创建一张 16:9 全动作翼剑决斗分镜表图片:一块现代极简的版面板,包含简洁低细节的分格、一个项目卡片、标题条,以及一条视觉导演条。

GPT-Image-2 · @aimikoda · Tue Jun 16

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创建一张 16:9 全动作翼剑决斗分镜表图片:一块现代极简的版面板,包含简洁低细节的分格、一个项目卡片、标题条,以及一条视觉导演条。 [项目卡片 / PROJECT CARD]…
创建一张 16:9 全动作翼剑决斗分镜表图片:一块现代极简的版面板,包含简洁低细节的分格、一个项目卡片、标题条,以及一条视觉导演条。 [项目卡片 / PROJECT CARD]…
camera_lens · wide-anglecomposition · multi-panelcomposition · wide-shotlighting · natural-daylightlighting · rim-lightsubject_type · character

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Create a 16:9 all-action winged sword duel storyboard sheet image: a modern-minimal board with clean low-detail panels, a project card, header strips, and a visual director strip. [PROJECT CARD] Compact designed masthead, not a table. Use scene-appropriate typography, generous spacing, crisp dark-gray text, readable thin rules, clear hierarchy, and restrained high-altitude styling for masthead, frame, bands, headers, and strip. TITLE: SKY BLADE STORM META LINE: fast aerial combat / cinematic anime / compressed duel density PRIORITY: readable fighter geography, wing direction, blade contacts, mist trails, and spark clusters MICRO BRIEF: Make a short duel feel longer through layered passes, parries, delayed impacts, orbiting combos, and one recoil strike. [SCENE] Two winged sword warriors clash above layered clouds with no still opening or held pause. The panels must show fast lanes, near-miss passes, orbiting locks, close parries, wing dodges, cloud spirals, spark clusters, delayed impact trails, X-shaped mist tears, and a final strike sending both fighters past. [REFERENCE RULE] Image A is the sole authority for C1 final face, body, wardrobe, proportions, materials, likeness, wings, and sword. Image B is the sole authority for C2 final face, body, wardrobe, proportions, materials, likeness, wings, and sword. Storyboard characters remain neutral staging proxies; this sheet controls blocking, pose, eye-line, prop placement, screen direction, continuity, and emotional progression only. [VISUAL RULES] Panel interiors are light but readable ultra-clean low-detail blocking thumbnails, not illustrations: open outline shapes, readable silhouettes, thin medium-light graphite lines, broad negative space, mostly white paper, and only the minimum anchors needed to read each beat. Sheet typography, headers, borders, section rules, and director strip labels use crisp readable dark-gray ink, medium contrast, and small-but-readable type; panel interiors stay lighter, sparse, and mostly uncolored. Use subtle air-current, blade-line, and orbit-ring motifs outside panels. Put panel numbers, beat names, and lens tags only in header strips outside panels. Avoid overly faint hairlines, bold outlines, thick contour lines, solid filled silhouettes, black ink look, dark print effect, facial detail, hair strands, fabric folds, material rendering, dense