Concept: A creative mixed-media video blending live-action culinary footage with dynamic 2D line-art animations using a stylus interaction. Scene Breakdown 00:00 - 00:01 | The Prep Visual: A hand taps a light-blue stylus onto a slice of bread soaking in egg mixture. Effect: The real-life scene instantly transforms into a stylized black-and-yellow 2D cartoon sketch. 00:01 - 00:04 | The Cook Visual: Top-down view of the cartoon bread cooking in a cast-iron skillet with melting butter. Effect: A stylus tap converts the animated toast into golden-brown, real-life French toast sizzling in the pan. 00:04 - 00:08 | The Plating Visual: Cartoon-drawn French toast on a dark plate, accented with animated steam and powdered sugar sifted overhead. Effect: A final stylus touch morphs the animated plate into a gourmet dish complete with powdered sugar, fresh berries, mint leaves, and maple syrup pouring from a boat.
Animación 2D
Explora prompts de vídeo de Animación 2D gratuitos de la biblioteca de prompts de IA de YouMind, agrupados en estilos. Cada prompt está seleccionado de flujos de trabajo creativos reales y listo para copiar, adaptar y reutilizar.
High-quality anime footage. High-quality anime, 2D hand-drawn. Facial expression changes proceed in the order of eyes -> eyebrows -> eyelids -> mouth -> gaze. [Character Fixation] Maintain the character from Image1 as the same person throughout. Image1 is the only person appearing on screen. Maintain small, delicate round facial features, large purple to lilac jewel-like eyes with multiple white catchlights, thick upper eyelashes, faint cheek redness, long pastel pink hair tied in two bunches on the sides, loose curls on the forehead, purple flower ornaments, and dark blue ribbons. The white short-sleeved sailor-collared top, dark blue and gold trim, lavender pleated skirt, dark blue ruffled hem, and purple jewel belt do not change. Only expressions, gaze, natural mouth movements, posture, breathing, and the swaying of hair and skirt in the wind may change. No change to a different person, face averaging, hairstyle change, costume swap, clones, mirror images, reflections, other people, hands, shadows, or silhouettes. The conversation partner does not appear on screen; her gaze to the diagonal left front represents the presence of a date. The camera is always from an objective third-party perspective. [Art Style Fixation] Maintain the delicate hand-drawn line art of Image1 with faint purplish line colors, transparent multi-layered shadows, soft gradients, milky pink and lavender, dark blue and gold accents, fine hair texture, jewel-like sparkle in the eyes, elegant highlights, and the information density of skirt pleats and flower ornaments. The summer city, cafe, riverside, fireworks, and sky are all drawn as high-density 2D hand-drawn background art. Avoid thick lines, heavy outlines, simplified TV anime, flat cell shading, low-density backgrounds, smooth CG/3D conversion, photo-like textures, dull colors, expressionless faces, or mixed art styles. The reference image is only for appearance and style; do not reproduce the stone corridor, castle, pose, composition, or camera distance of the original image. All cuts represent new summer urban date scenes. [Prop and Sound Fixation] There is only one transparent iced tea cup, owned only by Image1. At the beginning of Cut 1, Image1 holds it in both hands in front of her chest, takes a sip, and at the end of Cut 1, Image1 herself quietly places it on the cafe table with her right hand. The cup remains on that table and does not appear on screen from Cut 2 onwards. Fresh romance game-style instrumental BGM without vocals. Use soft electric piano, clean guitar, subtle shaker, and faint synth pads to naturally build tension from evening to night. Synchronize the small sound of ice touching inside the cup, distant ambient city sounds, the rustle of clothes, footsteps, and the sound of fireworks launching with visible actions. Lower the BGM slightly just before and during speech, allowing Image1's own Japanese voice to be heard clearly. Do not include songs, narration, the other person's response, or other voices. Cut 1: 0.0–3.6s | Corner cafe at dusk. Camera position is three-quarters to the left front of Image1, at eye level, figure size is chest up, background vanishing axis extends from the back of the table to the right back of the street hit by the sunset. The goal is to simultaneously read the sip of iced tea and the first flicker of excitement in Image1's eyes. Image1 holds the transparent cup of iced tea with both hands and takes a sip while smiling. The ice makes a clear sound once, and the setting sun faintly illuminates the rim of the cup and the outer edge of her hair. Image1 firmly places the cup on the table with her right hand, lifts her gaze to the diagonal left front, and her eyes and the corners of her mouth brighten slightly. The camera slides briefly sideways at the same height, a shadow of the cafe awning crosses in front of the lens for a moment to connect to the next street. Cut 2: 3.6–7.2s | Shopping street at sunset. Camera position is three-quarters to the left front of Image1, slightly higher than the waist, figure size is medium shot, background vanishing axis continues to the left back of the shopping street in her direction of travel. The goal is to read the excitement in her walk and words from her face. Image1 naturally takes a step forward. As a short preparatory action before speaking, her eyes brighten slightly, her eyebrows rise just a bit, her eyelids narrow softly, the corners of her mouth relax, and finally she looks to the diagonal left front. Image1 herself naturally says "Today is really fun" once. Completely synchronize lip movement, breath, expression, and voice. During speech, keep the BGM low to bring the voice forward, and the clean guitar and shaker return in the brief resonance at the end of the sentence. A foreground blur of street tree leaves crosses the lens briefly, switching to the night riverside. Cut 3: 7.2–11.0s | Riverside walking path changed to purple-blue night. Camera position is the right profile of Image1, at eye level, figure size is a medium shot where the profile can be read, background vanishing axis extends from the riverside promenade to the distant firework sky. The goal is to show the moment the change in the night sky reaches Image1's surprise and excitement. Image1 looks up at the sky once. The moment the hair bunches and skirt hem sway late in the night breeze, a large purple, pink, and gold firework bursts in the distant night sky. The firework light does not overlap as dots or lines on the face, but is returned only as soft surface light on the outer edge of the hair and the edges of the costume. The moment the firework bursts, add warm synth pads and thin strings to the BGM to expand it one level. The camera pulls in slightly from the right side, maintaining a distance where the eyes and smile changing from surprise to excitement can be read. Cut 4: 11.0–15.0s | Afterglow of fireworks and title. Camera position is three-quarters to the left front of Image1, at eye level, figure size is chest up, background vanishing axis opens to the back of the night sky on the right. The goal is to let both Image1's face and the title be read as a single lingering effect without interfering with each other. Keep Image1 in the left third of the screen at chest size, opening only the right night sky as white space for the title. Image1 blinks slowly once while looking at the fireworks, returns her expression slightly diagonally forward from her profile, and continues to breathe naturally without stopping with a clear smile. On the right side of the night sky, display a clean two-line title treatment sufficiently away from the face, eyes, mouth, and hair ornaments. In small milky white characters "This summer, my encounter with you turns into excitement", and below that in large deep indigo with faint lavender rim light "Midsummer Night". Display as a work title rather than subtitles, and do not show other readable text, logos, or watermarks. The camera pulls back just a little bit without making Image1 too small. At exactly 15.0 seconds, both Image1's face and the title are completely readable, and just before the last firework tail disappears in the night sky, cut with a short piano resonance.
Task: Dreamina Seedance 2.5 — Omni ReferenceDuration: 30 secondsAspect ratio: 16:9Editorial target: 24fps, F000-F719 [Generation Goal]A high-speed combat battle involving only three characters: @Image1, @Image2, and @Image3. Develop offense and defense over 10 cuts. No weapons; use a combination of rushes, dodges, palm strikes, elbow strikes, kicks, throws, and aerial attacks. Do not fix the expressions of the three characters. Change them to alertness, surprise, irritation, concentration, provocation, exhilaration, and relief in response to the offense and defense. Express specifically through eyes, eyebrows, mouth, gaze, breathing, and head tilt. Return characters to a recognizable form only at moments of stopping, posing, contact, or landing. During high-speed movement, always break down the finished human body and replace it with a small number of liquid brushstrokes, rough watercolor planes, and short afterimages based on each character's color scheme. Do not simply add speed lines or motion blur to a finished figure. The flowing brushstrokes themselves are the character. [Material Roles]@Image1 = Character A. One and the same person. Uses yellow bob hair, cat ears, green eyes, light blue and white clothes, yellow trim, triangular tie decoration, pink backpack, pink boots, light blue tail with a yellow triangular tip as identifying information. @Image2 = Character B. One and the same person. Uses a yellow-green round bob, two leaf-like ears, golden eyes, white puff sleeves, pink bowtie, dark green shorts with suspenders, green boots, a long yellow-green tuft continuing from the back of the head with a round tip as identifying information. @Image3 = Character C. One and the same person. Uses vivid blue long hair and ponytail, two white horns, pointed ears, golden eyes, star-shaped earrings, dark red Japanese-style clothing, black skirt, black belt and back ribbon, black knee-highs, and red geta as identifying information. Do not treat three-view diagrams as clones. Do not swap the faces, hair, costumes, color schemes, ears, horns, tails, back hair, or decorations of the three. However, the expressions in the reference images are not fixed and should change according to the battle situation. Do not use white backgrounds or explanatory text. Do not generate weapons. Do not use the backpack, tail, back hair, horns, or geta as detached weapons. [Environment]A giant festival square based on a white paper surface. A giant vermilion pillar and watercolor stalls on the left, a sequence of vermilion torii gates in the center back, a red lantern shelf on the right, and light blue cubes and firework-like brushstrokes in the sky. Draw the background with translucent watercolors, broken ink lines, pencil composition lines, and wide white margins. Do not enclose the floor, pillars, torii, stalls, or lanterns with closed outlines. The background lines also tremble slightly, changing in density and position, but the amount of variation is weaker than that of the characters. Maintain the background layout in all cuts. Do not include combatants, crowds, or additional characters other than the three. [Unstable Line Rule]Draw the entire video with 'continuously generated lines and watercolors.' Do not clean up each frame from the previous one; redraw each frame as a new rough sketch. Do not create a single outline surrounding the person. Do not enclose the head, shoulders, arms, torso, or legs with continuous lines; always leave 30-60% of the body's outer circumference as white gaps in the paper. Recognize the character's form intermittently through short, broken pencil lines, irregular watercolor boundaries, dry brush marks, eraser marks, and doubled redraw lines. Do not maintain the same line in the same position for more than 3 frames. Lines change in position, thickness, density, length, pressure, and curvature every frame. They break in the middle, split into two, and parts disappear. Do not use a single uniform line width for the whole body. Do not keep line density constant. Irregularly alternate frames with extremely few lines, frames with dense redraw lines, and frames where most of the outer circumference disappears. Do not create a finished outer circumference for the face either. Do not draw both eyes, nose, mouth, jaw, and cheeks clearly at the same time. Leave only the minimum lines to read the expression, such as the outer side of one eye disappearing, the mouth cutting off midway, eyebrows becoming double, or cheek lines melting into watercolor. Do not fit the watercolor accurately inside the lines. Create bleeding, protrusion, white unpainted areas, uneven shading, and misregistration. [Line and Color Delay]Body movement takes the lead, pencil lines follow about 1-2 frames late, and watercolor color planes follow about another 1-2 frames late. Late lines and color planes do not completely overlap the body and remain as short afterimages torn in the direction of movement. Afterimages are not copies of the finished person but brushstrokes and color planes that indicate only the direction of the arms, legs, hair, tail, and costume. Even when stopped, do not return the lines to a clean-up state. The person's face, clothing, and posture become legible, but the gaps in the outer circumference, double lines, watercolor bleeding, and misregistration are maintained. [Mandatory Motion Deformation]Draw only about 60% of the human body for weak actions. Draw only about 30-40% for medium-speed actions. Draw only about 10-20% for high-speed actions. At maximum speed, represent the character with only 3-5 brushstrokes and 2-3 rough color planes. Character A high-speed action = yellow, light blue, white, and pink brushstroke group. Character B high-speed action = yellow-green, dark green, white, and a small amount of pink brushstroke group. Character C high-speed action = blue, dark red, black, and a small amount of golden brushstroke group. During high-speed action, do not connect the head, torso, arms, and legs with a correct human structure. Turn arms into long liquid brushstrokes, kicking legs into extremely elongated color planes, and rotating torsos into crushed arcs, triangles, or twisted watercolor surfaces. Temporarily disconnect limbs during jumps. Compress the torso in the direction of travel during sudden stops. Shift the hips and shoulders in different directions during turns. [Expression Direction]Character A: Starts with alertness, changes to a proud smile upon successful evasion, surprise when an attack is diverted, playful provocation during a melee, strong concentration in the late stages, and finally a satisfied, breathless smile. Character B: Starts with cautious observation, sharp concentration when interrupting, momentary surprise when an attack is dodged, a competitive smile during aerial attacks, a desperate expression in the final stages, and finally a soft, relieved expression. Character C: Starts with calm confidence, smiles slightly after dodging the first attack, furrows eyebrows during a pincer attack, sharp concentration while counterattacking, an exhilarated smile during the three-way melee, and finally a provocative one-sided smile. Do not finish the face during high-speed action. Indicate emotions with a single stroke of the eye, the tilt of an eyebrow, a short line of the mouth, or the direction of head brushstrokes. Make expressions legible only at moments when speed drops. [Cut 1 | 0.0-2.5s | F000-F059 | Triangular Confrontation]Initial state: Fixed wide. Character A is in the left foreground, Character B is in the right foreground, and Character C is in the center back. They form a triangle with each other in sight. Primary event: Show the appearance and positions of the three from F000-F023. A narrows eyes and is wary of C, B looks back and forth between A and C and breathes cautiously. C raises their chin slightly and shows composure with a one-sided smirk. From F024-F041, A lowers their hips, B opens half a step to the side, and C slides their geta to lower their center of gravity. From F042-F059, the three step out simultaneously. End state: The travel directions of the three converge in the center. The expressions and body circumferences are legible, but the lines are not closed and are redrawn every frame. [Cut 2 | 2.5-5.0s | F060-F119 | A vs C First Strike]Initial state: Low angle near the ground. A on the left, C in the center, B in the right back. Primary event: From F060-F075, A breaks down into yellow, light blue, and pink brushstrokes and rushes low from left to right. From F076-F087, A connects a leg sweep to a spinning kick. C breaks down into blue, dark red, and black brushstrokes, rotates, and evades the kick by a hair's breadth. Only just before contact from F088-F095 do A's eyes open wide and C smiles slightly. Do not draw the whole face, show only through fragments of eyes, eyebrows, and mouth. From F096-F119, A passes by C and slides to the right, leaving fragments of a surprised face. End state: A is in the right foreground, C is in the center, B is in the right back. C's composure increases, and A refocuses their expression. [Cut 3 | 5.0-8.0s | F120-F191 | B's Interruption]Initial state: Medium wide horizontal position. C in the center, A on the right, B in the right back. Primary event: From F120-F137, B lowers their eyebrows, breaks down into yellow-green and dark green brushstrokes, and enters from right to left. From F138-F153, B performs a spinning leg sweep passing under both of their feet. From F154-F167, A jumps vertically, and their legs and tail stretch into watercolor bands. The moment the evasion is successful, the corners of A's eyes droop and a smirk forms provocatively. C sinks low, folding their body to dodge B's kick. From F168-F179, B's eyes open wide for a moment, showing surprise at being dodged. From F180-F191, B furrows their eyebrows and concentrates on the next attack while sliding left. End state: B lands on the left, C in the center, and A in the center back. [Cut 4 | 8.0-11.0s | F192-F263 | C's Continuous Counterattack]Initial state: Low diagonal composition. B on the left, C in the center, A in the back. Primary event: From F192-F207, C's smile disappears and eyebrows drop sharply. C breaks down into 3-5 blue, dark red, and black brushstrokes and accelerates rapidly from left to right. From F208-F223, C performs a palm strike on B, an elbow strike on A, and a spinning back kick in one continuous motion. During the attack, C does not return to a finished body. Only a single golden stroke for the eye and a concentrated eyebrow line appear within the brushstroke group. From F224-F239, B evades backwards as a green arc, and A escapes sideways by splitting into short yellow and pink lines. From F240-F251, the arms and legs of the three cross for just a moment. A opens their mouth briefly in surprise, and B grits their teeth. From F252-F263, C passes to the right side and shows an exhilarated one-sided smile. End state: C is on the right, B on the left, A in the center back. All three are standing. [Cut 5 | 11.0-14.5s | F264-F347 | A and B Pincer Attack]Initial state: High diagonal overhead view. C on the right, A in the center back, B on the left. Primary event: From F264-F283, A and B exchange a short look. A shows a confident smile, B shows a focused face with lowered eyebrows. The two run towards C simultaneously; A performs a low flying kick and B performs a spinning kick. From F284-F303, C furrows their eyebrows and changes their body into thin blue, red, and black lines to slip through the gap between the two kicks. From F304-F323, A and B open their eyes wide just before colliding with each other, tuck their legs, and change direction in mid-air. From F324-F347, the three move apart in a circle. C gives a small smile for breaking the pincer attack, A furrows their eyebrows regretfully, and B exhales and gauges the next distance. End state: B on the left, C in the center, A on the right. [Cut 6 | 14.5-18.0s | F348-F431 | Sequence of Grabs and Throws]Initial state: Circling tracking shot. B on the left, C in the center, A on the right. Primary event: From F348-F367, A smiles provocatively and tries to jump onto C's shoulder. C changes to a focused, almost expressionless face, catches A's wrist to change their direction of motion, and throws them low. Make only the contact point briefly legible. From F368-F387, A becomes a group of yellow and pink brushstrokes and falls while rotating. Surprised eyes and an open mouth appear for a moment, then immediately break down into lines. From F388-F407, B throws a heel kick at C while passing in mid-air. B narrows their eyes and shows a competitive smile. From F408-F419, C catches it with their forearm and flows B's leg line outward. C's eyebrows rise slightly, showing surprise at the unexpected strength. From F420-F431, A regains posture just above the floor, clenches their mouth regretfully, and performs a three-point landing. End state: A is in the right foreground, B is in the left foreground, and C is in the center back. [Cut 7 | 18.0-21.5s | F432-F515 | 3D Offense and Defense Using the Background]Initial state: Wide shot showing the left vermilion pillar, center torii, and right lantern shelf simultaneously. Primary event: From F432-F451, B runs to the left pillar. Their expression changes to an exhilarated smile, and they step on the pillar once to bounce off diagonally. From F452-F471, A jumps to the right stall roof, kicks the roof, and reverses to the center. A shakes off the regret and narrows their eyes joyfully. From F472-F491, C anticipates the trajectories of the two and stays out of both attack lines with a low rotation while keeping a sharp gaze. During the high-speed section, the three become brushstroke groups with their own independent color schemes. From F492-F503, only the lanterns and stall cloths shake from the wind pressure. From F504-F515, the three land in the center and open their eyes wide at each other's unexpected movements. Immediately after, all three laugh. End state: The three form a narrow triangle in the central square. Exhilaration for the battle appears in the three. [Cut 8 | 21.5-25.0s | F516-F599 | Six-Beat Close-Quarters Melee]Initial state: Waist-high close-up wide. The whole bodies and feet of the three are visible. Primary event: From F516-F527, A starts from a joyful smile and enters a right roundhouse kick. From F528-F539, C lowers their eyebrows and flows it outward with their forearm. From F540-F551, B clenches their mouth and delivers a low leg sweep. From F552-F563, C opens their eyes in surprise, tucks their knees, and jumps. From F564-F575, A changes to focused eyes and drops a heel from mid-air. From F576-F587, B grits their teeth, pushes A's leg away, and changes the attack direction toward C. From F588-F599, C shows an exhilarated smile and slips behind the two. Replace characters with brushstroke groups for each high-speed action. Recombine only for 1-2 frames for attack blocks and expression changes. End state: A is on the left, B on the right, C in the center back. All three are out of breath, but their fighting spirit has grown stronger. [Cut 9 | 25.0-28.0s | F600-F671 | Simultaneous Three-Way Rush]Initial state: Frontal wide. A on the left, B on the right, C in the center back. Primary event: From F600-F611, the three sink down simultaneously. A removes their smile and looks at the landing point. B furrows their eyebrows strongly and holds their breath. C raises only one side of their mouth, provoking the two. From F612-F635, A (yellow, light blue, pink), B (yellow-green, dark green, white), and C (blue, dark red, black) become minimal brushstroke groups and rush toward the center. Do not show finished faces, hands, torsos, or costumes. From F636-F647, the three brushstroke groups cross in the center. Eyes, eyebrows, and mouths appear briefly as independent short lines, showing the concentration of the three. From F648-F659, opaque watercolors, ink splatters, and dry brush strokes that scrape the paper scatter radially. From F660-F671, the three pass through in the directions they crossed. End state: A, B, and C cross the center and decelerate while facing away from each other. [Cut 10 | 28.0-30.0s | F672-F719 | Recombination and Conclusion]Initial state: Fixed wide. The three are sliding in different directions from the center. Primary event: From F672-F687, brushstrokes shorten and characters return in the order of posture, hair, costume, and watercolor. The body's outer circumference does not close. From F688-F703, A stops on the right, B on the left, and C in the center foreground. A smiles satisfiedly while out of breath. B closes their eyes once, exhales, and smiles softly. C looks at the two over their shoulder and shows a provocative one-sided smile. From F704-F711, the three turn around simultaneously. From F712-F719, they change their expressions back to focused faces and take low combat stances. End state: No conclusion reached. All three can be identified as the same characters from the reference images by their color scheme, hair, and costume. However, line gaps, double lines, watercolor bleeding, and misregistration remain after stopping. [Visual Treatment]Hand-drawn 2D animation on bright white paper. Use ink, pencil, watercolor, dry brush, white unpainted areas, eraser marks, and redraw lines. Do not create a line that goes all the way around the person's outer circumference. Do not enclose the face, hair, clothes, arms, or legs as closed shapes. Lines within the screen change in thickness, density, length, position, pressure, curvature, and gap rate every frame. Do not correct high-speed action body collapse, line gaps, facial omissions, or color plane delays as generation defects. Do not return to smooth vector lines, uniform line width, closed outlines, symmetrical faces, fixed expressions, accurate coloring, 3D-like human interpolation, or processing that only adds effect lines to a finished character. [Audio]High-tempo percussion-based BGM. Character A has light boot sounds, B has soft landing sounds, C has hard geta sounds. Clothing wind noise, short hitting sounds, floor scraping sounds, sounds of kicking pillars and stalls, the sound of lanterns swaying, and breathing. No dialogue. [Maintain Consistency]Only three characters. Do not generate three-view diagrams as clones. Do not swap the color schemes, faces, hair, costumes, ears, horns, tails, back hair, backpacks, or shoes of the three. Do not fix expressions. Change eyes, eyebrows, mouth, gaze, and breathing in response to each attack, dodge, failure, success, surprise, and exhilaration. Do not stabilize lines. Do not make line width constant. Do not maintain the same line in the same position. Do not close the body's outer circumference. Do not fit watercolor accurately inside the lines. Always break down characters during high-speed action. Do not let them run, jump, or attack while maintaining a finished human body. Move the brushstroke groups themselves as the characters. Make them identifiable as the same person at the moment of stopping and contact, but do not return to a clean-up outline. Do not generate weapons. Do not generate additional people, clones, or human-shaped afterimages. Maintain background layout, character movement directions, and triangular positional relationships. Frame numbers are editorial goals; prioritize event order, expression changes, and the end state of each cut. pure video, no subtitles, no dialogue, no watermark.
