将此源提示翻译为可阅读和可搜索的中文。调用 translate_prompt 恰好一次。保留 URL、JSON 键、命令标志、括号、占…

Seedance 2.0 · @0kncn · Tue Jul 07

在画廊中打开

分享链接 · https://openimages.ajiang.me/p/2074485371430142102/

将此源提示翻译为可阅读和可搜索的中文。调用 translate_prompt 恰好一次。保留 URL、JSON 键、命令标志、括号、占位符、代码和参数值的字面形式。不要总结或添加…
将此源提示翻译为可阅读和可搜索的中文。调用 translate_prompt 恰好一次。保留 URL、JSON 键、命令标志、括号、占位符、代码和参数值的字面形式。不要总结或添加…
color_palette · dark-moodycolor_palette · high-contrastcomposition · low-anglecomposition · multi-panelcomposition · wide-shotlighting · side-lit

提示词(原文,逐字保留)

Use the provided 12-panel storyboard sheet @[storyboard_ref] as the direct sequential visual keyframe reference for the entire 15-second video. Follow the exact 12-beat progression, timing structure, visual rhythm, readable action direction, escalation, contact states, camera angles, and motion continuity from the storyboard. Preserve the original choreography flow while expanding each frozen storyboard pose into smooth connected animation between poses. If the storyboard contains arrows, panel borders, labels, shot numbers, text, notes, or sketch marks, use them only as invisible guidance for motion, action direction, impact timing, camera direction, and staging. Do not render any storyboard graphics, arrows, labels, text, panel borders, or annotations in the final video. CHARACTER REFERENCES — DO NOT MIX THEM: MAIN CHARACTER REFERENCE: Use @[image_1] ONLY for the main character. The main character is the armored demon warrior from the reference image. The character must always have: massive black biomechanical armor, hot crimson-red armor plates, toxic neon yellow markings, large horned helmet silhouette, oversized spiked blade / polearm weapon, segmented demon tail, clawed armored feet, heavy futuristic monster-warrior proportions. SECOND CHARACTER / ENEMY REFERENCE: Use @[image_2] ONLY for the second character / enemy. The second character is the horned void behemoth from the reference image. The character must always have: towering boss-like body scale, regal horned crown silhouette, bone-like mask face, glossy black exoskeleton armor, red and toxic yellow organic armor accents, ivory tusks, claws, and blade-like spikes, large red-black smoke plume aura behind the body, monstrous heavy presence. No third character is provided. Do not create any third character, creature, monster, crowd, clone, shadow figure, extra fighter, extra enemy, or additional entity. NEVER swap, merge, simplify, recolor, redesign, or combine the two character designs. NEVER transfer costume parts, colors, weapons, smoke effects, armor shapes, horns, claws, body proportions, or movement language from one character to another. Each character must remain visually distinct in every shot. Same main armored warrior throughout all shots. Same horned void behemoth throughout all shots. ENVIRONMENT: Same environment throughout all shots: a vast barren alien combat plain, cracked matte ground with scattered stone fragments, distant sharp monolithic rock spires, low drifting dust near the floor, minimal horizon with huge negative space, cinematic hard side-light from upper left, deep saturated red and cyan-blue atmospheric contrast, large empty arena scale. Keep the same environment logic, lighting direction, atmosphere, scale, geography, and background continuity throughout the entire video. STYLE: high-end stylized 3D cinematic action animation, premium collectible-toy material quality, sakuga-inspired monster-fight choreography, glossy hard-surface armor, bold saturated red, black, toxic yellow, ivory, and deep blue palette, dynamic motion clarity, smooth connected animation, high readability action staging, strong body momentum, cinematic pacing, stylized motion smears, clear cause-and-effect action, strong silhouette separation, impactful camera push-ins, weighty monster physics. IMPORTANT: Maintain exact character consistency. No extra characters. No text. No logos. No watermark. No subtitles. No dialogue. Do not make it stop motion. Do not make the action floaty. Do not create random new props, weapons, vehicles, enemies, background characters, or creatures. Do not change the scene into a different location. Do not break the storyboard order. PHYSICS RULES: All movement must feel heavy, grounded, and forceful. The main armored warrior moves with fast explosive acceleration, low stance, sharp directional cuts, weapon-led attacks, and strong recoil after impacts. The horned void behemoth moves slower but with massive weight, wide arm swings, delayed body follow-through, smoke drag, and ground-shaking steps. Weapon impacts must displace dust, crack the ground, throw small debris, and push both bodies with readable force. The smoke plume follows the horned void behemoth with delayed inertia and turbulent motion. Armor plates, tassels, chains, tail, spikes, and weapon parts react naturally to acceleration and impact. CONSISTENCY RULES: Keep the same screen direction from the storyboard. Keep the main armored warrior generally attacking from left toward right. Keep the horned void behemoth generally occupying the right side and resisting from right toward left until the final collapse. Maintain the same cracked arena geography, rock-spire placement, lighting direction, scale, and background continuity across all shots. Keep both characters visible and readable in every shot. No silhouette drift. No