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skills/ai-film-pipeline-master/references/phase-06-storyboard-layout/INDEX.md
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# Phase 6: Storyboard Layout & Visual Staging — Knowledge Base Index Comprehensive database of **194 craft cards** and **2 master staging templates** governing visual composition, actor blocking, 180-degree action lines, multi-panel storyboard decks, and animatic beat timing. ## Contents **5 files · 194 craft cards.** Every file is linked directly, so nothing here is more than one hop from you. | File | What it covers | Cards | | :--- | :--- | ---: | | [`composition.md`](composition.md) | **Composition** — Visual geometry, rule of thirds, leading lines, golden ratio, symmetry, frame within a frame. <br>*Cards scoped to: any format* | 69 | | [`blocking-staging.md`](blocking-staging.md) | **Blocking and Staging** — Actor placement, 180° rule, eyeline matching, triangle blocking, power dynamics. <br>*Cards scoped to: any format* | 64 | | [`mesopotamian-heritage-staging.md`](mesopotamian-heritage-staging.md) | **Mesopotamian & Near Eastern Heritage Staging** — Historical architectural staging, royal throne elevation, temple courtyards. <br>*Cards scoped to: mostly Historical Epic, Heritage Film, Historical Documentary, Heritage Documentary, among 36 formats* | 22 | | [`storyboard-panel-architecture.md`](storyboard-panel-architecture.md) | **Storyboard Panel Architecture & Presentation Decks** — Multi-panel grid layout, 3x3 contact sheets, panel reading flow. <br>*Cards scoped to: any format* | 21 | | [`animatic-beat-timing-grid.md`](animatic-beat-timing-grid.md) | **Animatic & Beat-Timing Synchronization Grid** — Temporal beat alignment with Phase 4 narration and Phase 5 music stems. <br>*Cards scoped to: any format* | 18 | --- ## The cards, by file ### [composition.md](composition.md) — 69 cards **Composition** — Visual geometry, rule of thirds, leading lines, golden ratio, symmetry, frame within a frame. - `comp.what_holds_the_frame` — **What Holds the Frame** - `comp.rule_of_thirds` — **Rule of Thirds** - `comp.golden_ratio` — **Golden Ratio / Golden Spiral** - `comp.golden_triangles` — **Golden Triangles** - `comp.dynamic_symmetry` — **Dynamic Symmetry** - `comp.centered` — **Centred Composition** - `comp.symmetry` — **Symmetry / Mirror Composition** - `comp.planimetric` — **Planimetric Composition / Flat Frontal Staging** - `comp.kubrick_center` — **The Kubrick Centre / One-Point Symmetry** - `comp.wes_anderson_center` — **The Wes Anderson Centre / Dollhouse Framing** - `comp.fincher_low_offcenter` — **The Low Off-Centre Frame** - `comp.off_center_unease` — **Off-Centre for Unease** - `comp.balance` — **Visual Balance** - `comp.imbalance` — **Deliberate Imbalance** - `comp.visual_weight` — **Visual Weight** - `comp.rule_of_odds` — **The Rule of Odds** - `comp.grouping` — **Grouping and Clustering** - `comp.triangle` — **Triangular Composition** - `comp.diagonals` — **Diagonals** - `comp.s_curve` — **The S-Curve** - `comp.leading_lines` — **Leading Lines** - `comp.vanishing_point` — **Vanishing Point** - `comp.one_point_perspective` — **One-Point Perspective** - `comp.two_point_perspective` — **Two-Point Perspective** - `comp.aerial_perspective` — **Aerial Perspective / Atmospheric Depth** - `comp.depth_layers` — **Depth Layers: Foreground, Midground, Background** - `comp.overlap_depth` — **Overlap as a Depth Cue** - `comp.dirty_frame` — **Dirty Frame / Foreground Occlusion** - `comp.shooting_through` — **Shooting Through** - `comp.frame_within_frame` — **Frame Within a Frame** - `comp.natural_frame` — **Natural Framing** - `comp.layered_doorway` — **The Layered Doorway / Enfilade** - `comp.window_light` — **Window Light Composition** - `comp.silhouette_shape` — **Silhouette as a Graphic Shape** - `comp.figure_ground` — **Figure to Ground Separation** - `comp.scale_contrast` — **Scale Contrast** - `comp.negative_space` — **Negative Space** - `comp.isolated_figure` — **The Isolated Figure** - `comp.minimalism` — **Minimalist