创建一张 16:9 的图片。
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![创建一张 16:9 的图片。 [项目卡] 创建一个紧凑的设计刊头,不是表格。 标题:FOREST SABER POI RITUAL(森林光剑 POI 仪式) 元信息行:夜间 /…](https://media.openimages.relakkesyang.org/images/2062518534475845848/1.jpg)
![创建一张 16:9 的图片。 [项目卡] 创建一个紧凑的设计刊头,不是表格。 标题:FOREST SABER POI RITUAL(森林光剑 POI 仪式) 元信息行:夜间 /…](https://media.openimages.relakkesyang.org/images/2062518534475845848/2.jpg)
![创建一张 16:9 的图片。 [项目卡] 创建一个紧凑的设计刊头,不是表格。 标题:FOREST SABER POI RITUAL(森林光剑 POI 仪式) 元信息行:夜间 /…](https://media.openimages.relakkesyang.org/images/2062518534475845848/3.jpg)
camera_lens · wide-anglecolor_palette · monochromecomposition · multi-panelcomposition · wide-shothuman_attributes · short-hairlighting · low-key
提示词(原文,逐字保留)
Create a 16:9 image.
[PROJECT CARD]
Create a compact designed masthead, not a table.
TITLE: FOREST SABER POI RITUAL
META LINE: nocturnal / sci-fi flow-art performance / dense 15-second burst-cut edit
PRIORITY: single-saber poi choreography, real micro-cut bursts, readable lake-energy payoff
MICRO BRIEF: C1 turns a lone energy saber into a fire-poi style light performance, compressing a full ritual dance into a fast 15-second forest sequence.
[CONTINUITY HEADER]
SEQUENCE ID: FOREST-SABER-POI-RITUAL-20P
REFERENCE PRIORITY: First provided image controls C1 face, body, wardrobe, proportions, silhouette, hair, and attitude; second provided image controls night forest base, grounded white craft, trunks, water edge, practical lights, and reflective surfaces. This storyboard controls staging, motion, geography, continuity, cut rhythm, and effect logic.
[SCENE PACKET]
PREMISE: C1 performs a single-saber flow-art ritual like fire poi, mixing Jedi-inspired forms, street-dance footwork, and martial precision until the clearing becomes a light show.
LOCATION: Deep night forest clearing, tall trunks, grounded white rescue craft screen right, rear ramp and cases behind, shallow lake foreground, wet shore at center-left, warm work lights, dark foliage side walls, open practice lane leading to the waterline.
START -> END: C1 stands calm in the practice lane with saber lowered -> after two burst-cut movement phrases, she jumps to the shore, plants the saber at the waterline, and pale energy rings spread across the lake.
ACTION CHAIN: ignition ritual -> micro-cut wrist/boot/blade burst -> figure-eight weave -> butterfly spin -> behind-back orbit -> body-wrap illusion -> blade pass near face -> water-reflection burst -> suspended breath -> leap -> shore stab -> lake-current release.
PROP / EFFECT STATE: One pale white energy saber only; saber stays in C1 hand until final stab; trails behave like long-exposure poi ribbons around her body, then flatten into clean energy rings across the lake; no sparks, no explosion, no damage.
MUST READ: This is not a combat drill; it is a single-saber poi performance where every cut reveals another fragment of one continuous light-dance phrase.
[CHARACTER SANITIZATION]
C1: young adult woman, short tousled blonde hair, compact athletic silhouette, cropped white poncho-like mantle over wrapped top, beige hanging sash, dark loose cropped trousers, boots, fingerless gloves, belt gear, single pale energy saber, flow-artist posture, sharp footwork, controlled fierce focus.
Remove contradictory traits, invisible psychology, excessive costume detail, and backstory that cannot appear in a panel.
[IDENTITY CONSISTENCY]
Provided character reference controls C1 face, body, wardrobe, proportions, hair, and silhouette; storyboard controls staging only. Keep C1's white mantle, beige sash, dark pants, boots, gloves, belt, single saber, and screen direction consistent. Do not redesign, age-shift, beautify, merge, duplicate, or add a second saber.