Left side woman: Cold Tide barrier master, blue-white long robe, water-element mage. Uses cold water, barriers, water walls, water rings, water-flow traction, and ink-wash tidal waves in combat. She must maintain distance and must never allow the man to stably close in. Right side man: Crimson-black long robe red-blade swordsman, solid red large blade, black cloak, crimson fire-ink, black ink waves, golden shattered ink. Fighting style is strong assault, breaking formations, charging in, horizontal slashes, aerial heavy chops. He must constantly attempt to close the distance and break through the water walls. Generate a 15-second 16:9 landscape 720P high-definition 2D ink-wash wuxia combat video. Overall high-energy 2D ink-wash combat aesthetic: fierce, fast, explosive actions, strong ink-follow, large-area splash-ink explosions, characters high-definition and clear. No 3D, no live-action, no CG feel, no sketch style, no static illustration. Combat arena: rainy aftermath of shattered water-courtyard ruins, large areas of shallow water covering a green-stone plaza, surrounded by broken bridges, residual pillars, collapsed water pavilions, broken tiles, stone steps, distant ink clouds. The ground must have large water surfaces; character movement produces water splashes, ripples, reflections, and ink-wash ripples. During combat the water surface is split by blade energy, water walls are shattered, residual pillars are broken by water waves, green stone is cleaved by the red blade, broken tiles are swept up by water flow and shockwaves. Core combat relationship: The woman is a mid-to-long-range water mage who actively controls the field and suppresses. The man is a close-range red-blade fighter who must constantly charge to break distance. The woman always uses the water surface, barriers, water walls, and spatial displacement to keep 3–8 meters distance. The man constantly uses ground-hugging dashes, diagonal charges, aerial downward chops, and spinning horizontal slashes to forcibly close the gap. Every time the man is about to get close, the woman must use water walls, water rings, surging waves, mirror-position swaps, sliding-water retreats, or barrier rebounds to interrupt. She cannot stand still to cast; she must cast while sliding, spinning, retreating, or leaping on water. Absolute real-time high-speed combat. No slow motion, no variable frame rates, no speed ramps, no static charging, no one-move-one-stop, no idle time after collision. From the first frame to the last frame continuously. At least 3 effective offense-defense exchanges per second: water-wall blocking, red-blade breaking walls, water-wave counter-push, charge dodging, barrier rebound, pursuit avoidance happening continuously. Ink-wash special effects must be extremely strong. All of the woman’s actions carry cyan-blue ink, water splashes, cold white flying white, water-ripple barriers, transparent water walls, vortex water rings. All of the man’s actions carry crimson fire-ink, large red blade arcs, black cloak ink waves, golden shattered ink. Water and fire-ink must contrast sharply: cyan-blue tides suppress red-black blade waves; when the red blade splits a water wall, red-blue colliding splash-ink explodes. Ordinary exchanges occupy one-third of the frame with ink effects, heavy strikes occupy half the frame, final explosion is full-screen ink-wash detonation. 0–3 s: Low camera close to the water surface rapid tracking. Woman slides backward on water, sleeves roll out three cyan-blue water rings, semi-transparent water wall rises from the surface. Man charges violently from the distance hugging the ground, red blade dragging and splitting the water surface, crimson fire-ink and water splashes exploding simultaneously. Man horizontal-slashes the first water wall; woman sideways slides on water to change position; second water wall rolls up from his side and deflects his slash momentum. Camera stays low on the water surface chasing, water splashes hitting the lens. 3–6 s: Medium-close rapid cuts. Man consecutive three-stage strong assault: diagonal charge horizontal slash, spinning upward lift, aerial downward chop. Woman retreats while casting without pause: water sleeves flick to form an arc water shield, foot vortex shifts her body sideways three meters, both hands form seals to raise two water walls for pincer attack. Red blade shatters the water shield, shattered water turns into cyan-blue splash-ink rain; woman uses the water wave to push herself sliding to the side of the broken bridge, maintaining distance. 6–9 s: Large-scale spatial displacement. Man stomps and shatters green stone, leaps across the water channel, black cloak trailing red-black ink waves, red blade chopping down from above. Woman does not hard-block; she leaps on water, water column underfoot lifts her into a side flip, circular water-ripple barrier appears behind her. Blade energy chops into the barrier, water surface explodes into a ring-shaped giant wave, man is forced half a step back by water pressure. Woman lands on top of a residual pillar on the opposite side and immediately flings three water blades from different angles to seal the man’s pursuit path. 9–12 s: Pursuit and counter-suppression. Man forcibly breaks through the water blades, ground-hugging rapid charge, red blade continuously splitting the water surface forming three crimson blade scars. Woman high-speed retreats along the water surface, both sleeves trailing long cyan-blue ink tails, spins and summons a row of water walls pushing forward like a tidal wave. Man uses the large blade to continuously break the walls; his body is repeatedly shocked back, slides, then forcibly charges forward again; water surface underfoot is stomped and explodes, red-blue splash-ink continuously detonating. Camera rapidly switches between weapon close-ups, water-wall shattering close-ups, and full-body chase shots; cuts never interrupt the action. 12–15 s: Final high-intensity explosion. Man finally charges into close range, aerial heavy chop, red blade carrying a crimson fire-ink giant wave pressing down. Woman instantly slides back on water and spins; large area of water underfoot rises into a ring-shaped water tornado, three layers of transparent water walls stack continuously. Man shatters the first layer with one chop, spins horizontal slash to tear open the second layer, lands dragging the blade upward to crash into the third layer. Woman pushes both hands forward; the water tornado contracts into a huge cyan-blue ink-wash shockwave. Man’s red blade hard-blocks; red-black blade wave and cyan-blue tide collide head-on, full-screen splash-ink, water flowers, flying white, shattered ink, golden shattered ink explode. After the explosion the man is blasted sliding backward several meters, blade tip plowing the water surface; woman slides back on water to a distance, water rings still rotating behind her; both remain in residual combat momentum, not a static pose. Camera requirements: Tsui Hark-style rapid camera work combined with high-energy 2D ink-wash combat. 70% medium-close and water-surface tracking shots, 20% full-body medium shots showing large displacements, a small amount of long shots showing the water-courtyard ruins and large water surface. Must include low water-surface camera, blade-splitting water-wall close-ups, water-splash explosion shots, woman’s water-sliding side-move tracking, man’s charging whip-pan, overhead water-ring barrier shots, low-angle aerial downward chop shots, final frontal explosion collision. Cuts must continue the same movement direction—no breaking of moves, no stuttering. Character force feedback must be strong. Every time the man shatters a water wall he must be counter-shocked by water pressure: shoulders lean back, feet slide, cloak explodes open. Every time the woman is forced clos
In classic comic book animation style with bold outlines and vibrant colors, the muscular superhero flies powerfully forward and upward away from the collapsing bridge, his red cape billowing dramatically in the wind. Debris, concrete chunks, and spa...
High-quality anime footage. Movie-theater-class high-density 2D hand-drawn action anime. High-speed melee combat. Set in a dark near-future giant corridor, the protagonist continuously breaks through multiple enemies without stopping. Most important are the overwhelming speed, grounding, chain of reaction forces, clear contact, extremely changing camera distances, short 'face rewards' (clear face shots), and instantaneous graphic impacts in red, black, and white in the latter half. Do not create segments of standing still to re-pose. Use the reaction of each attack as the start of the next movement or attack. [Protagonist Fixed] Maintain the protagonist from the source reference image as the same person in all cuts. Do not change face shape, age feel, eye size and spacing, iris color, jaw, bangs, hairstyle, hair color, outfit, body type, or unique color scheme. Even during high-speed movement, distant views, or backlit explosions, do not allow the character to become a different person, look older, or become simplified. The moment the shot returns to a close-up, accurately revert to the same face, eyes, and hair as the source reference image. The protagonist's weapon is only one slender single-edged sword. Maintain the blade, guard, and hilt as a single continuous structure. Do not multiply, branch, or exchange weapons. Hands always grip only the hilt, and do not overlap the blade and hands in front of the face. [Enemies Fixed] Four humanoid enemy soldiers wearing black near-future armor. All four maintain a similar armor design and do not mix faces, hair, outfits, or weapons with the protagonist. Enemies maintain humanoid bodies, black armor, and limbs even during combat. After being hit, they do not transform into crystals, abstract objects, or clumps of light. [Art Style Fixed] Entirely 2D hand-drawn anime. Thin, delicate line art, dark but not overly black outlines, two-to-three-tier anime shading, transparent mid-shades, multilayered highlights on hair and eyes, high-density background art, and exaggerated key animation for theater-quality action. Use short smear frames with boldly stretched shapes during high-speed action as needed, but return the face to clarity during face reward frames. Do not use thick black outlines, simplified TV-style animation, low-density backgrounds, flat single-layer cel shading, smooth 3DCG, live-action style, semi-realism, dull colors, or mixed art styles. [Setting/Color/Light] The setting is a dark, massive near-future corridor. Maintain the same location throughout. Use black, dark navy, and dark blue-green as basic background colors, with thin red linear lighting on walls, floors, and ceilings. Red light lines point toward the vanishing point at the end of the corridor, emphasizing speed direction and depth. Fix color roles: Cyan-Blue = Protagonist's acceleration and electrical afterglow; Lime-Yellow Green = Sword attack trails; Orange-Yellow = Sparks and explosions after contact; Red-Black-White = Graphic impact used only for the final shock in the latter half. Do not exchange color roles between cuts. Keep skin tones and protagonist-specific colors stable, avoiding random white balance changes. [Common Movement Rules] Do not process running as a parallel slide of the body. Sequence: Grounding foot fixed to floor -> Pelvis passes over supporting leg -> Opposite knee moves forward -> Toes of supporting leg kick the floor -> Short aerial phase -> Opposite foot grounds forward -> Knee compresses -> Next kick. The pelvis and ribcage themselves must advance across floor joints. Even if the camera follows, do not eliminate the protagonist's movement amount in world coordinates. Landing must always pass briefly through: Foot grounding -> Knee compression -> Hips sinking -> Upper body following. Sword contact reaction force should not be absorbed only by the wrist; flow it through: Sword -> Wrist -> Elbow -> Shoulder -> Ribcage -> Hips -> Supporting leg, passing that reaction and hip rotation into the next movement without stopping. Hair, clothing hems, and decorations follow the body with a slight delay. [Contact Rules] All important attacks follow this order: Clear gap between sword and enemy before contact -> Sword contacts specified position -> Very short hit-stop only at the moment of contact -> Sparks, armor displacement, enemy center-of-gravity change, and explosion only after contact. Do not blow enemies away before contact. Do not generate explosions before contact. Do not create static screens showing only effects; continue character movement while sparks or explosions are visible. [Full 10 Cuts Breakdown] [Cut 1 | Floor Ignition] Starts with an ultra-low-angle extreme close-up of the protagonist's feet. The front foot grounds strongly. The sole catches the floor, and the knee compresses for a split second. The moment the toes kick off, thin lime-green friction sparks fly backward. Cyan electrical afterglow runs briefly from ankle to leg. Camera runs parallel to the floor with the protagonist, showing grounding, kicking, and the pelvis advancing. The protagonist doesn't stop, converting the kick into high-speed acceleration. Ends with upper body leaning forward entering the next stride. [Cut 2 | Corridor Acceleration] Inherits the forward lean and speed. Protagonist advances into the corridor using alternating high-speed strides. Floor joints and red wall lights blur backward. Camera follows from a low front position, retreating at the same speed. Strong wide-angle perspective shows face, chest, knees, legs, and the corridor vanishing point. Orange explosion occurs far behind, but protagonist doesn't look back. Explosion pressure pushes hair and hems forward momentarily. Just before the next enemy appears, protagonist grounds the right foot and drops hips low for a slash. [Cut 3 | Face Reward to First Slash] Inherits right-foot support and forward speed. Camera catches up at high speed, zooming in momentarily from chest to face. Face and eyes are clear, but movement doesn't stop. Protagonist glares at the enemy, smirking slightly and exhaling a short breath. Rotates hips and swings the sword in a single path from bottom-diagonal to top-diagonal. Clear gap before contact. Short hit-stop when blade hits enemy torso armor. Thick lime slash trail and orange sparks cross the screen diagonally after contact. Enemy's upper body buckles; protagonist converts reaction into leftward movement. Lime blade light crosses the lens, providing a transition to the next camera axis. [Cut 4 | Explosion Mask and Axis Change] Starts from the blade light mask. Camera is now at a diagonal side medium shot. As the first enemy collapses, they hit background equipment causing a short orange explosion. Smoke partially covers the screen but doesn't hide the protagonist for long. Using the hip rotation, protagonist steps laterally to change course toward the second enemy. Camera cuts across the smoke as a foreground element to discover the new distance. No stopping or re-posing. [Cut 5 | Continuous Melee] Protagonist grounds left foot forward and steps into the second enemy. Parries enemy weapon once. Gap before contact. Tiny metal sparks at contact. Enemy weapon is deflected, protagonist's shoulders and hips rotate in reverse. Protagonist uses that recoil to transition into a horizontal slash from the same rotation. Horizontal slash makes single contact with torso. After hit-stop, enemy buckles sideways. Side-tracking camera shows enemy weapon, protagonist's full sword, supporting leg, and contact point in one frame. Protagonist maintains forward direction after slash, passing the enemy. [Cut 6 | Space Opening] Inherits momentum from the previous cut. A third enemy attacks from the front. Protagonist grounds one foot and converts compression into a vertical and forward leap. Camera switches to a wide long shot, making character size significantly smaller. Shows protagonist, 3 enemies, red lighting corridor, and vanishing point to maximize scale. Protagonist tilts body axis once in mid-air to clear the attack line. No excessive mid-air spins. Descends while keeping the landing point in view. [Cut 7 | Landing Reaction to Re-acceleration] Protagonist lands. Sequence: Grounding -> Compression -> Hips sinking -> Upper body follow. Absorbs reaction without stopping, sinking hips directly into the next forward kick. Cyan afterglow runs back from landing point. Camera slides low to the protagonist's side. Before fully standing, protagonist accelerates toward the third enemy. Camera briefly parallels the face to show eyes and profile. No long face rewards. [Cut 8 | Third Contact and Maximum Pressure] Protagonist maintains acceleration. Minimally dodges enemy attack and swings sword horizontally. Gap before contact. Hit-stop at contact. Lime trail, orange sparks, and armor displacement occur simultaneously. Enemy's center of gravity shifts significantly. Protagonist absorbs reaction into hips to twist toward the next direction. Camera zooms extremely close to the protagonist's eye. The moment the eye occupies the main screen area, transition to graphic insert. [Cut 9 | Graphic Impact Intercut] Do not delete reality for long. Extreme close-up of eye -> flashes to solid red -> extremely short 2D graphic frame composed of black background, white slash plane, and red speed lines -> sword trajectory abstracted as a single white directional line -> immediate return to reality. This is an editorial accent for impact, not a transformation of space. No red ribbons or decorative beams. Upon return, the sword trajectory from Cut 8 continues into the attack on the fourth enemy. [Cut 10 | Maximum Impact / No-Stop Termination] Protagonist approaches the fourth enemy at continuous speed. No stop before the final attack. Grounds left foot to compress hips, pushing off to swing sword in a large diagonal slash. Clear gap before contact. Strongest hit-stop at contact. After contact, large lime slash trail, orange sparks, and cyan afterglow expand from a single point. Insert red-black-white graphic frames at the pressure point. Enemy is blown off balance. Protagonist flows the reaction into hips and supporting leg, converting it into the next forward acceleration. Camera passes high-speed next to protagonist during impact. Final frame: protagonist is not static. No sword-raising. No victory pose. No looking at the camera. No quiet pull-back shot. Cut while protagonist is kicking off for the next step, hair and clothes flowing back, mid-movement. This vector naturally loops back to Cut 1. [Sound] High speed but not constant max volume. Sync short 'huff/ha' breaths with strong steps. Hard floor sounds for grounding. Short metallic 'whoosh' for sword movement. Short metallic clashing for weapon contact. Metallic impact and low thud for hitting armor. Explosions sync with contact results. In graphic inserts, compress ambient sound momentarily to bring sharp slash sound to the front. No long screaming, dialogue, or excessive roaring. [Important Guards] Never return to neutral stance after attacking. Always convert reaction, dodge, compression, or rotation into the next move's propulsion. Do not just move the camera to simulate speed; advance the character relative to the floor. Change at least 2 camera parameters (position, height, size, axis) between adjacent cuts, but do not reset movement direction for camera changes. Create distance amplitude: Extreme close-up feet -> Front wide -> Face close-up -> Side medium -> Low angle contact -> Ultra-wide long -> Profile close-up -> Eye extreme close-up -> Red/Black/White Graphic -> Real-time high-speed melee. Do not express speed through effect volume alone. Ensure at least one key point (supporting leg, trajectory, contact, reaction) is readable. Do not overlap effects over the face during face rewards. No text, subtitles, logos, or watermarks. No extra protagonists, clones, or weapon multiplication. No sudden enemy additions. No enemy crystallization. No long slow-motion. No long glares or weapon-clashing. No static victory poses or sword-raising. No final wide pull-away shot.
A Japanese anime-style 2D animated close-up video. Hand-drawn anime hands press vibrant green pandan rice flour dough through a traditional press into a bowl of liquid nitrogen, creating a whimsical cloud of cold steam and sparkling vapor
[REFERENCE CONTROL] Use the uploaded storyboard image as the primary visual reference for story structure, character design, costume design, environment, emotional progression, and shot order.
use the attached storyboard <<<image_1>>> & A warm, wholesome 15-second animated short in cozy storybook watercolor style with soft ink linework, painterly textures, and gentle film grain.
A funny black-and-white 2D line-art animation of a chubby girl with long hair eagerly opening a glass jar filled with cupcakes and wrapped candies. She reaches inside, but her hand gets stuck in the narrow neck of the jar. Refusing to let go, she stubbornly puts her other hand in to grab more treats, only to get both hands trapped. After pulling with all her strength, she accidentally flips the jar over her head, leaving it stuck on her face with a cupcake in her mouth and stars circling her head. Realizing the jar is now upside down, she tilts it back, causing all the cupcakes and candies to pour into her mouth and lap. She happily enjoys the unexpected feast with puffed cheeks in a playful, slapstick cartoon style with expressive squash-and-stretch animation.
IMPORTANT CHARACTER CONSISTENCY LOCK: Use the provided character sheets as the ONLY reference. Maintain the exact same: faces hairstyles eye colors outfits accessories proportions animation style color palette Lyra, Kael, and all elves must look identical in every scene. Do NOT redesign characters between shots. The entire video must feel like one continuous animated feature film, not separate clips. STYLE Create a hand-painted fantasy animated movie inspired by the emotional storytelling of classic Japanese animation. Visual style: watercolor backgrounds expressive character animation soft cinematic lighting magical realism gentle camera movements emotional facial expressions smooth transitions between scenes **SCENE 1 — "The World Beyond The Trees" (0:00-0:20) Visual: Aerial shot over an endless enchanted forest. Ancient trees reach the sky. Glowing flowers bloom. Small magical spirits fly through the air. The camera slowly moves toward the elf kingdom. Lyra walks through the forest. She touches an ancient tree. The tree glows. Lyra (softly): "The forest remembers everything... every soul that has ever walked beneath these trees." She looks toward distant mountains. Lyra: "But there is one world we have never understood... the world of humans." **SCENE 2 — "The Boy Who Found Magic" (0:20-0:40) Visual: A quiet human village surrounded by mountains. Kael walks alone carrying his sketchbook. He draws landscapes. He discovers a mysterious glowing seed inside ancient ruins. He touches it. The magic awakens. Kael (whispering): "What are you?" The seed projects a vision of the elf forest. Kael looks amazed. Kael: "A world hidden from everyone..." **SCENE 3 — "The First Meeting" (0:40-1:00) Visual: Kael enters the elf kingdom. The elves surround him. Guardians hold their weapons. Lyra steps forward. Silence. They look at each other. A glowing leaf falls between them. Elf Guardian: "A human cannot belong here." Lyra looks at Kael. Lyra: "Then why did the forest bring him?" Kael shows the glowing seed. Kael: "I didn't choose this place... it chose me." Lyra reaches toward the seed. The magic reacts. **SCENE 4 — "Two Worlds, One Heart" (1:00-1:25) Emotional Montage With Dialogue Lyra teaches Kael about the forest. Lyra: "Every tree has a story. Every river has a memory." Kael smiles. Kael: "Humans forget too easily... maybe that's why we need stories." Scenes: Walking through glowing forests Sharing food during an elf festival Drawing each other Watching stars beside a magical lake Flying above clouds Lyra looks at the human world through Kael's drawings. Lyra: "Your world is beautiful." Kael smiles. Kael: "Only because I finally have
A rabbit and a cat race to see who's faster. It starts off with the cat being faster but somehow the rabbit imagine a carrot at the crossing finish line in his head, then the rabbit turns into sport mode, eyes sharper, and legs are stronger, then switch from running originally into hopping with insane sonic speed and win the race. 12 different camera angles with use of variants camera motion path and foreground participation, fast-pace motion, dynamic, high-end video pacing, cinematic, following this 2D visual style: Hand-painted digital gouache with visible dry-brush grain and unclosed edges, zero outlines — form defined entirely by flat blocked color; chunky geometric shape design, backgrounds reduced to silhouetted notan planes with silhouetted foreground framing, action beats dropping the environment for a single saturated color field. 16:9 landscape ratio
10-second cinematic mixed-media transformation video, horizontal 16:9, one continuous first-person POV shot with no cuts. The viewer sees through the eyes of a person standing beside a modern Japanese city bus stop, holding a slim black magic pen in one hand. The environment is fully photorealistic, while every object touched by the pen transforms into clean, colorful 2D comic-style animation. Smooth handheld movement, seamless transformations, playful energy, precise object tracking, realistic daylight, no subtitles, no text, no logo, no watermark. 0:00–0:03 — Bird Transformation. The continuous POV shot begins facing the sidewalk near the bus stop. A real pigeon suddenly flies toward the camera and briefly hovers directly in front of the person. The hand quickly raises the magic pen and gently taps the bird in mid-air. At the exact moment of contact, a small blue ink flash spreads across its body, instantly transforming it into a cute 2D comic-style white bird with bold blue outlines, expressive eyes, and exaggerated flapping wings. The cartoon bird circles playfully around the camera and flies toward the street. 0:03–0:06 — Bus Transformation. Without cutting, the camera naturally follows the cartoon bird toward the road as a real city bus approaches the bus stop. The person extends the magic pen and taps the front of the moving bus as it arrives. A bright orange illustrated ripple spreads from the point of contact. The entire bus smoothly transforms into a giant, adorable 2D comic-style orange tabby cat with green eyes. The cat continues moving forward at the same speed and along the same path as the bus, casually walking beside the curb. Its tail sways through the air while small hand-drawn motion marks appear around its paws. 0:06–0:10 — High-School Girl Transformation. The camera turns smoothly from the giant cartoon cat toward the bus-stop bench. A realistic Japanese-style high-school girl is sitting there in a neat school uniform, holding her bag on her lap. The person walks closer and gently taps her shoulder with the magic pen. A clean blue-and-white comic outline rapidly traces around her body, transforming her into a polished 2D anime and comic-style high-school girl while preserving the same pose, uniform, hairstyle, and facial identity. She looks toward the camera, smiles, stands up, and waves happily. The cartoon bird lands beside her while the giant orange cat looks back from the street. Ending frame: The continuous POV camera holds briefly on the comic-style girl waving, the cartoon bird beside her, and the giant orange cat walking past, all perfectly integrated into the realistic Japanese city environment. Visual style: High-quality photorealistic live-action environment mixed with crisp 2D cel animation, clean blue and white outlines, bold solid colors, accurate shadows, consistent scale and perspective, fluid first-person camera movement, seamless magical transfor
Hello kitty steals the candy from the store: her mom said don’t steal the candy your in big trouble
My eyes are green make the sketch turn to life moving squinting with eye movement and tear drop begin to fall as an angelic woman’s voice begins to say “Why are you so scared of me?...
