Pre-gen conflict messages — what the user saw, and what it should say¶
Isa, 2026-09-09: "we show only the generic title which is not informative enough — could you combine the messaging to a shorter, single informative message?"
BEFORE in every block below is the real string the banner printed, read out of
storyvideos.scenes[].shots[].preGenValidation.conflicts[].shortMessage. It is a per-code
constant: every one of the 72 pose mismatches in the corpus printed the exact same sentence.
Hidden is the model's description, which the product stores and shows nowhere — this is
where all the information was. AFTER is the proposed one-liner.
Corpus: 1572 stored conflicts across 124 stories, 493 distinct wordings, 65 distinct codes
(only 26 of which have a title in ISSUE_CATALOG). Read-only dump; nothing was written to Mongo.
The format, from the examples below¶
Sentence 1: what seems wrong, naming the field by the label the product shows (Start frame,
Shot size, Location, Character, Props, Acting) and hedged with seems — the checker is a model,
not an oracle. Sentence 2: Consider + exactly one thing to do + .
What the corpus shows is worth copying:
- Name both sides. "Acting keeps Sunil sitting still, but the middle frame has him leaning in" beats "Shot properties contradict each other" because the user knows which field to open.
- Quote the offending words when the problem is words:
'tightening','halfway up the','same as initial frame'. Two quoted words replace a paragraph of explanation. - One action, and it must be a thing in the UI: pick a Location, add a Prop, update the end frame, switch the Character look, redraw the sketch. Never "resolve the inconsistency".
- Different codes need different verbs. Redraw the sketch (SKETCH_*), re-pick the Location (ENVIRONMENT_VARIANT_MISMATCH), re-link the sketch (SKETCH_MOMENT_MISMATCH), rewrite the field (FRAME_NOT_STATIC). Today they all print titles that suggest nothing.
- Two sentences, under 180 characters. Every AFTER below is measured, not estimated.
Budget note. The prompt now ships a tighter cap: 130 characters, dropped from
180 on 2026-09-10 after a real shot came back at 162 characters and Gerard asked for 20% shorter.
The usual causes of a long line are naming the same field in both sentences ("…in the sketch. Consider
redrawing the sketch…"), restating the problem inside the fix, and adjectives the user can already see.
AFTERs over 130 are marked +N below. The seventeen promoted into the prompt's LANGUAGE BAR
section were trimmed to fit 130; the rest are left as originally written, since this file is the
record of the rewrite exercise rather than the shipped standard.
SKETCH_POSE_ACTION_MISMATCH¶
Biggest code in the corpus. Always: someone's body is drawn one way, the frame text asks for another.
C008 · SKETCH_POSE_ACTION_MISMATCH · blocker · shot: Shuki kneels over UV as Sunil and Nishi flank him
- BEFORE — shown: Pose in sketch doesn't match frame description
- Hidden — description: Shuki's pose in the sketch is mostly a back/three-quarter view leaning over UV, which does not support the described moment where her bowed face is centered and readable, eyes down through her glasses with a stricken, concentrated expression.
- AFTER (144 chars)
+14: In the sketch Shuki's face is turned away, but the start frame needs her bowed face visible over UV. Consider redrawing Shuki so her face shows.
C021 · SKETCH_POSE_ACTION_MISMATCH · risky · shot: Bituin bends over to puke, Nawaz enters the frame holding her, Badri tends to her
- BEFORE — shown: Pose in sketch doesn't match frame description
- Hidden — description: The sketch misses the middle-frame support poses that define this beat. Bituin is bent correctly, but her right hand is hanging down instead of bracing her lower abdomen. Nawaz is close behind on frame-left, but the sketch does not show his left hand gripping Bituin's upper arm near the shoulder. Badri is in the correct place on frame-right, but his hands hang at his sides instead of one palm supporting Bituin's upper back and the other steadying her forearm near the elbow.
- AFTER (151 chars)
+21: The sketch seems to be missing the hands holding Bituin up that the middle frame asks for. Consider redrawing it with Nawaz's and Badri's hands on her.
C024 · SKETCH_POSE_ACTION_MISMATCH · risky · shot: Shuki stands at frame centre of the frame looking into the camera with great tense. James besid…
- BEFORE — shown: Pose in sketch doesn't match frame description
- Hidden — description: Shuki's pose does not match the start frame. The frame requires her facing camera with weight on her left leg and both arms hanging straight at her sides, but the sketch shows her in a wider, braced stance with both arms bent and held away from her body.
- AFTER (118 chars): Shuki's arms seem held out from her body, but the start frame has them at her sides. Consider redrawing her arms down.
C026 · SKETCH_POSE_ACTION_MISMATCH · risky · shot: Shuki stands at frame centre of the frame looking into the camera with great tense. James besid…
- BEFORE — shown: Pose in sketch doesn't match frame description
- Hidden — description: James's body pose does not match the start frame. He should be beside Bituin with shoulders raised, head tipped down toward the ground, and arms close to his sides, but the sketch shows him standing more upright with one hand up at his face and the other on his hip.
- AFTER (138 chars)
+8: James seems to be standing upright in the sketch, but the start frame has him hunched with his head down. Consider redrawing James's pose.
C029 · SKETCH_POSE_ACTION_MISMATCH · risky · shot: Sunil, Nawaz, UV, and the group—including James—run between dark tree trunks. James appears in …
- BEFORE — shown: Pose in sketch doesn't match frame description
- Hidden — description: Shuki's body action does not match the required running pose with the camera strap: the sketch reads as Shuki holding the camera with both hands at chest level instead of running with the right hand gripping the strap and the left arm pumping.
- AFTER (152 chars)
+22: Shuki seems to hold her camera with both hands in the sketch, but the shot has her running with one hand on the strap. Consider redrawing Shuki running.
C031 · SKETCH_POSE_ACTION_MISMATCH · risky · shot: Three sentinels stand at circle's edge in deep forest as knock echoes and two answering knocks …
- BEFORE — shown: Pose in sketch doesn't match frame description
- Hidden — description: The sketch has Sentinel Warrior (Female) holding her bow and arrows. Start frame has her arms at her sides.
- AFTER (145 chars)
+15: The sketch seems to give Sentinel Warrior (Female) a bow, but the start frame has her arms at her sides. Consider redrawing her with empty hands.
TEXT_FIELD_CONTRADICTION¶
Two shot fields disagree. The title never says WHICH two, which is the whole complaint.
C002 · TEXT_FIELD_CONTRADICTION · risky · shot: Tadej lowers fork to table, looks down with small proud smile beside Father
- BEFORE — shown: Shot properties contradict each other
- Hidden — description: Acting has Tadej lift his eyes to center-frame. End frame keeps his chin dipped and eyes down at the table line.
- AFTER (110 chars): Acting has Tadej lift his eyes, but the end frame still has him looking down. Consider updating the end frame.
C022 · TEXT_FIELD_CONTRADICTION · risky · shot: Shuki stands at frame centre of the frame looking into the camera with great tense. James besid…
- BEFORE — shown: Shot properties contradict each other
- Hidden — description: The description places James beside Bituin in the foreground at screen-right, then immediately describes him as 'far back', which conflicts with the more consistent placement in the acting and frame fields.
- AFTER (118 chars): The description puts James at the front and far back at the same time. Consider updating the description to one place.
C032 · TEXT_FIELD_CONTRADICTION · risky · shot: Nishi points toward the dark forest at the cliffside camp
- BEFORE — shown: Shot properties contradict each other
- Hidden — description: Nishi is established in character context as a man, but the final frame refers to Nishi with feminine pronouns ('her sides'), creating an identity mismatch.
- AFTER (93 chars): Nishi is set up as a man, but the end frame calls him 'her'. Consider updating the end frame.
C034 · TEXT_FIELD_CONTRADICTION · risky · shot: UV lies on a cot inside the tent while Sunil stays nearby
- BEFORE — shown: Shot properties contradict each other
- Hidden — description: The acting instructions specify that Sunil remains seated on the right cot and simply looks at UV rather than leaning in, but the middle frame places him near the cot with his weight leaning toward UV.
- AFTER (120 chars): Acting keeps Sunil sitting still, but the middle frame has him leaning in toward UV. Consider updating the middle frame.
C035 · TEXT_FIELD_CONTRADICTION · risky · shot: UV lies on a cot inside the tent while Sunil stays nearby
- BEFORE — shown: Shot properties contradict each other
- Hidden — description: The acting instructions specify that Sunil remains seated on the right cot and simply looks at UV rather than leaning in, but the final frame places him near the cot with his weight leaning toward UV.
- AFTER (114 chars): Acting keeps Sunil sitting still, but the end frame has him leaning in toward UV. Consider updating the end frame.
C038 · TEXT_FIELD_CONTRADICTION · risky · shot: Workers drag dry logs while Shuki stays near Bituin at camp-right.
- BEFORE — shown: Shot properties contradict each other
- Hidden — description: Acting has Nawaz and Nishi carrying the log while Badri stands over the work area. Middle frame and End frame have Nawaz and Badri on the log while Nishi works at the raft frame.
- AFTER (145 chars)
+15: Acting has Nawaz and Nishi carrying the log, but the middle and end frames give it to Nawaz and Badri. Consider updating Acting to the same pair.
