@milenyumai/film-kit 1.0.0

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+ ---
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+ name: coverage-system
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+ description: Mandatory coverage shots (detay çekimleri) for every main shot. Provides editing flexibility with reaction shots, OTS, inserts, cutaways, ECU, and wide coverage.
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+ ---
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+
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+ # Coverage System (Detay Çekimleri)
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+
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+ > **Philosophy:** Great scenes are built in the edit room. Coverage gives editors options.
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+ > **Core Principle:** Every main shot MUST have 2-3 coverage shots. No exceptions.
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+
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+ ---
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+
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+ ## 🎯 Core Principle (Non-Negotiable)
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+
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+ **MANDATORY COVERAGE RULE:**
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+
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+ Every main shot MUST generate coverage shots for editing flexibility.
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+
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+ **Minimum:** 2 coverage shots per main shot
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+ **Recommended:** 3 coverage shots per main shot
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+
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+ ---
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+
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+ ## Coverage Types (All 6 Types Available)
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+
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+ | Type | Code | Description | Camera | Duration |
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+ |------|------|-------------|--------|----------|
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+ | **Reaction Shot** | R | Dinleyen/tepki veren karakterin yüzü | CU, shallow DOF | 4-6s |
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+ | **Over-the-Shoulder** | OTS | Omuz arkasından karşı karaktere | MS, f/2.8 | 4-6s |
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+ | **Insert Shot** | INS | Obje/detay çekimi (el, nesne, mekan detayı) | CU/ECU, sharp focus | 2-4s |
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+ | **Cutaway** | CUT | Ortam/atmosfer (saat, tavan, yağmur) | Variable | 4s |
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+ | **Extreme Close-Up** | ECU | Aşırı yakın plan (göz, dudak, parmak) | Macro-style | 2-4s |
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+ | **Wide Cutaway** | WC | Geniş ortam geçişi | Wide, deep focus | 6-8s |
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+
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+ ---
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+
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+ ## Sub-Shot Naming Convention
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+
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+ ```
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+ SHOT05 → Main shot (Ana çekim)
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+ SHOT05A → First coverage (ilk detay)
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+ SHOT05B → Second coverage (ikinci detay)
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+ SHOT05C → Third coverage (üçüncü detay)
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+ SHOT05D → Fourth coverage (rarely needed)
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+ ```
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+
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+ **Alphabetical suffix:** A, B, C, D, E, F (max 6 coverage per shot)
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+
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+ ---
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+
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+ ## Scene Type → Coverage Selection Matrix
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+
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+ | Scene Type | Required Coverage | Recommended | Priority |
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+ |------------|-------------------|-------------|----------|
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+ | **DIALOGUE (2 people)** | R + OTS | OTS-Reverse | A: Reaction, B: OTS-A, C: OTS-B |
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+ | **DIALOGUE (1 speaker)** | R | INS or CUT | A: Reaction, B: Insert |
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+ | **ACTION** | INS + ECU | WC | A: Insert, B: ECU, C: Wide |
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+ | **EMOTIONAL/DRAMA** | R + ECU | CUT | A: Reaction, B: ECU |
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+ | **ESTABLISHING** | WC + CUT | INS | A: Wide, B: Cutaway |
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+ | **SUSPENSE/TENSION** | ECU + CUT | R | A: ECU, B: Cutaway, C: Reaction |
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+ | **MONTAGE** | INS + CUT + WC | ECU | Multiple inserts |
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+
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+ ---
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+
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+ ## Coverage Shot Generation Protocol
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+
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+ ### Step 1: Analyze Main Shot
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+
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+ ```
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+ Main shot type? → Dialogue / Action / Emotion / Establishing / Suspense
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+ Characters in frame? → Who is listener? Who is speaker?
