返回提示词库

Seedance 2.5 提示词

探索 AI 模型提示词,按模型分类浏览、预览示例,复制提示词开始创作。

共 21 条提示词

Seedance 2.5

Youth Racing Anime Film

Action & Anime

A 30-second cinematic youth-racing story short, 2D animation style. The protagonist is a teenage rider, racing a motorcycle in a high-level competition. The overall style is hot-blooded, youthful, emotionally intense, and strongly cinematic, with a complete dramatic structure and a clear emotional arc. The whole film uses only two camera moves: high-speed tracking and slow-motion orbit. Dialogue is minimal, appearing naturally like fragments of memory, the tone sincere, gentle, and restrained, no slogans, no over-sentimentality. No sense of disaster, no negative expression, no exaggerated sci-fi. The focus is on the love, support, fight-back, and growth within youthful racing. 0s to 5s: A dusk racetrack, a high-speed intense racing opening. The camera hugs the ground in high-speed tracking of the teen's motorcycle, tires grazing the track's edge line, the bike roaring, the wind sharp, the atmosphere tense and fervent. The teen is fully focused, the setting sun drawing sharp highlights across the bike's metal shell. 5s to 9s: After entering a key corner, the teen is suddenly overtaken by a rival. The high-speed tracking keeps pushing forward, the image conveying the pressure of a dropping rank and a disrupted rhythm. A close-up inside the helmet shows a brief daze, tightening breath, slight wavering. The teen says quietly: "Can I still catch up..." 9s to 14s: The teen falls behind, breathing heavier, his emotions sinking into a low point. The race doesn't stop, the bike still racing forward at high speed. The image begins to flash back to warm memory fragments amid the high-speed riding: as a child learning to ride, someone steadying him from behind; his father adjusting his helmet, the motion careful and quiet; before the finish line, a gentle smile watching him; on a dusk slope, the silhouettes of figures walking side by side. These memories are all presented with golden backlight, soft slow motion, and a fragmented feel. 14s to 18s: The music gradually turns from oppressive to uplifting. Restrained, gentle voices come from the memories: "Don't be afraid - I'm always here." "Stay steady. And look forward." The teen's gaze refocuses, his breathing slowly steadying, his emotions shifting from wavering to resolute. 18s to 23s: The teen regains his belief, accelerating with all his strength, fighting back with precise cornering lines. The high-speed tracking conveys the power and control of the bike leaning into the corner, exiting the corner, and closing in on the lead car. The teen says quietly but firmly: "I won't stop here." 23s to 27s: Ahead appears a rising stretch of track, the teen sprinting at full speed into the setting sun. The image keeps only the sound of breathing, the engine, and the continuously rising music, with no more extra dialogue. The bike launches into the air on its momentum, entering a stunning slow motion. From deep in his memory comes one last gentle voice with a smile: "Go on." 27s to 30s: The camera makes a slow-motion orbiting close-up around the airborne bike, pushing the hot-blooded, gentle, free, soaring-upward emotion to its climax. Flowers bloom behind in a special effect, then "seedance" appears, see [reference image 1].

试用查看详情
Seedance 2.5

Samurai Trailer With a 30-Second Timeline

Action & Anime

方向性 甲冑と馬のディテールを高速で見せながら、後半で騎馬武者として完成させる。 前半は緊張感、後半は疾走感。 全体は映画予告編のような迫力のあるテンポで展開する。 0.0〜2.0秒|強い導入 映像 黒画面から、金色の兜の前立てだけが強い光を受けて浮かび上がる。 カメラ 超クローズアップ。 兜の中央から始まり、0.8秒ほどで急速にプッシュイン。 演出 金属音に合わせて一瞬だけ白くフラッシュ。 すぐに暗転せず、そのまま次のカットへハードカット。 2.0〜4.0秒|面頬と眼差し 映像 黒い面頬、目元、兜の下の影を見せる。 カメラ 左斜め下から右上へ高速スライド。 途中でごく短いスピードランプ。 ポイント 顔全体を長く見せず、目元と面頬の質感で強さを出す。 4.0〜6.0秒|刀の準備 映像 右手が刀の柄を強く握る。 鞘と金具がわずかに揺れる。 カメラ 腰元のマクロショット。 刀の柄に沿って横方向へ高速トラッキング。 演出 金属が擦れる短い効果音。 完全な抜刀はまだ見せない。 6.0〜8.0秒|馬の登場 映像 馬の前脚が地面を踏み鳴らす。 砂や土が飛ぶ。 カメラ 地面すれすれのローアングル。 蹄を追いながら前方へ移動。 演出 蹄の着地に合わせて画面を小さく揺らす。 8.0〜10.0秒|馬の顔と手綱 映像 馬が鼻息を吐き、首を振る。 手綱が張る。 カメラ 馬の顔の斜め前から、首筋へ高速パン。 最後に鞍で止める。 ポイント 馬全体ではなく、顔・首・鞍を連続的につないで見せる。 10.0〜12.5秒|侍と馬が同じ画面に入る 映像 侍が馬の横に立ち、左手で手綱を取る。 カメラ 足元から開始し、兜まで一気にティルトアップ。 最後に少し引いて、侍と馬の全体像を見せる。 演出 風で甲冑の紐、馬のたてがみ、布が揺れる。 12.5〜15.0秒|騎乗への移行 映像 侍が馬へ乗ろうと踏み込む。 カメラ 侍の背後から高速で接近。 身体が画面を大きく遮った瞬間に、騎乗後の画へ切り替える。 重要 実際の騎乗動作を全部見せない。 身体、旗、砂埃などを画面いっぱいに入れて、自然に状態を切り替える。 15.0〜18.0秒|騎馬武者の完成 映像 侍が馬上で手綱を握る。 馬がゆっくり歩き始める。 カメラ 馬の左側面から並走するミディアムワイド。 少しローアングルで、騎馬武者を大きく見せる。 演出 ここだけ一瞬テンポを落とし、完成した姿を見せる。 18.0〜20.5秒|正面突進 映像 馬が歩行から速歩へ移行し、正面へ向かってくる。 カメラ 正面ローアングル。 カメラは後退しながら馬を追う。 ポイント 馬と侍を画面中央に固定し、背景だけが高速で流れるように見せる。 20.5〜23.0秒|横方向の疾走 映像 騎馬武者が画面左から右へ駆け抜ける。 カメラ 高速サイドトラッキング。 一瞬だけ馬の脚、甲冑、刀をクローズアップで差し込む。 編集感 0.5〜0.8秒の短いカットを3つ入れる。 馬の脚、侍の手、甲冑の揺れ。 23.0〜25.5秒|抜刀 映像 侍が右手で刀を抜く。 刀身が光を反射する。 カメラ 右斜め前から半円状に回り込む。 抜刀と同時に速度を上げる。 演出 刀身が画面を横切った瞬間にワイプのように次のカットへ移行。 25.5〜28.0秒|ヒーローショット 映像 丘の上で馬が立ち止まり、侍が刀を構える。 背後に朝日、霧、旗。 カメラ 背後の低い位置からゆっくり上昇。 騎馬武者をシルエット気味に見せる。 ポイント ここは高速ではなく、2.5秒かけて余韻を作る。 28.0〜30.0秒|締め 映像 侍が刀を下ろし、馬が一歩前へ出る。 砂埃が画面を覆う。 カメラ 正面のミディアムロング。 最後の一歩に合わせて急速にプッシュイン。

试用查看详情
Seedance 2.5

Hand-Drawn Emotional Chain Reaction

Action & Anime

Core Style: Fast, vivid, unstable. Fully hand-drawn with rich organic textures. Every transition is fluid and natural—never rigid or mechanically cut. The entire frame, including the background, remains in constant motion, driven simultaneously by emotion, gravity, and heat. Every frame should feel alive, unpredictable, and physically reactive. [0–7.5s: Origin and Chain Reaction] [0–1.5s] A central abstract figure erupts into violent motion. Its emotional color core radiates outward as irregular pulsating waves while its silhouette tears apart in multiple directions. The background bends around the figure like compressed soft paper. Fine hand-drawn textures crawl rapidly across the entire frame, moving significantly faster than the figure itself, creating intense tension between body, skin, and surface. [1.5–3s] The separated contours accelerate into nervous linear forms. The figure's colorful core stretches into sharp ribbons and liquid stains. Some ribbons snap backward while others whip violently forward, leaving trembling trails behind. Empty spaces between movements ignite into new forms that emerge to fill emotional voids. [3–4.5s] Every shape surges diagonally across the composition. One massive form folds like fabric, revealing layered textures of grain, chalk, wet ink, scratched paint, and rough pigment beneath its surface. The background folds together with it, twisting into entirely new color fields. Smaller forms are dragged into constantly evolving speed lines. [4.5–6s] The image fractures into four emotional forces: calm, violence, vulnerability, and ecstasy. Each absorbs color from the others. Shadows appear before their objects, behaving like prophecies. The original forms chase these shadows, but the shadows mutate faster—becoming brighter, thicker, and more dominant until they surpass the objects themselves. [6–7.5s] A rapid chain reaction begins. Colliding forms generate visual motifs derived from the reference imagery: fragments, symbols, silhouettes, stains, and expressive linework. These newly born motifs accelerate in different directions. Frozen traces solidify into new entities before melting again and splitting into tiny emotional echoes. --- [7.5–15s: Compression and Extreme Transformation] [7.5–9s] The entire frame collapses toward an invisible point beneath the center. Every visual layer compresses inward at a different speed. Maximum compression lasts for only one frame before exploding upward and outward with vertical smears, shaking outlines, and exaggerated overshoot motion. Every element vibrates before settling into a completely new position. [9–10.5s] Textures migrate between forms. Dry rough textures sharpen previously fluid shapes into angular structures. Liquid textures soften rigid forms until they sag and drip. Luminous colorful textures dissolve into the background, causing the environment itself to pulse rhythmically. Every object changes behavior according to the texture it inherits. [10.5–12s] A massive rotational force sweeps across the frame. Every form flips, inverts, or turns inside out, exposing hidden reverse sides possessing qualities of hands, hooks, flames, or waves. Every collision triggers escalating chain reactions, transforming the entire visual world into an entirely new emotional reality. [12–13.5s] All boundaries dissolve. Forms merge, repel, and merge again, generating hybrid entities that inherit the colors and movement of their predecessors while becoming completely different beings. The background pushes forward into the foreground, becoming part of the forms themselves while releasing new shapes from within. [13.5–15s] Every previous process returns simultaneously at maximum intensity: contour separation, color bleeding, texture migration, and shadow-leading motion. Every frame is densely packed with intentional visual impact, fully absorbing and reinterpreting every reference element introduced earlier. --- [15–22.5s: Fragmentation and Neurotic Storm] [15–16.5s] The storm collides with an invisible barrier. The center explodes into countless shards of water-covered broken glass. Within each fragment, glowing spiral irises rotate violently, generating centrifugal force that stretches and tears at the shard edges. Neon magenta and electric blue leak through every crack. [16.5–18s] The fragments fuse into overlapping collaged human faces. The faces are composed of purple stains, scratched paint, and rough pigment. Their expressions oscillate continuously between terror and ecstasy. Jagged lightning-like lines pierce through them like exposed nerve fibers, violently stitching the faces together. [18–19.5s] Color saturation reaches its peak. Electric blue lines solidify into physical cables stretching throughout space, twitching uncontrollably while releasing neon magenta sparks. The compressed paper background burns away, transforming into a charred, granular carbon-black surface. [19.5–21s] Gravity reverses. Liquid elements such as water droplets and wet ink surge upward while broken glass continues falling downward, producing intense visual tearing. Vertical smears appear along the edges of the frame as though an unseen force is physically wiping the entire animation off the canvas. [21–22.5s] Every form is pulled into countless miniature spiral-iris black holes. The irises rapidly expand until they dominate the entire screen, spinning at an increasingly suffocating speed. The rough tactile quality of chalk and dry brush textures contrasts violently against the brilliant electrical center, creating overwhelming sensory overload. --- [22.5–30s: Aftershock and Eternal Echo] [22.5–24s] The giant iris evolves into pulsating biological tissue. The image breathes with a neurotic rhythm. Hidden symbols and textures appear and disappear beneath muscular contractions. Paint seepage creates convincing depth, as though layered across multiple transparent sheets of film. [24–25.5s] The animation enters an intense high-frequency vibration. Every object freezes in place while its edges oscillate violently like strings stretched to their breaking point. Violet shadows crawl across every surface, attempting to consume the remaining light. [25.5–27s] Rainbow-colored glass fragments and water droplets sweep across the frame like rain, refracting and distorting everything behind them through lens-like optical effects. Colors become heavy fluid masses that sink downward, leaving behind anxious, restless linear marks. [27–28.5s] The entire composition collapses into a single glowing horizontal jagged line. The background becomes a dark neon field filled with coarse grain. The line contains all accumulated energy, twisting violently while alternating flashes of electric blue and neon magenta pulse across it. [28.5–30s] The glowing line disintegrates into hand-drawn dust particles that drift rhythmically across the screen before gradually reassembling into one enormous blurred luminous silhouette. The final frame ends with tiny blocks of color continuing to vibrate subtly, leaving behind an everlasting emotional aftershock.

