HELL MINER OPENING v04 — MOTION AND EDIT CONTRACTS

No Runway generation now. These are 12 art-directed boundaries, not 12 film holds. 11 transitions include TWO intentional edits. Numeric edit budgets sum to 9.00 seconds as a blocking sketch only; actual lyric sync is not verified. Model source candidates are a separate 3-second minimum; do not render the whole list automatically.

A — Sweep into the mine
FIRST: Keyframes/P01_Surface_CleanPortal.png
LAST: Keyframes/P02_Follow_OneEmptyCart.png
TYPE: Continuous camera candidate
EDIT BLOCKING ONLY: 0.00s + 1.00s
CAMERA: Accelerate past near pines and facility, follow the one rail pair through the actual portal, then fly above the rails behind the one empty cart.
ACTION: Cart remains ahead; camera is never inside its body. Interior ribs keep the portal's cross-section and diminish by perspective.
REJECT/REVIEW: Portal and shaft are drawings, not a surveyed 3D set. Reject a miniature inner tunnel or mismatched gauge.
PROMPT / EDIT NOTE:
The camera accelerates low past the near trees and mine facility, follows the single rail pair through the actual timber entrance and dives into the shaft. Near sleepers and support ribs sweep past with strong parallax. The tunnel keeps the entrance's cross-section as its ribs diminish in perspective. Finish several metres behind the one empty cart, matching the last frame.

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B — Catch up at the crane
FIRST: Keyframes/P02_Follow_OneEmptyCart.png
LAST: Keyframes/P03_OneCart_CatchGutter_Final.png
TYPE: Continuous camera candidate
EDIT BLOCKING ONLY: 1.00s + 0.90s
CAMERA: Follow the same cart around the main-track bend; move slightly left and up beside its rim as it arrives beneath the grab.
ACTION: Cart brakes on the loading-gallery rails. One dump jolts it; the tiny jewel reaches the rim. No second cart or cart-wide camera morph.
REJECT/REVIEW: The track bend/gallery handoff may need a timber-post cut. Do not change cart width or wheel gauge.
PROMPT / EDIT NOTE:
The camera catches up behind the same narrow empty cart around the rail bend, then rises slightly and draws alongside its left rear corner at the loading gallery. The cart settles on the rails beneath the crane. The grab opens once and drops its load; the supported cart jolts and the single small blue jewel reaches its near-right rim. Finish on the loading view, with the fixed downhill chute and lower work-tunnel mouth already visible.

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C — Pass the lead to the jewel
FIRST: Keyframes/P03_OneCart_CatchGutter_Final.png
LAST: Keyframes/P04_Descend_To_LowerEntrance.png
TYPE: Continuous camera candidate
EDIT BLOCKING ONLY: 1.90s + 1.05s
CAMERA: Tip down with the jewel into the fixed gutter; dive alongside the chute by one gallery level, looking downhill toward the already-visible entrance.
ACTION: The cart recedes behind/above the camera. The gem remains physically small and travels on the gutter, not freely across the quarry to an unrelated location.
REJECT/REVIEW: Reject any gap between rim and gutter, uphill motion, chasm-bottom teleport, gem enlargement or second vehicle.
PROMPT / EDIT NOTE:
The load jolts the cart and the one tiny blue jewel drops from its near-right rim into the fixed catch-gutter immediately below. The camera tips down after it and accelerates along the continuous downhill chute. Keep the lens above the gutter, looking toward the lower work entrance. The cart disappears behind and above the camera; the great quarry continues far below to the left. Finish near the lower chute lip with the destination room now larger, matching the last frame.