cloud texture, feather detail, prop texture, scenic micro-detail, tonal modeling, messy sketch buildup, crosshatching, heavy shading, saturated color, labels, arrows, captions, UI, ghost poses, duplicate bodies, technical overlays, and finished concept-art rendering inside panels. [CONTINUITY] P01 is the active geography panel: C1 dives from upper-left and C2 rockets up from lower-right above the cloud deck, with a central cloud pillar as anchor. Keep C1 entering from left/high and C2 from right/low until the converging dive; make the sequence feel dense through mist furrows, old spark drift, wing states, X-shaped tears, delayed impact rings, and vapor lines, not duplicate bodies. [DIRECTOR STRIP] Bottom visual infographic strip aligned to panel columns, with exactly two stacked mini-cells per panel: RHYTHM TRACK as clean outlined horizontal rhythm blocks and ESCALATION MAP as clean outlined L1-L5 bars with a curve trace. Use crisp thin strokes, spacing, and compact open graphic shapes; keep labels small but readable. No camera path, action path, state track, paragraph cells, timestamps, arrows, icons, dark filled blocks, or color legend. RHYTHM TRACK CELL LABELS: RHY P01: burst / short block / whip beat; RHY P02: burst / short block / clean beat; RHY P03: impact / short block / smash beat; RHY P04: burst / short block / whip beat; RHY P05: build / medium block / match beat; RHY P06: burst / short block / clean beat; RHY P07: impact / short block / smash beat; RHY P08: burst / short block / whip beat; RHY P09: burst / short block / whip beat; RHY P10: build / medium block / match beat; RHY P11: burst / short block / whip beat; RHY P12: final hit / short block / smash beat ESCALATION MAP CELL LABELS: ESC P01: L3 rise / rise; ESC P02: L3 rise / rise; ESC P03: L4 surge / spike; ESC P04: L4 surge / spike; ESC P05: L4 surge / rise; ESC P06: L4 surge / spike; ESC P07: L5 peak / spike; ESC P08: L5 peak / unresolved; ESC P09: L5 peak / spike; ESC P10: L5 peak / rise; ESC P11: L5 peak / spike; ESC P12: L5 peak / unresolved [SEQUENCE] Grid: 12 panels, AUTO 4x3 preferred; use small header strips outside panels with `P## / lens / beat name`; P01 / 24mm wide / active attack lane: C1 dives from upper-left as C2 rockets up from lower-right, both mist trails already carving the attack lane; P02 / telephoto / near-miss cross: both cross before contact, wing tips shredding two cloud ribbons as swords reset; P03 / 35mm orbit / stretched clash: blades hit at center, sparks travel outward before both snap back into motion; P04 / handheld close / rising combo: C1 rolls under into a three-hit combo while C2 parries high, middle, high; P05 / overhead / spiral exchange: both corkscrew down one cloud tunnel, blades crossing on opposite sides; P06 / 50mm / wing slip counter: C2 folds one wing inside C1's wide cut and counters twice at arm's length; P07 / 24mm wide / delayed triple