试用查看详情
Seedance 2.5

IMAX Golden-Hour Field Operative

Action & Anime

Prompt 👇 Jan: tall slim, round red glasses, earpiece right ear, gloves, harness. Tone: IMAX anamorphic 2x, golden hour. Hard low sun on wet concrete, deep blue shadows, backlight, horizontal blue flares, saturated epic grade. Never grey or flat. CAMERA: low angle nearly every beat. Crash zooms, straight tracking, tilts. NEVER orbit or arc. Smooth motion, natural blur, 24fps, no stop motion. Jan never looks into the lens. AUDIO: Renteria only by radio, thin, tinny, filtered, click each side. Jan answers out loud. SFX only: wind, rotor, rope, fabric. NO MUSIC, no subtitles. 0-6s Ground-level low angle, sun flare on puddles. Crash zoom to Jan's hands snapping the case shut, tilt up to earpiece and face, front to camera. Renteria, urgent: "Treinta segundos, Jan. Cincuenta referencias. Una sola toma. Tienes que mandarlo ya." 6-9s Low angle into the sun, camera tracks back ahead of Jan. He lifts the case: "Enterado. Voy por el." and runs. 9-12s Water-level low angle. Jan sprints over the camera, jumps a duct, gold spray on the lens. Renteria: "Cuando te subas, abres tu Capcot y lo generas ya." 12-15s Low angle on Duarte, rim lit. Crash zoom: "Pense que llegabas mas tarde." 15-18s Low angle, helicopter drops into a low hover, rotor wash blasting gold spray. Jan steps up through the door. 18-21s Cabin, over the shoulder behind Jan. He opens the case revealing the laptop, screen square to camera. Push in as he presses Generate. 21-25s Jan clips a rappel line to his harness, grips it with both gloved hands, kicks off the skid and swings out over the facade. Camera whips down with him into a fast controlled descent, boots striking the glass, sunlight tearing past. 25-30s Epic finale. Mid descent Jan yanks a second rope hard. The giant banner bursts open beside him and unrolls floor by floor, snapping taut. He lands on his feet in the plaza. Crash zoom out to a vast skyline wide, the full banner reading ESTO ES SEEDANCE 2.5 above him, helicopter rising into the sunburst.

试用查看详情
Seedance 2.5

Aerial Storm Action Spectacle

Action & Anime

30-second cinematic aerial action spectacle, breathtaking high-budget feature film, ultra-dynamic editing, fluid aerial choreography, premium cinematic visuals, seamless kinetic camera movement, aggressive speed ramps, rapid match cuts, whip pans, rotating camera moves, dramatic perspective shifts, cinematic lens distortion, volumetric storm clouds, ocean spray, glowing tracer lights, smoke trails, sparks, flying debris, colossal scale, emotionally epic, no dialogue. 0–5s Dark storm clouds gather above a vast open ocean. A colossal armored battleship cuts through enormous waves. Far above, a lone high-performance fighter aircraft emerges from the clouds. Extreme close-ups. Pilot visor. Hands on the controls. Jet intake vibrating. Radar display glowing. The camera alternates between immense aerial vistas and intimate cockpit shots. Complete silence. 5–10s The fighter rolls onto its wing and dives toward the ocean. The camera races only meters from the aircraft before instantly switching to first-person cockpit views, impossible wing-mounted perspectives, sweeping aerial fly-bys and dramatic low-angle shots skimming above the waves. The ship rapidly grows larger. The engines reach full power. 10–15s A breathtaking aerial montage. The fighter slices between towering smoke columns and dense clouds. Bright streams of tracer light streak across the sky. The aircraft performs impossible barrel rolls, high-G turns and vertical climbs while the camera continuously rotates around the fuselage. Speed ramps amplify every maneuver. 15–20s The fighter skims just above the ocean surface. Towering walls of spray rise behind it. It climbs sharply over the battleship's deck in one uninterrupted shot. The camera dives beneath the aircraft, then whips upward through drifting smoke, sparks and sunlight breaking through the storm. Everything feels impossibly fast. 20–25s The sequence reaches maximum intensity. The aircraft circles the massive vessel at incredible speed. Towering water plumes erupt around the ship. Clouds swirl overhead. The camera jumps between ultra-wide aerial compositions, intimate cockpit close-ups, spinning chase shots, dramatic slow-motion fly-bys and impossible orbiting movements around both aircraft and ship. Every cut increases the spectacle. 25–30s Everything suddenly slows. The fighter climbs vertically through the storm clouds into brilliant sunlight. Far below, the gigantic battleship disappears beneath drifting mist and shimmering ocean reflections. The camera pulls rapidly upward into an immense aerial shot revealing endless sky and sea stretching to the horizon. Hard cut to black. Sound design: soaring cinematic orchestra, thunderous percussion, deep brass, roaring jet engines, rushing wind, ocean waves crashing against steel, atmospheric echoes, powerful fly-by whooshes, subtle sonic booms, cinematic bass swells, brief silence before the final climb, overwhelming orchestral finale.

试用查看详情
Seedance 2.5

Cartoon Bulldog vs Live-Action Boxer

Action & Anime

Use Image 1 for the large muscular cartoon bulldog boxer, Image 2 for the live-action Caucasian American boxer, and Image 3 for the vintage arena, ring, crowd, and lighting. Create an intense 24-second boxing sequence in 10 shots. The bulldog remains a hand-drawn 2D character inspired by 1969 American TV cartoons, keeping the same face, proportions, red gloves, and striped shorts. Never make him realistic. The human boxer remains fully photorealistic. Style: heated live sports documentary broadcast. Handheld ringside cameras, reactive pans, imperfect reframing, small zoom corrections, natural shake, motion blur, focus breathing, faded 35mm colors, soft lens bloom, subtle gate weave, and naturally changing film grain. No frozen grain or fixed texture. Strong white spotlights illuminate the ring. The crowd is darker but visible and constantly reacting. Crowd cheering continues from the first frame to the last: shouting, applause, whistles, and stomping. Reactions grow louder after major punches. An excited male English commentator speaks continuously. No music. Each numbered shot is one continuous camera take. The camera may pan, track, dolly, or reframe, but must not jump to a new position inside the same shot. Comic effects must resemble authentic 1969 American comics: imperfect hand-drawn lines, thick black outlines, red, yellow, white, and black colors, halftone dots, faded ink, and slight print misregistration. Use effects sparingly: SPEED LINES on fast punches. One-frame SMEAR FRAME on the strongest punches. Small IMPACT BURSTS on selected hits. IMPACT FLASH and SHOCKWAVE RING only on the decisive counter and final uppercut. WOBBLE LINES and yellow rotating stars only when the human is badly dazed. Use only these comic sound effects on major clean hits: THWACK! POW! SMACK! WHAM! CRACK! SHOT 1 — 0.0–2.0 High-angle view of the packed arena. The ring is under strong spotlights. Both fighters wait in opposite corners. The bell rings, the crowd erupts, and both walk toward the center as the camera pushes closer. SHOT 2 — 2.0–4.0 Slightly elevated wide shot from outside the ring with ropes in the foreground. The referee steps back. Both fighters raise their guards, circle, and test distance. The handheld camera tracks right. SHOT 3 — 4.0–6.2 Low canvas-level angle. The bulldog throws a jab with brief SPEED LINES. The human narrowly avoids it and counters with a jab that the bulldog blocks. Quick natural pan. No comic text. SHOT 4 — 6.2–8.8 Slightly high-angle shot through the ropes. The human attacks with a combination. A left jab lands with a small IMPACT BURST and THWACK! A right straight follows with POW!, a brief IMPACT FLASH, and a small burst. A left hook lands with only a subtle impact mark. The camera tracks as the bulldog retreats. SHOT 5 — 8.8–11.2 Close handheld shot from the opposite side. The human keeps pressing with short punches. The bulldog blocks several and absorbs one body shot. The camera urgently reframes. The bulldog answers with a short face hook using a small red IMPACT BURST and SMACK! SHOT 6 — 11.2–14.0 Over-the-shoulder from behind the human. The human throws a powerful right straight. The bulldog slips underneath. The camera pans with the missed glove. Without cutting, the bulldog plants his feet, rotates, and launches a right counterpunch with SPEED LINES and a one-frame SMEAR FRAME. SHOT 7 — 14.0–16.8 Tight ringside impact shot. The bulldog’s right straight lands on the human’s cheek in very brief slow motion. His cheek compresses and sweat flies. At contact, show a large IMPACT BURST, white IMPACT FLASH, radial lines, short SHOCKWAVE RING, and WHAM! The effects vanish immediately. Return to normal speed as the human staggers backward. The crowd explodes. SHOT 8 — 16.8–19.2 Slightly elevated ringside shot. The human is badly dazed but standing. WOBBLE LINES and three yellow stars briefly appear. The bulldog lands one body punch without text, then a short face hook with SPEED LINES, a small burst, and SMACK! SHOT 9 — 19.2–21.5 Low diagonal ringside angle. The bulldog throws a compact uppercut with a one-frame SMEAR FRAME. It lands under the chin with IMPACT FLASH, red-yellow IMPACT BURST, short SHOCKWAVE RING, and CRACK! The human falls into the ropes, drops to one knee, and collapses safely. The referee stops the fight. The bulldog steps back. Yellow stars fade. SHOT 10 — 21.5–24.0 Final slightly high-angle wide shot. The referee brings the bulldog to the center and raises one arm. Red-and-white paper streamers fly into the ring. Vintage photographers fire flashbulbs and strong white strobes. The crowd remains standing, shouting, clapping, whistling, and waving hats. The handheld camera slowly pushes closer until the final frame.

