camera-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