गेम सिनेमैटिक / PV

YouMind की AI प्रॉम्प्ट लाइब्रेरी से उपयोग के मामले के तहत समूहित मुफ़्त गेम सिनेमैटिक / PV वीडियो प्रॉम्प्ट देखें। हर प्रॉम्प्ट असली क्रिएटिव वर्कफ़्लो से चुना गया है और कॉपी, बदलाव और दोबारा उपयोग के लिए तैयार है।

573 प्रॉम्प्ट्सदैनिक हाइलाइट्स
द्वारा @Zyrella
Seedance 2.0
पूरा प्रॉम्प्ट देखें

A cinematic, high-octane 3D fantasy action scene featuring two elemental female warriors clashing in battle. On the left, a fierce dark-haired warrior in red leather armor with glowing fiery flames and burning embers wrapped around her arm. On the right, a graceful warrior with flowing hair in white and ice-blue attire, wielding a glowing blue ice-rose whip sword. They charge and leap toward each other across a desolate landscape filled with ancient crumbling stone pillars under a stormy sunset sky. As they collide in mid-air, fiery orange magical aura clashes directly against bright blue ice energy, creating a massive cinematic explosion of light, embers, blue rose petals, and flying debris. Dynamic camera pan, slow-motion impact, hyper-realistic 8K CGI, Unreal Engine 5 render style, dramatic lighting.

