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abstract-problems

abstract-problems

ABSTRACT · PROBLEMS — five ways to say something is wrong, in the abstract reel's grammar. The PROBLEM slot of a film is the 3–7 s where the world the product will fix is shown broken, and the rule here is the same as the reel's: nothing is illustrated, it is CAUSED. A pile is things falling. A wait is a loader that keeps going while the light goes. A dead end is a corridor that stops. Clutter is the kit where it landed. Coming apart is the device itself, held mid-burst.

Read the rig's notes
  #   scene           dur   transition     device   the problem
  01  p01-pile        6.5   match-move     iphone   48 slabs rain onto the phone until it is buried
  02  p02-wait        6.0   match-move     iphone   a loader turns; the seconds tick past; the room goes dark
  03  p03-clutter     6.0   match-move     iphone   the kit where it fell, the phone face-down among it
  04  p04-dead-end    6.5   match-move     iphone   the ring corridor, and a wall at the end of it
  05  p05-apart       6.0   —              iphone   the phone held mid-burst, drifting further apart

31.0 s of scene + four gaps (3.2 s) ≈ 34.2 s on the wall. Every scene also
stands alone: cut one out, set transition=none, and it is a problem beat.

THE COPY COMES EARLY. Unlike the intros, where the mark lands last, a problem
scene's line is on screen by 0.9–1.4 s and STAYS — the viewer has to read the
claim while the picture is proving it. Two text nodes per scene: an eyebrow
in dim ("THE PROBLEM") and a headline in ink, weight 600, worldHeight 44–56.
Both are placeholders for the assembly's own copy.

NOTHING RESOLVES. Every scene ends in the broken state — the pile stays, the
loader keeps turning, the wall is still there, the shards keep drifting. The
fix is another part's job; a problem scene that tidies itself has no
problem. The exception is the light: every scene's key DROPS over the shot
(2.2 → 0.6–0.9), so the world gets a little darker as the claim lands.

THE DEVICE IS THE MATCH. Every phone carries match=hero and the haze lobes
hz0/hz1/hz2, so the reel's match-move gap flies one phone from problem to
problem — including out of the pile (p01) and into the burst (p05). The
phone's pose is the scene's argument: standing and buried (p01), standing
and waiting (p02), face-down on the floor (p03, rotation -90 about x, so
its centre is at floor + 4.1 mm of half-depth), standing at the wall (p04),
floating in its own shards (p05).

TRAPS PAID:
  · A pile authored by index is a stack, not a heap. p01 lands each slab at
    a height solved from how many earlier slabs share its footprint, so
    slabs over the phone start at its top (165) and the rest start at the
    floor. 30 % of the slabs are aimed at the floor just IN FRONT of the phone
    and stack up until they cover its screen; 12 % land on its top.
  · assembly holds a PARTIAL value. p05 keys the channel 1 → 0.86 → 0.80
    over the shot (triangle granularity, spread 0.25 — mesh granularity only
    moves the buttons and lenses, the shell is one part), so the phone is never scattered and never
    whole — it is held apart and getting worse, which is the claim. Lower
    values with a wider spread throw the parts out of frame and the shot
    reads as an empty room with two rings in it.
  · A loader is a rotation, not a track of positions. p02's dots are on a
    wheel and ONE rotation row turns all twelve; the "elapsed" numerals are
    text layers that swap by opacity on the second.

LOOK — carried unchanged from the abstract reel:
  ink   #e9e6df    dim  #7c7970    line  #23232a
  mark  #ffb347   cool #7ad7ff   warm #ffa25e

POST. bloom → film_grain → fxaa on every shot; prismatic_dispersion only on
p04 (the corridor). Vignettes run HIGHER here (0.38–0.44) than anywhere else
in the reel: a problem scene is allowed to close in.
  shot            bloom  thresh  spread  grain / vignette
  01 pile         0.45   0.86       —    0.013 / 0.40
  02 wait         0.80   0.78       —    0.014 / 0.44
  03 clutter      0.40   0.90       —    0.013 / 0.38
  04 dead end     0.90   0.74    0.01    0.014 / 0.42
  05 apart        0.60   0.82       —    0.013 / 0.40

NO AUDIO. Primitives reel; add at assembly time.