SKETCH_POSITION_MISMATCH¶
Someone is in the wrong place in the sketch. Say who, where they are, where they should be.
C007 · SKETCH_POSITION_MISMATCH · blocker · shot: Shuki kneels over UV as Sunil and Nishi flank him
- BEFORE — shown: Character position in sketch doesn't match frame description
- Hidden — description: Character placement does not match the described left/right crowding around UV: Nishi appears on the left side of the group instead of pressing in from the right edge, and UV's head/face is not placed closest to camera in the lower foreground as described.
- AFTER (139 chars)
+9: Nishi seems to be on the left in the sketch, but the start frame puts him at the right edge next to UV. Consider moving Nishi to the right.
C012 · SKETCH_POSITION_MISMATCH · blocker · shot: Red mist surges between dark tree trunks, tendrils curling forward through the Deep Forest
- BEFORE — shown: Character position in sketch doesn't match frame description
- Hidden — description: The mist/threat is described as occupying the upper two-thirds of the frame as it rolls forward, but in the sketch the red mist sits mostly across the middle-to-lower portion of the image instead of looming through the upper field.
- AFTER (137 chars)
+7: The red mist seems to sit low in the sketch, but Shot size details ask it to fill the top two-thirds. Consider redrawing the mist higher.
C025 · SKETCH_POSITION_MISMATCH · risky · shot: Shuki stands at frame centre of the frame looking into the camera with great tense. James besid…
- BEFORE — shown: Character position in sketch doesn't match frame description
- Hidden — description: The right-side character grouping is staged in the wrong depth. The frame needs Bituin as the full-body foreground figure at screen-right and Nawaz smaller behind James and Bituin, but the sketch makes the large foreground-right figure Nawaz and leaves Bituin only as a clipped sliver at the extreme right edge.
- AFTER (139 chars)
+9: Nawaz seems to be the big figure on the right of the sketch, but the frame wants Bituin there. Consider swapping Bituin to the front right.
C027 · SKETCH_POSITION_MISMATCH · risky · shot: Sunil, Nawaz, UV, and the group—including James—run between dark tree trunks. James appears in …
- BEFORE — shown: Character position in sketch doesn't match frame description
- Hidden — description: Nishi is placed as the huge extreme foreground runner at screen-left, but the frame description puts Nishi in the trailing group behind Sunil, Nawaz, and UV along the forest corridor.
- AFTER (139 chars)
+9: Nishi seems to be the big runner in front of the sketch, but the frame has him trailing the group. Consider moving Nishi behind the others.
C028 · SKETCH_POSITION_MISMATCH · risky · shot: Sunil, Nawaz, UV, and the group—including James—run between dark tree trunks. James appears in …
- BEFORE — shown: Character position in sketch doesn't match frame description
- Hidden — description: Shuki is placed near screen-centre in the background, but the shot places Shuki trailing at screen-right behind the front cluster.
- AFTER (124 chars): Shuki seems to be in the middle of the sketch, but the shot has her trailing at the right. Consider moving her to the right.
C039 · SKETCH_POSITION_MISMATCH · risky · shot: Workers drag dry logs while Shuki stays near Bituin at camp-right.
- BEFORE — shown: Character position in sketch doesn't match frame description
- Hidden — description: The sketch names the centre standing figure as Bituin and puts Badri with the shoreline pair. Start frame puts Badri at centre, UV and Sunil at upper-right, and Bituin with Shuki.
- AFTER (145 chars)
+15: The names on the sketch seem to be swapped: the start frame puts Badri in the centre, not Bituin. Consider relabelling the figures in the sketch.
SKETCH_PROP_STATE_MISMATCH¶
An object is missing, added, or held wrong.
C037 · SKETCH_PROP_STATE_MISMATCH · minor · shot: UV lies on a cot inside the tent while Sunil stays nearby
- BEFORE — shown: Prop in sketch doesn't match Props property
- Hidden — description: The frame calls for UV’s knees to read under a thin cover, but the sketch leaves his legs fully uncovered and keeps the blanket off to the side/end of the cot.
- AFTER (132 chars)
+2: UV's legs seem to be uncovered in the sketch, but the frame asks for a thin cover over them. Consider redrawing the blanket over UV.
C076 · SKETCH_PROP_STATE_MISMATCH · risky · shot: Stan stands near the DATA Center entrance holding a wheeled suitcase.
- BEFORE — shown: Object in sketch doesn't match frame description
- Hidden — description: The sketch has Stan gripping the suitcase's top handle. Start frame has him holding the extended pull handle beside his right leg.
- AFTER (135 chars)
+5: Stan seems to hold the suitcase by its top handle in the sketch, but the start frame uses the pull handle. Consider redrawing his grip.
C109 · SKETCH_PROP_STATE_MISMATCH · blocker · shot: Padnick home and Bubble Car sit in the driveway at dawn.
- BEFORE — shown: Prop in sketch doesn't match Props property
- Hidden — description: The required Bubble Car is missing from the sketch. The frame description specifies a large transparent Bubble Car in the driveway at frame-right foreground with visible furniture inside.
- AFTER (135 chars)
+5: The Bubble Car seems to be missing from the sketch, but the frame puts it in the driveway on the right. Consider adding the Bubble Car.
C118 · SKETCH_PROP_STATE_MISMATCH · blocker · shot: CU — Pristine 'aged' brick facade with factory-fresh mortar lines
- BEFORE — shown: Prop in sketch doesn't match Props property
- Hidden — description: The required copper downspout entering the frame edge is not represented, and the sketch instead emphasizes unrelated storefront elements like signage, display window, and entrance.
- AFTER (144 chars)
+14: The sketch seems to show a shopfront, but Shot size details ask for close brick with a downspout at the edge. Consider redrawing it on the wall.
C124 · SKETCH_PROP_STATE_MISMATCH · blocker · shot: WS — eerily blank living area, flat walls, hidden seams
- BEFORE — shown: Prop in sketch doesn't match Props property
- Hidden — description: The sketch includes multiple chairs and a large central table/island, but the frame description specifies an empty room with no furniture or appliances.
- AFTER (127 chars): The sketch seems to have furniture in it, but the frame asks for an empty room. Consider redrawing the room with nothing in it.
C132 · SKETCH_PROP_STATE_MISMATCH · risky · shot: Tim looks down behind the table, with the staircase on the left.
- BEFORE — shown: Object in sketch doesn't match frame description
- Hidden — description: The sketch has Tim holding an open box above the table. End frame says no box is visible.
- AFTER (125 chars): Tim seems to be holding a box in the sketch, but the end frame says no box is visible. Consider redrawing it without the box.
SKETCH_CAMERA_MISMATCH¶
The sketch is drawn at a different distance than Shot size says.
C005 · SKETCH_CAMERA_MISMATCH · blocker · shot: Shuki kneels over UV as Sunil and Nishi flank him
- BEFORE — shown: Shot size in sketch doesn't match in Shot size property
- Hidden — description: The sketch is composed as a medium-wide overhead group shot with most of the ferry deck visible, but the frame description calls for a tight over-the-shoulder close-up centered on Shuki over UV.
- AFTER (130 chars): The sketch seems to be a wide group shot, but Shot size is a close-up on Shuki. Consider redrawing the sketch much tighter on her.
C011 · SKETCH_CAMERA_MISMATCH · blocker · shot: Red mist surges between dark tree trunks, tendrils curling forward through the Deep Forest
- BEFORE — shown: Shot size in sketch doesn't match in Shot size property
- Hidden — description: The frame description calls for a wide establishing view with the full tree corridor visible to show spatial scale, but the sketch is dominated by very large foreground trunks and plants, making the composition feel much more enclosed and less like a clear wide corridor view.
- AFTER (148 chars)
+18: Big trees at the front seem to block the sketch, but Shot size is wide and needs the whole path through the forest. Consider redrawing it more open.
C080 · SKETCH_CAMERA_MISMATCH · blocker · shot: Close-up on his bare feet slipping, splashing through tidal mud.
- BEFORE — shown: Shot size in sketch doesn't match in Shot size property
- Hidden — description: The sketch is framed as an extreme close-up of a single foot and lower leg, but the shot is specified as a close-up.
- AFTER (120 chars): The sketch seems to be an extreme close-up of one foot, but Shot size is close-up. Consider redrawing it a little wider.
C085 · SKETCH_CAMERA_MISMATCH · blocker · shot: Wide profile as Boy charges up sand dune toward unseen glow.
- BEFORE — shown: Shot size in sketch doesn't match in Shot size property
- Hidden — description: The sketch is framed as a tight close-up of Sentinel Boy’s face and upper torso, but the assigned camera for this frame is a wide shot.
- AFTER (117 chars): The sketch seems to be a close-up of the Boy's face, but Shot size is wide. Consider redrawing him small on the dune.
C094 · SKETCH_CAMERA_MISMATCH · risky · shot: Shuki stands at the bow railing, turning toward the open water.
- BEFORE — shown: Shot size in sketch doesn't match in Shot size property
- Hidden — description: The sketch is a tight head-and-shoulders close-up, but the frame requires a wide eye-level shot with Shuki visible full body from head to boots and deck space around her.
- AFTER (123 chars): The sketch seems to be a close-up of Shuki, but Shot size is wide and needs her head to boots. Consider redrawing it wider.
