@nodaro/prompts 1.23.0 → 1.25.0

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package/dist/index.cjs CHANGED
@@ -4285,7 +4285,7 @@ var CAMERA_MOTIONS = [
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  label: "Static",
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  category: "default",
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  description: "Fixed camera, no movement",
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- promptHint: "locked off static camera, no camera movement",
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+ promptHint: "The camera is locked on a solid tripod and does not move at all for the entire shot: it never travels, never rotates, never tilts, never changes focal length. The viewpoint is completely fixed and the framing stays exactly the same from the first frame to the last.\nLife within the scene carries on naturally, but the camera holds perfectly still throughout.\nNo camera movement of any kind, no drift, no sway, no zoom.",
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  term: "locked-off static camera"
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  },
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  {
@@ -4293,7 +4293,7 @@ var CAMERA_MOTIONS = [
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  label: "Handheld",
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  category: "default",
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  description: "Natural handheld shake",
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- promptHint: "handheld camera with subtle natural shake and micro movements",
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+ promptHint: "The camera is HANDHELD, held in an operator's hands rather than on any support, so it carries the constant small live motion of a real person holding it: a continuous gentle shake and wobble, tiny irregular drifts and corrections in every direction, a slight bob in time with breathing, never settling completely still even for a moment.\nThe motion is small and organic, never a large or deliberate move: the camera stays roughly where it is and keeps roughly the same framing, it simply never locks off. It does not travel toward anything, away from anything, or off to any side; it holds its position and only jitters around it. The unsteadiness is human and slightly random, not a smooth mechanical sway and not a rhythmic loop.\nThe lens does not change and the camera does not travel anywhere, orbit, or turn to a new direction; it just floats and jitters in place as if held.\nThe framing stays broadly the same across the shot, loosely on the subject, wandering by only small amounts.\nNo zoom, no deliberate camera move, no forward or backward travel, no rotation to a new angle, no smooth glide.",
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  term: "handheld camera"
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  },
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  {
@@ -4301,7 +4301,7 @@ var CAMERA_MOTIONS = [
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  label: "Steadicam",
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  category: "default",
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  description: "Smooth stabilized walking shot",
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- promptHint: "smooth steadicam shot, gliding stabilized movement through the scene",
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+ promptHint: "The camera moves with the perfectly smooth, floating quality of a Steadicam or gimbal: it glides gently and continuously, with none of the shake, jitter or bob of a handheld rig. Every bit of movement is buttery, damped and stabilised, as if the camera were floating on air.\nThe motion is a slow, graceful drift through the scene \u2014 easing a little forward and around with fluid, gliding ease \u2014 always even and controlled, never abrupt, never trembling, never correcting.\nThe lens does not change. The framing stays loosely on the subject throughout, the glide being gentle enough that the composition holds.\nThe single defining quality is SMOOTHNESS: this is the opposite of handheld \u2014 no shake whatsoever, only silky stabilised floating motion.\nNo zoom, no jitter, no handheld shake, no abrupt moves.",
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  term: "smooth steadicam shot"
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  },
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  // Pan — rotation on vertical axis
@@ -4496,14 +4496,14 @@ var CAMERA_MOTIONS = [
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  label: "Dutch Angle",
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  category: "roll",
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  description: "Static tilted frame for tension",
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- promptHint: "dutch angle, canted tilted frame for tension"
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+ promptHint: "The shot begins level, then the camera rolls a little way around its own lens axis and STOPS at a fixed cant, holding that tilted Dutch-angle framing for the rest of the shot. It is a single small settling roll into a tilt, not a continuous spin: the frame tips perhaps fifteen or twenty degrees off level and then stays there, canted and still, for an uneasy, tense feeling.\nOnly the roll axis is involved: the camera stays in the same position, does not travel, does not pan or tilt its aim up or down, and the lens does not change. The horizon starts level and ends clearly canted, then holds.\nBecause it is a pure roll, there is no parallax: the whole frame turns as one flat picture, near and far together.\nLife in the scene carries on gently while the framing holds its tilt.\nNo zoom, no travel, no continuous spinning, no returning to level once canted."
