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The three adapter skill had no guidance for camera cuts made inside one canvas. A visibility window written as its own literal near a cut shows the next shot's objects for the last frames of the previous shot, a two-frame pop-in that a still per shot does not reveal. The skill now says to declare each cut once, read it in both the shot selector and every visibility window, and snapshot the last frame before each cut. It also explains why a MeshStandardMaterial lit by a single key light renders as a flat black cutout when the camera faces that light, and to add a fill such as a HemisphereLight driven at a fixed ratio to the key. Signed: Miga Co-authored-by: Miguel Ángel <miguel.sierra@heygen.com>