pass: both hook back and cross three times through one X-shaped tear, each pass adding spark seams; P08 / 35mm orbit / circular combo: C1 rushes from foreground left as C2 spins back, sparks circling the camera; P09 / 85mm / close ricochet: they scrape face-close past each other, blades ricocheting four times while old sparks drift behind; P10 / 24mm vertical wide / upward ladder: tiny silhouettes climb a cloud column while fast parries shed falling sparks; P11 / 35mm orbit / converging dive: both fold wings from high-left and low-right, sword tips aimed at one point; P12 / telephoto to wide / delayed final recoil: crossed blades collide, sparks expand, then both fighters arc past through ruptured mist. --- Seedance 2.0 Prompt: Read @[image1] as the duel map: order, placement, flight direction, blade contacts, mist tears, spark states, and screen geography. Keep staging; render finished cinematic anime, not storyboard art. Use @[image2] for C1 and @[image3] for C2 as final identity authority: face, body, wardrobe, wings, swords, materials, proportions, and likeness; storyboard figures are proxies. VISUAL STYLE: High-speed cinematic anime aerial sword duel above sunlit clouds. Layered micro-actions, overlapping parries, delayed impacts, persistent mist/spark trails, violent orbits, whip-pan passes, jet-fast wing dives, cloud spirals, sakuga impacts, hard rim light, and no glow beyond sparks and air pressure. AUDIO: No background music or score. Use only diegetic high-altitude wind, wing cracks, blade chatter, parry rings, spark snaps, cloth snaps, breath cuts, cloud rush, and delayed pressure booms after fighters move on. ENVIRONMENT: Open sky above layered clouds with hard sun rim light, drifting cloud pillars, torn mist trails, and spark rain marking every pass. EMOTIONAL GUIDANCE: C1 and C2 are already attacking in the first frame, escalating through impossible-speed combo chains until the final strike rips them past each other. BEATS: P01: 24mm wide, C1 dives from upper-left while C2 rockets up from lower-right, both blades already drawn through mist trails that carve the attack lane; wing rush, rising wind. P02: telephoto, they cross before contact, missing by inches as wing tips shred two cloud ribbons and both swords reset for the return line; air crack, cloth snap. P03: 35mm fast orbit, first center clash hits blade-to-blade, impact stretching as sparks travel outward before both snap into motion, C1 driving left-to-right and C2 forcing back; metal shriek, delayed boom. P04: handheld close orbit, C1 rolls under into a three-hit rising combo while C2 parries shoulder, ribs, and head line in one continuous blur; breath cuts, blade chatter. P05: overhead, both corkscrew down a vertical cloud tunnel, trading rapid left-right slashes on opposite sides of the same spiral path; roaring drop, staccato steel. P06: 50mm near-body, C2 folds one wing inside