创建一张16:9比例的图像。

GPT-Image-2 · @neural_aperture · Mon Jun 08

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创建一张16:9比例的图像。 [项目卡] 设计一个排版紧凑的报头,不要使用表格。 标题:黑VS阿拉克涅克斯:闪电战 元信息行: 无情爆发 / 未来武士对战蜘蛛机甲 / 极富动感的…
camera_lens · 35mm-filmcolor_palette · monochromecomposition · multi-panelhuman_attributes · cybernetic-featurehuman_attributes · headwearmood · tense

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Create a 16:9 image. [PROJECT CARD] Create a compact designed masthead, not a table. TITLE: KUROSHI VS ARACHNEX: BLITZ META LINE: relentless explosive / futuristic samurai vs spider-mech / max-dynamism one-take action PRIORITY: constant motion readability, one-take camera continuity, leg-cut and core-kill clarity, massive scale contrast MICRO BRIEF: Build a compact rough-sketch storyboard sheet for a 15-second Seedance BLITZ sequence where KUROSHI destroys ARACHNEX with uninterrupted high-speed katana choreography. [CONTINUITY HEADER] SEQUENCE ID: KUR-ARX-BLITZ-15S-STB REFERENCE PRIORITY: @image1 controls C1 KUROSHI identity, wardrobe, armor, helmet, cables, katana, proportions; @image2 controls C2 ARACHNEX identity, weapon layout, eight-leg structure, scale, armor; @image3 controls P01 starting-frame composition exactly; storyboard controls staging, camera sampling, movement, geography, damage continuity. [SCENE PACKET] PREMISE: KUROSHI erupts from a cold starting-frame profile into a relentless one-take fight, sprinting through ARACHNEX's attacks, climbing the machine, and killing it through the sensor core. LOCATION: open Japanese mountain field at blue hour, ankle-high wind-blown grass, wet earth, ground mist, distant pine ridges, layered mountain silhouettes, wide sky, no buildings, no roads, no extra fighters. START -> END: exact supplied profile start with C1 from behind/side and helmet edge glowing -> wide same-field ending with C1 crouched/rising in foreground, glowing blade extended behind, C2 collapsed dark in the mist. ACTION CHAIN: head snap + blade ignition -> snap-zoom reveal of charging C2 -> low sprint and cannon slide-dodge -> diagonal leg-tip sever -> under-body roll through stabbing legs -> upward thrust shears hydraulic joint -> body slam miss -> missile run up fallen leg -> vertical climb and gash through armor -> slow-motion launch above core -> downward core plunge and shockwave -> full-speed collapse and wide hold. PROP / EFFECT STATE: C1 katana edge glows molten yellow-white like a thin plasma blade and cuts hard steel cleanly; C2 sensor eye, particle cannon, missile pods, hydraulic plasma-cutter legs, lights, cables, armor plates, and core damage progress visibly from active charge to severed leg, joint failure, torn plate, pierced core, dead lights, collapsed body. MUST READ: the samurai never stops moving; he turns ARACHNEX's own charge, legs, and body mass into a path upward to the killing strike. [CHARACTER SANITIZATION] C1: KUROSHI, adult athletic 1.85m futuristic samurai, sleek matte-black composite armor, black micro-plated lamellar shapes, smooth black helmet with pink edge-line, neon-yellow cables down nape, red accent stripe, yellow glyphs, energized katana, low explosive iaijutsu movement, compact controlled posture. C2: ARACHNEX, giant 7.6m yellow-and-black tactical spider-mech, eight hydraulic plasma-cutter legs, glowing yellow sensor-eye core, front particle cannon, micro-missile pods, heavy armored carapace, claw feet, fast