Orlop is a media management tool for anyone who works with a large asset library on a daily basis.
Organise and browse your asset collection with built-in tagging, search and preview functionality.
Automatic tagging requires no effort - just import your asset folder and go!
PlatformsBuild and tested for MacOS Ventura and Windows 10
Creates searchable tags for your assets.
Images, Animations, 3D Models, Fonts, Audio, Text files
No strings attached
No cloud, no subscription Pay once - use it forever
Bring your own assets
Orlop is software to organise and explore assets locally on your computer or in your network. No cloud, no subscriptions.
There are no restrictions of file types you can import. Orlop just builds an searchable index for your assets - it does not alter or move your files,
When importing new files, searchable tags are automatically created and assigned to the assets.
The search bar shows you similar tags when typing and provides an option to explore your library by finding random assets in your collection.
Preview & Access
Orlop can preview many of the most common asset types and file formats. Type specific options allow you to customise the way assets are previewed.
- 3D Models
- Audio Files
- Text and Code files
The Inspector panel gives you relevant file informations, direct links to the file on disk. With the attached tags you can find similar assets or refine your search.
Quick access buttons in the UI and context menus you can open the assets directly in your system file explorer to access the actual source files..
Multi-select mode enables you to create and access a collection of multiple assets within seconds.
"When creating game prototypes I don't want to spend a lot of time searching for the right assets.
With Orlop I can quickly search for assets and just start prototyping"
Tim, Game Developer
"The software's ability to automatically fetch metadata and organize my library by various criteria has saved me countless hours of manual labor.
I highly recommend Orlop to anyone in need of a comprehensive and user-friendly media library solution."
How is Orlop different from Mac's Spotlight or Windows Explorer Search?
Your operating system has a built-in search function, but it is usually very slow and does not help you discover files or file them under a specific context. Orlop specialises in exactly that: Managing large amounts of assets automatically, enabling quick and easy searching and, last but not least, being a source of inspiration.
Which files can I import?
Orlop is generally file type agnostic. You can import any file and assign it to one of 9 asset types (Image, Text, Code, 3D Model, Font, Movie, Archive, Sound, Unknown). However, not all file formats can be previewed directly in Orlop. See the next section for more information on supported file formats for previewing.
Which file types can be previewed?
Orlop can preview various file types of the categories Image, Font, Code, 3D Model, Text, Video and Sound:
.bmp .png .jpg .tif .gif .webp .svg .ai
.otf .ttf .woff .woff2
.fbx .gltf .glb .obj .dae .stl
.mp3 .wav .m4a* .flac* .aac* .ogg*Video:
.mp4 .webm .ogg
*cannot be played on MacOS
**Due to implementation variations for some file formats (namely .fbx and .gltf), models might not be loaded correctly. Test showed no problems so far with .glb and .dae files. .stl and .obj files are displayed without textures. Contact me if you need more information.
How does the automatic tagging work?
Tag generation uses the asset type and file path. Most asset bundles have a decent enough folder structure to generate good tags from.
Where are my files stored?
You can only import files that are locally available on your hard drive (or connected network drives). Files are only indexed by their path and never moved.
Which languages are supported?
English, German, French
How are assets organized in Orlop?
The atomic structure in Orlop is, of course, an individual Asset. Assets always belong to a bundle. A Bundle is nothing more than a group of Assets. How these Assets are related to each other is up to you. However, the intended use of bundles is to group assets of the same origin and licence. A third high-level layer is called Decks. Decks are workspaces for contextual separation of content. For example, you might have one deck for game development and another for web design.