试用查看详情
Seedance 2.5

Cyber Skydive Freefall Cut Sequence

Action & Anime

Prompt IDENTITY: @Image1 supplies identity only — face, long black hair, low-brim cap, glossy black bodysuit, segmented cybernetic right arm, circuit tattoos, heeled boots. Frame is one continuous open-sky environment edge to edge. Cuts every 2-3s, no shot over 3s, one camera movement per shot. 0-2s | Worm-eye far below, whip tilt up as she pushes off the spire ledge. [Cut] 2-4s | Macro on her heel leaving the lip, static. [Cut] 4-6s | Top-down on her back, falling with her, hair rips straight up. [Cut] 6-8s | Boot macro, black plates streak in and latch over her shins, static. [Cut] 8-10s | Side track, thigh and hip plates snap shut. [Cut] 10-12s | Cybernetic arm macro, forearm plating extends over it, static. [Cut] 12-15s | Wide, chest harness clamps on, two stabilizer fins fold from her back, push-in. [Cut] 15-17s | Face close-up, a thin dark visor slides from the cap brim over her eyes, locked. [Cut] 17-20s | Extreme wide, geared figure punches the cloud layer, twin vapor spirals. [Cut] 20-23s | Head-down delta dive, fins biting air, hard push-in on her back. [Cut] 23-26s | Ground-level low angle, she swells in frame fast. [Cut] 26-28s | She lands in a deep crouch, cybernetic arm braced on stone, cracks radiate 4m in a spider-web pattern. [Cut] 28-30s | 0.4x slow motion, concentric shockwave ripple distorts the air outward, dust erupts to waist height, she rises into a recovery stance. GEAR: plates arrive as fast streaks from off-frame, each locking with a latch snap and a thin amber seam that fades in 0.4s and lights her skin. Assembly runs 6-17s, one region per shot. PHYSICS: terminal velocity, hair and fabric dragged upward, motion blur on background only, subject sharp, faster after 17s. AUDIO: wind roar climbing, latch snap on each lock, sub-bass on every cut, half beat of silence at 25.5s, air-pressure boom at 26s, rumble tail. STYLE: painterly anime illustration matching @Image1, cel-and-gradient shading, cool desaturated sky.

试用查看详情
Seedance 2.5

Rainy Subway Depot Martial Arts Duel

Action & Anime

生成一段完整30秒、16:9横屏、24fps、写实电影级质感的现代近身格斗视频。使用我上传的两组人物参考图:第一名人物固定为“主角”,第二名人物固定为“敌人”。严格继承参考图中两人的面部、年龄、发型、体型、身高比例、服装、鞋子、配饰和整体气质。全程不得交换身份,不得变脸、改变服装颜色、改变体型或生成第三名参战者。 【核心风格】 参考《一个人的武林》所呈现的现代硬派武术电影气质:动作迅猛、贴身、凶狠,攻防转换极快,拳脚具有真实接触感和明确受力反馈,但不照搬电影中的人物、场景和具体镜头。以高质量ACT动作游戏的第三人称战斗镜头诠释两人对决,摄影机主要跟随主角,位于主角肩后、腰后或侧后方,使观众产生操控主角迎战强敌的沉浸感;关键格挡和重击时,可以短暂切入侧面中景或近景。 视频不要求真正一镜到底,可以在30秒内进行多次自然切镜,但整场战斗必须像一个连续长镜头般流畅。利用人物身体遮挡、立柱擦镜、快速摇镜、撞击震动和动作匹配完成隐形切镜。切镜后必须延续上一镜的动作惯性、人物位置、身体朝向、伤势和攻击方向,禁止瞬移、换位错误、人物突然恢复站姿或摄影机无理由越轴。 【场景】 深夜暴雨,一座已经停运的高架地铁检修站。站厅呈狭长矩形,地面是被雨水浸湿的深灰色防滑地砖,分布少量浅水洼,能够反射冷白顶灯和红色维修警示灯。左侧是一排金属检票闸机和关闭的卷帘门,右侧是半透明钢化玻璃护栏,护栏外能够看到高架轨道、雨幕、车灯和模糊城市建筑。站厅中段有三根粗大的混凝土立柱,柱脚带黄黑警示条,尽头是一段通往废弃站台的短楼梯。 冷白灯管是主要光源,其中两盏接触不良、偶尔闪烁;红色警示灯在墙面提供少量轮廓光。斜吹进来的雨水、潮湿薄雾、地面积水、立柱、护栏和闸机都要参与战斗。场景空间在所有镜头中保持一致,不得随切镜改变门、立柱、闸机和玻璃护栏的位置。 开场时主角位于站厅中段偏左,背后靠近检票闸机,面朝右前方;敌人位于右前方约三米处,背后是玻璃护栏。前半段战斗向站厅深处移动,中段绕过第二根立柱,后半段反向压回闸机区域。除非通过环绕镜头明确展示换位,否则敌人始终位于主角前方,保持清楚的行动轴线。 【动作原则】 动作由现代实战拳法、肘击、膝撞、低位踢击、近身控制、擒拿拆解和短距离摔法组成。主角冷静、精准、动作幅度小,善于格挡后立即反击;敌人力量更大、进攻性更强,擅长连续压迫和贴身撞击。敌人不是等待挨打的木桩,主角也不能全程无伤碾压。主角必须经历一次明显失势和一次危险化解,最后依靠判断和重心控制夺回主动。 每次进攻都必须呈现起点、运行路径、接触点和结果;格挡必须真正改变攻击方向;受击者的头部、肩膀、躯干、脚步和重心按照力量方向产生反馈。禁止隔空挥拳、拳脚穿透身体、没有接触却自行后退、无故旋转、连续空翻、悬浮和夸张飞行。动作速度快,但关键接触点必须清楚,不得用混乱残影掩盖动作。 【0—4秒:敌人抢攻】 第一帧已经处于战斗中,不进行对视、摆造型或绕圈试探。摄影机位于主角右后方约一米,接近肩部高度,采用轻微广角的第三人称ACT跟随视角。主角位于画面左侧偏中央,敌人从右前方快速逼近。前景是主角潮湿的肩膀和抬起防守的手臂,中景清楚呈现双方身体,背景是玻璃护栏、雨幕和城市灯光。 敌人右脚踩入水洼,水花向后飞散,同时右直拳攻击主角面部。主角小幅向左偏头,使拳锋擦过脸侧,左手从内侧拍开敌人手腕,右前臂立即架住敌人跟进的左摆拳。敌人不停顿,顺势用右肩和身体重量向前撞击。主角被迫后退半步,鞋底在湿地面短暂滑动,但立刻稳住。 敌人抬膝攻击主角腹部,主角双肘向内压住膝部,将冲击引向身体左侧,同时右脚切入敌人支撑腿外侧,为反击建立位置。摄影机跟随主角后退,敌人始终处于正前方。动作快速但不使用慢镜头。 【4—8秒:第一次反击】 敌人的膝部被压开,主角手臂从镜头前掠过形成遮挡,自然切换到两人右侧的平行移动机位。采用略低的中景,清楚展示脚步、髋部和拳肘路径。 主角左手控制敌人的右前臂,右拳从胸前短距离击中敌人右侧肋部。敌人的上半身因受力向左收缩,呼吸短暂中断,但立刻用左肘横击主角太阳穴。主角抬右臂挡住肘尖,前臂在碰撞中明显震动;随后转动肩膀,以左肘短击敌人胸口,再用右脚低位扫踢敌人左侧小腿。 敌人的左脚被扫得横移,但用右脚及时撑住,没有夸张腾空。他抓住主角上臂,将主角猛烈推向第一根混凝土立柱。摄影机随主角急速后退。主角后背接近立柱时用左掌撑住柱面卸力,沿柱边旋转躲避。敌人紧随而来的重拳擦过主角肩膀,砸中柱面,产生沉闷撞击、少量灰尘和疼痛反馈,但立柱不得碎裂。 【8—13秒:绕柱追击】 敌人击中立柱时,镜头产生一次短促撞击震动。主角快速绕到立柱另一侧,摄影机紧贴主角背后绕柱跟随。立柱短暂遮满画面,完成隐形切镜。遮挡结束后,主角位于立柱右侧,敌人从左侧追出,两人沿站厅纵深向楼梯方向移动。 敌人连续使用左右直拳压迫主角。主角边后撤边格挡:右掌向外拨开第一拳,左前臂贴住第二拳。敌人第三次攻击改为右腿中段踢击。主角来不及完全避开,只能收紧左臂保护肋部。踢击真实命中护臂,力量让主角向右踉跄两步,肩膀撞上玻璃护栏。玻璃发出沉闷震颤却没有破碎,护栏外的雨夜灯光因撞击产生短暂拖影。 敌人跨步逼近,左手压住主角肩膀,右肘攻击面部。主角在最后一刻低头,肘部从头顶掠过;主角左手抓住敌人上臂,右手控制手腕,尝试将其压向玻璃护栏。敌人凭借力量强行抽臂,以额头短促撞击主角眉骨。主角头部向后偏移,额角出现轻微擦伤,目光短暂失焦。 【13—17秒:主角失势】 头撞形成明确节奏重音。快速切入主角侧面近景,表现接触瞬间、飞散雨水和真实眩晕,随即拉回能够看清全身动作的中景,不使用长时间慢动作。 敌人抓住主角上身,将他从玻璃护栏方向拽回站厅中央,右腿绊住主角左腿,试图完成向前摔投。主角身体倾斜,在倒地前用右脚重新踩稳,并以左手勾住敌人后颈,双方进入短暂贴身角力。 摄影机从主角侧后方环绕约九十度,明确展示两人换位:敌人转到画面左侧,主角转到画面右侧,主角背后变为第二根立柱和闸机方向。敌人以力量将主角压在立柱边缘,进行一次肩撞和一次短膝击。主角用大腿与前臂挡住主要冲击,但仍因疼痛弯腰。敌人抬起右肘,准备从上方向下砸击主角后背。镜头靠近主角肩后,使抬起的肘部在画面中形成强烈威胁。 【17—22秒:危险拆解】 敌人的右肘快速下砸。主角不能凭空躲避,而是在肘击启动时向敌人身体内侧贴近,使肘尖从背后落空。主角左手托住敌人肘关节,右手控制其手腕,以肩膀作为支点向前旋转,破坏敌人的肩线。摄影机跟随主角完成半环绕,背景中的立柱、闸机和警示灯提供清楚的空间参照。 敌人为避免手臂被锁,顺势转身,以左拳反击。主角放开控制,低头闪过拳头,起身时用右肩撞击敌人胸口,将其推离立柱。主角立即以左直拳攻击敌人面部防守,迫使敌人抬高手臂;随后右拳从手臂下方击中腹部,再用左肘短击锁骨区域。三次攻击快速递进,但必须分别清楚,不能生成多条手臂。 敌人后退两步,脚后跟撞到检票闸机底座,随即用右腿横扫主角腰部。主角向前贴近,压缩踢击距离,以左臂承受大腿近端冲击,同时右手环住敌人腰侧,左脚踏到敌人支撑脚外侧。低机位镜头清楚交代主角如何控制敌人重心。 【22—26秒:环境摔投】 主角转动髋部并向斜前方发力,将失去支撑的敌人摔向闸机。敌人的肩背先撞在金属闸机侧面,闸机挡板被撞开并发出刺耳金属声,随后敌人落在湿地面,水花向外扩散。敌人的身体必须表现真实重量,不能轻飘飘飞行或在空中翻转多圈。 摄影机沿敌人落地方向快速俯冲,在触地时转为略高的斜俯视ACT视角。主角没有停下摆姿势,而是跨过被撞开的挡板继续追击。敌人翻身用右脚蹬向主角膝部,主角侧移避开。敌人借蹬腿动作翻滚起身,左手撑地,右脚踩稳,还未完全站直便挥出右摆拳。 主角从拳头内侧进入,左臂贴住敌人右臂,右掌推击敌人下颌。敌人向后仰头卸掉部分力量,同时左拳击中主角侧腹。主角明显收腹受击,却保持贴身距离,用右膝短促撞击敌人大腿前侧,进一步破坏其稳定性。两人呼吸加重,衣服逐渐湿污,但动作不能突然变得疲软。 【26—30秒:高潮反制】 摄影机回到主角左后方约一米的第三人称ACT跟随位置。主角位于画面中央偏左,敌人在正前方,背景保持被撞开的闸机、闪烁顶灯和红色警示灯。 敌人最后一次猛烈前冲,先用左拳虚晃主角面部,真正攻击是右肘横扫。主角没有被虚招骗出大幅动作,而是用右掌压下敌人左手,在右肘接近时向前踏入攻击内圈,左前臂架住敌人上臂,使肘尖从主角脑后掠过。主角抓住敌人后颈,右脚勾住其前脚踝,以肩膀向前下方施压。 敌人重心向后倒去,却抓住主角衣服试图将主角一同拖倒。主角立刻松开后颈,身体向左转出抓握,以右肘从极短距离击中敌人胸口偏肩位置,再用左掌推开敌人上胸。敌人向后撞在已经打开的闸机挡板上,挡板进一步弯曲。敌人半跪落地,一只手撑住湿地,另一只手仍保持防守,没有昏迷,也没有飞出画面。 主角受惯性影响向前半步,迅速重新稳住重心,双手保持防守,没有背对敌人、庆祝或摆胜利造型。摄影机缓慢移动到主角右侧,以主角肩膀作为前景,将焦点落在半跪喘息、暂时失去进攻能力的敌人身上。红色警示灯闪烁一次,远处传来雷声。最后一帧保持双方继续互相锁定的危险状态,让主角暂时占据优势,但为下一段战斗留下自然衔接。 【摄影、画面与声音】 保持电影级实拍质感与ACT游戏镜头的融合。主要采用肩后跟随、侧后跟随和腰部高度移动机位;关键命中使用短暂侧面中景或近景。摄影机移动快速但具有真实重量,不得漂浮、瞬移、疯狂旋转或持续无规则抖动。撞击时只使用极短、低幅度震动,震动方向与力量方向一致。 动作中允许适量运动模糊,但人物面部、手脚和接触点在关键时刻保持清晰。禁止鱼眼、长时间慢动作、子弹时间、冻结画面、速度线、游戏血条、准星、按钮提示和文字UI。ACT感来自主角中心构图、第三人称跟随、空间推进和及时的动作反馈。 超写实皮肤、肌肉牵拉、衣料褶皱、湿润头发、汗水和雨水反射;真实金属、混凝土、玻璃与湿地砖材质。冷蓝灰色为主色,冷白顶灯作为主光,红色警示灯作为局部轮廓光。高对比但保留暗部细节,高光不过曝,地面反射自然。禁止蜡像皮肤、塑料CG质感、噪点、脏污颗粒、锐化白边和压缩色块。 生成严格同步的现场声音:雨击顶棚、远处雷声、脚踩积水、湿地摩擦、衣料摆动、急促呼吸、拳掌击中皮肉、前臂格挡、肘膝碰撞、身体撞柱、玻璃震颤和闸机金属回响。无需对白。音乐仅保留极其克制的低频脉冲,不能盖过格斗音效。 【负面约束】 禁止身份互换、面孔漂移、服装变化、身体比例突变、多余人物、复制人物、多手多脚、关节反折、身体穿透和人物粘连;禁止隔空受击、动作没有惯性、敌人静止等待、无故滑行、瞬移、悬浮、武侠轻功、气功、能量特效、夸张冲击波和墙体爆炸;禁止主角全程无伤碾压,禁止敌人只会挨打;禁止无意义空镜、英雄登场、长时间对视、重复招式和结尾突然黑屏。 最终效果必须呈现清晰的动作结构:敌人强势抢攻、主角短暂反击、绕柱追击、主角失势、危险拆解、重新夺回主动、利用闸机完成摔投和最终反制。30秒全程高强度、无废秒,刺激而不混乱,凶狠但遵守人体力学,摄影机始终以主角为核心。

