Watercolor Sketch Parkour Chase

A complex prompt for a high-speed parkour chase scene featuring multiple characters, specific environmental layouts, and a unique 'unstable line' watercolor art style.

프롬프트
Task: Dreamina Seedance 2.5 — Omni ReferenceDuration: 30 secondsAspect ratio: 16:9Editorial target: 24fps, F000-F719 [Generation Goal] A high-speed parkour tag game featuring only three characters from @Image1, @Image2, and @Image3. Blue Character C is the 'it' and the target fleeing. Character A and Character B chase Character C. Never use a composition where C chases A and B. Throughout the entire video, C must lead while A and B chase from behind. Use sharp movements like martial arts positioning, feints, and evasion, but no physical attacks like punching, kicking, grabbing, or body slamming. Characters never make physical contact. No slow motion, freeze frames, long pauses, or static poses. Maintain normal or high speed throughout. Place rapid accelerations and direction changes (~0.2s / 5 frames) at key moments. Connect these directly to running, landing, and the next step without stopping. When C stomps, the compression to extension of legs, hips, and shoulders links up, and C immediately dissolves into a group of liquid brushstrokes to move instantly. Generate a short camera shake of 6-8 frames or less only at the stomp point. Do not make muscles, joints, feet, ground, or points of force glow. Do not generate internal light, glowing muscles, auras, electricity, magic circles, or glowing footprints. Do not destroy the ground or equipment. [Material Roles] @Image1 = Character A (Chaser). Maintains yellow bob hair, cat ears, green eyes, light blue/white clothes with yellow trim, triangle tie ornament, pink backpack, pink boots, light blue tail with yellow triangle tip. Agile and bold. Chases while watching C's back and landing points. Expressions: smug smile, surprise, focus, and excitement when catching up. @Image2 = Character B (Chaser). Maintains lime green round bob, two leaf-like ears, golden eyes, white puff sleeves, pink bowtie, dark green shorts with suspenders, green boots, and a long lime green tuft from the back of the head with a round tip. Predicts C's escape route and flanks from the outside. Expressions: observation, discovery, focus, surprise, and competitive fun. @Image3 = Character C (Blue 'It' / Escaper). Maintains vivid blue long hair in a ponytail, two white horns, pointed ears, golden eyes, star earrings, dark red Japanese attire, black skirt, black belt/back ribbon, black knee-highs, and red geta. Always runs ahead of A and B. Checks chasers over the shoulder and uses obstacles to escape. Expressions: relaxed smile, surprise when almost caught, and smug smile when escaping. Do not treat three-view diagrams as clones. Only three people total. Do not swap faces, hair, costumes, ears, horns, tails, backpacks, shoes, or color schemes. Do not generate weapons. @Image4 = Park background. Use only the structure, equipment, color tone, depth, and spatial relationships. Do not reference people. [Environment Layout] Maintain the @Image4 park as a single continuous space. Features: wooden bench at front-left; large tree, sign, and streetlight on left; gazebo with green roof and branching path in center; wooden arched bridge, pond, rocks, lilies, and rope fence at center-right; swings, slide playground set, sign, and weeping willow on right. Path order: Bench -> Tree/Sign -> Streetlight -> Gazebo -> Arched Bridge -> Pond/Stones -> Swings -> Slide set -> Weeping Willow -> U-turn -> Far side of pond -> Front of gazebo -> Front-left walkway. Do not change this order. Do not move equipment between cuts. Do not teleport characters. Carry over the end position of each cut as the start position for the next. [Chase Direction Lock] F000-F440: All three move from screen left to right. Character C leads at the far right. F441-F460: C performs a hairpin turn using the weeping willow as a pivot. Reverse direction only within this cut. F461-F719: All three move from screen right to left. Character C leads at the far left. Do not reverse left/right without reason. Do not cross the imaginary line. [Continuous Action Rule] Do not have characters waiting at the start of a cut. Start from the middle of the action from the previous cut. A landing foot connects to the next step. A hand placed on the environment connects to pushing the body off. Direction changes happen immediately after eye movement. Maintain these movements even in close-ups. Do not switch obstacles mid-action. Inherit running speed, horizontal/vertical positions, and body orientation between cuts. [Unstable Line Rule] Render the entire video as 'continuously generated lines and watercolor'. Redraw each frame as a new rough sketch. Do not create a stable outline. Leave 30-60% of the body perimeter as white paper gaps. Lines should be thin/broken, suddenly thicken, shake, branch out, or vanish. Watercolors should bleed outside outlines, leave white spots, show dry brush marks, or be misaligned. Body movement leads, pencil lines lag by ~1-2 frames, and watercolor surfaces lag further behind. In slow movement, draw ~60% of the body. At medium speed, draw ~30-40%. At high speed, draw ~10-20%. At max speed (~0.2s), represent characters with only 3-5 brushstrokes and 2-3 rough watercolor planes. Speed forms: A = Yellow/Light Blue/White/Pink; B = Lime/Dark Green/White/Pink; C = Blue/Dark Red/Black/Gold. Do not just add speed lines to a finished body; treat the liquid brushstroke groups themselves as the moving character. [Cuts 1-20] (Details the specific choreography through the park from Cut 1 starting at the bench through Cut 20 ending in a dynamic, unresolved high-speed chase in the front-left walkway, following the established environment sequence and fluid movement rules). [Camera Treatment] Create a sense of speed with low horizontal tracking and foreground objects (pillars, fences, branches, swing chains, bridge rails) passing the camera. Do not follow character fronts for long. Focus on side views, diagonal rears, and low tracking. Use wide or full shots to clearly show the C-in-lead / A/B-behind composition. Limit close-ups of eyes/feet/hands to 0.2-0.5s cutaways that connect directly back to the same action in wide shots. Camera shake only on C's acceleration stomps. [Expression Direction] Character A: Focused eyes targeting C's back, smug smile when close, surprise when C pulls away, high excitement. Chara

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