Prompt composer phrasing #9
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crowmaki/ai-studio#9
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Part of #1
Blocked by: #4
Question
What exact prompt structure does the composer emit for Ref2VA? Cover subject definitions and preservation entries (full vs partial) from structured attributes, positional Atlas phrasing, Board labelling (blocking/camera only), timestamped Keyframe phrasing, location angle, props, voice references and Performance audio labelling. Where does the user's free-text action description go?
From "Board paint tool and Notation" (#6): the Annotation layer is structured. Each Notation symbol has a "means" phrase, character symbols carry a subject, and path symbols carry a direction. Together these produce read-back lines such as "MARK moves right", "the camera pushes in" and "ANNA enters frame from the left", which the composer should use. Freehand arrows have no meaning and add nothing to the prompt. By default the Annotation layer is also composited onto the Board image, and a per-Shot toggle sends the clean sketch only. Multi-panel Boards are tiled in panel order, so the phrasing should label them as a sequence.
Resolution
The composer emits H3's six-field prompt format. Grounded in the owner's SEEDHUNTER workflow examples and the H3 Singularity prompt writing spec.
Guiding principle: the prompt describes the result of a creative choice, never the reference that shows it. The storyboard is never named in
detailed_description. Its Notation read-backs appear as literal directions ("The camera pushes in on <Subject 1>."). Repeating what an image already shows is deliberate, because repetition focuses attention.Skeleton
subject_definitions,summary,retention_analysis,detailed_description,overall_soundscape,non_diegetic_music. All six are always emitted in that order, with exact names, andN/Awhen empty. There is noid=header and exactly one[Shot 1]per prompt (internal cuts are out of scope).Tags
<Subject N>: Characters, numbered by first appearance in the Shot.<Prop N>: Props, numbered by attachment order to the Setup.<Environment>: the Location.<Picture N>/<Audio N>/<Video N>: slots, numbered in wired order after the slot budget is filled, so a dropped reference is never named.subject_definitions
<Environment>: the Location's description (architecture, layout, fixed objects) plus the lighting note of the Location's Reference set for the Scene's Lighting. That note defaults from a project-wide phrase per Lighting. Ends with "It is shown in ."<Prop N>: one description field (appearance, material, marks) plus "It is shown in ."summary
[reference generation], or[reference generation + audio reference]when any audio slot is filled, followed by the Shot's editable summary field. It is pre-filled from the first sentence of the action text, or falls back to "A scene of <Subject 1> and <Subject 2> in ."retention_analysis
<Picture N> top row -> <Subject N>: fully_preserved - face, hair, eyes, physique and clothing.partially_preserved - face, hair, eyes and physique only; clothing is not inherited.Mannequin:attribute_transfer - the <item> is worn by <Subject N>; the mannequin does not appear.fully_preserved - architecture, layout, fixed objects and lighting; the camera angle may differ.(not a first frame)fully_preserved - shape, material, wear and markings.weak_reference(confirmed as the best strength): a rough storyboard of N panels read left to right, top to bottom, showing the shot's progression; used only for staging, composition and camera movement; sketch style, line art and figures are not reproduced and carry no identity; arrows and symbols are directions, not objects. One-slot-per-Panel Shots number Panels as consecutive Pictures.fully_preserved - first frame at 00:00.000; the shot opens exactly on this image./last frame at <target duration, ms>. Only here; adding a timestamp todetailed_descriptionis future work if needed.<Audio N>: reference - its vocal timbre guides the vocal delivery of <Subject N> without copying the original signal.<Audio N>: fully_copy - the dialogue of this shot; every spoken line, its timing and delivery are reproduced exactly, lip-synced to the speaking subjects.When a Performance is present, Voice references are dropped.<Subject N>: newly_generated - no visual reference; appearance follows the description only.detailed_description
[Shot 1]contains, in order:<Subject N> says: <d>[Language] <bitter> It's fine. <beat> Really.</d>. The language is the Project's spoken language, and SUBTITLE Lines use their hand-entered language and text. Parentheticals go inline as angle-bracket tags at their position.overall_soundscape
Steady background sound only: the Location's Ambience (e.g. "Interior ambience, refrigerator hum, distant traffic") plus the Scene's optional Ambience addition ("steady rain against the window"). It lives on the Scene, not the Shot, so the sound bed matches across cuts.
non_diegetic_music
Always
N/A, and there is no field for it. Score is editorial and is added in Resolve.Prompt override
The composed prompt is a jumping-off point. Hand-tuning is critical because generation is nondeterministic and tuned prompts beat generated ones.
Glossary
CONTEXT.mdgains Ambience, and Look now states that it inherits the Character's identity description and overrides only what differs.Out of scope
Takes with internal cuts (
[Shot 2] At ...blocks, intercuts) are out of scope. Shots stay aligned with their real-world equivalent, and intercuts are a separate effort.