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  },
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  {
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  id: "spin-360",
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  label: "Full 360 Spin",
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  category: "roll",
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  description: "Camera rotates a full 360\xB0 on its axis",
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- promptHint: "full 360 degree spin, the camera rotates a complete revolution on its own lens axis",
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+ promptHint: "The camera rotates a FULL 360 degrees around its own lens axis in one continuous even spin, and keeps turning the same way without pausing until the picture has come all the way back to level exactly as it started. The horizon sweeps from level, round through fully sideways on one side, through completely upside-down, through fully sideways on the other side, and back to level \u2014 one complete unbroken revolution.\nOnly the roll axis is involved: the camera stays in exactly the same position, does not travel, does not pan or tilt its aim, and the lens does not change. It spins about the axis running straight out through the lens.\nBecause it is a pure roll, there is no parallax: the whole frame turns as one flat picture, near and far rotating together by the same amount.\nThe spin is smooth and continuous at an even speed, going round only once and ending back at level.\nNo zoom, no travel, no pan, no tilt of the aim, no reversal of the spin direction.",
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  term: "full 360 degree camera roll"
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  },
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  // Orbit / Arc
@@ -4625,7 +4625,7 @@ var CAMERA_MOTIONS = [
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  label: "Ronin Glide",
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  category: "tracking",
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  description: "Slow gliding move on a Ronin/Movi gimbal",
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- promptHint: "ronin glide, slow gliding move on a Ronin or Movi gimbal, cinematic float without any shake",
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+ promptHint: "ronin gimbal glide, ultra-smooth floating tracking movement following the subject",
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  term: "slow gliding gimbal move"
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  },
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  {
@@ -4633,7 +4633,7 @@ var CAMERA_MOTIONS = [
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  label: "Serpentine Track",
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  category: "tracking",
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  description: "Camera weaves through obstacles in S-curves",
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- promptHint: "serpentine track, the camera weaves through obstacles in S-curves, snaking forward along a winding path",
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+ promptHint: "serpentine tracking shot, camera weaves smoothly side to side while following the subject",
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  term: "serpentine tracking shot"
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  },
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  // Special angles / rigs
@@ -4642,7 +4642,7 @@ var CAMERA_MOTIONS = [
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  label: "POV",
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  category: "special",
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  description: "First person point of view",
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- promptHint: "POV shot, first person perspective as seen through the subject's eyes",
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+ promptHint: "POV shot, first person perspective as seen through the subject's eyes. The viewpoint moves forward at a calm, unhurried walking pace \u2014 steady and gentle, never a fast rush or a vehicle-like travel speed. No body parts, hands or feet ever enter the frame; only the point of view itself drifts smoothly forward.",
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  term: "first person pov shot"
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  },
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  {
@@ -4650,7 +4650,7 @@ var CAMERA_MOTIONS = [
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  label: "Over The Shoulder",
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  category: "special",
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  description: "Frame past a character's shoulder",
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- promptHint: "over the shoulder shot, framing past one character's shoulder onto another",
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+ promptHint: "Over the shoulder shot: the camera is already framed past the near character's shoulder onto the second character from the very first frame, with no push-in or approach - the framing and distance stay constant throughout, at most a very small handheld-style settle. No camera travel toward or away from either character. No dialogue, no spoken words, no lip movement suggesting speech - completely silent, ambient sound only if any.",