[Main Character] = Black-haired girl [Opponent/Target] = Brown-haired girl [Setting] = High school gymnasium at night [Anomaly Gimmick] = Huge white teddy bear [Video Style] 15 seconds. Japanese full-color anime. High-density 2D animation with a 500 million yen budget scale. Cinematic backlighting, hard shadows, cold ambient light, rapid zoom-out, facial close-ups. No subtitles, no watermark, with BGM. Sounds include electronic noises, lens drive sounds, and finger snaps. [Visual Composition] The [Main Character] does not move from the start. What moves is the [Anomaly Gimmick] in the background. When the [Main Character] gives a small signal, gazes from all over the world activate simultaneously, leaving the [Opponent/Target] with no escape. [Shot 1: Quiet Dominance] The [Main Character] sits or stands in the center of the [Setting]. Slowly approach from a low front angle. The [Anomaly Gimmick] in the background is dark and silent. [Shot 2: Eyes] Close-up on the [Main Character]'s eyes. Only one blink. The mouth smiles slightly. [Shot 3: Signal] The [Main Character] slowly raises her right hand and snaps her fingers next to her face. Include only the 'snap' sound strongly. [Shot 4: First Activation] One of the background [Anomaly Gimmicks] glows red. The camera rapidly zooms into its lens, eye, or screen. [Shot 5: Chain Activation] With a match cut, another [Anomaly Gimmick] and then another activate one after another. Red lights chain into the depth of the screen. [Shot 6: Full Activation] Ultra-wide pull back. Countless [Anomaly Gimmicks] on walls, floor, ceiling, and desks all glow red at once. The [Main Character] becomes a black silhouette against the backlight. [Shot 7: Declaration] Rapid zoom back to the [Main Character]'s face. With an overwhelmingly calm smile, she looks at the camera and says, 'I saw everything.' Stop the last frame with red backlighting.
Japanese-inspired psychedelic abstract animation Core Style: Fast, vivid, unstable. Fully hand-drawn with rich organic textures. Every transition is fluid and natural—never rigid or mechanically cut. The entire frame, including the background, remains in constant motion, driven simultaneously by emotion, gravity, and heat. Every frame should feel alive, unpredictable, and physically reactive. [0–7.5s: Origin and Chain Reaction] [0–1.5s] A central abstract figure erupts into violent motion. Its emotional color core radiates outward as irregular pulsating waves while its silhouette tears apart in multiple directions. The background bends around the figure like compressed soft paper. Fine hand-drawn textures crawl rapidly across the entire frame, moving significantly faster than the figure itself, creating intense tension between body, skin, and surface. [1.5–3s] The separated contours accelerate into nervous linear forms. The figure's colorful core stretches into sharp ribbons and liquid stains. Some ribbons snap backward while others whip violently forward, leaving trembling trails behind. Empty spaces between movements ignite into new forms that emerge to fill emotional voids. [3–4.5s] Every shape surges diagonally across the composition. One massive form folds like fabric, revealing layered textures of grain, chalk, wet ink, scratched paint, and rough pigment beneath its surface. The background folds together with it, twisting into entirely new color fields. Smaller forms are dragged into constantly evolving speed lines. [4.5–6s] The image fractures into four emotional forces: calm, violence, vulnerability, and ecstasy. Each absorbs color from the others. Shadows appear before their objects, behaving like prophecies. The original forms chase these shadows, but the shadows mutate faster—becoming brighter, thicker, and more dominant until they surpass the objects themselves. [6–7.5s] A rapid chain reaction begins. Colliding forms generate visual motifs derived from the reference imagery: fragments, symbols, silhouettes, stains, and expressive linework. These newly born motifs accelerate in different directions. Frozen traces solidify into new entities before melting again and splitting into tiny emotional echoes. --- [7.5–15s: Compression and Extreme Transformation] [7.5–9s] The entire frame collapses toward an invisible point beneath the center. Every visual layer compresses inward at a different speed. Maximum compression lasts for only one frame before exploding upward and outward with vertical smears, shaking outlines, and exaggerated overshoot motion. Every element vibrates before settling into a completely new position. [9–10.5s] Textures migrate between forms. Dry rough textures sharpen previously fluid shapes into angular structures. Liquid textures soften rigid forms until they sag and drip. Luminous colorful textures dissolve into the background, causing the environment itself to pulse rhythmically. Every object changes behavior according to the texture it inherits. [10.5–12s] A massive rotational force sweeps across the frame. Every form flips, inverts, or turns inside out, exposing hidden reverse sides possessing qualities of hands, hooks, flames, or waves. Every collision triggers escalating chain reactions, transforming the entire visual world into an entirely new emotional reality. [12–13.5s] All boundaries dissolve. Forms merge, repel, and merge again, generating hybrid entities that inherit the colors and movement of their predecessors while becoming completely different beings. The background pushes forward into the foreground, becoming part of the forms themselves while releasing new shapes from within. [13.5–15s] Every previous process returns simultaneously at maximum intensity: contour separation, color bleeding, texture migration, and shadow-leading motion. Every frame is densely packed with intentional visual impact, fully absorbing and reinterpreting every reference element introduced earlier. --- [15–22.5s: Fragmentation and Neurotic Storm] [15–16.5s] The storm collides with an invisible barrier. The center explodes into countless shards of water-covered broken glass. Within each fragment, glowing spiral irises rotate violently, generating centrifugal force that stretches and tears at the shard edges. Neon magenta and electric blue leak through every crack. [16.5–18s] The fragments fuse into overlapping collaged human faces. The faces are composed of purple stains, scratched paint, and rough pigment. Their expressions oscillate continuously between terror and ecstasy. Jagged lightning-like lines pierce through them like exposed nerve fibers, violently stitching the faces together. [18–19.5s] Color saturation reaches its peak. Electric blue lines solidify into physical cables stretching throughout space, twitching uncontrollably while releasing neon magenta sparks. The compressed paper background burns away, transforming into a charred, granular carbon-black surface. [19.5–21s] Gravity reverses. Liquid elements such as water droplets and wet ink surge upward while broken glass continues falling downward, producing intense visual tearing. Vertical smears appear along the edges of the frame as though an unseen force is physically wiping the entire animation off the canvas. [21–22.5s] Every form is pulled into countless miniature spiral-iris black holes. The irises rapidly expand until they dominate the entire screen, spinning at an increasingly suffocating speed. The rough tactile quality of chalk and dry brush textures contrasts violently against the brilliant electrical center, creating overwhelming sensory overload. --- [22.5–30s: Aftershock and Eternal Echo] [22.5–24s] The giant iris evolves into pulsating biological tissue. The image breathes with a neurotic rhythm. Hidden symbols and textures appear and disappear beneath muscular contractions. Paint seepage creates convincing depth, as though layered across multiple transparent sheets of film. [24–25.5s] The animation enters an intense high-frequency vibration. Every object freezes in place while its edges oscillate violently like strings stretched to their breaking point. Violet shadows crawl across every surface, attempting to consume the remaining light. [25.5–27s] Rainbow-colored glass fragments and water droplets sweep across the frame like rain, refracting and distorting everything behind them through lens-like optical effects. Colors become heavy fluid masses that sink downward, leaving behind anxious, restless linear marks. [27–28.5s] The entire composition collapses into a single glowing horizontal jagged line. The background becomes a dark neon field filled with coarse grain. The line contains all accumulated energy, twisting violently while alternating flashes of electric blue and neon magenta pulse across it. [28.5–30s] The glowing line disintegrates into hand-drawn dust particles that drift rhythmically across the screen before gradually reassembling into one enormous blurred luminous silhouette. The final frame ends with tiny blocks of color continuing to vibrate subtly, leaving behind an everlasting emotional aftershock.
Multi-plano (7 planos). TSUBAME (Chica lanza) — 17 años, delgada y pequeña, mandíbula afilada, corte bob negro con flequillo largo y recto, ojos feroces de color verde azulado oscuro; top de gi blanco sin mangas con ribete turquesa, pantalones cortos negros, antebrazos y espinillas vendados, botas de punta dividida; lleva una lanza de dos metros con una hoja delgada en forma de hoja: la punta de la lanza y sus estelas de movimiento son de color cian. GARAN (Luchador) — enorme, más de dos metros, musculatura marcada, cabeza rapada, cejas pobladas, ojos pequeños y pálidos; torso desnudo con una correa de arnés gris piedra agrietada, puños vendados masivos, pantalones de lona, botas con refuerzos de hierro. Cada losa que arranca del suelo brilla con un naranja brasas en sus grietas, y el polvo naranja se adhiere a sus manos. Estilo: Animación cel 2D dibujada a mano, acción sakuga de calidad cinematográfica. Arte lineal claro, sombreado cel plano con bordes de sombra definidos; no fotorrealista: sin poros en la piel, sin sensación de renderizado volumétrico 3D. Colores de los luchadores BLOQUEADOS: Tsubame = cian (brillo en la punta de la lanza, estelas de postimagen, líneas de velocidad), Garan = naranja brasas (brillo fundido en cada grieta del suelo, luz de borde en los escombros). Todos los brillos son de dos tonos: núcleo al rojo vivo, borde saturado, polvo y brasas que persisten tras cada impacto. Mundo: arena en ruinas de color gris pizarra desaturado con un enorme emblema de mosaico descolorido en el suelo, para que ambos tonos resalten. El brillo más cercano es la luz principal: borde cian en ella, rebote naranja en él y en la roca. Diagonales audaces de esquina a esquina en la acción; ritmos rápidos dibujados como poses clave, fotogramas de desenfoque (smear frames) y fotogramas de impacto; nunca un movimiento legible continuo. Masa real en todas partes: las losas tienen peso, no son accesorios. Cámara: trabajo de cámara de animación: zooms rápidos, líneas de velocidad, órbitas, fotogramas congelados y paradas de impacto (hit-stops) permitidos. ⚠️Este video tiene ESTRICTAMENTE 7 planos: no añada planos adicionales. ⚠️DISPOSICIÓN ESPACIAL (VISTA PRINCIPAL = desde el lado SUR, eje cenital oeste-este; pantalla izquierda = oeste, pantalla derecha = este): Tsubame comienza en el borde oeste mirando al este (derecha de la pantalla, hacia Garan); Garan se encuentra a ~18 m al este de ella, mirando al oeste (izquierda de la pantalla, hacia ella). Su trayectoria de salto viaja de oeste a este, elevándose diagonalmente hacia el marco superior mientras escala los trozos en el aire. LÍNEA DE 180°: la cámara permanece en el lado sur durante todo el clip: Tsubame a la izquierda de la pantalla, Garan a la derecha, sin intercambios. ⚠️VECTORES DE ACCIÓN: (V1, PLANO 2) Garan lanza una losa del tamaño de un coche con ambas manos, de este a oeste (derecha a izquierda de la pantalla), hacia el centro de masa de Tsubame; ella se desliza por debajo; la losa detona en el suelo al oeste de ella. (V2, PLANO 3) El barrido del brazo derecho de Garan lanza un abanico de escombros de este a oeste; ella corre hacia ellos y salta sobre los trozos. (V4, PLANO 5) El revés derecho de Garan barre de este a oeste hacia su cabeza mientras ella alcanza el cuarto trozo; ella clava la lanza en el trozo y gira alrededor del eje pasando el puño; un fragmento roza su mejilla IZQUIERDA. (V5, PLANO 7) La estocada de lanza de Tsubame viaja de oeste a este (izquierda a derecha de la pantalla) a través del centro de su losa final hacia la guardia de antebrazos cruzados de Garan a la altura del pecho; él es empujado hacia el este, sus talones cavan zanjas. ⚠️Continuidad entre cortes: los diseños, colores y daños en la arena permanecen idénticos y solo progresan, nunca se reinician; el corte en la mejilla izquierda aparece en el PLANO 5 y sigue sangrando una línea fina durante los PLANOS 6-7; los escombros y cráteres solo se acumulan. [PLANO 1] · Anticipación (~2s): vista amplia, estática con una deriva lenta: dos figuras diminutas en el vasto mosaico agrietado. Garan ARRANCA una losa del tamaño de un coche del suelo, destello de luz naranja en las grietas, y se la carga al hombro; al otro lado de la arena Tsubame se agacha, lanza nivelada, un dedo del pie cavando en el polvo. Su respiración es uniforme; su sonrisa es amplia. [PLANO 2] · La losa (~2s): seguimiento lateral bajo con ella; la losa viene enorme, de derecha a izquierda; ella se desliza por debajo de su sombra, su espalda roza chispas, y detona detrás de ella en una pared de polvo gris con un núcleo naranja. Ella se levanta y corre antes de que caigan los escombros. [PLANO 3] · La dispersión (~2.5s): Garan rompe el suelo de nuevo y barre su brazo; un abanico de escombros llena el aire de derecha a izquierda. Ella no frena; acelera HACIA ellos, primer salto desde el trozo más bajo, dibujado como pose de anticipación → desenfoque → pose de aterrizaje. Seguimiento de estocada, fondo con estelas. [PLANO 4] · La escalera (~2.5s, el plano estrella): órbita de ángulo bajo de héroe elevándose con ella; Tsubame salta de trozo en trozo en el aire siguiendo la diagonal, cada pisada agrieta la piedra que deja, la postimagen cian hilvana una línea ininterrumpida a través de su bombardeo. Abajo y adelante, los ojos de Garan se entrecierran; él lo está leyendo. [PLANO 5] · El revés (~1.5s, breve cámara lenta): su revés colosal llena el encuadre de derecha a izquierda; ella clava la lanza en el cuarto trozo y gira alrededor del eje, el puño aparta su cabello, un fragmento abre un corte fino en su mejilla izquierda. Brota sangre. Vuelve a la velocidad normal cuando sus pies encuentran el borde del trozo. [PLANO 6] · La mirada (~1s): primer plano extremo, acercamiento lento; solo sus ojos, sin parpadear, la luz de la punta de lanza cian reflejada en ellos, la línea roja del corte en la mejilla afilada contra el sombreado cel. Detrás de su enfoque, borroso, Garan levanta la losa más grande de la pelea sobre su cabeza, luz naranja vertiéndose a través de sus grietas. [PLANO 7] · La perforación (~3.5s): él lanza la losa colosal; ella se lanza lanza en mano desde el trozo superior, de izquierda a derecha, y PERFORA DIRECTAMENTE A TRAVÉS DE SU CENTRO: la losa se divide en dos mitades que pasan rozando la cámara. Todo el sonido (música y efectos) se vuelve silencioso durante medio tiempo de la perforación; un boom profundo y conmocionante lo resuelve cuando la punta de la lanza golpea la guardia de antebrazos cruzados. Parada de impacto en el fotograma de choque, efectos tocando los cuatro bordes, color blanco casi total. Luego el movimiento se reanuda: Garan es empujado hacia atrás, sus talones de hierro cavan zanjas gemelas, el suelo se agrieta; él mantiene el equilibrio. La cámara gira con su salto, se congela en la parada de impacto, luego vuelve a una toma amplia: ambos de pie, anillo de polvo expandiéndose, el intercambio termina pero la pelea no. Actividad ambiental: sin espectadores; una arena en ruinas vacía; motas de polvo y pequeños escombros caen constantemente tras cada impacto; estruendo distante de piedra asentándose. Audio: música permitida y sincronizada con la pelea; efectos completos: corte de piedra, silbido de escombros, la caída en silencio y el boom único en la perforación. Los dos luchadores siguen siendo dos cuerpos distintos y separados en cada fotograma, incluso en contacto total. Caras, manos y diseños se mantienen fieles al modelo de principio a fin: manos de cinco dedos con articulación limpia, topología de extremidades correcta, diseños de personajes idénticos de plano a plano. La lanza mantiene su forma de hoja delgada y su longitud total de dos metros en cada fotograma. Los escombros vuelan en arcos balísticos pesados con tonelaje real; cada trozo acelera, golpea fuerte y se queda ahí; sus pisadas agarran y agrietan la piedra que dejan (la cámara lenta del PLANO 5 y la parada de impacto del PLANO 7 son deliberadas). Animación fluida de alta sensación de fotogramas con una cámara viva en todo momento; superficies cel dibujadas a mano; el color se mantiene disciplinado a la paleta bloqueada cian/naranja/pizarra. Sin marca de agua, sin texto en pantalla, sin subtítulos. 15 segundos. 16:9.
Concept: A creative mixed-media video blending live-action culinary footage with dynamic 2D line-art animations using a stylus interaction. Scene Breakdown 00:00 - 00:01 | The Prep Visual: A hand taps a light-blue stylus onto a slice of bread soaking in egg mixture. Effect: The real-life scene instantly transforms into a stylized black-and-yellow 2D cartoon sketch. 00:01 - 00:04 | The Cook Visual: Top-down view of the cartoon bread cooking in a cast-iron skillet with melting butter. Effect: A stylus tap converts the animated toast into golden-brown, real-life French toast sizzling in the pan. 00:04 - 00:08 | The Plating Visual: Cartoon-drawn French toast on a dark plate, accented with animated steam and powdered sugar sifted overhead. Effect: A final stylus touch morphs the animated plate into a gourmet dish complete with powdered sugar, fresh berries, mint leaves, and maple syrup pouring from a boat.
