Inheritance

See which shots a change to a project or sequence setting reaches, and where a shot can set its own.

A shot takes most of its look, sound and physics from its project's Style & format page, and its light from its sequence. Change one of those settings and every shot that has not written its own value follows at once; nothing is copied onto a shot, so there is nothing to update by hand. Everything else on a shot belongs to that shot alone.

Every field a shot shows

Set on is where the value starts. Sequence can override and Shot can override say whether a lower level can put its own value in its place. A dash means the field is the shot's own, so there is nothing above it to override.

GroupFieldSet onSequence can overrideShot can overrideNotes
ShotNameShot——What the shot is for, in one sentence.
ShotNumberShot——Given once when the shot is made; moving the shot does not change it.
ShotLengthShot——The sum of the beats' seconds.
ShotAspectProjectNoYesClearing the shot's aspect follows the project again.
ShotShot detailsShot——Your own words, added to the prompt.
ShotReplace promptShot——Makes the shot details the whole prompt.
AssetsLocationShot——Picked from the project's assets.
AssetsCharactersShot——Picked from the project's assets.
AssetsPropsShot——Picked from the project's assets.
AssetsAnimalsShot——Picked from the project's assets.
AssetsVehiclesShot——Picked from the project's assets.
AssetsSpeakersShot——The characters in this shot who speak.
AssetsFilesShot——Your own image, video and audio files.
ActionsBeatsShot——What happens, second by second, with the dialogue.
ActionsContinuityShot——
ActionsBackground lifeShot——
ActionsEnd stateShot——
CameraSetupsShot——Lens, size, angle, first frame, depth of field and move.
StyleLookProjectNoYesUses the World's look when the project leaves it empty.
StyleLightingProjectYesYesThe shot's own, else the sequence's, else the project's.
AudioSoundProjectNoYesOnly when the project sets a sound for every shot.
AudioMusicProjectNoYesUses the World's when the project leaves it empty.
PhysicsMotionProjectNoYesUses the World's when the project leaves it empty.
NegativeBansProjectNoYes
NegativeCoreProjectNoYesUses the World's when the project leaves it empty.
NegativeReference leaksProjectNoYes
NegativeDriftProjectNoYes
NegativeBeatsProjectNoYes
NegativeWorldProjectNoYesUses the World's when the project leaves it empty.
NegativeMisreadsProjectNoYes
NegativeExceptionsProjectNoYesUses the World's when the project leaves it empty.

How a shot reads a setting it has not written

A row the shot has not written shows the words it is using, with a tag saying whose they are: Project, World, Default or, for lighting, Sequence. Typing over them makes them the shot's own for that shot only, and the project or sequence is never changed. To give the words back, open the row's pencil menu and choose to use the project's words (or the sequence's, for lighting).

The bin on a row does something different: it removes the field from that shot altogether. A removed field is left out of the shot's prompt whatever the project or sequence holds, and the group's add button offers it back by name.

Lighting has three levels

Lighting is the one field a sequence holds. A shot is lit by its own lighting, else by its sequence's, else by the project's default light. Set a scene's light once on the sequence and only write it on a shot that differs. Changing or clearing the sequence's lighting moves only the shots that still have none of their own.

Aspect is set on the project and the shot

A project has one aspect that every shot is delivered at, and a sequence has none of its own. A shot can pick a different aspect, and its header then names both. If the model you generate with does not offer that aspect, the nearest one it does offer is used.

Physics prints only what the shot holds

A project's physics passage is written for the whole film. When a shot uses it, only the sentences about things in that shot are kept: its weather, loose matter or animals. A shot that writes its own physics keeps every word it wrote.

Worlds sit above the project

When a project belongs to a World, the World can supply the look, the physics, the music, the core negative, the World bans and the exceptions. A project that leaves one of these empty uses the World's words, and a project that writes its own replaces them for every shot in it.

Settings you add

A setting your team adds to the project's Style & format page appears as a row on every shot of the project, and each shot uses the project's value until it writes its own. A group you add on one shot belongs to that shot only.

What a shot never takes from above

Each asset kind's own bans on the Style & format page (for characters, locations and so on) apply to that kind's sheets and never to a shot. The model, resolution and audio a shot generates with come from your own Settings › Model defaults or from what you pick in the Generate sheet; they are not stored on the project, the sequence or the shot.

For agents

Project values are written with project_write type project_style_update, whose fields takes format.aspect, style.look, style.lighting, physics.motion, audio.music, audio.sound and the negative keys. A sequence's light is fields.lighting on sequence_write type seq_sequence_update. A shot's own values go in fields on seq_shot_update: aspect (or "" to follow the project), and the same category keys as the project. null under a key removes the shot's own value so it inherits again, and a key listed in a category's _dropped is left out of the shot whatever the project holds.

On this page