वीडियो बनाएं
Seedance 2.0
पूरा प्रॉम्प्ट देखें

High-quality anime footage. Urban fantasy action RPG style, high-rarity 3D toon / cel-look anime fast-paced melee combat. Most important is high tempo, recoil transition from spear strike to tail strike, clear direct hit with the tail, and heavyweight knockback. No slow motion, waiting, staring, long stances, or long charging times. [Reference Usage] Use Image 1 as the sole reference for fixed character identity. Maintain the character in Image 1 as the same person, prioritizing face, eye shape, iris color, hairstyle, hair color, bangs, outfit, decorations, physique, full-body silhouette, atmosphere, and character colors. Do not reproduce the background, room, furniture, pose, camera angle, framing, text, setting sheets, or UI from the reference image itself. Only facial expressions, gaze, mouth, combat stance, breathing, and natural hair/clothing sway may change. Mixing features, averaging faces, swapping outfits, changing the person, cloning, or adding extra characters is prohibited. Depict the protagonist exactly as the person in Image 1. However, to establish the fixed scene, unify them as a melee combat character with one long spear and one tail. Naturally adjust the shape, surface texture, decorations, glow color, and small item designs of the spear and tail to match the character colors and atmosphere of Image 1. Metal parts of the outfit, accent colors, decorations, spear glow, tail scale color, and overall screen auxiliary colors may also be changed to match Image 1. Location and combat composition are fixed; the weapon is fixed as a long spear. [Fixed Protagonist] The protagonist is the same person in all cuts. Maintain the facial features, eyes, iris, hair, outfit, decorations, physique, silhouette, atmosphere, and characteristic colors from Image 1. Use only one long spear. Keep the tip, shaft, and butt as a single rigid body, gripping only the shaft with both hands. Do not rotate only the tip. Only one tail, connected to the center-back of the waist, thick at the base and tapering naturally toward the tip. Connect the rotation recoil of the whole body to the tail strike. [Fixed Enemy] The enemy is a single giant armored goblin. Maintain the grey-green face and skin, long pointed ears, low nose, two tusks from the lower jaw, small amber eyes, broad heavy physique, sooty black iron full-body armor, large pauldrons, leather belts, old bronze studs, short dark red loincloth, and one battle axe. Approximately 1.8x the height of the protagonist. On the right side of the black iron breastplate, there is a wide rectangular reinforcement plate with three large old bronze studs arranged vertically; fix this as the target for the tail strike. Maintain the physical reality of the flesh and armor until the end, with no crystallization, particleization, or disappearance. [Fixed Art Style] Use only high-density 3D toon/cel-look. Complete 3D model feel, thin clean anime outlines, clear 2-3 level cel-shading on face, hair, outfit, spear, tail, and armor. Eyes and hair have multi-layered highlights, skin is clean toon-matte, cloth has low reflection, metal has hard edge reflections, and the surface of the tail scales is readable. Theatrical-grade key animation, high-quality compositing, transparent lighting, and dense background art. Avoid thick black outlines, flat single-layer shadows, generic 3D anime girl faces, low-density backgrounds, realistic styles, or mixed art styles. [Stage and Lighting] The stage is fixed: the rain-slicked rooftop of a Neo-Gothic Great Library Tower overlooking a neon city. Wet black stone floor, low glass walls, spires, large metal ventilation equipment, distant skyscrapers, shallow neon bokeh. Do not change locations. Fine-tune light and color to match Image 1, making the protagonist's colors the star. Background should be low-saturation, prioritizing the visibility of contact points with the protagonist, spear, tail, and armor. [Action] Cut 1: Follow from low 3/4 rear of the protagonist, tracking close to the ground. As the goblin raises its axe, the protagonist takes one sharp step in and delivers a single large diagonal sweep with the entire spear. Short hit-stop at the moment the tip hits the center of the black iron breastplate. Metal sparks fly, and the goblin's upper body opens backward. The protagonist does not reset their stance, immediately transferring the spear strike's recoil into a full-body spin to link into the next tail strike. By the end of the cut, the wide scale surface of the tail's outer third is already positioned one fist away from the reinforcement plate on the goblin's right side. Cut 2: Fixed close-up dedicated to the tail contact. Place the goblin from chest to waist at about 70% of the screen. Do not return to the protagonist's face or spear. The stars are the goblin's torso, the right-side reinforcement plate, and the single tail entering from the left. Show the one-fist gap between the wide scale surface of the tail and the reinforcement plate at the start. The tail enters in a low horizontal arc, striking the wide scale surface (not the tip) strongly once against the plate. Show the space before impact, the approach of the scales, the single contact, and the armor's reaction in sequence within the same fixed close-up. 0.04-0.06s hit-stop at impact. Remove speed lines, freezing the contact boundaries of the scales, the three bronze studs, and the reinforcement plate. The plate dents deeply, the torso buckles sideways from the contact point, and is pushed out of frame by that force. Cut 3: High-speed whip pan in the direction the goblin is pushed, returning to a low-angle medium-distance view near the ground. The goblin is blown horizontally at high speed about 3 meters (at least one body length) across the wet floor due to the tail strike's impact. Both feet leave the floor only after impact. It does not jump and does not spin on its own in the air. The axe remains gripped in both hands. The back armor and pauldrons crash directly into the side panel of the large metal ventilation unit; the panel dents deeply, spraying a film of water and short sparks outward. All movement stops completely upon collision, leaving the goblin slumped in front of the unit as a physically incapacitated entity. The protagonist does not chase, absorbing the counter-force on the spot. Cut 4: After a water splash wipe, a 3/4 front diagonal medium-distance fixed shot of the protagonist. Head to feet and the entire spear are in frame. In the background, the dented ventilation unit and incapacitated goblin remain. The protagonist is completely stopped at the tail-strike point. Naturally shift weight to one leg, gazing toward the fallen goblin. The tail settles in a low natural arc behind the legs. The protagonist moves the spear to their side, gripping the shaft near the center with one hand, letting the other arm hang naturally. Align the tip straight up, shaft vertical, and butt straight down, briefly lowering the butt onto the wet black stone floor. Show the gap between the butt and the floor, the single contact point, and the small water ripples after contact in sequence. The final frame shows the protagonist completely still, spear standing vertically by their side, butt touching the floor, tail settled low behind them, and the goblin incapacitated in front of the dented equipment in the background. [Important Guards] Only one protagonist, one giant armored goblin, one long spear, one tail, and one battle axe. Cut 2 is an independent fixed close-up of the tail contact only. Do not blow the enemy away before contact. The goblin must not just flinch; it must be blown horizontally as a physical object and stop upon crashing into equipment. The protagonist must stop completely on the spot after the tail strike, with no forward sliding, side-slipping, knee-sliding, or approaching the camera. The final sequence must be a medium-distance fixed shot showing the head, both feet, the entire spear, and the butt's floor contact simultaneously. No clones, humanoid afterimages, spear duplication, axe duplication, or tail branching.

