From 8ce65d03ce151fc3b55e9adc5718505ab27edefc Mon Sep 17 00:00:00 2001 From: Vance Ingalls Date: Tue, 28 Jul 2026 01:02:48 -0700 Subject: [PATCH] docs(prompting): coil carries the wire stroke, anchors to the diving wire, world turns --- docs/prompting/capstone.mdx | 2 +- docs/prompting/runtimes-and-3d.mdx | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/docs/prompting/capstone.mdx b/docs/prompting/capstone.mdx index 069769ffe..3baeb2eb9 100644 --- a/docs/prompting/capstone.mdx +++ b/docs/prompting/capstone.mdx @@ -63,7 +63,7 @@ This is the full prompt, nothing paraphrased or trimmed. Several of its clauses > > **Rhythm (45–52s).** The wire becomes a waveform: **resolve the BGM first, run `hyperframes beats` on it, and drive this region on the detected grid** — the waveform pulses and compact media cards (a lyric line, a photo card, a chart flash) snap onto the wire on real analyzed beats while the camera keeps traveling; each snap gets a tick SFX. At least six beat-hits. SANCTIONED SEAM #2: the beat-hits may hard-cut card content ON the beat — the sanctioned exception, because the camera itself never stops moving through them. > -> **Depth (52–56s).** The wire spirals off the flat plane into real 3D — a **Three.js scene via the frame adapter** (never CSS fake-3D): the camera descends following the wire as it coils around a rim-lit faceted form (ink material on charcoal), mono axis readouts landing on cue, then rises back to the plane with the wire leading the way out. The coil winds up out of the wire and collapses back onto it — its ends never float cut off in mid-air — and the protagonist chip joins the 3D scene for the crossing: it rides the coil ITSELF, looping around the form with the wire and passing behind it under true depth occlusion — never cutting straight past on a flat plane, never floating over the geometry as an overlay. Stand the internal camera far enough back that all three turns read as a coil in space, and light the tube so its near and far sides shade differently; a flat-shaded tube seen side-on reads as a 2D sine wave, not a helix. +> **Depth (52–56s).** The wire spirals off the flat plane into real 3D — a **Three.js scene via the frame adapter** (never CSS fake-3D): the camera descends following the wire as it coils around a rim-lit faceted form (ink material on charcoal), mono axis readouts landing on cue, then rises back to the plane with the wire leading the way out. The coil winds up out of the wire and collapses back onto it — its ends never float cut off in mid-air — and the protagonist chip joins the 3D scene for the crossing: it rides the coil ITSELF, looping around the form with the wire and passing behind it under true depth occlusion — never cutting straight past on a flat plane, never floating over the geometry as an overlay. Stand the internal camera far enough back that all three turns read as a coil in space, and light the tube so its near and far sides shade differently; a flat-shaded tube seen side-on reads as a 2D sine wave, not a helix. **The coil is the SAME wire, so it must carry the same 3px stroke — a fat pipe wrapped around the form reads as a second, unrelated object — and its axis must sit exactly on the wire's own height here (the wire dives into this region; anchor to where the line actually is, not where it runs elsewhere).** Turn the whole 3D world slowly about that axis while the camera is present: rotating about the axis is what sells the depth without lifting the coil off the line. > > **Render (56–60s).** The wire's end plugs into a render chip; the protagonist clip card from the opening arrives (callback — same chip, having traveled the whole film) and snaps into it. A **seeded confetti burst** fires — mulberry32, **seed 42, each piece holding position for exactly two frames before stepping** (stop-motion feel) — and the VO lands the honest punchline: identical on every render, because determinism is the whole point. "WRITE HTML. RENDER VIDEO." locks up with the install line `npx skills add heygen-com/hyperframes`. The camera finally eases to rest — the film's only true stillness, one breath before the end. > diff --git a/docs/prompting/runtimes-and-3d.mdx b/docs/prompting/runtimes-and-3d.mdx index f241c15ed..9843d87dc 100644 --- a/docs/prompting/runtimes-and-3d.mdx +++ b/docs/prompting/runtimes-and-3d.mdx @@ -92,7 +92,7 @@ The rule of thumb: anything the video needs to *know* must be present before ren This is the clause in the [full capstone prompt](/prompting/capstone#the-full-prompt-verbatim) that buys the piece — prompt language you can lift for your own video: -> **Depth (52–56s).** The wire spirals off the flat plane into real 3D — a **Three.js scene via the frame adapter** (never CSS fake-3D): the camera descends following the wire as it coils around a rim-lit faceted form (ink material on charcoal), mono axis readouts landing on cue, then rises back to the plane with the wire leading the way out. The coil winds up out of the wire and collapses back onto it — its ends never float cut off in mid-air — and the protagonist chip joins the 3D scene for the crossing: it rides the coil ITSELF, looping around the form with the wire and passing behind it under true depth occlusion — never cutting straight past on a flat plane, never floating over the geometry as an overlay. Stand the internal camera far enough back that all three turns read as a coil in space, and light the tube so its near and far sides shade differently; a flat-shaded tube seen side-on reads as a 2D sine wave, not a helix. +> **Depth (52–56s).** The wire spirals off the flat plane into real 3D — a **Three.js scene via the frame adapter** (never CSS fake-3D): the camera descends following the wire as it coils around a rim-lit faceted form (ink material on charcoal), mono axis readouts landing on cue, then rises back to the plane with the wire leading the way out. The coil winds up out of the wire and collapses back onto it — its ends never float cut off in mid-air — and the protagonist chip joins the 3D scene for the crossing: it rides the coil ITSELF, looping around the form with the wire and passing behind it under true depth occlusion — never cutting straight past on a flat plane, never floating over the geometry as an overlay. Stand the internal camera far enough back that all three turns read as a coil in space, and light the tube so its near and far sides shade differently; a flat-shaded tube seen side-on reads as a 2D sine wave, not a helix. **The coil is the SAME wire, so it must carry the same 3px stroke — a fat pipe wrapped around the form reads as a second, unrelated object — and its axis must sit exactly on the wire's own height here (the wire dives into this region; anchor to where the line actually is, not where it runs elsewhere).** Turn the whole 3D world slowly about that axis while the camera is present: rotating about the axis is what sells the depth without lifting the coil off the line. *That clause, rendered — the region cut from the finished film.*