@milenyumai/film-kit 1.0.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +21 -0
- package/README.md +89 -0
- package/build/index.d.ts +2 -0
- package/build/index.js +1 -0
- package/build/lib/configure.d.ts +2 -0
- package/build/lib/configure.js +119 -0
- package/build/lib/defaults.d.ts +2 -0
- package/build/lib/defaults.js +12 -0
- package/build/lib/fs.d.ts +3 -0
- package/build/lib/fs.js +23 -0
- package/build/lib/templates.d.ts +2 -0
- package/build/lib/templates.js +583 -0
- package/build/lib/types.d.ts +25 -0
- package/build/lib/types.js +1 -0
- package/build/postinstall.js +22 -0
- package/content/ARCHITECTURE.md +132 -0
- package/content/FILM-KIT-INFO.md +116 -0
- package/content/MASTER.md +689 -0
- package/content/RULES.md +233 -0
- package/content/agents/prompt-engineer.md +258 -0
- package/content/skills/audio-design/SKILL.md +307 -0
- package/content/skills/coverage-system/SKILL.md +681 -0
- package/content/skills/frame-chaining/SKILL.md +342 -0
- package/content/skills/prompt-structure/SKILL.md +429 -0
- package/content/skills/reference-locking/SKILL.md +303 -0
- package/content/skills/safety-compliance/SKILL.md +242 -0
- package/content/skills/visual-modes/SKILL.md +294 -0
- package/content/workflows/chain.md +106 -0
- package/content/workflows/finish.md +108 -0
- package/content/workflows/generate.md +207 -0
- package/content/workflows/safety-check.md +149 -0
- package/package.json +58 -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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# Coverage System (Detay Çekimleri)
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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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## 🎯 Core Principle (Non-Negotiable)
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**MANDATORY COVERAGE RULE:**
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Every main shot MUST generate coverage shots for editing flexibility.
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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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## Coverage Types (All 6 Types Available)
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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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## Sub-Shot Naming Convention
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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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**Alphabetical suffix:** A, B, C, D, E, F (max 6 coverage per shot)
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---
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## Scene Type → Coverage Selection Matrix
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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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## Coverage Shot Generation Protocol
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### Step 1: Analyze Main Shot
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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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### Step 2: Select Coverage Types
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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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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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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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### Step 3: Generate Prompts
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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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## Camera Specifications by Coverage Type
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### Reaction Shot (R)
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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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**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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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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**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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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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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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### Over-the-Shoulder (OTS)
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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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**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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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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**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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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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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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### Insert Shot (INS)
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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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**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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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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**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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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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Avoid: distorted proportions, morphing, blurry, flickering, unnatural motion, on-screen text, watermark.
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```
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### Cutaway (CUT)
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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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**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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Avoid: blurry, low-res, noise, on-screen text, watermark, logo, cartoon style, CGI look.
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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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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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Avoid: morphing, flickering, unnatural motion, on-screen text, watermark.
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```
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### Extreme Close-Up (ECU)
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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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**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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Avoid: blurry, low-res, noise, distorted features, bad anatomy, on-screen text, watermark, logo, cartoon style.
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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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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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Avoid: distorted features, morphing, blurry, flickering, unnatural motion, on-screen text, watermark.
|
|
295
|
+
```
|
|
296
|
+
|
|
297
|
+
### Wide Cutaway (WC)
|
|
298
|
+
|
|
299
|
+
```
|
|
300
|
+
Camera: Wide angle, 24-35mm, f/8-11
|
|
301
|
+
Subject: Location establishing, context, scale
|
|
302
|
+
Lighting: Natural or motivated
|
|
303
|
+
Movement: Static or slow crane/pan
|
|
304
|
+
Duration: 6-8 seconds
|
|
305
|
+
Audio: Full ambience, environmental sounds
|
|
306
|
+
```
|
|
307
|
+
|
|
308
|
+
**Example Image Prompt:**
|
|
309
|
+
```
|
|
310
|
+
Wide establishing shot of [LOCATION]. 24mm lens, f/8, deep focus
|
|
311
|
+
entire scene sharp. [SPECIFIC ENVIRONMENTAL DESCRIPTION]. Golden
|
|
312
|
+
hour/harsh noon/overcast light. Camera static or slow crane reveal.
|
|
313
|
+
Scale and context emphasized.