C1's wide cut and answers with a tight two-hit counter at arm's length, sparks skidding across both guards; wing snap, close scrape. P07: 24mm wide, they explode from the cloud wall, hook back, and cross three times through one X-shaped mist tear, each pass adding a spark seam and late pressure thump; triple boom, spark rain. P08: 35mm aggressive 360 orbit, C1 rushes from foreground left while C2 spins backward, both blades clashing in a circular combo that wraps around the camera; steel rattle, wind shear. P09: 85mm compressed, they scrape face-close past each other, blades ricocheting four times from chest line to head line while older sparks still drift behind them; hard rings, rapid breaths. P10: 24mm vertical wide, both launch upward through a cloud column, tiny silhouettes parrying so fast falling sparks draw a ladder below them; climbing rush, rapid pings. P11: 35mm orbit dive, they fold wings and drop from high-left and low-right, sword tips drawing two vapor lines into one collision point; vacuum pull, blade hiss. P12: telephoto to wide shock pullback, final strike tears through center, crossed blades collide, sparks expand, then both fighters recoil past through ruptured mist before thunder catches up; trailing steel.

中文译文

创建一张 16:9 全动作翼剑决斗分镜表图片:一块现代极简的版面板,包含简洁低细节的分格、一个项目卡片、标题条,以及一条视觉导演条。 [项目卡片 / PROJECT CARD] 紧凑设计的刊头式排版,不是表格。使用贴合场景的字体、宽松的留白、清晰的深灰文字、可读的细分割线、清晰的层级,以及克制的高空风格,用于刊头、边框、栏带、标题与条带。 TITLE: SKY BLADE STORM META LINE: fast aerial combat / cinematic anime / compressed duel density PRIORITY: readable fighter geography, wing direction, blade contacts, mist trails, and spark clusters MICRO BRIEF: Make a short duel feel longer through layered passes, parries, delayed impacts, orbiting combos, and one recoil strike. [场景 / SCENE] 两位持剑翼战士在层层云海之上交锋,没有静止开场也没有定格停顿。各分格必须展现:高速航道、擦身而过、缠绕锁定、近距离格挡、翼闪规避、云气螺旋、火花簇、延迟冲击尾迹、X 形雾气撕裂,以及最后一击让两位战士各自掠过。 [参考规则 / REFERENCE RULE] 图 A 是 C1 最终面部、身体、服饰、比例、材质、神态、翅膀与剑的唯一依据。图 B 是 C2 最终面部、身体、服饰、比例、材质、神态、翅膀与剑的唯一依据。分镜中的角色保持中立的走位代理;本表仅控制调度、姿态、视线、道具位置、屏幕方向、连续性与情绪推进。 [视觉规则 / VISUAL RULES] 分格内部为浅色但可读的极致简洁低细节调度缩略图,而非插画:开放的轮廓形状、可读的剪影、中浅石墨色细线、宽阔的留白、以白色纸面为主,仅保留读懂每拍所需的最小锚点。整张图的字体、标题、边框、分节线与导演条标签采用清晰可读的深灰墨色、中等对比度、可读的小字号;分格内部保持更浅、更稀疏、几乎不着色。在分格外使用微妙的空气流、剑线与轨道环纹样。分格编号、拍次名称与镜头标签仅放在分格外的标题条内。避免:过淡的发丝线、粗壮轮廓线、厚重轮廓线、纯色填充剪影、黑色油墨感、暗黑印刷效果、面部细节、发丝、衣褶、材质渲染、密集云层纹理、羽毛细节、道具纹理、场景微细节、色调塑造、凌乱的草图堆积、交叉排线、厚涂阴影、高饱和颜色、标签、箭头、说明文字、UI、残影姿态、重复身体、技术叠层,以及分格内完成态的概念艺术渲染。 [连续性 / CONTINUITY] P01 是主动地理关系分格:C1 从左上俯冲,C2 从右下向上猛冲,位于云层之上,以中央云柱为锚点。在汇聚俯冲前始终保持 C1 从左/上方入场、C2 从右/下方入场;通过雾气犁痕、旧火花漂移、翼态、X 形撕裂、延迟冲击环与蒸汽线营造密度,而非堆叠重复身体。 [导演条 / DIRECTOR STRIP] 底部视觉信息条对齐分格列,每格恰好堆叠两个迷你单元:RHYTHM TRACK 为干净描边的水平节奏块;ESCALATION MAP 为干净描边的 L1–L5 条形加曲线轨迹。使用清晰的细线条、留白与紧凑的开放图形;标签小但可读。不要摄像机路径、动作路径、状态轨道、段落单元、时间戳、箭头、图标、深色实心块或颜色图例。 