# Multiclip Continuity

> Use before delivering ANY multi-clip AI video script, and after every round of prompt revisions - audits consecutive clip pairs for spatial, prop, wardrobe, cast, knowledge, time and payoff breaks, then produces a regeneration ledger saying exactly which clips to re-generate and which to keep. Model-agnostic; applies to Veo, Omni Flash, Seedance, Wan, Kling and anything else that renders one clip at a time.

- Skill: `raphaelbgr/multiclip-continuity` (Agent Skill)
- Install (CLI): `npx skillmds@latest add raphaelbgr/multiclip-continuity`
- Raw SKILL.md: https://api.skillmd.com/api/skills/raphaelbgr/multiclip-continuity/raw
- Safety review: pending
- Works with: Claude Code, Claude.ai, OpenAI Codex
- Category: AI & ML
- Author: raphaelbgr (https://skillmd.com/u/raphaelbgr)
- Updated: 2026-09-17
- Page: https://skillmd.com/skills/raphaelbgr/multiclip-continuity

---


# Multi-clip continuity and the regeneration ledger

Every clip-at-a-time generator has the same blind spot: **it never sees your other
clips.** Continuity is not something the model does badly — it is something the model
cannot do at all. It is your job, and it is mechanical.

This skill is model-agnostic. Use it with
[`veo-flow-prompting`](../veo-flow-prompting/SKILL.md),
[`wan-3-prompting`](../wan-3-prompting/SKILL.md) or
[`seedance-prompting`](../seedance-prompting/SKILL.md).

---

## 1. The continuity protocol (mandatory before delivery)

Audit **every consecutive clip pair** *and* the whole story. For scripts beyond ~8
clips, run the audit as a separate pass (or a separate agent) rather than inline — it
is where tired eyes fail.

**1. SPATIAL**
Locations connect. Door and prop **sizes** stay consistent (an object hiding a door
must itself be door-sized). Clip N's camera entry matches clip N−1's exit. When
characters enter a room, put the camera **inside**, facing the doorway.

**2. PROPS**
Track possession per clip: who is holding what, right now. Stow items before two-handed
actions (pocket the loot *before* climbing). Object scale can never change — a
fist-sized stone cannot "become" a necklace; make it a pendant from the first reveal.

**3. WARDROBE**
Restate outfits in **every** clip or the generator invents new ones. Dishevelled states
must progress logically — nothing un-tears, nothing un-soaks.

**4. CAST**
Every character referenced in ACTION or DIALOGUE must exist in that clip's LOOK line.
An eyeline to "him" without him in the LOOK generates a random stranger.

**5. KNOWLEDGE**
Characters cannot act on plot facts they do not know. The deceived partner cannot
perform insider spycraft two clips before the reveal.

**6. TIME AND AUDIO BRIDGES**
Time of day stays consistent. Sound bridges adjacent clips (an orchestra faint through
walls; rotors approaching *before* the helicopter appears). Vehicles must arrive and
depart **on screen** — no teleports between clips.

**7. SETUP AND PAYOFF**
Planted lines and motifs must pay off on screen. If a clip says "midnight", something
happens at midnight.

---

## 2. The regeneration ledger (mandatory after every revision round)

The operator generates clips **while the script is still changing.** Without a ledger,
every prompt edit reads as "regenerate everything", which is false and expensive.

After **every** round of prompt changes, state exactly what to regenerate — in chat
**and** as a dated status card at the top of the script document. Update the card each
round; do not stack old ones.

| Verdict | Meaning |
|---|---|
| **KEEP** | Prompt unchanged this round (or only labels/notes changed). |
| **CHECK** | Only reinforcement lines changed — wardrobe restated, fidelity line, audio flavour. Keep the existing clip **if it already shows those details correctly**; regenerate only if it visibly diverges. |
| **REGENERATE** | Material change: action, dialogue, camera geometry, prop or possession, who is in frame, or a continuity fix a neighbour depends on. |
| **GENERATE** | New, or not yet generated. |

**Rules:**

- A change in clip N does **not** force regenerating N+1…end. Only clips whose own
  prompt changed, or whose existing footage now visibly breaks against the new
  neighbour.
- Every CHECK and REGENERATE verdict carries **a one-line reason plus a "how to verify"
  anchor** — a phrase the correct clip should visibly contain — so the operator can
  tell which prompt version their footage came from.
- The status card mirrors the chat table 1:1: same verdicts, same reasons.

Example row:

> **Clip 06 — REGENERATE.** The pendant now exists from clip 03, so the reveal gesture
> changed. *Verify:* the correct clip shows the pendant already at her throat before
> she touches it.

---

## 3. Naming and ordering

Name every generated clip `Clip NN - <5-6 word title>` (e.g.
`Clip 06 - The reveal at the doorway`). Generate in story order. Keep the canonical
titles in one place — the script document — and use the same titles in the ledger, the
filenames and the edit. Version drift between "the clip I generated" and "the prompt I
think it came from" is the most common way a day of generation gets thrown away.

---

## 4. Where the copy lives

The script is the source of truth and it lives **in the repository**, not in a scratch
directory and not only in a chat window. Anything served for review is a throwaway
mirror of the repo file. Scratch directories get reaped between sessions; the work
disappears with them.