|
|
314
|
+
|
|
315
|
+
Avoid: blurry, low-res, noise, on-screen text, watermark, logo, cartoon style, CGI look.
|
|
316
|
+
```
|
|
317
|
+
|
|
318
|
+
**Example Video Prompt:**
|
|
319
|
+
```
|
|
320
|
+
Wide establishing shot of [LOCATION]. 24mm lens, deep focus - entire scene sharp. [ENVIRONMENTAL DESCRIPTION]. Slow crane or static camera. Scale and context emphasized.
|
|
321
|
+
|
|
322
|
+
Audio direction:
|
|
323
|
+
- Language: N/A
|
|
324
|
+
- Type: Full ambience
|
|
325
|
+
- Dialogue transcript: NONE
|
|
326
|
+
- SFX: Location-specific sounds (wind, distant activity)
|
|
327
|
+
- Ambience: Full environmental soundscape, rich and immersive
|
|
328
|
+
- Music: NONE
|
|
329
|
+
- Mix target: Ambience 80%, SFX 20%
|
|
330
|
+
- No on-screen subtitles/captions.
|
|
331
|
+
|
|
332
|
+
Avoid: morphing, flickering, unnatural motion, on-screen text, watermark.
|
|
333
|
+
```
|
|
334
|
+
|
|
335
|
+
---
|
|
336
|
+
|
|
337
|
+
## Chain Rules for Coverage Shots
|
|
338
|
+
|
|
339
|
+
### Coverage Shots Are NOT Chained to Each Other
|
|
340
|
+
|
|
341
|
+
```
|
|
342
|
+
Main Shot SHOT05 → SHOT05_END
|
|
343
|
+
Coverage SHOT05A → STANDALONE (new start frame)
|
|
344
|
+
Coverage SHOT05B → STANDALONE (new start frame)
|
|
345
|
+
Coverage SHOT05C → STANDALONE (new start frame)
|
|
346
|
+
Next Main SHOT06 → CHAINS from SHOT05_END (not from coverage)
|
|
347
|
+
```
|
|
348
|
+
|
|
349
|
+
**KEY RULE:** Coverage shots break chain continuity by design. They are cutaway material, not sequential narrative.
|
|
350
|
+
|
|
351
|
+
### Main Shot Chaining Continues
|
|
352
|
+
|
|
353
|
+
```
|
|
354
|
+
SHOT04_END → SHOT05_START (main shot chains)
|
|
355
|
+
SHOT05_END → SHOT06_START (main shot chains)
|
|
356
|
+
|
|
357
|
+
Coverage shots exist in parallel, not in sequence.
|
|
358
|
+
```
|
|
359
|
+
|
|
360
|
+
---
|
|
361
|
+
|
|
362
|
+
## Output Format (Per Main Shot File)
|
|
363
|
+
|
|
364
|
+
```markdown
|
|
365
|
+
# SHOT05 | 8s
|
|
366
|
+
|
|
367
|
+
## Chain Status
|
|
368
|
+
🔗 CHAINED from SHOT04_END
|
|
369
|
+
|
|
370
|
+
## Main Shot
|
|
371
|
+
|
|
372
|
+
### İLK FRAME (SHOT05_START)
|
|
373
|
+
→ Use SHOT04_END as first frame
|
|
374
|
+
|
|
375
|
+
### SON FRAME (SHOT05_END)
|
|
376
|
+
```
|
|
377
|
+
[End frame prompt]
|
|
378
|
+
```
|
|
379
|
+
|
|
380
|
+
### VİDEO
|
|
381
|
+
```
|
|
382
|
+
[Video prompt with audio]
|
|
383
|
+
```
|
|
384
|
+
|
|
385
|
+
---
|
|
386
|
+
|
|
387
|
+
## Coverage Shots (Kurgu Detayları)
|
|
388
|
+
|
|
389
|
+
### SHOT05A - Reaction Shot | 5s | 👁️ LISTENER
|
|
390
|
+
```
|
|
391
|
+
[Reaction shot image prompt - standalone]
|
|
392
|
+
```
|
|
393
|
+
```
|
|
394
|
+
[Reaction shot video prompt with audio]
|
|
395
|
+
```
|
|
396
|
+
|
|
397
|
+
---
|
|
398
|
+
|
|
399
|
+
### SHOT05B - Over-the-Shoulder | 5s | 📹 OTS
|
|
400
|
+
```
|
|
401
|
+
[OTS shot image prompt - standalone]
|
|
402
|
+
```
|
|
403
|
+
```
|
|
404
|
+
[OTS shot video prompt with audio]
|
|
405
|
+
```
|
|
406
|
+
|
|
407
|
+
---
|
|
408
|
+
|
|
409
|
+
### SHOT05C - Insert Shot | 3s | 🔍 DETAIL
|
|
410
|
+
```
|
|
411
|
+
[Insert shot image prompt - standalone]
|
|
412
|
+
```
|
|
413
|
+
```
|
|
414
|
+
[Insert shot video prompt with SFX only]
|
|
415
|
+
```
|
|
416
|
+
|
|
417
|
+
---
|
|
418
|
+
Coverage generated: [timestamp]
|
|
419
|
+
Total shots: 1 main + 3 coverage = 4 production shots
|
|
420
|
+
```
|
|
421
|
+
|
|
422
|
+
---
|
|
423
|
+
|
|
424
|
+
## Quality Checklist for Coverage
|
|
425
|
+
|
|
426
|
+
Before finalizing coverage:
|
|
427
|
+
|
|
428
|
+
- [ ] Minimum 2 coverage shots generated?