C115 · SKETCH_CAMERA_MISMATCH · blocker · shot: CU — Pristine 'aged' brick facade with factory-fresh mortar lines
- BEFORE — shown: Shot size in sketch doesn't match in Shot size property
- Hidden — description: The sketch is a wide exterior building facade, but the frame description calls for a tight close-up that fills the frame with a section of brick wall.
- AFTER (127 chars): The sketch seems to show the whole building, but Shot size is a close-up of the brick. Consider redrawing it tight on the wall.
ENVIRONMENT_VARIANT_MISMATCH¶
The chosen Location image shows the wrong place. Action is always: pick another Location variant.
C009 · ENVIRONMENT_VARIANT_MISMATCH · risky · shot: Becca snaps an irritated override command
- BEFORE — shown: Location in sketch doesn't match in Location variant
- Hidden — description: Location shows a sunken living room with sofas and no kitchen fixtures. The sketch needs the Padnick home living area behind Becca.
- AFTER (140 chars)
+10: The Location picked seems to be a sofa living room, but this shot needs the Padnick kitchen behind Becca. Consider picking another Location.
C020 · ENVIRONMENT_VARIANT_MISMATCH · risky · shot: All six—Nishi, Shuki, Badri, James, Bituin, and Nawaz—stand in a single line along the cliff ed…
- BEFORE — shown: Location in sketch doesn't match in Location variant
- Hidden — description: The supplied Cliffside Camp environment reference points to the wrong background variant for this frame: it shows the cliff overlooking open ocean/clouds, while the frame needs a treeline in the distance.
- AFTER (141 chars)
+11: The Location seems to show the cliff over open ocean, but the frame needs a treeline in the distance. Consider picking the treeline Location.
C042 · ENVIRONMENT_VARIANT_MISMATCH · risky · shot: James records with a handheld recorder as Nishi and Nawaz drag logs.
- BEFORE — shown: Location in sketch doesn't match in Location variant
- Hidden — description: Location shows a jungle clearing with one fallen log. Middle frame says the cliffside camp ground stays visible with rope bundles and stacked Dry Timber Logs.
- AFTER (137 chars)
+7: The Location seems to be a jungle clearing, but the middle frame needs the camp with rope and timber. Consider picking the camp Location.
C044 · ENVIRONMENT_VARIANT_MISMATCH · risky · shot: Extreme close-up of James's upper torso with the rope coil pressed into his sternum at Cliffsid…
- BEFORE — shown: Location in sketch doesn't match in Location variant
- Hidden — description: Location shows a close view of tent fabric. Middle frame needs a narrow strip of rocky Cliffside Camp behind the figures.
- AFTER (132 chars)
+2: The Location seems to show tent fabric, but the middle frame needs rocky camp ground behind them. Consider picking another Location.
C047 · ENVIRONMENT_VARIANT_MISMATCH · risky · shot: Nishi steals a glance to look at UV.
- BEFORE — shown: Location in sketch doesn't match in Location variant
- Hidden — description: Location shows only a blue-gray painted texture. Start frame needs a blurred cliffside camp behind Nishi.
- AFTER (129 chars): The Location seems to be a blue-grey wash, but the start frame needs a cliffside camp. Consider picking another Location variant.
C048 · ENVIRONMENT_VARIANT_MISMATCH · risky · shot: Nishi ties the rope coil knot at the cliffside camp.
- BEFORE — shown: Location in sketch doesn't match in Location variant
- Hidden — description: Location shows only a blue-gray texture. Start frame needs a tight blurred Cliffside Camp background.
- AFTER (140 chars)
+10: The Location seems to be a plain grey texture, but the start frame needs the Cliffside Camp behind Nishi. Consider picking another Location.
CAMERA_TAXONOMY_DETAILS_CONFLICT¶
A camera field disagrees with its own free-text details.
C003 · CAMERA_TAXONOMY_DETAILS_CONFLICT · risky · shot: Tadej lowers fork to table, looks down with small proud smile beside Father
- BEFORE — shown: Camera property contradicts its own details
- Hidden — description: End frame keeps Father on the left side and the dish between them. Shot size details say the shot ends as a medium close-up on Tadej with Father only at the frame edge.
- AFTER (129 chars): Shot size details end tight on Tadej, but the end frame still keeps Father and the dish in view. Consider updating the end frame.
C023 · CAMERA_TAXONOMY_DETAILS_CONFLICT · risky · shot: Shuki stands at frame centre of the frame looking into the camera with great tense. James besid…
- BEFORE — shown: Camera property contradicts its own details
- Hidden — description: Camera movement details specify a slow dolly from wide to medium that ends with Shuki filling the right third, but the final frame still describes a wide full-body center composition, and no frame at or after the move shows the stated arrival framing.
- AFTER (137 chars)
+7: Camera movement details end on Shuki in the right third, but the end frame is still a wide centred shot. Consider updating the end frame.
C078 · CAMERA_TAXONOMY_DETAILS_CONFLICT · risky · shot: Nawaz stands by the footprint circle as Sunil and Bituin watch nearby
- BEFORE — shown: Camera property contradicts its own details
- Hidden — description: End frame says Nawaz is framed from thighs up with Sunil and Bituin still visible. Camera movement details say the dolly ends on a tighter close-up of his hand and the vanishing print edge.
- AFTER (137 chars)
+7: Camera movement details end close on Nawaz's hand, but the end frame is still framed from the thighs up. Consider updating the end frame.
C087 · CAMERA_TAXONOMY_DETAILS_CONFLICT · risky · shot: Shuki leans over the ferry rail above the dark water showing her back
- BEFORE — shown: Camera property contradicts its own details
- Hidden — description: Camera angle details says a tight close-up on Shuki’s eyes from the front-right. Start frame, Middle frame, and End frame show a medium-wide back view with her face not visible.
- AFTER (132 chars)
+2: Camera angle details ask for a close-up of Shuki's eyes, but all three frames show her back. Consider updating Camera angle details.
C089 · CAMERA_TAXONOMY_DETAILS_CONFLICT · risky · shot: Low-angle close-up of Shuki reacting in near-panic, her fear abruptly subverted by an offscreen…
- BEFORE — shown: Camera property contradicts its own details
- Hidden — description: Shot size is set to MEDIUM, but the description, angle details, initial frame, and final frame all specify a tight low-angle close-up, with the final frame even tighter on only the eyes and upper face.
- AFTER (132 chars)
+2: Shot size is medium, but the frames and Camera angle details all describe a tight close-up. Consider changing Shot size to close-up.
C093 · CAMERA_TAXONOMY_DETAILS_CONFLICT · risky · shot: Shuki stands at the bow railing, turning toward the open water.
- BEFORE — shown: Camera property contradicts its own details
- Hidden — description: The camera taxonomy conflicts with itself: shot size is WIDE with head-to-toe framing, but the angle details describe a left three-quarter close-up.
- AFTER (127 chars): Shot size is wide with Shuki head-to-toe, but Camera angle details describe a close-up. Consider updating Camera angle details.
SKETCH_ENVIRONMENT_MISMATCH¶
The sketch's background is wrong. Note it shares its title with ENVIRONMENT_VARIANT_MISMATCH today, even though the fix is different (redraw vs re-pick).
C015 · SKETCH_ENVIRONMENT_MISMATCH · blocker · shot: Ferry hull engulfed in orange flames, reflected on dark water surface
- BEFORE — shown: Location in sketch doesn't match in Location variant
- Hidden — description: The frame description requires black water visible at the bottom of frame with orange fire reflections, but the sketch does not clearly show a readable water band at the bottom edge.
- AFTER (134 chars)
+4: The dark water along the bottom of frame seems to be missing from the sketch. Consider redrawing it with a water strip under the fire.
C018 · SKETCH_ENVIRONMENT_MISMATCH · risky · shot: All six—Nishi, Shuki, Badri, James, Bituin, and Nawaz—stand in a single line along the cliff ed…
- BEFORE — shown: Location in sketch doesn't match in Location variant
- Hidden — description: The frame calls for a treeline in the distance, but the sketch reads as an open ocean/cloud backdrop beyond the cliff with no treeline visible.
- AFTER (137 chars)
+7: The sketch background seems to be open ocean, but the frame needs a treeline in the distance. Consider redrawing the background as trees.
C041 · SKETCH_ENVIRONMENT_MISMATCH · blocker · shot: James records with a handheld recorder as Nishi and Nawaz drag logs.
- BEFORE — shown: Location in sketch doesn't match in Location variant
- Hidden — description: The sketch shows a jungle clearing with dense trees. Middle frame says the cliffside camp ground stays visible with rope bundles and stacked Dry Timber Logs.
- AFTER (130 chars): The sketch seems to be set in a jungle clearing, but the middle frame is at the cliffside camp. Consider redrawing it in the camp.
C052 · SKETCH_ENVIRONMENT_MISMATCH · risky · shot: Party Bubble rolls in from left as Stan faces left and three Data Bots wait on frame right
- BEFORE — shown: Location in sketch doesn't match in Location variant
- Hidden — description: The sketch shows the bots against a flat exterior wall. Start frame puts the bots beside the data center doorway at frame-right.
- AFTER (133 chars)
+3: The bots seem to stand against a blank wall in the sketch, but the start frame puts them by the doorway. Consider adding the doorway.
C075 · SKETCH_ENVIRONMENT_MISMATCH · risky · shot: Stan stands near the DATA Center entrance holding a wheeled suitcase.
- BEFORE — shown: Location in sketch doesn't match in Location variant
- Hidden — description: The sketch has Stan on a blank background. Start frame puts him by the DATA Center entrance with wall panels behind him and the entrance edge at frame-right.
- AFTER (128 chars): Stan seems to be on a blank background, but the start frame puts him at the DATA Center entrance. Consider drawing the entrance.
C086 · SKETCH_ENVIRONMENT_MISMATCH · blocker · shot: Wide profile as Boy charges up sand dune toward unseen glow.
- BEFORE — shown: Location in sketch doesn't match in Location variant
- Hidden — description: The sketch does not show the jungle/village environment at all, which is needed for a wide shot in the assigned Sentinel Jungle (Ancient) setting.
- AFTER (133 chars)
+3: The sketch seems to have no background, but this wide shot is set in the Sentinel Jungle. Consider drawing the jungle behind the Boy.
PROP_REFERENCE_MISSING¶
Something needs to be drawn and has no reference picture, so the model will invent it.
C016 · PROP_REFERENCE_MISSING · risky · shot: Ferry hull engulfed in orange flames, reflected on dark water surface
- BEFORE — shown: Prop has no reference image
- Hidden — description: The ferry is the central subject of the frame, but no reference image is provided for the ferry itself.
- AFTER (113 chars): The ferry is the main thing in this shot but has no reference image. Consider adding a ferry Prop with a picture.
C019 · PROP_REFERENCE_MISSING · risky · shot: All six—Nishi, Shuki, Badri, James, Bituin, and Nawaz—stand in a single line along the cliff ed…
- BEFORE — shown: Prop has no reference image
- Hidden — description: The sketch has Shuki holding a camera, but no camera is assigned to this shot and no camera reference was uploaded. The image model will invent the camera and may change it from shot to shot.
- AFTER (137 chars)
+7: Shuki seems to hold a camera in the sketch, but no camera Prop is set for this shot. Consider adding the camera as a Prop with a picture.
C070 · PROP_REFERENCE_MISSING · risky · shot: Three sentinels stand at circle's edge in deep forest as knock echoes and two answering knocks …
- BEFORE — shown: Prop has no reference image
- Hidden — description: The sketch has Sentinel Warrior (Male 2) holding a spear, but no spear is assigned to this shot and no spear reference was uploaded. The image model will have to invent the spear.
- AFTER (139 chars)
+9: Sentinel Warrior (Male 2) seems to hold a spear in the sketch, but no spear Prop is set for this shot. Consider adding the spear as a Prop.
C071 · PROP_REFERENCE_MISSING · risky · shot: Three sentinels stand at circle's edge in deep forest as knock echoes and two answering knocks …
- BEFORE — shown: Prop has no reference image
- Hidden — description: The sketch has Sentinel Warrior (Female) holding bow-and-arrow gear, but no bow or arrows are assigned to this shot and no reference images for them were uploaded.
- AFTER (133 chars)
+3: Sentinel Warrior (Female) seems to have a bow and arrows in the sketch, but they are not set as Props. Consider adding them as Props.
C077 · PROP_REFERENCE_MISSING · risky · shot: Stan stands near the DATA Center entrance holding a wheeled suitcase.
- BEFORE — shown: Prop has no reference image
- Hidden — description: The sketch has Stan holding a wheeled suitcase. No Prop supplies a suitcase for this shot.
- AFTER (127 chars): Stan seems to hold a suitcase in the sketch, but no suitcase Prop is set for this shot. Consider adding the suitcase as a Prop.
C111 · PROP_REFERENCE_MISSING · risky · shot: Padnick home and Bubble Car sit in the driveway at dawn.
- BEFORE — shown: Prop has no reference image
- Hidden — description: The Bubble Car is a required, highly specific prop in this frame, but no prop reference image is provided for it.
- AFTER (124 chars): The Bubble Car is needed in this frame but has no reference picture. Consider adding one so it looks the same in every shot.
SKETCH_ANGLE_MISMATCH¶
The sketch is drawn from a different viewpoint than Camera angle says.
C006 · SKETCH_ANGLE_MISMATCH · risky · shot: Shuki kneels over UV as Sunil and Nishi flank him
- BEFORE — shown: Camera angle in sketch doesn't match in Camera angle property
- Hidden — description: The sketch reads as a general high-angle overhead view of the deck rather than an over-the-shoulder viewpoint from above UV's body.
- AFTER (137 chars)
+7: The sketch seems to look down on the whole deck, but Camera angle is over-the-shoulder from above UV. Consider redrawing it from over UV.
C030 · SKETCH_ANGLE_MISMATCH · risky · shot: Three sentinels stand at circle's edge in deep forest as knock echoes and two answering knocks …
- BEFORE — shown: Camera angle in sketch doesn't match in Camera angle property
- Hidden — description: The sketch looks into the clearing from a steep overhead angle. Start frame says the camera looks straight down at the soil circle.
- AFTER (136 chars)
+6: The sketch seems to look at the clearing on a slant, but the start frame looks straight down. Consider redrawing it from directly above.
C067 · SKETCH_ANGLE_MISMATCH · blocker · shot: Three sentinels stand at circle's edge in deep forest as knock echoes and two answering knocks …
- BEFORE — shown: Camera angle in sketch doesn't match in Camera angle property
- Hidden — description: The frame calls for a true straight-down overhead view centered on the disturbed soil circle, but the sketch is a steep oblique overhead view into the clearing: the figures and tree trunks are seen from the side/front rather than from directly above.
- AFTER (140 chars)
+10: The sketch seems to be a slanted overhead view, but the start frame asks for a straight-down view. Consider redrawing it as a true top view.
C081 · SKETCH_ANGLE_MISMATCH · blocker · shot: Close-up on his bare feet slipping, splashing through tidal mud.
- BEFORE — shown: Camera angle in sketch doesn't match in Camera angle property
- Hidden — description: The sketch uses a low, ground-level angle looking up at the underside of the foot, but the intended angle is eye level.
- AFTER (119 chars): The sketch seems to look up from the ground, but Camera angle is eye level. Consider redrawing the feet from eye level.
C088 · SKETCH_ANGLE_MISMATCH · blocker · shot: Shuki leans over the ferry rail above the dark water showing her back
- BEFORE — shown: Camera angle in sketch doesn't match in Camera angle property
- Hidden — description: The sketch is a frontal extreme close-up of Shuki's eyes. Middle frame has her back to the camera at the ferry rail.
- AFTER (131 chars)
+1: The sketch seems to be a close-up of Shuki's eyes, but the middle frame has her back to camera. Consider redrawing her from behind.
C116 · SKETCH_ANGLE_MISMATCH · blocker · shot: CU — Pristine 'aged' brick facade with factory-fresh mortar lines
- BEFORE — shown: Camera angle in sketch doesn't match in Camera angle property
- Hidden — description: The sketch reads as straight-on/eye-level, while the frame description specifies a low-angle view.
- AFTER (117 chars): The sketch seems to look straight at the wall, but Camera angle is low. Consider redrawing it looking up at the wall.
SKETCH_ENTITY_COUNT_MISMATCH¶
The number of people in the sketch and the number of Characters on the shot do not agree.
C017 · SKETCH_ENTITY_COUNT_MISMATCH · blocker · shot: Wide, eye-level view of the cliffside camp as the red mist halts behind the tents and begins to…
- BEFORE — shown: Characters in sketch don't match Characters in shot
- Hidden — description: No characters are assigned to this shot, but the sketch shows two visible human figures near the central tents, and the frame description also requires those two tiny figures. As configured, the image model has two people to draw with no character entries attached to the shot.
- AFTER (118 chars): Two people seem to be in the sketch, but no Characters are selected for this shot. Consider adding them as Characters.
C059 · SKETCH_ENTITY_COUNT_MISMATCH · blocker · shot: Alviss waits with one bot on the platform
- BEFORE — shown: Characters in sketch don't match Characters in shot
- Hidden — description: The sketch shows Alviss with two Data Bots, one on each side. Start frame has one Data Bot at screen-left and no second bot in frame.
- AFTER (114 chars): The sketch seems to have two Data Bots, but the start frame has only one. Consider redrawing it with one Data Bot.
C060 · SKETCH_ENTITY_COUNT_MISMATCH · blocker · shot: Wide over-the-shoulder shot: Becca in foreground, Malcolm across the conference table, with two…
- BEFORE — shown: Characters in sketch don't match Characters in shot
- Hidden — description: The sketch marks Malcolm and Data Bot at the far end, but no bodies are drawn under those marks. Middle frame has Malcolm seated there and Data Bot hovering beside him.
- AFTER (114 chars): Malcolm and Data Bot seem to be named in the sketch but not drawn. Consider drawing them in if their pose matters.
C062 · SKETCH_ENTITY_COUNT_MISMATCH · blocker · shot: Becca and Malcolm face off across the full conference table, Data Bots now have hands, and Becc…
- BEFORE — shown: Characters in sketch don't match Characters in shot
- Hidden — description: The sketch shows two Data Bots behind Malcolm. Middle frame and Character have one Data Bot behind him.
- AFTER (123 chars): The sketch seems to have two Data Bots behind Malcolm, but Character has only one. Consider redrawing it with one Data Bot.
