init.luau
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camera: the toy is the subject — a closer chase, an altitude-biased aim, and the shots nobody saw Chase: framing 2.3 -> 1.7 spans, speedPushBack 0.55 -> 0.3, speedOpenLens 9 -> 5, positionLag 0.18 -> 0.13, restPullIn 0.55 -> 0.10 so the launcher station stays where it was while the flight one comes in. Measured on one launch, same method before and after: the eye stood 15.5 m off the toy at fov 63 and now stands 12.1 m off at fov 60 — 1.36x the toy in the frame — and the gap holds rather than opening as the toy accelerates. The aim gains an altitude bias against the STANDING city's own height band (Cam.cityBounds, from City:bounds() with the seeded layout as the fallback): it tips down as the toy climbs over the skyline so the city stays in the frame, and a floor at the table top holds the belly slide, which used to pitch the camera into the slab. Director: every station composed against the city now measures it rather than trusting a constant. The opening's first station lands over the towers (pz 17.1, inside the city's z band) instead of past the table edge; the end wide aims at the city's own middle. A new held TITLE wide stands behind the launcher with the whole skyline across the frame and the toy in the lower third — the shot the title card is laid over. The wreck cut was filming the inside of a block: at 0.78 spans it was pulled to 56 % of even that by the geometry, 2.6 m off a 5.9 m toy. It now stands 1.8 spans out at the launcher side, unobstructed (frac 1.00), with the city behind the toy. A held beat now stands down whenever the state that opened it has moved on, so an end-card wide can no longer keep the frame at weight 1 after the machine advanced. Underneath: cam.module's mutable state moved into modules.state() — the measured span above all, which an edit of that file used to reset to the default under a camera that never re-measures; the poses are published in place so both components keep holding one table across a reload. ChaseCamera's offX: number? sentinel became seeded + offX = 0 and the four casts went. Both components carry onModuleReload. Kept: ChaseCamera is still the only writer of the rig; launch kick, impact shake, the topple dip to 0.35 released to exactly 1, the orbit-then-cut, skipOpening, the aspect rules (3:4 -> 58 deg/x1.0, 9:16 -> 66.5 deg/x1.15) and a pause holding the beat where it is — all replayed after.
01M1TW6KGB1K2NQSZ3MAHVE39R8e7baf9dc7Browse filesPickedcamera-director: the chase camera's feel and the staged beats ChaseCamera is the only writer of the rig; Director writes an override pose into game.camera.cam and ChaseCamera blends the frame toward it, so a staged move can land on the live chase pose with no seam. - chase feel: speed pushes back and opens the lens, boost adds to both, a stopped airframe is closed in on, decaying shake / lens punch / distance kick, and a slow handheld sway - every distance is a multiple of the toy's own measured span, so the rig reframes itself if the model changes size - every fov is authored at the filmed 3:4 and carried to any screen: wider keeps the vertical lens, taller opens it partway and stands further off - beats: an opening flythrough over the block city that lands on the launcher and releases the state to wind, a launch kick, impact shake, a topple that dips the clock to 0.35 and leans the aim onto the tower, a wreck orbit that cuts to a low close station for the tally, and an end-card wide - the staged holds clear their line of sight, so a wreck among the towers is not filmed from inside a block
01M1SFD88BVBNR7D9ECF6G1SJE9bd5d5f726Browse filesCompare with this version