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Types of Bullets

There are three types of Bullet that you can save in your library: effect bullets, content bullets and SFX bullets.

Effect bullets

When you select a clip, you can save all of its properties, effects or keyframes as a preset, similar to what Premiere already allows today, but with a much higher level of control and new ways of using your presets, which completely change the experience and the productivity.

An effect bullet is saved from the Preset tab of the Save Bullet screen.

You choose what to save

In Sniper you choose what you want to save in a friendlier way: it lists all the effects and properties of the clip, and you simply mark which ones you want to take or not.

The list is under the Save label, at the end of the screen. Each effect of the clip is one line with a checkbox. Motion and Opacity start unmarked, because most of the time you want the effects you added and not the framing of that specific clip. If your animation is on Motion, just mark it.

Keep in mind that a Bullet that carries Motion can only be fired on the clip itself, never on an adjustment layer. If you want that animation to be free from the framing of the clip, you have two tools that do it with one click before you save:

  • Move Motion to Transform moves the animation of the Motion to a Transform effect on the same clip. You then save the Transform, and the Bullet can be fired on any clip or on an adjustment layer.
  • Move to adjustment layer moves all the effects of the clip to an adjustment layer above it, and an animated Motion goes along as a Transform.
The Save list: only Tint is marked, so only Tint goes into the Bullet

Type

An animation is always saved from a clip that has a certain duration, and you will fire it on clips that are longer or shorter than that one. The Type tells Sniper what to do with the keyframes when the durations are different. You can change it later in the editor.

  • Scale: the animation stretches or shrinks together with the clip. It always takes the same proportion of it: what happened in the first half of the original clip happens in the first half of the new one. It is the right choice for a movement that has to last the whole clip, like a slow zoom.
  • Anchor to In Point: the animation keeps its original duration and stays glued to the start of the clip, no matter how long the clip is. It is the right choice for entrance animations.
  • Anchor to Out Point: the animation keeps its original duration and stays glued to the end of the clip. It is the right choice for exit animations.
The three Types on the Save Bullet screen

To see the difference, imagine a 1 second zoom that you saved from a 5 second clip, and that you now fire on a 10 second clip:

Scale

The zoom takes 2 seconds, because the clip is twice as long.

Anchor to In Point

The zoom still takes 1 second, at the start of the clip.

Anchor to Out Point

The zoom still takes 1 second, at the end of the clip.

Firing

An effect bullet can be fired directly on the clip, on an adjustment layer or as a transition. See Firing an effect bullet.

Keyframes keep their ease

When an effect preset is saved with keyframes, Sniper analyzes all the keyframes and recreates with precision the ease curves of your animation, keyframe by keyframe, preserving its original movement.

Later, when this effect is fired, you can use Sniper's Ease tool and edit any aspect of the curves, among other powerful features.

Content bullets

Content saves a piece of your timeline exactly as you built it: the clips, the audio and the graphics you selected, with their edits, effects and transitions. When fired, that piece goes back to the timeline from the playhead. When you select a single audio and save it, it becomes an SFX bullet, which lets you preview the sound.

Basically, you can save whatever you want from your timeline as a content bullet. Just select the video and audio items on the timeline and save, with the same customization options for folder, color and audio and video track offset that effect presets allow. When fired, these items are inserted back on the timeline from the playhead.

A content bullet is saved from the Content tab of the Save Bullet screen.

To use it, put the playhead where you want the content to start and click the Bullet. Sniper first looks at the tracks you chose in the offset and, if they are busy at that point, goes up to the next free ones. So it never overwrites what is already on your timeline.

It does not deform your timeline

The great advantage of the content bullet is that it does not deform your timeline to save. You do not need to nest anything to preserve animations or transitions: just select what you want, save and use.

At the moment of the fire, Sniper detects by itself whether the items of the bullet have transitions or effects that would be lost if the items were separated and, when necessary, inserts the items nested on the timeline, preserving your edits.

A classic example for content bullets: transitions with SFX, graphics with SFX that you always use in your projects, critical parts that repeat across several versions of the same project, and so on.

Global content bullets are independent of your project

Another point worth mentioning about global content bullets is that they are independent of your project. All the media that the bullet depends on is saved in the global folder that you chose in the setup of Sniper's first use. So, even if you move the project, it does not lose the reference.

In practice this means you can delete the original footage, archive the project or open a completely new one: the global content bullet keeps working, because it carries its own copy of everything it needs. It is also the reason why it is worth choosing a safe folder and keeping a backup of it.

Global content bullets also detect the Premiere version, which prevents you from losing your bullets between version changes, like from Premiere Pro 2026 to 2027.

Edit in Premiere

A global content bullet can be opened in Premiere and changed by hand. See Edit in Premiere.

SFX bullets

When you select only an audio on the timeline and save it as a content bullet, Sniper understands by itself that it is an SFX . It opens an extra "play" option in the library, which lets you listen to your SFX before firing them on the timeline.

Move the mouse over the SFX in the library and click . The sound plays from the start to the end, and the button turns into a pause. Click it again, or simply move the mouse away from that Bullet, and the sound stops.

1
An SFX with the mouse over it: 1 is the play button

When your SFX are inside a folder, that folder can also fire one of them at random, with the button. See Random fire.

2
A folder with the mouse over it: 2 is the random button

MOGRT

Motion Graphics templates can also become Bullets. But a caveat applies here: unlike the other types of content, inserting a MOGRT through plugins is slow. Although it is supported, we recommend using Premiere's "Essential Graphics" for that.

Sniper for Adobe Premiere Pro.