Task: Dreamina Seedance 2.5 — Omni ReferenceDuration: 30 secondsAspect ratio: 16:9Editorial target: 24fps, F000-F719 [Generation Goal]A high-speed combat battle involving only three characters: @Image1, @Image2, and @Image3. Develop offense and defense over 10 cuts. No weapons; use a combination of rushes, dodges, palm strikes, elbow strikes, kicks, throws, and aerial attacks. Do not fix the expressions of the three characters. Change them to alertness, surprise, irritation, concentration, provocation, exhilaration, and relief in response to the offense and defense. Express specifically through eyes, eyebrows, mouth, gaze, breathing, and head tilt. Return characters to a recognizable form only at moments of stopping, posing, contact, or landing. During high-speed movement, always break down the finished human body and replace it with a small number of liquid brushstrokes, rough watercolor planes, and short afterimages based on each character's color scheme. Do not simply add speed lines or motion blur to a finished figure. The flowing brushstrokes themselves are the character. [Material Roles]@Image1 = Character A. One and the same person. Uses yellow bob hair, cat ears, green eyes, light blue and white clothes, yellow trim, triangular tie decoration, pink backpack, pink boots, light blue tail with a yellow triangular tip as identifying information. @Image2 = Character B. One and the same person. Uses a yellow-green round bob, two leaf-like ears, golden eyes, white puff sleeves, pink bowtie, dark green shorts with suspenders, green boots, a long yellow-green tuft continuing from the back of the head with a round tip as identifying information. @Image3 = Character C. One and the same person. Uses vivid blue long hair and ponytail, two white horns, pointed ears, golden eyes, star-shaped earrings, dark red Japanese-style clothing, black skirt, black belt and back ribbon, black knee-highs, and red geta as identifying information. Do not treat three-view diagrams as clones. Do not swap the faces, hair, costumes, color schemes, ears, horns, tails, back hair, or decorations of the three. However, the expressions in the reference images are not fixed and should change according to the battle situation. Do not use white backgrounds or explanatory text. Do not generate weapons. Do not use the backpack, tail, back hair, horns, or geta as detached weapons. [Environment]A giant festival square based on a white paper surface. A giant vermilion pillar and watercolor stalls on the left, a sequence of vermilion torii gates in the center back, a red lantern shelf on the right, and light blue cubes and firework-like brushstrokes in the sky. Draw the background with translucent watercolors, broken ink lines, pencil composition lines, and wide white margins. Do not enclose the floor, pillars, torii, stalls, or lanterns with closed outlines. The background lines also tremble slightly, changing in density and position, but the amount of variation is weaker than that of the characters. Maintain the background layout in all cuts. Do not include combatants, crowds, or additional characters other than the three. [Unstable Line Rule]Draw the entire video with 'continuously generated lines and watercolors.' Do not clean up each frame from the previous one; redraw each frame as a new rough sketch. Do not create a single outline surrounding the person. Do not enclose the head, shoulders, arms, torso, or legs with continuous lines; always leave 30-60% of the body's outer circumference as white gaps in the paper. Recognize the character's form intermittently through short, broken pencil lines, irregular watercolor boundaries, dry brush marks, eraser marks, and doubled redraw lines. Do not maintain the same line in the same position for more than 3 frames. Lines change in position, thickness, density, length, pressure, and curvature every frame. They break in the middle, split into two, and parts disappear. Do not use a single uniform line width for the whole body. Do not keep line density constant. Irregularly alternate frames with extremely few lines, frames with dense redraw lines, and frames where most of the outer circumference disappears. Do not create a finished outer circumference for the face either. Do not draw both eyes, nose, mouth, jaw, and cheeks clearly at the same time. Leave only the minimum lines to read the expression, such as the outer side of one eye disappearing, the mouth cutting off midway, eyebrows becoming double, or cheek lines melting into watercolor. Do not fit the watercolor accurately inside the lines. Create bleeding, protrusion, white unpainted areas, uneven shading, and misregistration. [Line and Color Delay]Body movement takes the lead, pencil lines follow about 1-2 frames late, and watercolor color planes follow about another 1-2 frames late. Late lines and color planes do not completely overlap the body and remain as short afterimages torn in the direction of movement. Afterimages are not copies of the finished person but brushstrokes and color planes that indicate only the direction of the arms, legs, hair, tail, and costume. Even when stopped, do not return the lines to a clean-up state. The person's face, clothing, and posture become legible, but the gaps in the outer circumference, double lines, watercolor bleeding, and misregistration are maintained. [Mandatory Motion Deformation]Draw only about 60% of the human body for weak actions. Draw only about 30-40% for medium-speed actions. Draw only about 10-20% for high-speed actions. At maximum speed, represent the character with only 3-5 brushstrokes and 2-3 rough color planes. Character A high-speed action = yellow, light blue, white, and pink brushstroke group. Character B high-speed action = yellow-green, dark green, white, and a small amount of pink brushstroke group. Character C high-speed action = blue, dark red, black, and a small amount of golden brushstroke group. During high-speed action, do not connect the head, torso, arms, and legs with a correct human structure. Turn arms into long liquid brushstrokes, kicking legs into extremely elongated color planes, and rotating torsos into crushed arcs, triangles, or twisted watercolor surfaces. Temporarily disconnect limbs during jumps. Compress the torso in the direction of travel during sudden stops. Shift the hips and shoulders in different directions during turns. [Expression Direction]Character A: Starts with alertness, changes to a proud smile upon successful evasion, surprise when an attack is diverted, playful provocation during a melee, strong concentration in the late stages, and finally a satisfied, breathless smile. Character B: Starts with cautious observation, sharp concentration when interrupting, momentary surprise when an attack is dodged, a competitive smile during aerial attacks, a desperate expression in the final stages, and finally a soft, relieved expression. Character C: Starts with calm confidence, smiles slightly after dodging the first attack, furrows eyebrows during a pincer attack, sharp concentration while counterattacking, an exhilarated smile during the three-way melee, and finally a provocative one-sided smile. Do not finish the face during high-speed action. Indicate emotions with a single stroke of the eye, the tilt of an eyebrow, a short line of the mouth, or the direction of head brushstrokes. Make expressions legible only at moments when speed drops. [Cut 1 | 0.0-2.5s | F000-F059 | Triangular Confrontation]Initial state: Fixed wide. Character A is in the left foreground, Character B is in the right foreground, and Character C is in the center back. They form a triangle with each other in sight. Primary event: Show the appearance and positions of the three from F000-F023. A narrows eyes and is wary of C, B looks back and forth between A and C and breathes cautiously. C raises their chin slightly and shows composure with a one-sided smirk. From F024-F041, A lowers their hips, B opens half a step to the side, and C slides their geta to lower their center of gravity. From F042-F059, the three step out simultaneously. End state: The travel directions of the three converge in the center. The expressions and body circumferences are legible, but the lines are not closed and are redrawn every frame. [Cut 2 | 2.5-5.0s | F060-F119 | A vs C First Strike]Initial state: Low angle near the ground. A on the left, C in the center, B in the right back. Primary event: From F060-F075, A breaks down into yellow, light blue, and pink brushstrokes and rushes low from left to right. From F076-F087, A connects a leg sweep to a spinning kick. C breaks down into blue, dark red, and black brushstrokes, rotates, and evades the kick by a hair's breadth. Only just before contact from F088-F095 do A's eyes open wide and C smiles slightly. Do not draw the whole face, show only through fragments of eyes, eyebrows, and mouth. From F096-F119, A passes by C and slides to the right, leaving fragments of a surprised face. End state: A is in the right foreground, C is in the center, B is in the right back. C's composure increases, and A refocuses their expression. [Cut 3 | 5.0-8.0s | F120-F191 | B's Interruption]Initial state: Medium wide horizontal position. C in the center, A on the right, B in the right back. Primary event: From F120-F137, B lowers their eyebrows, breaks down into yellow-green and dark green brushstrokes, and enters from right to left. From F138-F153, B performs a spinning leg sweep passing under both of their feet. From F154-F167, A jumps vertically, and their legs and tail stretch into watercolor bands. The moment the evasion is successful, the corners of A's eyes droop and a smirk forms provocatively. C sinks low, folding their body to dodge B's kick. From F168-F179, B's eyes open wide for a moment, showing surprise at being dodged. From F180-F191, B furrows their eyebrows and concentrates on the next attack while sliding left. End state: B lands on the left, C in the center, and A in the center back. [Cut 4 | 8.0-11.0s | F192-F263 | C's Continuous Counterattack]Initial state: Low diagonal composition. B on the left, C in the center, A in the back. Primary event: From F192-F207, C's smile disappears and eyebrows drop sharply. C breaks down into 3-5 blue, dark red, and black brushstrokes and accelerates rapidly from left to right. From F208-F223, C performs a palm strike on B, an elbow strike on A, and a spinning back kick in one continuous motion. During the attack, C does not return to a finished body. Only a single golden stroke for the eye and a concentrated eyebrow line appear within the brushstroke group. From F224-F239, B evades backwards as a green arc, and A escapes sideways by splitting into short yellow and pink lines. From F240-F251, the arms and legs of the three cross for just a moment. A opens their mouth briefly in surprise, and B grits their teeth. From F252-F263, C passes to the right side and shows an exhilarated one-sided smile. End state: C is on the right, B on the left, A in the center back. All three are standing. [Cut 5 | 11.0-14.5s | F264-F347 | A and B Pincer Attack]Initial state: High diagonal overhead view. C on the right, A in the center back, B on the left. Primary event: From F264-F283, A and B exchange a short look. A shows a confident smile, B shows a focused face with lowered eyebrows. The two run towards C simultaneously; A performs a low flying kick and B performs a spinning kick. From F284-F303, C furrows their eyebrows and changes their body into thin blue, red, and black lines to slip through the gap between the two kicks. From F304-F323, A and B open their eyes wide just before colliding with each other, tuck their legs, and change direction in mid-air. From F324-F347, the three move apart in a circle. C gives a small smile for breaking the pincer attack, A furrows their eyebrows regretfully, and B exhales and gauges the next distance. End state: B on the left, C in the center, A on the right. [Cut 6 | 14.5-18.0s | F348-F431 | Sequence of Grabs and Throws]Initial state: Circling tracking shot. B on the left, C in the center, A on the right. Primary event: From F348-F367, A smiles provocatively and tries to jump onto C's shoulder. C changes to a focused, almost expressionless face, catches A's wrist to change their direction of motion, and throws them low. Make only the contact point briefly legible. From F368-F387, A becomes a group of yellow and pink brushstrokes and falls while rotating. Surprised eyes and an open mouth appear for a moment, then immediately break down into lines. From F388-F407, B throws a heel kick at C while passing in mid-air. B narrows their eyes and shows a competitive smile. From F408-F419, C catches it with their forearm and flows B's leg line outward. C's eyebrows rise slightly, showing surprise at the unexpected strength. From F420-F431, A regains posture just above the floor, clenches their mouth regretfully, and performs a three-point landing. End state: A is in the right foreground, B is in the left foreground, and C is in the center back. [Cut 7 | 18.0-21.5s | F432-F515 | 3D Offense and Defense Using the Background]Initial state: Wide shot showing the left vermilion pillar, center torii, and right lantern shelf simultaneously. Primary event: From F432-F451, B runs to the left pillar. Their expression changes to an exhilarated smile, and they step on the pillar once to bounce off diagonally. From F452-F471, A jumps to the right stall roof, kicks the roof, and reverses to the center. A shakes off the regret and narrows their eyes joyfully. From F472-F491, C anticipates the trajectories of the two and stays out of both attack lines with a low rotation while keeping a sharp gaze. During the high-speed section, the three become brushstroke groups with their own independent color schemes. From F492-F503, only the lanterns and stall cloths shake from the wind pressure. From F504-F515, the three land in the center and open their eyes wide at each other's unexpected movements. Immediately after, all three laugh. End state: The three form a narrow triangle in the central square. Exhilaration for the battle appears in the three. [Cut 8 | 21.5-25.0s | F516-F599 | Six-Beat Close-Quarters Melee]Initial state: Waist-high close-up wide. The whole bodies and feet of the three are visible. Primary event: From F516-F527, A starts from a joyful smile and enters a right roundhouse kick. From F528-F539, C lowers their eyebrows and flows it outward with their forearm. From F540-F551, B clenches their mouth and delivers a low leg sweep. From F552-F563, C opens their eyes in surprise, tucks their knees, and jumps. From F564-F575, A changes to focused eyes and drops a heel from mid-air. From F576-F587, B grits their teeth, pushes A's leg away, and changes the attack direction toward C. From F588-F599, C shows an exhilarated smile and slips behind the two. Replace characters with brushstroke groups for each high-speed action. Recombine only for 1-2 frames for attack blocks and expression changes. End state: A is on the left, B on the right, C in the center back. All three are out of breath, but their fighting spirit has grown stronger. [Cut 9 | 25.0-28.0s | F600-F671 | Simultaneous Three-Way Rush]Initial state: Frontal wide. A on the left, B on the right, C in the center back. Primary event: From F600-F611, the three sink down simultaneously. A removes their smile and looks at the landing point. B furrows their eyebrows strongly and holds their breath. C raises only one side of their mouth, provoking the two. From F612-F635, A (yellow, light blue, pink), B (yellow-green, dark green, white), and C (blue, dark red, black) become minimal brushstroke groups and rush toward the center. Do not show finished faces, hands, torsos, or costumes. From F636-F647, the three brushstroke groups cross in the center. Eyes, eyebrows, and mouths appear briefly as independent short lines, showing the concentration of the three. From F648-F659, opaque watercolors, ink splatters, and dry brush strokes that scrape the paper scatter radially. From F660-F671, the three pass through in the directions they crossed. End state: A, B, and C cross the center and decelerate while facing away from each other. [Cut 10 | 28.0-30.0s | F672-F719 | Recombination and Conclusion]Initial state: Fixed wide. The three are sliding in different directions from the center. Primary event: From F672-F687, brushstrokes shorten and characters return in the order of posture, hair, costume, and watercolor. The body's outer circumference does not close. From F688-F703, A stops on the right, B on the left, and C in the center foreground. A smiles satisfiedly while out of breath. B closes their eyes once, exhales, and smiles softly. C looks at the two over their shoulder and shows a provocative one-sided smile. From F704-F711, the three turn around simultaneously. From F712-F719, they change their expressions back to focused faces and take low combat stances. End state: No conclusion reached. All three can be identified as the same characters from the reference images by their color scheme, hair, and costume. However, line gaps, double lines, watercolor bleeding, and misregistration remain after stopping. [Visual Treatment]Hand-drawn 2D animation on bright white paper. Use ink, pencil, watercolor, dry brush, white unpainted areas, eraser marks, and redraw lines. Do not create a line that goes all the way around the person's outer circumference. Do not enclose the face, hair, clothes, arms, or legs as closed shapes. Lines within the screen change in thickness, density, length, position, pressure, curvature, and gap rate every frame. Do not correct high-speed action body collapse, line gaps, facial omissions, or color plane delays as generation defects. Do not return to smooth vector lines, uniform line width, closed outlines, symmetrical faces, fixed expressions, accurate coloring, 3D-like human interpolation, or processing that only adds effect lines to a finished character. [Audio]High-tempo percussion-based BGM. Character A has light boot sounds, B has soft landing sounds, C has hard geta sounds. Clothing wind noise, short hitting sounds, floor scraping sounds, sounds of kicking pillars and stalls, the sound of lanterns swaying, and breathing. No dialogue. [Maintain Consistency]Only three characters. Do not generate three-view diagrams as clones. Do not swap the color schemes, faces, hair, costumes, ears, horns, tails, back hair, backpacks, or shoes of the three. Do not fix expressions. Change eyes, eyebrows, mouth, gaze, and breathing in response to each attack, dodge, failure, success, surprise, and exhilaration. Do not stabilize lines. Do not make line width constant. Do not maintain the same line in the same position. Do not close the body's outer circumference. Do not fit watercolor accurately inside the lines. Always break down characters during high-speed action. Do not let them run, jump, or attack while maintaining a finished human body. Move the brushstroke groups themselves as the characters. Make them identifiable as the same person at the moment of stopping and contact, but do not return to a clean-up outline. Do not generate weapons. Do not generate additional people, clones, or human-shaped afterimages. Maintain background layout, character movement directions, and triangular positional relationships. Frame numbers are editorial goals; prioritize event order, expression changes, and the end state of each cut. pure video, no subtitles, no dialogue, no watermark.
In classic comic book animation style with bold outlines and vibrant colors, the muscular superhero flies powerfully forward and upward away from the collapsing bridge, his red cape billowing dramatically in the wind. Debris, concrete chunks, and spa...
A Japanese anime-style 2D animated close-up video. Hand-drawn anime hands press vibrant green pandan rice flour dough through a traditional press into a bowl of liquid nitrogen, creating a whimsical cloud of cold steam and sparkling vapor
use the attached storyboard <<<image_1>>> & A warm, wholesome 15-second animated short in cozy storybook watercolor style with soft ink linework, painterly textures, and gentle film grain.
IMPORTANT CHARACTER CONSISTENCY LOCK: Use the provided character sheets as the ONLY reference. Maintain the exact same: faces hairstyles eye colors outfits accessories proportions animation style color palette Lyra, Kael, and all elves must look identical in every scene. Do NOT redesign characters between shots. The entire video must feel like one continuous animated feature film, not separate clips. STYLE Create a hand-painted fantasy animated movie inspired by the emotional storytelling of classic Japanese animation. Visual style: watercolor backgrounds expressive character animation soft cinematic lighting magical realism gentle camera movements emotional facial expressions smooth transitions between scenes **SCENE 1 — "The World Beyond The Trees" (0:00-0:20) Visual: Aerial shot over an endless enchanted forest. Ancient trees reach the sky. Glowing flowers bloom. Small magical spirits fly through the air. The camera slowly moves toward the elf kingdom. Lyra walks through the forest. She touches an ancient tree. The tree glows. Lyra (softly): "The forest remembers everything... every soul that has ever walked beneath these trees." She looks toward distant mountains. Lyra: "But there is one world we have never understood... the world of humans." **SCENE 2 — "The Boy Who Found Magic" (0:20-0:40) Visual: A quiet human village surrounded by mountains. Kael walks alone carrying his sketchbook. He draws landscapes. He discovers a mysterious glowing seed inside ancient ruins. He touches it. The magic awakens. Kael (whispering): "What are you?" The seed projects a vision of the elf forest. Kael looks amazed. Kael: "A world hidden from everyone..." **SCENE 3 — "The First Meeting" (0:40-1:00) Visual: Kael enters the elf kingdom. The elves surround him. Guardians hold their weapons. Lyra steps forward. Silence. They look at each other. A glowing leaf falls between them. Elf Guardian: "A human cannot belong here." Lyra looks at Kael. Lyra: "Then why did the forest bring him?" Kael shows the glowing seed. Kael: "I didn't choose this place... it chose me." Lyra reaches toward the seed. The magic reacts. **SCENE 4 — "Two Worlds, One Heart" (1:00-1:25) Emotional Montage With Dialogue Lyra teaches Kael about the forest. Lyra: "Every tree has a story. Every river has a memory." Kael smiles. Kael: "Humans forget too easily... maybe that's why we need stories." Scenes: Walking through glowing forests Sharing food during an elf festival Drawing each other Watching stars beside a magical lake Flying above clouds Lyra looks at the human world through Kael's drawings. Lyra: "Your world is beautiful." Kael smiles. Kael: "Only because I finally have
10-second cinematic mixed-media transformation video, horizontal 16:9, one continuous first-person POV shot with no cuts. The viewer sees through the eyes of a person standing beside a modern Japanese city bus stop, holding a slim black magic pen in one hand. The environment is fully photorealistic, while every object touched by the pen transforms into clean, colorful 2D comic-style animation. Smooth handheld movement, seamless transformations, playful energy, precise object tracking, realistic daylight, no subtitles, no text, no logo, no watermark. 0:00–0:03 — Bird Transformation. The continuous POV shot begins facing the sidewalk near the bus stop. A real pigeon suddenly flies toward the camera and briefly hovers directly in front of the person. The hand quickly raises the magic pen and gently taps the bird in mid-air. At the exact moment of contact, a small blue ink flash spreads across its body, instantly transforming it into a cute 2D comic-style white bird with bold blue outlines, expressive eyes, and exaggerated flapping wings. The cartoon bird circles playfully around the camera and flies toward the street. 0:03–0:06 — Bus Transformation. Without cutting, the camera naturally follows the cartoon bird toward the road as a real city bus approaches the bus stop. The person extends the magic pen and taps the front of the moving bus as it arrives. A bright orange illustrated ripple spreads from the point of contact. The entire bus smoothly transforms into a giant, adorable 2D comic-style orange tabby cat with green eyes. The cat continues moving forward at the same speed and along the same path as the bus, casually walking beside the curb. Its tail sways through the air while small hand-drawn motion marks appear around its paws. 0:06–0:10 — High-School Girl Transformation. The camera turns smoothly from the giant cartoon cat toward the bus-stop bench. A realistic Japanese-style high-school girl is sitting there in a neat school uniform, holding her bag on her lap. The person walks closer and gently taps her shoulder with the magic pen. A clean blue-and-white comic outline rapidly traces around her body, transforming her into a polished 2D anime and comic-style high-school girl while preserving the same pose, uniform, hairstyle, and facial identity. She looks toward the camera, smiles, stands up, and waves happily. The cartoon bird lands beside her while the giant orange cat looks back from the street. Ending frame: The continuous POV camera holds briefly on the comic-style girl waving, the cartoon bird beside her, and the giant orange cat walking past, all perfectly integrated into the realistic Japanese city environment. Visual style: High-quality photorealistic live-action environment mixed with crisp 2D cel animation, clean blue and white outlines, bold solid colors, accurate shadows, consistent scale and perspective, fluid first-person camera movement, seamless magical transfor
[Main Character] = Black-haired girl [Opponent/Target] = Brown-haired girl [Setting] = High school gymnasium at night [Anomaly Gimmick] = Huge white teddy bear [Video Style] 15 seconds. Japanese full-color anime. High-density 2D animation with a 500 million yen budget scale. Cinematic backlighting, hard shadows, cold ambient light, rapid zoom-out, facial close-ups. No subtitles, no watermark, with BGM. Sounds include electronic noises, lens drive sounds, and finger snaps. [Visual Composition] The [Main Character] does not move from the start. What moves is the [Anomaly Gimmick] in the background. When the [Main Character] gives a small signal, gazes from all over the world activate simultaneously, leaving the [Opponent/Target] with no escape. [Shot 1: Quiet Dominance] The [Main Character] sits or stands in the center of the [Setting]. Slowly approach from a low front angle. The [Anomaly Gimmick] in the background is dark and silent. [Shot 2: Eyes] Close-up on the [Main Character]'s eyes. Only one blink. The mouth smiles slightly. [Shot 3: Signal] The [Main Character] slowly raises her right hand and snaps her fingers next to her face. Include only the 'snap' sound strongly. [Shot 4: First Activation] One of the background [Anomaly Gimmicks] glows red. The camera rapidly zooms into its lens, eye, or screen. [Shot 5: Chain Activation] With a match cut, another [Anomaly Gimmick] and then another activate one after another. Red lights chain into the depth of the screen. [Shot 6: Full Activation] Ultra-wide pull back. Countless [Anomaly Gimmicks] on walls, floor, ceiling, and desks all glow red at once. The [Main Character] becomes a black silhouette against the backlight. [Shot 7: Declaration] Rapid zoom back to the [Main Character]'s face. With an overwhelmingly calm smile, she looks at the camera and says, 'I saw everything.' Stop the last frame with red backlighting.
Multi-plano (7 planos). TSUBAME (Chica lanza) — 17 años, delgada y pequeña, mandíbula afilada, corte bob negro con flequillo largo y recto, ojos feroces de color verde azulado oscuro; top de gi blanco sin mangas con ribete turquesa, pantalones cortos negros, antebrazos y espinillas vendados, botas de punta dividida; lleva una lanza de dos metros con una hoja delgada en forma de hoja: la punta de la lanza y sus estelas de movimiento son de color cian. GARAN (Luchador) — enorme, más de dos metros, musculatura marcada, cabeza rapada, cejas pobladas, ojos pequeños y pálidos; torso desnudo con una correa de arnés gris piedra agrietada, puños vendados masivos, pantalones de lona, botas con refuerzos de hierro. Cada losa que arranca del suelo brilla con un naranja brasas en sus grietas, y el polvo naranja se adhiere a sus manos. Estilo: Animación cel 2D dibujada a mano, acción sakuga de calidad cinematográfica. Arte lineal claro, sombreado cel plano con bordes de sombra definidos; no fotorrealista: sin poros en la piel, sin sensación de renderizado volumétrico 3D. Colores de los luchadores BLOQUEADOS: Tsubame = cian (brillo en la punta de la lanza, estelas de postimagen, líneas de velocidad), Garan = naranja brasas (brillo fundido en cada grieta del suelo, luz de borde en los escombros). Todos los brillos son de dos tonos: núcleo al rojo vivo, borde saturado, polvo y brasas que persisten tras cada impacto. Mundo: arena en ruinas de color gris pizarra desaturado con un enorme emblema de mosaico descolorido en el suelo, para que ambos tonos resalten. El brillo más cercano es la luz principal: borde cian en ella, rebote naranja en él y en la roca. Diagonales audaces de esquina a esquina en la acción; ritmos rápidos dibujados como poses clave, fotogramas de desenfoque (smear frames) y fotogramas de impacto; nunca un movimiento legible continuo. Masa real en todas partes: las losas tienen peso, no son accesorios. Cámara: trabajo de cámara de animación: zooms rápidos, líneas de velocidad, órbitas, fotogramas congelados y paradas de impacto (hit-stops) permitidos. ⚠️Este video tiene ESTRICTAMENTE 7 planos: no añada planos adicionales. ⚠️DISPOSICIÓN ESPACIAL (VISTA PRINCIPAL = desde el lado SUR, eje cenital oeste-este; pantalla izquierda = oeste, pantalla derecha = este): Tsubame comienza en el borde oeste mirando al este (derecha de la pantalla, hacia Garan); Garan se encuentra a ~18 m al este de ella, mirando al oeste (izquierda de la pantalla, hacia ella). Su trayectoria de salto viaja de oeste a este, elevándose diagonalmente hacia el marco superior mientras escala los trozos en el aire. LÍNEA DE 180°: la cámara permanece en el lado sur durante todo el clip: Tsubame a la izquierda de la pantalla, Garan a la derecha, sin intercambios. ⚠️VECTORES DE ACCIÓN: (V1, PLANO 2) Garan lanza una losa del tamaño de un coche con ambas manos, de este a oeste (derecha a izquierda de la pantalla), hacia el centro de masa de Tsubame; ella se desliza por debajo; la losa detona en el suelo al oeste de ella. (V2, PLANO 3) El barrido del brazo derecho de Garan lanza un abanico de escombros de este a oeste; ella corre hacia ellos y salta sobre los trozos. (V4, PLANO 5) El revés derecho de Garan barre de este a oeste hacia su cabeza mientras ella alcanza el cuarto trozo; ella clava la lanza en el trozo y gira alrededor del eje pasando el puño; un fragmento roza su mejilla IZQUIERDA. (V5, PLANO 7) La estocada de lanza de Tsubame viaja de oeste a este (izquierda a derecha de la pantalla) a través del centro de su losa final hacia la guardia de antebrazos cruzados de Garan a la altura del pecho; él es empujado hacia el este, sus talones cavan zanjas. ⚠️Continuidad entre cortes: los diseños, colores y daños en la arena permanecen idénticos y solo progresan, nunca se reinician; el corte en la mejilla izquierda aparece en el PLANO 5 y sigue sangrando una línea fina durante los PLANOS 6-7; los escombros y cráteres solo se acumulan. [PLANO 1] · Anticipación (~2s): vista amplia, estática con una deriva lenta: dos figuras diminutas en el vasto mosaico agrietado. Garan ARRANCA una losa del tamaño de un coche del suelo, destello de luz naranja en las grietas, y se la carga al hombro; al otro lado de la arena Tsubame se agacha, lanza nivelada, un dedo del pie cavando en el polvo. Su respiración es uniforme; su sonrisa es amplia. [PLANO 2] · La losa (~2s): seguimiento lateral bajo con ella; la losa viene enorme, de derecha a izquierda; ella se desliza por debajo de su sombra, su espalda roza chispas, y detona detrás de ella en una pared de polvo gris con un núcleo naranja. Ella se levanta y corre antes de que caigan los escombros. [PLANO 3] · La dispersión (~2.5s): Garan rompe el suelo de nuevo y barre su brazo; un abanico de escombros llena el aire de derecha a izquierda. Ella no frena; acelera HACIA ellos, primer salto desde el trozo más bajo, dibujado como pose de anticipación → desenfoque → pose de aterrizaje. Seguimiento de estocada, fondo con estelas. [PLANO 4] · La escalera (~2.5s, el plano estrella): órbita de ángulo bajo de héroe elevándose con ella; Tsubame salta de trozo en trozo en el aire siguiendo la diagonal, cada pisada agrieta la piedra que deja, la postimagen cian hilvana una línea ininterrumpida a través de su bombardeo. Abajo y adelante, los ojos de Garan se entrecierran; él lo está leyendo. [PLANO 5] · El revés (~1.5s, breve cámara lenta): su revés colosal llena el encuadre de derecha a izquierda; ella clava la lanza en el cuarto trozo y gira alrededor del eje, el puño aparta su cabello, un fragmento abre un corte fino en su mejilla izquierda. Brota sangre. Vuelve a la velocidad normal cuando sus pies encuentran el borde del trozo. [PLANO 6] · La mirada (~1s): primer plano extremo, acercamiento lento; solo sus ojos, sin parpadear, la luz de la punta de lanza cian reflejada en ellos, la línea roja del corte en la mejilla afilada contra el sombreado cel. Detrás de su enfoque, borroso, Garan levanta la losa más grande de la pelea sobre su cabeza, luz naranja vertiéndose a través de sus grietas. [PLANO 7] · La perforación (~3.5s): él lanza la losa colosal; ella se lanza lanza en mano desde el trozo superior, de izquierda a derecha, y PERFORA DIRECTAMENTE A TRAVÉS DE SU CENTRO: la losa se divide en dos mitades que pasan rozando la cámara. Todo el sonido (música y efectos) se vuelve silencioso durante medio tiempo de la perforación; un boom profundo y conmocionante lo resuelve cuando la punta de la lanza golpea la guardia de antebrazos cruzados. Parada de impacto en el fotograma de choque, efectos tocando los cuatro bordes, color blanco casi total. Luego el movimiento se reanuda: Garan es empujado hacia atrás, sus talones de hierro cavan zanjas gemelas, el suelo se agrieta; él mantiene el equilibrio. La cámara gira con su salto, se congela en la parada de impacto, luego vuelve a una toma amplia: ambos de pie, anillo de polvo expandiéndose, el intercambio termina pero la pelea no. Actividad ambiental: sin espectadores; una arena en ruinas vacía; motas de polvo y pequeños escombros caen constantemente tras cada impacto; estruendo distante de piedra asentándose. Audio: música permitida y sincronizada con la pelea; efectos completos: corte de piedra, silbido de escombros, la caída en silencio y el boom único en la perforación. Los dos luchadores siguen siendo dos cuerpos distintos y separados en cada fotograma, incluso en contacto total. Caras, manos y diseños se mantienen fieles al modelo de principio a fin: manos de cinco dedos con articulación limpia, topología de extremidades correcta, diseños de personajes idénticos de plano a plano. La lanza mantiene su forma de hoja delgada y su longitud total de dos metros en cada fotograma. Los escombros vuelan en arcos balísticos pesados con tonelaje real; cada trozo acelera, golpea fuerte y se queda ahí; sus pisadas agarran y agrietan la piedra que dejan (la cámara lenta del PLANO 5 y la parada de impacto del PLANO 7 son deliberadas). Animación fluida de alta sensación de fotogramas con una cámara viva en todo momento; superficies cel dibujadas a mano; el color se mantiene disciplinado a la paleta bloqueada cian/naranja/pizarra. Sin marca de agua, sin texto en pantalla, sin subtítulos. 15 segundos. 16:9.