[STORYBOARD PURITY]
Panel images are visual-only low-detail monochrome light-gray rough sketches. Put panel numbers, beat names, and lens tags in the header strip outside each panel image. No color, labels, arrows, captions, subtitles, logos, watermarks, timing marks, diagrams, UI, ghost poses, duplicate bodies, or technical overlays inside panels.
[MASTER SHOT RULE]
P01 shows full playable geography: C1 center-left practice lane, lake foreground, craft screen right, ramp/cases behind, tall trunks background, foliage side edges, and stable travel direction from lane to waterline.
[EMOTIONAL ARC]
Still focus -> ignition charge -> playful flow control -> fragmented micro-cut intensity -> breath-held precision -> airborne decision -> waterline impact -> quiet awe, shown through stance, hand tension, blade proximity, footwork, cloak lift, and final stillness.
[STYLE LOCKS]
STYLE LOCK: clean monochrome rough-sketch storyboard panels on off-white paper, light-gray gesture lines, simplified forest/craft/water shapes, restrained amber and pale-blue accent only outside panel art, crisp cinematic hierarchy, no rendered panel lighting.
EFFECT LOCK: inside panels, saber trails and lake ripples are simple monochrome bright shapes only; final video effect is pale white saber bloom, long-exposure ribbon trails, tight poi loops, blade-through-lens flashes, water reflections, and flat expanding lake-energy rings.
ENVIRONMENT LOCK: tall vertical trunks, grounded white craft screen right, rear ramp, cases, shallow lake foreground, wet shore center-left, dense foliage pockets, warm practical work lights; preserve the same clearing and craft layout across all wide views.
[SPATIAL CONTINUITY LOCK]
P01, P09, P14, P17, P18, P19, and P20 share the same clearing layout. C1 starts in the center-left practice lane, travels toward the foreground waterline by P17, plants the saber at the wet shore in P19, and remains there as P20 pulls wide. Craft stays screen right, water foreground, trunks vertical background, cases/ramp behind. Allowed changes are camera distance, C1 pose, saber angle, cloak motion, trail density, reflection state, and lake-current spread. P20 is the same location with more distance, not a new establishing shot.
[DIRECTOR STRIP]
Bottom animatic track board aligned to panel columns. Tracks: BEAT LINE, CAMERA PATH, ACTION PATH, RHYTHM TRACK, ESCALATION MAP, STATE TRACK, STYLE TRACK. Use shot chips, thin lines, rhythm blocks, small intensity bars, one-to-three-word labels. No seconds or timestamps.
RHYTHM TRACK format: `RHY P##: [hold|slow reveal|build|burst|impact|pause|recover|final hit] / [short block|medium block|long block] / [clean beat|match beat|smash beat|held beat|whip beat]`.
ESCALATION MAP format: `ESC P##: [L1 calm|L2 tension|L3 rise|L4 surge|L5 peak] / [flat|rise|spike|drop|release|unresolved]`.