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+ Key objects? → Hands, weapons, documents, environmental elements
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+ Mood? → Tense, joyful, sad, urgent
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+ ```
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+
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+ ### Step 2: Select Coverage Types
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+
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+ ```
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+ For DIALOGUE:
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+ A = Reaction (listener's face)
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+ B = OTS (speaker from behind listener)
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+ C = Insert (hands, object being discussed)
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+
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+ For ACTION:
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+ A = Insert (weapon, tool, body part in action)
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+ B = ECU (eyes, trigger, fist)
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+ C = Wide (context, spatial orientation)
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+
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+ For EMOTIONAL:
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+ A = Reaction (affected character)
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+ B = ECU (tears, trembling lips, clenched jaw)
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+ C = Cutaway (symbolic element: rain, clock, candle)
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+ ```
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+
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+ ### Step 3: Generate Prompts
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+
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+ Each coverage shot receives:
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+ - İLK FRAME (only if not chained)
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+ - SON FRAME (always)
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+ - VİDEO (with audio direction)
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+
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+ ---
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+
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+ ## Camera Specifications by Coverage Type
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+
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+ ### Reaction Shot (R)
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+
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+ ```
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+ Camera: Close-up, 85mm lens, f/2.0, shallow DOF
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+ Subject: Character's face, eyes, micro-expressions
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+ Lighting: Soft key, subtle fill, rim for separation
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+ Movement: Static or very slow push-in
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+ Duration: 4-6 seconds
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+ Audio: Natural ambience only, no dialogue (listening)
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+ ```
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+
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+ **Example Image Prompt:**
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+ ```
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+ Close-up of [CHARACTER], 85mm lens, f/2.0. Eyes fixed on the speaker,
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+ subtle emotional shift visible in micro-expressions. Soft key light
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+ from screen-right, gentle rim light separating from dark background.
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+ Static camera, holding on the silent reaction. Shallow depth of field
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+ isolates the face.
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+
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+ Avoid: blurry, low-res, noise, distorted faces, bad anatomy, extra limbs/fingers, plastic skin, waxy skin, on-screen text, watermark, logo, cartoon style, CGI look.
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+ ```
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+
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+ **Example Video Prompt:**
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+ ```
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+ Close-up reaction shot of [CHARACTER]. Eyes fixed on the speaker, subtle emotional shift visible - a micro-expression of [EMOTION]. Soft key light from screen-right. Static camera holds on the face. Shallow DOF isolates the subject.
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+
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+ Audio direction:
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+ - Language: [LANGUAGE]
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+ - Type: Ambience only
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+ - Dialogue transcript: NONE (listening)
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+ - SFX: Subtle breathing, fabric rustle
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+ - Ambience: Room tone, distant sounds from scene
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+ - Music: NONE
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+ - Mix target: Ambience 70%, SFX 30%
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+ - No on-screen subtitles/captions.
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+
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+ Avoid: distorted faces, morphing, bad anatomy, blurry, flickering, inconsistent lighting, unnatural motion, on-screen text, watermark, cartoon style, CGI motion.
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+ ```
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+
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+ ### Over-the-Shoulder (OTS)
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+
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+ ```
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+ Camera: Medium shot, 50mm lens, f/2.8
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+ Framing: Foreground character's shoulder/head (blurred),
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+ Background character (speaking) in focus
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+ Lighting: Consistent with main shot
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+ Movement: Static or subtle drift
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+ Duration: 4-6 seconds
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+ Audio: Full dialogue from featured speaker
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+ ```
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+
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+ **Example Image Prompt:**
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+ ```
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+ Over-the-shoulder shot from behind [LISTENER]. [SPEAKER] visible in
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+ frame center, speaking. Foreground shoulder softly blurred at f/2.8,
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+ 50mm lens. Focus locked on speaker's face. Lighting consistent with
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+ main shot setup.
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+
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+ Avoid: blurry, low-res, noise, distorted faces, bad anatomy, extra limbs/fingers, plastic skin, on-screen text, watermark, logo, cartoon style.
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+ ```
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+
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+ **Example Video Prompt:**
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+ ```
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+ Over-the-shoulder shot from behind [LISTENER]. [SPEAKER] visible in frame center, speaking with intent. Foreground shoulder softly blurred. Focus on speaker's face. Subtle breathing movement in frame.
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+
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+ Audio direction:
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+ - Language: [LANGUAGE]
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+ - Type: Dialogue
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+ - Dialogue transcript: "[SPEAKER'S LINE]"
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+ - SFX: Fabric rustle, subtle movement
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+ - Ambience: Room tone
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+ - Music: NONE
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+ - Mix target: Dialogue 60%, Ambience 30%, SFX 10%
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+ - No on-screen subtitles/captions.
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+
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+ Avoid: distorted faces, morphing, bad anatomy, blurry, flickering, lip sync issues, unnatural motion, on-screen text, watermark.