identity merging. No random color swaps. No unwanted extra limbs. No duplicate bodies. VFX RULES: Use restrained cinematic VFX only: dust rings, floor cracks, stone debris, impact sparks, brief motion smears, red-black smoke turbulence, subtle neon reflections on armor. No magic beams. No explosions. No fireballs. No glowing UI. No visible arrows or storyboard annotations. [00:00 – 00:01.20] SHOT 1 — WIDE ESTABLISH A huge empty alien arena. The main armored warrior stands low on the far left, weapon angled forward. The horned void behemoth towers on the far right, smoke plume swelling behind its body. The distance between them feels tense and dangerous. Camera: slow low-angle dolly forward, wide lens, clear left-to-right geography. [00:01.20 – 00:02.30] SHOT 2 — APPROACH The main armored warrior begins a fast forward sprint from left to right, dragging the weapon tip across the cracked floor and carving a bright dust line. The horned void behemoth shifts weight and lowers its horned head, preparing to receive the charge. Camera: medium-wide tracking shot moving with the main armored warrior. [00:02.30 – 00:03.40] SHOT 3 — FIRST CLASH The main armored warrior launches into a diagonal airborne thrust. The weapon slams into the horned void behemoth’s forearm guard. The impact bends both silhouettes apart, throwing dust, sparks, and small stone fragments outward. Camera: fast push-in at the moment of contact, slight camera shake on impact. [00:03.40 – 00:04.50] SHOT 4 — WEAPON LOCK Close combat. The main armored warrior braces both hands on the weapon shaft while the horned void behemoth clamps down with clawed arms and tusk-like armor edges. Both bodies strain in opposite directions, armor scraping through forceful movement. Camera: tight close-up orbit around the locked weapon and claws. [00:04.50 – 00:05.70] SHOT 5 — BEHEMOTH SWING The horned void behemoth breaks the lock and swings a huge arm across the arena from right to left. The smoke plume whips behind its body. The main armored warrior ducks low as the massive strike passes above, cutting through dust and debris. Camera: low-angle wide shot emphasizing the enemy’s scale and the sweeping arc. [00:05.70 – 00:06.80] SHOT 6 — EVASIVE DODGE The main armored warrior slides under the attack, one knee almost touching the ground, weapon trailing behind and carving a curved line in the floor. Stone chips scatter past the camera as the enemy’s claw smashes into the ground behind him. Camera: fast side tracking, close to the ground, strong motion blur on debris. [00:06.80 – 00:08.00] SHOT 7 — COUNTER STRIKE The main armored warrior springs upward from the slide and drives the weapon into the horned void behemoth’s torso armor. The hit lands cleanly, compressing the enemy’s body and forcing the smoke plume to burst outward. Camera: medium dynamic shot, sharp forward push-in at weapon contact. [00:08.00 – 00:09.10] SHOT 8 — BEHEMOTH RECOIL The horned void behemoth staggers backward, arms spreading, horn crown tilted up, smoke rolling violently around its body. Armor fragments and dust drift between the two characters. The main armored warrior lands in a low stance, weapon still extended. Camera: close-to-medium shot on the enemy’s recoil, slight handheld impact shake. [00:09.10 – 00:10.30] SHOT 9 — POWER UP The main armored warrior plants the weapon vertically and gathers momentum. His armor plates catch subtle red and toxic yellow reflections, but no magical beam appears. The horned void behemoth regains balance in the background, looming and wounded. Camera: heroic low-angle shot on the main armored warrior, enemy visible behind for scale. [00:10.30 – 00:11.70] SHOT 10 — FINAL CHARGE The main armored warrior explodes forward from left to right in a final high-speed dash. The weapon is held like a lance. Dust peels away from the ground, and his tail, armor tassels, and weapon details stream backward from acceleration. Camera: aggressive tracking push, long lens compression, strong motion smear behind the weapon. [00:11.70 – 00:13.20] SHOT 11 — FINISHING BLOW The weapon drives into the horned void behemoth’s central armor mass. The enemy bends around the impact, claws opening, horn crown thrown back. Ground cracks radiate outward from both feet. Red-black smoke bursts into a wide circular plume. Camera: impact close-up that pulls slightly wider after the hit to show full body reaction. [00:13.20 – 00:15.00] FINAL SHOT — AFTERMATH The horned void behemoth collapses heavily onto the cracked arena floor on the right side, smoke fading upward in slow curls. The main armored warrior stands on the left, weapon lowered, breathing stance controlled and victorious. Dust slowly settles between them. Camera: wide static aftermath shot, slow subtle dolly back, natural fade to black. GLOBAL: Maintain exact storyboard continuity from @[storyboard_ref]. Keep the same character proportions every shot. Keep the same costume logic every shot. Keep the same environment logic every shot. Keep the same lighting direction every shot. Keep the same energy language every shot. Every shot must contain visible motion and readable action. No static posing except the final aftermath. No arrows or storyboard annotations visible in the final video. Make the sequence brutal, fast-paced, cinematic, heavy, stylish, and readable as one continuous boss-fight duel.