PANEL HEADERS: P01 / 24mm wide / Ritual master -> P02 / 50mm profile / Saber ignite -> P03 / low 35mm / First weave -> P04 / macro insert / Wrist snap -> P05 / low 24mm / Boot skid -> P06 / 35mm crash / Blade pass -> P07 / 85mm tight / Eye flash -> P08 / 35mm whip / Cloak whip -> P09 / 24mm wide / Burst resolves -> P10 / overhead 24mm / Butterfly spin -> P11 / 35mm side / Behind-back orbit -> P12 / macro insert / Hilt isolation -> P13 / 50mm reflection / Water trail -> P14 / 24mm orbit / Body-wrap halo -> P15 / 85mm portrait / Breath hold -> P16 / 35mm burst / Face pass -> P17 / 35mm whip / Lake leap -> P18 / low 24mm / Airborne descent -> P19 / low 24mm / Shore stab -> P20 / crane wide / Lake current
CAMERA + LENS PLAN: P01 wide hold -> P02 profile push -> P03 low side build -> P04 macro cut -> P05 low burst -> P06 crash lens pass -> P07 tight burst -> P08 whip cut -> P09 wide resolve -> P10 overhead hold -> P11 side track -> P12 macro isolation -> P13 reflection insert -> P14 orbit hold -> P15 portrait pause -> P16 burst close -> P17 whip to waterline -> P18 low rising catch -> P19 low impact -> P20 crane final hold
ACTION PATH: P01 C1 centered, saber low -> P02 saber ignites -> P03 figure-eight weave starts -> P04 wrist rolls hilt -> P05 boot skids wet ground -> P06 blade passes inches from lens -> P07 eye catches white flash -> P08 cloak snaps through trail -> P09 burst resolves into full body -> P10 butterfly spin above shoulders -> P11 behind-back orbit -> P12 one-handed isolation -> P13 trail reflects in water -> P14 body-wrap halo around torso -> P15 breath freeze -> P16 blade passes near face -> P17 leap toward lake -> P18 airborne descent, saber point down -> P19 saber plants at shore -> P20 energy rings spread across lake
RHYTHM TRACK: P01 RHY P01: hold / long block / held beat -> P02 RHY P02: slow reveal / medium block / clean beat -> P03 RHY P03: build / medium block / match beat -> P04 RHY P04: burst / short block / smash beat -> P05 RHY P05: burst / short block / whip beat -> P06 RHY P06: burst / short block / smash beat -> P07 RHY P07: burst / short block / clean beat -> P08 RHY P08: burst / short block / whip beat -> P09 RHY P09: impact / medium block / held beat -> P10 RHY P10: build / medium block / match beat -> P11 RHY P11: build / medium block / clean beat -> P12 RHY P12: burst / short block / clean beat -> P13 RHY P13: pause / medium block / held beat -> P14 RHY P14: impact / medium block / match beat -> P15 RHY P15: pause / medium block / clean beat -> P16 RHY P16: burst / short block / smash beat -> P17 RHY P17: burst / short block / whip beat -> P18 RHY P18: build / short block / held beat -> P19 RHY P19: impact / medium block / smash beat -> P20 RHY P20: final hit / long block / held beat
ESCALATION MAP: P01 ESC P01: L1 calm / flat -> P02 ESC P02: L2 tension / rise -> P03 ESC P03: L3 rise / rise -> P04 ESC P04: L4 surge / spike -> P05 ESC P05: L4 surge / spike -> P06 ESC P06: L5 peak / spike -> P07 ESC P07: L4 surge / spike -> P08 ESC P08: L4 surge / spike -> P09 ESC P09: L3 rise / drop -> P10 ESC P10: L4 surge / rise -> P11 ESC P11: L4 surge / rise -> P12 ESC P12: L4 surge / spike -> P13 ESC P13: L3 rise / drop -> P14 ESC P14: L5 peak / spike -> P15 ESC P15: L2 tension / drop -> P16 ESC P16: L5 peak / spike -> P17 ESC P17: L5 peak / spike -> P18 ESC P18: L4 surge / rise -> P19 ESC P19: L5 peak / spike -> P20 ESC P20: L3 rise / release
STATE TRACK: P01 blade off, craft R, lake FG -> P02 blade on -> P03 figure-eight trail -> P04 wrist close, one saber -> P05 wet skid -> P06 lens flash -> P07 eye flash -> P08 cloak trail -> P09 full body, lane center -> P10 butterfly loops -> P11 behind-back orbit -> P12 hilt isolation -> P13 water reflection -> P14 body halo -> P15 blade near face -> P16 face pass -> P17 airborne to lake -> P18 point down -> P19 blade planted at shore -> P20 rings expand, C1 holds hilt
STYLE TRACK: P01 gray sketch/amber chip -> P02 pale bloom -> P03 poi ribbon -> P04 burst chip -> P05 wet streak -> P06 lens flash -> P07 tight flash -> P08 cloak streak -> P09 full trail -> P10 loop geometry -> P11 orbit line -> P12 isolation line -> P13 reflection -> P14 halo wrap -> P15 quiet portrait -> P16 bright pass -> P17 leap streak -> P18 descent line -> P19 impact glow -> P20 ripple finale
[SEQUENCE]
Grid: 20 panels in a compact 4x5 cinematic storyboard sheet; panel artwork stays monochrome rough sketch while the director strip makes a 15-second sequence feel longer through two burst-cut clusters, flow-art continuity, waterline impact, and lake-energy final hold.