|
|
429
|
+
- [ ] Coverage types match scene type?
|
|
430
|
+
- [ ] Each coverage has clear purpose?
|
|
431
|
+
- [ ] Camera specs appropriate for coverage type?
|
|
432
|
+
- [ ] Audio direction correct (no dialogue in reaction shots)?
|
|
433
|
+
- [ ] Coverage shots are STANDALONE (not chained)?
|
|
434
|
+
- [ ] Main shot chain preserved?
|
|
435
|
+
|
|
436
|
+
---
|
|
437
|
+
|
|
438
|
+
## Icons for Coverage Types
|
|
439
|
+
|
|
440
|
+
| Type | Icon | Visual Marker |
|
|
441
|
+
|------|------|---------------|
|
|
442
|
+
| Reaction | 👁️ | LISTENER |
|
|
443
|
+
| OTS | 📹 | OTS |
|
|
444
|
+
| Insert | 🔍 | DETAIL |
|
|
445
|
+
| Cutaway | 🌿 | ATMOSPHERE |
|
|
446
|
+
| ECU | 👀 | EXTREME |
|
|
447
|
+
| Wide | 🏔️ | WIDE |
|
|
448
|
+
|
|
449
|
+
---
|
|
450
|
+
|
|
451
|
+
## ✂️ Kurgu Teknikleri (Post-Production Rehberi)
|
|
452
|
+
|
|
453
|
+
Coverage shot'ları ürettikten sonra, **kurgu aşamasında** bu teknikleri uygulamak sahneyi "robotik"ten "sinematik"e çevirir.
|
|
454
|
+
|
|
455
|
+
### L-Cut (Ses Taşması)
|
|
456
|
+
|
|
457
|
+
Bir planın **sesi**, görüntüsü bitmeden bir sonraki planın üstüne taşar.
|
|
458
|
+
|
|
459
|
+
```
|
|
460
|
+
Görüntü: | SHOT A (konuşan) |→ SHOT B (dinleyen) |
|
|
461
|
+
Ses: | A'nın sesi.............|→ B'nin tepkisi |
|
|
462
|
+
↑
|
|
463
|
+
A'nın sesi B'nin görüntüsü üstünde devam eder
|
|
464
|
+
```
|
|
465
|
+
|
|
466
|
+
**Ne Zaman:** Dinleyenin tepkisini konuşma bitmeden göstermek istediğinde. Diyaloğu doğallaştırır.
|
|
467
|
+
|
|
468
|
+
### J-Cut (Ses Önden Gelir)
|
|
469
|
+
|
|
470
|
+
Bir sonraki planın **sesi**, görüntüsünden önce başlar.
