GPT Image 2 分镜提示:
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color_palette · white-minimalcomposition · aerial-viewcomposition · multi-panelcomposition · wide-shotlighting · high-keysubject_type · character
提示词(原文,逐字保留)
GPT Image 2 Storyboard Prompt:
Create a 16:9 high-pressure close-combat cinematic storyboard sheet image: a production board for two fighters trading centerline traps and circular counters in one training hall, communicating guard pressure, redirection, impact origin, spirit release, and collapse through camera angle, shot scale, pose, screen direction, and geography. Do not render bracketed section labels as text.
[HEADER]
Production-board header: scene-aware typography, thin rules, clear hierarchy; graphic treatment stays outside panels. Exactly these two quoted lines and no other header text:
"CENTERLINE ECHO"
"Eight burst frames drive one palm through a broken guard"
[BOARD]
Exact grid: 4 columns x 2 rows, filled in P## order left-to-right, top-to-bottom; never add empty frames or extra panels. Every panel is a strict 16:9 landscape rectangle, width exactly 1.78x height, all 8 panels identical; no mixed ratios. The sheet canvas keeps the 16:9 ratio stated above; leftover space becomes header and margins. Panel headers exactly `P## / shot tag / beat name`. One panel per BEATS entry.
[STYLE]
Bright clay-model 3D previs panels: untextured blockout models in matte pale clay, soft white and light warm gray only, on a light background. High-key viewport lighting, soft shadows, gentle ambient occlusion. Unfinished but spatially convincing, with anchors for pose, contact, direction, and result. Characters are blank mannequins with featureless heads; no facial detail or reference likeness. Effects are neutral marks attached to origins: short trails, contact bursts, dust rings, floor streaks, shockwave rings, and one spirit-shaped outline, never props. Locked signatures: lead fighter is lightest, slim, high hair block, layered long-coat volume; opposing monk figure is one step grayer, broad and heavy, rounded head blocks, loose robe volume. No illustration, photorealism, saturated color, detailed textures, or polished VFX.
[REFERENCES]
Image A: lead fighter silhouette, high hair block, layered wardrobe volume, and forward martial stance only; exclusive to the lead fighter.
Image B: opposing monk figure silhouette, broad build, rounded head blocks, loose robe volume, and grounded stance only; exclusive to the opposing figure.
[CONTINUITY]
Same lead fighter, opposing monk figure, floor lane, pillars, hanging strips, effect origins, screen direction, and hall geography across panels; a pinned, blocked, struck, collapsing, or marked role is the same one continuing, never an extra copy. Each panel is one frozen instant: one pose/state per role, no before/after wording. Every count-sensitive panel shows exactly two fighter bodies; P07 also shows one spirit-shaped outline attached to the opposing figure's back as an effect, never as a third fighter. Lead fighter generally screen left moving screen right; opposing figure generally screen right resisting left.
[RULES]
Visible text: only the two quoted header lines and panel headers. Inside panels: no text, labels, arrows, icons, callouts, or annotations. Avoid logos, overlays, insets, extra panels, finished illustration, dense detail, panel color, duplicate or ghost figures, before-after copies, and effect marks resembling props, icons, or floating objects.
[BEATS]
Draw one storyboard panel per visual BEAT:
BEATS:
P01 / low lane pressure / guard already closed: floor-level wide from center lane; floor fills lower frame, lead fighter presses from screen left into opposing monk figure at screen right, pillars and hanging strips frame the lane, short forearm trails attach to first contact.
P02 / shoulder trap / centerline squeeze: tight over-shoulder medium close from behind opposing monk figure; lead fighter fills screen left foreground, one hand pins the opposing wrist across centerline, other fist points toward the chest, one contact burst attaches between trapped hands.
P03 / canted arc / counter sweep: canted side medium with slanted floor horizon; opposing monk figure turns a wide outside arm from screen right, lead fighter's straight arm redirects outward, one curved trail attaches to the sweeping forearm, one dust mark to pivot foot.
P04 / hand evidence / chain opening: extreme close insert on hands and chest line; lead fighter's palm presses the opposing guard downward, two compact fist blocks align through the center gap, small impact bursts attach to knuckles and forearms.
P05 / overhead geometry / footwork turn: bird's-eye wide showing floor lane and pillar bases; lead fighter stands in a tight triangular stance near center left, opposing monk figure circles outside at center right, one circular floor streak attaches to their foot path.
P06 / profile breach / inside line: compressed profile medium; lead fighter occupies screen left inside the opposing guard, one checking hand pins the outer arm, striking palm chambered near the opposing chest, delayed counter arm hangs behind the opposing shoulder.
