Sci-fi Hologram HUD — Style Prompt

An object is scanned into a glowing wireframe. Target boxes lock onto its parts; each opens in a local exploded view, a leader pulls out, and its number rolls from garbage glyphs into the real value. It may light up, once, into a solid hologram. References (grammar only): the Iron Man / Avengers HUDs (target boxes, callouts, rolling numbers, layered depth); the Oblivion interfaces (one colour, hairlines, space); CAD exploded views. Copy none of their layouts, icons, fonts or colours.

A scene style: it does a practical job (a spec walkthrough, a teardown, a loop screen) for any object with parts. See §11 for the jobs.

1. Essence, and what it is not

The subject is always a line wireframe made of light above a round projector pad on a near-black stage, never a rendered object. Everything reads as scanned data: a scan plane grows the model, parts pull apart along their assembly axes, numbers are computed on screen.

Three depth layers are always present: a background dot grid (slow parallax), the subject with its pad and floor, and the foreground HUD (corner brackets, rulers that parallax faster, status text).

Not a type-driven keynote (dark-keynote), not a drafting sheet (blueprint), not a product render (glass-product). The subject stays a wireframe; it may gain translucent faces once, and even then the lines stay on top.

2. Materials & rendering

3. Colour logic

4. Type & subtitles

5. Motion quality

6. Camera grammar

An orbit camera (yaw, pitch, distance, narrow fov) with a screen position for the target, so the subject can sit beside text. A vocabulary, not a route. Opening and ending come from the topic.

Move Expresses Can serve
High 3/4, slow orbit craning down Examination; a scan plane reads as an ellipse a scan-in; a survey
Top-down plan view Layout, order a parts inventory; an assembly sequence
Eye-level profile, locked The object as it stands in use a height; a before/after
Push-in, then drift, 3/4 This part matters; internals come towards the lens the key spec; a flaw
Whip following the target box Attention jumps to the next part a list of parts
Orbit around a part's own axis Axial structure only reads in rotation rotors, stacks, hinges, lenses
Lateral dolly along a long part Length, a path a beam; a cable run
Pull back + loupe (frame in frame) Where (wide) and what (loupe) small parts; a sensor
Crane to eye level or back up Status change: the object stands up or settles a transformation; scale
Turntable 360° Every side a whole object; a symmetry
Nearly static, slow dolly Reading time without a dead frame a spec sheet; a checklist

Framing: the subject is ≥ ⅓ of frame height at every key moment. Cards on one side, the chip rail on the other, subtitles bottom centre, a loupe above them: never colliding. Shorten explode vectors rather than fly a piece into text.

7. Sound palette

8. Native moves

Each move serves information, not story. A menu: use the ones your film needs.

9. Pitfalls of the medium

10. Engine

demo/engine/holo.js (wireframe engine: projection, scan, explode, Fresnel faces, glow, pad, scan plane, normalizeModel, modelFromPath to extrude any 2D path), demo/engine/hud.js (theme, plate, target box, leader, rolling text, spec card, chip, marker, beam, subtitle, chrome, glitch), demo/models/mkmodel.mjs (primitives: tube, ring, disc, box, wheel, cells…). Models are normalised on load, so cameras work for any object. API, model format and an example: DEMO.md.

11. Variation space

You decide the object, its model, which parts and in what order, the opening, the ending, the camera path, the colours, the pacing and the music. Use cases are grammar for the order and duration of information; build your own timeline from the user's facts.

Use case Information order Hold per layer Length
Spec walkthrough Name + tagline → one spec per part (label, value, unit, detail) → weight / price → CTA Title ≥ 5 s; value ≥ 2.5 s, then docked; final sheet ≥ 3 s 30–40 s, 2–5 parts
Loop screen Name → 3–5 specs → CTA, no voice; last frame = first 3 s per spec, 5 s final 20–30 s loop
Teardown Part → what it does → one number; internals only when opened 4–6 s per part 40–60 s
Upgrade Part → old value (dim) → new value (accent); old part scan-erased, new one scanned in 3 s per upgrade 20–30 s
Assembly order Step number → part name; parts snap home one by one one bar per part 20–40 s

All far from our demo:

Swapping demo/content.json and rebuilding is a technical check that the engine re-flows, not a way to make a film.


How our demo was made (story, shots, score, end card, build, content fields): DEMO.md. Read it after your treatment exists.