C072 · SKETCH_ENTITY_COUNT_MISMATCH · blocker · shot: Shuki replies back, still dazed, but turns back to check on Nishi
- BEFORE — shown: Characters in sketch don't match Characters in shot
- Hidden — description: The sketch shows two visible people. Character has only Shuki assigned to this shot.
- AFTER (122 chars): Two people seem to be in the sketch, but Shuki is the only Character in this shot. Consider redrawing it with Shuki alone.
C117 · SKETCH_ENTITY_COUNT_MISMATCH · risky · shot: CU — Pristine 'aged' brick facade with factory-fresh mortar lines
- BEFORE — shown: Characters in sketch don't match Characters in shot
- Hidden — description: The frame has no assigned or described characters, but the sketch includes figure-like forms in the left window area that could be interpreted as people.
- AFTER (119 chars): The sketch seems to show people in the window, but this shot has no Characters. Consider redrawing it as building only.
FRAME_NOT_STATIC¶
A frame field describes movement. Same shape every time: quote the moving words, ask for one pose.
C097 · FRAME_NOT_STATIC · risky · shot: Tight shot of Nishi’s torso and shoulders driving forward as he exits the cabin and steps onto …
- BEFORE — shown: Frame description contains motion, not a single moment
- Hidden — description: Start frame says Nishi pushes through, steps onto the deck, and advances toward Sunil. A Start frame must show one frozen pose.
- AFTER (135 chars)
+5: The start frame seems to describe Nishi moving, but a frame is one frozen pose. Consider rewriting the start frame as one still moment.
C137 · FRAME_NOT_STATIC · minor · shot: Axis A. Cramped tent interior, Bituin still as a stone, whispering to Nawaz who is unpacking th…
- BEFORE — shown: Frame description contains motion, not a single moment
- Hidden — description: The final frame describes ongoing action with 'continuing small, controlled unpacking movements' instead of a single frozen instant.
- AFTER (139 chars)
+9: The end frame seems to describe movement carrying on, but a frame is one frozen pose. Consider rewriting the end frame as one still moment.
C286 · FRAME_NOT_STATIC · risky · shot: Tadej leans back from rising lasagna steam, eyes wide with mock reverence
- BEFORE — shown: Frame description contains motion, not a single moment
- Hidden — description: The final frame describes motion rather than a single frozen instant: 'chin lowered in a single respectful nod' and 'both hands lowering to rest' are temporal actions, not a static pose.
- AFTER (135 chars)
+5: The end frame seems to describe a nod happening, but a frame is one frozen pose. Consider rewriting the end frame as the finished pose.
C287 · FRAME_NOT_STATIC · minor · shot: Father leans forward across table toward Tadej, delivers deadpan challenge
- BEFORE — shown: Frame description contains motion, not a single moment
- Hidden — description: The middle frame includes the word 'tightening,' which describes an ongoing camera move instead of one frozen sampled moment.
- AFTER (128 chars): The middle frame says the camera is 'tightening', which is a move, not a still picture. Consider rewriting it without that word.
C288 · FRAME_NOT_STATIC · risky · shot: Father leans forward across table toward Tadej, delivers deadpan challenge
- BEFORE — shown: Frame description contains motion, not a single moment
- Hidden — description: The final frame describes motion in progress with 'single slow blink completing' and 'head dropping forward,' rather than a single static end-state.
- AFTER (144 chars)
+14: The end frame seems to describe movement still happening, but a frame is one frozen pose. Consider rewriting the end frame as the finished pose.
REFERENCE_SKETCH_INCOMPATIBLE¶
A reference picture fights the staging — usually because the character is holding something in it.
C226 · REFERENCE_SKETCH_INCOMPATIBLE · risky · shot: Shuki's camera LCD shows dark treeline, then the Drowned Man appears
- BEFORE — shown: A reference image can't work with this sketch composition
- Hidden — description: The assigned prop reference for Shuki's Camera does not match the camera the sketch is built around. The frame and sketch both center on a black camera's rear LCD and back-button layout, but the uploaded camera reference is a different silver-and-black front-view SLR design. Because this shot is an extreme close-up of the camera back, the model is likely to draw the wrong camera body.
- AFTER (139 chars)
+9: The picture for Shuki's Camera seems to be a different camera than the sketch shows. Consider adding a picture of the same one from behind.
C239 · REFERENCE_SKETCH_INCOMPATIBLE · risky · shot: Mother opens fridge door, takes out dessert plate in kitchen
- BEFORE — shown: A reference image can't work with this sketch composition
- Hidden — description: Mother's reference image builds in carried items that conflict with this staging. The sketch/frame need her from behind with her right hand on the fridge door and her left hand supporting the dessert plate inside the fridge, but the provided Mother reference already has a banana and towel in one arm, a raincoat over that forearm, and rain boots carried in the other hand.
- AFTER (147 chars)
+17: Mother's picture already has her holding a banana and towel, but here she needs both hands at the fridge. Consider using a picture with free hands.
C243 · REFERENCE_SKETCH_INCOMPATIBLE · risky · shot: Tadej drops heavily into chair beside Father at dining table
- BEFORE — shown: A reference image can't work with this sketch composition
- Hidden — description: Father's character reference shows him holding a bike helmet in one hand and glasses in the other, but this frame requires him seated with both hands folded on the table. Those handheld items in the identity reference can leak into generation and conflict with the staged pose.
- AFTER (140 chars)
+10: Father's picture has him holding a helmet and glasses, but here his hands are folded on the table. Consider using a picture with free hands.
C311 · REFERENCE_SKETCH_INCOMPATIBLE · blocker · shot: Tim looks into the box. He notices something is wrong - the box is empty. He says "Huh...what?"
- BEFORE — shown: A reference image can't work with this sketch composition
- Hidden — description: The only Tim reference conflicts with the frame requirement for a visible backwards baseball cap.
- AFTER (136 chars)
+6: Tim's picture seems to show a visor and headphones, but this frame needs his backwards cap. Consider adding a picture of Tim in the cap.
C332 · REFERENCE_SKETCH_INCOMPATIBLE · risky · shot: Stan (left), Becca (center), and Tim (right) stand together at the back kitchen island in the P…
- BEFORE — shown: A reference image can't work with this sketch composition
- Hidden — description: The sketch background layout does not cleanly match the provided Padnick Home Living Area reference, creating a risk that the model will mix two different room designs.
- AFTER (130 chars): The sketch background seems to be a different room than the Location picture. Consider redrawing the sketch to match the Location.
SKETCH_MATCHES_NO_FRAME¶
The sketch is not any moment of this shot. Two real sub-cases: wrong drawing, or the frames are empty.
C084 · SKETCH_MATCHES_NO_FRAME · blocker · shot: Wide profile as Boy charges up sand dune toward unseen glow.
- BEFORE — shown: Sketch doesn't match any moment of this shot
- Hidden — description: The sketch does not convincingly match any moment of this shot (best: middle at 0.20). The sketch clearly depicts Sentinel Boy in a tight close-up reaction shot: open mouth, raised brows, and alarmed gaze off to the right. This strongly conflicts with the provided start-frame description, which calls for a wide silhouette composition with visible horizon and negative space. Because the middle and end candidate descriptions are absent, neither can be matched specifically; I select middle as the slightly safer generic fit for a close-up reaction beat, but the result is uncertain due to missing candidate information.
- AFTER (140 chars)
+10: The sketch seems to be a close-up reaction, but this shot is a wide run up the dune. Consider redrawing it to match one of the three frames.
C106 · SKETCH_MATCHES_NO_FRAME · blocker · shot: Padnick home and Bubble Car sit in the driveway at dawn.
- BEFORE — shown: Sketch doesn't match any moment of this shot
- Hidden — description: The sketch does not convincingly match any moment of this shot (best: start at 0.24). The sketch clearly depicts a wide establishing view down a main street toward a distant town hall, with a gazebo on the left and a saloon/pool hall on the right. None of the candidate frames match that environment, but the start frame is the least incompatible because it is the widest and farthest camera position. Middle and end move closer to the house/Bubble Car setup, which conflicts even more strongly with the sketch's distant civic-building composition.
- AFTER (142 chars)
+12: The sketch seems to show a main street, but this shot is the Padnick driveway. Consider redrawing it, or linking it to the shot it belongs to.
C114 · SKETCH_MATCHES_NO_FRAME · blocker · shot: CU — Pristine 'aged' brick facade with factory-fresh mortar lines
- BEFORE — shown: Sketch doesn't match any moment of this shot
- Hidden — description: The sketch does not convincingly match any moment of this shot (best: start at 0.33). The sketch shows a wide exterior view of a storefront labeled 'Gower's Pharmacy' with a left display window and a recessed entrance. However, the provided start, middle, and end frame state descriptions are blank, so there is no candidate-specific temporal information to compare against. Since all three candidates are effectively indistinguishable from the information given, the required tie rule applies and 'middle' is selected as the default equivalent match.
- AFTER (113 chars): The start, middle and end frames are empty, so the sketch has nothing to check against. Consider filling them in.
