EVO-ALL ULT V2.0 Universal 3D Scheduling
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About this skill
Problem
Scripting, storyboards, AI visuals, and game CG often suffer from staging conflicts, movement clipping, timing errors, and camera jumps when multiple characters share complex spaces with elevation differences. Prompt-only workflows describe the image but lack a reusable spatial scheduling model.
How It Works
This skill turns instructions or scripts into an executable 3D spatial scheduling plan:
- Priority order: preserve hard constraints and core story beats, then resolve terrain, timing, factions, mood, and camera.
- State labels: mark characters as static, vanguard, delayed entry, or linked merge.
- Terrain adaptation: cover elevated, flat, narrow, enclosed, and virtual spaces with constraints on weight, perspective, and elevation.
- Movement and camera: produce staging, paths, transitions, and outputs for directors, concept artists, AI prompts, and on-set execution.
- Learning memory: archive cases, issues, and rule versions for reuse and iteration.
Scope and Caveats
It fits visual staging work that needs consistent spatial logic, but it is not meant for a single static poster or pure plot polish. Real projects still need checks for worldview physics, character scale, and asset limitations.
Use Cases
- Stage duel positions and camera order for short drama.
- Check elevation, weight, and prop clipping in game CG.
- Convert factions and transitions into AI video prompts.
- Create on-set blocking notes from a 3D staging plan.
Best For
- Short-drama storyboard artist needing executable blocking and shot order.
- Game CG director needing consistent spatial hierarchy and transitions.
- AI visual creator needing stable, low-clipping prompts from staging.
- Live-action producer needing on-site blocking notes and overhead marks.
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