Copy a screen bitmap into the HMI object library

5 min read · Published November 13, 2026

Right-click the Static Bitmap object on the screen and pick Object -> Library: the object is saved to the Object Library for reuse on any screen. No command moves the image inside the object into the Graphic Library, so the original image file stays your route to a graphic asset.

Right-click the Static Bitmap object on the screen and pick Object -> Library. That command saves the placed object into the Object Library. Any screen in the project can use it again. There is no command that moves the image inside a placed Static Bitmap into the Graphic Library, so which library you use depends on what you want to reuse. This page gives the exact menu path, the check that proves the save worked, and a three-screen example of what one saved entry buys you.

How do you copy a bitmap from a screen into a library?

Right-click the Static Bitmap object on the screen and choose Object -> Library. The editor stores the whole object in the Object Library. It is ready to place on any screen in the project.

The command lives on the object's context menu, not in a library window. There is no file to browse to and no import step to run. What lands in the library is the object you configured: the image plus the setup you gave it. That setup lives on the General tab of its setup window, the tab that holds the settings for its look and operation. For reuse beyond one object type, grouping objects into a unit and keeping a user library is the wider method: build reusable HMI objects with grouping and a user library.

Why can't the image move into the Graphic Library?

The save command stores the object. This editor offers no command that takes the image out of a placed Static Bitmap and files it in the Graphic Library; that transfer is not one of this object's operations.

Stop searching the menus for a transfer command. The Graphic Library is filled from image files through its own window. The original image file is your route to a graphic asset. Keep that file with the project: a bitmap placed on a screen never hands its graphic back.

Which library does each reuse job need?

Use the Object Library to reuse a placed object on other screens. Use the Graphic Library for image graphics as assets. The editor keeps the two libraries separate, and a Static Bitmap's context menu reaches only the first of them.

What you want back Where it lives How it gets there
The placed Static Bitmap, image and setup together Object Library Right-click the object, then Object -> Library
The image alone, as a graphic asset Graphic Library Add the original image file through the Graphic Library's own window; the placed object cannot supply it
A whole screen with its objects Screen Library Copy the screen between projects: copy HMI screens between projects with the screen library

What do you need before you start?

You need three things. First, the project open in the editor. Second, one screen that already carries the Static Bitmap you want to reuse, for example on a 1920 x 1080 station screen. Third, the original image file stored where you can find it again for any Graphic Library work later; a logos folder beside the project file is one convention that works.

Confirm the item really is a Static Bitmap before the right-click. Open its setup window and look at the General tab. If the setup belongs to a different bitmap object, this documented path is not the one you are standing on. If the bitmap hides behind another object on the screen, selection has its own method: select hidden HMI objects in the editor with cross reference.

What are the steps to save the Static Bitmap?

Three steps: select the Static Bitmap on the screen, right-click it, and pick Object -> Library from the context menu. The object is saved to the Object Library as one new entry. The whole save takes about 10 seconds.

  1. Open the screen that carries the bitmap, and click the Static Bitmap once to select it.
  2. Right-click the selected object to open its context menu.
  3. Pick Object -> Library. The Static Bitmap is now an entry in the Object Library.

Each save adds one entry. Save as many Static Bitmap objects as the project needs; the number of entries is yours to choose.

How do you check the save worked?

Open the Object Library and look for the new entry. Then place that entry on a second screen. The same image appearing there is the proof, and the Graphic Library staying empty is the expected result of this command.

The common wrong test is browsing the Graphic Library after the save. Nothing arrives there from this command. Judge the save in the Object Library. Judge the reuse by a placement on a screen that never had the bitmap.

What does a three-screen reuse example look like?

One configured object and two placements: build the logo Static Bitmap once on screen 1, save it with Object -> Library, then place the same entry on screens 2 and 3. You get three placed objects from one setup.

Scenario: a packaging line runs three station screens, each 1024 x 600 px. Every screen header shows the same company logo, a 400 x 200 px image in this example, with the top 60 px of the header reserved for it. Without the library you import the file and set up the object once per screen: 3 imports + 3 setups = 6 configuration actions, and three independent copies to keep track of. With the library you configure once, save once, and place twice more: 1 import + 1 setup + 1 save + 2 placements = 5 actions, so one action saved per screen beyond the first, and all three headers match because they come from one entry. When several placed copies later need the same setting changed, edit properties on several HMI objects at once with the property list handles it in one pass.

What if the object never appears in the Object Library?

Check what you right-clicked. The documented path belongs to the Static Bitmap, so open the setup window of the item you selected and confirm the General tab is the Static Bitmap's before you repeat Object -> Library on it.

  • The click landed on the screen background, and the menu you saw was the screen's menu. Click the object until it is the selected item, then right-click.
  • The item is a different bitmap object. An Animation Bitmap animates a graphic's visibility, position, size and rotation, and a Dynamic Bitmap is its own object type as well; each has its own setup window. This path is documented for the Static Bitmap.
  • You are checking the Graphic Library for the result. The save lands in the Object Library; look there.

Recommendation: Save the Static Bitmap to the Object Library whenever the goal is the same placed object on 2 or more screens, and add the original image file to the Graphic Library from the file itself on the day someone needs it as a graphic asset; the placed object is never the source for that.

Questions

Does saving to the Object Library also add the image to the Graphic Library?

No. The command stores the placed object in the Object Library only. No command takes the image out of a placed Static Bitmap and files it in the Graphic Library, so keep the original image file if anyone will need the image as an asset later.

Where do you edit a Static Bitmap's settings after saving it?

In the object's setup window, on the General tab, which holds the settings for its look and operation. The saved entry is the object with that setup. Make the settings right before you save, and each placement carries them.

Will changing the logo later update every screen that used the entry?

Nothing in this command promises that. Object -> Library saves an object for reuse. How placed copies relate to the entry afterward is outside what this path describes. Treat each placed copy as its own object and check the screens after any change.

Does the same path work for an Animation Bitmap or a Dynamic Bitmap?

The documented path is the Static Bitmap's context menu. An Animation Bitmap and a Dynamic Bitmap are separate object types with their own setup windows. Open the setup of the object you have and confirm its type before assuming the same menu item applies.

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