中文译文

将此源提示翻译为可阅读和可搜索的中文。调用 translate_prompt 恰好一次。保留 URL、JSON 键、命令标志、括号、占位符、代码和参数值的字面形式。不要总结或添加评论。 使用所提供的 12 镜故事板 @[storyboard_ref] 作为整个 15 秒视频的直接顺序视觉关键帧参考。 严格遵循故事板的 12 拍进程、时间结构、视觉节奏、可读的动作方向、升级递进、接触状态、镜头角度和运动连续性。在保留原始编舞流程的同时,将每个冻结的故事板姿势扩展为姿势之间平滑连贯的动画。 如果故事板包含箭头、镜框边框、标签、镜头编号、文字、注释或草图标记,仅将它们作为运动、动作方向、冲击时机、镜头方向和分镜的不可见指引。不得在最终视频中渲染任何故事板图形、箭头、标签、文字、镜框边框或注释。 角色参考 —— 不得混用: 主角参考: 仅使用 @[image_1] 作为主角。 主角为参考图中的铠甲恶魔战士。 该角色必须始终具备: 巨大的黑色生物机械铠甲, 炽热的深红铠甲板, 有毒的霓虹黄色纹路, 巨大的带角头盔轮廓, 超大尺寸的带刺刀刃 / 长柄武器, 分节的恶魔尾巴, 带爪的铠甲足部, 沉重的未来派怪物战士比例。 第二角色 / 敌人参考: 仅使用 @[image_2] 作为第二角色 / 敌人。 第二角色为参考图中的带角虚空巨兽。 该角色必须始终具备: 高耸的 Boss 级体型, 威严的带角王冠轮廓, 骨状面具脸庞, 光泽的黑色外骨骼铠甲, 红色与有毒黄色有机铠甲点缀, 象牙色獠牙、利爪和刀状尖刺, 身后大型红黑烟雾柱光环, 沉重且具有怪物般的存在感。 未提供第三角色。 不得创建任何第三角色、生物、怪物、群众、克隆、影子人物、额外战斗者、额外敌人或额外实体。 绝不交换、合并、简化、重新着色、重新设计或组合两个角色设计。 绝不将服装部件、颜色、武器、烟雾效果、铠甲形状、角、爪、身体比例或动作语言从一个角色转移到另一个角色。 每个角色必须在每个镜头中保持视觉上的鲜明区分。 所有镜头使用同一名铠甲战士主角。 所有镜头使用同一只带角虚空巨兽。 环境: 所有镜头使用同一环境: 广阔贫瘠的外星战斗平原, 开裂的哑光地面,散布石块碎片, 远处尖锐的独石碑塔, 近地漂浮的扬尘, 极简地平线与大量负空间, 来自左上方电影感的硬质侧光, 深饱和的红与青蓝大气对比, 大型空旷竞技场尺度。 在整段视频中保持相同的环境逻辑、光照方向、氛围、尺度、地理与背景连续性。 风格: 高端风格化 3D 电影动作动画, 顶级收藏级玩具材质质感, 受 sakuga 启发的怪物战斗编舞, 光泽硬表面铠甲, 大胆饱和的红、黑、有毒黄、象牙色与深蓝配色, 动态动作清晰度, 平滑连贯的动画, 高可读性动作分镜, 强烈的身体动能, 电影化节奏, 风格化动作残影, 清晰的因果动作, 强烈的剪影分离, 有力的镜头推进, 沉重的怪物物理感。 重要提示: 保持精确的角色一致性。 