Epic 2.5.1: basis for framing layer
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@@ -168,6 +168,23 @@ This is deliberately last: it is the largest change, it interacts with resolutio
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independence (§1 of PLAN.md) and with the feedback buffer, and the four items above will have
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changed what it needs to do.
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**Status after the first pass: shipped, deliberately simple.**
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A shot now carries a size and a recentre, applied inside `sigCamera` in scene coordinates —
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rendered close rather than magnified, which is what keeps it resolution-independent and free at
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4K. `look/framing.js` owns the vocabulary: three shot sizes with measured headroom (a close-up
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past ~2.2 is a blurry wide, a wide past ~0.55 is a speck), and a per-track style (`locked` /
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`gentle` / `edited`) that decides how far sizes travel and how often a cut also changes the shot.
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The arc driver plans one framing per cue, walking the cuts in order so the whole video gets a
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consistent hand and a seek finds the same framing as playback. The gates hold it honest: cuts
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actually change size, sizes stay in headroom, and two drivers over one look agree on every shot.
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What this pass does not do, and the reason it is "simple": the framing is constant within a shot.
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A zoom that moves during a shot is a separate device and would fight the drift LFO and the slow
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axis, both of which already own continuous motion. Scenes built outside the shader contract (the
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single 3D layer) are not framed yet. Both are the obvious next steps and neither is required for
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a working project.
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---
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## 4. Validation
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