वीडियो बनाएं
द्वारा @Simply Ray
Seedance 2.5
पूरा प्रॉम्प्ट देखें

Create a 20-second cinematic fantasy action sequence in 16:9 with photorealistic live-action quality, bright natural daylight, sharp HDR detail, and one continuous handheld camera shot. A tall elven warrior princess with platinum-blonde hair, pale freckled skin, pointed ears, icy blue eyes, a delicate silver crown, and elegant silver battle armor fights her way through a ruined battlefield using a single longsword. Keep her appearance completely consistent from beginning to end. Around twenty-four individually designed green-skinned orc warriors attack her one after another from different parts of the environment, each carrying different weapons and wearing noticeably different armor so none of them feel duplicated. Instead of standing around waiting, every enemy should charge, defend, dodge, block, or attempt a counterattack. The princess moves between opponents through a magical blink ability: a brief silver-white burst surrounds her, she disappears completely, the camera keeps physically moving through the visible battlefield, and another small burst reveals her near the next attacker already positioned to strike. Never show her traveling between those points. Keep the camera close to the action, naturally following, circling, backing away, lowering, rising, and moving around rubble without cuts, sudden resets, whip pans, or impossible camera jumps. Her sword fighting should constantly change between powerful diagonal cuts, horizontal counters, rising slashes, overhead attacks, direct thrusts, reverse cuts, spinning finishes, parries, and quick evasive strikes, with no obvious repeated move back-to-back. Each exchange must involve only one opponent, with a clearly readable sword impact and that enemy falling before attention shifts to the next one; no single attack should defeat several enemies at once. Begin slightly wider as she enters the battlefield, gradually bring the camera closer as the pace increases, and make the final few seconds the fastest and most intense. The last opponent is a huge armored orc commander carrying a heavy cleaver. He swings aggressively, she narrowly avoids it and disappears in a bright silver flash, then reappears behind him and delivers one clean overhead finishing strike before he collapses. End with the princess standing among the defeated warriors as dust and loose fabric settle around her. Keep faces, armor, hair, sword edges, debris, particles, and environmental textures extremely crisp throughout with no motion blur. Use realistic sword sounds, armor impacts, footsteps, magical flash cracks, individual enemy reactions, battlefield ambience, and rising cinematic percussion, with no dialogue, captions, subtitles, duplicated characters, morphing anatomy, extra limbs, soft focus, hidden edits, camera teleportation, or night lighting.

वीडियो बनाएं
द्वारा @Pierrick Chevallier | IA
Seedance 2.0
पूरा प्रॉम्प्ट देखें

A cursed swordsman wearing shattered black armor and a torn crimson scarf stands alone inside a ruined imperial capital while a colossal horned demon descends between collapsing towers, the warrior lowers his blade as black energy coils around his body, then launches forward with explosive speed, cuts through waves of armored fiends, deflects flaming projectiles with rapid circular sword strikes and runs vertically along a falling building before leaping toward the demon’s face; the creature opens a burning third eye and releases a city-destroying beam, but the swordsman twists through the attack, slices the beam apart and drives his blade into the demon’s forehead, high-end dark fantasy anime aesthetic, ultra-dynamic sakuga movement, extreme perspective distortion, aggressive low-angle tracking, rapid whip pans, impact frames, speed lines, sharp close-ups of eyes and blade edges, dramatic cel-shaded lighting, red moonlight, black flames, glowing debris and heavy atmospheric smoke, savage apocalyptic tension, ending with the demon splitting vertically in a silent flash before the entire skyline erupts behind the swordsman in a continent-sized crimson explosion.

वीडियो बनाएं
द्वारा @Optimistic Degen
Grok Imagine
पूरा प्रॉम्प्ट देखें

X-MAN confidently walks through a futuristic black-and-green headquarters inspired by X. Massive digital screens display trending posts, rockets, electric vehicles, financial charts, Robinhood-green holograms and glowing X logos. Every step emits green energy pulses. The camera tracks backwards in slow motion while sparks and digital particles float around him. Hollywood-level cinematic lighting.

वीडियो बनाएं
द्वारा @Pierrick Chevallier | IA
Seedance 2.0
पूरा प्रॉम्प्ट देखें

Ultra-realistic original dark fantasy battle in a frozen mountain ravine during a blizzard at blue twilight. Thousands of fur-cloaked warriors clash against a horde of towering ice-skinned creatures, tusked giants, and skeletal beasts charging through snow and shattered ice. - Massive aerial establishing shot of the canyon, burning siege braziers, avalanching snow, armies colliding across a narrow icy pass. - Aggressive tracking shot through the battle line as giant creatures slam into shield formations, axes swing, spears bend, snow and ice shards burst into the air, bodies stagger and fall across the frozen ground. - Epic low-angle reveal of an enormous frost giant stepping through the blizzard and crushing the front defense while smaller creatures swarm around its legs, banners tear in the wind, blue fire and drifting snow fill the frame. Brutal, epic, dynamic, cinematic, colossal scale, storm atmosphere, photorealistic.