aggressive mechanical movement. Remove contradictory traits, invisible psychology, excessive costume detail, and backstory that cannot appear in a panel. [IDENTITY CONSISTENCY] Identity references control face/body/wardrobe/proportions/form; storyboard controls staging only. Keep C1's helmet edge-line, black armor, yellow cables, red stripe, yellow glyphs, katana, and 1.85m scale stable. Keep C2's yellow-black spider silhouette, eight legs, sensor core, cannon, missile pods, and 7.6m scale stable. Do not redesign, merge, recolor, age-shift, beautify, caricature, or simplify beyond clean rough-sketch readability. [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] P02 is the combat geography master created by the snap-zoom reveal: C1 near right/lower foreground facing screen-left into the field, C2 charging from center-left/midground, mountains and horizon behind, grass and wet earth as the playable path. P01 still opens exactly on the supplied starting frame before the reveal. [EMOTIONAL ARC] instant alert -> violent commitment -> collision pressure -> evasive control -> under-body danger -> vertical escalation -> suspended dominance -> killing impact -> released destruction. Show it through C1's compact posture, blade angle, low sprint, pivots, crouches, launch height, C2's mass, damage, and collapsing silhouette. [STYLE LOCKS] STYLE LOCK: panel interiors stay clean low-detail monochrome rough sketch on off-white paper, pale graphite line, simplified poses, readable silhouettes, minimal shading; outside panel art use compact teal/yellow accent chips only in masthead/header/director strip. Final-video style target: teal-and-amber cinematic grade, cool blue ambient key, high contrast, wet grass, ground mist, crisp metal, violent handheld energy, speed ramps, debris and mud. EFFECT LOCK: katana is a thin molten yellow-white edge with a narrow blade-shaped trail; cannon bolt is a simple directional blast; missile blooms, sparks, molten spray, shockwave ring, smoke, embers, mud curtain, and dying lights are drawn as simple pale graphic shapes inside panels, never colored fills. ENVIRONMENT LOCK: same open Japanese mountain field across all panels; lock horizon, pine ridge silhouettes, grass direction, fog layer, wet earth texture, and open sky; no city, temple, forest interior, snow, rainstorm, crowd, extra enemies, or new set pieces. [SPATIAL CONTINUITY LOCK] P01-P11 are sampled phases of one continuous evolving take. Use one primary 35mm anamorphic camera path with a deliberate snap-zoom pullback in P02 only; all other scale changes come from dolly, whip-pan, side track, low orbit, camera rise, crash-down, and continuous pullback. C1 starts right foreground facing left, travels toward C2, rolls under the body, climbs upward, launches above the core, then lands foreground. C2 starts center-left/midground in charge, advances into frame, becomes the overhead mass during under-body beats, then collapses behind C1. P11 is the same field pulled wider, not a new establishing shot. Allowed changes: camera distance/height/orbit, C1 pose, C2 attack state, damage state, blade glow intensity, fog, mud, sparks, missiles, debris, smoke. [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 / 35mm anamorphic / Instant ignition -> P02 / 35mm snap-zoom / Charging reveal -> P03 / 35mm low dolly / Cannon dodge -> P04 / 35mm side track / Leg-tip sever -> P05 / 35mm whip-pan / Under-body