C203 · SKETCH_MATCHES_NO_FRAME · blocker · shot: ECU — Aarav's fingers slam onto console rewind controls
- BEFORE — shown: Sketch doesn't match any moment of this shot
- Hidden — description: The sketch does not convincingly match any moment of this shot (best: start at 0.00). The sketch appears to show Aarav standing at a control-room console with a small device on the right. However, the start, middle, and end candidate frame descriptions are blank, so there is no temporal information to compare against. I default to middle as the least committal selection under missing-candidate conditions.
- AFTER (133 chars)
+3: The start, middle and end frames are empty, so we cannot tell which one the sketch is. Consider writing the frame descriptions first.
C313 · SKETCH_MATCHES_NO_FRAME · blocker · shot: Extreme top-down close-up shot directly above the futuristic white shoebox. The box fills most …
- BEFORE — shown: Sketch doesn't match any moment of this shot
- Hidden — description: The sketch does not convincingly match any moment of this shot (best: start at 0.20). The sketch does not match the candidate shot setup at all: it is a wide room view with three characters, not an extreme overhead insert of the shoebox. Among the three options, start is still the closest because Tim is actively holding the shoebox and there is no clear visible news display yet, which fits an earlier pre-activation handling moment better than middle or end.
- AFTER (135 chars)
+5: The sketch seems to be a wide room with three people, but this shot is a close-up of the box. Consider redrawing the sketch on the box.
TEMPORAL_PROGRESSION_CONTRADICTION¶
Start, middle and end cannot be the same shot.
C090 · TEMPORAL_PROGRESSION_CONTRADICTION · risky · shot: Low-angle close-up of Shuki reacting in near-panic, her fear abruptly subverted by an offscreen…
- BEFORE — shown: Start, middle and end don't form one coherent shot
- Hidden — description: The camera is declared STATIC, but the shot samples change framing from a tight face close-up at the start to an even tighter pushed-in crop on only the eyes and upper face at the end, implying camera reframing within the shot.
- AFTER (144 chars)
+14: Camera movement is set to static, but the end frame is closer in than the start frame. Consider setting a camera move, or keeping both the same.
C153 · TEMPORAL_PROGRESSION_CONTRADICTION · risky · shot: Nishi raises his fist under the canopy, signaling a halt.
- BEFORE — shown: Start, middle and end don't form one coherent shot
- Hidden — description: As written, the shot progression requires both a framing change and new character visibility across a locked frame, so start → middle → end do not cleanly form one plausible static-camera shot.
- AFTER (138 chars)
+8: The camera does not move in this shot, but the three frames change how close they are and who is in them. Consider making all three match.
C211 · TEMPORAL_PROGRESSION_CONTRADICTION · risky · shot: Distant cornfield rows stretch toward horizon with Kyle standing amid stalks
- BEFORE — shown: Start, middle and end don't form one coherent shot
- Hidden — description: Start frame adds a second small figure left of center. Middle frame and End frame keep the same framing with only Kyle.
- AFTER (123 chars): The start frame has a second person in it, but the middle and end frames only have Kyle. Consider updating the start frame.
C245 · TEMPORAL_PROGRESSION_CONTRADICTION · risky · shot: Tadej gestures with fork at dining table, Father and Mother listening
- BEFORE — shown: Start, middle and end don't form one coherent shot
- Hidden — description: The start frame places Mother/Father/Tadej as left-center-right, but the middle and final frames place Tadej/Mother/Father as left-center-right with no blocking action that would explain everyone swapping screen positions while remaining seated at the same table.
- AFTER (124 chars): Everyone swaps seats between the start and middle frames while still sitting down. Consider keeping one left-to-right order.
C249 · TEMPORAL_PROGRESSION_CONTRADICTION · risky · shot: Mother walks from kitchen doorway toward table carrying dessert plate, Tadej pushes chair back …
- BEFORE — shown: Start, middle and end don't form one coherent shot
- Hidden — description: The description and acting instructions make Tadej's rise from the chair a key shot event, but the initial frame already shows him standing beside the pulled-back chair with arms at his sides, so the start→middle→end progression skips the stated standing-up beat.
- AFTER (140 chars)
+10: Tadej is meant to stand up in this shot, but the start frame already has him standing. Consider updating the start frame to show him seated.
VARIANT_CHOICE_MISMATCH¶
The shot uses the wrong picture of the character. The fix is switching Character variant, never adding a Character.
C131 · VARIANT_CHOICE_MISMATCH · risky · shot: Tim looks down behind the table, with the staircase on the left.
- BEFORE — shown: You may want to reconsider which Character variant this shot uses
- Hidden — description: We noticed this shot is set to "Tim with Box", but Start frame, Middle frame and End frame all say no box is visible. Other shots in this scene also use "Character", so "Character" may suit this shot better; worth a second look.
- AFTER (131 chars)
+1: This shot uses the 'Tim with Box' look, but the frames all say no box is visible. Consider switching to the plain 'Character' look.
C183 · VARIANT_CHOICE_MISMATCH · risky · shot: Tim Padnick is descending the staircase carrying a futuristic white shoebox with an embedded sc…
- BEFORE — shown: You may want to reconsider which Character variant this shot uses
- Hidden — description: We noticed this shot is set to "Character", while other shots in this scene also explicitly use "Tim with Box". Description and Start frame both place Tim carrying the white box in both hands, so "Tim with Box" may suit this shot better. You may want to reconsider.
- AFTER (132 chars)
+2: This shot uses the plain 'Character' look, but the start frame has Tim carrying the white box. Consider switching to 'Tim with Box'.
C231 · VARIANT_CHOICE_MISMATCH · risky · shot: Tadej pushes front door open, steps into dining room, sniffs air with widening eyes
- BEFORE — shown: You may want to reconsider which Character variant this shot uses
- Hidden — description: Heads up — this shot is set to "Tadej normal", but the initial frame says Tadej is in a "cycling kit slightly damp." Since "Default" is the cycling-gear option, that may be the better fit here; worth a second look.
- AFTER (113 chars): Tadej seems to use his cycling look, but he is at the dinner table indoors. Consider switching Character variant.
FRAME_SELF_REFERENCE / FRAME_NOT_SELF_CONTAINED / FRAME_TEMPORAL_LANGUAGE¶
Three codes, one rule: a frame must describe itself. Quote the offending words.
C010 · FRAME_NOT_SELF_CONTAINED · minor · shot: Red mist surges between dark tree trunks, tendrils curling forward through the Deep Forest
- BEFORE — shown: Shot properties contradict each other
- Hidden — description: The final frame description references prior camera progression ('Camera has advanced closer') instead of only describing a standalone drawable end-state image.
- AFTER (135 chars)
+5: The end frame says the camera 'has advanced closer', which points back at an earlier moment. Consider rewriting it as just the picture.
C079 · FRAME_NOT_SELF_CONTAINED · minor · shot: Close-up on his bare feet slipping, splashing through tidal mud.
- BEFORE — shown: Shot properties contradict each other
- Hidden — description: The initial frame references 'the eventual water spill,' which depends on a future moment rather than describing a fully self-contained static image.
- AFTER (131 chars)
+1: The start frame mentions 'the eventual water spill', which has not happened yet. Consider rewriting it as only what is visible now.
C013 · FRAME_SELF_REFERENCE · risky · shot: Ferry hull engulfed in orange flames, reflected on dark water surface
- BEFORE — shown: Shot properties contradict each other
- Hidden — description: The final frame is not independently drawable because it references another frame ('Same as initial frame') instead of fully describing itself.
- AFTER (119 chars): The end frame says 'same as initial frame' instead of describing itself. Consider writing out what the end frame shows.
C127 · FRAME_SELF_REFERENCE · minor · shot: Ferry hull engulfed in orange flames, reflected on dark water surface
- BEFORE — shown: Frame description refers to another frame instead of describing itself
- Hidden — description: End frame says "Same as initial frame" instead of describing itself. Start frame holds the ferry position and water reflection details it depends on.
- AFTER (119 chars): The end frame says 'same as initial frame' instead of describing itself. Consider writing out what the end frame shows.
C440 · FRAME_TEMPORAL_LANGUAGE · minor · shot: Tadej lowers fork to plate, lifts chin with small proud smile at table
- BEFORE — shown: Shot properties contradict each other
- Hidden — description: The middle frame uses temporal camera phrasing ('tightening toward medium close-up') rather than describing only one frozen, independently drawable moment.
- AFTER (128 chars): The middle frame says the camera is 'tightening', which is a move, not a still picture. Consider rewriting it without that word.
C486 · FRAME_TEMPORAL_LANGUAGE · risky · shot: Red mist surges between dark tree trunks, tendrils curling forward through the Deep Forest
- BEFORE — shown: Shot properties contradict each other
- Hidden — description: The middle and final frame descriptions include camera-progress/temporal wording ('Camera is closer in', 'Camera has advanced closer') instead of strictly describing one frozen drawable moment.
- AFTER (119 chars): The middle and end frames describe the camera moving, not one still picture. Consider rewriting both as still pictures.
SKETCH_MOMENT_MISMATCH¶
Right sketch, wrong frame linked to it. The action is re-linking, not redrawing.
C128 · SKETCH_MOMENT_MISMATCH · risky · shot: Younger UV watches one hand turn back and forth below the television.
- BEFORE — shown: Sketch looks like a different frame than the one it is linked to
- Hidden — description: This sketch is linked to the Start frame, but it shows the later tilt-down with UV's hands, knees and one shoe already in view beneath the TV. The Start frame asks for the television centered with only the tiled floor beginning to enter the bottom of frame.