RHYTHM TRACK 单元格标签: RHY P01: burst / short block / whip beat; RHY P02: burst / short block / clean beat; RHY P03: impact / short block / smash beat; RHY P04: burst / short block / whip beat; RHY P05: build / medium block / match beat; RHY P06: burst / short block / clean beat; RHY P07: impact / short block / smash beat; RHY P08: burst / short block / whip beat; RHY P09: burst / short block / whip beat; RHY P10: build / medium block / match beat; RHY P11: burst / short block / whip beat; RHY P12: final hit / short block / smash beat ESCALATION MAP 单元格标签: ESC P01: L3 rise / rise; ESC P02: L3 rise / rise; ESC P03: L4 surge / spike; ESC P04: L4 surge / spike; ESC P05: L4 surge / rise; ESC P06: L4 surge / spike; ESC P07: L5 peak / spike; ESC P08: L5 peak / unresolved; ESC P09: L5 peak / spike; ESC P10: L5 peak / rise; ESC P11: L5 peak / spike; ESC P12: L5 peak / unresolved [分镜顺序 / SEQUENCE] 栅格:12 格,优先 AUTO 4x3;在分格外使用小标题条,格式 `P## / lens / beat name`;P01 / 24mm wide / active attack lane:C1 从左上俯冲,C2 从右下猛冲上来,两者的雾气尾迹已先刻出攻击航道;P02 / telephoto / near-miss cross:双方在接触前交叉掠过,翼尖撕裂两条云带,剑复位;P03 / 35mm orbit / stretched clash:剑刃在中心相击,火花向外扩散后双方立刻重新进入动作;P04 / handheld close / rising combo:C1 翻卷入一组三连击上升连段,C2 格挡上、中、上三路;P05 / overhead / spiral exchange:双方沿同一云隧道螺旋俯冲,剑刃在螺旋的两侧交叉;P06 / 50mm / wing slip counter:C2 将一翼内折进 C1 的宽斩,并以极近距离两连反击;P07 / 24mm wide / delayed triple pass:双方回勾并三次穿过同一个 X 形撕裂,每次掠过都增加一条火花接缝;P08 / 35mm orbit / circular combo:C1 从前景左方冲入,C2 反身旋转,火花环绕镜头;P09 / 85mm / close ricochet:两人贴身掠过,剑刃四次弹击,旧火花在身后飘散;P10 / 24mm vertical wide / upward ladder:微小剪影沿云柱攀升,快速格挡洒下如阶梯般的火花;P11 / 35mm orbit / converging dive:双方收翼,从高左与低右俯冲,剑尖指向同一点;P12 / telephoto to wide / delayed final recoil:双剑十字相撞、火花扩张,随后两位战士穿过撕裂的雾气彼此掠过。 --- Seedance 2.0 Prompt: 将 @[image1] 作为决斗地图阅读:顺序、位置、飞行方向、剑刃接触、雾气撕裂、火花状态与屏幕地理关系。保持走位;渲染为完成的电影感动画风格,而非分镜草图。 将 @[image2] 用作 C1、@[image3] 用作 C2 的最终身份依据:面部、身体、服饰、翅膀、剑、材质、比例与神态;分镜中的形象仅作代理。 视觉风格 / VISUAL STYLE:高速电影感动画风格的高空持剑对决,发生于阳光照射的云海之上。多层微动作、重叠格挡、延迟冲击、持续存在的雾气与火花尾迹、暴烈轨道、急摇掠过、喷气式高速翼冲、云气螺旋、作画集级别的冲击、硬朗边缘光,除火花与气压外不出现任何发光效果。 音效 / AUDIO:无背景音乐或配乐。仅使用现场高空风声、翼裂声、剑刃颤鸣、格挡环响、火花炸裂、布料抽响、呼吸切断、云气冲击,以及战士离开后延迟传来的气压轰鸣。 环境 / ENVIRONMENT:阳光直射的云海之上开放天空,硬朗阳光边缘光、漂浮的云柱、撕裂的雾气尾迹,以及标记每一次掠过的火花之雨。 情绪指引 / EMOTIONAL GUIDANCE:C1 与 C2 在第一帧就已经在进攻,经由不可能速度的连段组合不断升级,直至最后一击将彼此撕开掠过。 拍次 / BEATS: P01:24mm 广角,C1 从左上俯冲而 C2 从右下猛冲向上,两柄剑都已穿过雾气尾迹划开攻击航道;翼风呼啸、上升气流。 P02:长焦,两者尚未接触便交叉而过,相距仅数寸,翼尖撕裂两条云带,两剑为下一回合复位;空气裂响、布料抽响。 P03:35mm 快速环绕,首次中心碰撞为剑刃对剑刃,冲击拉伸、火花向外扩散后双方立刻重新进入运动,C1 自左向右推进而 C2 被迫后撤;金属尖啸、延迟轰鸣。 P04:手持近景环绕,C1 翻卷入一组三连击上升连段,C2 在一道连续模糊中格挡肩、肋、头三线;呼吸切断、剑刃颤鸣。 P05:俯拍,两人沿垂直云隧道螺旋俯冲,在同一螺旋路径的两侧连续左右互斩;俯冲轰鸣、断续钢铁声。 P06:50mm 近身,C2 将一翼内折进 C1 的宽斩,并在极近距离以紧密两连反击,火花在两柄护手上擦过;翼骨脆响、近距刮擦。 P07:24mm 广角,两人从云墙中爆裂而出、回勾,并于同一 X 形雾气撕裂中三次交叉,每次掠过都增加一条火花接缝与延迟气压闷响;三连轰鸣、火花之雨。 P08:35mm 激进 360 度环绕,C1 自前景左方冲入而 C2 向后旋转,两柄剑在绕镜而行的圆形连段中相击;钢铁嘎响、风切。 P09:85mm 压缩透视,两人贴身掠过,剑刃自胸线至头线四次弹击,旧火花仍在其身后飘移;硬环声、急促呼吸。 P10:24mm 垂直广角,两人沿云柱向上腾起,微小剪影格挡如此之快,以致坠落的火花在其下方画出阶梯;攀升冲刺、密集脆响。 P11:35mm 环绕俯冲,两人收翼分别自高左与低右落下,两道蒸汽线自剑尖汇聚至同一碰撞点;真空抽吸、剑刃嘶鸣。 P12:长焦转广角的冲击拉远,最终一击自中心撕裂,双剑十字相撞、火花扩张,随后两位战士穿过撕裂的雾气彼此后撤掠过,迟到的雷鸣才追上;剑鸣拖尾。

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