试用查看详情
Seedance 2.5

WWI Dogfight with Layered Cinematography

Action & Anime

【30 秒一战空战 严格分层镜头版提示词(逐镜头标注摄影参数 + 前景 / 中景 / 背景三层光影,防过拟合) 30 秒高镜头密度一战空中格斗完整故事线,激烈战场硝烟氛围,一战高空漫天混战场景,超大画幅宽银幕,粗颗粒复古胶片质感,黄褐色复古战场影调,21:9 宽银幕,画面全程动态流畅无卡顿,每一个镜头严格区分前景 / 中景 / 背景三层景深,前后景焦距完全不同,杜绝平面前后景同焦画面,彻底避免 AI 过拟合同质化效果。德国双翼战机  德国战机2 ,英国双翼战机  英国战机 ,德军飞行员  德飞行员 ,英国飞行员  英飞行员 。 0-2s:大远景高空俯视 焦距:14mm 光圈:f/5.6。前景:浓密高空硝烟缓慢流动擦过镜头下缘;中景:两架主角双翼战机(德方战机  德国战机2 在后,英方战机在前  英国战机 )一起在云缝里高速俯冲,后机死死咬住前机尾后;背景:数十架一战士战机群在远方天空各处缠斗,拉出密密麻麻白色航迹,厚重铅灰色积云铺满整个天空。自然光硬侧光,光线从侧上方斜切下来,硝烟边缘被阳光打透成半透明金色。 2-4s:驾驶舱中景跟拍 焦距:75mm 光圈:f/2.0。前景:螺旋桨转动拉出动态模糊气流从镜头前扫过;中景:德方飞行员  德飞行员 坐在驾驶舱里猛推操纵杆,头盔风镜反射出前方英方战机轮廓;背景:战机帆布蒙皮机身结构、高空远处模糊的云团轮廓层次虚化。侧逆光打亮飞行员肩线,驾驶舱内部保留暗部细节,浅景深背景完全虚化。 4-7s:机身侧面跟拍中近景 焦距:50mm 光圈:f/2.8。前景:高速气流卷动机翼蒙布线头抖动擦过画面边缘;中景:两架飞机机翼几乎贴在一起,德方战机机枪口连续喷吐出枪口焰,亮白色曳光弹线条连续擦过英方战机机翼蒙皮表面;背景:远处空中其他战机开火的微弱枪口焰光点零散分布在硝烟里。侧顶硬光,机枪开火瞬间枪口焰在机身蒙皮上投下跳动的光斑。 7-10s:机翼破口大特写 焦距:180mm 光圈:f/1.4。前景:飞溅的金属蒙皮碎屑在镜头前景慢动作划过;中景:英方战机机翼表面被机枪子弹击中,帆布蒙皮撕开破口漏出内部钢丝骨架,缕缕白烟从破口处冒出来;背景:远处蓝天和云层被浅景深完全虚化成柔和色块。侧光精准打亮破口边缘撕裂的帆布纤维纹理,暗部保留阴影层次,极致浅景深。 10-13s:飞行员近景特写 焦距:85mm 光圈:f/1.8。前景:高速气流吹动飞行服领口在画面左下角微微晃动;中景:英方飞行员猛拉杆回头看向后方,脸上紧绷全神贯注,快速扳动操纵杆做极限规避动作;背景:驾驶舱风窗外飞速流过的云层完全虚化。侧光半打亮飞行员半张脸,另一半落在硬朗阴影里,浅景深背景完全模糊,突出人物紧绷情绪。 13-17s:极限规避低角度环绕镜头 焦距:24mm 光圈:f/4。前景:地面炸起的橙色硝烟烟尘从画面底部向上翻涌;中景:英方战机侧身几乎 90 度侧翻,大角度转向从德方战机射击窗口里快速滑脱,机翼下方掠过地面一战战壕铁丝网轮廓;背景:远方地平线处数十个地面炸开的硝烟烟柱缓缓升起。侧逆光把战机机身勾出完整金色轮廓,低角度让机身在天空里极具冲击力,中景深只把机身主体拍实,远景硝烟层次自然虚化。 17-21s:高空拉升大远景 焦距:20mm 光圈:f/8。前景:半透明硝烟云团从镜头前缓缓飘过;中景:两架主角飞机一追(德方战机)一绕(英方战机)在高空云团里拉出交叉的白烟轨迹;背景:整片天空布满上百条战斗机拉出的白色航迹线,无数小黑点大小的战机在远景各处互相厮杀,庞大混乱的一战空战战场全貌完整铺开。顶光漫射下硝烟层次丰富,大景深完整收纳前景中景背景三层全部清晰的战场空间,画面纵深感拉满。 21-24s:迎头对冲低角度仰拍 焦距:35mm 光圈:f/2.8。前景:两架飞机高速旋转的螺旋桨扇叶边缘虚化形成动态扇面;中景:双机同时迎头对冲相向飞行,机身快速向镜头逼近,距离飞速缩短;背景:后方整片高空混战的机群轮廓全部虚化散焦。正仰拍逆光,机身被阳光完全勾勒出黑色剪影,只透出机翼轮廓的半透明帆布纹理,前景螺旋桨动态模糊增加速度感。 24-27s:隔舱对视大特写 焦距:100mm 光圈:f/1.4。前景:驾驶舱风窗外晃动的气流波纹虚化在镜头前;中景:两名飞行员隔着呼啸气流在驾驶舱里互相对视一瞬,时间微微放慢;背景:两侧飞速向后流走的天空和云团完全虚化成运动模糊拖影。侧软光只打亮两名飞行员半张脸,背景极致虚化,浅景深把所有注意力锁在人物眼神对视的瞬间。 27-29s:贴脸擦身极高速跟拍 焦距:40mm 光圈:f/3.5。前景:机翼尖擦过的气流扰动在画面边缘形成动态扭曲波纹;中景:两架战机几乎贴脸擦肩而过,机翼尖差几厘米就会相撞,气流吹动机翼表面蒙布剧烈抖动;背景:两侧向后飞速退去的混战战机全部拉出动态运动拖影。追焦跟拍全程只有两架主角战机机身完全锐利,前后运动物体全部带自然运动模糊,速度感拉满。 29-30s:两机反向散开收束大远景 焦距:21mm 光圈:f/5.6。前景:最后一缕高空硝烟缓缓从画面中间飘过;中景:两架反向飞远的双翼机背对着彼此向天空两个方向散开,身后留下两道漫长的白烟航迹,黄昏阳光把机身轮廓镀上一层金边;背景:远方天空仍在持续厮杀的整个战场,漫天航迹和硝烟构成庞大的一战空战史诗全景。黄昏暖橙色侧逆光斜照整个画面,烟的边缘是金的,云层底部是暖橙色,远处战场硝烟带着冷蓝灰调,冷暖对比宽银幕史诗感拉满。 全局约束:全程动作节奏紧凑激烈,一战战机细节完全写实,没有任何现代喷气式飞机,无多余字幕无多余文字,胶片颗粒均匀自然,所有镜头的光圈焦距参数对应生成正确景深分层,严格杜绝前后景同焦平面的扁平化画面,完全避免过拟合 AI 同质化效果。镜头要自然,不要生硬。】全片不要有音乐,不要有文字。