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  term: "over-the-shoulder shot"
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  },
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  {
@@ -4674,7 +4674,7 @@ var CAMERA_MOTIONS = [
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  label: "Aerial",
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  category: "special",
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  description: "High altitude drone-style shot",
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- promptHint: "aerial drone shot, high altitude slow forward movement over the landscape",
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+ promptHint: "The camera is airborne and sinks straight downward through the air, losing altitude like an aircraft lowering itself vertically. Its aim is completely fixed: the horizon line stays at exactly the same height across the frame from the first moment to the last, and the camera never dips or tips its view downward at all \u2014 what it points at does not change, only where it is in space.\nAs the camera drops in height, everything in view slides UPWARD through the frame together because the viewpoint is lower: whatever stands tall rises up the frame and grows, and more of what lies far below climbs into view from the bottom. This vertical sliding of the whole scene is the ONLY change; the angle of view is frozen.\nNo tilting, no dipping the aim down, no looking further down, no rotation, no forward travel \u2014 the horizon must remain pinned at its starting height while the camera simply loses altitude.",
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  term: "high altitude aerial drone shot"
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  },
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  {
@@ -4682,7 +4682,7 @@ var CAMERA_MOTIONS = [
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  label: "Helicopter",
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  category: "special",
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  description: "Wide high-altitude sweeping aerial",
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- promptHint: "helicopter shot, high altitude wide sweeping aerial pass with strong lateral movement",
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+ promptHint: "helicopter shot, sweeping aerial movement banking around the scene",
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  term: "sweeping helicopter aerial shot"
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  },
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  {
@@ -4690,7 +4690,7 @@ var CAMERA_MOTIONS = [
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  label: "Fly Over",
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  category: "special",
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  description: "Low fast aerial pass over the scene",
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- promptHint: "fly over shot, low altitude drone passing quickly over the scene with strong forward motion",
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+ promptHint: "The camera flies steadily FORWARD through the air at a constant height, cruising ahead toward what lies in front of it without ever changing altitude. Its height stays exactly the same from start to finish \u2014 it does not descend, does not climb, does not dip its aim; it simply travels forward at cruising speed.\nBecause it moves forward, whatever lies ahead grows closer and sweeps toward the camera and past it on both sides, near things rushing by faster than far things. The horizon holds at exactly the same height in the frame the whole time.\nNo descending, no climbing, no tilting the aim, no rotation \u2014 only steady level forward flight at a fixed altitude.",
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  term: "low aerial fly-over pass"
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  },
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  {
@@ -4722,7 +4722,7 @@ var CAMERA_MOTIONS = [
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  label: "Rack Focus",
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  category: "special",
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  description: "Pull focus between foreground and background",
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- promptHint: "rack focus, lens focus shifts from a foreground subject to a background subject (or vice versa), the unfocused plane blurs"
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+ promptHint: "The camera itself never moves, never zooms and never changes its framing \u2014 it is completely locked in place for the whole shot. Only the lens's focus plane shifts. It starts sharply focused on the nearest element in the frame, with everything further back a soft out-of-focus blur. Then the focus pulls smoothly across to the far background, which becomes crisp and sharp, while the near foreground that was sharp a moment ago now falls out of focus and blurs instead. The two states \u2014 near-sharp/far-blurred, then near-blurred/far-sharp \u2014 must read as clearly opposite. No camera travel, no zoom, no change in composition \u2014 only which plane is sharp changes."
