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Spatial and cross-scene continuity

Location world versus state

The world locks topology, doors/windows, fixed facilities, primary anchor, scale, and material baseline. A state may change time, atmosphere, practical lights, movable dressing, or causal damage. Leaving and returning to an unchanged place reuses the same state instead of reinterpreting it.

Required views

Every scene state has an empty establishing wide and an independently generated side_three_quarter_wide, normally 30–60° from the approved front axis. It must expose an adjacent plane, depth, a reachable camera position, and the primary anchor. A crop or slight shift is not a new view.

Multi-axis coverage expands to front, left/right three-quarter, and reverse wide.

Primary anchor and coordinates

Choose exactly one stationary, distinctive, scale-readable object with production or story causality. Its ground-contact center is (0,0,0); +X/+Y receive stable real-world names and +Z points up. Coordinates use approximately 0.1 m precision and always include human-readable landmark relations.

Ready-shot contract

A shot binds the exact spatial map, camera mark, subject marks, set-fixed facing, anchor projection, distances, depth order, and movement start/end marks. Screen left/right may be included, but it can never replace anatomical side or fixed set direction because reverse angles flip screen projection.

Spatial drift, floating anchors, unreachable cameras, missing off-screen distance, path-through-wall motion, or disagreement between map, Photoboard, keyframe, and prompt blocks production.