试用查看详情
Seedance 2.5

Anime Opening Continuous Flythrough

Action & Anime

type: anime_opening_continuous_camera_flythrough style: visual: dark fantasy anime, cel-shaded 2D, high contrast, full-color Japanese anime motion_quality: 24fps, 作画枚数多め, メリハリのあるスピードランプ tone: stylish, dramatic, kinetic, elegant, ominous direction: > 日本のフルカラーアニメのオープニング。 高速なカット割りの代わりに、一筆書きのような連続カメラワークで、 複数のキャラクターを次々と捉えていく。 カメラは右へ左へ、上下へ、奥へ手前へと飛び回るローラーコースターPOVで、 一切止まらず、各キャラクターの最も映える瞬間を連続的につないでいく。 各キャラクターのポーズ・表情・背景・空間演出は、 そのキャラクターの性格、武器、属性、感情の核、物語上の役割から 最も魅力的に見える形をAIが自律的に判断して構成すること。 camera: motion: fast forward dolly with lateral drifts, rollercoaster POV, fluid aerial movement core_rule: > no hard cuts, no static frames, no fades. 全編を通して一続きのワンカットとして成立させること。 speed_ramps: > キャラクターのリビール直前に減速し、決めの瞬間で一瞬だけ視認性を確保し、 通過と同時に再加速する。 lens_feel: dynamic anime cinematography, dramatic perspective shifts, strong parallax final_exception: > ラストのクライマックスキャラクター、または集合決めカットの直前のみ、 重みを出すために初めてカメラの運動を極端に緩める、 もしくは短く静止してもよい。 environment_logic: base_space: 無限に広がる異空間ヴォイド variation_rule: > 各キャラクターのリビール区間ごとに、そのキャラクターの属性、感情、 象徴、戦闘スタイル、役割に最も合う環境要素をAIが選んで構成すること。 同じ空間を繰り返さず、毎回異なる空間的印象をつくること。 ただし全体としてはひとつの連続した異空間を飛行している感覚を保つこと。 palette_options: - deep crimson (#5A0000–#8B0000) + cyan mint accents + black shadows - midnight blue void + white petals + silver light - blood red mist + black feathers + gold rim light - violet smoke + shattered glass + cold cyan - 上記をベースに、各キャラクターに合わせて自由に再解釈してよい floating_elements_pool: - petals - feathers - blades - ribbons - chains - shattered glass - ash - sparks - torn paper - ink splashes - crystals - smoke - water droplets - leaves lighting: > dramatic rim light, deep shadows。 光源設計はキャラクターの性格や役割に応じて変えること。 支配的なキャラには逆光や王者のような縁光、 儚いキャラには拡散光、 狂気のあるキャラには不安定な明滅光など、 感情の印象を光で補強すること。 input_characters: description: > 以下にキャラクターのリストを与える。 人数は固定しない。2人でも10人以上でも対応可能。 各キャラクターについて、名前・性格・武器・属性・役割・感情の核・象徴モチーフなどを参照し、 そのキャラらしさが最大化する一瞬を構成すること。 format_example: - name: Character Name role: protagonist / rival / villain / mentor / key figure / support personality: "" weapon_or_power: "" attribute_or_theme: "" emotional_core: "" symbolism: "" priority: high / medium / low reveal_planning: global_rule: > 入力された全キャラクターを、物語の高まりが自然に増していく順に並べ替えてよい。 基本的には、軽め・不穏・謎めいた導入から始まり、 中盤で躍動感と情報量を増し、 終盤で主人公・対立軸・ラスボス・最重要人物へ向けて熱量を上げること。 per_character_rule: > 各キャラクターごとに以下を自動で設計すること: 1. pose: 静止ではなく「動きの最中の一瞬」 2. expression: 感情の核が伝わる表情 3. framing: 最も映えるカメラ距離・角度 4. background_variant: そのキャラに対応した空間演出 5. foreground_wipe: 次のキャラへつなぐ前景通過物 6. motion_relation: カメラに対して向かってくる / すれ違う / 見下ろす / 落下する / 回転する 等 uniqueness_rule: > 各キャラクターで、体勢、シルエット、画面構図、視線方向、背景モチーフ、 前景の抜け、動きのベクトルを被らせないこと。 連続して似た演出を使わないこと。 duration_rule: > 各キャラクターの見せ尺は均一でなくてよい。 priority が高いキャラクターほど、わずかに長く、印象的に見せること。 低優先キャラは短く鋭く見せ、高優先キャラは減速を強めて存在感を出すこと。 character_processing_loop: instruction: > 入力されたキャラクター配列を上から順に機械的に処理するのではなく、 オープニング映像として最も気持ちよく流れる順番に再構成してよい。 それぞれについて以下を判断して映像化すること。 for_each_character: decide: - このキャラは支配的か受動的か - 攻撃 / 防御 / 逃走 / 佇み / 観察 / 詠唱 / 指揮 のどれが最も似合うか - 武器や能力をどう一瞬で象徴的に見せるか - 視線、手、指、髪、衣装、武器のどこを強調すべきか - カメラがそのキャラに向かうべきか、横切るべきか、追い抜くべきか - そのキャラに最も合う背景と前景モチーフは何か output: - pose - expression - framing - background_variant - foreground_wipe - transition_vector transitions: between_reveals: > 花弁、羽根、刃、リボン、鎖、ガラス片、煙、灰、インクなどが 必ずレンズ手前を至近距離で横切り、それをワイプ代わりにして次のキャラへつなぐこと。 rule: > 必ず「前景がレンズを横切る → 空間が変化する → 次のキャラが現れる」 という流れを守ること。 continuity: > 前景ワイプは単なる切り替えではなく、 カメラが本当に次の空間へ飛び込んでいく感覚を生むように使うこと。 climax_logic: final_focus_rule: > 最後の区間では、最重要キャラクター (主人公 / ラスボス / キーパーソン / 物語の中心人物)に到達すること。 そのキャラは他よりも重く、強く、象徴的に見せること。 ending_options: - 最重要キャラクター単体でカメラが初めて止まり、一枚絵として決まる - 主人公の先に最大の敵が現れ、緊張感のある静止に入る - 最重要キャラのあと、短く複数人の集合構図へ流れ込み、一枚絵で締める final_image_rule: > ラストはポスターのように成立する構図にすること。 それまでの流動性と対比して、最後にだけ「止まる意味」があるように演出すること。 output_goal: > 結果として、全体が一本の連続したアニメOPショットとして成立し、 各キャラクターが短時間でも明確に識別でき、 しかも一人ずつ違う魅力で刻み込まれること。 単なる紹介映像ではなく、「この作品世界の熱量と因縁」が伝わること。 negative: - hard cuts - static camera (except final climax hold) - fades - text - logos - subtitles - photorealism - 3DCG look - repetitive poses - repeated environments - flat staging

试用查看详情
Seedance 2.5

Wuxia Inn Duel Over One Bun

Action & Anime

【风格】武侠电影级动作喜剧(Wuxia Action Comedy),古风客栈实景,8K,达芬奇高级调色,升格慢动作与快剪结合,真实布料与木屑物理,横屏16:9 【时长】30秒 【场景】古风江湖客栈大堂,木桌长凳、红灯笼、蒸笼冒热气,梁柱交错,光从窗棂斜射带浮尘 【角色】女侠A @图1(红衣冷艳,用剑)、女侠B @图2(青衣飒爽,用双筷/软鞭),两人武艺相当 [00:00-00:02] 钩子·同时出手 蒸笼掀开——热气散去,只剩孤零零一个白胖包子。两只手"唰"地同时探向它,在包子上方一寸僵住。镜头拉近两人对视,杀气骤起。 音效:蒸汽"嘶"声,一声兵刃出鞘。 [00:02-00:06] 拔剑·桌面开打 A拔剑挑翻整张桌子腾空,B踩着飞起的长凳跃上房梁,包子被气浪震到空中。碗筷茶壶四散飞溅。 [00:06-00:11] 空中争夺(升格) 包子在半空划弧,两人凌空交手,A剑尖挑、B筷子夹,包子在刀光间被抢来抢去,谁也没碰实,热气还在包子上冒。 [00:11-00:16] 客栈大乱 战场蔓延,两人踩桌翻梁、灯笼被削落、木屑纷飞,其他"食客"抱头躲桌下。包子始终在两人争夺中心悬着不落。 [00:16-00:21] 决胜一击(升格特写) A与B同时使出绝招,剑气与鞭影在包子两侧交汇——包子被劲气托着高高弹起,两人各自摆出接杀造型,屏息等它落下。 [00:21-00:26] 神反转 镜头跟着下落的包子——一只慵懒的橘猫"喵"地从桌上跃起,在半空一口叼住包子,稳稳落地,当着两人的面吧唧吧唧吃完,舔爪。 音效:所有打斗音效戛然而止,一声"喵~",乌鸦飞过。 [00:26-00:30] 傻眼收尾(定格) A和B保持着帅气的接杀姿势僵在原地,剑和筷子还举着,齐刷刷看向吃饱打嗝的猫,表情裂开。 字幕(砸出):「有些仗,打赢了也没用。」 音效:一记喜剧"咚",猫满足地打了个嗝。 【导演备注】1.反差铁律:打斗越是天崩地裂、招式越华丽正经,最后被猫截胡的落差越好笑;2.身份锁定:A=@图1红衣用剑、B=@图2青衣用筷/鞭,脸/服装全程一致;3.节奏:2秒对峙→拔剑→空中争夺→大乱→决胜→猫反转,动作段用快剪+关键处升格;4.物理真实:包子热气、木屑、灯笼、布料惯性、猫的重量都要真实,武侠不卡通;5.包子必须全程在画面中心被争夺,是视觉焦点和笑点核心;6.不见血、不伤人,纯招式对拆。 【负面提示词】卡通武侠,塑料CG,换脸,两人身份/武器混淆,包子中途消失,猫出现得太早,血腥伤人,多余手指,字幕提前,水印,真实品牌logo,画面糊乱,未成年人形象。

试用查看详情
Seedance 2.5

Shadow Blade Dance Combat

Action & Anime

High-end cinematic 3D realism fused with rapid contemporary dance and spectral blade combat. Explosive turns, deep backbends, floor slides, aerial contractions and sharp limb extensions flow directly into precise single-katana strikes, creating choreography that feels graceful, feral and impossibly fast. Dense shadow matter forms predatory silhouettes, lunging smoke trails and collapsing black shockwaves, while every blade arc tears crimson fabric-like energy through the air and disintegrates impacts into ink-dark particles. Aggressive orbiting camera movement, low-angle tracking, extreme foreshortening, sudden lateral acceleration, cold volumetric haze and wet reflective surfaces amplify the performance without sacrificing silhouette clarity. Realistic cloth dynamics, controlled motion blur, physical blade weight and feature-film rendering preserve elegance, danger and scale. The performance begins mid-attack as a shadow wolf leaps through the smoke and the dancer @[character ref] folds beneath it in a violent backbend, drawing her single katana through its body during the recovery. More wolves circle and attack from every direction as she accelerates through spins, floor sweeps, aerial kicks and whipping turns, each movement becoming a clean blade strike that shreds them into black vapor and crimson fragments. The camera spirals through the pack with her, ending in full motion as she launches into another rotating slash against the final wave.