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+ ```
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+
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+ ### Insert Shot (INS)
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+
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+ ```
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+ Camera: Close-up or ECU, 50-100mm, f/4-5.6
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+ Subject: Hands, objects, environmental details
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+ Lighting: Motivated, matches scene
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+ Movement: Static or slow pan/tilt
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+ Duration: 2-4 seconds
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+ Audio: SFX only (object sounds, movement)
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+ ```
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+
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+ **Example Image Prompt:**
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+ ```
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+ Insert shot of [OBJECT/DETAIL]. Tight framing on hands gripping
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+ [OBJECT], knuckles white with tension. 85mm lens, f/4, sharp focus.
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+ Motivated lighting from scene's practical sources. Static camera.
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+ Surface texture and material clearly visible.
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+
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+ Avoid: blurry, low-res, noise, bad anatomy, extra fingers, plastic skin, on-screen text, watermark, logo, cartoon style.
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+ ```
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+
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+ **Example Video Prompt:**
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+ ```
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+ Insert shot of [OBJECT/DETAIL]. Tight framing on hands interacting with [OBJECT]. Subtle movement - fingers tightening, object shifting. Sharp focus on texture and material. Motivated lighting.
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+
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+ Audio direction:
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+ - Language: N/A
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+ - Type: SFX only
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+ - Dialogue transcript: NONE
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+ - SFX: Object handling sounds, surface contact, material sounds
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+ - Ambience: Minimal room tone
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+ - Music: NONE
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+ - Mix target: SFX 80%, Ambience 20%
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+ - No on-screen subtitles/captions.
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+
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+ Avoid: distorted proportions, morphing, blurry, flickering, unnatural motion, on-screen text, watermark.
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+ ```
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+
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+ ### Cutaway (CUT)
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+
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+ ```
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+ Camera: Variable based on subject
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+ Subject: Environment, atmosphere, symbolic elements
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+ Lighting: Ambient, natural
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+ Movement: Static or slow drift
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+ Duration: 4 seconds
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+ Audio: Ambience only
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+ ```
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+
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+ **Example Image Prompt:**
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+ ```
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+ Cutaway shot of [ENVIRONMENTAL ELEMENT]. [SPECIFIC DESCRIPTION of
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+ atmospheric detail]. Natural lighting, ambient mood. Camera holds
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+ static, allowing the environment to breathe. No characters in frame.
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+
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+ Avoid: blurry, low-res, noise, on-screen text, watermark, logo, cartoon style, CGI look.
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+ ```
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+
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+ **Example Video Prompt:**
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+ ```
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+ Cutaway shot of [ENVIRONMENTAL ELEMENT]. [SPECIFIC atmospheric detail - clock ticking, rain on window, candle flickering]. Natural lighting. Static camera allows the environment to breathe. No characters in frame.
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+
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+ Audio direction:
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+ - Language: N/A
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+ - Type: Ambience only
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+ - Dialogue transcript: NONE
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+ - SFX: Environmental sounds specific to element
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+ - Ambience: Full environmental soundscape
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+ - Music: NONE
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+ - Mix target: Ambience 70%, SFX 30%
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+ - No on-screen subtitles/captions.
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+
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+ Avoid: morphing, flickering, unnatural motion, on-screen text, watermark.
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+ ```
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+
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+ ### Extreme Close-Up (ECU)
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+
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+ ```
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+ Camera: Very tight, 100mm+ or macro, f/2.0
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+ Subject: Eyes, lips, fingers, small objects
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+ Lighting: Dramatic, high contrast acceptable
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+ Movement: Static (stability critical)
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+ Duration: 2-4 seconds
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+ Audio: Amplified SFX (breathing, heartbeat) or silence
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+ ```
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+
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+ **Example Image Prompt:**
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+ ```
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+ Extreme close-up of [SUBJECT - eyes/lips/hands]. Fills the frame,
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+ intimate and intense. 100mm lens, f/2.0, razor-thin depth of field.
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+ Single eye or pair of eyes, reflecting available light. Subtle
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+ moisture visible on cornea. Absolutely static camera.
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+
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+ Avoid: blurry, low-res, noise, distorted features, bad anatomy, on-screen text, watermark, logo, cartoon style.
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+ ```
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+
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+ **Example Video Prompt:**
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+ ```
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+ Extreme close-up of [SUBJECT]. Fills the frame - intimate, intense. 100mm lens, razor-thin DOF. [Micro-movement: eye blink, lip tremble, finger twitch]. Absolutely static camera.
