items that reference sources from the project's shared pool.

This distinction lets the same camera, media player, or network feed appear in multiple places without reopening the capture device or recreating its configuration. It also makes it possible to change layouts safely while a production is in progress.

What projects and scenes are for

Use projects and scenes to:

The structure at a glance

Project
├── Shared source pool
│   └── Source (camera, media, browser, audio, network feed, and so on)
├── Scene collection
│   ├── Scene
│   │   ├── Scene item / source reference
│   │   ├── Groups
│   │   └── Layouts
│   └── Scene
└── Canvas, output, destinations, and other project settings

Create and organize a production

  1. In Studio, create a project and give it a clear name for the show or purpose.
  2. In the project settings, choose the canvas and output settings appropriate for the final production.
  3. Create a scene collection when you need a distinct set of scenes, such as a separate show format or a set of alternate layouts.
  4. Add scenes for the program states you expect to use. Name them by purpose, such as Opening, Camera, Demo, or Break.
  5. Add a layout inside a scene when the same set of scene items needs more than one arrangement, such as full-screen and picture-in-picture.
  6. Add and arrange sources in one scene, then link existing sources into other scenes where they should be reused.
  7. Test every scene, layout, filter, and transition before recording or streaming.

Studio Mode: prepare before going on air

Studio Mode separates the scene being prepared from the scene being sent to recording and streaming.

When Studio Mode is off, the selected scene is Program. Changes to its visible layout are therefore changes to the on-air scene. Use Studio Mode for an important production when you need to prepare the next scene without exposing unfinished work.

How to use Studio Mode

  1. Turn on Studio Mode from the Studio controls or settings.
  2. Confirm the labels: On air is Program; Preview (edit) is the scene you are working on.
  3. Select a Preview scene and arrange its sources, groups, and layout. These edits are saved to that Preview scene but are not shown by Program yet.
  4. Use the monitor toggle or split view to compare Preview with Program.
  5. Choose the desired transition settings, then use Transition when the Preview scene is ready.
  6. Confirm that Program changed as expected before preparing the next Preview scene.

When Preview and Program are different, Preview is a separate live visual path and its audio is not added to the Program mix. This avoids preview-only audio being sent to the audience before the scene is taken live.

Transition rules

Scene transitions control the change from one Program scene to another. They do not change the saved layout of either scene.

Source sharing rules

The project uses a shared source pool. New sources are created once in that pool, and scenes hold references to them.

Use Add existing when you want another appearance of the same source. You may link a source in several scenes and, when useful, more than once in one scene. Each scene item has its own layout and item-level settings, but all linked items still use the same underlying source.

Changes that apply to every reference include most source-level settings, such as the selected capture device, media file, network address, browser content, playback configuration, source-level video filters, and audio filters. This is intentional: one source represents one shared configuration and normally one shared capture or playback session.

Changes that remain local to a scene item include its position, size, crop, rotation, flip, opacity, blend mode, visibility, layer order, and item-level video filters. One shared camera can therefore be full-screen in one scene and cropped into picture-in-picture in another.

Use Duplicate as new source when you need independent source-level configuration. For example, duplicate a media source when the new item needs a different file or playback behavior; do not duplicate merely to give the same camera a different position. Some source types have a per-project instance limit, so linking an existing source is also the safer choice for hardware capture and resource-intensive sources.

Removing a scene item removes only that reference. Other scene items that reference the same source are unaffected. If the removed item was the last reference anywhere in the project, the unused source definition is removed from the project pool as well.

Filter rules and order

Filters can apply at four different levels. Choose the narrowest level that produces the result you need:

  1. Source-level filters apply to the source before every scene item that references it. They are shared globally in the project.
  2. Item-level filters apply only to one scene item after its source-level filters. They are the correct choice when the same source needs a different visual treatment in one scene.
  3. Group filters apply after the group's child items have been composited together. Use them to affect a complete group rather than setting the same filter on each child.
  4. Scene filters apply to the finished scene composition, after its visible items and groups have been composited. Use them for a final scene-wide treatment.

