Note that you should only ever annotate characters where they are visible. If any part of a character is obscured by objects or other characters, it’s not part of the polygon. Character relationships need to be done for every character annotated and for every instance of the options in the drop-down menu.
Simply type in the speaker (you should receive a number of suggestions if you did the characters first) and transcribe the content of the balloon. The transcription must be case-sensitive (only uppercase unless there are upper-and-lowercase letters in the balloon) and include all line breaks as depicted in the balloon.
Transcribe caption content as you would speech bubbles. If the caption has a narrator in the storyworld, add them in the respective field; if it’s an extradiegetic, heterodiegetic narrator, simply leave it blank.
Click on the first panel of the page and then click on "Options" -> "Preferences". Use the Storyworld tool here to add, rename, and delete storyworlds. Note that there is a root (marked with "\" that should neither be changed nor deleted.) Having defined your storyworld layers, click on the button below "storyworld" to apply the same storyworld to all following panels on the page if there is no storyworld change. If there is, change storyworlds accordingly.
Choose a type of visual focalization for each panel according to your interpretation of how much subjective filter the visual representation contains. Internal focalization needs to be specified according to these four categories:
Spatial pov: Panel represents the actual point of view of a character
Quasi-perceptual pov: Panel represents the relative perception from the point of view of a character (example: blurry style for drunks)
Quasi-perceptual overlay: Panel represents the relative perception of a character, but not from their point of view (meaning they might be visible in the panel, but we still see their perception of things) (example: blurry panel, drunk staggering across street)
Internal World Representation: Dreams, mindscapes, fantasy worlds, hallucinations, etc., of a character. Note that this almost always requires either a simultaneous marker (wavy/cloudy panel frame etc.) or a contextual marker (cf. annotation of objects)