preproduction
Purpose
Decide what the film means and what it needs. Every hour here saves days of rework. Produce the contracts that 3D will execute: logline, beats, world bible, boards, animatic, previs, motion ref, shot list.
Scope
D01 Story & Script [SIT], D02 Worldbuilding [SIT], D09 Storyboard [SIT], D10 Animatics [SIT], D11 Previs [SIT], D12 Motion Reference [SIT]. World visual build is environment. Character look is character-design. 2D drawing craft is grease-pencil.
Activation Conditions
- User asks for story, script, beats, world rules, boards, animatic, previs, motion reference, shot list
- Orchestrator fires pre-production stages
Use preproduction
Non-Activation Conditions
- Single looping turntable with no narrative (micro-story only; do not over-write)
- Pure visual design of a character (→ character-design)
- Building the 3D city (→ environment)
- Final editing of rendered shots (→ production-finishing)
Instructions
- Write the one-sentence premise (subject + action + setting + mood) and 3 emotional goals.
- If duration > a loop: write beats (each beat = 1–3 shots). A 2-min film needs ~30–60 seconds of story beats, not a novel.
- Write a 1–3 page world bible (
templates/world-bible.md). Distill into design constraints.
- Do not design bodies here — hand personality to
character-design.
- Board every beat with camera notation (size/angle/move). Prefer Grease Pencil (
grease-pencil) or imported images.
- Cut an animatic to audio in VSE. If it's boring here, 3D will not save it. Lock the animatic.
- Previs: cameras + primitive stand-ins. Verify the camera can see the action.
- Motion ref: film the actions; 60 fps+; matching angles.
- Emit shot list → asset list → pipeline plan (D14, hand to blender-foundations).
- Commit fps, resolution, engine, naming. Run
checklists/preproduction-handoff.md.
Procedures
Story → Structure → Beat → Shot → Moment
Beat → emotional change → action required → camera distance (D106) → duration → staging → animation intensity → edit rhythm.
The Beat node: smallest unit of story change. 1 beat ≈ 1–3 s for loops, 5–15 s for narrative shorts. Board every beat.
World bible → visual consequences
A rainy city demands cloaks, wet surfaces, puddles, reflections, moody lighting, dripping sounds. Surface one rule per scene; show don't tell. Magic needs explicit limits or stakes die.
Animatic as contract
The animatic sets shot count, duration, and therefore the asset list and the budget. Lock it before expensive modeling.
Previs
Place cameras from boards; blocks for characters; cubes for sets; GP strokes for camera paths; Workbench/EEVEE viewport captures; cut in VSE.
Decision Logic
- No story needed for a pure turntable — write a micro-story (setup→action→payoff) only.
- Skip boards for a single looping shot if staging is obvious; never skip animatic on a multi-shot film.
- Pick ONE frame rate (24 film / 25 PAL / 30–60 web/game) before any animation.
- Delegate shot grammar details to
cinematography (Ch 21) when boarding.
Inputs
- Idea / logline / duration / medium
- Style (or request decision 5.1)
- Optional existing script or boards
Outputs
- Logline, emotional goals, beat list
- World bible
- Shot list with camera notation and durations
- Asset list derived from shots
- Animatic status (locked?)
- Previs notes
- Motion-ref list
- Committed fps / resolution / engine / naming
- Handoff checklist result
- Updates to shared state:
story, world, shots
Tools
Blender VSE, Grease Pencil, phone camera for motion ref, PureRef for boards (external). Knowledge: Ch 1, Depth 38, Depth 27.
Constraints
Do not over-write. Do not polish the animatic. Do not previs at final quality. Do not board the "nice" shot instead of the story shot.
Edge Cases
- Dialogue-heavy → also plan D62 lip sync and Ch 23 sound early.
- Experimental/abstract → skip character stages; keep beat structure for pacing.
- Game cutscene → boards/animatic partial; reuse game cameras/assets.
Failure Modes & Fixes
| MIST/FAIL |
FIX |
| Overwriting a 2-min film |
Cut to emotional core |
| Beat cannot be boarded simply |
Simplify the beat |
| Magic with no rules |
Add limits |
| No camera notation |
Add size/angle/move per shot |
| Animatic without audio |
Recut to scratch audio |
| Skipping animatic on multi-shot |
Stop 3D; make animatic |
| Motion from imagination for complex action |
Film it |
Dependencies
character-design consumes world constraints and story roles
cinematography consumes boards
blender-foundations consumes shot/asset list
grease-pencil for boarding inside Blender
decision-engine 5.1 if style unset
Related Skills
bakg-orchestrator, character-design, grease-pencil, cinematography, environment, production-finishing (editing/sound)
Delegation Rules
- Character look →
character-design
- Shot grammar tables →
cinematography
- Drawing craft / GP3 →
grease-pencil
- 3D set build →
environment
- If the user wants the whole film from a sentence →
bakg-orchestrator
Examples
- 90s short: write 8–12 beats, board, animatic to temp music, lock, then 3D.
- Rainy city world bible: climate rain, palette desat blue-green, magic = crystals only at night (limit), visual consequences: cloaks, wet cobbles, reflections, warm windows.