वीडियो बनाएं
द्वारा @Pierrick Chevallier | IA
Seedance 2.0
पूरा प्रॉम्प्ट देखें

0–4s: A massive enemy war machine descends through storm clouds above a flooded coastal city. A compact blue-white combat mecha launches from a damaged carrier deck, boosters igniting as ocean spray explodes outward. Fast low-angle tracking. 4–8s: The two machines collide above the skyline. The smaller mecha dodges missile trails, folds through narrow gaps between towers and slices incoming drones with an energy blade. Rapid camera switches, hard acceleration and heavy mechanical inertia. 8–12s: The enemy machine charges a city-destroying beam. The pilot forces the smaller mecha straight through the beam’s unstable edge, armor panels burning away, then drives the energy blade into the exposed reactor core. 12–15s: The enemy machine shuts down and falls into the ocean beyond the city. The damaged hero mecha lands on one knee atop a skyscraper as the storm clears. End on the pilot’s cockpit lights fading into sunrise. Premium cinematic mecha anime, extreme sakuga, hyper-speed aerial combat, precise mechanical animation, large-scale destruction, realistic weight, strong impact frames, decisive heroic ending.

वीडियो बनाएं
Seedance 2.0
पूरा प्रॉम्प्ट देखें

High-quality anime footage. Genre: Near-future urban parkour. High-density 3D toon / cel-look. [Reference Image and Character Fixing] Use Reference Image 1 as the highest priority reference for the face, body, costume, decoration, and coloring of the only character appearing. Maintain the person in Reference Image 1 as the same individual throughout... (etc) ... Environment sound and foley only. Sync shoe sole sounds scraping wet panels, short grounding sound when both feet hit the bottom of the sign, low vibration of reinforced metal, and splashing water drops. Synchronize the lens pass.