不出现额外角色。 无文字。 无标志。 无水印。 无字幕。 无对白。 不要做成定格动画。 不要让动作显得飘忽。 不要创建随机的新道具、武器、载具、敌人、背景角色或生物。 不要将场景切换到其他地点。 不要打乱故事板顺序。 物理规则: 所有运动必须感觉沉重、扎实、有力。 铠甲战士主角以快速爆发式加速、低姿态、锐利的方向切割、武器主导的攻击和冲击后强烈反冲移动。 带角虚空巨兽移动较慢但具有巨大重量、宽阔的挥臂、延迟的身体余势、烟雾拖拽和震动地面的步伐。 武器冲击必须扬起尘土、震裂地面、抛出小碎片并以可读的力量推动双方身体。 烟雾柱跟随带角虚空巨兽,呈现延迟惯性和湍流运动。 铠甲板、流苏、链条、尾巴、尖刺和武器部件对加速和冲击做出自然反应。 一致性规则: 保持与故事板相同的屏幕方向。 保持铠甲战士主角总体上从左向右攻击。 保持带角虚空巨兽总体占据右侧,直到最终倒下前一直从右向左抵抗。 所有镜头中保持相同的开裂竞技场地理、石碑塔布置、光照方向、尺度与背景连续性。 每个镜头中两个角色都必须保持可见且可读。 无剪影漂移。 无身份融合。 无随机换色。 无多余肢体。 无重复身体。 特效规则: 仅使用克制电影化的特效: 尘环, 地面裂纹, 石块碎片, 冲击火花, 短暂的动作残影, 红黑烟雾湍流, 铠甲上微妙的霓虹反射。 无魔法光束。 无爆炸。 无火球。 无发光 UI。 无可见的箭头或故事板注释。 [00:00 – 00:01.20] 镜头 1 —— 远景建立 巨大空旷的外星竞技场。铠甲战士主角低姿态立于最左侧,武器向前倾斜。带角虚空巨兽高耸于最右侧,烟雾柱在其身后膨胀。两人之间的距离充满紧张与危险感。 镜头:缓慢的低角度推进推轨,广角镜头,清晰的从左到右地理布局。 [00:01.20 – 00:02.30] 镜头 2 —— 接近 铠甲战士主角开始从左向右快速前冲,武器尖在开裂地面上拖曳并划出一道明亮的尘线。带角虚空巨兽转移重心并低下带角的头部,准备迎接冲击。 镜头:跟随铠甲战士主角的中远景跟踪镜头。 [00:02.30 – 00:03.40] 镜头 3 —— 首次碰撞 铠甲战士主角跃起发动斜向空中突刺。武器猛烈撞击带角虚空巨兽的前臂护甲。冲击将两个剪影分别弹开,向外扬起尘土、火花和小石块碎片。 镜头:在接触瞬间快速推进,冲击时带轻微镜头抖动。 [00:03.40 – 00:04.50] 镜头 4 —— 武器锁死 近身缠斗。铠甲战士主角双手紧握武器杆,而带角虚空巨兽用带爪的臂部和獠牙状铠甲边缘夹紧。双方身体向相反方向用力,铠甲在强力运动中相互刮擦。 镜头:围绕锁死的武器与利爪的紧密特写环绕镜头。 [00:04.50 – 00:05.70] 镜头 5 —— 巨兽挥击 带角虚空巨兽挣脱锁死,从右向左在竞技场中挥出一记巨大的手臂。烟雾柱在其身后猛烈抽打。铠甲战士主角在巨大打击从头顶掠过时压低身体,穿过尘土与碎片。 