High-quality anime footage. High-quality anime, 2D hand-drawn. Facial expression changes proceed in the order of eyes -> eyebrows -> eyelids -> mouth -> gaze. [Character Fixation] Maintain the character from Image1 as the same person throughout. Image1 is the only person appearing on screen. Maintain small, delicate round facial features, large purple to lilac jewel-like eyes with multiple white catchlights, thick upper eyelashes, faint cheek redness, long pastel pink hair tied in two bunches on the sides, loose curls on the forehead, purple flower ornaments, and dark blue ribbons. The white short-sleeved sailor-collared top, dark blue and gold trim, lavender pleated skirt, dark blue ruffled hem, and purple jewel belt do not change. Only expressions, gaze, natural mouth movements, posture, breathing, and the swaying of hair and skirt in the wind may change. No change to a different person, face averaging, hairstyle change, costume swap, clones, mirror images, reflections, other people, hands, shadows, or silhouettes. The conversation partner does not appear on screen; her gaze to the diagonal left front represents the presence of a date. The camera is always from an objective third-party perspective. [Art Style Fixation] Maintain the delicate hand-drawn line art of Image1 with faint purplish line colors, transparent multi-layered shadows, soft gradients, milky pink and lavender, dark blue and gold accents, fine hair texture, jewel-like sparkle in the eyes, elegant highlights, and the information density of skirt pleats and flower ornaments. The summer city, cafe, riverside, fireworks, and sky are all drawn as high-density 2D hand-drawn background art. Avoid thick lines, heavy outlines, simplified TV anime, flat cell shading, low-density backgrounds, smooth CG/3D conversion, photo-like textures, dull colors, expressionless faces, or mixed art styles. The reference image is only for appearance and style; do not reproduce the stone corridor, castle, pose, composition, or camera distance of the original image. All cuts represent new summer urban date scenes. [Prop and Sound Fixation] There is only one transparent iced tea cup, owned only by Image1. At the beginning of Cut 1, Image1 holds it in both hands in front of her chest, takes a sip, and at the end of Cut 1, Image1 herself quietly places it on the cafe table with her right hand. The cup remains on that table and does not appear on screen from Cut 2 onwards. Fresh romance game-style instrumental BGM without vocals. Use soft electric piano, clean guitar, subtle shaker, and faint synth pads to naturally build tension from evening to night. Synchronize the small sound of ice touching inside the cup, distant ambient city sounds, the rustle of clothes, footsteps, and the sound of fireworks launching with visible actions. Lower the BGM slightly just before and during speech, allowing Image1's own Japanese voice to be heard clearly. Do not include songs, narration, the other person's response, or other voices. Cut 1: 0.0–3.6s | Corner cafe at dusk. Camera position is three-quarters to the left front of Image1, at eye level, figure size is chest up, background vanishing axis extends from the back of the table to the right back of the street hit by the sunset. The goal is to simultaneously read the sip of iced tea and the first flicker of excitement in Image1's eyes. Image1 holds the transparent cup of iced tea with both hands and takes a sip while smiling. The ice makes a clear sound once, and the setting sun faintly illuminates the rim of the cup and the outer edge of her hair. Image1 firmly places the cup on the table with her right hand, lifts her gaze to the diagonal left front, and her eyes and the corners of her mouth brighten slightly. The camera slides briefly sideways at the same height, a shadow of the cafe awning crosses in front of the lens for a moment to connect to the next street. Cut 2: 3.6–7.2s | Shopping street at sunset. Camera position is three-quarters to the left front of Image1, slightly higher than the waist, figure size is medium shot, background vanishing axis continues to the left back of the shopping street in her direction of travel. The goal is to read the excitement in her walk and words from her face. Image1 naturally takes a step forward. As a short preparatory action before speaking, her eyes brighten slightly, her eyebrows rise just a bit, her eyelids narrow softly, the corners of her mouth relax, and finally she looks to the diagonal left front. Image1 herself naturally says "Today is really fun" once. Completely synchronize lip movement, breath, expression, and voice. During speech, keep the BGM low to bring the voice forward, and the clean guitar and shaker return in the brief resonance at the end of the sentence. A foreground blur of street tree leaves crosses the lens briefly, switching to the night riverside. Cut 3: 7.2–11.0s | Riverside walking path changed to purple-blue night. Camera position is the right profile of Image1, at eye level, figure size is a medium shot where the profile can be read, background vanishing axis extends from the riverside promenade to the distant firework sky. The goal is to show the moment the change in the night sky reaches Image1's surprise and excitement. Image1 looks up at the sky once. The moment the hair bunches and skirt hem sway late in the night breeze, a large purple, pink, and gold firework bursts in the distant night sky. The firework light does not overlap as dots or lines on the face, but is returned only as soft surface light on the outer edge of the hair and the edges of the costume. The moment the firework bursts, add warm synth pads and thin strings to the BGM to expand it one level. The camera pulls in slightly from the right side, maintaining a distance where the eyes and smile changing from surprise to excitement can be read. Cut 4: 11.0–15.0s | Afterglow of fireworks and title. Camera position is three-quarters to the left front of Image1, at eye level, figure size is chest up, background vanishing axis opens to the back of the night sky on the right. The goal is to let both Image1's face and the title be read as a single lingering effect without interfering with each other. Keep Image1 in the left third of the screen at chest size, opening only the right night sky as white space for the title. Image1 blinks slowly once while looking at the fireworks, returns her expression slightly diagonally forward from her profile, and continues to breathe naturally without stopping with a clear smile. On the right side of the night sky, display a clean two-line title treatment sufficiently away from the face, eyes, mouth, and hair ornaments. In small milky white characters "This summer, my encounter with you turns into excitement", and below that in large deep indigo with faint lavender rim light "Midsummer Night". Display as a work title rather than subtitles, and do not show other readable text, logos, or watermarks. The camera pulls back just a little bit without making Image1 too small. At exactly 15.0 seconds, both Image1's face and the title are completely readable, and just before the last firework tail disappears in the night sky, cut with a short piano resonance.
Left side woman: Cold Tide barrier master, blue-white long robe, water-element mage. Uses cold water, barriers, water walls, water rings, water-flow traction, and ink-wash tidal waves in combat. She must maintain distance and must never allow the man to stably close in. Right side man: Crimson-black long robe red-blade swordsman, solid red large blade, black cloak, crimson fire-ink, black ink waves, golden shattered ink. Fighting style is strong assault, breaking formations, charging in, horizontal slashes, aerial heavy chops. He must constantly attempt to close the distance and break through the water walls. Generate a 15-second 16:9 landscape 720P high-definition 2D ink-wash wuxia combat video. Overall high-energy 2D ink-wash combat aesthetic: fierce, fast, explosive actions, strong ink-follow, large-area splash-ink explosions, characters high-definition and clear. No 3D, no live-action, no CG feel, no sketch style, no static illustration. Combat arena: rainy aftermath of shattered water-courtyard ruins, large areas of shallow water covering a green-stone plaza, surrounded by broken bridges, residual pillars, collapsed water pavilions, broken tiles, stone steps, distant ink clouds. The ground must have large water surfaces; character movement produces water splashes, ripples, reflections, and ink-wash ripples. During combat the water surface is split by blade energy, water walls are shattered, residual pillars are broken by water waves, green stone is cleaved by the red blade, broken tiles are swept up by water flow and shockwaves. Core combat relationship: The woman is a mid-to-long-range water mage who actively controls the field and suppresses. The man is a close-range red-blade fighter who must constantly charge to break distance. The woman always uses the water surface, barriers, water walls, and spatial displacement to keep 3–8 meters distance. The man constantly uses ground-hugging dashes, diagonal charges, aerial downward chops, and spinning horizontal slashes to forcibly close the gap. Every time the man is about to get close, the woman must use water walls, water rings, surging waves, mirror-position swaps, sliding-water retreats, or barrier rebounds to interrupt. She cannot stand still to cast; she must cast while sliding, spinning, retreating, or leaping on water. Absolute real-time high-speed combat. No slow motion, no variable frame rates, no speed ramps, no static charging, no one-move-one-stop, no idle time after collision. From the first frame to the last frame continuously. At least 3 effective offense-defense exchanges per second: water-wall blocking, red-blade breaking walls, water-wave counter-push, charge dodging, barrier rebound, pursuit avoidance happening continuously. Ink-wash special effects must be extremely strong. All of the woman’s actions carry cyan-blue ink, water splashes, cold white flying white, water-ripple barriers, transparent water walls, vortex water rings. All of the man’s actions carry crimson fire-ink, large red blade arcs, black cloak ink waves, golden shattered ink. Water and fire-ink must contrast sharply: cyan-blue tides suppress red-black blade waves; when the red blade splits a water wall, red-blue colliding splash-ink explodes. Ordinary exchanges occupy one-third of the frame with ink effects, heavy strikes occupy half the frame, final explosion is full-screen ink-wash detonation. 0–3 s: Low camera close to the water surface rapid tracking. Woman slides backward on water, sleeves roll out three cyan-blue water rings, semi-transparent water wall rises from the surface. Man charges violently from the distance hugging the ground, red blade dragging and splitting the water surface, crimson fire-ink and water splashes exploding simultaneously. Man horizontal-slashes the first water wall; woman sideways slides on water to change position; second water wall rolls up from his side and deflects his slash momentum. Camera stays low on the water surface chasing, water splashes hitting the lens. 3–6 s: Medium-close rapid cuts. Man consecutive three-stage strong assault: diagonal charge horizontal slash, spinning upward lift, aerial downward chop. Woman retreats while casting without pause: water sleeves flick to form an arc water shield, foot vortex shifts her body sideways three meters, both hands form seals to raise two water walls for pincer attack. Red blade shatters the water shield, shattered water turns into cyan-blue splash-ink rain; woman uses the water wave to push herself sliding to the side of the broken bridge, maintaining distance. 6–9 s: Large-scale spatial displacement. Man stomps and shatters green stone, leaps across the water channel, black cloak trailing red-black ink waves, red blade chopping down from above. Woman does not hard-block; she leaps on water, water column underfoot lifts her into a side flip, circular water-ripple barrier appears behind her. Blade energy chops into the barrier, water surface explodes into a ring-shaped giant wave, man is forced half a step back by water pressure. Woman lands on top of a residual pillar on the opposite side and immediately flings three water blades from different angles to seal the man’s pursuit path. 9–12 s: Pursuit and counter-suppression. Man forcibly breaks through the water blades, ground-hugging rapid charge, red blade continuously splitting the water surface forming three crimson blade scars. Woman high-speed retreats along the water surface, both sleeves trailing long cyan-blue ink tails, spins and summons a row of water walls pushing forward like a tidal wave. Man uses the large blade to continuously break the walls; his body is repeatedly shocked back, slides, then forcibly charges forward again; water surface underfoot is stomped and explodes, red-blue splash-ink continuously detonating. Camera rapidly switches between weapon close-ups, water-wall shattering close-ups, and full-body chase shots; cuts never interrupt the action. 12–15 s: Final high-intensity explosion. Man finally charges into close range, aerial heavy chop, red blade carrying a crimson fire-ink giant wave pressing down. Woman instantly slides back on water and spins; large area of water underfoot rises into a ring-shaped water tornado, three layers of transparent water walls stack continuously. Man shatters the first layer with one chop, spins horizontal slash to tear open the second layer, lands dragging the blade upward to crash into the third layer. Woman pushes both hands forward; the water tornado contracts into a huge cyan-blue ink-wash shockwave. Man’s red blade hard-blocks; red-black blade wave and cyan-blue tide collide head-on, full-screen splash-ink, water flowers, flying white, shattered ink, golden shattered ink explode. After the explosion the man is blasted sliding backward several meters, blade tip plowing the water surface; woman slides back on water to a distance, water rings still rotating behind her; both remain in residual combat momentum, not a static pose. Camera requirements: Tsui Hark-style rapid camera work combined with high-energy 2D ink-wash combat. 70% medium-close and water-surface tracking shots, 20% full-body medium shots showing large displacements, a small amount of long shots showing the water-courtyard ruins and large water surface. Must include low water-surface camera, blade-splitting water-wall close-ups, water-splash explosion shots, woman’s water-sliding side-move tracking, man’s charging whip-pan, overhead water-ring barrier shots, low-angle aerial downward chop shots, final frontal explosion collision. Cuts must continue the same movement direction—no breaking of moves, no stuttering. Character force feedback must be strong. Every time the man shatters a water wall he must be counter-shocked by water pressure: shoulders lean back, feet slide, cloak explodes open. Every time the woman is forced clos
High-quality anime footage. Movie-theater-class high-density 2D hand-drawn action anime. High-speed melee combat. Set in a dark near-future giant corridor, the protagonist continuously breaks through multiple enemies without stopping. Most important are the overwhelming speed, grounding, chain of reaction forces, clear contact, extremely changing camera distances, short 'face rewards' (clear face shots), and instantaneous graphic impacts in red, black, and white in the latter half. Do not create segments of standing still to re-pose. Use the reaction of each attack as the start of the next movement or attack. [Protagonist Fixed] Maintain the protagonist from the source reference image as the same person in all cuts. Do not change face shape, age feel, eye size and spacing, iris color, jaw, bangs, hairstyle, hair color, outfit, body type, or unique color scheme. Even during high-speed movement, distant views, or backlit explosions, do not allow the character to become a different person, look older, or become simplified. The moment the shot returns to a close-up, accurately revert to the same face, eyes, and hair as the source reference image. The protagonist's weapon is only one slender single-edged sword. Maintain the blade, guard, and hilt as a single continuous structure. Do not multiply, branch, or exchange weapons. Hands always grip only the hilt, and do not overlap the blade and hands in front of the face. [Enemies Fixed] Four humanoid enemy soldiers wearing black near-future armor. All four maintain a similar armor design and do not mix faces, hair, outfits, or weapons with the protagonist. Enemies maintain humanoid bodies, black armor, and limbs even during combat. After being hit, they do not transform into crystals, abstract objects, or clumps of light. [Art Style Fixed] Entirely 2D hand-drawn anime. Thin, delicate line art, dark but not overly black outlines, two-to-three-tier anime shading, transparent mid-shades, multilayered highlights on hair and eyes, high-density background art, and exaggerated key animation for theater-quality action. Use short smear frames with boldly stretched shapes during high-speed action as needed, but return the face to clarity during face reward frames. Do not use thick black outlines, simplified TV-style animation, low-density backgrounds, flat single-layer cel shading, smooth 3DCG, live-action style, semi-realism, dull colors, or mixed art styles. [Setting/Color/Light] The setting is a dark, massive near-future corridor. Maintain the same location throughout. Use black, dark navy, and dark blue-green as basic background colors, with thin red linear lighting on walls, floors, and ceilings. Red light lines point toward the vanishing point at the end of the corridor, emphasizing speed direction and depth. Fix color roles: Cyan-Blue = Protagonist's acceleration and electrical afterglow; Lime-Yellow Green = Sword attack trails; Orange-Yellow = Sparks and explosions after contact; Red-Black-White = Graphic impact used only for the final shock in the latter half. Do not exchange color roles between cuts. Keep skin tones and protagonist-specific colors stable, avoiding random white balance changes. [Common Movement Rules] Do not process running as a parallel slide of the body. Sequence: Grounding foot fixed to floor -> Pelvis passes over supporting leg -> Opposite knee moves forward -> Toes of supporting leg kick the floor -> Short aerial phase -> Opposite foot grounds forward -> Knee compresses -> Next kick. The pelvis and ribcage themselves must advance across floor joints. Even if the camera follows, do not eliminate the protagonist's movement amount in world coordinates. Landing must always pass briefly through: Foot grounding -> Knee compression -> Hips sinking -> Upper body following. Sword contact reaction force should not be absorbed only by the wrist; flow it through: Sword -> Wrist -> Elbow -> Shoulder -> Ribcage -> Hips -> Supporting leg, passing that reaction and hip rotation into the next movement without stopping. Hair, clothing hems, and decorations follow the body with a slight delay. [Contact Rules] All important attacks follow this order: Clear gap between sword and enemy before contact -> Sword contacts specified position -> Very short hit-stop only at the moment of contact -> Sparks, armor displacement, enemy center-of-gravity change, and explosion only after contact. Do not blow enemies away before contact. Do not generate explosions before contact. Do not create static screens showing only effects; continue character movement while sparks or explosions are visible. [Full 10 Cuts Breakdown] [Cut 1 | Floor Ignition] Starts with an ultra-low-angle extreme close-up of the protagonist's feet. The front foot grounds strongly. The sole catches the floor, and the knee compresses for a split second. The moment the toes kick off, thin lime-green friction sparks fly backward. Cyan electrical afterglow runs briefly from ankle to leg. Camera runs parallel to the floor with the protagonist, showing grounding, kicking, and the pelvis advancing. The protagonist doesn't stop, converting the kick into high-speed acceleration. Ends with upper body leaning forward entering the next stride. [Cut 2 | Corridor Acceleration] Inherits the forward lean and speed. Protagonist advances into the corridor using alternating high-speed strides. Floor joints and red wall lights blur backward. Camera follows from a low front position, retreating at the same speed. Strong wide-angle perspective shows face, chest, knees, legs, and the corridor vanishing point. Orange explosion occurs far behind, but protagonist doesn't look back. Explosion pressure pushes hair and hems forward momentarily. Just before the next enemy appears, protagonist grounds the right foot and drops hips low for a slash. [Cut 3 | Face Reward to First Slash] Inherits right-foot support and forward speed. Camera catches up at high speed, zooming in momentarily from chest to face. Face and eyes are clear, but movement doesn't stop. Protagonist glares at the enemy, smirking slightly and exhaling a short breath. Rotates hips and swings the sword in a single path from bottom-diagonal to top-diagonal. Clear gap before contact. Short hit-stop when blade hits enemy torso armor. Thick lime slash trail and orange sparks cross the screen diagonally after contact. Enemy's upper body buckles; protagonist converts reaction into leftward movement. Lime blade light crosses the lens, providing a transition to the next camera axis. [Cut 4 | Explosion Mask and Axis Change] Starts from the blade light mask. Camera is now at a diagonal side medium shot. As the first enemy collapses, they hit background equipment causing a short orange explosion. Smoke partially covers the screen but doesn't hide the protagonist for long. Using the hip rotation, protagonist steps laterally to change course toward the second enemy. Camera cuts across the smoke as a foreground element to discover the new distance. No stopping or re-posing. [Cut 5 | Continuous Melee] Protagonist grounds left foot forward and steps into the second enemy. Parries enemy weapon once. Gap before contact. Tiny metal sparks at contact. Enemy weapon is deflected, protagonist's shoulders and hips rotate in reverse. Protagonist uses that recoil to transition into a horizontal slash from the same rotation. Horizontal slash makes single contact with torso. After hit-stop, enemy buckles sideways. Side-tracking camera shows enemy weapon, protagonist's full sword, supporting leg, and contact point in one frame. Protagonist maintains forward direction after slash, passing the enemy. [Cut 6 | Space Opening] Inherits momentum from the previous cut. A third enemy attacks from the front. Protagonist grounds one foot and converts compression into a vertical and forward leap. Camera switches to a wide long shot, making character size significantly smaller. Shows protagonist, 3 enemies, red lighting corridor, and vanishing point to maximize scale. Protagonist tilts body axis once in mid-air to clear the attack line. No excessive mid-air spins. Descends while keeping the landing point in view. [Cut 7 | Landing Reaction to Re-acceleration] Protagonist lands. Sequence: Grounding -> Compression -> Hips sinking -> Upper body follow. Absorbs reaction without stopping, sinking hips directly into the next forward kick. Cyan afterglow runs back from landing point. Camera slides low to the protagonist's side. Before fully standing, protagonist accelerates toward the third enemy. Camera briefly parallels the face to show eyes and profile. No long face rewards. [Cut 8 | Third Contact and Maximum Pressure] Protagonist maintains acceleration. Minimally dodges enemy attack and swings sword horizontally. Gap before contact. Hit-stop at contact. Lime trail, orange sparks, and armor displacement occur simultaneously. Enemy's center of gravity shifts significantly. Protagonist absorbs reaction into hips to twist toward the next direction. Camera zooms extremely close to the protagonist's eye. The moment the eye occupies the main screen area, transition to graphic insert. [Cut 9 | Graphic Impact Intercut] Do not delete reality for long. Extreme close-up of eye -> flashes to solid red -> extremely short 2D graphic frame composed of black background, white slash plane, and red speed lines -> sword trajectory abstracted as a single white directional line -> immediate return to reality. This is an editorial accent for impact, not a transformation of space. No red ribbons or decorative beams. Upon return, the sword trajectory from Cut 8 continues into the attack on the fourth enemy. [Cut 10 | Maximum Impact / No-Stop Termination] Protagonist approaches the fourth enemy at continuous speed. No stop before the final attack. Grounds left foot to compress hips, pushing off to swing sword in a large diagonal slash. Clear gap before contact. Strongest hit-stop at contact. After contact, large lime slash trail, orange sparks, and cyan afterglow expand from a single point. Insert red-black-white graphic frames at the pressure point. Enemy is blown off balance. Protagonist flows the reaction into hips and supporting leg, converting it into the next forward acceleration. Camera passes high-speed next to protagonist during impact. Final frame: protagonist is not static. No sword-raising. No victory pose. No looking at the camera. No quiet pull-back shot. Cut while protagonist is kicking off for the next step, hair and clothes flowing back, mid-movement. This vector naturally loops back to Cut 1. [Sound] High speed but not constant max volume. Sync short 'huff/ha' breaths with strong steps. Hard floor sounds for grounding. Short metallic 'whoosh' for sword movement. Short metallic clashing for weapon contact. Metallic impact and low thud for hitting armor. Explosions sync with contact results. In graphic inserts, compress ambient sound momentarily to bring sharp slash sound to the front. No long screaming, dialogue, or excessive roaring. [Important Guards] Never return to neutral stance after attacking. Always convert reaction, dodge, compression, or rotation into the next move's propulsion. Do not just move the camera to simulate speed; advance the character relative to the floor. Change at least 2 camera parameters (position, height, size, axis) between adjacent cuts, but do not reset movement direction for camera changes. Create distance amplitude: Extreme close-up feet -> Front wide -> Face close-up -> Side medium -> Low angle contact -> Ultra-wide long -> Profile close-up -> Eye extreme close-up -> Red/Black/White Graphic -> Real-time high-speed melee. Do not express speed through effect volume alone. Ensure at least one key point (supporting leg, trajectory, contact, reaction) is readable. Do not overlap effects over the face during face rewards. No text, subtitles, logos, or watermarks. No extra protagonists, clones, or weapon multiplication. No sudden enemy additions. No enemy crystallization. No long slow-motion. No long glares or weapon-clashing. No static victory poses or sword-raising. No final wide pull-away shot.