वीडियो बनाएं
द्वारा @Pyona
Seedance 2.0
पूरा प्रॉम्प्ट देखें

Create a 15-second ultra-realistic cinematic action scene in strict 16:9 landscape, native 4K, 24fps. Tone: explosive, dangerous, fast, high-tension, and visually thrilling. This is Scene 1 of a two-part boss-fight-style action sequence and must end on a cliffhanger that naturally leads into Scene 2. REFERENCE ROLES: image1 = Pyona, the main heroine. Use image1 as the strict reference for Pyona’s face, facial proportions, light pastel-blue bob hairstyle, hair color, white cloud hair clip, blue fish hair clip, body proportions, age impression, exact outfit, styling, and overall recognizable identity. Preserve her exact cropped urban-techwear action outfit throughout: light gray cropped hooded jacket, clearly visible white crop-top feel underneath, black asymmetrical utility mini-skirt / short-bottom styling, black utility pouch or crossbody detail, black socks, and black combat boots. Do not redesign her. image2 = the clown enemy. Use image2 as the strict reference for the clown’s identity, proportions, terrifying costume, giant heavy axe, and overall menacing appearance. Preserve the same clown and same weapon consistently throughout. CORE ACTION RULE: Pyona must never block the axe blade with her bare body. She survives and fights through prediction, timing, footwork, body-angle control, narrow dodges, aerial repositioning, spacing, and fast counters. The clown must feel physically overwhelming, heavy, and destructive. Pyona stays alive and gains control through speed and precision, not brute force. ENVIRONMENT: A ruined urban battlefield at night, like a collapsed industrial ruin or destroyed concrete structure. Broken walls, exposed rebar, cracked ground, rubble piles, dust clouds, shattered concrete, and damaged surfaces everywhere. The axe attacks must visibly damage the environment: scraping the ground, throwing sparks and debris, cracking walls, carving trenches, and blasting rubble outward. Maintain clear spatial consistency. STYLE: Live-action photorealism with strong action readability. High-end cinematic fight energy, like a boss fight in a dark action film. Realistic body weight, believable recoil, sharp contact, strong debris simulation, and dangerous near-miss tension. No comedy. No magical powers. No fantasy effects. CAMERA: Use dynamic but readable cinematic camera coverage: - low-angle handheld push-ins - side tracking shots - medium rotating follow shots - brief wide shots for scale and aftermath - one brief slow-motion emphasis only during the most dangerous near-miss. Cuts may be dynamic, but action must remain clear, coherent, and easy to follow. TIMELINE: 0.0–3.8s — Opening 3-hit pressure sequence Start immediately in motion with no pause. The clown launches an aggressive three-part attack sequence: 1. a huge horizontal axe sweep toward Pyona, 2. an immediate reverse backhand sweep, 3. a heavy downward slam. The first swing scrapes the ground and throws sparks, broken stone, and debris. Pyona performs a fast lateral slip-step dodge, narrowly avoiding the blade as it passes just beside her shoulder. Without pause, the clown reverses into the second sweep. Pyona ducks and twists her upper body under the returning blade, avoiding it by centimeters. The clown then commits into the third attack, a brutal overhead slam. Pyona instantly side-jumps or rolls diagonally away just before impact. The axe slams into the ground and carves a trench, blasting dust and rubble upward. The whole opening must feel relentless, like Pyona is under constant lethal pressure with no breathing room. 3.8–6.8s — Fast first counter / control disruption As the axe is briefly stuck or slowed from the heavy slam, Pyona instantly takes the opening. She leaps lightly off broken rubble or a damaged concrete edge and darts in with a short, sharp three-hit counter: - first, a quick strike to the clown’s weapon-control arm or axe-handle area, - second, another fast disrupting hit to the grip / forearm zone, - third, a clean straight punch to the clown’s chest. These hits are not about overpowering the clown, but about disrupting his balance and force generation. The clown stumbles backward and crashes against part of a ruined wall, creating visible cracks and shaking loose concrete dust. Pyona lands and immediately side-steps out again, never staying directly in front of the axe. 6.8–10.2s — Most dangerous near-miss The clown recovers faster than expected and instantly retaliates with a violent reverse horizontal axe sweep aimed directly at Pyona’s torso. This is the most dangerous beat of Scene 1. Use one brief slow-motion emphasis here. Pyona sharply twists her waist and slides half a step sideways at the very last moment. The axe blade misses her body by only a few centimeters, slicing past the side of her outfit and strongly disturbing the hem / edge of her cropped top and jacket without actually injuring her. Ground fragments and dust fly through frame. The near miss must feel terrifyingly close. The slow motion should be very brief, then snap back to full speed immediately. 10.2–12.8s — Clean momentum-based knockout counter Using the dodge momentum from the near miss, Pyona spins fluidly into a fast, powerful roundhouse kick. The kick lands cleanly and forcefully on the clown’s side face / jaw. The impact must feel sharp and real. The clown is blasted backward and crashes through part of a ruined wall or major concrete section. Broken concrete, rubble chunks, and a heavy dust burst explode across the frame. Pyona lands balanced and alert, not posing, already ready for the next move. 12.8–15.0s — Cliffhanger ending Wide aftermath shot. Dust and debris settle around the collapsed wall area. For a brief moment it seems Pyona has finally created space. Then movement appears inside the wreckage. The clown plants one hand into the rubble, grabs the giant axe, and forcefully rises again from the debris, still dangerous and not defeated. Pyona remains in the foreground or mid-ground in a guarded stance, breathing hard, watching him carefully and maintaining distance. End on the clown partially risen in the rubble with the axe in hand, clearly setting up Scene 2. AUDIO: No dialogue. Use only strong cinematic fight sound design: heavy axe swings, metal scrape on stone, ground carving, sparks, concrete cracking, rubble spray, debris fall, air displacement, fast footwork, body impact, wall collapse, dusty low-end impact booms, and tense dark action ambience. No spoken lines. IMPORTANT RULES: Pyona must never tank the axe blade. She must always evade first, then counter. The clown’s axe must feel extremely heavy and lethal. The clown’s attacks must come in chained pressure, not one isolated swing at a time. Pyona’s counters must be short, precise, and opening-based. Environmental damage must match the axe impacts. Keep both characters visually consistent with image1 and image2. Scene 1 must end with the clown rising again, not fully defeated. NEGATIVE: No direct body-blocking of the axe, no weak impact, no fake contact, no floating, no teleporting, no wire-fu, no random extra enemies, no comedy, no magical powers, no repeated identical attack loops, no unreadable blurry action, no identity drift, no hairstyle change, no outfit redesign, no loss of the visible crop-top feel in Pyona’s outfit, no soft or low-energy choreography.