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  },
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  // Modern / social-video vocabulary
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  {
@@ -4730,7 +4730,7 @@ var CAMERA_MOTIONS = [
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  label: "Handheld Vlog",
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  category: "default",
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  description: "Casual vlog-style handheld",
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- promptHint: "casual handheld vlog-style camera, slight wandering and natural shake, talking-to-camera framing",
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+ promptHint: "The camera is a casual handheld vlog camera, held at arm's length by the subject or a companion, with the loose, informal quality of someone filming themselves. It has clear handheld shake and small bobbing motion, but looser and more wandering than a careful operator: it drifts around a bit, reframes casually, bobs as if the holder is shifting their weight or gesturing.\nThe framing sits fairly close and personal, roughly on the subject, wandering by moderate amounts as a vlogger's arm naturally would \u2014 informal and lively, not locked or composed.\nThe motion has personality and looseness: more movement than a careful handheld, unpolished and spontaneous, but it stays broadly in place rather than travelling off anywhere.\nThe lens does not change; the camera does not glide smoothly (that would be a steadicam) and does not travel deliberately in any direction.\nNo zoom, no smooth stabilised glide, no deliberate directional move, no tripod stillness.",
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  term: "handheld vlog-style camera"
4735
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  },
4736
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  {
@@ -4738,7 +4738,7 @@ var CAMERA_MOTIONS = [
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  label: "POV Walk",
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  category: "tracking",
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  description: "First-person walking POV",
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- promptHint: "first-person POV walking camera, GoPro-style head-mounted perspective with natural footstep movement",
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+ promptHint: "first-person POV walking shot, camera as the subject's eyes with natural head-bob as they walk forward",
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  term: "first person walking pov"
4743
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  },
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  {
@@ -4761,23 +4761,23 @@ var CAMERA_MOTIONS = [
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  label: "Screen Tap",
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  category: "special",
4763
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  description: "On-screen finger-tap transition",
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- promptHint: "camera transition triggered by an on-screen finger tap, TikTok-native pacing with snap to the next subject",
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- term: "on-screen finger-tap transition"
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+ promptHint: "An abrupt hard snap-cut transition: the camera instantly jumps to a new framing of the scene with no gradual movement in between, a fast decisive jolt rather than any smooth pan, push or travel. No object, hand, finger, or UI element ever appears in the frame. TikTok-native snap pacing.",
4765
+ term: "abrupt snap-cut transition"
4766
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  },
4767
4767
  {
4768
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  id: "phone-flip",
4769
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  label: "Phone Flip",
4770
4770
  category: "special",
4771
4771
  description: "Front/rear camera flip",
4772
- promptHint: "camera-flip transition where the phone visibly rotates between the front and rear sensors, brief blur during the swap",
4773
- term: "front-to-rear phone camera flip"
4772