P07 / chest impact / spirit rupture: low chest-impact close with strong foreshortening; lead fighter's palm contacts the opposing chest center, both bodies lock in one silhouette, one spirit-shaped outline erupts from the opposing back and one shockwave ring attaches to chest contact.
P08 / wide release / empty center: steady rear-wide from behind the collapsing opposing figure; lead fighter stands screen left with palm lowered, opposing monk figure folds toward floor at screen right, small settling rings attach to chest and floor contact, central lane opens between pillars.
Seedance 2.0 Prompt:
@[storyboard] is the storyboard blueprint of this video - recreate it shot for shot. Each P## beat matches its panel for camera angle, shot scale, framing, staging, screen position, and direction. Ignore clay-previs style, blank mannequins, borders, and stray marks. Render full color/detail in the style below; written beats and mapped references define all identity.
Additional references define only final appearance, never layout or staging. Use @[char1] as the sole source of C1's final appearance and @[char2] as the sole source of C2's final appearance.
VISUAL MEDIUM: Cinematic 3D realism with stylized martial-arts energy, detailed skin, fur, cloth weight, and feature-film finish.
MOTION LANGUAGE: Explosive close-quarters kung fu: Wing Chun centerline pressure, trapping hands, circular redirects, real body weight, cloth lag, and one brief P07 impact speed ramp.
VISUAL EFFECTS: Limb-attached aura only: violet surges, gold flares, teal pulses, crimson bursts, shockwave ripples, glowing dust, drifting particles, and one luminous spirit silhouette in light haze.
CINEMATOGRAPHY: Low-key practical-lit training hall, saturated heightened color, warm/cool tension, wide immersive lens feel, readable full-body geometry, fast tracking, sharp push-ins, lateral whips.
AUDIO: No background music. Breath, foot slides, cloth snaps, palm cracks, aura crackle, floor impacts, debris ticks, one chest-hit thunderclap at P07, then hard silence.
ENVIRONMENT: Worn night training hall: stone floor, two pillar rows, hanging cloth strips, open center lane, suspended dust.
EMOTIONAL GUIDANCE: C1 advances with compact precision; C2 widens the fight with heavier circular power until the guard breach freezes both bodies.
RHYTHM + ESCALATION: Hard cuts accelerate through P01-P06, P07 slows for one brutal contact, and P08 holds the empty release.
BEATS:
P01: Low floor-level wide from the center lane, floor filling the lower frame as C1, the slim long-haired robed hero, drives screen left to right into C2, the broad monk opponent, blocking from screen right; forearm bands are aura trails, not objects.
P02: Tight over-C2-shoulder medium close, C1 crowds the lens, pins C2's wrist across centerline, and snaps her other fist toward his chest; violet and gold energy wraps the trapped wrist and punch path from the skin contact.
P03: Canted side medium, C2 sweeps a wide circular deflection from screen right, turning C1's straight punch outward while stepping around her lead foot; teal and crimson arcs tear from forearm and heel pivot as shockwave dust skims the floor.
P04: Extreme close insert on hands and sternum line, C1 slaps C2's guard down and threads two chain punches through the gap; small aura bursts pop from knuckles and forearms, with cloth fibers and dust kicked loose.
P05: Bird's-eye wide, C1 steps inside the circle in a tight triangular stance near center left while C2 swings a heavy arm outside at center right; the circular floor streak is displaced dust and aura drag from footwork.
P06: Compressed profile medium, C1 is inside C2's guard at screen left, one checking hand pinning the outer arm while her striking palm chambers near C2's chest; C2's late counter hangs behind his shoulder, with small teal and gold currents between wrists.
P07: Low chest-impact close, C1 plants the decisive palm strike into C2's chest, bodies locked in silhouette; one luminous spirit silhouette erupts from C2's back as an impact-attached energy event, and multicolor shockwaves fold outward as his body freezes.
P08: Steady rear-wide release from behind C2's collapsing body, C1 stands screen left with palm lowered as C2 folds toward the stone floor at screen right; the spirit shape is gone, leaving fading particles, dust rings, settling cloth, and silence.