试用查看详情
Seedance 2.5

Hulao Pass Three Kingdoms Duel

Action & Anime

--------------- Duration: 20s | 16:9 | 24fps Duel from Romance of the Three Kingdoms, battle at Hulao Pass, late Han dynasty. REFERENCES Image 1 — 呂布 LU BU Image 2 — 関羽 GUAN YU Image 3 — 張飛 ZHANG FEI Use them for IDENTITY ONLY: face, beard, hair, headwear, armour, cloak colour, build, proportions. IGNORE their white studio background, flat studio lighting and standing pose — none of it appears here. Every shot is outdoors, and all three men are mounted and fighting. STYLE (all beats) A dusty plain before a huge stone mountain pass at dusk. Two vast armies on either side, banners rippling, dust in the air. Overcast sky, low copper sun breaking through. Palette: iron grey, ochre dust, blood red, bronze. Desaturated and earthy. 50mm, shallow focus, heavy haze, film grain, high contrast, hard rim light through the dust. Photorealistic historical epic, sweat and grime, worn scratched armour. No fantasy glow, no magic. WEAPONS — no reference exists. Build from this, keep identical throughout. Each is 1.5x its owner's height. Never swap them. 呂布: ji halberd — straight spear point, one crescent side blade below it on one side, long dark shaft, bronze fittings. 関羽: guandao — one heavy broad curved blade with a hook on its back edge, joined to a long dark shaft by a bronze dragon head. 張飛: serpent spear — slender steel blade forged in an S-shaped wave, on a plain dark shaft bound with cord. HORSES — no reference exists. Anatomically correct, four legs, correct joints. 呂布: large red-chestnut stallion, black mane, bronze fittings, red tassels. 関羽: tall dark bay, black mane and lower legs, plain leather tack. 張飛: heavy solid black, thick neck, shaggy fetlocks, battered iron tack. BEAT 1 (0-4s) 呂布 — clean-shaven, gold headdress with two pheasant feathers, red cloak, halberd, red-chestnut horse — sits alone between the two armies, halberd across his saddle. The horse stamps and turns a half step. He raises the halberd and levels it at the enemy line. Camera: WS from low, slow push-in. BEAT 2 (4-8s) 張飛 — bristling beard, black iron armour, dark cloak, serpent spear, black horse — bursts from the line at a gallop, roaring, and drives the spear at 呂布. 呂布 turns the halberd across his body and knocks it aside. Sparks and dust. The horses wheel past each other. Camera: tracking alongside at horse height, moving with the charge. BEAT 3 (8-12s) 関羽 — long smooth black beard, ruddy face, dark green robe over armour, green headwrap, guandao, dark bay horse — rides in from the far side, rises in the stirrups and cuts down overhead. 呂布 catches it on the haft. Both strain, blades locked, horses shoulder to shoulder. Camera: MCU, orbiting once around the locked weapons. BEAT 4 (12-16s) All three circle in churning dust, weapons striking and turning each other aside, horses rearing. 呂布 in red and gold, 関羽 in green, 張飛 in black iron. Cut tight to 呂布's eyes under the headdress — narrowing, calculating, uncertain for the first time. Camera: handheld, close, drifting between them. BEAT 5 (16-20s) 呂布 wrenches his horse around, sweeps the halberd once to drive them back, and gallops for the pass, red cloak and feathers streaming. 関羽 and 張飛 pull up side by side, chests heaving, weapons still raised, watching him go against the low copper sun. Camera: WS, pulling out to reveal both armies. AUDIO War drums and massed shouting throughout, rising through beats 2-4. Hooves on dry earth, snorting horses, steel ringing on steel, creaking leather, wind and dust. A deep roar from 張飛 at 4s. Near-silence for a breath at 12s on 呂布's eyes, then the clash returns. No dialogue. AVOID white studio background, flat studio lighting, seamless backdrop, neutral standing poses, facial hair on 呂布, on-screen text, subtitles, watermarks, modern objects, fantasy glow, magic, wire-work floating, clean unworn costumes, faces/armour/weapons swapping between beats, weapons changing shape or length, horses with deformed or extra legs, extra or missing limbs, more than three warriors, mixed camera moves, jitter, flicker, ghosting.

试用查看详情
Seedance 2.5

Breaking the Formation on a Rainy Night

Action & Anime

Execute immediately. Do not restate the prompt, preface the output with a capabilities statement, or offer alternative concepts. Create an original, Chinese-inspired dark-fantasy combat short in a AAA game style titled “Breaking the Formation on a Rainy Night.” Deliver 16:9 landscape, 720p, exactly 30 seconds, with generated audio synced to picture. Reference locks: @Image 1 is the single source of truth for the opening frame: composition, the characters’ screen-left/screen-right placement, character scale, spacing, camera position, and lighting. @Image 2 locks the hero, Qinglei Jianzhu (“Azure Thunder Sword Adept”): same face, silver-white high ponytail, build, white/red/black lightning-pattern armor, blue-white lightning motifs, and a single straight sword. @Image 3 locks the boss, Rongjia Yanjiang (“Molten-Armor Nightmare General”): same square bronze mask, two small horns, orange eyes, massive build, black molten armor, and a single two-handed greataxe. @Image 4 locks the location for the entire piece: one rain-soaked old Chinese street, buildings on both sides, a distant pavilion, warm lanterns, wet flagstones, and cool-blue ambient light. Keep exactly these two characters on this same street for the full 30 seconds. Lock identity, face or mask, wardrobe, scale, and weapons across every shot. Keep Qinglei Jianzhu on screen left and Rongjia Yanjiang on screen right throughout the action. Maintain the 180-degree rule—no unmotivated teleports or side swaps. Sell weight, inertia, contact, and equal-and-opposite reaction. Every move must play through wind-up, acceleration, impact or dodge, follow-through, and a clean settle. 0–5 seconds: Open on the quiet standoff from @Image 1. Steady, moderate rain; lanterns sway slightly. Rongjia Yanjiang takes two slow steps forward. Each heavy footfall kicks water out of the puddles while the greataxe blade drags across the wet flagstones, throwing a few dark-gold sparks. Qinglei Jianzhu shifts her rear foot half a step and raises the straight sword into a firm guard. Dolly slowly forward roughly one meter along the street centerline, then settle into a locked frame by 00:05. 5–11 seconds: Side medium-wide. Rongjia Yanjiang drops a shoulder for the wind-up, then drives one clean horizontal sweep with the single greataxe. Qinglei Jianzhu does not plant and hard-block. She retreats on a diagonal and meets the outer edge of the axe blade at an angle with her single straight sword, redirecting the force. Show exactly one brief, readable sword-to-axe contact and a small burst of metal sparks. Sell the power difference through both characters’ arms, torsos, and footwork: Qinglei Jianzhu is driven back two steps before regaining her base; Rongjia Yanjiang carries the sweep through its full follow-through and settles. Track laterally for a short distance, then lock off as both characters come to rest. 11–18 seconds: Low-angle wide. Rongjia Yanjiang raises the greataxe overhead with both hands, drops his center of gravity to load the strike, then slams the blade straight down into the wet flagstones. Qinglei Jianzhu pushes off toward back-left before impact—no roll, no disappearance. Trigger the effects only after the blade hits: cracks radiate from that single impact point, a low dark-gold shockwave runs across the street, puddles kick outward, and the rain briefly flashes into a thin veil of steam. The shockwave edge carries Qinglei Jianzhu into a longer backward slide. She plants the sword tip against the street as a brake and stabilizes. End with Rongjia Yanjiang’s greataxe visibly buried in the ground. Use one impact shake on contact, then return to a stable frame. 18–25 seconds: Qinglei Jianzhu triggers her one signature move, “Qinglei Pozhen.” Blue-white current runs from the lightning motif on her right shoulder, down the arm, and into the straight sword; the lightning veins inside the blade intensify. Raindrops and shallow puddle water lift briefly into one thin ring around her without covering her face or body. Keep her fully visible as she makes one continuous, readable dash on a low arc, cutting in from outside Rongjia Yanjiang’s axe arm to his front-left. No teleport, clone, or second human silhouette. Rongjia Yanjiang tries to wrench the greataxe free, but the ground still holds it. Follow Qinglei Jianzhu from a rear three-quarter angle for a limited distance, keeping both full bodies and both weapons in frame throughout. 25–29 seconds: Qinglei Jianzhu exits the dash, plants cleanly, and completes one short upward sword recovery. The sword tip comes to a precise stop against the center crack in Rongjia Yanjiang’s square mask, making only light contact. Do not hit the greataxe again. On that exact contact beat, drop one vertical blue-white lightning bolt from the top of frame into the straight sword, then carry the charge through the tip into the boss’s mask and chest plate. Push the rain curtain and puddles outward in one ring. The dark-gold fissures in the black armor flash blue-white, then fade quickly. Build every effect from the sword-tip contact point. Keep Qinglei Jianzhu’s face, Rongjia Yanjiang’s mask, both characters’ hands, and both weapons unobscured and readable. 29–30 seconds: Let all intense light fall off quickly and let the rain resume falling naturally. Qinglei Jianzhu holds the final sword pose on screen left. Rongjia Yanjiang holds on screen right with the greataxe still buried in the ground. Neither character moves. Hold on a fully locked-off shot for at least one full second—no push-in, rotation, or drift. Build one continuous generated soundtrack, synced to picture: steady but restrained rain, low distant thunder, footsteps on wet flagstone, axe blade scraping on flagstone, the greataxe whoosh, one sword-to-axe metal hit, the greataxe impact, cracking stone, puddles surging outward, blue-white electrical current, and the vertical lightning strike. Underscore it with restrained low war drums. Every transient must land on the matching contact or landing beat. No dialogue, shouts, voice-over, lyrics, or chanting. Do not restart the ambience or score midway through the clip. Art direction: an original, Chinese-inspired dark-fantasy action-game aesthetic with realistic cinematic lighting, clearly rendered rain, and strong material definition for metal, leather, fabric, and wet flagstone. Keep exactly two characters. No face swaps, costume changes, location changes, scale changes, or changes in weapon count. No extra hands or feet, extra swords, extra greataxes, clones, summons, wings, aerial combos, or screen-filling particles. The straight sword and greataxe may not shorten, duplicate, morph, or pass through either body. No HUD, on-screen text, subtitles, or logos. No 360-degree orbit and no camera roll. Every camera move must resolve and lock at the end of its action beat.