- AFTER (140 chars)
+10: This sketch is linked to the start frame, but it looks like the later moment after the camera moves down. Consider linking it to that frame.
C177 · SKETCH_MOMENT_MISMATCH · risky · shot: Nishi grips his pendant against open sky, eyes darting off-screen left.
- BEFORE — shown: Sketch looks like a different frame than the one it is linked to
- Hidden — description: This sketch is linked to the Start frame, but it shows Nishi already clutching the pendant at his chest. The Start frame has his right hand below frame, the pendant hanging free, and his shoulders level.
- AFTER (130 chars): This sketch is linked to the start frame, but Nishi already holds the pendant. Consider linking it to the frame where he grabs it.
Dialogue codes (9 different codes, one generic title)¶
Stage 1 invents a new code almost every time. All of these printed the same title, so the user could not tell them apart.
C444 · DIALOGUE_TIMING_ATTRIBUTION_UNCLEAR · minor · shot: Father's mouth twitches toward a smile, eyes crinkling, hands still folded on table
- BEFORE — shown: Shot properties contradict each other
- Hidden — description: Dialogue is present from multiple speakers, but this shot's visual action is a silent reaction on Father and the timing of those lines within the shot is not clearly attributable.
- AFTER (128 chars): This shot has lines from more than one person, but Father only reacts in silence. Consider saying in Acting who speaks and when.
C487 · DIALOGUE_TIMING_ATTRIBUTION_UNCLEAR · risky · shot: Phone screen glows 'Last seen: 2 minutes ago'
- BEFORE — shown: Shot properties contradict each other
- Hidden — description: The dialogue is not clearly anchored to the shot. The visuals and acting focus on a silent POV reveal of the phone screen, but the lines from Aman and especially Ravi do not indicate whether they are spoken aloud, heard as VO, coming from the phone, or occurring within this 4-second beat.
- AFTER (134 chars)
+4: Aman's and Ravi's lines are not tied to this shot, which is a silent look at the phone. Consider marking them as voice-over in Acting.
C390 · DIALOGUE_SPEAKER_NOT_IN_SHOT · risky · shot: Becca and Tim stare at unresponsive car, worry settling in
- BEFORE — shown: Shot properties contradict each other
- Hidden — description: Dialogue includes Stan Padnick, but the shot description and camera framing only establish Becca and Tim in a static two-shot, so Stan's presence or offscreen status is unclear.
- AFTER (130 chars): Stan has a line here, but only Becca and Tim are in the shot. Consider adding Stan as a Character, or marking his line off-screen.
C335 · dialogue_speaker_mismatch · minor · shot: Medium close-up of Stan and Becca standing, facing the camera with concerned looks, no table be…
- BEFORE — shown: Shot properties contradict each other
- Hidden — description: Dialogue is assigned to 'Unknown' and does not clearly correspond to Stan or Becca, while the visual direction suggests a silent shared reaction shot.
- AFTER (107 chars): The line in this shot has no speaker set, and Stan and Becca are both silent. Consider setting who says it.
C337 · dialogue_text_incomplete · minor · shot: Stan and becca look at the box off-screen intently, eyebrows furrowed
- BEFORE — shown: Shot properties contradict each other
- Hidden — description: The dialogue line appears truncated ('that Trip Musk would announce thousands of job'), making its timing and relevance to the reaction unclear.
- AFTER (80 chars): The line seems to be cut off at 'thousands of job'. Consider finishing the line.
C434 · incomplete_dialogue_line · minor · shot: Mother carries steaming lasagna dish into dining room toward table where Tadej and Father sit
- BEFORE — shown: Shot properties contradict each other
- Hidden — description: Tadej's dialogue line ends mid-phrase ('halfway up the'), making the spoken beat incomplete and its placement within the shot potentially unclear.
- AFTER (81 chars): Tadej's line stops mid-sentence at 'halfway up the'. Consider finishing the line.
C329 · UNSEEN_SPEAKER_OR_SOURCE · minor · shot: Stan (left), Becca (center), and Tim (right) stand together at the back kitchen island in the P…
- BEFORE — shown: Shot properties contradict each other
- Hidden — description: The second dialogue line, 'It's the TCL Network. News,' is attributed to 'Unknown' and no visible speaker or source is identified in the shot metadata, making it unclear whether this should be represented as offscreen audio, a device voice, or another on-screen source.
- AFTER (130 chars): The line 'It's the TCL Network. News' has no speaker, and nobody in the shot says it. Consider setting where the voice comes from.
C431 · DIALOGUE_VS_NO_MOVEMENT · blocker · shot: Father sits at dining table with hands folded, looking toward the back-wall window over the hil…
- BEFORE — shown: Shot properties contradict each other
- Hidden — description: The acting instructions specify no movement beyond a single slow blink, but the shot contains spoken dialogue from Father, which requires at least minimal speech movement.
- AFTER (112 chars): Father speaks in this shot, but Acting has him hold completely still. Consider letting his mouth move in Acting.
C113 · DIALOGUE_VISUAL_DISCONNECT · minor · shot: CU — Pristine 'aged' brick facade with factory-fresh mortar lines
- BEFORE — shown: Shot properties contradict each other
- Hidden — description: Dialogue is attributed to Stan Padnick, but the shot is specified as an environmental close-up of a facade with no character presence indicated, so the timing and on/off-screen relationship of the line is unclear.
- AFTER (124 chars): Stan has a line here, but the shot is a close-up of a brick wall with nobody in it. Consider marking his line as off-screen.
Gaze / action / camera codes (15 codes, same generic title)¶
Same story: many codes, one title. Every message here names the two fields that disagree and picks one to change.
C430 · GAZE_DIRECTION_CONTRADICTION · blocker · shot: Father sits at dining table with hands folded, looking toward the back-wall window over the hil…
- BEFORE — shown: Shot properties contradict each other
- Hidden — description: The initial and final frames place Father's gaze toward screen-left/the doorway, while the description, acting instructions, and middle frame establish that he is oriented toward the back-wall window over the hills.
- AFTER (139 chars)
+9: The start and end frames have Father looking at the doorway, but the rest of the shot has him at the window. Consider updating both frames.
C334 · eye_contact_conflict · risky · shot: Medium close-up of Stan and Becca standing, facing the camera with concerned looks, no table be…
- BEFORE — shown: Shot properties contradict each other
- Hidden — description: The camera movement details say the beat is carried by eye contact and a silent exchange, but the acting instructions explicitly state Stan and Becca do not exchange a glance and both look downward below frame.
- AFTER (138 chars)
+8: Camera movement details say Stan and Becca share a look, but Acting has them both looking down. Consider updating Camera movement details.
C112 · ACTION_NOT_SUPPORTED_BY_FRAMING · risky · shot: CU — Pristine 'aged' brick facade with factory-fresh mortar lines
- BEFORE — shown: Shot properties contradict each other
- Hidden — description: The acting instructions rely on a bird landing on a 'vintage' bracket, but the declared close-up framing emphasizes brick texture and a downspout edge, so the bracket action may not be visible or drawable within the shot as specified.
- AFTER (133 chars)
+3: Acting has a bird land on a bracket, but this close-up only shows brick and a downspout. Consider widening Shot size to fit the bird.
C191 · ACTION_STATE_CONTRADICTION · blocker · shot: Cornfield under open sky as eagle glides rightward in profile
- BEFORE — shown: Shot properties contradict each other
- Hidden — description: The final frame says the bald eagle "sits" above the corn tops, but the description, acting instructions, and tracking-camera setup all indicate the eagle should still be gliding/flying through the shot.
- AFTER (115 chars): The end frame has the eagle sitting, but the rest of the shot has it still flying. Consider updating the end frame.
C195 · CAMERA_MOVEMENT_CONTRADICTION · blocker · shot: Bald eagle pauses above cornfield below Data Center wall
- BEFORE — shown: Shot properties contradict each other
- Hidden — description: Camera movement is labeled STATIC, but the movement details describe the camera tracking behind the eagle and the framing changing as the eagle and wall grow in frame.
- AFTER (116 chars): Camera movement is static, but its details describe the camera tracking the eagle. Consider setting a tracking move.
C432 · STATIC_CAMERA_COMPOSITION_DRIFT · risky · shot: Father sits at dining table with hands folded, looking toward the back-wall window over the hil…
- BEFORE — shown: Shot properties contradict each other
- Hidden — description: The camera is marked STATIC, but the middle frame implies a materially broader visible layout than the initial and final frames, suggesting inconsistent framing across a locked-off shot.
- AFTER (126 chars): The camera is static, but the middle frame shows much more of the room than the other two. Consider updating the middle frame.
C333 · shot_size_conflict · risky · shot: Medium close-up of Stan and Becca standing, facing the camera with concerned looks, no table be…
- BEFORE — shown: Shot properties contradict each other
- Hidden — description: The acting instructions say the characters are framed from mid-thigh up, while the camera shot-size details specify a tight waist-up medium close-up two-shot.
- AFTER (111 chars): Acting frames them from mid-thigh up, but Shot size details say waist-up. Consider updating Acting to waist-up.