वीडियो बनाएं
द्वारा @ShadeLurk
Seedance 2.0
पूरा प्रॉम्प्ट देखें

Red and White Swordswoman Red Energy Sword Combat Combo Scene Header: Day · Interior · White Geometric Space · monochrome minimalist · high-key diffuse light · red energy accent Shot 1 | 0-2s · Medium Shot · Stance Visual: The Red and White Swordswoman stands in the center of a white geometric space. Long white hair, Cheongsam-style outfit, red flower ornament. A red energy blade materializes in the right hand, in a floating ready state. The left hand is lowered naturally in a relaxed posture. Dialogue: None Shot 2 | 2-4s · Medium Shot · Spin Slash Visual: The Red and White Swordswoman twists her body clockwise on the axis of her waist. The red energy blade in the right hand draws a large arc from the right side forward for a slash. A red translucent motion blur trail leaves a trajectory of the sword. Her white long hair and Cheongsam flow due to the centrifugal force of the rotation. Dialogue: None Shot 3 | 4-6s · Low Angle Medium Shot · Low Sweep Visual: The Red and White Swordswoman sinks into a low posture with her knees on the ground. The red energy blade rotates horizontally around her body just above the ground, drawing a wide semicircular arc. Red light reflects on the floor of the white geometric space. Dialogue: None Shot 4 | 6-8s · Medium Shot · Upward Slash to Mid-air Jump Visual: As the Red and White Swordswoman rises from the low posture, the red energy blade draws a vertical arc from bottom to top. She jumps into the air, and her body rises. The energy blade follows and floats above her head. Dialogue: None Shot 5 | 8-10s · Medium Shot · Mid-air Inverted Slash Visual: The Red and White Swordswoman flips her body in the air. The red energy blade draws a trajectory smashing downward from above her head. Her body rotates elegantly in the air, and her long white hair flows. The pillars of the white geometric space flow in the background. Dialogue: None Shot 6 | 10-12s · Low Angle Medium Shot · Landing Impact Visual: The Red and White Swordswoman lands in a low posture with one hand on the ground. The red energy blade strikes the ground, creating a shockwave with orange sparks and red light particles scattering. The afterglow of the landing impact remains in the white geometric space. Dialogue: None Shot 7 | 12-14s · Medium Shot · Return to Stance Visual: The Red and White Swordswoman stands up, the red energy blade returns to her right hand, and the energy converges. She returns to an upright stance. The silence of the white geometric space returns. Dialogue: None SFX: Energy resonance sound + sword wind sound + landing impact sound + sparking fire sounds Visual style direction: monochrome minimalist environment with red energy accent, high-key diffuse lighting, cel-shaded 3D anime aesthetic, translucent red arc motion trails for energy blade trajectory, orange spark particles and red light particles on impact, elegant and precise combat choreography.

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द्वारा @Alin
Seedance 2.5
पूरा प्रॉम्प्ट देखें

Close-quarters battle inside a fusion core that is undergoing controlled meltdown as a last-ditch weapon. Soldiers fight hand-to-hand on narrow catwalks while the core pulses brighter and hotter. Tracking shot following one fighter as he is thrown against a cooling line that ruptures, spraying superheated coolant. Slow-motion of the liquid freezing mid-air into sharp crystals that continue the fight. Final wide shot of the core reaching critical as the last two combatants are silhouetted against the expanding light.

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द्वारा @MotionViz
Seedance 2.5
पूरा प्रॉम्प्ट देखें

Create a perfect 360° orbital camera rotation around the central subject. The girl remains riding the white horse on top of the small grassy earth exactly as shown. The horse is standing completely still in a heroic pose. The girl maintains the same posture and gaze. No walking, no body movement, no facial expression changes. The camera performs one slow, perfectly smooth clockwise 360-degree orbit around the subject, maintaining constant distance, height, and focal length, ending at the exact starting frame for a seamless loop. As the camera rotates: • reveal every side of the horse naturally • preserve proportions • maintain exact character consistency • maintain identical costume colors • preserve the grassy hill shape • preserve the monumental pixel mountain behind • preserve the blue atmospheric background The floating voxel particles remain suspended and gently shimmer in space with subtle procedural motion, creating depth while never changing the composition. Lighting remains locked: bright morning sunlight, soft atmospheric haze, high contrast, slight volumetric scattering, cinematic global illumination. Rendering style: high-quality voxel art, dense cube voxels, soft pixel bloom, clean edges, minimal flicker, stable geometry, high temporal consistency. Camera: constant orbit no zoom no dolly no handheld no shake no focal breathing 50mm lens perfect stabilization cinematic motion 12-second duration 24fps The final frame matches the first frame perfectly for an infinite looping rotation. Negative Prompt: walking, horse animation, galloping, head movement, character morphing, costume changes, geometry deformation, changing landscape, camera shake, zoom, motion blur, flicker, melting voxels, duplicated limbs, extra horse legs, changing mountain, changing sky, perspective warping, low quality, artifacts.