[REFERENCE CONTROL] Use the uploaded storyboard image as the primary visual reference for story structure, character design, costume design, environment, emotional progression, and shot order.
A funny black-and-white 2D line-art animation of a chubby girl with long hair eagerly opening a glass jar filled with cupcakes and wrapped candies. She reaches inside, but her hand gets stuck in the narrow neck of the jar. Refusing to let go, she stubbornly puts her other hand in to grab more treats, only to get both hands trapped. After pulling with all her strength, she accidentally flips the jar over her head, leaving it stuck on her face with a cupcake in her mouth and stars circling her head. Realizing the jar is now upside down, she tilts it back, causing all the cupcakes and candies to pour into her mouth and lap. She happily enjoys the unexpected feast with puffed cheeks in a playful, slapstick cartoon style with expressive squash-and-stretch animation.
A rabbit and a cat race to see who's faster. It starts off with the cat being faster but somehow the rabbit imagine a carrot at the crossing finish line in his head, then the rabbit turns into sport mode, eyes sharper, and legs are stronger, then switch from running originally into hopping with insane sonic speed and win the race. 12 different camera angles with use of variants camera motion path and foreground participation, fast-pace motion, dynamic, high-end video pacing, cinematic, following this 2D visual style: Hand-painted digital gouache with visible dry-brush grain and unclosed edges, zero outlines — form defined entirely by flat blocked color; chunky geometric shape design, backgrounds reduced to silhouetted notan planes with silhouetted foreground framing, action beats dropping the environment for a single saturated color field. 16:9 landscape ratio
Hello kitty steals the candy from the store: her mom said don’t steal the candy your in big trouble
My eyes are green make the sketch turn to life moving squinting with eye movement and tear drop begin to fall as an angelic woman’s voice begins to say “Why are you so scared of me?...
Japanese-inspired psychedelic abstract animation Core Style: Fast, vivid, unstable. Fully hand-drawn with rich organic textures. Every transition is fluid and natural—never rigid or mechanically cut. The entire frame, including the background, remains in constant motion, driven simultaneously by emotion, gravity, and heat. Every frame should feel alive, unpredictable, and physically reactive. [0–7.5s: Origin and Chain Reaction] [0–1.5s] A central abstract figure erupts into violent motion. Its emotional color core radiates outward as irregular pulsating waves while its silhouette tears apart in multiple directions. The background bends around the figure like compressed soft paper. Fine hand-drawn textures crawl rapidly across the entire frame, moving significantly faster than the figure itself, creating intense tension between body, skin, and surface. [1.5–3s] The separated contours accelerate into nervous linear forms. The figure's colorful core stretches into sharp ribbons and liquid stains. Some ribbons snap backward while others whip violently forward, leaving trembling trails behind. Empty spaces between movements ignite into new forms that emerge to fill emotional voids. [3–4.5s] Every shape surges diagonally across the composition. One massive form folds like fabric, revealing layered textures of grain, chalk, wet ink, scratched paint, and rough pigment beneath its surface. The background folds together with it, twisting into entirely new color fields. Smaller forms are dragged into constantly evolving speed lines. [4.5–6s] The image fractures into four emotional forces: calm, violence, vulnerability, and ecstasy. Each absorbs color from the others. Shadows appear before their objects, behaving like prophecies. The original forms chase these shadows, but the shadows mutate faster—becoming brighter, thicker, and more dominant until they surpass the objects themselves. [6–7.5s] A rapid chain reaction begins. Colliding forms generate visual motifs derived from the reference imagery: fragments, symbols, silhouettes, stains, and expressive linework. These newly born motifs accelerate in different directions. Frozen traces solidify into new entities before melting again and splitting into tiny emotional echoes. --- [7.5–15s: Compression and Extreme Transformation] [7.5–9s] The entire frame collapses toward an invisible point beneath the center. Every visual layer compresses inward at a different speed. Maximum compression lasts for only one frame before exploding upward and outward with vertical smears, shaking outlines, and exaggerated overshoot motion. Every element vibrates before settling into a completely new position. [9–10.5s] Textures migrate between forms. Dry rough textures sharpen previously fluid shapes into angular structures. Liquid textures soften rigid forms until they sag and drip. Luminous colorful textures dissolve into the background, causing the environment itself to pulse rhythmically. Every object changes behavior according to the texture it inherits. [10.5–12s] A massive rotational force sweeps across the frame. Every form flips, inverts, or turns inside out, exposing hidden reverse sides possessing qualities of hands, hooks, flames, or waves. Every collision triggers escalating chain reactions, transforming the entire visual world into an entirely new emotional reality. [12–13.5s] All boundaries dissolve. Forms merge, repel, and merge again, generating hybrid entities that inherit the colors and movement of their predecessors while becoming completely different beings. The background pushes forward into the foreground, becoming part of the forms themselves while releasing new shapes from within. [13.5–15s] Every previous process returns simultaneously at maximum intensity: contour separation, color bleeding, texture migration, and shadow-leading motion. Every frame is densely packed with intentional visual impact, fully absorbing and reinterpreting every reference element introduced earlier. --- [15–22.5s: Fragmentation and Neurotic Storm] [15–16.5s] The storm collides with an invisible barrier. The center explodes into countless shards of water-covered broken glass. Within each fragment, glowing spiral irises rotate violently, generating centrifugal force that stretches and tears at the shard edges. Neon magenta and electric blue leak through every crack. [16.5–18s] The fragments fuse into overlapping collaged human faces. The faces are composed of purple stains, scratched paint, and rough pigment. Their expressions oscillate continuously between terror and ecstasy. Jagged lightning-like lines pierce through them like exposed nerve fibers, violently stitching the faces together. [18–19.5s] Color saturation reaches its peak. Electric blue lines solidify into physical cables stretching throughout space, twitching uncontrollably while releasing neon magenta sparks. The compressed paper background burns away, transforming into a charred, granular carbon-black surface. [19.5–21s] Gravity reverses. Liquid elements such as water droplets and wet ink surge upward while broken glass continues falling downward, producing intense visual tearing. Vertical smears appear along the edges of the frame as though an unseen force is physically wiping the entire animation off the canvas. [21–22.5s] Every form is pulled into countless miniature spiral-iris black holes. The irises rapidly expand until they dominate the entire screen, spinning at an increasingly suffocating speed. The rough tactile quality of chalk and dry brush textures contrasts violently against the brilliant electrical center, creating overwhelming sensory overload. --- [22.5–30s: Aftershock and Eternal Echo] [22.5–24s] The giant iris evolves into pulsating biological tissue. The image breathes with a neurotic rhythm. Hidden symbols and textures appear and disappear beneath muscular contractions. Paint seepage creates convincing depth, as though layered across multiple transparent sheets of film. [24–25.5s] The animation enters an intense high-frequency vibration. Every object freezes in place while its edges oscillate violently like strings stretched to their breaking point. Violet shadows crawl across every surface, attempting to consume the remaining light. [25.5–27s] Rainbow-colored glass fragments and water droplets sweep across the frame like rain, refracting and distorting everything behind them through lens-like optical effects. Colors become heavy fluid masses that sink downward, leaving behind anxious, restless linear marks. [27–28.5s] The entire composition collapses into a single glowing horizontal jagged line. The background becomes a dark neon field filled with coarse grain. The line contains all accumulated energy, twisting violently while alternating flashes of electric blue and neon magenta pulse across it. [28.5–30s] The glowing line disintegrates into hand-drawn dust particles that drift rhythmically across the screen before gradually reassembling into one enormous blurred luminous silhouette. The final frame ends with tiny blocks of color continuing to vibrate subtly, leaving behind an everlasting emotional aftershock.
Concept: A creative mixed-media video blending live-action culinary footage with dynamic 2D line-art animations using a stylus interaction. Scene Breakdown 00:00 - 00:01 | The Prep Visual: A hand taps a light-blue stylus onto a slice of bread soaking in egg mixture. Effect: The real-life scene instantly transforms into a stylized black-and-yellow 2D cartoon sketch. 00:01 - 00:04 | The Cook Visual: Top-down view of the cartoon bread cooking in a cast-iron skillet with melting butter. Effect: A stylus tap converts the animated toast into golden-brown, real-life French toast sizzling in the pan. 00:04 - 00:08 | The Plating Visual: Cartoon-drawn French toast on a dark plate, accented with animated steam and powdered sugar sifted overhead. Effect: A final stylus touch morphs the animated plate into a gourmet dish complete with powdered sugar, fresh berries, mint leaves, and maple syrup pouring from a boat.
Left side woman: Cold Tide barrier master, blue-white long robe, water-element mage. Uses cold water, barriers, water walls, water rings, water-flow traction, and ink-wash tidal waves in combat. She must maintain distance and must never allow the man to stably close in. Right side man: Crimson-black long robe red-blade swordsman, solid red large blade, black cloak, crimson fire-ink, black ink waves, golden shattered ink. Fighting style is strong assault, breaking formations, charging in, horizontal slashes, aerial heavy chops. He must constantly attempt to close the distance and break through the water walls. Generate a 15-second 16:9 landscape 720P high-definition 2D ink-wash wuxia combat video. Overall high-energy 2D ink-wash combat aesthetic: fierce, fast, explosive actions, strong ink-follow, large-area splash-ink explosions, characters high-definition and clear. No 3D, no live-action, no CG feel, no sketch style, no static illustration. Combat arena: rainy aftermath of shattered water-courtyard ruins, large areas of shallow water covering a green-stone plaza, surrounded by broken bridges, residual pillars, collapsed water pavilions, broken tiles, stone steps, distant ink clouds. The ground must have large water surfaces; character movement produces water splashes, ripples, reflections, and ink-wash ripples. During combat the water surface is split by blade energy, water walls are shattered, residual pillars are broken by water waves, green stone is cleaved by the red blade, broken tiles are swept up by water flow and shockwaves. Core combat relationship: The woman is a mid-to-long-range water mage who actively controls the field and suppresses. The man is a close-range red-blade fighter who must constantly charge to break distance. The woman always uses the water surface, barriers, water walls, and spatial displacement to keep 3–8 meters distance. The man constantly uses ground-hugging dashes, diagonal charges, aerial downward chops, and spinning horizontal slashes to forcibly close the gap. Every time the man is about to get close, the woman must use water walls, water rings, surging waves, mirror-position swaps, sliding-water retreats, or barrier rebounds to interrupt. She cannot stand still to cast; she must cast while sliding, spinning, retreating, or leaping on water. Absolute real-time high-speed combat. No slow motion, no variable frame rates, no speed ramps, no static charging, no one-move-one-stop, no idle time after collision. From the first frame to the last frame continuously. At least 3 effective offense-defense exchanges per second: water-wall blocking, red-blade breaking walls, water-wave counter-push, charge dodging, barrier rebound, pursuit avoidance happening continuously. Ink-wash special effects must be extremely strong. All of the woman’s actions carry cyan-blue ink, water splashes, cold white flying white, water-ripple barriers, transparent water walls, vortex water rings. All of the man’s actions carry crimson fire-ink, large red blade arcs, black cloak ink waves, golden shattered ink. Water and fire-ink must contrast sharply: cyan-blue tides suppress red-black blade waves; when the red blade splits a water wall, red-blue colliding splash-ink explodes. Ordinary exchanges occupy one-third of the frame with ink effects, heavy strikes occupy half the frame, final explosion is full-screen ink-wash detonation. 0–3 s: Low camera close to the water surface rapid tracking. Woman slides backward on water, sleeves roll out three cyan-blue water rings, semi-transparent water wall rises from the surface. Man charges violently from the distance hugging the ground, red blade dragging and splitting the water surface, crimson fire-ink and water splashes exploding simultaneously. Man horizontal-slashes the first water wall; woman sideways slides on water to change position; second water wall rolls up from his side and deflects his slash momentum. Camera stays low on the water surface chasing, water splashes hitting the lens. 3–6 s: Medium-close rapid cuts. Man consecutive three-stage strong assault: diagonal charge horizontal slash, spinning upward lift, aerial downward chop. Woman retreats while casting without pause: water sleeves flick to form an arc water shield, foot vortex shifts her body sideways three meters, both hands form seals to raise two water walls for pincer attack. Red blade shatters the water shield, shattered water turns into cyan-blue splash-ink rain; woman uses the water wave to push herself sliding to the side of the broken bridge, maintaining distance. 6–9 s: Large-scale spatial displacement. Man stomps and shatters green stone, leaps across the water channel, black cloak trailing red-black ink waves, red blade chopping down from above. Woman does not hard-block; she leaps on water, water column underfoot lifts her into a side flip, circular water-ripple barrier appears behind her. Blade energy chops into the barrier, water surface explodes into a ring-shaped giant wave, man is forced half a step back by water pressure. Woman lands on top of a residual pillar on the opposite side and immediately flings three water blades from different angles to seal the man’s pursuit path. 9–12 s: Pursuit and counter-suppression. Man forcibly breaks through the water blades, ground-hugging rapid charge, red blade continuously splitting the water surface forming three crimson blade scars. Woman high-speed retreats along the water surface, both sleeves trailing long cyan-blue ink tails, spins and summons a row of water walls pushing forward like a tidal wave. Man uses the large blade to continuously break the walls; his body is repeatedly shocked back, slides, then forcibly charges forward again; water surface underfoot is stomped and explodes, red-blue splash-ink continuously detonating. Camera rapidly switches between weapon close-ups, water-wall shattering close-ups, and full-body chase shots; cuts never interrupt the action. 12–15 s: Final high-intensity explosion. Man finally charges into close range, aerial heavy chop, red blade carrying a crimson fire-ink giant wave pressing down. Woman instantly slides back on water and spins; large area of water underfoot rises into a ring-shaped water tornado, three layers of transparent water walls stack continuously. Man shatters the first layer with one chop, spins horizontal slash to tear open the second layer, lands dragging the blade upward to crash into the third layer. Woman pushes both hands forward; the water tornado contracts into a huge cyan-blue ink-wash shockwave. Man’s red blade hard-blocks; red-black blade wave and cyan-blue tide collide head-on, full-screen splash-ink, water flowers, flying white, shattered ink, golden shattered ink explode. After the explosion the man is blasted sliding backward several meters, blade tip plowing the water surface; woman slides back on water to a distance, water rings still rotating behind her; both remain in residual combat momentum, not a static pose. Camera requirements: Tsui Hark-style rapid camera work combined with high-energy 2D ink-wash combat. 70% medium-close and water-surface tracking shots, 20% full-body medium shots showing large displacements, a small amount of long shots showing the water-courtyard ruins and large water surface. Must include low water-surface camera, blade-splitting water-wall close-ups, water-splash explosion shots, woman’s water-sliding side-move tracking, man’s charging whip-pan, overhead water-ring barrier shots, low-angle aerial downward chop shots, final frontal explosion collision. Cuts must continue the same movement direction—no breaking of moves, no stuttering. Character force feedback must be strong. Every time the man shatters a water wall he must be counter-shocked by water pressure: shoulders lean back, feet slide, cloak explodes open. Every time the woman is forced clos
A Japanese anime-style 2D animated close-up video. Hand-drawn anime hands press vibrant green pandan rice flour dough through a traditional press into a bowl of liquid nitrogen, creating a whimsical cloud of cold steam and sparkling vapor
A funny black-and-white 2D line-art animation of a chubby girl with long hair eagerly opening a glass jar filled with cupcakes and wrapped candies. She reaches inside, but her hand gets stuck in the narrow neck of the jar. Refusing to let go, she stubbornly puts her other hand in to grab more treats, only to get both hands trapped. After pulling with all her strength, she accidentally flips the jar over her head, leaving it stuck on her face with a cupcake in her mouth and stars circling her head. Realizing the jar is now upside down, she tilts it back, causing all the cupcakes and candies to pour into her mouth and lap. She happily enjoys the unexpected feast with puffed cheeks in a playful, slapstick cartoon style with expressive squash-and-stretch animation.
10-second cinematic mixed-media transformation video, horizontal 16:9, one continuous first-person POV shot with no cuts. The viewer sees through the eyes of a person standing beside a modern Japanese city bus stop, holding a slim black magic pen in one hand. The environment is fully photorealistic, while every object touched by the pen transforms into clean, colorful 2D comic-style animation. Smooth handheld movement, seamless transformations, playful energy, precise object tracking, realistic daylight, no subtitles, no text, no logo, no watermark. 0:00–0:03 — Bird Transformation. The continuous POV shot begins facing the sidewalk near the bus stop. A real pigeon suddenly flies toward the camera and briefly hovers directly in front of the person. The hand quickly raises the magic pen and gently taps the bird in mid-air. At the exact moment of contact, a small blue ink flash spreads across its body, instantly transforming it into a cute 2D comic-style white bird with bold blue outlines, expressive eyes, and exaggerated flapping wings. The cartoon bird circles playfully around the camera and flies toward the street. 0:03–0:06 — Bus Transformation. Without cutting, the camera naturally follows the cartoon bird toward the road as a real city bus approaches the bus stop. The person extends the magic pen and taps the front of the moving bus as it arrives. A bright orange illustrated ripple spreads from the point of contact. The entire bus smoothly transforms into a giant, adorable 2D comic-style orange tabby cat with green eyes. The cat continues moving forward at the same speed and along the same path as the bus, casually walking beside the curb. Its tail sways through the air while small hand-drawn motion marks appear around its paws. 0:06–0:10 — High-School Girl Transformation. The camera turns smoothly from the giant cartoon cat toward the bus-stop bench. A realistic Japanese-style high-school girl is sitting there in a neat school uniform, holding her bag on her lap. The person walks closer and gently taps her shoulder with the magic pen. A clean blue-and-white comic outline rapidly traces around her body, transforming her into a polished 2D anime and comic-style high-school girl while preserving the same pose, uniform, hairstyle, and facial identity. She looks toward the camera, smiles, stands up, and waves happily. The cartoon bird lands beside her while the giant orange cat looks back from the street. Ending frame: The continuous POV camera holds briefly on the comic-style girl waving, the cartoon bird beside her, and the giant orange cat walking past, all perfectly integrated into the realistic Japanese city environment. Visual style: High-quality photorealistic live-action environment mixed with crisp 2D cel animation, clean blue and white outlines, bold solid colors, accurate shadows, consistent scale and perspective, fluid first-person camera movement, seamless magical transfor
Japanese-inspired psychedelic abstract animation Core Style: Fast, vivid, unstable. Fully hand-drawn with rich organic textures. Every transition is fluid and natural—never rigid or mechanically cut. The entire frame, including the background, remains in constant motion, driven simultaneously by emotion, gravity, and heat. Every frame should feel alive, unpredictable, and physically reactive. [0–7.5s: Origin and Chain Reaction] [0–1.5s] A central abstract figure erupts into violent motion. Its emotional color core radiates outward as irregular pulsating waves while its silhouette tears apart in multiple directions. The background bends around the figure like compressed soft paper. Fine hand-drawn textures crawl rapidly across the entire frame, moving significantly faster than the figure itself, creating intense tension between body, skin, and surface. [1.5–3s] The separated contours accelerate into nervous linear forms. The figure's colorful core stretches into sharp ribbons and liquid stains. Some ribbons snap backward while others whip violently forward, leaving trembling trails behind. Empty spaces between movements ignite into new forms that emerge to fill emotional voids. [3–4.5s] Every shape surges diagonally across the composition. One massive form folds like fabric, revealing layered textures of grain, chalk, wet ink, scratched paint, and rough pigment beneath its surface. The background folds together with it, twisting into entirely new color fields. Smaller forms are dragged into constantly evolving speed lines. [4.5–6s] The image fractures into four emotional forces: calm, violence, vulnerability, and ecstasy. Each absorbs color from the others. Shadows appear before their objects, behaving like prophecies. The original forms chase these shadows, but the shadows mutate faster—becoming brighter, thicker, and more dominant until they surpass the objects themselves. [6–7.5s] A rapid chain reaction begins. Colliding forms generate visual motifs derived from the reference imagery: fragments, symbols, silhouettes, stains, and expressive linework. These newly born motifs accelerate in different directions. Frozen traces solidify into new entities before melting again and splitting into tiny emotional echoes. --- [7.5–15s: Compression and Extreme Transformation] [7.5–9s] The entire frame collapses toward an invisible point beneath the center. Every visual layer compresses inward at a different speed. Maximum compression lasts for only one frame before exploding upward and outward with vertical smears, shaking outlines, and exaggerated overshoot motion. Every element vibrates before settling into a completely new position. [9–10.5s] Textures migrate between forms. Dry rough textures sharpen previously fluid shapes into angular structures. Liquid textures soften rigid forms until they sag and drip. Luminous colorful textures dissolve into the background, causing the environment itself to pulse rhythmically. Every object changes behavior according to the texture it inherits. [10.5–12s] A massive rotational force sweeps across the frame. Every form flips, inverts, or turns inside out, exposing hidden reverse sides possessing qualities of hands, hooks, flames, or waves. Every collision triggers escalating chain reactions, transforming the entire visual world into an entirely new emotional reality. [12–13.5s] All boundaries dissolve. Forms merge, repel, and merge again, generating hybrid entities that inherit the colors and movement of their predecessors while becoming completely different beings. The background pushes forward into the foreground, becoming part of the forms themselves while releasing new shapes from within. [13.5–15s] Every previous process returns simultaneously at maximum intensity: contour separation, color bleeding, texture migration, and shadow-leading motion. Every frame is densely packed with intentional visual impact, fully absorbing and reinterpreting every reference element introduced earlier. --- [15–22.5s: Fragmentation and Neurotic Storm] [15–16.5s] The storm collides with an invisible barrier. The center explodes into countless shards of water-covered broken glass. Within each fragment, glowing spiral irises rotate violently, generating centrifugal force that stretches and tears at the shard edges. Neon magenta and electric blue leak through every crack. [16.5–18s] The fragments fuse into overlapping collaged human faces. The faces are composed of purple stains, scratched paint, and rough pigment. Their expressions oscillate continuously between terror and ecstasy. Jagged lightning-like lines pierce through them like exposed nerve fibers, violently stitching the faces together. [18–19.5s] Color saturation reaches its peak. Electric blue lines solidify into physical cables stretching throughout space, twitching uncontrollably while releasing neon magenta sparks. The compressed paper background burns away, transforming into a charred, granular carbon-black surface. [19.5–21s] Gravity reverses. Liquid elements such as water droplets and wet ink surge upward while broken glass continues falling downward, producing intense visual tearing. Vertical smears appear along the edges of the frame as though an unseen force is physically wiping the entire animation off the canvas. [21–22.5s] Every form is pulled into countless miniature spiral-iris black holes. The irises rapidly expand until they dominate the entire screen, spinning at an increasingly suffocating speed. The rough tactile quality of chalk and dry brush textures contrasts violently against the brilliant electrical center, creating overwhelming sensory overload. --- [22.5–30s: Aftershock and Eternal Echo] [22.5–24s] The giant iris evolves into pulsating biological tissue. The image breathes with a neurotic rhythm. Hidden symbols and textures appear and disappear beneath muscular contractions. Paint seepage creates convincing depth, as though layered across multiple transparent sheets of film. [24–25.5s] The animation enters an intense high-frequency vibration. Every object freezes in place while its edges oscillate violently like strings stretched to their breaking point. Violet shadows crawl across every surface, attempting to consume the remaining light. [25.5–27s] Rainbow-colored glass fragments and water droplets sweep across the frame like rain, refracting and distorting everything behind them through lens-like optical effects. Colors become heavy fluid masses that sink downward, leaving behind anxious, restless linear marks. [27–28.5s] The entire composition collapses into a single glowing horizontal jagged line. The background becomes a dark neon field filled with coarse grain. The line contains all accumulated energy, twisting violently while alternating flashes of electric blue and neon magenta pulse across it. [28.5–30s] The glowing line disintegrates into hand-drawn dust particles that drift rhythmically across the screen before gradually reassembling into one enormous blurred luminous silhouette. The final frame ends with tiny blocks of color continuing to vibrate subtly, leaving behind an everlasting emotional aftershock.