Capture: nx run tools:capture:webgl -- --project promos/primitives/scenes/abstract/parts/abstract-problems.promo --width 1920 --height 1080 --times "2.4,6.0,9.2,12.8,16.4,19.8,22.6,26.6,29.8,33.6"
Preview: /packages/runtime/index.html?project=promos/primitives/scenes/abstract/parts/abstract-problems.promo
Topic
scenes
Scenes
5
Kind
reference rig
//
    ABSTRACT · PROBLEMS — five ways to say something is wrong, in the abstract
    reel's grammar. The PROBLEM slot of a film is the 3–7 s where the world the
    product will fix is shown broken, and the rule here is the same as the
    reel's: nothing is illustrated, it is CAUSED. A pile is things falling. A
    wait is a loader that keeps going while the light goes. A dead end is a
    corridor that stops. Clutter is the kit where it landed. Coming apart is
    the device itself, held mid-burst.

      #   scene           dur   transition     device   the problem
      01  p01-pile        6.5   match-move     iphone   48 slabs rain onto the phone until it is buried
      02  p02-wait        6.0   match-move     iphone   a loader turns; the seconds tick past; the room goes dark
      03  p03-clutter     6.0   match-move     iphone   the kit where it fell, the phone face-down among it
      04  p04-dead-end    6.5   match-move     iphone   the ring corridor, and a wall at the end of it
      05  p05-apart       6.0   —              iphone   the phone held mid-burst, drifting further apart

    31.0 s of scene + four gaps (3.2 s) ≈ 34.2 s on the wall. Every scene also
    stands alone: cut one out, set transition=none, and it is a problem beat.

    THE COPY COMES EARLY. Unlike the intros, where the mark lands last, a problem
    scene's line is on screen by 0.9–1.4 s and STAYS — the viewer has to read the
    claim while the picture is proving it. Two text nodes per scene: an eyebrow
    in dim ("THE PROBLEM") and a headline in ink, weight 600, worldHeight 44–56.
    Both are placeholders for the assembly's own copy.

    NOTHING RESOLVES. Every scene ends in the broken state — the pile stays, the
    loader keeps turning, the wall is still there, the shards keep drifting. The
    fix is another part's job; a problem scene that tidies itself has no
    problem. The exception is the light: every scene's key DROPS over the shot
    (2.2 → 0.6–0.9), so the world gets a little darker as the claim lands.

    THE DEVICE IS THE MATCH. Every phone carries match=hero and the haze lobes
    hz0/hz1/hz2, so the reel's match-move gap flies one phone from problem to
    problem — including out of the pile (p01) and into the burst (p05). The
    phone's pose is the scene's argument: standing and buried (p01), standing
    and waiting (p02), face-down on the floor (p03, rotation -90 about x, so
    its centre is at floor + 4.1 mm of half-depth), standing at the wall (p04),
    floating in its own shards (p05).

    TRAPS PAID:
      · A pile authored by index is a stack, not a heap. p01 lands each slab at
        a height solved from how many earlier slabs share its footprint, so
        slabs over the phone start at its top (165) and the rest start at the
        floor. 30 % of the slabs are aimed at the floor just IN FRONT of the phone
        and stack up until they cover its screen; 12 % land on its top.
      · assembly holds a PARTIAL value. p05 keys the channel 1 → 0.86 → 0.80
        over the shot (triangle granularity, spread 0.25 — mesh granularity only
        moves the buttons and lenses, the shell is one part), so the phone is never scattered and never
        whole — it is held apart and getting worse, which is the claim. Lower
        values with a wider spread throw the parts out of frame and the shot
        reads as an empty room with two rings in it.
      · A loader is a rotation, not a track of positions. p02's dots are on a
        wheel and ONE rotation row turns all twelve; the "elapsed" numerals are
        text layers that swap by opacity on the second.

    LOOK — carried unchanged from the abstract reel:
      ink   #e9e6df    dim  #7c7970    line  #23232a
      mark  #ffb347   cool #7ad7ff   warm #ffa25e

    POST. bloom → film_grain → fxaa on every shot; prismatic_dispersion only on
    p04 (the corridor). Vignettes run HIGHER here (0.38–0.44) than anywhere else
    in the reel: a problem scene is allowed t