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D — Into his moving work scene
FIRST: Keyframes/P04_Descend_To_LowerEntrance.png
LAST: Keyframes/P05_LoadedStance_CompletePick.png
TYPE: Continuous camera candidate
EDIT BLOCKING ONLY: 2.95s + 0.90s
CAMERA: Follow the last chute section through the mouth, then level toward the rear three-quarter body view. No pause for isolated boots.
ACTION: Gem drops a small lip onto bare floor, rolls to the rear-heel patch. Miner loads weight for the strike, focused on the cracked mineral seam.
REJECT/REVIEW: The chute and floor must connect; keep one small gem and the same rear-facing miner. Do not cut to a new unrelated floor.
PROMPT / EDIT NOTE:
The camera follows the small jewel down the final gutter section and through the left side of the work-tunnel mouth. It drops the tiny final lip onto the bare stone floor and rolls to the patch beside the miner's rear heel. Without stopping for a bounce close-up, the camera levels behind his loaded stance. His helmet beam and gaze identify the cracked mineral-vein patch in the end wall ahead. Finish on the full-body windup; the jewel stays on that floor patch.

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E — A grounded, motivated last blow
FIRST: Keyframes/P05_LoadedStance_CompletePick.png
LAST: Keyframes/P06_StepDrive_EndWall_Collapse.png
TYPE: Continuous action candidate
EDIT BLOCKING ONLY: 3.85s + 1.10s
CAMERA: Keep the rear three-quarter camera stable while the body steps and rotates; follow the tool only slightly, not an orbit hiding contact.
ACTION: Forward boot advances about a boot length, rear heel drives from the ball of the foot, hips/shoulders advance. Steel point hits the illuminated crack, then fragments fall.
REJECT/REVIEW: Highest contact/anatomy risk. The generated end still is an after-contact frame, not proof of perfect intermediate contact. Reject frozen legs, a broken pick or premature exploding wall.
PROMPT / EDIT NOTE:
One decisive grounded strike. The miner steps his forward boot toward the illuminated cracked mineral seam, drives from the ball of his rear foot and rolls its heel up. His hips and shoulders advance the compact rigid pickaxe; both hands keep their grips. The steel point contacts the same end-wall crack before the facing fractures. Heavy chunks fall downward and inward, exposing the dark descending opening straight ahead. The small blue jewel remains behind on its original floor patch. Finish in the stepped follow-through shown in the last frame.

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F — Impact-covered reverse angle
FIRST: Keyframes/P06_StepDrive_EndWall_Collapse.png
LAST: Keyframes/P07_ReverseFace_BlueQuarry.png
TYPE: Editorial cut — not one AI interpolation
EDIT BLOCKING ONLY: 4.95s + 0.00s
CAMERA: Cut under a falling fragment/dust occlusion to the pre-positioned reverse camera between hero and new opening, facing back toward the quarry.
ACTION: Hero does not spin around. New opening is behind/around the lens. The old wide quarry mouth and open blue quarry are behind his face; pipe and lantern reverse screen sides.
REJECT/REVIEW: This is deliberately a cut. Do not ask a single first/last generation to morph a rear view into a front view while keeping the old background.
PROMPT / EDIT NOTE:
EDIT INSTRUCTIONS — NOT ONE RENDER: Cut on the rock impact/brief falling-debris occlusion from the rear three-quarter view to the true reverse face view. The reverse camera is now in front of the miner near the freshly broken end-wall opening, looking back toward the old quarry mouth. Carry the rock impact/echo across the cut. His heading is unchanged; only the camera side changes. The blue quarry behind him and swapped pipe/lantern sides must make the reverse view explicit.

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G — One retreat, not repeated zooms
FIRST: Keyframes/P07_ReverseFace_BlueQuarry.png
LAST: Keyframes/P08_Reverse_Threshold_QuarryBehind.png
TYPE: Continuous camera candidate
EDIT BLOCKING ONLY: 4.95s + 0.65s
CAMERA: Back away from the face and lower gently toward the threshold view, crossing through the actual new end-wall gap.
ACTION: Miner settles the same compact pick low in both hands and keeps closed-mouth resolve; he stays inside his work chamber.
REJECT/REVIEW: Near broken rock becomes foreground only after crossing it. Old quarry mouth must remain behind him; no invented corridor or door.
PROMPT / EDIT NOTE:
The camera pulls backward from the miner's resolved face and lowers gently toward the threshold view. He keeps facing into the new passage and settles the same compact pick low across his thighs. The open blue quarry and its timber mouth remain behind him. As the lens passes through the actual broken end-wall gap, fresh rock edges enter the near foreground. Finish inside the new passage looking back through the jagged threshold at his full body.