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+
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+ Audio direction:
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+ - Language: N/A
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+ - Type: Amplified SFX
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+ - Dialogue transcript: NONE
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+ - SFX: Amplified breathing, heartbeat, subtle sound of subject
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+ - Ambience: Minimal - near silence for intensity
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+ - Music: NONE
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+ - Mix target: SFX 90%, Ambience 10%
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+ - No on-screen subtitles/captions.
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+
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+ Avoid: distorted features, morphing, blurry, flickering, unnatural motion, on-screen text, watermark.
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+ ```
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+
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+ ### Wide Cutaway (WC)
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+
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+ ```
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+ Camera: Wide angle, 24-35mm, f/8-11
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+ Subject: Location establishing, context, scale
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+ Lighting: Natural or motivated
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+ Movement: Static or slow crane/pan
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+ Duration: 6-8 seconds
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+ Audio: Full ambience, environmental sounds
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+ ```
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+
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+ **Example Image Prompt:**
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+ ```
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+ Wide establishing shot of [LOCATION]. 24mm lens, f/8, deep focus
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+ entire scene sharp. [SPECIFIC ENVIRONMENTAL DESCRIPTION]. Golden
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+ hour/harsh noon/overcast light. Camera static or slow crane reveal.
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+ Scale and context emphasized.
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+
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+ Avoid: blurry, low-res, noise, on-screen text, watermark, logo, cartoon style, CGI look.
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+ ```
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+
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+ **Example Video Prompt:**
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+ ```
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+ Wide establishing shot of [LOCATION]. 24mm lens, deep focus - entire scene sharp. [ENVIRONMENTAL DESCRIPTION]. Slow crane or static camera. Scale and context emphasized.
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+
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+ Audio direction:
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+ - Language: N/A
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+ - Type: Full ambience
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+ - Dialogue transcript: NONE
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+ - SFX: Location-specific sounds (wind, distant activity)
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+ - Ambience: Full environmental soundscape, rich and immersive
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+ - Music: NONE
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+ - Mix target: Ambience 80%, SFX 20%
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+ - No on-screen subtitles/captions.
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+
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+ Avoid: morphing, flickering, unnatural motion, on-screen text, watermark.
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+ ```
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+
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+ ---
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+
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+ ## Chain Rules for Coverage Shots
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+
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+ ### Coverage Shots Are NOT Chained to Each Other
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+
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+ ```
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+ Main Shot SHOT05 → SHOT05_END
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+ Coverage SHOT05A → STANDALONE (new start frame)
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+ Coverage SHOT05B → STANDALONE (new start frame)
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+ Coverage SHOT05C → STANDALONE (new start frame)
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+ Next Main SHOT06 → CHAINS from SHOT05_END (not from coverage)
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+ ```
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+
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+ **KEY RULE:** Coverage shots break chain continuity by design. They are cutaway material, not sequential narrative.
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+
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+ ### Main Shot Chaining Continues
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+
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+ ```
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+ SHOT04_END → SHOT05_START (main shot chains)
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+ SHOT05_END → SHOT06_START (main shot chains)
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+
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+ Coverage shots exist in parallel, not in sequence.
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+ ```
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+
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+ ---
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+
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+ ## Output Format (Per Main Shot File)
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+
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+ ```markdown
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+ # SHOT05 | 8s
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+
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+ ## Chain Status
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+ 🔗 CHAINED from SHOT04_END
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+
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+ ## Main Shot
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+
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+ ### İLK FRAME (SHOT05_START)
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+ → Use SHOT04_END as first frame
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+
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+ ### SON FRAME (SHOT05_END)
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+ ```
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+ [End frame prompt]
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+ ```
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+
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+ ### VİDEO
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+ ```
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+ [Video prompt with audio]
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+ ```
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+
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+ ---
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+
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+ ## Coverage Shots (Kurgu Detayları)
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+
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+ ### SHOT05A - Reaction Shot | 5s | 👁️ LISTENER
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+ ```
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+ [Reaction shot image prompt - standalone]
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+ ```
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+ ```
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+ [Reaction shot video prompt with audio]
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+ ```
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+
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+ ---
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+
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+ ### SHOT05B - Over-the-Shoulder | 5s | 📹 OTS
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+ ```
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+ [OTS shot image prompt - standalone]
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+ ```
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+ ```
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+ [OTS shot video prompt with audio]
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+ ```
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+
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+ ---
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+
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+ ### SHOT05C - Insert Shot | 3s | 🔍 DETAIL
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+ ```
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+ [Insert shot image prompt - standalone]
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+ ```
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+ ```
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+ [Insert shot video prompt with SFX only]
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+ ```
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+
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+ ---
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+ Coverage generated: [timestamp]
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+ Total shots: 1 main + 3 coverage = 4 production shots
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+ ```
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+
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+ ---
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+
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+ ## Quality Checklist for Coverage
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+
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+ Before finalizing coverage:
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+
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+ - [ ] Minimum 2 coverage shots generated?
