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asset⌬ modulemoduleprimary: init.luau·originates fromworld f66766ca-c…

shots

The framing of all fourteen shots of DEADLIGHT, as data. `FilmDirector` requires this module every load, merges each entry with its duration out of `Film.SHOTS`, and evaluates it through `@builtin::modules.cutscene.path`.

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

deadlight.cut.shots

The framing of all fourteen shots of DEADLIGHT, as data. FilmDirector requires this module every load, merges each entry with its duration out of Film.SHOTS, and evaluates it through @builtin::modules.cutscene.path.

Durations are not here — they live in deadlight.film and nowhere else.

The fourteen lenses

No two shots repeat a composition. The lens, the camera height and the distance to the subject all move:

#fovheightsubject distancemove
184-4 m under the surface11 mrises 1.6 m, tipped 27 deg up
262-30 m18 -> 39 mlocked off
370on the hull18 m aheadlocked to the vehicle
446mid-water30 mdead static
5661.5 m off the silt18 m40 m run-in, linear, offset 4.5 m to starboard of the vehicle's track
6583.5 -> 5.5 m36 -> 56 mretreats while the aim climbs
72411 m11.0 -> 10.0 mdrifts 1 m closer
8526 -> 30 m14 -> 29 ma 24 m crane, tilting onto the deck
98440 cm off the deck18 m ahead30 m track, linear
102614 m6.0 -> 5.3 mcreeps 70 cm
115036 -> 34 m43 mdrifts 22 m aft, down the superstructure's length
127032 cm off the silt5.4 -> 3.3 mcreeps 3 m
133892 -> 56 cm2.6 -> 2.0 mdescends
1466 -> 503.5 m18 -> 78 mholds the vehicle as it climbs

Anchors

Path.eval reads an entity anchor's .position, and a container spawned at the origin reports the origin however far away its geometry is. Every anchor here is therefore an explicit world position out of Film.WORLD, except the one that genuinely moves and is one body: Nautile, used by shots 2, 3 and 14. While the sub slice has not spawned it, FilmDirector substitutes Film.subPoseAt(t), so these shots frame correctly either way.

What this module also does

It requires deadlight.cut.rig, guarded. That is the cut slice's one guaranteed entry point into a scene whose build.luau belongs to the plan agent: the rig registers the grade and the mix with the film clock and builds what it needs lazily.

Numbers the other slices are framed against

These are the positions the shots aim at. A slice that puts its geometry somewhere else should say so, because the lens is long enough at three of them that a metre is the whole frame.

whatwherewhich shot
the port anchor's fluke(-6.9, 9.9, 5.8) — its geometry, not the PortAnchor container's origin at (-13.2, 12, 6)7, on a 24 deg lens 10 m out
the forecastle decky = 20, running z = 6 .. 46 for the crane and the rail run8, 9
the hero deadlight(-14.0, 14.0, 40.0) on the port shell — one porthole, cover half open, glass gone10, on a 26 deg lens 6 m out
the bridge frontz = 96 .. 158, y = 19.5 .. 36.511
the porcelain cup(0.59, 0.14, 262.2)12, 13
the hull breakz = 18914

An anchor read off a container is the trap here: Bow.position is (0, 12, 2) while its geometry spans z = -5 .. 189, and PortAnchor.position is 6.5 m to port of the fluke it names. Every anchor in this module is therefore a world position taken from hierarchyBounds, not from a .position.

Interface

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

conforms to

zero/source-extract/v2

deadlight.cut.shots — the framing of all fourteen shots. OWNED BY THE CUT SLICE. `FilmDirector` requires this module on every load, merges each entry with its duration out of `Film.SHOTS`, and hands the result to `@builtin::modules.cutscene.path`. Durations are NOT here. Fields, per shot number: pos a world position, an entity name in `Film.NAMES`, or a list of either travelled as a polyline across the shot look the same, for what the camera faces posOffset a WORLD-space shift applied after the anchor resolves lookOffset fov vertical degrees; a list interpolates across the shot ease any name `cutscene.easings()` lists; default inOutQuad WHY MOST ANCHORS ARE POSITIONS AND NOT NAMES. `Path.eval` reads an entity anchor's `.position`, and a container spawned at the origin reports the origin however far away its geometry is — so anchoring a shot to a group aims the camera at the floor. Every anchor here is therefore an explicit world position out of `Film.WORLD`, except the one anchor that genuinely moves and is guaranteed to be a single body: `Nautile`. When the sub slice has not spawned it yet, `FilmDirector` substitutes `Film.subPoseAt(t)`, so these shots frame correctly whether or not the vehicle exists. THE FOURTEEN LENSES, so no two compositions repeat: 1 84 dome, up-angle, 8 m 8 52 crane, 24 m rise 2 62 static wide, 18->39 m 9 84 dome, 40 cm off the deck, tracking 3 70 locked to the hull 10 26 long, 6 m, near-static 4 46 detached, 30 m, void 11 50 wide aerial, 41 m 5 66 low run-in, 1.5 m 12 70 ground-level creep, 3 m 6 58 retreating reveal 13 38 macro-ish, 2 m, descending 7 24 long, 11 m, near-static 14 66->50 low wide, 18->78 m World frame (`Film.WORLD`): the silt is y = 0, the bow points along -Z with its stem foot at z = -4, the forecastle deck is y = 20, the hull runs z in [-4, 190] and x in [-14, 14], the debris field is z in [220, 320], and movement I is shot in its own water column at x = 2000 whose surface plane sits at y = 256.

⌬ Metadata
descriptionThe framing of all fourteen shots of DEADLIGHT — fourteen lenses from a 13 mm dome to a 56 mm long, as data the film director evaluates.

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module · born here
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# deadlight.cut.rig The cut slice's one line into the film. It registers `"cut"` with `deadlight.film` and forwards the clock to `deadlight.cut.look` and `deadlight.cut.sound`. It owns no entity in `scenes.main`. `FilmDirector` requires `deadlight.cut.shots` on every load and that module requires this one — which is how a slice the scene's build code does not know about still gets a tick. What the slice needs in the world (`CutGrade`, and the `CutAudio` sources) is created lazily on the first tick and marked temporary, so it never enters the scene's pending edits and never blocks another agent's commit. ```luau require("deadlight.cut.rig").report() ``` returns the grade and the mix and the film's status in one read.
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backing path · deadlight/cut/shots.module

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