试用查看详情
Seedance 2.5

Floating Magic City FPV Anime

Action & Anime

SUBJECTS: セレスティア(Celestia)、闇の魔導師 @ image1。銀白色から淡いラベンダーへとグラデーションする長い髪、幻想的に輝く紫色の瞳を持つ優雅な闇の魔法使い。発光する紫のクリスタル装飾が施されたゴシック調の黒いドレスをまとい、宙に浮かぶ紫のクリスタルコアを頂いた洗練された黒い魔法の杖を携える。 ENVIRONMENT: 雲の上に浮かぶ壮大な魔法都市。浮遊島、石造りの空中橋、魔法使いの塔、巨大なクリスタル尖塔、空中に浮かぶ書店、魔法カフェ、飛行船、浮遊庭園、上向きに流れる幻想的な滝、浮遊ランタン、魔法の樹々が広がる幻想世界。 CAMERA(全体): 全編を通してスピード感のあるシネマティックFPV視点。各カットでは「1つの主要カメラワーク」のみを採用し、演出を整理。カット間はホイップパンやモーションブラー・マッチカットで自然につなぎ、ハードカットは使用しない。 STYLE: 最高品質のアニメシネマティックスタイル。超高品質イラスト、鮮やかなファンタジーライティング、美しいセルシェーディング、力強いアニメ線画、絵画的ハイライト、幻想的なブルーム、ボリューメトリックゴッドレイ、魔法のレンズフレア、AAA級ファンタジーアニメのオープニング品質。 COLOR LOGIC: 漆黒、ミッドナイトブルー、バイオレット、ラベンダー、輝くマゼンタ、純白のハイライト、淡いシアンの環境光、暖かなゴールドのランタン光、エメラルドグリーンの植物。魔法エフェクトは深い紫を基調とする。 ━━━━━━━━━━━━━━━━━━━━━━ TIMELINE(合計30秒) ━━━━━━━━━━━━━━━━━━━━━━ 0:00-0:05【静止 → 爆発的始動】 MAIN FX:巨大な魔法陣1つのみ セレスティアは時計塔の頂上で静かに立ち、マントと髪が風になびく。魔法の粒子が漂う中、杖を掲げると足元に巨大な魔法陣が展開する。 CAMERA: ゆっくりとしたオービット → 急激なスピードランプ TRANSITION: モーションブラー・マッチカットで屋根上チェイスへ SFX: 魔力の低い唸り、クリスタル共鳴、魔力爆発、突風 ━━━━━━━━━━━━━━━━━━━━━━ 0:05-0:10【疾走】 MAIN FX: 足元に生成される発光魔法足場のみ 屋根の上を高速で駆け抜け、一歩踏み出すたびに足元へ魔法の足場が出現し、それを蹴って次々と跳躍する。他の魔法演出は重ねない。 CAMERA: FPV追跡、足元中心のローアングルトラッキング TRANSITION: 大きく跳躍しながら上方向へホイップパン SFX: 魔法の足音、魔力バースト、風切り音 ━━━━━━━━━━━━━━━━━━━━━━ 0:10-0:16【静止 → ポータル連鎖】 MAIN FX: 転移ポータル 空中で約0.4秒だけスローモーション。周囲が静まり粒子だけがゆっくり漂う。その直後、高速で複数の転移ポータルを連続通過する。 CAMERA: スローモーション静止 → ポータル回転に合わせた高速オービット TRANSITION: ポータルの白い閃光で街への急降下へ SFX: (0.4秒ほぼ無音) → ポータル共鳴、クリスタルベル、空間歪曲音 ━━━━━━━━━━━━━━━━━━━━━━ 0:16-0:21【急降下魔法】 MAIN FX: 街全体を照らす巨大ルーン1つ ランタンが並ぶ街路へ急降下しながら巨大魔法を発動。街全体が紫色の光で照らされる。蝶やリボンは背景演出程度に留める。 CAMERA: 急降下ショット+クローズアップ+ワイド俯瞰を交互に使用 TRANSITION: スピードランプでラストスプリントへ SFX: 多層魔法詠唱、クリスタルベル、魔法爆発 ━━━━━━━━━━━━━━━━━━━━━━ 0:21-0:27【クライマックス】 MAIN FX: 巨大衝撃波 最後の全力疾走。クリスタル尖塔へ跳躍し空中で一回転。着地と同時に杖を地面へ突き立て、都市全体へ巨大な魔力衝撃波が広がる。この瞬間のみ演出を最大化する。 CAMERA: 空中回転中はオービット → 着地後は都市全景へ大きく引く TRANSITION: ワイドショットを維持しながら衝撃波の光が徐々に消えていく SFX: 壮大な魔法クレッシェンド、クリスタル噴出音、オーケストラのインパクト ━━━━━━━━━━━━━━━━━━━━━━ 0:27-0:30【余韻】 MAIN FX: 残光のみ セレスティアは尖塔の頂上に静かに立ち、衝撃波から舞い降りる光の粒子がゆっくり降り注ぐ。タイトルやロゴを配置できる余白として使える締め。 CAMERA: ゆっくりとしたプッシュイン → 静止 SFX: 消えていくクリスタル共鳴、静かな魔力の余韻

试用查看详情
Seedance 2.5

Mecha Motorcycle Rain Chase

Action & Anime

[Timestamped Script & Storyboard] [00:00 - 00:08] [High-Speed ​​Dash] — Cutting Through the Wind | Action / Physics Directive: The camera flies in close pursuit, positioned just behind and to the side of the mecha-motorcycle as it races through a downpour. Its wide, rapidly spinning tires kick up massive sheets of water several meters high, while the blue plasma exhaust trail etches a long streak of light against the rainy night. Subtext: Convey a sense of extreme speed to the AI; focus the visual composition on the physical interaction between the rain, reflections on the wet road, and the engine exhaust. [00:09 - 00:16] [Extreme Evasion] — Center of Gravity Shift | Action / Physics Directive: The camera instantly shifts to a high-angle overhead shot. A series of exploding, wrecked vehicles suddenly blocks the path ahead; the mecha-motorcycle leans sharply—almost scraping the ground—as its tires generate dazzling orange sparks from friction, executing a tight "S-curve" to perfectly weave around the burning wreckage. Subtext: Illustrate the shift in the mecha's center of gravity during high-speed movement, highlighting the gravitational feedback and spark effects resulting from extreme tire-to-ground friction. [00:17 - 00:24] [Mid-Air Reconfiguration] — Mechanical Transformation | Action / Physics Directive: The mecha-motorcycle launches off a broken bridge section into the air, with the camera leaping up to track it in a circling shot. While airborne, the motorcycle's shell rapidly flips, deconstructs, and reassembles; the wheels retract into thrusters, and the chassis unfolds to extend steel limbs, instantly transforming from motorcycle mode into a heavy, humanoid combat mecha. Subtext: Showcase the aesthetic of heavy industrial machinery; emphasize the precision interlocking and sense of mass as parts combine, avoiding any "noodle-like" soft-body deformation. [00:25 - 00:30] [Heavy Landing] — A Moment of Power | Action / Physics Directive: The camera rapidly descends to a low-angle, close-up shot looking up at the mecha's face. The humanoid mech drops to one knee, slamming heavily onto the roadway. The impact of its immense tonnage causes the bridge surface to shatter in a spiderweb pattern, while the resulting shockwave instantly clears away the surrounding rain in an expanding ring. The mech slowly lifts its head; a crimson tactical eye-light flares to life, fixing a direct, unblinking stare at the camera. Subtext of the shot: It creates a visually explosive "Superhero Landing," using the shattered pavement and the blast of displaced air to convey the mech's terrifying weight and destructive power to the audience.

试用查看详情
Seedance 2.5

Olympic Badminton Smash Slow Motion

Action & Anime

A cinematic slow-motion shot of a professional Caucasian male badminton player competing in the Olympic finals. He leaps high into the air with explosive power for a powerful smash. Focus on the intense facial expression and the flexed muscles of his arm. As he hits the shuttlecock, a subtle motion blur and wind effect are visible. The background shows a packed Olympic arena with blurred crowds and bright stadium lights. Smooth camera tracking following his jump. 4K, ultra-realistic, high frame rate, vivid colors, athletic anatomy, professional sports photography style.

试用查看详情
Seedance 2.5

Stylized 3D Family Animation One-Shot

Action & Anime

High-quality 3D animated cartoon, stylized modern family-animation film look, oversized heads, big expressive eyes, exaggerated proportions, smooth rounded clay-like 3D surfaces, subsurface scattering skin, vibrant saturated colors, cinematic animated lighting. NOT realistic, NOT live action. Single continuous 30-second shot, no cuts, one flowing camera move. SUBJECT: a young woman with an oversized round head, huge expressive eyes, dark hair in a messy bun, a long mustard-yellow raincoat, boots, a small satchel. Same design, hair, and outfit throughout, no drift. LOCATION: a cozy stylized night market in the rain, narrow covered lane, strings of warm hanging bulbs, steaming food stalls with rounded cartoon awnings, friendly cartoon vendors and shoppers moving around her, glossy wet cobblestones reflecting the lights, puddles everywhere. COLOR 60:30:10 — 60% deep blue rainy night and wet stone / 30% warm golden bulb and stall light / 10% accent of her mustard-yellow raincoat. 0–8s: the camera tracks backward ahead of her as she walks through the market with a small bounce in her step, dodging puddles, steam curling from stalls, vendors waving as she passes. 8–16s: the camera arcs smoothly around to her side, revealing the full depth of the market behind her, then rises to follow just over her shoulder as she stops to smile at a stall of glowing paper lanterns. 16–24s: she turns down a quieter narrow alley, the camera following, the crowd noise falling away, single bulbs swinging gently overhead, her reflection rippling through a puddle as she steps over it. 24–30s: the camera cranes up and pulls back into a wide as she reaches a warmly lit doorway at the alley's end, pauses, shakes the rain off her coat, and steps inside. Hold on the glowing doorway. PHYSICS: raindrops bounce and splash with cartoon weight, her coat swings and ripples as she walks, puddles ripple outward from each step, steam rises and curls, hanging bulbs sway gently. AUDIO: rain pattering on awnings, cheerful market chatter, sizzling food, her boots splashing, the noise thinning to soft rain in the alley, a warm door chime at the end. FORBIDDEN: no cuts, no design drift in face, hair, or coat, no realistic or live-action rendering, no auto-generated subtitles, no background music, no readable text or logos, no named studio references, no warping geometry.

试用查看详情
Seedance 2.5

Sakuga Anime Action Sequence

Action & Anime

30-second cinematic anime action sequence, breathtaking high-budget anime film, ultra-dynamic editing, fluid sakuga animation, spectacular fight choreography, seamless kinetic camera movement, aggressive speed ramps, rapid match cuts, whip pans, rotating camera moves, dramatic perspective shifts, cinematic lens distortion, volumetric lighting, dust, sparks, debris, explosive impacts, emotionally intense, premium animation quality, no dialogue. 0–5s A ruined futuristic city stands silent beneath storm clouds. Two lone warriors face each other hundreds of meters apart. The camera rapidly alternates between extreme wide shots, close-ups of determined eyes, hands tightening around weapons, feet scraping broken concrete, fluttering coats and drifting dust. A heartbeat. Absolute silence. 5–10s Both fighters explode forward simultaneously. The camera races alongside them before instantly switching to overhead drone views, impossible low angles beneath their feet, first-person perspectives, and ultra-fast lateral tracking shots. Shockwaves ripple across the ground as they collide. The first impact sends debris flying in every direction. 10–15s An overwhelming combat montage. Lightning-fast sword strikes. Acrobatic flips. Mid-air clashes. Wall running. Buildings collapse around them. The camera never stays still: continuous orbit shots, rapid whip pans, rotating 360-degree movements, crash zooms, Dutch angles, seamless transitions through clouds of dust and sparks. Constant speed ramps amplify every decisive strike. 15–20s The battle escalates. Energy erupts with every collision. One fighter launches the other through multiple rooftops. The camera follows in a single uninterrupted shot before cutting to an extreme close-up as both instantly reappear, colliding again in mid-air. Fragments of glass, steel and concrete freeze momentarily before exploding outward. 20–25s The choreography becomes almost impossible to follow. Dozens of rapid exchanges. The camera jumps between ultra-wide cinematic compositions, intimate facial close-ups, spinning aerial shots, slow-motion impacts, handheld ground-level tracking, and impossible anime-style perspective shifts. Every cut increases the intensity. The music reaches its peak. 25–30s Everything suddenly slows. The two warriors cross paths one final time. Silence. A single decisive strike. The camera follows the blade in extreme slow motion before rapidly pulling back into an enormous aerial shot revealing the devastated city beneath dark skies. Dust slowly settles. Hard cut to black. Sound design: colossal cinematic orchestra blended with modern hybrid percussion, taiko drums, distorted synth pulses, thunderous impacts, rushing wind, metallic blade clashes, explosive shockwaves, collapsing buildings, debris showers, aggressive cinematic whooshes, deep bass hits, brief silence before the final strike, overwhelming orchestral finale with massive surround sound.