#MartialArts #Animation #Wuxia #Action #CG
中文译文
GPT Image 2 分镜提示:
创建一张 16:9 高压近身格斗电影分镜表图像:一张制作板,展示两名格斗者在同一训练厅中交换中线陷阱与圆形反制,通过镜头角度、景别、姿势、屏幕方向和空间地理传达防守压力、引导、冲击原点、气势释放与崩塌。不要将带括号的部分标签渲染为文字。
[HEADER]
制作板页眉:场景感知排版、细分割线、清晰的层级;图形处理保持在画格之外。仅这两行带引号的文字,不要其他页眉文字:
"CENTERLINE ECHO"
"Eight burst frames drive one palm through a broken guard"
[BOARD]
精确网格:4 列 x 2 行,按 P## 顺序从左到右、从上到下填充;不要添加空白帧或额外画格。每个画格都是严格的 16:9 横向矩形,宽度恰好为高度的 1.78 倍,全部 8 个画格完全一致;不得混用比例。画布保持上述 16:9 比例;剩余空间用于页眉和页边距。画格标题格式严格为 `P## / shot tag / beat name`。每条 BEATS 条目对应一个画格。
[STYLE]
明亮的黏土模型 3D previs 画格:无贴图的占位模型,哑光浅黏土,仅柔和白色和浅暖灰色,置于浅色背景。高光视口照明,柔和阴影,轻微环境光遮蔽。未完成但空间可信,包含姿势、接触、方向和结果的定位锚点。角色为无特征的空白人体模型;无面部细节或参考相貌。效果为附着于原点的中性标记:短拖尾、接触爆发、尘环、地面划痕、冲击波环,以及一个气势形轮廓,绝非道具。锁定特征:领衔格斗者最浅、最瘦、头顶高发块、层叠长大衣量感;对手武僧形体再灰一档,宽阔厚重,圆润头块,宽松长袍量感。不出现插画、照片级真实感、饱和色彩、精细纹理或精致特效。
[REFERENCES]
图像 A:仅领衔格斗者剪影、头顶高发块、层叠服饰量感和前倾格斗站姿;专属领衔格斗者。
图像 B:仅对手武僧形体剪影、宽阔体型、圆润头块、宽松长袍量感和沉稳站姿;专属对手形体。
[CONTINUITY]
所有画格中保持同一领衔格斗者、对手武僧形体、地面通道、立柱、悬挂布条、效果原点、屏幕方向和大厅空间地理;被钉住、被格挡、被击中、崩塌或被标记的角色始终延续同一者,绝不复制为额外个体。每个画格为一个冻结瞬间:每个角色一种姿势/状态,不出现前后对照措辞。每个计数敏感的画格恰好显示两具格斗者身体;P07 还显示一个附着于对手形体背部的气势形轮廓作为效果,绝非第三个格斗者。领衔格斗者通常位于屏幕左侧、向屏幕右侧移动;对手形体通常位于屏幕右侧、抵抗向左。
[RULES]
可见文字:仅两行带引号的页眉文字和画格标题。画格内部:无文字、标签、箭头、图标、批注或注释。避免 logo、叠加层、嵌入图、额外画格、成品插画、密集细节、画格底色、重复或幽灵人物、前后对照副本,以及形似道具、图标或悬浮物体的效果标记。
[BEATS]
为每个视觉 BEAT 绘制一个分镜画格:
BEATS:
P01 / low lane pressure / guard already closed:从中心通道的地板高度广角;地板填满下画面,领衔格斗者从屏幕左侧压向位于屏幕右侧的对手武僧形体,立柱和悬挂布条框定通道,短前臂拖尾附着于第一次接触。
P02 / shoulder trap / centerline squeeze:从对手武僧形体背后越过肩部的紧凑中近景;领衔格斗者占据屏幕左侧前景,一只手将对手手腕钉过中线,另一只拳指向胸部,一次接触爆发附着于被夹住的两手之间。
P03 / canted arc / counter sweep:带有倾斜地平线的倾斜侧面中景;对手武僧形体从屏幕右侧转身挥出大幅外摆臂,领衔格斗者的直臂向外引导,一条弧形拖尾附着于扫动前臂,枢轴脚处一个尘痕。
P04 / hand evidence / chain opening:手部与胸口线的极近景插入镜头;领衔格斗者掌心将对手防守向下压,两个紧凑拳头方块沿中线缺口对位,小型冲击爆发附着于指节与前臂。
P05 / overhead geometry / footwork turn:俯视广角,显示地面通道与立柱底座;领拳格斗者于中左附近呈紧凑三角站姿,对手武僧形体于中右外侧绕行,一条环形地面划痕附着于其脚步路径。