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H — Turn forward under near rock
FIRST: Keyframes/P08_Reverse_Threshold_QuarryBehind.png
LAST: Keyframes/R09_Passage_DownwardCavernView.png
TYPE: Concealed turn/edit — not one AI interpolation
EDIT BLOCKING ONLY: 5.60s + 0.20s
CAMERA: Use near rock passing the lens to conceal the camera's 180-degree yaw from backward-looking to forward-looking.
ACTION: No hero disappearing by morph. He exits view because we turn away; the camera continues deeper into the passage.
REJECT/REVIEW: Requires an actual occlusion/edit boundary. The retained exit drawing is a forward view, not proof of a seamless turnaround.
PROMPT / EDIT NOTE:
EDIT INSTRUCTIONS — NOT ONE RENDER: Let a near dark rock face sweep across the lens as the camera turns away from the miner. Cut under that rock occlusion to the forward/downward passage-exit view, preserving travel momentum and the mining echo. This explicitly changes viewing direction by 180 degrees before the dive.

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I — Bird-dive out of the passage
FIRST: Keyframes/R09_Passage_DownwardCavernView.png
LAST: Keyframes/R10_BirdDive_LookDown.png
TYPE: Continuous camera candidate
EDIT BLOCKING ONLY: 5.80s + 0.90s
CAMERA: Surge into open cavern air, pitch steeply down, bank only gently clockwise.
ACTION: Bridge/terrace top surfaces separate through parallax. Lava far below, human-scale Devil remains on the right terrace.
REJECT/REVIEW: Reject a flat zoom, a full barrel roll, surface visibility or architecture clipping.
PROMPT / EDIT NOTE:
The camera surges out of the high passage and pitches steeply downward into a bird-like dive. The near cave lip passes above and behind the lens. Lava channels, bridge tops and fortress rooftops sweep into the downward view below. Use a restrained clockwise bank, not a full spin. The small red-caped figure stays on the right terrace. Finish on the downward-looking last frame.

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J — Bank toward the ledge and level
FIRST: Keyframes/R10_BirdDive_LookDown.png
LAST: Keyframes/F09_Devil_Terrace_Medium.png
TYPE: Continuous camera candidate
EDIT BLOCKING ONLY: 6.70s + 1.25s
CAMERA: Curve right through open air, gradually level, approach the visible front side outside the parapet.
ACTION: Canonical Devil grows naturally through approach; cape/fire move subtly; no design swap.
REJECT/REVIEW: The retained architecture is not a measured set. If the bank fails, use an intentional buttress occlusion cut, not a wall-crossing morph.
PROMPT / EDIT NOTE:
The camera banks gently right from the dive toward the terrace, gradually levels and approaches the horned figure through open cavern air outside the parapet. Near buttresses pass to the side, lava remains far below. The same curled-horn, black-and-gold armored figure grows into the medium view, cape shifting slightly. Finish on his left-facing three-quarter view without flying through stone or changing his scale.

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K — Recognition in the eyes
FIRST: Keyframes/F09_Devil_Terrace_Medium.png
LAST: Keyframes/F10_Devil_Fury_Terrace_Final.png
TYPE: Continuous acting candidate
EDIT BLOCKING ONLY: 7.95s + 1.05s
CAMERA: Short push on the established side of the eyeline.
ACTION: Eyes react to sound, small head follow, jaw sets; lips sealed throughout.
REJECT/REVIEW: Previous motion test talked. Reject lip cycling or redesigned horns, even if endpoints match.
PROMPT / EDIT NOTE:
The camera pushes toward the horned man's face. His gold eyes sharpen at the distant mining impact and shift slightly upward-left; a small head turn follows. His jaw sets into controlled fury and a restrained gleam of anticipation settles in his eyes. Lips stay pressed together throughout this silent reaction. Preserve the same curled horns and left-facing orientation; finish on the last-frame close-up.