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+ - [ ] Coverage types match scene type?
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+ - [ ] Each coverage has clear purpose?
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+ - [ ] Camera specs appropriate for coverage type?
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+ - [ ] Audio direction correct (no dialogue in reaction shots)?
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+ - [ ] Coverage shots are STANDALONE (not chained)?
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+ - [ ] Main shot chain preserved?
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+
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+ ---
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+
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+ ## Icons for Coverage Types
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+
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+ | Type | Icon | Visual Marker |
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+ |------|------|---------------|
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+ | Reaction | 👁️ | LISTENER |
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+ | OTS | 📹 | OTS |
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+ | Insert | 🔍 | DETAIL |
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+ | Cutaway | 🌿 | ATMOSPHERE |
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+ | ECU | 👀 | EXTREME |
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+ | Wide | 🏔️ | WIDE |
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+
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+ ---
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+
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+ ## ✂️ Kurgu Teknikleri (Post-Production Rehberi)
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+
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+ Coverage shot'ları ürettikten sonra, **kurgu aşamasında** bu teknikleri uygulamak sahneyi "robotik"ten "sinematik"e çevirir.
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+
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+ ### L-Cut (Ses Taşması)
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+
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+ Bir planın **sesi**, görüntüsü bitmeden bir sonraki planın üstüne taşar.
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+
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+ ```
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+ Görüntü: | SHOT A (konuşan) |→ SHOT B (dinleyen) |
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+ Ses: | A'nın sesi.............|→ B'nin tepkisi |
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+
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+ A'nın sesi B'nin görüntüsü üstünde devam eder
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+ ```
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+
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+ **Ne Zaman:** Dinleyenin tepkisini konuşma bitmeden göstermek istediğinde. Diyaloğu doğallaştırır.
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+
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+ ### J-Cut (Ses Önden Gelir)
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+
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+ Bir sonraki planın **sesi**, görüntüsünden önce başlar.
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+
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+ ```
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+ Görüntü: | SHOT A (ortam) |→ SHOT B (konuşan) |
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+ Ses: | ortam...|→ B'nin sesi başlar...........|
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+
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+ B'nin sesi, B'nin görüntüsünden ÖNCE duyulur
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+ ```
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+
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+ **Ne Zaman:** Gerilim yaratmak veya "kim konuşuyor?" merakı oluşturmak istediğinde.
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+
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+ ### L/J-Cut + Coverage Kombinasyonları
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+
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+ | Kurgu Tekniği | Coverage Shot'u | Etki |
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+ |---------------|-----------------|------|
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+ | **L-Cut → Reaction** | A konuşurken B'nin reaction shot'una kes | A'nın sesi B'nin yüzü üstünde devam eder |
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+ | **J-Cut → OTS** | B'nin sesi başlar, sonra OTS'ye geç | Merak + doğal geçiş |
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+ | **L-Cut → Insert** | Diyalog devam ederken insert'e kes | Ses köprüsüyle detay göster |
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+ | **J-Cut → Wide** | Ortam sesi önce gelir, sonra wide shot | Sahne girişi için güçlü |
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+
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+ > **Altın Kural:** Diyalog sahnesi "robotik" hissediyorsa sorun genellikle görüntü değil **ses köprüsü eksikliğidir**. L/J-cut bu sorunu çözer.
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+
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+ ---
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+
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+ ## 📐 30-Degree Rule (30 Derece Kuralı)
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+
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+ Aynı karakter veya nesneye arka arkaya iki farklı açıdan keserken, kamera açısı **en az 30 derece** değişmelidir.
