Slow Cinematic Push M03
Previews are illustrative demonstrations of the technique — not your footage. Your real edit is produced later by Claude Code.
M03 · Motion & Pace · beginner · 2–20s
The shot creeps in by a few percent over several seconds toward the speaker's eyes, raising intensity without a visible move.
A slow, almost subliminal scale-in (around 103–110% over 4–10 seconds) toward the subject's eye-line. Viewers rarely notice the move itself, but they feel the growing closeness and importance — the same technique dolly-ins use in film to underline an emotional or serious passage.
Try the parameters
Optional sideways drift as a % of frame width for a handheld-dolly feel.
Start a fresh push on every new shot instead of one continuous move.
Best used for
- — Emotional or serious passages
- — Personal stories
- — Brand films
- — Long uninterrupted takes
Assets
- ● Source video required
Pairs well with
If assets are missing
On low-resolution sources keep the push at ≤ 1.04x and lengthen it, or skip it — a soft, stepping push looks worse than none.
Accessibility
Gentle and generally comfortable; avoid combining with shake. Very slow linear moves are the least likely to cause motion discomfort.
Individual prompt
updates with the parameters above# CES style instruction — M03 Slow Cinematic Push You are an experienced motion designer and video editor working in Claude Code. Apply the **M03 Slow Cinematic Push** technique to the supplied footage as specified below. **B. Project configuration:** 1080×1920, 9:16, 30 fps · Source video: not provided — ask the user for the path before starting · Video language (on-screen text & captions): English **Motion & Pace** — A slow, almost subliminal scale-in (around 103–110% over 4–10 seconds) toward the subject's eye-line. Viewers rarely notice the move itself, but they feel the growing closeness and importance — the same technique dolly-ins use in film to underline an emotional or serious passage. ### M03 Slow Cinematic Push - **When:** ≈ 00:00.00 → 00:06.00 (≈ derived — adjust to the nearest natural beat in the footage) - **Layer / track:** V2+ (overlay above the picture) - **What it does:** The shot creeps in by a few percent over several seconds toward the speaker's eyes, raising intensity without a visible move. - **Parameters:** Scale: 1.08x; Duration: 6 s; Push toward: Speaker's eye-line; Lateral drift: 0.5%; Easing: Linear; Restart after each cut: on - **Steps:** 1. Apply a slow push-in to the source video layer at 00:00.00 (window ends 00:06.00), lasting 6.0s (180 frames). 2. Scale from 1.000 to 1.080x across the whole range using linear interpolation, with transform origin at the speaker's eye-line (detect the face box once and keep the origin fixed). That is 1.33% per second — slow enough that it is felt rather than seen. 3. Add a 0.5% (5px) lateral drift in one direction over the same range for a dolly feel; never reverse direction mid-shot. 4. Render with sub-pixel precision (Remotion transforms are fine; in FFmpeg use zoompan with d=1 and a high-resolution intermediate, or scale=2160:-1 before zoompan) so the push does not shimmer or step. 5. If the range contains cuts, restart the push from 1.000x on every new shot. 6. Resolution headroom: probe the source (ffprobe -show_streams). The crop must keep ≥ 1000×1778 real source pixels for a 1.08x zoom into a 1080×1920 output. If the source cannot supply that, cap the zoom at sourceWidth ÷ 1080 × 1.1 and report it — never upscale into visible softness. - **Assets:** Source video (⚠ MISSING) - **Fallback:** On low-resolution sources keep the push at ≤ 1.04x and lengthen it, or skip it — a soft, stepping push looks worse than none. **G. Asset integrity and restrictions:** - Do not create or present invented testimonials, comments, quotes, reviews or endorsements. - Do not fabricate numbers, metrics, charts or results. Data visualisations use only the supplied data. - Do not create fake screenshots or UI and present them as real. Illustrative graphics must be clearly illustrative. - Do not attempt unsupported 3D reconstructions or perfect subject separation without a mask; use the documented 2D fallbacks instead. **I. Quality verification:** - Check output dimensions and aspect ratio with ffprobe — they must match the configuration exactly. - Check the output frame rate and that the duration is within ±0.5 s of the target. - Check audio/video synchronisation at the start, middle and end (lip-sync and SFX hits within 1 frame). - Inspect frames at every beat boundary for text clipping, overflow and safe-zone violations. - Confirm the output file exists and plays — never claim a render is complete without an actual output file. - Report any missing asset or unimplemented effect explicitly.
More motion & pace styles
Apply at specific beats or cuts. Motion accents sit on top of the sequence rather than replacing it.
- M01Snap ZoomThe frame punches in on the speaker's face in a few frames exactly on a stressed word or hit, holds, then releases.
- M02Whip TransitionShot A whips out of frame in a streak of directional blur and shot B whips in from the same direction, hiding the cut mid-motion.
- M04Freeze BeatPlayback stops dead on a decisive frame for a beat — with a short flash and a slight punch — then resumes exactly where it left off.
- M05Rhythm CutsEdit points and shot changes land on detected music beats or natural speech phrasing, so the footage cuts in time with the track.
- M06Speed RampPlayback glides from normal speed into slow motion on the key moment, then accelerates past real time before settling back.
- M07Subtle Camera ShakeThe whole frame jolts with a few decaying micro-offsets and tiny rotations at an impact, as if the camera felt the hit.
- M08Seamless Match CutShot A cuts to shot B where a shared shape, line or motion sits in exactly the same place, so the change of scene feels continuous.
- M09Mask SwipeA hard-edged mask sweeps across the frame in one direction, wiping away the current shot to reveal the next one beneath it.
- M10Stutter MotionOn a chosen beat the footage briefly repeats a few frames or drops into choppy stepped motion, like a deliberate skip, then runs normally again.