Video-filter order is therefore: source → scene item → group → scene. Audio filters are always source-level and shared by every reference of that source; they cannot be made item-specific.

The filter editor works with a draft. Use its preview to evaluate changes, then tap Confirm to apply them to the active production. Canceling or closing without confirmation discards the draft. Before confirming a source-level filter, check the shared-source notice: the change can affect every scene that uses that source.

Groups, order, and nested scenes

Recommended workflow

  1. Plan the Program states first: the scenes an audience will actually see.
  2. Add one source at a time, confirm its runtime status and audio, and then reuse it through Add existing.
  3. Use layouts for alternate arrangements, groups for related visual elements, and scene collections for larger show organization.
  4. Keep global source settings and source-level filters stable during a live production; make presentation changes through the scene item, group, or Preview scene instead.
  5. Turn on Studio Mode, prepare in Preview, verify Program, then transition deliberately.
  6. If a source shows an error, isolate it with a short local recording or a simple test scene before changing several settings at once.

Important notes


Sources

Source overview

Purpose

Sources are the building blocks of a scene. They can provide a camera image, a screen, local media, a web page, network media, audio, or a generated visual layer.

Add a source

  1. Open a project and select a scene.
  2. Use the add-source control.
  3. Choose a source type and complete any required file picker, device picker, or Android permission prompt.
  4. Configure the source, then position it on the canvas.

Source order and visibility

Sources higher in the visual order can cover sources below them. Use visibility to temporarily hide a visual source without immediately removing its configuration. A source may still need to remain active for audio or shared-scene behavior, depending on its type and settings.

Reuse versus duplicate

Use an existing source again when multiple scenes should share the same device or media configuration. Duplicate a source when the new version must have independent settings, media, or filters.

Important notes

Camera source

Purpose

Use a camera source to add the device camera to a scene for face-to-camera, product, or environment shots.

Before you start

Steps

  1. Add a Camera source to the selected scene.
  2. Choose the available camera direction or device option.
  3. Confirm the preview and adjust the source layout on the canvas.
  4. Test the image while the project is in the same orientation you will use for output.

Important notes

If the camera is unavailable

Check the Camera permission, close competing apps, reconnect to the project, and restart the source. If the issue persists, restart the app or the device.

Screen and app capture

Purpose

Screen capture shares what Android allows you to select. On supported Android versions, an app-window capture option may be available in addition to full-screen capture.

Steps

  1. Add a screen or app capture source.
  2. Accept Android's capture prompt and select the offered target.
  3. Return to Mestrio Studio and verify the preview.
  4. Crop or position the source in the scene only after the capture image is available.

Important notes

If capture stops

Check whether Android ended the projection session, whether the selected app changed, and whether the source shows an error state. Start a new capture session instead of assuming an old permission is still valid.

External capture

Purpose

Use an external capture source for compatible USB video devices, UVC cameras, or supported HDMI capture hardware.

Before you start

Steps

  1. Connect the capture device.
  2. Add an external capture source and accept the Android USB permission prompt.
  3. Select the device and an available video profile.
  4. Confirm the preview, then adjust its canvas layout.
  5. Add a separate audio source if the capture workflow requires audio and the device exposes it separately.

Important notes

Audio input

Purpose

Use an audio input source for microphone sound and, where Android permits it, captured system audio.

Steps

  1. Add a microphone or system-audio source.
  2. Accept the required Android permission or projection prompt.
  3. Choose the available input device when the source offers a device selector.
  4. Check the audio meter or monitoring path before recording or streaming.
  5. Set levels conservatively, then test a short recording with headphones.

Important notes

If audio is missing

Check permission, the selected input device, source mute or visibility settings, system volume, and whether another app is using the microphone.

