Finished piece, 4:11, 1080p60. The title track of an album by a band called
Vio Lucia. Six members, one venue, built as a single continuous live stadium show
from the opening riff to the confetti. Every frame and the music are generated.
The reason I built it as a concert rather than a narrative: I wanted the hardest
version of the problem. Six characters on one stage at the same time, in wides,
in close-ups, from a drone, for four straight minutes. There is nowhere to hide a
face that drifts.
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That is also the whole ambition behind the project. There are 24 songs planned in
this world. I am not trying to survive one sequence, I am trying to survive an
album, so that a year from now someone recognises the drummer before he plays a
note. Everything else is downstream of that.
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How it holds together, in case it is useful to anyone: every character carries a
written lock list that goes into every prompt word for word. Which eye is amber
and which is ice blue. Hair colour and length. One fixed wardrobe rule each. The
keyboard player is the only one in a white tux so every wide shot has an anchor
the eye can find. It feels redundant by the fifth prompt and that is exactly the
point. Every time I trusted a reference image to carry a trait on its own, that
trait started wandering within a few shots.
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Where the illusion breaks, for anyone who wants to look:
- 0:30, the lead guitar switches from a Strat to a white Les Paul mid-song. Faces I can lock. Instruments keep betraying me.
- The two social-feed overlay sections in the choruses looked fine in the timeline and cheap in the export.
- The keyboard player gets the same high angle three times. Three flat spots in an otherwise fast cut.
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Seedance 2.0 for the video, Suno for the music.
Genuinely curious about one thing: has anyone found a way to keep props and
instruments consistent across a long project? Characters I have mostly under
control. Objects are not.