Uploading and reusing media assets
Use Media Library to browse uploaded assets in your organization. It has separate views for images, videos, audio, and GIFs. The video editor also has Upload files and Media Library entry points for working with additional media while editing.
Before you begin
Sign in to VideoMule and select the organization you want to work in. To access the editor’s media controls, open a project that has reached the video editor stage. Keep the original files on your computer so you can identify and upload the correct version.
Choose the right place for your file
VideoMule separates the materials you start with, the assets you browse while editing, and the videos you export.
| What you need | Where to go |
|---|---|
| A source recording for a new tutorial | Projects → New → Upload video. See Creating a Video Project. |
| Additional media while editing a project | Open the video editor and use Upload files or Media Library. |
| Uploaded assets in the current organization | Open Media Library from the app sidebar. |
| A rendered video | Open Exports. See Rendering and Exporting. |
Start from the project uploader when you want to turn a new recording into a tutorial. Start from the editor’s media controls when you are already editing a timeline.
Open the library and find an asset
- Check the organization selector in the app sidebar.
- Select Media Library.
- Enter a search term in Search assets….
- Choose All, Images, Videos, Audio, or GIFs to narrow the results.
Use All when you are unsure which category contains a file. For example, look in Images for a logo, Audio for an audio asset, or GIFs for an animated graphic.
The library belongs to the organization, not to you. Everything uploaded there is visible to every member, so treat it as shared team storage and avoid putting anything private in it.
The library’s search and category controls remain available when there are no assets to display.
Find the upload controls in the editor
- Open your project from Projects.
- Open its video editor.
- Choose Upload files to access the file-upload entry point.
For media already in the library, use the editor’s Media Library entry point. Check there before uploading another copy of a file. The picker includes media categories such as Audio so you can look for the type of asset you need.
Adding a library asset to a project points at the existing file rather than making a copy, so the same logo or music bed can be used across several projects without consuming storage again.
Each uploaded file can be up to 1 GB. The picker accepts common image, video, and audio types — including PNG, JPEG, GIF, WebP and HEIC images; MP4, MOV, WebM and AVI video; and MP3, WAV, AAC and FLAC audio. A file VideoMule cannot identify is rejected regardless of its extension, so re-exporting it in one of these formats is usually the fix.
The standalone library is the place to browse organization assets; the editor is where you work with media in the context of a project’s timeline. For an introduction to the timeline, see AI Video Editor.
If you cannot find a file
The library says “No assets found”
Clear the search field and switch to All. Check that the intended organization is selected. A source recording listed under Projects, or a completed video listed under Exports, is a reason to check those areas separately.
You are looking for an upload button in the standalone library
Open your project’s video editor and look for Upload files. The library’s empty-state message directs you to upload media, while the editor provides the upload entry point.
A file does not appear under the expected category
Return to All, clear the search, and check the filename. Keep the original file available when investigating an upload problem so you can report its extension and size accurately.
You need to check capacity before uploading
Open Usage in the organization sidebar. For plan information, see Plans and Usage Limits. Check the requirements shown by the particular uploader you are using; project recordings, editor assets, and avatar inputs are different workflows.