Media and playlists

Purpose

Media sources play local audio or video files. A playlist lets you use an ordered queue of compatible media files in one source.

Steps

  1. Add a media or playlist source.
  2. Choose one or more files through the Android file picker.
  3. Configure playback behavior, such as looping or the action after an item ends.
  4. Arrange the visual source on the canvas and test its audio level.

Important notes

Images and graphics

Purpose

Use image and graphic sources for logos, title cards, slideshows, text, color backgrounds, QR overlays, and other non-camera visual layers.

Steps

  1. Add the appropriate image, slideshow, text, color, or overlay source.
  2. Select local assets or enter the content requested by that source.
  3. Position, resize, and order the source on the canvas.
  4. Preview the scene at its intended output resolution.

Important notes

Good practice

Keep frequently reused logos, images, and templates in the resource library, and give source names that identify their on-screen purpose.

Browser source

Purpose

A browser source displays a web page or web-based overlay inside a scene. It is useful for dashboards, remote overlays, web widgets, or presentation pages.

Steps

  1. Add a browser source.
  2. Enter the complete address of the page you control or trust.
  3. Wait for the page to load, then arrange it on the canvas.
  4. Test the page on the same network and with the same output duration you expect to use.

Important notes

If the page is blank or slow

Check the address, network connection, page availability, and whether the site requires an interactive login. Try a simpler page before assuming the scene configuration is at fault.

Network media

Purpose

A network media source receives media from an address that you configure. It can be used for compatible remote cameras, media servers, or other live network feeds.

Steps

  1. Obtain the complete media address and any required credentials from the service owner.
  2. Add a network media source and enter the address carefully.
  3. Wait for the source to prepare, then verify video and audio in the preview.
  4. Add the source to the final scene only after it remains stable for a test period.

Important notes

If the source cannot connect

Verify the address, credentials, sender status, network reachability, and firewall or router rules. Test the address in a controlled environment before a live session.

Local network media

Purpose

Use this source type to discover or receive compatible live media on the same local network, such as a feed supplied by another device or production system.

Before you start

Steps

  1. Open the local network media source settings.
  2. Start discovery, or enter the sender details manually when discovery is unavailable.
  3. Choose the intended feed and wait for it to prepare.
  4. Verify picture, sound, and delay before using the feed in an output scene.

Important notes

Drawing source

Purpose

The drawing source adds live annotations to a canvas. Use it for telestration, highlights, signatures, teaching, or explaining a visual element during a production.

Steps

  1. Add a drawing source to the scene.
  2. Open its editing controls and choose a pen, size, and color.
  3. Draw on the canvas while checking the final composition.
  4. Clear or edit marks when the current explanation is complete.

Important notes

Good practice

Prepare a clean scene and a separate annotated scene when you need to switch quickly between an unmarked image and an explanation layer.

Duix source

Purpose

A Duix source uses a compatible local model to create an AI-avatar visual source in a project.

Before you start

Steps

  1. Open Resources and add or download a model.
  2. Wait for the download or import to finish before selecting it in a project.
  3. Add a Duix source and select the installed model.
  4. Test the source in preview before recording or streaming.

Important notes

If the source fails

Confirm that the model completed installation, is still available locally, and that another Duix source is not already active in the project.


Output

Live streaming

Purpose

Live streaming sends the finished program to a destination that you configure. The destination may be linked through an authorization flow or configured manually with its server details and credentials.

Before you start

Steps

  1. Open the project output settings.
  2. Add, authorize, or select a streaming destination.
  3. Check resolution, frame rate, encoder, bitrate, and audio configuration.
  4. Verify the preview and source states.
  5. Start streaming and monitor the application status and the destination dashboard.
  6. Stop the stream from the app when the session is complete.

Important notes

Recording

Purpose

Recording saves the finished program locally so that you can review, edit, share, or archive it later.

