15-second high-octane Chinese martial arts 2D animated film, mature-oriented Guoman, 2D hand-drawn cel animation texture, realistic adult body proportions, clear outlines, Level 2-3 hard-edged shadows, cinematic lighting and shadows, partial integration of ink splash/streaks, high-speed brushes, smear frames, air blade cuts, and exaggerated yet logically consistent high-speed afterimages. Not Xianxia, not a game skill showcase, the core is a realistic martial arts chase under extreme speed differences. Setting: 'Duanyun Temple' at dusk just after heavy rain, a massive abandoned ancient temple nestled among mountains and cliffs. Features a three-story wooden main hall, giant dark brown wooden pillars, dark blue-black wet tiles, half-collapsed corridors, stone courtyards, a bell tower, broken railings, a stone bridge over a cliff, ancient pines, and tattered Buddhist banners. The western dark clouds split to reveal an orange-red sunset, with warm golden slanted light illuminating the cold bluish-gray temple. Wet stone slabs and tiles reflect characters and special effects. The air is filled with mist, dust, falling leaves, and broken tiles. Character A: 'Bai Jin', a white-haired thread-suspending guest, adult male, slender and lean, long silvery-white hair, black narrow-sleeved cross-collar martial arts attire, dark black short robe, dark red waist sash, black leg-binding pants with light martial arts boots. Small amount of dark purple vein-like patterns on the side of the neck and chest. Combat ability: extreme high-speed Qinggong 'Purple Lightning Wandering Dragon Steps', vein-severing palm techniques, and heavy leg strikes 'Cloud-Severing Mountain-Cleaver'. Purple effects represent high-speed movement only, not energy attacks. Character B: 'Shen Yan', a black-clad bladesman, adult male, messy mid-length black hair, ink black and dark gray narrow-sleeved martial arts outfit, gray-black short cloak, a long saber in a deep black scabbard at his waist. Skilled in hidden blade techniques and judgment-based tile-treading footwork, but significantly slower than Bai Jin. He remains suppressed throughout the first half. 0.0—1.0s: Fight starts immediately. 20mm ultra-wide low-angle shot, camera almost touching the wet bluestone ground. Bai Jin occupies the massive foreground, one black boot appearing huge due to perspective, body lowered almost to the ground. Shen Yan stands in the courtyard in front of the main hall dozens of meters away. Bai Jin suddenly explodes off the ground; the stone slab beneath him cracks like a spiderweb, standing water splashes backward in a fan-shaped curtain, his hair and clothing pull straight back. The camera follows closely, with wooden pillars, stone steps, banners, and eaves blurring into high-speed stripes along the direction of motion. Bai Jin enters 'Purple Lightning Wandering Dragon Steps', forming a continuous high-speed trail with a white-purple highlight core, deep purple body, magenta edges, and minimal cyan-green dispersion. 1.0—2.5s: Bai Jin cuts into the courtyard at high speed but doesn't attack immediately. He first flashes past Shen Yan's left, leaving a black human afterimage, a white air trail, and water cut by the airflow; an instant later, he circles a giant wooden pillar from the right rear. Shen Yan quickly turns his head to find the target, hand gripping the hilt but not swinging wildly. The camera zooms into Shen Yan's eye; the pupil darts left, then snaps right. In the next frame, Bai Jin has already cut in from the side-rear. Bai Jin uses two joined knuckles to quickly brush aside Shen Yan's raised scabbard, followed immediately by a palm strike exploding from a very short distance, slamming heavily into the side of Shen Yan's face. The contact must be clear: the cheek compresses first, the head is knocked aside, hair and rain spin in the other direction, a few drops of blood fly out, and the shoulders and waist follow. The arm can have a very brief 2D smear stretch, but the actual arm does not lengthen. 2.5—4.0s: Shen Yan is sent flying dozens of meters laterally by the palm strike, body tumbling irregularly. His feet first brush against a stone lamp, shattering the top half, then he crashes through the decayed wooden railing and wall of the main hall. A massive amount of wood chips, tiles, and dust scatter. The camera cuts to an ultra-wide shot to show the displacement. Shen Yan's shoulders and back hit the wooden floor of the hall first, his body continuing to roll, the long saber still gripped in his hand, the scabbard scraping the floor creating continuous wood shavings. Finally, Shen Yan kneels on one knee, one hand supporting the ground, not yet fully stable. 