+ promptHint: "A rapid flip-transition, functioning as a hard cut rather than a smooth continuous rotation: the entire frame snaps through one quick full rotation in a fraction of a second, with strong motion blur through the spin, then lands upright again immediately on a new framing of the scene. This is abrupt and near-instant, never a slow, smooth, or continuously spinning carousel-like rotation. No object, hand, phone, or UI element ever appears in the frame.",
4773
+ term: "fast flip-cut transition"
4774
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  },
4775
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  {
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  id: "gentle-drift",
4777
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  label: "Gentle Drift",
4778
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  category: "default",
4779
4779
  description: "Slow ambient floating motion",
4780
- promptHint: "gentle camera drift, a slow ambient floating motion with no specific direction, the camera barely moves but never sits perfectly still, evocative of contemplative atmospheric shots",
4780
+ promptHint: "The camera drifts with an extremely slow, gentle, ambient floating motion, as if suspended and barely stirring in still air. There is no shake and no deliberate direction: it simply floats, drifting a tiny amount one way and then easing another, aimless and dreamlike.\nThe movement is minimal and continuous \u2014 the camera never sits perfectly still, but it never travels anywhere either; it hovers almost in place, wandering by only the smallest amounts, smooth and weightless throughout.\nThe pace is contemplative and calm, the drift so slow it is only just perceptible. The picture stays sharp; there is no motion blur.\nThe lens does not change and the framing stays broadly the same, resting loosely on the subject.\nNo zoom, no shake, no jitter, no deliberate directional move, no travel across the scene.",
4781
4781
  term: "slow gentle camera drift"
4782
4782
  },
4783
4783
  {
@@ -4785,7 +4785,7 @@ var CAMERA_MOTIONS = [
4785
4785
  label: "Parallax",
4786
4786
  category: "default",
4787
4787
  description: "Lateral motion with foreground/background depth separation",
4788
- promptHint: "parallax camera motion, lateral movement that emphasizes the depth separation between foreground and background elements, foreground objects appearing to move faster than distant ones",
4788
+ promptHint: "The camera makes a small, smooth sideways move that shows off the depth of the scene through parallax. It eases gently a short way across, staying at the same distance and keeping its aim forward.\nThe defining quality is a STRONG parallax gradient: the nearest foreground elements slide across noticeably and quickly, the mid-distance elements shift more gently, and the most distant elements barely move at all \u2014 one smooth continuous gradient of speed from near to far that makes the separation between the layers obvious. Nothing is frozen; everything shifts, just by very different amounts according to its distance.\nThe move is modest and ambient rather than a full travelling shot: a gentle reveal of depth, not a journey across the scene.\nThe lens does not change; the camera does not push in, pull back, rotate, or shake.\nNo zoom, no forward or backward travel, no rotation, no handheld shake.",
4789
4789
  term: "lateral parallax camera move"
4790
4790
  }
4791
4791
  ];
@@ -5004,7 +5004,7 @@ var TRANSITIONS = [
5004
5004
  label: "Aging",
5005
5005
  category: "time",
5006
5006
  description: "Subject visibly ages forward in time",
5007
- promptHint: "accelerated aging transition: the subject visibly ages forward \u2014 skin develops fine lines then deeper wrinkles, hair lightens to silver, posture shifts subtly, while the framing holds steady on the face",
5007
+ promptHint: "accelerated aging transition: the subject visibly ages forward - fine lines deepen into wrinkles, hair greys to silver, posture settles - while the framing stays unchanged",
5008
5008
  term: "accelerated aging"
5009
5009
  },
5010
5010
  {
@@ -5020,7 +5020,7 @@ var TRANSITIONS = [
5020
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  label: "Freeze-Frame Jump",
5021
5021
  category: "time",
5022
5022
  description: "Action freezes, jumps forward in time",
5023
- promptHint: "freeze-frame transition: motion arrests mid-action, the frame holds frozen for a beat, then snaps to a new moment hours or days later in the same scene with subjects in different positions",
5023