roll -> P06 / 35mm handheld / Joint shear -> P07 / 35mm orbit / Body slam miss -> P08 / 35mm low angle / Missile run -> P09 / 35mm rising orbit / Armor gash -> P10 / 35mm sky hold / Core plunge -> P11 / 35mm wide pullback / Fallen titan CAMERA + LENS PLAN: P01 exact close profile hold -> P02 head-turn whip into snap-zoom wide reveal -> P03 low dolly forward with sprint -> P04 side track leg-height through slash -> P05 whip-pan under C2 shadow -> P06 handheld close under-body impact -> P07 low orbit keeps C1 centered through slam -> P08 camera rides up fallen leg, low angle -> P09 rising orbit along armor plates -> P10 upward sky hold then crash-down to core, closest point -> P11 continuous pullback to final wide hold ACTION PATH: P01 C1 head snaps, blade begins draw -> P02 C2 mid-charge, sensor blazing, legs hammer earth -> P03 C1 slide-dodges right past cannon bolt, earth scorched behind -> P04 C1 weaves and severs stabbing leg tip diagonally -> P05 C1 rolls under body between two stabbing legs -> P06 C1 thrusts upward from back, shears hydraulic joint -> P07 C1 springs clear as C2 body slams mud where he was -> P08 C1 sprints along fallen leg through missile blooms -> P09 C1 climbs plates and rips glowing gash downward -> P10 C1 hangs above core then plunges blade through sensor eye -> P11 C2 lights die and collapses, C1 lands low foreground RHYTHM TRACK: P01 RHY P01: burst / short block / whip beat -> P02 RHY P02: build / medium block / clean beat -> P03 RHY P03: burst / short block / whip beat -> P04 RHY P04: impact / short block / smash beat -> P05 RHY P05: burst / short block / whip beat -> P06 RHY P06: impact / short block / smash beat -> P07 RHY P07: burst / short block / whip beat -> P08 RHY P08: build / medium block / match beat -> P09 RHY P09: impact / short block / smash beat -> P10 RHY P10: pause / medium block / held beat -> P11 RHY P11: recover / long block / held beat ESCALATION MAP: P01 ESC P01: L3 rise / spike -> P02 ESC P02: L4 surge / rise -> P03 ESC P03: L4 surge / spike -> P04 ESC P04: L4 surge / spike -> P05 ESC P05: L5 peak / spike -> P06 ESC P06: L5 peak / spike -> P07 ESC P07: L5 peak / flat -> P08 ESC P08: L5 peak / rise -> P09 ESC P09: L5 peak / spike -> P10 ESC P10: L5 peak / release -> P11 ESC P11: L2 tension / drop STATE TRACK: P01 @image3 exact start, C1 right FG, blade unsheathing -> P02 master locked, C2 center-left charge, sensor on -> P03 cannon scorch behind C1, blade fully glowing -> P04 leg tip severed, molten spray, C1 right-to-left -> P05 two legs stabbing, C1 under belly, C2 overhead -> P06 joint sheared, sparks rain, limb buckles -> P07 body slam mud burst, C1 clear, orbit continues -> P08 missile pods active, fallen leg path, orange fog blooms -> P09 armor gash open, loose cables, rising route -> P10 C1 above core, blade brightest, shockwave begins -> P11 C2 dark collapsed, C1 crouch/rise, blade trailing glow STYLE TRACK: P01 ignition snap -> P02 scale rush -> P03 grass streak -> P04 molten spray -> P05 shadow blur -> P06 spark rain -> P07 mud burst -> P08 fog blooms -> P09 cable whip -> P10 white flash -> P11 smoke wide [SEQUENCE] Grid: 11 panels in a compact cinematic storyboard sheet, arranged as a fast 6-over-5 layout; all panels sample one continuous BLITZ take with snap-zoom reveal, dolly sprint, whip-pan under-body exchange, orbiting vertical climb, slow-motion core plunge, and final pullback to the same mountain field.