5. Created animation with Seedance 2.0, used character reference, environment reference and storyboard image.
Prompt:
Use @[storyboard ref] as the storyboard blueprint for the sequence. Treat every storyboard panel as a consecutive shot within a single cinematic sequence. Follow panel order exactly and do not invent alternative coverage. The storyboard is the primary source of truth for visual storytelling. Recreate the filmed sequence implied by the panels rather than the physical storyboard artwork.
Use @[character ref] as the authoritative C1 character reference.
EMOTIONAL GUIDENCE: Valence: focused neutral to fierce flow-state to quiet awe. Arousal: calm ignition, burst peaks, breath hold, leap impact, final release through stance, cloak, eye-line, trails, water rings, silence.
AUDIO: No background music or score.
PANEL BEATS:
P01: Wide master; C1 in practice lane, saber low, craft right, lake reflecting lights.
P02: Profile push; C1 ignites the pale blade, hum blooming on mantle and bark.
P03: Low side; figure-eight weave starts, blade drawing tight poi ribbons.
P04: BURST macro; wrist rolls hilt, saber arc snaps direction.
P05: BURST low; boot skids, wet ground flicking white light.
P06: BURST crash; blade passes inches from lens, frame washed white.
P07: BURST tight; her eye catches saber flash, face steady.
P08: BURST whip; cloak and sash slice through the trail.
P09: Wide resolve; fragments connect into one full-body flow phrase.
P10: Overhead; butterfly spin creates twin-looking loops from one fast saber.
P11: Side track; blade orbits behind her back, reappearing at opposite hip.
P12: Macro isolation; one hand floats the hilt while the blade loops.
P13: Water insert; saber trail writes a bright curve in the lake reflection.
P14: Orbit; blade path wraps her torso like a luminous cage, no contact.
P15: Portrait pause; blade near cheek, breath and hum exposed.
P16: BURST close; face pass kicks hair and mantle.
P17: BURST whip; she launches to the wet shore, saber trailing.
P18: Low catch; C1 descends at waterline, saber point down.
P19: Impact; she drives saber into wet shore, hum dropping to a pulse.
P20: Crane wide final; pale rings spread across the lake as she holds the planted hilt.
6. Exported the audio from generated video, uploaded it to suno and generated music with it. Used capcut to combine them.