High-quality anime footage. High-quality anime, 2D hand-drawn. Facial expression changes proceed in the order of eyes -> eyebrows -> eyelids -> mouth -> gaze. [Character Fixation] Maintain the character from Image1 as the same person throughout. Image1 is the only person appearing on screen. Maintain small, delicate round facial features, large purple to lilac jewel-like eyes with multiple white catchlights, thick upper eyelashes, faint cheek redness, long pastel pink hair tied in two bunches on the sides, loose curls on the forehead, purple flower ornaments, and dark blue ribbons. The white short-sleeved sailor-collared top, dark blue and gold trim, lavender pleated skirt, dark blue ruffled hem, and purple jewel belt do not change. Only expressions, gaze, natural mouth movements, posture, breathing, and the swaying of hair and skirt in the wind may change. No change to a different person, face averaging, hairstyle change, costume swap, clones, mirror images, reflections, other people, hands, shadows, or silhouettes. The conversation partner does not appear on screen; her gaze to the diagonal left front represents the presence of a date. The camera is always from an objective third-party perspective. [Art Style Fixation] Maintain the delicate hand-drawn line art of Image1 with faint purplish line colors, transparent multi-layered shadows, soft gradients, milky pink and lavender, dark blue and gold accents, fine hair texture, jewel-like sparkle in the eyes, elegant highlights, and the information density of skirt pleats and flower ornaments. The summer city, cafe, riverside, fireworks, and sky are all drawn as high-density 2D hand-drawn background art. Avoid thick lines, heavy outlines, simplified TV anime, flat cell shading, low-density backgrounds, smooth CG/3D conversion, photo-like textures, dull colors, expressionless faces, or mixed art styles. The reference image is only for appearance and style; do not reproduce the stone corridor, castle, pose, composition, or camera distance of the original image. All cuts represent new summer urban date scenes. [Prop and Sound Fixation] There is only one transparent iced tea cup, owned only by Image1. At the beginning of Cut 1, Image1 holds it in both hands in front of her chest, takes a sip, and at the end of Cut 1, Image1 herself quietly places it on the cafe table with her right hand. The cup remains on that table and does not appear on screen from Cut 2 onwards. Fresh romance game-style instrumental BGM without vocals. Use soft electric piano, clean guitar, subtle shaker, and faint synth pads to naturally build tension from evening to night. Synchronize the small sound of ice touching inside the cup, distant ambient city sounds, the rustle of clothes, footsteps, and the sound of fireworks launching with visible actions. Lower the BGM slightly just before and during speech, allowing Image1's own Japanese voice to be heard clearly. Do not include songs, narration, the other person's response, or other voices. Cut 1: 0.0–3.6s | Corner cafe at dusk. Camera position is three-quarters to the left front of Image1, at eye level, figure size is chest up, background vanishing axis extends from the back of the table to the right back of the street hit by the sunset. The goal is to simultaneously read the sip of iced tea and the first flicker of excitement in Image1's eyes. Image1 holds the transparent cup of iced tea with both hands and takes a sip while smiling. The ice makes a clear sound once, and the setting sun faintly illuminates the rim of the cup and the outer edge of her hair. Image1 firmly places the cup on the table with her right hand, lifts her gaze to the diagonal left front, and her eyes and the corners of her mouth brighten slightly. The camera slides briefly sideways at the same height, a shadow of the cafe awning crosses in front of the lens for a moment to connect to the next street. Cut 2: 3.6–7.2s | Shopping street at sunset. Camera position is three-quarters to the left front of Image1, slightly higher than the waist, figure size is medium shot, background vanishing axis continues to the left back of the shopping street in her direction of travel. The goal is to read the excitement in her walk and words from her face. Image1 naturally takes a step forward. As a short preparatory action before speaking, her eyes brighten slightly, her eyebrows rise just a bit, her eyelids narrow softly, the corners of her mouth relax, and finally she looks to the diagonal left front. Image1 herself naturally says "Today is really fun" once. Completely synchronize lip movement, breath, expression, and voice. During speech, keep the BGM low to bring the voice forward, and the clean guitar and shaker return in the brief resonance at the end of the sentence. A foreground blur of street tree leaves crosses the lens briefly, switching to the night riverside. Cut 3: 7.2–11.0s | Riverside walking path changed to purple-blue night. Camera position is the right profile of Image1, at eye level, figure size is a medium shot where the profile can be read, background vanishing axis extends from the riverside promenade to the distant firework sky. The goal is to show the moment the change in the night sky reaches Image1's surprise and excitement. Image1 looks up at the sky once. The moment the hair bunches and skirt hem sway late in the night breeze, a large purple, pink, and gold firework bursts in the distant night sky. The firework light does not overlap as dots or lines on the face, but is returned only as soft surface light on the outer edge of the hair and the edges of the costume. The moment the firework bursts, add warm synth pads and thin strings to the BGM to expand it one level. The camera pulls in slightly from the right side, maintaining a distance where the eyes and smile changing from surprise to excitement can be read. Cut 4: 11.0–15.0s | Afterglow of fireworks and title. Camera position is three-quarters to the left front of Image1, at eye level, figure size is chest up, background vanishing axis opens to the back of the night sky on the right. The goal is to let both Image1's face and the title be read as a single lingering effect without interfering with each other. Keep Image1 in the left third of the screen at chest size, opening only the right night sky as white space for the title. Image1 blinks slowly once while looking at the fireworks, returns her expression slightly diagonally forward from her profile, and continues to breathe naturally without stopping with a clear smile. On the right side of the night sky, display a clean two-line title treatment sufficiently away from the face, eyes, mouth, and hair ornaments. In small milky white characters "This summer, my encounter with you turns into excitement", and below that in large deep indigo with faint lavender rim light "Midsummer Night". Display as a work title rather than subtitles, and do not show other readable text, logos, or watermarks. The camera pulls back just a little bit without making Image1 too small. At exactly 15.0 seconds, both Image1's face and the title are completely readable, and just before the last firework tail disappears in the night sky, cut with a short piano resonance.
In classic comic book animation style with bold outlines and vibrant colors, the muscular superhero flies powerfully forward and upward away from the collapsing bridge, his red cape billowing dramatically in the wind. Debris, concrete chunks, and spa...
[REFERENCE CONTROL] Use the uploaded storyboard image as the primary visual reference for story structure, character design, costume design, environment, emotional progression, and shot order.
IMPORTANT CHARACTER CONSISTENCY LOCK: Use the provided character sheets as the ONLY reference. Maintain the exact same: faces hairstyles eye colors outfits accessories proportions animation style color palette Lyra, Kael, and all elves must look identical in every scene. Do NOT redesign characters between shots. The entire video must feel like one continuous animated feature film, not separate clips. STYLE Create a hand-painted fantasy animated movie inspired by the emotional storytelling of classic Japanese animation. Visual style: watercolor backgrounds expressive character animation soft cinematic lighting magical realism gentle camera movements emotional facial expressions smooth transitions between scenes **SCENE 1 — "The World Beyond The Trees" (0:00-0:20) Visual: Aerial shot over an endless enchanted forest. Ancient trees reach the sky. Glowing flowers bloom. Small magical spirits fly through the air. The camera slowly moves toward the elf kingdom. Lyra walks through the forest. She touches an ancient tree. The tree glows. Lyra (softly): "The forest remembers everything... every soul that has ever walked beneath these trees." She looks toward distant mountains. Lyra: "But there is one world we have never understood... the world of humans." **SCENE 2 — "The Boy Who Found Magic" (0:20-0:40) Visual: A quiet human village surrounded by mountains. Kael walks alone carrying his sketchbook. He draws landscapes. He discovers a mysterious glowing seed inside ancient ruins. He touches it. The magic awakens. Kael (whispering): "What are you?" The seed projects a vision of the elf forest. Kael looks amazed. Kael: "A world hidden from everyone..." **SCENE 3 — "The First Meeting" (0:40-1:00) Visual: Kael enters the elf kingdom. The elves surround him. Guardians hold their weapons. Lyra steps forward. Silence. They look at each other. A glowing leaf falls between them. Elf Guardian: "A human cannot belong here." Lyra looks at Kael. Lyra: "Then why did the forest bring him?" Kael shows the glowing seed. Kael: "I didn't choose this place... it chose me." Lyra reaches toward the seed. The magic reacts. **SCENE 4 — "Two Worlds, One Heart" (1:00-1:25) Emotional Montage With Dialogue Lyra teaches Kael about the forest. Lyra: "Every tree has a story. Every river has a memory." Kael smiles. Kael: "Humans forget too easily... maybe that's why we need stories." Scenes: Walking through glowing forests Sharing food during an elf festival Drawing each other Watching stars beside a magical lake Flying above clouds Lyra looks at the human world through Kael's drawings. Lyra: "Your world is beautiful." Kael smiles. Kael: "Only because I finally have
Hello kitty steals the candy from the store: her mom said don’t steal the candy your in big trouble
[Main Character] = Black-haired girl [Opponent/Target] = Brown-haired girl [Setting] = High school gymnasium at night [Anomaly Gimmick] = Huge white teddy bear [Video Style] 15 seconds. Japanese full-color anime. High-density 2D animation with a 500 million yen budget scale. Cinematic backlighting, hard shadows, cold ambient light, rapid zoom-out, facial close-ups. No subtitles, no watermark, with BGM. Sounds include electronic noises, lens drive sounds, and finger snaps. [Visual Composition] The [Main Character] does not move from the start. What moves is the [Anomaly Gimmick] in the background. When the [Main Character] gives a small signal, gazes from all over the world activate simultaneously, leaving the [Opponent/Target] with no escape. [Shot 1: Quiet Dominance] The [Main Character] sits or stands in the center of the [Setting]. Slowly approach from a low front angle. The [Anomaly Gimmick] in the background is dark and silent. [Shot 2: Eyes] Close-up on the [Main Character]'s eyes. Only one blink. The mouth smiles slightly. [Shot 3: Signal] The [Main Character] slowly raises her right hand and snaps her fingers next to her face. Include only the 'snap' sound strongly. [Shot 4: First Activation] One of the background [Anomaly Gimmicks] glows red. The camera rapidly zooms into its lens, eye, or screen. [Shot 5: Chain Activation] With a match cut, another [Anomaly Gimmick] and then another activate one after another. Red lights chain into the depth of the screen. [Shot 6: Full Activation] Ultra-wide pull back. Countless [Anomaly Gimmicks] on walls, floor, ceiling, and desks all glow red at once. The [Main Character] becomes a black silhouette against the backlight. [Shot 7: Declaration] Rapid zoom back to the [Main Character]'s face. With an overwhelmingly calm smile, she looks at the camera and says, 'I saw everything.' Stop the last frame with red backlighting.
Task: Dreamina Seedance 2.5 — Omni ReferenceDuration: 30 secondsAspect ratio: 16:9Editorial target: 24fps, F000-F719 [Generation Goal]A high-speed combat battle involving only three characters: @Image1, @Image2, and @Image3. Develop offense and defense over 10 cuts. No weapons; use a combination of rushes, dodges, palm strikes, elbow strikes, kicks, throws, and aerial attacks. Do not fix the expressions of the three characters. Change them to alertness, surprise, irritation, concentration, provocation, exhilaration, and relief in response to the offense and defense. Express specifically through eyes, eyebrows, mouth, gaze, breathing, and head tilt. Return characters to a recognizable form only at moments of stopping, posing, contact, or landing. During high-speed movement, always break down the finished human body and replace it with a small number of liquid brushstrokes, rough watercolor planes, and short afterimages based on each character's color scheme. Do not simply add speed lines or motion blur to a finished figure. The flowing brushstrokes themselves are the character. [Material Roles]@Image1 = Character A. One and the same person. Uses yellow bob hair, cat ears, green eyes, light blue and white clothes, yellow trim, triangular tie decoration, pink backpack, pink boots, light blue tail with a yellow triangular tip as identifying information. @Image2 = Character B. One and the same person. Uses a yellow-green round bob, two leaf-like ears, golden eyes, white puff sleeves, pink bowtie, dark green shorts with suspenders, green boots, a long yellow-green tuft continuing from the back of the head with a round tip as identifying information. @Image3 = Character C. One and the same person. Uses vivid blue long hair and ponytail, two white horns, pointed ears, golden eyes, star-shaped earrings, dark red Japanese-style clothing, black skirt, black belt and back ribbon, black knee-highs, and red geta as identifying information. Do not treat three-view diagrams as clones. Do not swap the faces, hair, costumes, color schemes, ears, horns, tails, back hair, or decorations of the three. However, the expressions in the reference images are not fixed and should change according to the battle situation. Do not use white backgrounds or explanatory text. Do not generate weapons. Do not use the backpack, tail, back hair, horns, or geta as detached weapons. [Environment]A giant festival square based on a white paper surface. A giant vermilion pillar and watercolor stalls on the left, a sequence of vermilion torii gates in the center back, a red lantern shelf on the right, and light blue cubes and firework-like brushstrokes in the sky. Draw the background with translucent watercolors, broken ink lines, pencil composition lines, and wide white margins. Do not enclose the floor, pillars, torii, stalls, or lanterns with closed outlines. The background lines also tremble slightly, changing in density and position, but the amount of variation is weaker than that of the characters. Maintain the background layout in all cuts. Do not include combatants, crowds, or additional characters other than the three. [Unstable Line Rule]Draw the entire video with 'continuously generated lines and watercolors.' Do not clean up each frame from the previous one; redraw each frame as a new rough sketch. Do not create a single outline surrounding the person. Do not enclose the head, shoulders, arms, torso, or legs with continuous lines; always leave 30-60% of the body's outer circumference as white gaps in the paper. Recognize the character's form intermittently through short, broken pencil lines, irregular watercolor boundaries, dry brush marks, eraser marks, and doubled redraw lines. Do not maintain the same line in the same position for more than 3 frames. Lines change in position, thickness, density, length, pressure, and curvature every frame. They break in the middle, split into two, and parts disappear. Do not use a single uniform line width for the whole body. Do not keep line density constant. Irregularly alternate frames with extremely few lines, frames with dense redraw lines, and frames where most of the outer circumference disappears. Do not create a finished outer circumference for the face either. Do not draw both eyes, nose, mouth, jaw, and cheeks clearly at the same time. Leave only the minimum lines to read the expression, such as the outer side of one eye disappearing, the mouth cutting off midway, eyebrows becoming double, or cheek lines melting into watercolor. Do not fit the watercolor accurately inside the lines. Create bleeding, protrusion, white unpainted areas, uneven shading, and misregistration. [Line and Color Delay]Body movement takes the lead, pencil lines follow about 1-2 frames late, and watercolor color planes follow about another 1-2 frames late. Late lines and color planes do not completely overlap the body and remain as short afterimages torn in the direction of movement. Afterimages are not copies of the finished person but brushstrokes and color planes that indicate only the direction of the arms, legs, hair, tail, and costume. Even when stopped, do not return the lines to a clean-up state. The person's face, clothing, and posture become legible, but the gaps in the outer circumference, double lines, watercolor bleeding, and misregistration are maintained. [Mandatory Motion Deformation]Draw only about 60% of the human body for weak actions. Draw only about 30-40% for medium-speed actions. Draw only about 10-20% for high-speed actions. At maximum speed, represent the character with only 3-5 brushstrokes and 2-3 rough color planes. Character A high-speed action = yellow, light blue, white, and pink brushstroke group. Character B high-speed action = yellow-green, dark green, white, and a small amount of pink brushstroke group. Character C high-speed action = blue, dark red, black, and a small amount of golden brushstroke group. During high-speed action, do not connect the head, torso, arms, and legs with a correct human structure. Turn arms into long liquid brushstrokes, kicking legs into extremely elongated color planes, and rotating torsos into crushed arcs, triangles, or twisted watercolor surfaces. Temporarily disconnect limbs during jumps. Compress the torso in the direction of travel during sudden stops. Shift the hips and shoulders in different directions during turns. [Expression Direction]Character A: Starts with alertness, changes to a proud smile upon successful evasion, surprise when an attack is diverted, playful provocation during a melee, strong concentration in the late stages, and finally a satisfied, breathless smile. Character B: Starts with cautious observation, sharp concentration when interrupting, momentary surprise when an attack is dodged, a competitive smile during aerial attacks, a desperate expression in the final stages, and finally a soft, relieved expression. Character C: Starts with calm confidence, smiles slightly after dodging the first attack, furrows eyebrows during a pincer attack, sharp concentration while counterattacking, an exhilarated smile during the three-way melee, and finally a provocative one-sided smile. Do not finish the face during high-speed action. Indicate emotions with a single stroke of the eye, the tilt of an eyebrow, a short line of the mouth, or the direction of head brushstrokes. Make expressions legible only at moments when speed drops. [Cut 1 | 0.0-2.5s | F000-F059 | Triangular Confrontation]Initial state: Fixed wide. Character A is in the left foreground, Character B is in the right foreground, and Character C is in the center back. They form a triangle with each other in sight. Primary event: Show the appearance and positions of the three from F000-F023. A narrows eyes and is wary of C, B looks back and forth between A and C and breathes cautiously. C raises their chin slightly and shows composure with a one-sided smirk. From F024-F041, A lowers their hips, B opens half a step to the side, and C slides their geta to lower their center of gravity. From F042-F059, the three step out simultaneously. End state: The travel directions of the three converge in the center. The expressions and body circumferences are legible, but the lines are not closed and are redrawn every frame. [Cut 2 | 2.5-5.0s | F060-F119 | A vs C First Strike]Initial state: Low angle near the ground. A on the left, C in the center, B in the right back. Primary event: From F060-F075, A breaks down into yellow, light blue, and pink brushstrokes and rushes low from left to right. From F076-F087, A connects a leg sweep to a spinning kick. C breaks down into blue, dark red, and black brushstrokes, rotates, and evades the kick by a hair's breadth. Only just before contact from F088-F095 do A's eyes open wide and C smiles slightly. Do not draw the whole face, show only through fragments of eyes, eyebrows, and mouth. From F096-F119, A passes by C and slides to the right, leaving fragments of a surprised face. End state: A is in the right foreground, C is in the center, B is in the right back. C's composure increases, and A refocuses their expression. [Cut 3 | 5.0-8.0s | F120-F191 | B's Interruption]Initial state: Medium wide horizontal position. C in the center, A on the right, B in the right back. Primary event: From F120-F137, B lowers their eyebrows, breaks down into yellow-green and dark green brushstrokes, and enters from right to left. From F138-F153, B performs a spinning leg sweep passing under both of their feet. From F154-F167, A jumps vertically, and their legs and tail stretch into watercolor bands. The moment the evasion is successful, the corners of A's eyes droop and a smirk forms provocatively. C sinks low, folding their body to dodge B's kick. From F168-F179, B's eyes open wide for a moment, showing surprise at being dodged. From F180-F191, B furrows their eyebrows and concentrates on the next attack while sliding left. End state: B lands on the left, C in the center, and A in the center back. [Cut 4 | 8.0-11.0s | F192-F263 | C's Continuous Counterattack]Initial state: Low diagonal composition. B on the left, C in the center, A in the back. Primary event: From F192-F207, C's smile disappears and eyebrows drop sharply. C breaks down into 3-5 blue, dark red, and black brushstrokes and accelerates rapidly from left to right. From F208-F223, C performs a palm strike on B, an elbow strike on A, and a spinning back kick in one continuous motion. During the attack, C does not return to a finished body. Only a single golden stroke for the eye and a concentrated eyebrow line appear within the brushstroke group. From F224-F239, B evades backwards as a green arc, and A escapes sideways by splitting into short yellow and pink lines. From F240-F251, the arms and legs of the three cross for just a moment. A opens their mouth briefly in surprise, and B grits their teeth. From F252-F263, C passes to the right side and shows an exhilarated one-sided smile. End state: C is on the right, B on the left, A in the center back. All three are standing. [Cut 5 | 11.0-14.5s | F264-F347 | A and B Pincer Attack]Initial state: High diagonal overhead view. C on the right, A in the center back, B on the left. Primary event: From F264-F283, A and B exchange a short look. A shows a confident smile, B shows a focused face with lowered eyebrows. The two run towards C simultaneously; A performs a low flying kick and B performs a spinning kick. From F284-F303, C furrows their eyebrows and changes their body into thin blue, red, and black lines to slip through the gap between the two kicks. From F304-F323, A and B open their eyes wide just before colliding with each other, tuck their legs, and change direction in mid-air. From F324-F347, the three move apart in a circle. C gives a small smile for breaking the pincer attack, A furrows their eyebrows regretfully, and B exhales and gauges the next distance. End state: B on the left, C in the center, A on the right. [Cut 6 | 14.5-18.0s | F348-F431 | Sequence of Grabs and Throws]Initial state: Circling tracking shot. B on the left, C in the center, A on the right. Primary event: From F348-F367, A smiles provocatively and tries to jump onto C's shoulder. C changes to a focused, almost expressionless face, catches A's wrist to change their direction of motion, and throws them low. Make only the contact point briefly legible. From F368-F387, A becomes a group of yellow and pink brushstrokes and falls while rotating. Surprised eyes and an open mouth appear for a moment, then immediately break down into lines. From F388-F407, B throws a heel kick at C while passing in mid-air. B narrows their eyes and shows a competitive smile. From F408-F419, C catches it with their forearm and flows B's leg line outward. C's eyebrows rise slightly, showing surprise at the unexpected strength. From F420-F431, A regains posture just above the floor, clenches their mouth regretfully, and performs a three-point landing. End state: A is in the right foreground, B is in the left foreground, and C is in the center back. [Cut 7 | 18.0-21.5s | F432-F515 | 3D Offense and Defense Using the Background]Initial state: Wide shot showing the left vermilion pillar, center torii, and right lantern shelf simultaneously. Primary event: From F432-F451, B runs to the left pillar. Their expression changes to an exhilarated smile, and they step on the pillar once to bounce off diagonally. From F452-F471, A jumps to the right stall roof, kicks the roof, and reverses to the center. A shakes off the regret and narrows their eyes joyfully. From F472-F491, C anticipates the trajectories of the two and stays out of both attack lines with a low rotation while keeping a sharp gaze. During the high-speed section, the three become brushstroke groups with their own independent color schemes. From F492-F503, only the lanterns and stall cloths shake from the wind pressure. From F504-F515, the three land in the center and open their eyes wide at each other's unexpected movements. Immediately after, all three laugh. End state: The three form a narrow triangle in the central square. Exhilaration for the battle appears in the three. [Cut 8 | 21.5-25.0s | F516-F599 | Six-Beat Close-Quarters Melee]Initial state: Waist-high close-up wide. The whole bodies and feet of the three are visible. Primary event: From F516-F527, A starts from a joyful smile and enters a right roundhouse kick. From F528-F539, C lowers their eyebrows and flows it outward with their forearm. From F540-F551, B clenches their mouth and delivers a low leg sweep. From F552-F563, C opens their eyes in surprise, tucks their knees, and jumps. From F564-F575, A changes to focused eyes and drops a heel from mid-air. From F576-F587, B grits their teeth, pushes A's leg away, and changes the attack direction toward C. From F588-F599, C shows an exhilarated smile and slips behind the two. Replace characters with brushstroke groups for each high-speed action. Recombine only for 1-2 frames for attack blocks and expression changes. End state: A is on the left, B on the right, C in the center back. All three are out of breath, but their fighting spirit has grown stronger. [Cut 9 | 25.0-28.0s | F600-F671 | Simultaneous Three-Way Rush]Initial state: Frontal wide. A on the left, B on the right, C in the center back. Primary event: From F600-F611, the three sink down simultaneously. A removes their smile and looks at the landing point. B furrows their eyebrows strongly and holds their breath. C raises only one side of their mouth, provoking the two. From F612-F635, A (yellow, light blue, pink), B (yellow-green, dark green, white), and C (blue, dark red, black) become minimal brushstroke groups and rush toward the center. Do not show finished faces, hands, torsos, or costumes. From F636-F647, the three brushstroke groups cross in the center. Eyes, eyebrows, and mouths appear briefly as independent short lines, showing the concentration of the three. From F648-F659, opaque watercolors, ink splatters, and dry brush strokes that scrape the paper scatter radially. From F660-F671, the three pass through in the directions they crossed. End state: A, B, and C cross the center and decelerate while facing away from each other. [Cut 10 | 28.0-30.0s | F672-F719 | Recombination and Conclusion]Initial state: Fixed wide. The three are sliding in different directions from the center. Primary event: From F672-F687, brushstrokes shorten and characters return in the order of posture, hair, costume, and watercolor. The body's outer circumference does not close. From F688-F703, A stops on the right, B on the left, and C in the center foreground. A smiles satisfiedly while out of breath. B closes their eyes once, exhales, and smiles softly. C looks at the two over their shoulder and shows a provocative one-sided smile. From F704-F711, the three turn around simultaneously. From F712-F719, they change their expressions back to focused faces and take low combat stances. End state: No conclusion reached. All three can be identified as the same characters from the reference images by their color scheme, hair, and costume. However, line gaps, double lines, watercolor bleeding, and misregistration remain after stopping. [Visual Treatment]Hand-drawn 2D animation on bright white paper. Use ink, pencil, watercolor, dry brush, white unpainted areas, eraser marks, and redraw lines. Do not create a line that goes all the way around the person's outer circumference. Do not enclose the face, hair, clothes, arms, or legs as closed shapes. Lines within the screen change in thickness, density, length, position, pressure, curvature, and gap rate every frame. Do not correct high-speed action body collapse, line gaps, facial omissions, or color plane delays as generation defects. Do not return to smooth vector lines, uniform line width, closed outlines, symmetrical faces, fixed expressions, accurate coloring, 3D-like human interpolation, or processing that only adds effect lines to a finished character. [Audio]High-tempo percussion-based BGM. Character A has light boot sounds, B has soft landing sounds, C has hard geta sounds. Clothing wind noise, short hitting sounds, floor scraping sounds, sounds of kicking pillars and stalls, the sound of lanterns swaying, and breathing. No dialogue. [Maintain Consistency]Only three characters. Do not generate three-view diagrams as clones. Do not swap the color schemes, faces, hair, costumes, ears, horns, tails, back hair, backpacks, or shoes of the three. Do not fix expressions. Change eyes, eyebrows, mouth, gaze, and breathing in response to each attack, dodge, failure, success, surprise, and exhilaration. Do not stabilize lines. Do not make line width constant. Do not maintain the same line in the same position. Do not close the body's outer circumference. Do not fit watercolor accurately inside the lines. Always break down characters during high-speed action. Do not let them run, jump, or attack while maintaining a finished human body. Move the brushstroke groups themselves as the characters. Make them identifiable as the same person at the moment of stopping and contact, but do not return to a clean-up outline. Do not generate weapons. Do not generate additional people, clones, or human-shaped afterimages. Maintain background layout, character movement directions, and triangular positional relationships. Frame numbers are editorial goals; prioritize event order, expression changes, and the end state of each cut. pure video, no subtitles, no dialogue, no watermark.