Composition** - `comp.maximalism` — **Maximalism / Controlled Chaos** - `comp.fill_frame` — **Fill the Frame** - `comp.crowd_texture` — **The Crowd as Texture** - `comp.pattern` — **Pattern and Repetition** - `comp.pattern_break` — **The Break in the Pattern** - `comp.headroom` — **Correct Headroom** - `comp.excess_headroom` — **Excess Headroom** - `comp.no_headroom` — **No Headroom / Cropped Crown** - `comp.lead_room` — **Look Room / Lead Room** - `comp.short_siding` — **Short-Siding** - `comp.breaking_frame_edge` — **Breaking the Frame Edge** - `comp.frame_edge_tension` — **The Frame Edge as Tension** - `comp.open_closed_frame` — **Open Frame and Closed Frame** - `comp.eyeline_height` — **Eyeline Height in the Frame** - `comp.screen_direction` — **Screen Direction** - `comp.high_horizon` — **High Horizon** - `comp.low_horizon` — **Low Horizon** - `comp.tilted_horizon` — **Tilted Horizon** - `comp.vertical_stack` — **Vertical Stacking for 9:16** - `comp.safe_areas` — **Title-Safe and Action-Safe Areas** - `comp.color_contrast` — **Colour Contrast as Composition** - `comp.light_contrast` — **Light Contrast as Composition** - `comp.graphic_block` — **The Graphic Block** - `comp.vertical_bars` — **Vertical Bars** - `comp.empty_chair` — **The Empty Chair** - `comp.two_faces_one_away` — **Two Faces, One Turned Away** - `comp.over_the_void` — **The Over-the-Void Composition** - `comp.tangent_avoid` — **Avoiding Tangents** - `comp.leone_eyes_strip` — **The Leone Eyes Strip** - `comp.forced_perspective` — **Forced Perspective** ### [blocking-staging.md](blocking-staging.md) — 64 cards **Blocking and Staging** — Actor placement, 180° rule, eyeline matching, triangle blocking, power dynamics. - `block.the_floor_before_the_frame` — **The Floor Before the Frame** - `block.master_plan` — **The Master Blocking Plan** - `block.depth_staging` — **Staging in Depth (Z Axis)** - `block.lateral_staging` — **Lateral Staging (X Axis)** - `block.vertical_staging` — **Vertical Staging (Y Axis)** - `block.depth_swap` — **The Depth Swap** - `block.actor_moves_camera_static` — **Actor Moves, Camera Holds** - `block.camera_moves_actor_static` — **Camera Moves, Actor Holds** - `block.ensemble_oner` — **The Choreographed Ensemble Oner** - `block.walk_and_talk` — **The Walk and Talk** - `block.cross` — **The Cross** - `block.counter` — **The Counter** - `block.entrance_exit` — **Entrances and Exits** - `block.clear_frame_and_hold` — **Clear the Frame and Hold** - `block.lead_into_frame` — **Lead the Character Into Frame** - `block.approach_camera` — **The Approach to Camera** - `block.walk_past_reveal` — **The Walk-Past Reveal** - `block.turn_to_camera` — **The Turn to Camera** - `block.back_then_turn` — **Back to Camera, Then the Turn** - `block.doorway_threshold` — **The Doorway Threshold** - `block.window_staging` — **Staging at the Window** - `block.mirror_scene` — **The Mirror Scene** - `block.mirror_pair` — **The Mirror Pair** - `block.behind_glass` — **Staging Behind Glass** - `block.barrier_between` — **The Barrier Between Them** - `block.prop_business` — **Business With Props** - `block.hands_insert` — **The Hands Business Insert** - `block.object_handoff` — **The Object Handoff** - `block.sit_stand_shift` — **The Sit-Down and Stand-Up Power Shift** - `block.standing_over_seated` — **Standing Over the Seated** - `block.kneel_to_level` — **Kneeling Down to Their Level** - `block.eyeline_levels` — **Eyeline Levels: Who Looks Up and Who Looks Down** - `block.three_actor_triangle` — **The Three-Actor Triangle** - `block.dinner_table` — **Dinner Table Geometry** - `block.interrogation_geometry` — **Interrogation Geometry** - `block.shoulder_to_shoulder` — **Shoulder to Shoulder** - `block.car_geometry` — **Car Geometry** - `block.phone_call` — **Phone Call Blocking** - `block.side_reversal` — **Side Reversal / Betrayal Blocking** - `block.listener_foreground` — **The Listener in the Foreground** - `block.same_frame_two_worlds` — **Same Frame, Different Worlds** - `block.back_of_room` — **Back-of-the-Room Staging** - `block.circling_standoff` — **The Circling Two-Person