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+
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+ ### Kural
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+
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+ ```
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+ ❌ YANLIŞ (< 30°):
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+ Shot A: Karaktere 0° (tam karşıdan)
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+ Shot B: Karaktere 10° (hafif sağa)
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+ → "JUMP CUT" hissi, izleyici rahatsız olur
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+
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+ ✅ DOĞRU (≥ 30°):
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+ Shot A: Karaktere 0° (tam karşıdan, CU)
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+ Shot B: Karaktere 45° (sağ yan, OTS)
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+ → Kesme doğal, akıcı
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+ ```
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+
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+ ### Coverage'da 30° Kuralı Uygulaması
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+
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+ | Ana Shot → Coverage | Açı Farkı | Sonuç |
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+ |---------------------|-----------|-------|
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+ | Master (wide, 0°) → CU (0°, zoom) | ⚠️ Riskli | Sadece frame boyutu değişir, zıplama hissi |
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+ | Master (wide, 0°) → OTS (45°+) | ✅ Güvenli | Açı farkı yeterli |
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+ | CU A (0°) → CU B (180°) | ✅ Güvenli | Shot-reverse-shot, tam karşıt açı |
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+ | OTS A→B (45°) → OTS B→A (135°) | ✅ Güvenli | 90° fark, standart diyalog coverage |
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+
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+ ### Pratik İpuçları
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+
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+ 1. **Master → Close-up** geçişinde sadece zoom yapma, **açıyı da değiştir**
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+ 2. **Aynı karakterde** iki ardışık kesme yapıyorsan, mutlaka 30°+ fark koy
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+ 3. **Insert shot** bu kuraldan muaftır (çünkü tamamen farklı bir nesneye kesersin)
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+ 4. **Whip pan** ile geçiş yapıyorsan kural esnetilebilir (motion blur hatayı saklar)
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+
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+ ---
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+
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+ ## 🔄 180° Kuralı (Axis of Action — SİNEMATOGRAFİNİN EN TEMEL KURALI)
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+
532
+ İki karakter konuşurken kamera **HER ZAMAN** eksen çizgisinin aynı tarafında kalmalıdır.
533
+
534
+ ```
535
+ A ←————————————→ B
536
+ | EKSEN ÇİZGİSİ |
537
+ | |
538
+ ✅ KAMERA BÖLGE 1 ❌ KAMERA BÖLGE 2
539
+ (bu tarafta kal) (buraya geçersen
540
+ izleyici yön kaybeder)
541
+ ```
542
+
543
+ ### OTS Coverage'da 180° Uygulaması
544
+
545
+ ```
546
+ Doğru OTS Çifti:
547
+ OTS-A: Kamera SOL omuz arkasından → B'yi gösterir (45° sol)
548
+ OTS-B: Kamera SAĞ omuz arkasından → A'yı gösterir (135° sol)
549
+ → İkisi de eksenin AYNI tarafında ✅
550
+
551
+ Yanlış OTS Çifti:
552
+ OTS-A: Kamera SOL omuz arkasından → B'yi gösterir (45° sol)
553
+ OTS-B: Kamera SOL omuz arkasından → A'yı gösterir (45° sağ = EKSEN GEÇİLDİ!)
554
+ → İzleyici: "Karakterler yer mi değiştirdi?" ❌
555
+ ```
556
+
557
+ ### 180° Kuralı Kırılabilir Mi?
558
+
559
+ | Durum | Yapılabilir mi? | Nasıl? |
560
+ |-------|----------------|--------|
561
+ | **Kasıtlı delilik/kaos** | ✅ Evet | Bilinçli tercih, senaryo gerektiriyorsa |
562
+ | **Karakter yer değiştirince** | ✅ Evet | Hareket sırasında kamerayı da geçir |
563
+ | **Bilmeden/hatayla** | ❌ Hayır | Asla |
564
+
565
+ ---
566
+
567
+ ## 👁️ Eyeline Match (Bakış Yönü Eşleşmesi)
568
+
569
+ Kesme yapıldığında karakterlerin bakış yönleri **mekansal olarak eşleşmelidir**.
570
+
571
+ ```
572
+ ✅ DOĞRU:
573
+ Shot A: Karakter A SOLA bakıyor
574
+ Shot B: Karakter B SAĞA bakıyor
575
+ → Birbirlerine bakıyorlar ✅
576
+
577
+ ❌ YANLIŞ:
578
+ Shot A: Karakter A SOLA bakıyor
579
+ Shot B: Karakter B SOLA bakıyor
580
+ → İkisi de aynı yöne bakıyor = birbirlerini görmüyorlar ❌
581
+ ```
582
+
583
+ ### Coverage'da Eyeline Kuralı
584
+
585
+ | Coverage Tipi | Eyeline Kuralı |
586
+ |---------------|---------------|
587
+ | **Reaction** | Dinleyenin bakışı konuşana doğru yönelmiş olmalı |
588
+ | **OTS A→B** | A'nın omzu üzerinden B → B'nin gözleri kameraya (yani A'ya) doğru |
589
+ | **OTS B→A** | Tam tersi yön, eyeline simetrik |
590
+ | **Insert** | Eyeline gerekmiyor (nesne detayı) |
591
+
592
+ ---
593
+
594
+ ## ✂️ Matching Action (Eylem Eşleşmesi)
595
+
596
+ İki farklı açıdan aynı eylemi keserken, kesme noktasında **eylem tam olarak eşleşmelidir**.
