# SpriteDX - Shot Detection 3

In previous posts, we looked into various methods to do shot detection. We then switched to collecting data for validating method.

We collected 256 samples of multi-shot animation and used TransNetV2 to detect shot boundaries automatically, then reviewed each sample to correct any mistakes.

![](https://cdn.hashnode.com/res/hashnode/image/upload/v1761075506454/93f0f264-b142-4540-b8bc-2129c69a4e4d.png align="center")

![](https://cdn.hashnode.com/res/hashnode/image/upload/v1761075462986/b9adb901-9e3a-4bec-bd0d-4958b9c03374.png align="center")

After doing this, we realized that for 3-shot generations using Seedance, it clearly emerged that the shot boundaries are statically decided.

All of the correctly generated samples with 121 frames had:

* Shot 1: \[0-40\]
    
* Shot 2: \[41-80\]
    
* Shot 3: \[81-120\]
    

So, basically, for Seedance 1 Pro. It really doesn’t make any sense to “detect.“ We simply have to divide the frames evenly and we should have the best shot boundaries.

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Without having collected data and doing some human labeling, I don’t think I would have realized this. So, perhaps it is more important to collect and study the data first rather than hypothesiszing.

— Sprited Dev 🌱