Standoff** - `block.fight_geography` — **Fight Geography** - `block.chase_geography` — **Chase Geography** - `block.push_through_crowd` — **Push Through the Crowd** - `block.crowd_parts` — **The Crowd Parts to Reveal** - `block.static_in_moving_crowd` — **The Still Figure in a Moving Crowd** - `block.hero_group_walk` — **The Slow-Motion Group Walk** - `block.procession` — **The Procession** - `block.surrounded_circle` — **Surrounded: The Circle Closing** - `block.the_line` — **The Line-Up** - `block.kiss_geometry` — **Kiss Geometry** - `block.empty_half_bed` — **The Empty Half of the Bed** - `block.walk_away_stop` — **Walk Away and Stop** - `block.look_back` — **The Look Back** - `block.reach_withdraw` — **Reach and Withdraw** - `block.step_into_light` — **One Steps Into the Light** - `block.pacing` — **Pacing the Room** - `block.background_life` — **Background Life** - `block.tableau` — **The Tableau** - `block.power_blocking` — **Power Blocking** - `block.body_occlusion_reveal` — **Body Occlusion and Reveal** - `block.fg_bg_counterpoint` — **Foreground and Background Counterpoint** ### [mesopotamian-heritage-staging.md](mesopotamian-heritage-staging.md) — 22 cards **Mesopotamian & Near Eastern Heritage Staging** — Historical architectural staging, royal throne elevation, temple courtyards. - `meso_stage.what_the_frame_is_holding` — **Name What the Frame Is Holding** - `meso_stage.bas_relief_frieze_horizontal_staging` — **Continuous Bas-Relief Horizontal Frieze Staging** - `meso_stage.lamassu_colossal_scale_ratio` — **Colossal Lamassu Architectural Scale Ratio** - `meso_stage.royal_profile_dignity_framing` — **Royal Profile Dignity Framing** - `meso_stage.stepped_ziggurat_low_angle_perspective` — **Stepped Ziggurat Low-Angle Perspective** - `meso_stage.ishtar_gate_lapis_lazuli_color_staging` — **Ishtar Gate Glazed Lapis and Ochre Color Staging** - `meso_stage.cuneiform_tablet_macro_insert` — **Cuneiform Clay Tablet Macro Insert** - `meso_stage.mesopotamian_chariot_charge_vector` — **Mesopotamian Chariot Charge Vector** - `meso_stage.temple_courtyard_deep_perspective` — **Temple Courtyard Deep Perspective Staging** - `meso_stage.sacred_tree_ritual_symmetry` — **Sacred Tree Ritual Symmetry** - `meso_stage.winged_bull_gatekeeper_threshold` — **Winged Bull Gatekeeper Threshold Framing** - `meso_stage.ancient_marsh_reed_boat_silhouette` — **Marsh Reed Boat Silhouette** - `meso_stage.nineveh_palace_wall_frieze_panning` — **Nineveh Palace Wall Frieze Panning** - `meso_stage.cylinder_seal_unrolling_narrative` — **Cylinder Seal Unrolling Narrative Motif** - `meso_stage.babylonian_processional_way_staging` — **Babylonian Processional Way Staging** - `meso_stage.royal_banquet_horizontal_hierarchy` — **Royal Banquet Horizontal Hierarchy** - `meso_stage.desert_camp_firelight_caravanserai` — **Caravanserai Night Firelight Staging** - `meso_stage.tannur_courtyard_bakery_staging` — **Courtyard Tannur Bread-Baking Staging** - `meso_stage.zagros_mountain_fortress_scale` — **Zagros Mountain Fortress Scale** - `meso_stage.ancient_armour_bronze_scale_detail` — **Ancient Armour Bronze Scale Detail** - `meso_stage.water_basin_temple_reflection` — **Temple Water Basin Reflection** - `meso_stage.mesopotamian_dusk_golden_hour_palette` — **Mesopotamian Dusk Golden Hour Palette** ### [storyboard-panel-architecture.md](storyboard-panel-architecture.md) — 21 cards **Storyboard Panel Architecture & Presentation Decks** — Multi-panel grid layout, 3x3 contact sheets, panel reading flow. - `board_arch.the_sheet_before_the_panel` — **Decide the Sheet Before the Panel** - `board_arch.three_by_three_presentation_grid` — **Three-by-Three Presentation Grid** - `board_arch.four_by_three_commercial_board` — **Four-by-Three Commercial Agency Board** - `board_arch.six_column_agency_table_grid` — **Six-Column Agency Table Grid** - `board_arch.vertical_reel_nine_by_sixteen_deck` — **Vertical Reel Nine-by-Sixteen Deck** - `board_arch.anamorphic_scope_two_three_nine_deck` — **Anamorphic Scope Two-Three-Nine Deck** - `board_arch.aspect_ratio_panel_conversion` — **Panel Aspect Ratio Conversion Matrix** - `board_arch.hairline_divider_visual_hierarchy` — **Hairline Divider Visual Hierarchy** - `board_arch.charcoal_dark_deck_contrast` — **Deep Charcoal Dark Deck Contrast** - `board_arch.color_accent_status_coding` — **Style-Color Accent Status Coding** - `board_arch.typography_scale_hierarchy` — **Typography Scale Hierarchy** - `board_arch.panel_count_runtime_formula` — **Panel-to-Runtime Calculation Formula** - `board_arch.reading_flow_eye_gravity` — **Western Z-Pattern and Inverted Reading Gravity** - `board_arch.final_story_beat_closure` — **Final Story Beat Closure Rule** - `board_arch.graphic_match_panel_pairing` — **Graphic Match Panel Pairing** - `board_arch.negative_space_poster_margins` — **Generous Negative Space Poster Margins** - `board_arch.macro_detail_panel_insert` — **Macro Detail Panel Insert** - `board_arch.split_panel_simultaneous_action` — **Split-Panel Simultaneous Action** - `board_arch.color_palette_swatch_footer` — **Color Palette Swatch Footer Bar** - `board_arch.director_working_board_annotations` — **Director's Working Board Annotations** - `board_arch.client_pitch_presentation_finish` — **High-End Client Pitch Presentation Finish** ### [animatic-beat-timing-grid.md](animatic-beat-timing-grid.md) — 18 cards **Animatic & Beat-Timing Synchronization Grid** — Temporal beat alignment with Phase 4 narration and Phase 5 music stems. - `anim_time.frame_rate_math_quantization` — **Frame-Rate Math Quantization** - `anim_time.rapid_montage_micro_pacing` — **Rapid Montage Micro-Pacing** - `anim_time.dialogue_breathing_pace` — **Dialogue Breathing Pace** - `anim_time.contemplative_held_tableau` — **Contemplative Held Tableau** - `anim_time.downbeat_transient_cutting` — **Downbeat Transient Cutting** - `anim_time.pre_chorus_rhythmic_acceleration` — **Pre-Chorus Rhythmic Acceleration** - `anim_time.riser_climax_panel_density` — **Riser Climax Panel Density** - `anim_time.dialogue_reaction_offset_timing` — **Dialogue Reaction Offset Timing** - `anim_time.subconscious_anticipatory_cut` — **Subconscious Anticipatory Cut** - `anim_time.silence_stretching_tension_hold` — **Silence Stretching Tension Hold** - `anim_time.waltz_and_compound_meter_sync` — **Compound Six-Eight and Waltz Meter Sync** - `anim_time.voiceover_pause_window_hold` — **Voiceover Pause Window Hold** - `anim_time.tempo_drift_rubato_alignment` — **Rubato and Free-Meter Acoustic Alignment** - `anim_time.staccato_jump_cut_rhythm` — **Staccato Jump-Cut Rhythm** - `anim_time.slow_motion_overcrank_multiplier` — **High-Speed Slow-Motion Multiplier** - `anim_time.b_roll_coverage_density_ratio` — **B-Roll Coverage Density Ratio** - `anim_time.sound_bridge_j_cut_timing` — **Sound Bridge J-Cut Timing** - `anim_time.sound_bridge_l_cut_timing` — **Sound Bridge L-Cut Timing** --- ## Master Storyboard Templates - **[storyboard-deck-template.md](./storyboard-deck-template.md)**: Complete 3x3 multi-panel storyboard deck architecture. - **[handoff-to-stills.md](./handoff-to-stills.md)**: Protocol for locking approved panels before Phase 7 prompt synthesis. --- --- ## Upstream & Downstream Inter-Phase Cross-Links - **Upstream Camera Setups**: [Phase 3 Shooting Script](../phase-03-shooting-script/PHASE.md) — Phase 6 inherits locked shot sizes from [shot-sizes.md](../phase-03-shooting-script/shot-sizes.md) and camera angles from [angle-height.md](../phase-03-shooting-script/angle-height.md). - **Downstream Image Prompts**: [Phase 7 Image Prompt Engineering](../phase-07-image-prompt-engineering/PHASE.md) — Phase 7 translates these approved storyboard compositions into keyframe prompts in the project's declared render mode — photoreal on live-action work, the declared art style on animated work. --- --- ## Operational Documentation - **Operational Guide**: [HOW-PHASE-6-WORKS.md](./HOW-PHASE-6-WORKS.md) — The Inheritance Rule, Compositional Staging, and Storyboard Decks. - **Master Lookup Table**: [LOOKUP.md](./LOOKUP.md) — Master alphabetical ID table for all 194 cards.
SHA-256: 1e866e54d835b633a752675cab6740d10d2d29e960382f757e7ea9984a54c28f