Steps

  1. Open project output settings and choose recording.
  2. Confirm the recording format, quality, and save location behavior offered by the app.
  3. Check available storage and make a short test recording.
  4. Start recording only after the preview and audio are correct.
  5. Stop recording normally and wait for the file to finish closing before leaving the project.

Important notes

If a recording is missing

Check the configured save location, free storage, Android media permissions, and whether the recording was stopped normally. Review the recording list or Android file manager before starting another long session.


Connections

Connections and authorization

Purpose

Connections let the app work with a third-party streaming or account service. Depending on the service, you may complete a browser authorization flow or enter a server address and stream key manually.

Authorized connection

  1. Start the connection flow from the project or platform settings.
  2. Complete sign-in and consent in the third-party page.
  3. Return to the app and verify that the connection shows as linked.
  4. Select or enable the destination required by the project.

Manual connection

  1. Obtain the destination address and stream key from the service owner.
  2. Enter both values carefully in the destination settings.
  3. Test with a private or low-risk session before a production event.

Important notes


Resources and data

Resources, models, and downloads

Purpose

Resources are reusable local assets that can be added to projects. They can include media, images, graphics, and supported model files.

Managing resources

  1. Open the Resources area.
  2. Import a local asset or add a model from a trusted download link.
  3. Wait for the operation to complete before adding the resource to a project.
  4. Use the resource in an appropriate source type.

Important notes

Good practice

Use clear filenames, remove obsolete downloads, and keep enough free storage before importing large media or model files.

Project import and export

Purpose

Export creates a portable project archive for backup, transfer, or reuse. Import reads an archive and restores supported project configuration on the current device.

Export a project

  1. Open the project menu and choose export.
  2. Review the archive name, destination, and any password options.
  3. Keep a record of the exported file location and password when you use one.
  4. Wait for the completion dialog before sharing or moving the archive.

Import a project

  1. Choose import and select a compatible archive through the Android file picker.
  2. Enter the archive password when required.
  3. Review the import result and resolve any missing local resources.

Important notes


Settings and maintenance

Storage, permissions, and privacy

Purpose

This section explains device storage, Android permissions, and local data controls used by the app.

Storage

Projects, settings, caches, recordings, exports, and downloads are stored on the device or a location you choose. Check free space before recording, exporting, or downloading a large model. Clearing app data or uninstalling the app can remove internal project data.

Permissions

The app requests access only when a selected feature needs it:

You can review many permissions in Android Settings. USB and screen capture are confirmed by Android when the relevant feature starts.

Privacy notes

The app does not operate a server for uploading user projects or captured content. When you actively stream, load a web source, use network media, or download a model, your device connects to the service or address you choose. Some account providers require a minimal, stateless authorization relay for OAuth token exchange, refresh, or revocation; it does not receive projects or live audio/video.

For the full policy, open Privacy policy from the My page.

Performance and compatibility

Purpose

Live production depends on the device, Android version, available memory, graphics capability, thermal state, storage speed, connected equipment, and network conditions.

Improve stability

  1. Start with a moderate resolution, frame rate, and bitrate.
  2. Use fewer simultaneous video, browser, network, and AI-model sources.
  3. Reduce filters, complex web animation, and high-resolution layers when preview becomes slow.
  4. Keep the device cool, charged, and out of direct heat.
  5. Test the full source combination before a live event.

Compatibility notes

If performance degrades

Stop nonessential sources, lower output demands, reconnect unstable devices, and restart the project before changing several variables at once.


Troubleshooting

Troubleshooting checklist

Use this checklist before a production, and work through it in order when something fails.

1. Check the affected source

2. Check permissions and ownership

3. Check output configuration

4. Check connectivity

5. Reduce the setup

Disable nonessential sources and effects, test one source at a time, and make a short local recording. This separates capture issues from network or destination issues.

6. Collect safe support details

Record the app version, Android version, device model, source type, exact error text, and reproduction steps. Never include passwords, tokens, stream keys, or private media in a support message.