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fast-cut-jump

fast-cut-jump

Fast cutting · technique 07 — JUMP CUT. 7 shots, taken whole. One of the nine fast-cut disciplines, split out of the full reel beside it (fast-cutting.promo) so it can be studied and lifted on its own: a title card, the technique played straight, and a hold to land on.

Read the rig's notes
One phone, one pose, one fixed camera, one haze pose, five hard cuts. Nothing in
the rig moves between shots — the device carries match=ph on an identical transform
so even a run-on would be a no-op — and only the screen's STATE jumps forward: the
list fills from 0 to 6 rows, the ticks land, the clock chip skips 9:41 → 11:06. The
eye reads the identical frame as continuous and the missing time as elapsed. A UI
click on every cut, a success chime on the last.

Rig: 1280×720 · 30 fps · gap-clock=run · every scene carries the three matched haze
lobes hz0/hz1/hz2 over the dark gradient, the studio HDR, and the closeup light
trio. Devices are iphone/laptop/ipad/chrome with ui3d(overlay=screen) stages;
same-kind neighbours share match=ph/mac/pad/web so the rig morphs across the gap.
Title cards are 0.7 s rhythm resets (hard cut in, hard cut out). The technique
label and the per-shot duration chip are layer text sized to the fixed camera,
so they only ride the fixed-camera shots — a framed closeup would fly past them.
Every cut wears a cue: whoosh on whips, shutter on hard cuts, impact on crash-ins,
a riser ending on the final impact. Shader ids and file names: assets/sfx/what-to-use.md.

Wall clock: 7 scenes, 5.30s + 0.00s of gaps = 5.30s. 16 audio tracks.
Preview: http://localhost:4444/runtime?project=promos/primitives/fast-cutting/fast-cut-jump.promo
Scenes
7
Kind
reference rig
//
    Fast cutting · technique 07 — JUMP CUT. 7 shots, taken whole.
    One of the nine fast-cut disciplines, split out of the full reel beside it
    (fast-cutting.promo) so it can be studied and lifted on its own:
    a title card, the technique played straight, and a hold to land on.

    One phone, one pose, one fixed camera, one haze pose, five hard cuts. Nothing in
    the rig moves between shots — the device carries match=ph on an identical transform
    so even a run-on would be a no-op — and only the screen's STATE jumps forward: the
    list fills from 0 to 6 rows, the ticks land, the clock chip skips 9:41 → 11:06. The
    eye reads the identical frame as continuous and the missing time as elapsed. A UI
    click on every cut, a success chime on the last.

    Rig: 1280×720 · 30 fps · gap-clock=run · every scene carries the three matched haze
    lobes hz0/hz1/hz2 over the dark gradient, the studio HDR, and the closeup light
    trio. Devices are iphone/laptop/ipad/chrome with ui3d(overlay=screen) stages;
    same-kind neighbours share match=ph/mac/pad/web so the rig morphs across the gap.
    Title cards are 0.7 s rhythm resets (hard cut in, hard cut out). The technique
    label and the per-shot duration chip are layer text sized to the fixed camera,
    so they only ride the fixed-camera shots — a framed closeup would fly past them.
    Every cut wears a cue: whoosh on whips, shutter on hard cuts, impact on crash-ins,
    a riser ending on the final impact. Shader ids and file names: assets/sfx/what-to-use.md.

    Wall clock: 7 scenes, 5.30s + 0.00s of gaps = 5.30s. 16 audio tracks.
    Preview: http://localhost:4444/runtime?project=promos/primitives/fast-cutting/fast-cut-jump.promo
promo#fast-cut-jump(width=1280 height=720 fps=30 gap-clock=run)
  metadata
    audio
      tracks
        track#music(asset=11 start=0 volume=0.2)
        track#sfx_1(sfx=select start=0.020)
        track#sfxf_1(asset="mixkit-camera-shutter-click-1133" start=0.700 volume=0.55)
        track#sfx_2(sfx=key-tick start=0.700)
        track#sfxf_2(asset="mixkit-sci-fi-click-900" start=1.200 volume=0.6)
        track#sfx_3(sfx=key-tick start=1.200)
        track#sfxf_8(asset="creatorshome-sharp-riser-327342" start=1.620 volume=0.7)
        track#sfxf_3(asset="mixkit-sci-fi-click-900" start=1.700 volume=0.6)
        track#sfx_4(sfx=key-tick start=1.700)
        track#sfxf_4(asset="mixkit-sci-fi-click-900" start=2.200 volume=0.6)
        track#sfx_5(sfx=key-tick start=2.200)
        track#sfxf_5(asset="mixkit-sci-fi-click-900" start=2.700 volume=0.6)
        track#sfx_6(sfx=success start=2.800)
        track#sfxf_6(asset="mixkit-sci-fi-click-900" start=3.500 volume=0.6)
        track#sfxf_7(asset="mixkit-cinematic-whoosh-deep-impact-1143" start=3.500 volume=0.7)
        track#sfx_7(sfx=success start=3.950)
  materials
    physical#chrome(color=#e8ecf2 roughness=0.08 metalness=1)
    physical#coral(color=#ff5a3c emissive=#ff5a3c emissive-intensity=1.6 roughness=0.3 metalness=0.15)
    physical#cyan(color=#35e0ff emissive=#35e0ff emissive-intensity=1.4 roughness=0.3 metalness=0.15)
    physical#slab(color=#0d1626 roughness=0.6 metalness=0.1)
    physical#violet(color=#a78bfa emissive=#a78bfa emissive-intensity=1.2 roughness=0.3 metalness=0.15)
  // =======================================================================
  // TITLE 07 — a rhythm reset: hard cut in, hard cut out
  // 0.7s / 21 f · in-gap 0 · wall 0.00–0.70s · out: hard cut
  // =======================================================================
  scene#fcI-title(duration=0.7 transition=none)
    camera(type=perspective fov=32 near=8.5 far=17000 position="0 0 620" look_at="0 0 0")
    background(top=#0b1020 bottom=#05070f)
    lights
      light#fcI-title-amb(type=ambient color=#8fb2ff intensity=0.55)
      light#fcI-title-key(type=directional color=#ffffff intensity=2.2 position="340 680 510")
      light#fcI-title-fill(type=directional color=#7aa2ff intensity=0.9 position="-