中文译文

创建一张16:9比例的图像。 [项目卡] 设计一个排版紧凑的报头,不要使用表格。 标题:黑VS阿拉克涅克斯:闪电战 元信息行: 无情爆发 / 未来武士对战蜘蛛机甲 / 极富动感的一镜到底动作戏 优先级:恒定动态可读性、一镜到底镜头连续性、断腿与核心击杀的清晰度、巨大体型反差 简介:为15秒Seedance闪电战序列创作一张紧凑的草稿故事板,黑在此片段中以不间断的高速武士刀 choreography 摧毁阿拉克涅克斯。 [连续性标题] 序列ID:KUR-ARX-BLITZ-15S-STB 参考优先级:@image1 控制C1黑的身份、服装、盔甲、头盔、线缆、武士刀、比例;@image2 控制C2阿拉克涅克斯的身份、武器布局、八腿结构、尺寸、盔甲;@image3 完全控制P01起始帧构图;故事板控制舞台调度、镜头采样、运动、地形、伤害连贯性。 [场景包] premise:黑从冰冷的起始帧侧身像突然发起攻势,展开一场无情的一镜到底战斗,冲破阿拉克涅克斯的攻击,爬上机甲,从传感核心击杀它。 地点:蓝色时刻开阔的日本山地草场,齐踝高的风吹草动,湿润泥土,地面雾气,远处的松岭,层叠山脉剪影,开阔天空,无建筑、无道路、无额外战士。 开始 -> 结束:严格按照提供的侧身像开始,C1从后方/侧面入镜,头盔边缘发光 -> 同一片草场的宽画幅结尾,C1在前景蹲伏/起身,发光刀刃向后伸展,C2黑暗地倒在雾气中。 动作链:头部急转 + 刀刃启动 -> 急变焦推呈现冲过来的C2 -> 低姿冲刺滑躲加农炮 -> 斜向切断腿尖 -> 在刺来的腿之间向机甲底部翻滚 -> 向上 thrust 剪断液压关节 -> 躲开机身砸击 -> 沿着掉落的腿迎着导弹冲刺向上 -> 垂直攀爬并划开盔甲 -> 慢动作跃起到核心上方 -> 向下刺入核心并产生冲击波 -> 机甲全速倒塌,保持宽画幅定格。 道具/效果状态:C1的刀刃边缘像薄等离子 blade 一样发出熔融黄白色光,可以干净切断硬钢;C2的传感眼、粒子炮、导弹荚舱、液压等离子切割腿、灯光、线缆、装甲板、核心损伤从主动充能到断腿、关节失效、装甲撕裂、核心被刺穿、灯光熄灭、机身倒塌的过程都要清晰呈现。 必须注意:武士从不停止移动;他将阿拉克涅克斯的冲锋、腿和自身重量转化为向上通往击杀一击的路径。 [角色净化] C1:黑,成年健壮1.85米未来武士,光滑哑光黑色复合盔甲,黑色微镀层片状甲结构,光滑黑色头盔带粉色边缘线,颈后垂下霓虹黄色线缆,红色装饰条纹,黄色符文,充能武士刀,低爆发居合道动作,紧凑可控的姿势。 C2:阿拉克涅克斯,巨型7.6米黄黑战术蜘蛛机甲,八条液压等离子切割腿,发光黄色传感眼核心,前部粒子炮,微型导弹荚舱,重型装甲背甲,爪状足,快速攻击性机械运动。 移除矛盾特征、不可见心理活动、过度服装细节和无法在分镜面板中呈现的背景故事。 [身份一致性] 身份参考控制脸部/身体/服装/比例/形态;故事板仅控制舞台调度。保持C1的头盔边缘线、黑色盔甲、黄色线缆、红色条纹、黄色符文、武士刀和1.85米尺寸稳定不变。保持C2的黄黑蜘蛛剪影、八条腿、传感核心、炮、导弹荚舱和7.6米尺寸稳定不变。不得重新设计、合并、改色、改变年龄、美化、夸张简化,仅需保持干净草稿的可读性即可。 [故事板纯净性] 面板图像仅为低细节单色浅灰色草稿。将面板编号、节拍名称、镜头标签放在每个面板图像外的顶栏中。面板内部不得有颜色、标签、箭头、说明文字、副标题、logo、水印、时间标记、图表、UI、虚影姿势、重复身体或技术叠加层。 [主镜头规则] P02是由急变焦推呈现的战斗地形主镜头:C1在右下方前景,面向屏幕左侧草场,C2从中左中景冲锋,后方是山脉和地平线,草和湿润泥土是可通行路径。P01仍严格按照提供的起始帧在 reveal 前开场。 [情感弧线] 瞬间警觉 -> 暴力出击 -> 碰撞压力 -> 闪避控制 -> 机身下方危险 -> 垂直升级 -> 悬停压制 -> 击杀冲击 -> 毁灭释放。通过C1的紧凑姿势、刀刃角度、低姿冲刺、转身、蹲伏、起跳高度,C2的体积、损伤和倒塌剪影来呈现。 [风格锁定] 风格锁定:面板内部保持干净低细节单色草稿,画在米白色纸上,浅石墨线条,简化姿势,清晰剪影,最少阴影;面板外仅在报头/标题/导演条使用紧凑蓝绿色/黄色色块。最终视频风格目标:蓝绿色琥珀色电影调色,冷蓝色环境主调,高对比度,湿润草地,地面雾气,锐利金属,强烈手持镜头动感,速度坡道,碎片和泥浆。 效果锁定:武士刀是细熔融黄白色刀刃,带窄刀形拖影;炮弹是简单定向冲击波;导弹开花、火花、熔融喷雾、冲击波环、烟雾、余烬、泥浆幕、熄灭灯光都在面板内部画为简单浅色图形,不得使用实色填充。 环境锁定:所有面板使用同一片开阔日本山地草场;锁定地平线、松岭剪影、草的方向、雾层、湿润泥土纹理和开阔天空;不得有城市、寺庙、森林内部、雪、暴雨、人群、额外敌人或新场景元素。 [空间连续性锁定] P01-P11是同一连续演进镜头的采样阶段。仅在P02使用一次主35mm变形镜头路径配合刻意的急变焦拉远;其他所有尺寸变化都来自推拉、摇移、侧移、低轨道环绕、镜头上升、俯冲和连续拉远。C1从右侧前景面朝左开始,向C2移动,滚到机身下方,向上攀爬,跃起到核心上方,然后落在前景。C2从中左中景开始冲锋,向画面推进,在机身下方节拍中成为上方 mass,然后倒在C1后方。P11是同一片场地拉宽,不是新的定场镜头。允许修改:相机距离/高度/轨道、C1姿势、C2攻击状态、损伤状态、刀刃发光强度、雾、泥浆、火花、导弹、碎片、烟雾。 [导演条] 底部分镜轨板与面板列对齐。轨道:节拍线、镜头路径、动作路径、节奏轨、升级图、状态轨、风格轨。使用镜头块、细线、节奏块、小型强度条、一到三个词标签。不得使用秒或时间戳。 节奏轨格式:`RHY P##: [保持|慢 reveal| build|爆发|冲击|暂停|恢复|最终击杀] / [短块|中块|长块] / [干净节拍|匹配节拍|重击节拍|保持节拍|急转节拍]`。 升级图格式:`ESC P##: [L1平静|L2紧张|L3上升|L4爆发|L5峰值] / [平稳|上升|尖峰|下降|释放|未解决]`。 面板标题:P01 / 35mm变形 / 瞬间启动 -> P02 / 35mm急变焦 / 冲锋呈现 -> P03 / 35mm低推拉 / 加农炮躲闪 -> P04 / 35mm侧移 / 腿尖切断 -> P05 / 35mm急摇 / 机身下翻滚 -> P06 / 35mm手持 / 关节剪断 -> P07 / 35mm轨道环绕 / 躲开机身砸击 -> P08 / 35mm低角度 / 导弹冲刺 -> P09 / 35mm上升环绕 / 装甲划开 -> P10 / 35mm天空定格 / 核心刺入 -> P11 / 35mm宽拉远 / 泰坦倒下 镜头+焦平面:P01 精确特写侧身保持 -> P02 转头急摇接急变焦宽呈现 -> P03 低角度向前推拉配合冲刺 -> P04 侧移保持腿高度跟随挥砍 -> P05 急摇进入C2阴影下方 -> P06 手持特写机身下冲击 -> P07 低轨道环绕在砸击过程中保持C1居中 -> P08 相机沿着掉落的腿向上移动,低角度 -> P09 沿着装甲板上升环绕 -> P10 