+ promptHint: "freeze-frame transition: all motion stops mid-action and the picture holds still for a beat; only then does it jump to the same view hours or days later, everything in new positions, and motion resumes",
5024
5024
  term: "freeze-frame time jump"
5025
5025
  },
5026
5026
  {
@@ -5232,7 +5232,7 @@ var TRANSITIONS = [
5232
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  label: "Zoom Into Screen",
5233
5233
  category: "portal",
5234
5234
  description: "Push into TV/phone screen",
5235
- promptHint: "the camera pushes toward a screen visible in the scene (TV, phone, monitor), the screen's image fills the frame, and the camera passes through into that image which becomes the new scene"
5235
+ promptHint: "the camera pushes toward a screen visible in the scene, such as a TV, phone or monitor, the screen's image fills the frame, and the camera passes through into that image which becomes the new scene"
5236
5236
  },
5237
5237
  {
5238
5238
  id: "zoom-into-book",
@@ -5268,7 +5268,7 @@ var TRANSITIONS = [
5268
5268
  label: "Zoom Into Mouth",
5269
5269
  category: "portal",
5270
5270
  description: "Push into open mouth, emerges in new world inside",
5271
- promptHint: "the camera pushes into the subject's open mouth, the dark interior fills the frame, and the camera passes through the throat into the new scene which materialises as if emerging from inside the body"
5271
+ promptHint: "the camera pushes into the subject's open mouth, the dark interior fills the frame, and the camera passes through into the new scene which materialises as if emerging from inside the body"
5272
5272
  },
5273
5273
  {
5274
5274
  id: "push-through-glass",
@@ -5537,6 +5537,25 @@ function isInstantTransition(id) {
5537
5537
  if (ids.length === 0) return false;
5538
5538
  return ids.every((one) => getTransition(one)?.instant === true);
5539
5539
  }
5540
+ var INSTANT_CUT_CLAUSE = "an abrupt single-frame hard cut, no dissolve, crossfade or superimposition; the two images never blend";
5541
+ var LEADING_LABEL = /^\s*((?:[^\s:,;.()]+\s+){0,4}[^\s:,;.()]+)\s*:\s+/;
5542
+ var normalizePhrase = (s) => s.trim().toLowerCase().replace(/\s+/g, " ");
5543
+ function transitionHintBody(id, term) {
5544
+ const hint = getTransitionPromptHint(id).replace(LEADING_LABEL, "").trim();
5545
+ const t = normalizePhrase(term);
5546
+ return hint.split(/,\s*/).filter((item) => normalizePhrase(item) !== t).join(", ").trim();
5547
+ }
5548
+ function transitionFragment(id, withCutClause) {
5549
+ const term = getTransitionTerm(id);
5550
+ if (!term) return "";
5551
+ const inner = [transitionHintBody(id, term), withCutClause ? INSTANT_CUT_CLAUSE : ""].filter((part) => part.length > 0).join("; ");
5552
+ return inner.length > 0 && normalizePhrase(inner) !== normalizePhrase(term) ? `${term} (${inner})` : term;
5553
+ }
5554
+ function renderTransitionBases(ids, _mode = "full") {
5555
+ const picked = ids.filter((id) => getTransitionTerm(id).length > 0);
5556
+ const instant = isInstantTransition(picked);
5557
+ return picked.map((id, i) => transitionFragment(id, instant && i === 0));
5558
+ }
5540
5559
  var TRANSITION_POSITIONS = [
5541
5560
  { id: "auto", label: "Auto", description: "Let the model place it", promptHint: "", term: "" },
5542
5561
  { id: "start", label: "Start", description: "At the opening of the clip", promptHint: "the transition occurs at the opening of the clip", term: "at the opening of the clip" },
@@ -5554,7 +5573,7 @@ var TRANSITION_DURATIONS = [
5554
5573
  var TRANSITION_INTENSITIES = [
5555
5574
  { id: "auto", label: "Auto", description: "Let the model judge it", promptHint: "", term: "" },
5556
5575
  { id: "subtle", label: "Subtle", description: "Restrained, minimal flourish", promptHint: "with subtle restrained energy and minimal flourish", term: "subtly" },
5557
- { id: "natural", label: "Natural", description: "Unhurried, unforced timing", promptHint: "with natural unhurried timing", term: "at a natural pace" },
5576
+ { id: "natural", label: "Natural", description: "Unhurried, unforced timing", promptHint: "with natural timing", term: "at a natural pace" },
5558
5577
  { id: "dynamic", label: "Dynamic", description: "Assertive, energetic", promptHint: "with dynamic energy and assertive flourish", term: "energetically" },
5559
5578
  { id: "crazy", label: "Crazy", description: "Extreme, wild, distorted", promptHint: "with extreme exaggerated energy, wild flourishes, and dramatic distortion", term: "wildly exaggerated" }
