> For the complete documentation index, see [llms.txt](https://captivatehelp.newbluelive.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://captivatehelp.newbluelive.com/control-your-show/chapter-index-1/shot-layouts-data-model.md).

# Shot Layouts data model

A Shot Layout is one project item that references other graphics, media clips, and even other Shots. This article explains what a Shot stores, what it overrides on the items it contains, and a few defaults that surprise operators when they ship a project for the first time.

For the procedure to build and configure a Shot, see [Create Shot Layouts](/control-your-show/chapter-index-1/creating-shot-layouts.md). For the centralized launcher view, see [Shot Launcher mode](/control-your-show/chapter-index-1/shot-launcher-mode.md).

* [What a Shot stores](#what-a-shot-stores)
* [Composite Shots](#composite-shots)
* [Per-item overrides](#per-item-overrides)
* [Defaults to know](#defaults-to-know)
* [Take and stop semantics](#take-and-stop-semantics)

## What a Shot stores

A Shot is a container. It does not duplicate the graphics it includes — it references them. When you change a contained graphic in the Designer, the Shot picks up the change the next time it plays.

The Shot itself owns its **Contents** list, the **Play other Shots off** toggle, a **When done, return to previous Shot** fallback, the **Play content duration** checkbox, a **Video Transition** (the Switcher transition this Shot uses), a **Shot Transition**, an optional **Switcher Video** source, and a **Color label**.

Each entry in **Contents** carries its own overrides on top of the referenced item. See [Per-item overrides](#per-item-overrides) below.

## Composite Shots

A Shot can contain another Shot. This is called a **Composite Shot** and it lets you compose a complex on-air state out of smaller, reusable Shots — for example, a "sponsor break" Shot that plays a logo Shot and an audio-sting Shot together.

To build one, create the smaller Shots first, then create a new empty Shot and drag the smaller Shots into its **Contents** list the same way you would drag in any graphic. A Composite Shot inherits the same controls as a regular Shot — Play other Shots off, Play Content Duration, transitions — applied to the whole composite.

{% hint style="info" %}
Avoid deep nesting. Captivate guards against a Shot containing itself, and a composite that is two or three levels deep gets hard to reason about during a show. Compose flat where you can.
{% endhint %}

A contained Shot still appears as a normal tile in the Shot Launcher and a normal row in the Project List — you can still take it on-air on its own.

## Per-item overrides

For every item in **Contents**, the Shot stores its own overrides without modifying the contained item’s original definition. The overrides live in three Properties tabs:

* **Shot Properties → Contents** — per-item **zone** assignment. A single Shot can route Title A to one zone and Title B to a different zone of the same layout.
* **Shot Values** — per-item **variable** overrides. Choose **Replace** in the dropdown next to a variable to override it for this Shot only; choose **Disable** to revert.
* **Shot Audio** — per-item **Volume**, **Mute**, and **Override**. **Override** is the one to know: when off, the contained graphic plays its normal audio; when on, the Shot’s Volume and Mute take over.

{% hint style="info" %}
Override defaults to off in **Shot Audio**. If you set a Volume on a contained item and nothing changes, check that Override is on for that item.
{% endhint %}

## Defaults to know

A few defaults are worth flagging — they aren’t wrong, but they catch people out:

* **Play other Shots off** defaults to **on**. Most operators expect this, but if you build a multi-Shot layout where two Shots are meant to coexist, you’ll need to turn this off on at least one of them. When off, a badge appears on the Shot’s tile to remind you.
* **Play content duration** is unchecked by default — the Shot stays on-air until every contained title has finished. Tick the checkbox to end the Shot the moment any contained title finishes.
* **Shot Audio → Override** defaults to **off** per item. Setting a Volume or Mute without turning Override on for that item is a no-op.
* **Property animation** on Shots defaults to a duration of **0 seconds** — effectively off. This affects animated transitions between Shot states (for example, animating between Custom Zone Layouts). If your Shot transitions look like cuts where you expected animation, this is why.

## Take and stop semantics

Clicking a Shot’s tile in the Shot Launcher **toggles** it: an off-air Shot goes on-air, an on-air Shot comes off. This is different from a Project List row, where behavior depends on Auto-live mode (see [Cue and take graphics](/control-your-show/chapter-index/cue-and-take-graphics.md)).

When a Shot ends — because every contained title finished, or because another Shot took it down — Captivate checks **When done, return to previous Shot**. If that option is on, the previously-on-air Shot is restored automatically.

## Related

* [Create Shot Layouts](/control-your-show/chapter-index-1/creating-shot-layouts.md)
* [Shot Launcher mode](/control-your-show/chapter-index-1/shot-launcher-mode.md)
* [Cue and take graphics](/control-your-show/chapter-index/cue-and-take-graphics.md)


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