|
|
471
|
+
|
|
472
|
+
```
|
|
473
|
+
Görüntü: | SHOT A (ortam) |→ SHOT B (konuşan) |
|
|
474
|
+
Ses: | ortam...|→ B'nin sesi başlar...........|
|
|
475
|
+
↑
|
|
476
|
+
B'nin sesi, B'nin görüntüsünden ÖNCE duyulur
|
|
477
|
+
```
|
|
478
|
+
|
|
479
|
+
**Ne Zaman:** Gerilim yaratmak veya "kim konuşuyor?" merakı oluşturmak istediğinde.
|
|
480
|
+
|
|
481
|
+
### L/J-Cut + Coverage Kombinasyonları
|
|
482
|
+
|
|
483
|
+
| Kurgu Tekniği | Coverage Shot'u | Etki |
|
|
484
|
+
|---------------|-----------------|------|
|
|
485
|
+
| **L-Cut → Reaction** | A konuşurken B'nin reaction shot'una kes | A'nın sesi B'nin yüzü üstünde devam eder |
|
|
486
|
+
| **J-Cut → OTS** | B'nin sesi başlar, sonra OTS'ye geç | Merak + doğal geçiş |
|
|
487
|
+
| **L-Cut → Insert** | Diyalog devam ederken insert'e kes | Ses köprüsüyle detay göster |
|
|
488
|
+
| **J-Cut → Wide** | Ortam sesi önce gelir, sonra wide shot | Sahne girişi için güçlü |
|
|
489
|
+
|
|
490
|
+
> **Altın Kural:** Diyalog sahnesi "robotik" hissediyorsa sorun genellikle görüntü değil **ses köprüsü eksikliğidir**. L/J-cut bu sorunu çözer.
|
|
491
|
+
|
|
492
|
+
---
|
|
493
|
+
|
|
494
|
+
## 📐 30-Degree Rule (30 Derece Kuralı)
|
|
495
|
+
|
|
496
|
+
Aynı karakter veya nesneye arka arkaya iki farklı açıdan keserken, kamera açısı **en az 30 derece** değişmelidir.
|
|
497
|
+
|
|
498
|
+
### Kural
|
|
499
|
+
|
|
500
|
+
```
|
|
501
|
+
❌ YANLIŞ (< 30°):
|
|
502
|
+
Shot A: Karaktere 0° (tam karşıdan)
|
|
503
|
+
Shot B: Karaktere 10° (hafif sağa)
|
|
504
|
+
→ "JUMP CUT" hissi, izleyici rahatsız olur
|
|
505
|
+
|
|
506
|
+
✅ DOĞRU (≥ 30°):
|
|
507
|
+
Shot A: Karaktere 0° (tam karşıdan, CU)
|
|
508
|
+
Shot B: Karaktere 45° (sağ yan, OTS)
|
|
509
|
+
→ Kesme doğal, akıcı
|
|
510
|
+
```
|
|
511
|
+
|
|
512
|
+
### Coverage'da 30° Kuralı Uygulaması
|
|
513
|
+
|
|
514
|
+
| Ana Shot → Coverage | Açı Farkı | Sonuç |
|
|
515
|
+
|---------------------|-----------|-------|
|
|
516
|
+
| Master (wide, 0°) → CU (0°, zoom) | ⚠️ Riskli | Sadece frame boyutu değişir, zıplama hissi |
|
|
517
|
+
| Master (wide, 0°) → OTS (45°+) | ✅ Güvenli | Açı farkı yeterli |
|
|
518
|
+
| CU A (0°) → CU B (180°) | ✅ Güvenli | Shot-reverse-shot, tam karşıt açı |
|
|
519
|
+
| OTS A→B (45°) → OTS B→A (135°) | ✅ Güvenli | 90° fark, standart diyalog coverage |
|
|
520
|
+
|
|
521
|
+
### Pratik İpuçları
|
|
522
|
+
|
|
523
|
+
1. **Master → Close-up** geçişinde sadece zoom yapma, **açıyı da değiştir**
|
|
524
|
+
2. **Aynı karakterde** iki ardışık kesme yapıyorsan, mutlaka 30°+ fark koy
|
|
525
|
+
3. **Insert shot** bu kuraldan muaftır (çünkü tamamen farklı bir nesneye kesersin)
|
|
526
|
+
4. **Whip pan** ile geçiş yapıyorsan kural esnetilebilir (motion blur hatayı saklar)
|
|
527
|
+
|
|
528
|
+
---
|
|
529
|
+
|
|
530
|
+
## 🔄 180° Kuralı (Axis of Action — SİNEMATOGRAFİNİN EN TEMEL KURALI)
|
|
531
|
+
|
|
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.
|