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द्वारा @李岳
Seedance 2.0
पूरा प्रॉम्प्ट देखें

Generate a 15-second 16:9 horizontal sci-fi mecha mobile game new season commercial. Fictional game brand MECHA FRONT, featuring the limited edition mecha AETHER-07 in silver-white and deep blue. The mecha's shape, armor structure, and color scheme remain consistent throughout the video. The screen is only allowed to display the following text, and the spelling must be completely correct: MECHA FRONT, AETHER-07, Limited Mecha, Attack 920, Mobility 88, Unlock Now. 0 to 4 seconds: In a black futuristic hangar, a cold white top light sweeps across the mecha's head, chest armor, and mechanical joints. The camera advances rapidly from a low angle, and the full body lights up from the darkness, with MECHA FRONT and AETHER-07 appearing clearly. 4 to 10 seconds: The mecha turns slowly in place as semi-transparent blue game UI unfolds sequentially around it. The left side displays 'Limited Mecha', and the right side accurately shows 'Attack 920' and 'Mobility 88', with three textless skill icons lighting up in order. The UI must not obscure the mecha, and the mecha's appearance must not change. 10 to 15 seconds: The UI cards collapse along a path, and the mecha freezes facing forward after a half-turn. The background forms a blue-and-white energy ring, and the end screen retains only MECHA FRONT, AETHER-07, and 'Unlock Now', with all text fully readable. The overall style uses top-tier 3A game CG trailer and product launch ad quality, with a palette of cold black, silver-white, and electric blue. Realistic metal textures, sharp rim lighting, and clean, powerful camera movements. No people, no combat plot, no explosions, no additional text, no gibberish, no watermarks. Original sound uses low-frequency mechanical startups, UI clicks, and restrained electronic drum beats, ending with a heavy mechanical lock-on sound.

