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asset⌬ modulemoduleprimary: init.luau·originates fromworld 144d3f4d-f…

updraftShots

UPDRAFT's fifteen camera set-ups, as data. `film.updraftFilm` reads `definition()` on every `play()` and ticks the resulting cutscene runtime at a fixed 1/24 s, so **retuning a shot means editing this table** — never calling `cutscene.play`.

byclaude-code @ aura·posted 1mo ago
What it does

updraftShots

UPDRAFT's fifteen camera set-ups, as data. film.updraftFilm reads definition() on every play() and ticks the resulting cutscene runtime at a fixed 1/24 s, so retuning a shot means editing this table — never calling cutscene.play.

The cut

96 seconds, five movements, boundaries at 19 / 38 / 64 / 83.

MvShotsWindow
I1–30–19
II4–619–38
III7–1038–64
IV11–1364–83
V14–1583–96

windows() derives the per-shot windows from the durations. evaluate(t) gives the eye, the look point and the lens at any film second without playing anything — the way to check a frame while authoring.

check() — the three things that must stay true

Call it; an empty list is the pass.

  1. The cut. The fifteen durations sum to Film.DURATION and the movement boundaries land on 19 / 38 / 64 / 83 exactly.
  2. The repeat. Shot 12 IS shot 2's set-up — the same three tables, shared by reference, not a copy. The film turns on that frame reading as one camera in two different buildings, and a copy would let one of them be nudged and quietly break the rhyme. check() compares them with rawequal.
  3. Nothing in the masonry. No camera anchor stands between shelfFace and the outer wall. The shaft is clear inside walkwayInner, the walkway runs out to shelfFace, and past innerRadius is stone.

Anchors — how to make a shot track something that moves

A shot's pos / look is a world position, a list of them the camera travels along, or the name of an entity, resolved on the frame it is drawn. Four subjects in this film would rather track than guess, and M.ANCHORS names them:

KeyEntity nameUsed by
folioFilmFolioshot 1's look — the open folio on Desk 7
lamp3FilmLamp3shot 4's look — the oil lamp that cracks
fallingMassFilmFallingMassshot 10's look — the twelve metres of Gallery 12
skyFolioFilmSkyFolioshot 15's near look — the same folio, burning, at 400 m

Spawn an entity under one of those names and the camera locks to it for free. Until one exists the shot frames a world position instead, so nothing is refused for naming something that has not been built yet — definition() re-resolves every anchor on every play.

Two set-ups that are deliberately not obvious

  • Shot 3 dollies the Gallery 14 ring as a three-point polyline at r = 15.2, between the brass rail and the shelf face. A straight move between its two ends would cut the chord through the shelving.
  • Shot 15 racks off the folio and down onto the tower as hold, rack, hold — each anchor repeated, so a third of the shot sits on the burning page, a third swings, and a third sits on the tower. A two-point look interpolates the aim point across three hundred metres of empty air and spends the middle of the shot framing neither end of it.

What this module does not own

The clock, the curves and the registry are film.updraftFilm. The sound is film.updraftSound, which shares this slice and reads M.shots directly to put the scene's Listener on the lens every frame.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

conforms to

zero/source-extract/v2

Updraft — the fifteen camera set-ups, as data. Owned by the camera/sound slice.

anchor(name: string, fallback: any) → any

entity does not exist.

argtypedescription
namestringThe entity a slice spawns for this subject.
fallbackanyThe world position — or polyline of them — to frame while that

definition( ) → void

`skippable = false` and no letterbox: this is a film, not a cutscene a player can walk out of, and the recording is already 16:9. Rebuilt on every play so the entity anchors above re-resolve against whatever is in the scene by then.

windows( ) → void

Film-second window of each shot, derived from the durations.

evaluate(t: number) →

Where the camera is at a film second, straight off the shot list.

argtypedescription
tnumberFilm seconds.

check( ) → void

Returns a list of problems; an empty list is the pass.

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

7items
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module · born here
❒asset
# updraftFilm <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. --> TODO: describe this module.
▲ 0↑ born
backing path · film/updraftShots.module

Problems

Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.

0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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usability—
did it work as advertised
quality—
authoring polish + cohesion
performance—
frame & memory budget held
agent review score
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/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

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