Required Knowledge / Context
knowledge/domains/ch01-preproduction.md
knowledge/depth/ch38-story-board-animatic.md
knowledge/depth/ch27-worldbuilding.md
knowledge/system/01-production-journey.md
References to Shared Resources
templates/world-bible.md
templates/shot-record.md
checklists/preproduction-handoff.md
workflows/34-stage-journey.md
1---2name: preproduction3description: Story, world bible, storyboard, animatic, previs, and motion reference — the cheap, high-information decisions that set shot count, asset list, and production scope.4---56# preproduction78## Purpose910Decide what the film means and what it needs. Every hour here saves days of rework. Produce the contracts that 3D will execute: logline, beats, world bible, boards, animatic, previs, motion ref, shot list.1112## Scope1314D01 Story & Script [SIT], D02 Worldbuilding [SIT], D09 Storyboard [SIT], D10 Animatics [SIT], D11 Previs [SIT], D12 Motion Reference [SIT]. World *visual* build is `environment`. Character look is `character-design`. 2D drawing craft is `grease-pencil`.1516## Activation Conditions1718- User asks for story, script, beats, world rules, boards, animatic, previs, motion reference, shot list19- Orchestrator fires pre-production stages20- `Use preproduction`2122## Non-Activation Conditions2324- Single looping turntable with no narrative (micro-story only; do not over-write)25- Pure visual design of a character (→ character-design)26- Building the 3D city (→ environment)27- Final editing of rendered shots (→ production-finishing)2829## Instructions30311. Write the one-sentence premise (subject + action + setting + mood) and 3 emotional goals.322. If duration > a loop: write beats (each beat = 1–3 shots). A 2-min film needs ~30–60 seconds of story beats, not a novel.333. Write a 1–3 page world bible (`templates/world-bible.md`). Distill into design constraints.344. Do not design bodies here — hand personality to `character-design`.355. Board every beat with camera notation (size/angle/move). Prefer Grease Pencil (`grease-pencil`) or imported images.366. Cut an animatic to audio in VSE. If it's boring here, 3D will not save it. Lock the animatic.377. Previs: cameras + primitive stand-ins. Verify the camera can see the action.388. Motion ref: film the actions; 60 fps+; matching angles.399. Emit shot list → asset list → pipeline plan (D14, hand to blender-foundations).4010. Commit fps, resolution, engine, naming. Run `checklists/preproduction-handoff.md`.4142## Procedures4344### Story → Structure → Beat → Shot → Moment45Beat → emotional change → action required → camera distance (D106) → duration → staging → animation intensity → edit rhythm.4647**The Beat node:** smallest unit of story change. 1 beat ≈ 1–3 s for loops, 5–15 s for narrative shorts. Board every beat.4849### World bible → visual consequences50A rainy city demands cloaks, wet surfaces, puddles, reflections, moody lighting, dripping sounds. Surface one rule per scene; show don't tell. Magic needs explicit limits or stakes die.5152### Animatic as contract53The animatic sets shot count, duration, and therefore the asset list and the budget. Lock it before expensive modeling.5455### Previs56Place cameras from boards; blocks for characters; cubes for sets; GP strokes for camera paths; Workbench/EEVEE viewport captures; cut in VSE.5758## Decision Logic5960- No story needed for a pure turntable — write a micro-story (setup→action→payoff) only.61- Skip boards for a single looping shot if staging is obvious; never skip animatic on a multi-shot film.62- Pick ONE frame rate (24 film / 25 PAL / 30–60 web/game) before any animation.63- Delegate shot grammar details to `cinematography` (Ch 21) when boarding.6465## Inputs6667- Idea / logline / duration / medium68- Style (or request decision 5.1)69- Optional existing script or boards7071## Outputs7273- Logline, emotional goals, beat list74- World bible75- Shot list with camera notation and durations76- Asset list derived from shots77- Animatic status (locked?)78- Previs notes79- Motion-ref list80- Committed fps / resolution / engine / naming81- Handoff checklist result82- Updates to shared state: `story`, `world`, `shots`8384## Tools8586Blender VSE, Grease Pencil, phone camera for motion ref, PureRef for boards (external). Knowledge: Ch 1, Depth 38, Depth 27.8788## Constraints8990Do not over-write. Do not polish the animatic. Do not previs at final quality. Do not board the "nice" shot instead of the story shot.9192## Edge Cases9394- Dialogue-heavy → also plan D62 lip sync and Ch 23 sound early.95- Experimental/abstract → skip character stages; keep beat structure for pacing.96- Game cutscene → boards/animatic partial; reuse game cameras/assets.9798## Failure Modes & Fixes99100| MIST/FAIL | FIX |101|---|---|102| Overwriting a 2-min film | Cut to emotional core |103| Beat cannot be boarded simply | Simplify the beat |104| Magic with no rules | Add limits |105| No camera notation | Add size/angle/move per shot |106| Animatic without audio | Recut to scratch audio |107| Skipping animatic on multi-shot | Stop 3D; make animatic |108| Motion from imagination for complex action | Film it |109110## Dependencies111112- `character-design` consumes world constraints and story roles113- `cinematography` consumes boards114- `blender-foundations` consumes shot/asset list115- `grease-pencil` for boarding inside Blender116- `decision-engine` 5.1 if style unset117118## Related Skills119120bakg-orchestrator, character-design, grease-pencil, cinematography, environment, production-finishing (editing/sound)121122## Delegation Rules123124- Character look → `character-design`125- Shot grammar tables → `cinematography`126- Drawing craft / GP3 → `grease-pencil`127- 3D set build → `environment`128- If the user wants the whole film from a sentence → `bakg-orchestrator`129130## Examples131132- 90s short: write 8–12 beats, board, animatic to temp music, lock, then 3D.133- Rainy city world bible: climate rain, palette desat blue-green, magic = crystals only at night (limit), visual consequences: cloaks, wet cobbles, reflections, warm windows.134135## Required Knowledge / Context136137- `knowledge/domains/ch01-preproduction.md`138- `knowledge/depth/ch38-story-board-animatic.md`139- `knowledge/depth/ch27-worldbuilding.md`140- `knowledge/system/01-production-journey.md`141142## References to Shared Resources143144- `templates/world-bible.md`145- `templates/shot-record.md`146- `checklists/preproduction-handoff.md`147- `workflows/34-stage-journey.md`