High-quality anime footage. Movie-theater-class high-density 2D hand-drawn action anime. High-speed melee combat. Set in a dark near-future giant corridor, the protagonist continuously breaks through multiple enemies without stopping. Most important are the overwhelming speed, grounding, chain of reaction forces, clear contact, extremely changing camera distances, short 'face rewards' (clear face shots), and instantaneous graphic impacts in red, black, and white in the latter half. Do not create segments of standing still to re-pose. Use the reaction of each attack as the start of the next movement or attack. [Protagonist Fixed] Maintain the protagonist from the source reference image as the same person in all cuts. Do not change face shape, age feel, eye size and spacing, iris color, jaw, bangs, hairstyle, hair color, outfit, body type, or unique color scheme. Even during high-speed movement, distant views, or backlit explosions, do not allow the character to become a different person, look older, or become simplified. The moment the shot returns to a close-up, accurately revert to the same face, eyes, and hair as the source reference image. The protagonist's weapon is only one slender single-edged sword. Maintain the blade, guard, and hilt as a single continuous structure. Do not multiply, branch, or exchange weapons. Hands always grip only the hilt, and do not overlap the blade and hands in front of the face. [Enemies Fixed] Four humanoid enemy soldiers wearing black near-future armor. All four maintain a similar armor design and do not mix faces, hair, outfits, or weapons with the protagonist. Enemies maintain humanoid bodies, black armor, and limbs even during combat. After being hit, they do not transform into crystals, abstract objects, or clumps of light. [Art Style Fixed] Entirely 2D hand-drawn anime. Thin, delicate line art, dark but not overly black outlines, two-to-three-tier anime shading, transparent mid-shades, multilayered highlights on hair and eyes, high-density background art, and exaggerated key animation for theater-quality action. Use short smear frames with boldly stretched shapes during high-speed action as needed, but return the face to clarity during face reward frames. Do not use thick black outlines, simplified TV-style animation, low-density backgrounds, flat single-layer cel shading, smooth 3DCG, live-action style, semi-realism, dull colors, or mixed art styles. [Setting/Color/Light] The setting is a dark, massive near-future corridor. Maintain the same location throughout. Use black, dark navy, and dark blue-green as basic background colors, with thin red linear lighting on walls, floors, and ceilings. Red light lines point toward the vanishing point at the end of the corridor, emphasizing speed direction and depth. Fix color roles: Cyan-Blue = Protagonist's acceleration and electrical afterglow; Lime-Yellow Green = Sword attack trails; Orange-Yellow = Sparks and explosions after contact; Red-Black-White = Graphic impact used only for the final shock in the latter half. Do not exchange color roles between cuts. Keep skin tones and protagonist-specific colors stable, avoiding random white balance changes. [Common Movement Rules] Do not process running as a parallel slide of the body. Sequence: Grounding foot fixed to floor -> Pelvis passes over supporting leg -> Opposite knee moves forward -> Toes of supporting leg kick the floor -> Short aerial phase -> Opposite foot grounds forward -> Knee compresses -> Next kick. The pelvis and ribcage themselves must advance across floor joints. Even if the camera follows, do not eliminate the protagonist's movement amount in world coordinates. Landing must always pass briefly through: Foot grounding -> Knee compression -> Hips sinking -> Upper body following. Sword contact reaction force should not be absorbed only by the wrist; flow it through: Sword -> Wrist -> Elbow -> Shoulder -> Ribcage -> Hips -> Supporting leg, passing that reaction and hip rotation into the next movement without stopping. Hair, clothing hems, and decorations follow the body with a slight delay. [Contact Rules] All important attacks follow this order: Clear gap between sword and enemy before contact -> Sword contacts specified position -> Very short hit-stop only at the moment of contact -> Sparks, armor displacement, enemy center-of-gravity change, and explosion only after contact. Do not blow enemies away before contact. Do not generate explosions before contact. Do not create static screens showing only effects; continue character movement while sparks or explosions are visible. [Full 10 Cuts Breakdown] [Cut 1 | Floor Ignition] Starts with an ultra-low-angle extreme close-up of the protagonist's feet. The front foot grounds strongly. The sole catches the floor, and the knee compresses for a split second. The moment the toes kick off, thin lime-green friction sparks fly backward. Cyan electrical afterglow runs briefly from ankle to leg. Camera runs parallel to the floor with the protagonist, showing grounding, kicking, and the pelvis advancing. The protagonist doesn't stop, converting the kick into high-speed acceleration. Ends with upper body leaning forward entering the next stride. [Cut 2 | Corridor Acceleration] Inherits the forward lean and speed. Protagonist advances into the corridor using alternating high-speed strides. Floor joints and red wall lights blur backward. Camera follows from a low front position, retreating at the same speed. Strong wide-angle perspective shows face, chest, knees, legs, and the corridor vanishing point. Orange explosion occurs far behind, but protagonist doesn't look back. Explosion pressure pushes hair and hems forward momentarily. Just before the next enemy appears, protagonist grounds the right foot and drops hips low for a slash. [Cut 3 | Face Reward to First Slash] Inherits right-foot support and forward speed. Camera catches up at high speed, zooming in momentarily from chest to face. Face and eyes are clear, but movement doesn't stop. Protagonist glares at the enemy, smirking slightly and exhaling a short breath. Rotates hips and swings the sword in a single path from bottom-diagonal to top-diagonal. Clear gap before contact. Short hit-stop when blade hits enemy torso armor. Thick lime slash trail and orange sparks cross the screen diagonally after contact. Enemy's upper body buckles; protagonist converts reaction into leftward movement. Lime blade light crosses the lens, providing a transition to the next camera axis. [Cut 4 | Explosion Mask and Axis Change] Starts from the blade light mask. Camera is now at a diagonal side medium shot. As the first enemy collapses, they hit background equipment causing a short orange explosion. Smoke partially covers the screen but doesn't hide the protagonist for long. Using the hip rotation, protagonist steps laterally to change course toward the second enemy. Camera cuts across the smoke as a foreground element to discover the new distance. No stopping or re-posing. [Cut 5 | Continuous Melee] Protagonist grounds left foot forward and steps into the second enemy. Parries enemy weapon once. Gap before contact. Tiny metal sparks at contact. Enemy weapon is deflected, protagonist's shoulders and hips rotate in reverse. Protagonist uses that recoil to transition into a horizontal slash from the same rotation. Horizontal slash makes single contact with torso. After hit-stop, enemy buckles sideways. Side-tracking camera shows enemy weapon, protagonist's full sword, supporting leg, and contact point in one frame. Protagonist maintains forward direction after slash, passing the enemy. [Cut 6 | Space Opening] Inherits momentum from the previous cut. A third enemy attacks from the front. Protagonist grounds one foot and converts compression into a vertical and forward leap. Camera switches to a wide long shot, making character size significantly smaller. Shows protagonist, 3 enemies, red lighting corridor, and vanishing point to maximize scale. Protagonist tilts body axis once in mid-air to clear the attack line. No excessive mid-air spins. Descends while keeping the landing point in view. [Cut 7 | Landing Reaction to Re-acceleration] Protagonist lands. Sequence: Grounding -> Compression -> Hips sinking -> Upper body follow. Absorbs reaction without stopping, sinking hips directly into the next forward kick. Cyan afterglow runs back from landing point. Camera slides low to the protagonist's side. Before fully standing, protagonist accelerates toward the third enemy. Camera briefly parallels the face to show eyes and profile. No long face rewards. [Cut 8 | Third Contact and Maximum Pressure] Protagonist maintains acceleration. Minimally dodges enemy attack and swings sword horizontally. Gap before contact. Hit-stop at contact. Lime trail, orange sparks, and armor displacement occur simultaneously. Enemy's center of gravity shifts significantly. Protagonist absorbs reaction into hips to twist toward the next direction. Camera zooms extremely close to the protagonist's eye. The moment the eye occupies the main screen area, transition to graphic insert. [Cut 9 | Graphic Impact Intercut] Do not delete reality for long. Extreme close-up of eye -> flashes to solid red -> extremely short 2D graphic frame composed of black background, white slash plane, and red speed lines -> sword trajectory abstracted as a single white directional line -> immediate return to reality. This is an editorial accent for impact, not a transformation of space. No red ribbons or decorative beams. Upon return, the sword trajectory from Cut 8 continues into the attack on the fourth enemy. [Cut 10 | Maximum Impact / No-Stop Termination] Protagonist approaches the fourth enemy at continuous speed. No stop before the final attack. Grounds left foot to compress hips, pushing off to swing sword in a large diagonal slash. Clear gap before contact. Strongest hit-stop at contact. After contact, large lime slash trail, orange sparks, and cyan afterglow expand from a single point. Insert red-black-white graphic frames at the pressure point. Enemy is blown off balance. Protagonist flows the reaction into hips and supporting leg, converting it into the next forward acceleration. Camera passes high-speed next to protagonist during impact. Final frame: protagonist is not static. No sword-raising. No victory pose. No looking at the camera. No quiet pull-back shot. Cut while protagonist is kicking off for the next step, hair and clothes flowing back, mid-movement. This vector naturally loops back to Cut 1. [Sound] High speed but not constant max volume. Sync short 'huff/ha' breaths with strong steps. Hard floor sounds for grounding. Short metallic 'whoosh' for sword movement. Short metallic clashing for weapon contact. Metallic impact and low thud for hitting armor. Explosions sync with contact results. In graphic inserts, compress ambient sound momentarily to bring sharp slash sound to the front. No long screaming, dialogue, or excessive roaring. [Important Guards] Never return to neutral stance after attacking. Always convert reaction, dodge, compression, or rotation into the next move's propulsion. Do not just move the camera to simulate speed; advance the character relative to the floor. Change at least 2 camera parameters (position, height, size, axis) between adjacent cuts, but do not reset movement direction for camera changes. Create distance amplitude: Extreme close-up feet -> Front wide -> Face close-up -> Side medium -> Low angle contact -> Ultra-wide long -> Profile close-up -> Eye extreme close-up -> Red/Black/White Graphic -> Real-time high-speed melee. Do not express speed through effect volume alone. Ensure at least one key point (supporting leg, trajectory, contact, reaction) is readable. Do not overlap effects over the face during face rewards. No text, subtitles, logos, or watermarks. No extra protagonists, clones, or weapon multiplication. No sudden enemy additions. No enemy crystallization. No long slow-motion. No long glares or weapon-clashing. No static victory poses or sword-raising. No final wide pull-away shot.
use the attached storyboard <<<image_1>>> & A warm, wholesome 15-second animated short in cozy storybook watercolor style with soft ink linework, painterly textures, and gentle film grain.
A rabbit and a cat race to see who's faster. It starts off with the cat being faster but somehow the rabbit imagine a carrot at the crossing finish line in his head, then the rabbit turns into sport mode, eyes sharper, and legs are stronger, then switch from running originally into hopping with insane sonic speed and win the race. 12 different camera angles with use of variants camera motion path and foreground participation, fast-pace motion, dynamic, high-end video pacing, cinematic, following this 2D visual style: Hand-painted digital gouache with visible dry-brush grain and unclosed edges, zero outlines — form defined entirely by flat blocked color; chunky geometric shape design, backgrounds reduced to silhouetted notan planes with silhouetted foreground framing, action beats dropping the environment for a single saturated color field. 16:9 landscape ratio
My eyes are green make the sketch turn to life moving squinting with eye movement and tear drop begin to fall as an angelic woman’s voice begins to say “Why are you so scared of me?...
Multi-plano (7 planos). TSUBAME (Chica lanza) — 17 años, delgada y pequeña, mandíbula afilada, corte bob negro con flequillo largo y recto, ojos feroces de color verde azulado oscuro; top de gi blanco sin mangas con ribete turquesa, pantalones cortos negros, antebrazos y espinillas vendados, botas de punta dividida; lleva una lanza de dos metros con una hoja delgada en forma de hoja: la punta de la lanza y sus estelas de movimiento son de color cian. GARAN (Luchador) — enorme, más de dos metros, musculatura marcada, cabeza rapada, cejas pobladas, ojos pequeños y pálidos; torso desnudo con una correa de arnés gris piedra agrietada, puños vendados masivos, pantalones de lona, botas con refuerzos de hierro. Cada losa que arranca del suelo brilla con un naranja brasas en sus grietas, y el polvo naranja se adhiere a sus manos. Estilo: Animación cel 2D dibujada a mano, acción sakuga de calidad cinematográfica. Arte lineal claro, sombreado cel plano con bordes de sombra definidos; no fotorrealista: sin poros en la piel, sin sensación de renderizado volumétrico 3D. Colores de los luchadores BLOQUEADOS: Tsubame = cian (brillo en la punta de la lanza, estelas de postimagen, líneas de velocidad), Garan = naranja brasas (brillo fundido en cada grieta del suelo, luz de borde en los escombros). Todos los brillos son de dos tonos: núcleo al rojo vivo, borde saturado, polvo y brasas que persisten tras cada impacto. Mundo: arena en ruinas de color gris pizarra desaturado con un enorme emblema de mosaico descolorido en el suelo, para que ambos tonos resalten. El brillo más cercano es la luz principal: borde cian en ella, rebote naranja en él y en la roca. Diagonales audaces de esquina a esquina en la acción; ritmos rápidos dibujados como poses clave, fotogramas de desenfoque (smear frames) y fotogramas de impacto; nunca un movimiento legible continuo. Masa real en todas partes: las losas tienen peso, no son accesorios. Cámara: trabajo de cámara de animación: zooms rápidos, líneas de velocidad, órbitas, fotogramas congelados y paradas de impacto (hit-stops) permitidos. ⚠️Este video tiene ESTRICTAMENTE 7 planos: no añada planos adicionales. ⚠️DISPOSICIÓN ESPACIAL (VISTA PRINCIPAL = desde el lado SUR, eje cenital oeste-este; pantalla izquierda = oeste, pantalla derecha = este): Tsubame comienza en el borde oeste mirando al este (derecha de la pantalla, hacia Garan); Garan se encuentra a ~18 m al este de ella, mirando al oeste (izquierda de la pantalla, hacia ella). Su trayectoria de salto viaja de oeste a este, elevándose diagonalmente hacia el marco superior mientras escala los trozos en el aire. LÍNEA DE 180°: la cámara permanece en el lado sur durante todo el clip: Tsubame a la izquierda de la pantalla, Garan a la derecha, sin intercambios. ⚠️VECTORES DE ACCIÓN: (V1, PLANO 2) Garan lanza una losa del tamaño de un coche con ambas manos, de este a oeste (derecha a izquierda de la pantalla), hacia el centro de masa de Tsubame; ella se desliza por debajo; la losa detona en el suelo al oeste de ella. (V2, PLANO 3) El barrido del brazo derecho de Garan lanza un abanico de escombros de este a oeste; ella corre hacia ellos y salta sobre los trozos. (V4, PLANO 5) El revés derecho de Garan barre de este a oeste hacia su cabeza mientras ella alcanza el cuarto trozo; ella clava la lanza en el trozo y gira alrededor del eje pasando el puño; un fragmento roza su mejilla IZQUIERDA. (V5, PLANO 7) La estocada de lanza de Tsubame viaja de oeste a este (izquierda a derecha de la pantalla) a través del centro de su losa final hacia la guardia de antebrazos cruzados de Garan a la altura del pecho; él es empujado hacia el este, sus talones cavan zanjas. ⚠️Continuidad entre cortes: los diseños, colores y daños en la arena permanecen idénticos y solo progresan, nunca se reinician; el corte en la mejilla izquierda aparece en el PLANO 5 y sigue sangrando una línea fina durante los PLANOS 6-7; los escombros y cráteres solo se acumulan. [PLANO 1] · Anticipación (~2s): vista amplia, estática con una deriva lenta: dos figuras diminutas en el vasto mosaico agrietado. Garan ARRANCA una losa del tamaño de un coche del suelo, destello de luz naranja en las grietas, y se la carga al hombro; al otro lado de la arena Tsubame se agacha, lanza nivelada, un dedo del pie cavando en el polvo. Su respiración es uniforme; su sonrisa es amplia. [PLANO 2] · La losa (~2s): seguimiento lateral bajo con ella; la losa viene enorme, de derecha a izquierda; ella se desliza por debajo de su sombra, su espalda roza chispas, y detona detrás de ella en una pared de polvo gris con un núcleo naranja. Ella se levanta y corre antes de que caigan los escombros. [PLANO 3] · La dispersión (~2.5s): Garan rompe el suelo de nuevo y barre su brazo; un abanico de escombros llena el aire de derecha a izquierda. Ella no frena; acelera HACIA ellos, primer salto desde el trozo más bajo, dibujado como pose de anticipación → desenfoque → pose de aterrizaje. Seguimiento de estocada, fondo con estelas. [PLANO 4] · La escalera (~2.5s, el plano estrella): órbita de ángulo bajo de héroe elevándose con ella; Tsubame salta de trozo en trozo en el aire siguiendo la diagonal, cada pisada agrieta la piedra que deja, la postimagen cian hilvana una línea ininterrumpida a través de su bombardeo. Abajo y adelante, los ojos de Garan se entrecierran; él lo está leyendo. [PLANO 5] · El revés (~1.5s, breve cámara lenta): su revés colosal llena el encuadre de derecha a izquierda; ella clava la lanza en el cuarto trozo y gira alrededor del eje, el puño aparta su cabello, un fragmento abre un corte fino en su mejilla izquierda. Brota sangre. Vuelve a la velocidad normal cuando sus pies encuentran el borde del trozo. [PLANO 6] · La mirada (~1s): primer plano extremo, acercamiento lento; solo sus ojos, sin parpadear, la luz de la punta de lanza cian reflejada en ellos, la línea roja del corte en la mejilla afilada contra el sombreado cel. Detrás de su enfoque, borroso, Garan levanta la losa más grande de la pelea sobre su cabeza, luz naranja vertiéndose a través de sus grietas. [PLANO 7] · La perforación (~3.5s): él lanza la losa colosal; ella se lanza lanza en mano desde el trozo superior, de izquierda a derecha, y PERFORA DIRECTAMENTE A TRAVÉS DE SU CENTRO: la losa se divide en dos mitades que pasan rozando la cámara. Todo el sonido (música y efectos) se vuelve silencioso durante medio tiempo de la perforación; un boom profundo y conmocionante lo resuelve cuando la punta de la lanza golpea la guardia de antebrazos cruzados. Parada de impacto en el fotograma de choque, efectos tocando los cuatro bordes, color blanco casi total. Luego el movimiento se reanuda: Garan es empujado hacia atrás, sus talones de hierro cavan zanjas gemelas, el suelo se agrieta; él mantiene el equilibrio. La cámara gira con su salto, se congela en la parada de impacto, luego vuelve a una toma amplia: ambos de pie, anillo de polvo expandiéndose, el intercambio termina pero la pelea no. Actividad ambiental: sin espectadores; una arena en ruinas vacía; motas de polvo y pequeños escombros caen constantemente tras cada impacto; estruendo distante de piedra asentándose. Audio: música permitida y sincronizada con la pelea; efectos completos: corte de piedra, silbido de escombros, la caída en silencio y el boom único en la perforación. Los dos luchadores siguen siendo dos cuerpos distintos y separados en cada fotograma, incluso en contacto total. Caras, manos y diseños se mantienen fieles al modelo de principio a fin: manos de cinco dedos con articulación limpia, topología de extremidades correcta, diseños de personajes idénticos de plano a plano. La lanza mantiene su forma de hoja delgada y su longitud total de dos metros en cada fotograma. Los escombros vuelan en arcos balísticos pesados con tonelaje real; cada trozo acelera, golpea fuerte y se queda ahí; sus pisadas agarran y agrietan la piedra que dejan (la cámara lenta del PLANO 5 y la parada de impacto del PLANO 7 son deliberadas). Animación fluida de alta sensación de fotogramas con una cámara viva en todo momento; superficies cel dibujadas a mano; el color se mantiene disciplinado a la paleta bloqueada cian/naranja/pizarra. Sin marca de agua, sin texto en pantalla, sin subtítulos. 15 segundos. 16:9.