वीडियो बनाएं
Seedance 2.0
पूरा प्रॉम्प्ट देखें

30 seconds, 16:9, high-quality Japanese anime-style battle PV. A very flashy and cinematic image, like a trailer for the latest theatrical anime movie. No text on screen. No additional characters. Only 1 protagonist, 1 divine beast, and 1 enemy boss. Depicted as a continuous sequence of events on the same battlefield throughout the 30 seconds. No transition to other spaces. Maintain consistency of the protagonist, divine beast, enemy boss, background, spatial structure, destruction state, and damage expression until the end. The camera moves very dynamically throughout. No static cameras. Include clear camera moves in each cut. Actively use orbiting, rapid approach, rapid retreat, rapid ascent, rapid descent, overhead views, low-angle looking up, side-by-side tracking, circling in front of the subject, high-speed dolly shots close to the ground, foreground parallax passing through rubble, crash zooms, Dutch angles, and sharp turns. At the moment of impact, insert a strong impact like a freeze frame for a moment, and immediately move explosively after that. Protagonist: Girl Onmyoji 'Akane'. Around 17 years old. Slender and supple build. Pale skin. Golden-amber eyes. Long black pigtails tied with red ribbons. Before summoning, she wears a dark blue school uniform-style outfit. After summoning, she changes into a priest-style combat outfit based on black, white, and deep red. Equipped with a short combat skirt, talisman designs on the cuffs, arm guards, and leg armor. Weapon is a spirit blade formed from red-gold spiritual power. Focused and tense in the first half, cornered in the middle, and showing determination and ferocity in the second half. Divine Beast: A large four-legged divine beast. Has a massive lion's mane, muscular limbs like a wolf, two dragon-like horns, and a long tail. Black fur with red-gold glowing lines. Eyes are gold-red. Massive and heavy-set, focusing on charging, claw attacks, roars, and body slams. A presence combining divinity and ferocity. Maintains the same appearance throughout the video. Enemy Boss: 'Ghost King in Black Armor'. A massive 4-meter class humanoid boss. Heavy black iron armor. Deep red glowing lines like cracks on the armor surface. Two horns curved backward. Burning red eyes. Carries a massive double-edged black greatsword. Manipulates black flames and shockwaves. Movements are heavy but fast, with each hit being very heavy. Possesses the composure and cruelty of a ruler. Maintains the same appearance throughout the video. Background: A plaza of night ruins of a shrine. A large summoning magic circle in the center. A collapsed torii gate in the back right. A fallen stone pillar in the front left. Ruins of a broken altar in the back. Cracked stone floor. Scattered rubble. Sky covered with thunderclouds. Maintain this spatial structure during combat. Even if the camera moves greatly, ensure the central summoning circle, the collapsed torii, the fallen pillar, and the altar ruins are shown repeatedly to identify it as the same battlefield. Any destruction or damage that occurs will be continuously reflected in subsequent cuts. Maintain the broken stone floor, blown-away rubble, the beast's hit marks, cracks in the chest armor of the Ghost King, remains of black flames, and remains of red-gold spiritual power. 00:00–00:02 Short cuts between a close-up of fingertips, eyes, and palm. The camera circles slightly around the fingertips, crash-zooms into the golden spiritual light on the palm, and switches to a close-up of Akane's face. Akane quietly forms a seal. Expression is focused. Ends of hair and sleeves sway slightly. 00:02–00:04 The camera spirals upward rapidly around Akane, transitioning to a top-down view to show the entire battlefield. The central summoning circle expands rapidly. Golden light erupts from the cracked stone floor. Floating rubble rotates. Clearly show the torii gate in the back right, the fallen pillar in the front left, the altar ruins in the back, and the thunderclouds. Akane pushes her spiritual power into the ground. 00:04–00:06 The camera dives rapidly into the center of the summoning circle, half-orbiting while grazing the vortex of spiritual power. Strongly show the beast's eyes, fangs, mane, and front legs in sequence. The beast's head, front legs, and entire body manifest in order. Red-gold and ink-black spiritual power swirl violently. Akane's dialogue: 'O raging god, manifest from the depths of the earth! Respond to my call, Divine Beast!' 00:06–00:08 The camera grazes the beast's chest and retreats, orbiting widely while keeping Akane and the beast in the same frame. Finally shows a full-body pose of the beast. The beast roars and stamps the ground. Akane's outfit completion of change to priest-style combat gear. Hair and clothes sway violently from the wind pressure. 00:08–00:10 The darkness in front splits. The camera moves at high speed close to the ground into the darkness, enters the feet of the Ghost King, looks up along the greatsword to show the horns and eyes, and finally looks up at the entire body. The Ghost King slowly walks out dragging the greatsword. The stone floor cracks, and black flames and red sparks scatter. Ghost King's dialogue: 'Do you think you can stop me with that level of power?' 00:10–00:12 High-speed pan from Akane's profile to the beast. The camera tracks alongside the beast, circling in front halfway to show the charge approaching from the front. Akane holds the spirit blade and points forward. The beast crouches low and charges all at once toward the Ghost King. Akane's dialogue: 'Go!' 00:12–00:14 The camera circles to the Ghost King's side, showing the greatsword swing from a super low angle. At the moment of impact, insert a strong impact like a freeze frame for a moment, then move violently. The Ghost King swings down a hit clad in black flames. The beast is hit head-on and blown away. The stone floor shatters, rubble scatters, and a strong shockwave of black flames spreads. Ghost King's dialogue: 'Too slow.' 00:14–00:16 The camera is washed away significantly following the blown-away beast, showing the shattered floor and dancing rubble while turning back to Akane. Akane gasps at the impact and almost kneels for a moment. Clear hit marks remain on the beast's shoulder and flank. These marks will remain in subsequent cuts. 00:16–00:18 The camera rapidly approaches Akane's face, capturing the determination in her eyes, then drops to the seal on her chest. Akane grits her teeth and recovers, forming a seal again. The weakening summoning circle lights up again, and a red-gold spiritual line extends from Akane to the beast. Show the collapsed torii and altar ruins again. Akane's dialogue: 'It's not over yet... Stand up, Divine Beast! Let's fight together!' 00:18–00:21 The camera pushes in a straight line from behind Akane to the beast, then orbits nearly 360 degrees around the beast. The beast roars and stands up while keeping the hit marks. The red-gold glow of the whole body intensifies, and the mane stands up as if burning. Akane also readies her spirit blade. Strongly show the resonance between Akane and the beast. Akane's dialogue: 'Crush that arrogance to pieces!' 00:21–00:23 The camera orbits the side of the Ghost King at high speed while following the beast's lateral movement. The beast circles to the side of the Ghost King at high speed

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