C387 · INTERIOR_EXTERIOR_LOCATION_MISMATCH · risky · shot: Party Bubble roof lights flash colored beams across the vehicle exterior
- BEFORE — shown: Shot properties contradict each other
- Hidden — description: The description says colored beams flash across the vehicle exterior, while the camera details, acting instructions, and frame setup describe an interior low-angle insert looking up at the disco fixture and roof.
- AFTER (130 chars): The description is outside the vehicle, but the frames are inside looking up at the roof light. Consider updating the description.
C104 · LOCATION_LAYOUT_CONTRADICTION · blocker · shot: Padnick home and Bubble Car sit in the driveway at dawn.
- BEFORE — shown: Shot properties contradict each other
- Hidden — description: The acting instructions describe an empty main street with gazebo, pool hall/saloon, and town hall, but the description and all three frame states depict a residential cul-de-sac with the Padnick home and Bubble Car.
- AFTER (132 chars)
+2: Acting describes a main street with a gazebo, but every frame is the Padnick cul-de-sac. Consider updating Acting to the cul-de-sac.
C351 · car_position_contradiction · risky · shot: Medium wide shot of Stan, Becca (with monocle), and Tim (no headband, over-ear pieces attached …
- BEFORE — shown: Shot properties contradict each other
- Hidden — description: The description says the dead Bubble Car is behind the family, while the acting instructions say the car is off-screen.
- AFTER (114 chars): The description puts the Bubble Car behind the family, but Acting says it is off-screen. Consider updating Acting.
C381 · END_COMPOSITION_AMBIGUITY · risky · shot: Padnicks settle in as Ollie owns the bus
- BEFORE — shown: Shot properties contradict each other
- Hidden — description: The camera movement says the shot pans across the seated family to Ollie, implying an Ollie-emphasized end frame, while the original final frame wording centers on the family settling into seats. The rewrite preserves both, but the intended final emphasis is somewhat ambiguous.
- AFTER (121 chars): Camera movement ends on Ollie, but the end frame ends on the family settling into seats. Consider updating the end frame.
C196 · DESCRIPTION_ACTION_MISMATCH · risky · shot: Bald eagle pauses above cornfield below Data Center wall
- BEFORE — shown: Shot properties contradict each other
- Hidden — description: The description says the eagle 'pauses,' but the acting instructions and final frame depict a fast approach followed by an upward climb rather than a sustained pause.
- AFTER (128 chars): The description says the eagle pauses, but Acting and the end frame have it fly on and climb. Consider updating the description.
C202 · ACTION_TONE_CONTRADICTION · risky · shot: ECU — Aarav's fingers slam onto console rewind controls
- BEFORE — shown: Shot properties contradict each other
- Hidden — description: The description says Aarav's fingers 'slam' onto the rewind controls, but the acting instructions specify precise, controlled, muscle-memory movement rather than a violent impact.
- AFTER (116 chars): The description says Aarav slams the controls, but Acting has him move precisely. Consider updating the description.
C450 · POSE_DIRECTION_MISMATCH · minor · shot: Mother stands at open fridge, lifts dessert plate, smiles softly to herself
- BEFORE — shown: Shot properties contradict each other
- Hidden — description: The acting instructions specify that Mother's chin lifts as she reacts, but the final frame describes her chin tilted slightly down.
- AFTER (93 chars): Acting lifts Mother's chin, but the end frame tilts it down. Consider updating the end frame.
C369 · extra_boarding_implication_in_camera_movement_details · minor · shot: Tim faces camera with stalled Bubble Car behind.
- BEFORE — shown: Shot properties contradict each other
- Hidden — description: The camera movement details mention 'before boarding,' but no boarding action appears in the shot description or acting instructions. This may be leftover context rather than a visible beat in the shot.
- AFTER (129 chars): Camera movement details mention 'before boarding', but no boarding happens in this shot. Consider removing that from the details.
SKETCH_ANALYSIS_MISSING — unchanged, on purpose¶
Gerard, 2026-09-09: this one row keeps staging's wording. No rewrite.
- BEFORE — shown: Sketch analysis not found
- AFTER: Sketch analysis not found (identical)
The 12 hardcoded messages in PR #816¶
These are not model-written, so there is nothing in Mongo to read: BEFORE is the literal string
in preGenValidation.service.ts / sketchGeneration.service.ts today. Gerard called them bad;
held against the corpus above, here is why, and what they should say.
SKETCH_MATCHES_NO_FRAME (deterministic)
- BEFORE (116 chars): The sketch does not seem to match the start, middle or end of this shot. Consider redrawing it to match one of them.
- AFTER (126 chars): This sketch does not seem to belong to any moment of this shot. Consider redrawing it to match the start, middle or end frame.
- Why: 'does not match one of them' is the checker's language. See C084/C106 — the model version names what the sketch actually shows, which is what makes it useful.
SKETCH_SPANS_MULTIPLE_MOMENTS (deterministic)
- BEFORE (96 chars): The sketch seems to show more than one moment at once. Consider redrawing it as a single moment.
- AFTER (103 chars): The sketch seems to mix two moments of this shot into one drawing. Consider redrawing just one of them.
- Why: 'a single moment' is jargon. 'two moments in one drawing' is the same fact in words a creator uses.
VALIDATION_FAILED
- BEFORE (74 chars): We could not finish checking this shot. Consider trying again in a moment.
- AFTER (93 chars): Checking this shot did not finish, so nothing was flagged. Consider trying again in a moment.
- Why: The old one leaves the user unsure whether a clean result means 'no problems' or 'never ran'. Say which.
NO_ENVIRONMENT_VARIANT
- BEFORE (116 chars): This shot does not seem to have a Location image yet. Consider picking or creating one before generating the sketch.
- AFTER (98 chars): This shot has no Location image yet, and the sketch needs one. Consider picking a Location for it.
- Why: Two actions ('picking or creating') and a trailing clause. Isa's format is one action.
PLATE_NOT_ADEQUATE (with a plate label)
- BEFORE (111 chars): None of the Location images seems to cover this shot. Consider creating a "{plate label}" Location image first.
- AFTER (121 chars): None of this scene's Location images shows a "{plate label}", which this shot needs. Consider adding that Location image.
- Why: 'cover this shot' is internal wording for plate adequacy. Name the missing thing instead.
PLATE_NOT_ADEQUATE (no label available)
- BEFORE (102 chars): None of the Location images seems to cover this shot. Consider creating a Location image for it first.
- AFTER (89 chars): None of this scene's Location images fits this shot. Consider adding one that matches it.
- Why: Same fix, minus the label.
ASSET_METADATA_MISSING
- BEFORE (104 chars): {names} have not finished being read yet, so we cannot draw them. Consider trying again in five minutes.
- AFTER (97 chars): {names} are still being read, so they cannot be drawn yet. Consider trying again in five minutes.
- Why: 'have not finished being read' is a passive double negative. Present tense is shorter and clearer. (There is a one-asset branch too: 'is still being read, so it cannot be drawn yet'.)
SCENE_SETUP: computing
- BEFORE (118 chars): This scene is still being set up, which has to finish before a sketch can be drawn. Consider trying again in a moment.
- AFTER (109 chars): This scene is still being set up, and a sketch needs that to finish first. Consider trying again in a moment.
- Why: 'which has to finish before a sketch can be drawn' is a subordinate clause doing the work of a short sentence.
SCENE_SETUP: failed
- BEFORE (128 chars): Setting up this scene did not work the last time we tried. Consider trying again, and telling the tech team if it keeps failing.
- AFTER (106 chars): Setting up this scene failed last time. Consider trying again, and tell the tech team if it keeps failing.
- Why: Shorter, and the second half is now an instruction instead of a suggestion about a suggestion.
SCENE_SETUP: not started
- BEFORE (128 chars): This scene has not been set up yet, and confirming the shots is what starts it. Consider asking AIDA to confirm the shots first.
- AFTER (102 chars): This scene has not been set up yet. Consider asking AIDA to confirm the shots, which starts the setup.
- Why: The old one explains the mechanism before the action. Action first, reason after.
SCENE_SETUP: missing
- BEFORE (114 chars): This scene never got its setup, which a sketch needs. Consider asking AIDA to confirm the shots again to build it.
- AFTER (96 chars): This scene is missing the setup a sketch needs. Consider asking AIDA to confirm the shots again.
- Why: 'never got its setup' reads like an internal state name.
SCENE_SETUP: no left/right blocking
- BEFORE (140 chars): This scene does not say who stands left or right when several characters are together. Consider recomputing the scene setup to fill that in.
- AFTER (103 chars): This scene does not say who stands left or right. Consider recomputing the scene setup to fill that in.
- Why: The qualifier is true but the user does not need it to act.
Two things the corpus turned up that are not wording problems¶
- Stage 1 invents its own codes. 65 distinct codes exist in stored data; 26 have a title in
ISSUE_CATALOG. The rest fall back to the generic "Shot properties contradict each other", which is why 15 unrelated findings above all printed the same line. Some are lowercase snake_case (shot_size_conflict,eye_contact_conflict), so they were never in any catalog. - One title serves two different fixes.
ENVIRONMENT_VARIANT_MISMATCH(pick another Location) andSKETCH_ENVIRONMENT_MISMATCH(redraw the sketch) both print "Location in sketch doesn't match in Location variant". A user following that title does the wrong thing half the time.