中文译文
创建一张 16:9 的图片。
[项目卡]
创建一个紧凑的设计刊头,不是表格。
标题:FOREST SABER POI RITUAL(森林光剑 POI 仪式)
元信息行:夜间 / 科幻流艺术表演 / 密集 15 秒爆切剪辑
优先级:单光剑 POI 编舞、真实微切爆发、可读的湖面能量回报
微型简报:C1 将一把孤独的能量光剑变成火焰 POI 风格的灯光表演,把一整段仪式舞蹈压缩进一段快速的 15 秒森林序列中。
[连续性标头]
序列 ID:FOREST-SABER-POI-RITUAL-20P
参考优先级:第一张提供的图像控制 C1 的面部、身体、服饰、比例、轮廓、发型和气质;第二张提供的图像控制夜间森林基底、搁浅的白色飞行器、树干、水边、实用灯光和反射表面。本故事板控制舞台调度、运动、地理、连续性、剪辑节奏和效果逻辑。
[场景信息]
前提:C1 进行一场像火焰 POI 的单光剑流艺术仪式,融合绝地风格动作、街舞步法和武术精度,直到林间空地变成一场灯光秀。
地点:深夜森林深处的空地,高耸的树干,屏幕右侧的白色救援飞行器搁浅在地面,后方有后部坡道和箱子,前景是浅湖,左中位置是潮湿的岸边,温暖的工作灯,深色植被构成侧墙,通往水线的开放练习道。
起始 -> 结束:C1 平静地站在练习道上,光剑低垂 -> 经过两段爆切动作短语后,她跳到岸边,将光剑钉入水线,苍白的能量环在湖面扩散。
动作链:点燃仪式 -> 微切手腕/靴子/刀身爆发 -> 8 字编织 -> 蝴蝶旋转 -> 背后环绕 -> 身体缠绕幻术 -> 刀身掠过脸旁 -> 水面倒影爆发 -> 屏息 -> 跳跃 -> 岸边刺击 -> 湖流释放。
道具 / 效果状态:仅一把苍白色能量光剑;在最终刺击前光剑始终在 C1 手中;拖尾像长曝光 POI 彩带一样环绕她的身体,然后展平为湖面上干净的能量环;无火花、无爆炸、无破坏。
必读:这不是战斗训练;这是一场单光剑 POI 表演,每一刀都揭示出同一段连续光舞短语的另一个片段。
[角色净化]
C1:年轻成年女性,短而蓬乱的金发,紧凑的运动型轮廓,短款白色斗篷式披肩覆盖包裹式上衣,米色垂坠腰带,深色宽松七分裤,靴子,无指手套,腰带装备,单把苍白色能量光剑,流艺术家的姿态,凌厉的步法,克制而锐利的专注。
去除矛盾的特质、不可见的心理、过多的服装细节以及无法在画格中出现的背景故事。
[身份一致性]
提供的角色参考控制 C1 的面部、身体、服饰、比例、发型和轮廓;故事板仅控制舞台调度。保持 C1 的白色披肩、米色腰带、深色裤子、靴子、手套、腰带、单把光剑和屏幕方向一致。不要重新设计、改变年龄、美化、合并、复制或添加第二把光剑。
[故事板纯净度]
画格图像仅是视觉上的低细节单色浅灰粗略素描。画格编号、节拍名称和镜头标签放在每个画格图像外部的标题条中。画格内禁止颜色、标签、箭头、字幕、副标题、标志、水印、时间标记、图表、UI、幽灵姿势、重复身体或技术叠加。
[主镜头规则]
P01 展示完整的可玩地理:C1 位于左中练习道,前景是湖,屏幕右侧是飞行器,后方是坡道/箱子,背景是高耸的树干,侧边是植被边缘,以及从练习道到水线的稳定行进方向。
[情绪弧线]
静止聚焦 -> 点燃蓄势 -> 俏皮的流动控制 -> 碎片化的微切强度 -> 屏息的精度 -> 空中的决断 -> 水线冲击 -> 静谧的敬畏,通过姿态、手部张力、刀身接近度、步法、斗篷扬起来表现。
[风格锁定]
风格锁定:米白纸上的干净单色粗略素描故事板画格,浅灰手势线条,简化的森林/飞行器/水面形状,仅在画格外使用克制的琥珀色和浅蓝色强调色,清晰的电影层级,无画格内渲染光照。
效果锁定:画格内,光剑拖尾和湖面涟漪仅为简单的单色亮色形状;最终视频效果为苍白色光剑绽放、长曝光彩带拖尾、紧凑的 POI 圆圈、过镜头刀身闪光、水面倒影和扁平扩散的湖面能量环。
环境锁定:高耸的垂直树干,屏幕右侧搁浅的白色飞行器,后方坡道,箱子,前景浅湖,左中潮湿岸边,密集的植被口袋,温暖的实用工作灯;在所有广角视图中保持相同的空地和飞行器布局。
[空间连续性锁定]
P01、P09、P14、P17、P18、P19 和 P20 共享相同的空地布局。C1 起始于左中练习道,到 P17 时向前景水线行进,在 P19 时将光剑钉入潮湿岸边,并在 P20 拉远时保持在那里。飞行器保持在屏幕右侧,水在前景,树干在垂直背景,箱子/坡道在后方。允许的变化包括相机距离、C1 姿势、光剑角度、斗篷运动、拖尾密度、倒影状态和湖流扩散范围。P20 是同一地点的更远距离,不是新的建立镜头。
[导演条]