P06 / profile breach / inside line:压缩侧面中景;领衔格斗者位于屏幕左侧对手防守之内,一只手将外臂钉住,攻击掌蓄势于对手胸口附近,延迟反制臂悬于对手肩后。
P07 / chest impact / spirit rupture:低角度胸部冲击近景,强透视压缩;领拳格斗者掌心接触对手胸口中心,两具身体锁定为同一剪影,一个气势形轮廓从对手背部喷发,一个冲击波环附着于胸部接触点。
P08 / wide release / empty center:从崩塌的对手形体后方的稳定后方广角;领拳格斗者立于屏幕左侧,掌心低垂,对手武僧形体于屏幕右侧向地板折落,小型沉降环附着于胸部与地面接触点,中央通道在立柱之间打开。
Seedance 2.0 提示:
@[storyboard] 是本视频的分镜蓝图 —— 按镜头逐个复刻。每个 P## 节拍与其画格在镜头角度、景别、构图、调度、屏幕位置和方向上一一对应。忽略黏土 previs 风格、空白人体模型、边框与多余标记。按下方风格渲染全彩与细节;书写节拍与映射的参考资料定义一切身份。
附加参考仅定义最终外观,绝不定义布局或调度。使用 @[char1] 作为 C1 最终外观的唯一来源,使用 @[char2] 作为 C2 最终外观的唯一来源。
VISUAL MEDIUM:电影级 3D 真实感结合风格化武术能量,细腻的皮肤、毛发、布料重量感与院线级完成度。
MOTION LANGUAGE:爆发式近身功夫:咏春中线压力、夹手、圆形引导、真实身体重量、布料滞后,以及 P07 一次短暂的冲击加速。
VISUAL EFFECTS:仅肢体附着气场:紫色涌动、金色闪耀、青色脉动、深红爆发、冲击波涟漪、发光尘埃、飘浮粒子,以及轻雾中一个发光的灵魂剪影。
CINEMATOGRAPHY:低光实景照明的训练厅,饱和强化色彩,冷暖张力,宽广沉浸式镜头感,可读的全身体型,快速跟拍、锐利推镜、横向甩镜。
AUDIO:无背景音乐。呼吸、脚滑、布料抽击、掌裂、气场噼啪、地面冲击、碎片滴答,P07 一次胸部击中霹雳,随后硬切静默。
ENVIRONMENT:破旧的夜间训练厅:石地板、两排立柱、悬挂布条、开放的中央通道、悬浮尘埃。
EMOTIONAL GUIDANCE:C1 以紧凑精确推进;C2 以更重的圆形力量扩大战局,直到防守被突破将两具身体冻结。
RHYTHM + ESCALATION:硬切贯穿 P01–P06 加速,P07 放慢呈现一次残酷的接触,P08 维持空旷的释放感。
BEATS:
P01:中央通道的低地板广角,地板填满下画面,C1 身形瘦削长发长袍的主角,自屏幕左向右攻入屏幕右阻挡的体型宽阔的武僧对手 C2;前臂带状物为气场拖尾而非物体。
P02:越过 C2 肩部的紧凑中近景,C1 挤占镜头,将 C2 手腕钉过中线,并将另一只拳猛击其胸口;紫色与金色能量从皮肤接触点缠绕被钉的手腕与出拳路径。
P03:倾斜侧面中景,C2 从屏幕右侧挥出大幅圆形偏转,将 C1 的直拳向外引开,同时绕至其前脚外侧;青与深红弧光从前臂与脚跟枢轴迸裂,冲击波尘扫过地面。
P04:手部与胸骨线的极近景插入,C1 将 C2 防守拍落,并沿缺口穿入两记连环拳;小型气场爆发从指节与前臂迸出,布料纤维与尘埃被踢散。
P05:俯视广角,C1 以紧凑三角站姿踏入圈内靠近中左,C2 在中右外侧挥出沉重臂膀;环形地面划痕为脚步带起的气场拖拽与被扰动的尘埃。
P06:压缩侧面中景,C1 位于屏幕左侧 C2 防守之内,一只手将外臂钉住,攻击掌蓄势于 C2 胸口附近;C2 迟到的反制悬于肩后,两腕之间有细小青金色气流。
P07:低角度胸部冲击近景,C1 将决定性掌击实按入 C2 胸口,两具身体锁定为剪影;一个发光灵魂剪影自 C2 背部作为冲击附着的能量事件迸发,多彩冲击波向外折叠扩散,其身体冻结。
P08:自崩塌的 C2 后方稳定的广角释放镜头,C1 立于屏幕左侧,掌心低垂,C2 于屏幕右侧向石地板折落;灵魂形体已消失,仅留渐隐的粒子、尘环、沉降的布料与寂静。
#MartialArts #Animation #Wuxia #Action #CG
来源与署名
原文由 @LeeLinAI123 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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