向上天空定格然后俯冲到核心,最近距离 -> P11 连续拉远到最终宽画幅定格 动作路径:P01 C1头部急转,刀刃开始拔出 -> P02 C2冲锋中途,传感器发光,腿砸击地面 -> P03 C1向右侧滑躲过炮弹,后方泥土被烧焦 -> P04 C1走位斜向切断刺来的腿尖 -> P05 C1在两条刺来的腿之间滚到机身下方 -> P06 C1从后方向上 thrust,剪断液压关节 -> P07 C1跳开,C2机身砸在他刚才所在的泥浆中 -> P08 C1沿着掉落的腿冲刺,穿过导弹开花 -> P09 C1爬上装甲板向下撕开发光伤口 -> P10 C1悬在核心上方然后将刀刃刺入传感眼 -> P11 C2灯光熄灭倒塌,C1落在前景低处 节奏轨:P01 RHY P01: 爆发 / 短块 / 急转节拍 -> P02 RHY P02: build / 中块 / 干净节拍 -> P03 RHY P03: 爆发 / 短块 / 急转节拍 -> P04 RHY P04: 冲击 / 短块 / 重击节拍 -> P05 RHY P05: 爆发 / 短块 / 急转节拍 -> P06 RHY P06: 冲击 / 短块 / 重击节拍 -> P07 RHY P07: 爆发 / 短块 / 急转节拍 -> P08 RHY P08: build / 中块 / 匹配节拍 -> P09 RHY P09: 冲击 / 短块 / 重击节拍 -> P10 RHY P10: 暂停 / 中块 / 保持节拍 -> P11 RHY P11: 恢复 / 长块 / 保持节拍 升级图:P01 ESC P01: L3上升 / 尖峰 -> P02 ESC P02: L4爆发 / 上升 -> P03 ESC P03: L4爆发 / 尖峰 -> P04 ESC P04: L4爆发 / 尖峰 -> P05 ESC P05: L5峰值 / 尖峰 -> P06 ESC P06: L5峰值 / 尖峰 -> P07 ESC P07: L5峰值 / 平稳 -> P08 ESC P08: L5峰值 / 上升 -> P09 ESC P09: L5峰值 / 尖峰 -> P10 ESC P10: L5峰值 / 释放 -> P11 ESC P11: L2紧张 / 下降 状态轨:P01 @image3 精确开始,C1右侧前景,刀刃拔出鞘 -> P02 主镜头锁定,C2中左冲锋,传感器开启 -> P03 加农炮烧焦C1后方,刀刃完全发光 -> P04 腿尖切断,熔融喷雾,C1从右到左 -> P05 两条腿刺来,C1在腹部下方,C2在上方 -> P06 关节剪断,火花落下,肢体弯曲 -> P07 机身砸泥浆爆发,C1躲开,轨道继续 -> P08 导弹荚舱激活,掉落的腿路径,橙色雾开花 -> P09 装甲伤口撕开,松动线缆,上升路线 -> P10 C1在核心上方,刀刃最亮,冲击波开始 -> P11 C2黑暗倒塌,C1蹲伏/起身,刀刃拖带光 风格轨:P01 启动急转 -> P02 尺寸冲击 -> P03 草痕 -> P04 熔融喷雾 -> P05 阴影模糊 -> P06 火花雨 -> P07 泥浆爆发 -> P08 雾开花 -> P09 线缆甩动 -> P10 白光一闪 -> P11 烟雾宽画幅 [序列] 网格:紧凑电影故事板上共11个面板,排列为快速6上5下布局;所有面板采样同一次连续闪电战镜头,包含急变焦呈现、推拉冲刺、摇移机身下交锋、轨道垂直攀爬、慢动作核心刺入,最终拉远回到同一片山地草场。

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