底部动画预演轨道板对齐画格列。轨道:节拍线、镜头路径、动作路径、节奏轨道、升级图、状态轨道、风格轨道。使用镜头芯片、细线、节奏块、小强度条、一到三个字的标签。不用秒数或时间戳。
节奏轨道格式:`RHY P##: [hold|slow reveal|build|burst|impact|pause|recover|final hit] / [short block|medium block|long block] / [clean beat|match beat|smash beat|held beat|whip beat]`。
升级图格式:`ESC P##: [L1 calm|L2 tension|L3 rise|L4 surge|L5 peak] / [flat|rise|spike|drop|release|unresolved]`。
画格标题:P01 / 24mm 广角 / 仪式主镜 -> P02 / 50mm 侧面 / 光剑点燃 -> P03 / 低位 35mm / 初次编织 -> P04 / 微距插入 / 手腕急转 -> P05 / 低位 24mm / 靴子打滑 -> P06 / 35mm 撞击 / 刀身掠过 -> P07 / 85mm 特写 / 眼神闪光 -> P08 / 35mm 甩切 / 斗篷甩动 -> P09 / 24mm 广角 / 爆发化解 -> P10 / 俯视 24mm / 蝴蝶旋转 -> P11 / 35mm 侧面 / 背后环绕 -> P12 / 微距插入 / 剑柄孤立 -> P13 / 50mm 倒影 / 水面拖尾 -> P14 / 24mm 环绕 / 身体缠绕光环 -> P15 / 85mm 肖像 / 屏息 -> P16 / 35mm 爆发 / 面部掠过 -> P17 / 35mm 甩切 / 跳向湖面 -> P18 / 低位 24mm / 空中下降 -> P19 / 低位 24mm / 岸边刺击 -> P20 / 摇臂广角 / 湖流
相机 + 镜头计划:P01 广角静止 -> P02 侧面推进 -> P03 低位侧面构建 -> P04 微距切入 -> P05 低位爆发 -> P06 撞击镜头掠过 -> P07 特写爆发 -> P08 甩切 -> P09 广角化解 -> P10 俯视静止 -> P11 侧面跟踪 -> P12 微距孤立 -> P13 倒影插入 -> P14 环绕静止 -> P15 肖像暂停 -> P16 爆发近景 -> P17 甩向水线 -> P18 低位上升捕捉 -> P19 低位冲击 -> P20 摇臂最终静止
动作路径:P01 C1 居中,光剑低垂 -> P02 光剑点燃 -> P03 8 字编织开始 -> P04 手腕翻转剑柄 -> P05 靴子在湿地打滑 -> P06 刀身掠过镜头数英寸 -> P07 眼神捕捉白光 -> P08 斗篷在拖尾中甩动 -> P09 爆发化解为完整身体 -> P10 肩上方蝴蝶旋转 -> P11 背后环绕 -> P12 单手孤立 -> P13 拖尾在水中倒影 -> P14 围绕躯干的身体光环 -> P15 呼吸冻结 -> P16 刀身掠过脸旁 -> P17 跳向湖面 -> P18 空中下降,剑尖朝下 -> P19 光剑钉入岸边 -> P20 能量环在湖面扩散
节奏轨道:P01 RHY P01: hold / long block / held beat -> P02 RHY P02: slow reveal / medium block / clean beat -> P03 RHY P03: build / medium block / match beat -> P04 RHY P04: burst / short block / smash beat -> P05 RHY P05: burst / short block / whip beat -> P06 RHY P06: burst / short block / smash beat -> P07 RHY P07: burst / short block / clean beat -> P08 RHY P08: burst / short block / whip beat -> P09 RHY P09: impact / medium block / held beat -> P10 RHY P10: build / medium block / match beat -> P11 RHY P11: build / medium block / clean beat -> P12 RHY P12: burst / short block / clean beat -> P13 RHY P13: pause / medium block / held beat -> P14 RHY P14: impact / medium block / match beat -> P15 RHY P15: pause / medium block / clean beat -> P16 RHY P16: burst / short block / smash beat -> P17 RHY P17: burst / short block / whip beat -> P18 RHY P18: build / short block / held beat -> P19 RHY P19: impact / medium block / smash beat -> P20 RHY P20: final hit / long block / held beat
升级图:P01 ESC P01: L1 calm / flat -> P02 ESC P02: L2 tension / rise -> P03 ESC P03: L3 rise / rise -> P04 ESC P04: L4 surge / spike -> P05 ESC P05: L4 surge / spike -> P06 ESC P06: L5 peak / spike -> P07 ESC P07: L4 surge / spike -> P08 ESC P08: L4 surge / spike -> P09 ESC P09: L3 rise / drop -> P10 ESC P10: L4 surge / rise -> P11 ESC P11: L4 surge / rise -> P12 ESC P12: L4 surge / spike -> P13 ESC P13: L3 rise / drop -> P14 ESC P14: L5 peak / spike -> P15 ESC P15: L2 tension / drop -> P16 ESC P16: L5 peak / spike -> P17 ESC P17: L5 peak / spike -> P18 ESC P18: L4 surge / rise -> P19 ESC P19: L5 peak / spike -> P20 ESC P20: L3 rise / release
状态轨道:P01 刀身关闭,飞行器在右,湖在前景 -> P02 刀身开启 -> P03 8 字拖尾 -> P04 手腕特写,单把光剑 -> P05 湿地打滑 -> P06 镜头闪光 -> P07 眼神闪光 -> P08 斗篷拖尾 -> P09 完整身体,道中央 -> P10 蝴蝶圆圈 -> P11 背后环绕 -> P12 剑柄孤立 -> P13 水面倒影 -> P14 身体光环 -> P15 刀身近脸 -> P16 面部掠过 -> P17 空中飞向湖面 -> P18 剑尖朝下 -> P19 刀身钉入岸边 -> P20 圆环扩散,C1 握住剑柄
风格轨道:P01 灰色素描/琥珀芯片 -> P02 苍白绽放 -> P03 POI 彩带 -> P04 爆发芯片 -> P05 湿地条纹 -> P06 镜头闪光 -> P07 特写闪光 -> P08 斗篷条纹 -> P09 完整拖尾 -> P10 圆环几何 -> P11 环绕线 -> P12 孤立线 -> P13 倒影 -> P14 光环缠绕 -> P15 安静肖像 -> P16 明亮掠过 -> P17 跳跃条纹 -> P18 下降线 -> P19 冲击辉光 -> P20 涟漪终曲
[序列]
网格:在一个紧凑的 4x5 电影故事板单中 20 个画格;画格美术保持单色粗略素描,而导演条通过两簇爆切集群、流艺术连续性、水线冲击和湖能量最终静止,让 15 秒序列感觉更长。
5. 使用 Seedance 2.0 创建动画,使用了角色参考、环境参考和故事板图像。
提示:
使用 @[storyboard ref] 作为序列的故事板蓝图。将每个故事板画格视为单个电影序列中的连续镜头。严格遵循画格顺序,不要编造替代覆盖。故事板是视觉叙事的主要真理来源
来源与署名
原文由 @aimikoda 发布在 X:查看原推文。 本页逐字保留原文并提供机器翻译的中文解读;版权归原作者所有。
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