597
+
598
+ ```
599
+ ❌ YANLIŞ:
600
+ Ana Shot: Adam bardağı masadan kaldırmaya BAŞLIYOR (bardak masada)
601
+ Coverage: Adam bardağı AĞZINA götürüyor (bardak zaten havada)
602
+ → Bardak "ışınlanmış" gibi → zıplama! ❌
603
+
604
+ ✅ DOĞRU:
605
+ Ana Shot: Adam bardağı kaldırmaya başlıyor (bardak göğüs hizasında BİTER)
606
+ Coverage: Bardak göğüs hizasından BAŞLAR, ağza devam eder
607
+ → Kesme noktasında eylem aynı pozisyonda ✅
608
+ ```
609
+
610
+ ### Matching Action Prompt Stratejisi
611
+
612
+ Coverage prompt yazarken:
613
+ 1. **Eylemin hangi anında** kesildiğini belirt
614
+ 2. **Aynı pozisyonu** coverage'ın başlangıcında tekrarla
615
+ 3. Start frame'de "mid-action" pozisyon tanımla
616
+
617
+ ```
618
+ ✅ Coverage prompt'ta:
619
+ "Mid-action: Subject's hand at chest height, holding the cup.
620
+ Continuing from the main shot's action — hand rises toward mouth..."
621
+
622
+ ❌ Coverage prompt'ta:
623
+ "Subject drinks from cup."
624
+ (Eylemin hangi anından başladığı belli değil)
625
+ ```
626
+
627
+ ---
628
+
629
+ ## 👥 Multi-Character Blocking (3+ Karakter Sahne Düzeni)
630
+
631
+ 3 veya daha fazla karakter olduğunda **mekansal yerleşim** planlanmalıdır.
632
+
633
+ ### Bloklama Şablonları
634
+
635
+ **Masa Sahnesi (3-5 kişi):**
636
+ ```
637
+ [B]
638
+ [A] ↕ [C]
639
+ [D]
640
+
641
+ Kamera: A ile C arasından → B'ye (master wide)
642
+ OTS: A'nın arkasından → B+C (two-shot)
643
+ CU: Sırayla her karakter (konuşan)
644
+ Insert: Masadaki nesne (harita, yemek, belge)
645
+ ```
646
+
647
+ **Karşı Karşı (2 grup):**
648
+ ```
649
+ [A] [B] ←→ [C] [D]
650
+
651
+ Kamera: Yan profilden (wide) → her iki grubu göster
652
+ OTS: A+B arkasından → C+D
653
+ CU: Aktif konuşmacı
654
+ Reaction: Karşı taraftan tepki
655
+ ```
656
+
657
+ **Hat / Oluşum (askerler, kalabalık):**
658
+ ```
659
+ [A] [B] [C] [D] [E]
660
+ ─────────────────
661
+
662
+ Kamera: Uçtan başla, tracking ile hat boyunca ilerle
663
+ CU: Öne çıkan 2-3 kişi (fazlası karışır)
664
+ Wide: Tüm hat + çevre
665
+ ```
666
+
667
+ ### Prompt'ta Bloklama
668
+
669
+ ```
670
+ ✅ DOĞRU (pozisyonları belirt):
671
+ "Three soldiers at a wooden table. Leftmost soldier, older with grey beard,
672
+ leans forward. Center soldier, young, sits upright. Rightmost soldier,
673
+ heavyset, arms crossed. Camera positioned at table end, wide shot."
674
+
675
+ ❌ YANLIŞ (pozisyonsuz):
676
+ "Three soldiers sitting at a table."
677
+ ```
678
+
679
+ ---
680
+
681
+ > **Remember:** Coverage is not optional luxury—it's professional necessity. Every editor thanks you for options. Every rushed single-take limits the final cut.