Frame two characters in a conversation so both stay on screen with room to spare
When the camera moves in on a talk between two characters, a fixed zoom cuts off one of them as soon as they stand far apart, and an automatic one can zoom in absurdly close when they stand together. Here is how to centre and size the view with sensible limits.
Why this works
Framing is a shopping list of what must stay visible. Take the middle of the people, work out how much zoom each direction allows once a margin of real screen space is kept, and use the tighter one, so nobody is cut off.
When not to use it
Skip it when more than two characters speak, or when the scene needs a fixed view for a mood or a joke, such as a wide shot that makes someone look small. Frame those by hand, or follow whoever speaks.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 33 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Frame two characters in a conversation so both stay on screen with room to spare" (read_entry conversation-camera-frames-both-speakers) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP