LOTGEN

Academy · The editor

Continuity chains

Three separate levers make a lot read as one film. Only one of them is a chain, it is the expensive one, and it is usually not the one you want.

Four shots of the same product are not an ad until they look like they were made on the same day, by the same crew, of the same thing. Three separate levers do that. They hold different things, and picking the wrong one is why a carefully configured lot still cuts like a stack of stock clips.

LeverWhat it holdsWhat it costsWhat it cannot do
The lookThe grade, genre, film stock, lighting, palette, camera languageNothing, and no timeHold a subject. It makes four different women look consistently lit
A reference packThe subject, one face, one bottle, across every cutNothing, and no timeDecide how the shots join
The chainThe joint, this shot opens on the previous shot’s final frameThe lot renders one shot at a timeA hard cut. It is a match cut, forced

Most of the time, the answer is a look plus a reference pack.

Both are free, neither costs any time, and between them they give you shots that are graded alike and contain the same person and the same product, which is what most ads want. A look with no chain is a lot that cuts freely, and cutting freely is what an ad does.

What a chain actually costs

A chained shot needs the previous shot’s finished take to exist before it can even be submitted, because that take’s last frame is its first frame. That single fact produces all of the following:

  • Rendering a lot queues only the shots that are ready and reports the rest as waiting. It does not queue the chain and hope, that would be a race, where a downstream shot either fails or quietly chains from a stale take.
  • Each render releases one link. A six-shot chain is six rounds end to end, so the wall clock is the sum of the shots rather than the longest of them. An unchained six-shot lot is one round.
  • Each round is its own approval and its own charge. There is no single moment where the lot’s whole price is committed.

The quote for a chained lot is not the price of the lot

This is the sentence people get wrong in front of a client, so it is worth reading twice.

A dry run prices the shots that could render now. A chained shot cannot render now, its source has no finished take, so it is not in the estimate and not in the count. A six-shot chain with shot one ready quotes one shot.

The brief says so, on its own line, and that line is easy to skim past. Read the count of chained shots beside the money before repeating the money. To price the whole thing, quote each shot individually. That is the one door that will price a chained shot at all.

The chain is a position, not a link

By default, “continue from the previous shot” means the shot before me in sort order, resolved at render time. Nobody wrote down which shot that is.

So reordering a lot silently re-points every unpinned chain in it, and inserting a shot in the middle re-points the one after it. The lot renders without complaint and the joint is between two shots you did not pair. Pin the source to a named shot when it matters, that survives a reorder, and it also lets a chain skip a shot.

Point a pin at an earlier shot. Rendering walks the lot in order and only ever sees earlier shots as finished, so a source further down the list leaves the shot waiting forever.

Three ways a chain quietly does not work

SymptomCause
The first shot never renders and never errors. It just sits thereIt is set to chain, and there is nothing before it. The brief calls this out as unrenderable rather than as ordinary progress, because it looks exactly like “not started yet” and will wait forever
The shot is released, then fails at submitIts source is a still. A still’s finished take counts as done to the scheduler and has no last frame
Nine good shots will not queue because of one settingA model that cannot start a clip from another shot’s last frame is refused rather than rendered unchained, and in a batch, one refused shot refuses the whole run

What the chain opens on

Not “the previous shot”. The previous shot’s mounted take, the winner, and, if nothing is mounted yet, its newest surviving take.

Which has a consequence worth having ready: choosing a different winner on shot 2 changes what shot 3 will open on. Mount the take you meant, then render shot 3. Mounting afterwards does not retouch a shot 3 that has already rendered; it only changes what the next render inherits.

When a chain is the wrong answer

Chaining is a match cut, forced. The new shot begins on the exact frame the old one ended on, so the two shots share a picture. That is right for a continuous beat, a hand keeps moving, a camera keeps pushing, the room stays the room. It is wrong wherever the film is supposed to cut:

  • A hard cut between scenes. New location, new time of day, a jump from the product to the person. The chain will faithfully begin the new scene on the last frame of the old one, and it reads as a dissolve nobody asked for.
  • Alternative openings. Three versions of a hook are three candidate first shots, not a fourth beat.
  • A shot that must open on a specific picture, a packshot, a logo end card, a creator plate. Set the opening frame explicitly instead; its whole job is that the opening is not inherited.

If you set an explicit opening frame, set continuity to none in the same breath. The frame overrides the chain at render, but the scheduler still reads the chain, so the shot waits for a predecessor whose frame it will never use.

Holding a face without serialising the lot

A prompt describing a person renders a different person every time. What actually holds one face or one bottle across four clips is a reference on every shot, and unlike a chain, references cost no time at all, because the shots still render in parallel.

The send order is decided for you, and it is not the order you attached them: creator first, then the product map, then the packshot, then oldest. That matters because a model with a small reference limit takes the front of the list and drops the rest, so the face survives and the prop is dropped, rather than the other way round.

Check the reference count on the shot. An empty error list is not proof that anything attached.

Fixing shot 3 without re-rendering the lot

  1. Read shot 3’s settings beside shot 2’s. Same provider, same model, same aspect, same resolution? A mismatch there explains more “continuity” complaints than any continuity setting does.
  2. Decide which lever failed. Wrong grade is the look. Wrong person or product is the references. Wrong join, the room jumps, the hand teleports, is the chain.
  3. Change that one thing and re-render that one shot. Shots 1, 2, 4 and 5 are untouched. That is the point of a lot.

Set the look before the first render. Changing it does not reach takes that already exist, so a look changed halfway leaves every earlier shot disagreeing with every later one.

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