5560
5579
  ];
@@ -5564,23 +5583,29 @@ function clausesOf(options) {
5564
5583
  );
5565
5584
  }
5566
5585
  var POSITION_CLAUSES = clausesOf(TRANSITION_POSITIONS);
5586
+ var SHOT_POSITION_CLAUSES = Object.fromEntries(
5587
+ Object.entries(POSITION_CLAUSES).map(([id, clause]) => [
5588
+ id,
5589
+ clause.replace(/ of the clip\b/g, " of this shot").replace(/ the entire clip\b/g, " this entire shot")
5590
+ ])
5591
+ );
5567
5592
  var DURATION_CLAUSES = clausesOf(TRANSITION_DURATIONS);
5568
5593
  var INTENSITY_CLAUSES = clausesOf(TRANSITION_INTENSITIES);
5569
- function composeTransitionHintFromConnections(transitionId, startHints, endHints, timing, mode = "full") {
5594
+ function composeTransitionHintFromConnections(transitionId, startHints, endHints, timing, mode = "full", options) {
5570
5595
  const ids = Array.isArray(transitionId) ? Array.from(new Set(transitionId)).slice(0, 2) : transitionId ? [transitionId] : [];
5571
- const resolveBase = mode === "compact" ? getTransitionTerm : getTransitionPromptHint;
5572
- const picked = ids.filter((id) => resolveBase(id).length > 0);
5573
- const baseHints = picked.map(resolveBase);
5596
+ const baseHints = renderTransitionBases(ids, mode);
5574
5597
  if (baseHints.length === 0) return "";
5598
+ const instant = isInstantTransition(ids.filter((id) => getTransitionTerm(id).length > 0));
5575
5599
  const combinedBase = baseHints.join(", and ");
5576
5600
  const parts = [combinedBase];
5577
- if (timing?.position && timing.position !== "auto") {
5578
- parts.push(POSITION_CLAUSES[timing.position]);
5601
+ if (timing?.position && timing.position !== "auto" && !(instant && timing.position === "full")) {
5602
+ const clauses = options?.scope === "shot" ? SHOT_POSITION_CLAUSES : POSITION_CLAUSES;
5603
+ parts.push(clauses[timing.position]);
5579
5604
  }
5580
- if (timing?.duration && timing.duration !== "auto" && !isInstantTransition(picked)) {
5605
+ if (timing?.duration && timing.duration !== "auto" && !instant) {
5581
5606
  parts.push(DURATION_CLAUSES[timing.duration]);
5582
5607
  }
5583
- if (timing?.intensity && timing.intensity !== "auto") {
5608
+ if (timing?.intensity && timing.intensity !== "auto" && !instant) {
5584
5609
  parts.push(INTENSITY_CLAUSES[timing.intensity]);
5585
5610
  }
5586
5611
  const startClause = startHints.filter((h) => h && h.length > 0).join(" and ");
@@ -19886,7 +19911,7 @@ var DIRECTION_FIELDS = [
19886
19911
  { key: "temporalFreeze", surface: "video", family: "motion", maxPicks: 1, render: temporal },
19887
19912
  { key: "temporalDirection", surface: "video", family: "motion", maxPicks: 1, render: temporal },
19888
19913
  { key: "temporalShutter", surface: "video", family: "motion", maxPicks: 1, render: temporal },
19889
- { key: "transition", surface: "video", family: "motion", maxPicks: 2, render: perId(getTransitionPromptHint, getTransitionTerm) },
19914
+ { key: "transition", surface: "video", family: "motion", maxPicks: 2, render: renderTransitionBases },
19890
19915
  { key: "loopSubject", surface: "video", family: "motion", maxPicks: 1, render: perId(getLoopSubjectPromptHint, getLoopSubjectTerm) },
19891
19916
  // ── LEGACY BLOCK — see the table doc above. Placed LAST, in today's exact
19892
19917
  // `composePromptText` order, so every pre-registry caller is byte-identical.
@@ -44456,6 +44481,7 @@ exports.HELD_PROP_IDS = HELD_PROP_IDS;
44456
44481
  exports.IMAGE_HINT_MODE_DEFAULT = IMAGE_HINT_MODE_DEFAULT;
44457
44482
  exports.IMAGE_REFERENCE_PROMPT_DOCTRINE = IMAGE_REFERENCE_PROMPT_DOCTRINE;
44458
44483
  exports.IMAGE_WIZARD_CATEGORIES = IMAGE_WIZARD_CATEGORIES;
44484
+ exports.INSTANT_CUT_CLAUSE = INSTANT_CUT_CLAUSE;
44459
44485
  exports.INSTRUMENTATION_DEFAULT_DATA = INSTRUMENTATION_DEFAULT_DATA;
44460
44486
  exports.INSTRUMENTS = INSTRUMENTS;
44461
44487
  exports.INSTRUMENT_CATEGORY_LABELS = INSTRUMENT_CATEGORY_LABELS;
@@ -44972,6 +44998,7 @@ exports.renderScene3DLayoutScopingLine = renderScene3DLayoutScopingLine;
44972
44998
  exports.renderStructuredFields = renderStructuredFields;
44973
44999
  exports.renderStyleSection = renderStyleSection;
44974
45000
  exports.renderSubjectHints = renderSubjectHints;
45001
+ exports.renderTransitionBases = renderTransitionBases;
44975
45002
  exports.resetCatalogPacks = resetCatalogPacks;
44976
45003
  exports.resetPersonPacks = resetPersonPacks;
44977
45004
  exports.resolveBrandInput = resolveBrandInput;