镜头:低角度广角镜头,强调敌人的尺度与横扫弧线。 [00:05.70 – 00:06.80] 镜头 6 —— 闪避躲闪 铠甲战士主角从攻击下滑铲而过,一膝几乎触地,武器拖在身后并在地面划出一道弧线。当敌人的爪子砸在他身后的地面时,石屑飞过镜头。 镜头:贴近地面的快速侧向跟踪,碎片带有强烈运动模糊。 [00:06.80 – 00:08.00] 镜头 7 —— 反击 铠甲战士主角从滑铲中弹起,将武器刺入带角虚空巨兽的躯干铠甲。攻击干净利落,压缩敌人身体,并迫使烟雾柱向外爆开。 镜头:中景动态镜头,在武器接触时锐利向前推进。 [00:08.00 – 00:09.10] 镜头 8 —— 巨兽反冲 带角虚空巨兽向后踉跄,双臂张开,角冠上抬,烟雾猛烈翻卷于其身体周围。铠甲碎片与尘土在两个角色之间飘散。铠甲战士主角以低姿态落地,武器依然前伸。 镜头:敌人反冲的中近景镜头,带轻微手持冲击抖动。 [00:09.10 – 00:10.30] 镜头 9 —— 蓄力 铠甲战士主角将武器竖直插地并蓄积动势。其铠甲板捕捉到微妙的红色与有毒黄色反射,但不出现任何魔法光束。带角虚空巨兽在背景中恢复平衡,若隐若现且负伤。 镜头:英雄式低角度镜头对准铠甲战士主角,敌人作为尺度背景出现。 [00:10.30 – 00:11.70] 镜头 10 —— 最终冲锋 铠甲战士主角以最终的高速冲刺从左向右爆发式前冲。武器如骑枪般持握。尘土从地面被剥离,尾巴、铠甲流苏和武器细节因加速而向后飘扬。 镜头:激进的跟踪推进,长焦压缩,武器后方带有强烈运动残影。 [00:11.70 – 00:13.20] 镜头 11 —— 终结一击 武器刺入带角虚空巨兽的中心铠甲主体。敌人因冲击而身体弯曲,利爪张开,角冠向后甩出。地面裂纹从双方脚下向外辐射。红黑烟雾爆发成宽阔的圆形烟柱。 镜头:冲击特写,击中后略微拉远以展示全身反应。 [00:13.20 – 00:15.00] 最终镜头 —— 余波 带角虚空巨兽沉重地倒在右侧的开裂竞技场地面上,烟雾以缓慢的卷曲向上消散。铠甲战士主角立于左侧,武器放低,呼吸姿态受控且获胜。尘土在两者之间缓缓沉降。 镜头:广角静态余波镜头,缓慢微妙的向后推轨,自然淡出至黑。 全局: 保持来自 @[storyboard_ref] 的精确故事板连续性。 每个镜头保持相同的角色比例。 每个镜头保持相同的服装逻辑。 每个镜头保持相同的环境逻辑。 每个镜头保持相同的光照方向。 每个镜头保持相同的能量语言。 每个镜头必须包含可见运动和可读动作。 除最终余波外无静态摆姿。 最终视频中无可见箭头或故事板注释。 使该序列作为一段连续的 Boss 战决斗,读起来残酷、快节奏、电影化、沉重、时尚且清晰可读。

来源与署名

原文由 @0kncn 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。

在画廊中浏览

同工具的更多提示词