试用查看详情
Seedance 2.5

Three-Minute Rain Temple Swordfight

Action & Anime

生成一段完整连续的3分钟写实古装武打电影片段。横屏16:9,2.35:1电影宽银幕构图,24fps,4K电影质感,冷峻低饱和蓝灰色调,真实物理动作,凌厉但克制的写实武侠风格。动作设计强调力量、速度、重心、惯性和空间利用,不使用仙术、轻功飞行或夸张能量特效。 故事发生在暴雨深夜的一座废弃山寺。青石庭院积满雨水,屋檐不断滴水,破损灯笼在风中摇晃,暖黄色火光与冷蓝色月光形成强烈对比。男主约三十岁,黑发高束,穿深靛蓝色窄袖短袍、黑色长裤和旧皮护腕,身形精悍,神情冷静,右手握一把带有磨损痕迹的窄刃长刀。二十余名蒙面敌人穿统一黑色夜行衣,从山门、回廊和屋顶逐渐包围男主,分别使用短刀、长枪、铁棍和锁链。所有人物外形、服装、兵器、伤势和位置前后保持一致,敌人数量随着战斗逐渐减少,不得凭空增加。 0-15秒:暴雨中的山寺全景,镜头穿过密集雨幕缓慢下降,越过残破屋檐和摇晃灯笼,落到青石庭院中央。男主背对镜头独自站立,雨水顺着刀鞘不断滴落。二十余名黑衣敌人从四面回廊、山门和屋顶无声出现,形成层层包围。镜头贴近男主右手,他用拇指缓缓顶开刀镡,刀刃露出一线寒光。敌人首领在回廊阴影中低声说道:“拿下。”男主抬起眼睛,平静回答:“让开。”伴随低沉雷声,第一批敌人突然冲出。 15-30秒:四名持短刀敌人从正面和两侧同时夹击。镜头采用贴身手持跟拍,男主侧身避开第一刀,用刀鞘撞开第二人的手腕,反手拔刀格挡第三人的横斩,金属碰撞迸出短促火星。他不做多余动作,连续使用肩撞、肘击、扫腿和刀背重击,将三名敌人迅速击倒。第四名敌人从背后扑来,男主听到脚步声,低头避开刀锋,转身用刀柄击中对方面部,再借对方身体挡住迎面刺来的长枪。镜头绕男主半圈,其他敌人立刻收紧包围,没有停下来等待。 30-45秒:六名长枪敌人组成半圆枪阵,同时向男主逼近,枪尖不断封锁他的退路。男主没有正面硬拼,而是快速退向庭院狭窄石阶,引诱枪阵收缩。第一排长枪同时刺出时,他踩着湿滑石阶侧身滑下,刀锋由下向上连续斩断两根枪杆,随后抓住断裂枪杆向侧面拨打,令另外三支长枪互相碰撞。他踩上一尊倾斜的石狮,借高度越过低扫的枪杆,落下时以膝撞击倒一名枪手。镜头从低角度跟随落地动作,雨水被双脚猛烈溅开。 45-60秒:屋顶上的敌人突然跃下,前后夹击男主。镜头迅速仰拍,两道黑影穿过灯笼和雨幕落向庭院。男主翻身滚过地面,刀锋贴着敌人的靴底掠过,顺势来到回廊入口。他利用廊柱阻挡多人围攻,让敌人无法同时展开。两名敌人一左一右贴近,男主用刀背压住左侧短刀,抬腿踢中右侧敌人的膝弯,再借廊柱反弹转身,将左侧敌人撞进后方人群。一个灯笼被刀锋割断,从空中落下,在积水中熄灭,画面短暂陷入半明半暗。 60-75秒:战斗进入第一次高潮。剩余敌人分成前后两队,在回廊中高速追击男主。镜头采用侧面长距离跟拍,男主一边后退一边格挡连续刀击,刀锋、雨水和火星在画面中交错。他突然踢翻长凳,迫使前排敌人跳跃躲避,自己从长凳下方滑过,起身后连续击中两人的腰腹和手腕。另一名敌人从柱后偷袭,男主用左手抓住对方持刀手臂,将其带向廊柱,迫使刀锋嵌入木柱,再用肩膀将其撞倒。动作紧凑、真实、清晰,不出现无意义旋转。 75-90秒:山门外的弩手突然射击。弩箭穿过雨幕击碎回廊木窗,男主迅速掀起一张木桌作为盾牌。镜头紧贴木桌另一侧,数支弩箭接连穿透桌面,箭头距离男主面部只有几厘米。男主顶着木桌向前冲撞,将两名敌人压倒在台阶上,随后把木桌推向弩手方向,趁遮挡翻滚进入大殿。敌人紧随其后冲进殿内。最后一支弩箭擦过男主左肩,划破衣袖,留下明显但不过度血腥的伤口。从此刻开始,男主左臂活动受到轻微影响,呼吸逐渐沉重。 90-105秒:大殿内部空间狭窄,残破佛像和木柱形成复杂障碍。一个身材魁梧的敌人挥舞铁棍迎面砸下,男主横刀抵挡,却被巨大力量震退,长刀脱手滑到佛像台阶下。魁梧敌人连续挥棍横扫,男主俯身闪避,铁棍击碎木柱表面。男主贴近对方,让长兵器无法发挥,用掌根、肘击和膝撞连续攻击对方胸腹,然后抓住铁棍中段借力旋转,将魁梧敌人摔过肩膀,砸碎旁边长桌。男主没有时间拾刀,只能夺下一根断裂枪杆作为短棍迎敌。 105-120秒:四名敌人在大殿中同时围攻。男主使用断枪进行近身棍法,挡住两把短刀,利用枪杆两端分别打击敌人的手腕、喉前和膝盖。镜头在木柱之间快速横移,通过柱子遮挡完成自然转场。男主故意露出破绽,引诱两名敌人同时进攻,最后一刻侧身闪开,让二人的兵器互相卡住。他用断枪横扫二人腿部,再踩住掉落的短刀,将短刀踢到手中。另一名敌人从佛像上方扑下,男主举起短刀格挡,巨大的冲击让两人同时摔出殿门,重新落入暴雨庭院。 120-135秒:男主在积水中翻滚起身,敌人首领终于从回廊阴影中走出。首领身材高瘦,使用一把带锁链的弯刃,动作冷静而危险。剩余敌人退到四周封锁出口。首领甩动锁链,弯刃贴着地面划过,激起一道水浪。男主连续后退闪避,弯刃缠住他的短刀并猛然拉走。首领第二次甩出锁链,缠住男主脚踝,将他拖倒在湿滑地面。男主在被拖动过程中抓住一块破碎瓦片,割开缠绕脚踝的布带,翻身避开从上方劈落的弯刃。弯刃重重砸进青石地面,火星和雨水同时炸开。 135-150秒:三名剩余敌人趁男主倒地同时冲来。男主已经疲惫,左肩受伤,动作明显不再轻松。他故意保持半跪姿势,引诱第一人靠近,突然抓住对方手腕,将其带入首领再次甩来的锁链轨迹。锁链缠住敌人的兵器,造成短暂混乱。男主利用湿滑地面低身旋转扫腿,使另外两人失去平衡,再用刀鞘和拳肘连续击倒。最后一名敌人试图从背后刺击,男主在积水倒影中看见对方,头也不回地向后撞肘,随后转身用掌根将其击倒。庭院里只剩男主与首领相对而立。 150-165秒:最终决斗。雷声骤然炸响,首领抽回锁链弯刃,发动连续快速攻击。镜头在广角全景和刀锋特写之间切换:弯刃横扫、锁链回旋、男主侧闪、格挡、翻滚,每一次动作都清晰连贯。男主捡回落在庭院边缘的长刀,用刀身缠住锁链,却被首领猛力拉近。两人在极近距离展开拳肘搏斗,首领击中男主伤肩,男主痛苦后退,长刀再次险些脱手。首领高举弯刃完成最后一击时,画面短暂升格,男主没有后退,而是突然向前贴身进入锁链内圈,用护腕架开首领手臂,以刀柄重击其胸口。 165-180秒:恢复正常速度。首领踉跄后退仍想挥刀,男主踩住落在积水中的锁链,旋身夺下弯刃,再用长刀精准架在首领颈侧,动作突然停止。雨声重新变得清晰,首领手中的兵器缓缓掉落,跪倒在地。男主没有补刀,只是收刀入鞘。镜头缓慢拉远,庭院中敌人全部失去战斗能力,兵器散落在雨水里,没有血腥特写。男主扶着受伤的左肩穿过山门,破晓的微光从远处云层后出现。最后一个镜头停留在积水中的刀痕和逐渐平静的波纹上,远处传来男主渐行渐远的脚步声,画面自然淡出。 镜头要求:整段战斗保持明确的空间方向和人物位置,使用大远景交代战场,中近景呈现攻防动作,适量使用贴身手持跟拍、低角度跟拍、环绕移动、遮挡转场和关键动作升格;不要频繁无意义快切,不要让镜头晃动到看不清动作。敌人必须采取包围、夹击、枪阵、远程掩护和多人协同,不能排队等待男主逐个攻击。男主通过地形、廊柱、石阶、长凳、木桌和敌人之间的位置关系化解人数劣势。 声音设计:全程保留真实暴雨声、雷声、急促脚步声、衣料摩擦声、呼吸声、刀剑碰撞声、木材碎裂声和兵器落地声。配乐以前半段低沉鼓点和弦乐持续积累,中段加入快速鼓点,最终决斗时音乐达到高潮;首领跪倒后音乐立刻停止,只保留雨声和脚步声。 禁止出现:仙术、飞行、能量波、武器发光、夸张爆炸、血腥肢解、现代物品、字幕、文字、LOGO和水印;禁止人物脸部突变、服装变化、额外肢体、兵器凭空出现或消失、敌人数量突然增加、同一个敌人重复出现、动作穿模、无重力漂浮、连续无意义空翻以及男主毫发无伤。整段必须像一场真正拍摄完成、叙事清楚、动作连贯、逐步升级的3分钟电影级武打戏。

试用查看详情
Seedance 2.5

Bladesmith Competition Test Segment

Action & Anime

Reality TV bladesmith competition testing segment, multi-camera documentary production, bright industrial workshop lighting, sharp HD broadcast look, practical forge practicals, natural handheld shake on action cams, clean documentary texture, no cinematic film look. 0-4s: [Medium Two-Shot] Martial arts master of clear Asian ancestry in black tactical shirt stands facing the young female bladesmith in her early 20s (work apron, focused). He holds her forged machete, turns the blade once under the lights. Looks her in the eye: “Are you ready?” She answers firmly “Yes.” Quick cut to her determined face, then to three classic ceramic garden gnomes lined up on sturdy stands behind them. 4-7s: [Low-Angle Tracking + Rapid Cuts] Master steps in, raises the machete. Hard cut to side angle as he delivers a powerful overhead chop into the first gnome. Impact explodes in slow motion: ceramic shatters into sharp fragments, paint chips and dust fly outward. Time locks at peak penetration. Camera orbits the frozen blade buried in the broken gnome for one second. Quick insert ECU of the edge biting through the ceramic body. 7-11s: [Dynamic Side Tracking] Action resumes. Master yanks the machete free, immediately follows with a heavy diagonal slash across the second gnome. Slow-motion again: the figure tears apart sideways, large colored pieces and shards scatter. Freeze at maximum destruction. Two rapid cuts: one over-shoulder from behind the master, one low angle under the flying fragments. Orbit holds for half a second on the locked impact. 11-15s: [Handheld Close Action] Third strike — short, vicious downward chop into the third gnome. Slow-mo impact, the ceramic erupts into dozens of pieces, hat and beard flying. Full freeze. Camera pushes in and circles the frozen chaos for one beat. Quick insert of the master’s focused face mid-swing, then back to the locked blade. 15-19s: [Series of Fast Cuts] Time resumes. Master pulls the machete out, turns it under the light. Tight ECU tracks along the edge: a few small nicks and rolled spots visible. Cut to his fingers testing the edge. Cut to the ruined garden gnomes still shedding fragments. Cut to the young woman’s tense expression as she watches. 19-24s: [Medium Close-Up] Master lowers the blade, looks straight at her. Calm, professional delivery: “There are a couple of nicks on the edge… but your weapon, ma’am… it kills.” Hard cut to her face — a small, controlled smile of pride breaks through. 24-28s: [Final ECU Montage] Extreme close-up of the nicked but still lethal edge catching the light. Cut to the shattered remains of the garden gnomes. Final frame holds on the young bladesmith’s quiet satisfaction as the master nods once. Realistic TV broadcast quality, detailed ceramic shatter physics, sharp edge detail, natural motion blur only on moving elements, stable characters, coherent impact timing, no artifacts, high rewatch value.

试用查看详情