4.0—5.8s: A purple-white high-speed light trail flashes outside the main hall's wooden wall. Bai Jin bursts through the wood chips into the hall, first flashing past Shen Yan's front, creating two purple human afterimages, then a third afterimage appearing behind Shen Yan. The real Bai Jin finally stops steadily to the side. As Shen Yan turns, Bai Jin has already stepped forward, his supporting foot crushing the floorboards, his knee lifting quickly, waist and hips fully rotating, his leg extending horizontally to execute 'Cloud-Severing Mountain-Cleaver'. His sole strikes Shen Yan's chest and abdomen heavily. At the moment of contact, Shen Yan's torso folds, the sword hilt is pressed into his body, and then his feet leave the ground entirely. 5.8—7.1s: Shen Yan is blown out from the other side of the hall by the side kick, the decayed wall exploding into a giant hole. He flies through a storm of wood pieces and broken tiles toward the next roof level. Shen Yan's feet hit the wet blue tiles first, which shatter consecutively as his body slides down the slanted roof at high speed. He immediately stabs the scabbard into the tile gaps to slow down, carving a long mark across the roof. Bai Jin doesn't pause, entering 'Purple Lightning Wandering Dragon Steps' again, shooting out from the hall's opening, a purple-white high-speed trail streaking across the flying eaves. 7.1—9.0s: High-density 3D pursuit. Bai Jin sprints along the eaves, circles behind an ancient pine, then runs briefly horizontally along the side wall of the bell tower, using the force to change direction. The purple light band forms a continuous S-shaped path between temple buildings, accompanied by black humanoid afterimages and white ink-style air brushes. Shen Yan leaps from a roof toward another corridor. Bai Jin cuts in early from the ridge above, first slamming his shoulder into Shen Yan's sword arm to deflect his posture, then immediately spinning his body to deliver a lateral elbow strike to the side of Shen Yan's face. The elbow strike frame features a strong 2D smear, with hair, cuffs, and forearm briefly stretched. Shen Yan is knocked off the roof again. 9.0—10.0s: Shen Yan falls from a height of two stories. Bai Jin chases down from above as an almost vertical purple high-speed trail. Bai Jin is not firing energy but descending at high speed himself. He passes Shen Yan mid-air, presses his palm against Shen Yan's back, and uses his own descending momentum to slam him downward. Shen Yan's trajectory is forced vertically down, crashing face-first into the next courtyard. The wet stone slabs shatter instantly, with white-gray dust, water splashes, and rubble exploding simultaneously, forming a tall smoke pillar in the center and a ring of spreading water curtains. 10.0—11.8s: Before the dust clears, Shen Yan forces himself out, running along a massive colonnade. Bai Jin follows in 'Purple Lightning Wandering Dragon Steps'. High-speed horizontal tracking shot; the two weave between dozens of giant dark brown wooden pillars, characters briefly obscured by the columns. The purple trail must realistically circle the pillars and never pass through them. Bai Jin kicks off a pillar to turn, wood chips exploding from the surface as he launches in the opposite direction. Shen Yan uses his scabbard to vault over a wooden railing, landing on an outer stone terrace. As Bai Jin chases out, the high-speed wind pressure sweeps up a whole row of banners. 11.8—13.2s: Shen Yan judges that the next strike cannot be fully dodged. He turns immediately, keeping his long saber sheathed, gripping both the hilt and scabbard with both hands, holding the entire sword horizontally across his chest, lowering his center of gravity in a front-back bow stance to form 'River-Blocking Guard'. In the distance, Bai Jin charges along the stone terrace, exiting the purple high-speed state in the final meters, pulling both palms to his waist before thrusting forward simultaneously in the final step with 'Mountain-Shaking Palm'. Both palms slam into Shen Yan's horizontal scabbard. 13.2—14.1s: The collision must be depicted in layers. In the first instant, Shen Yan successfully blocks the attack; the scabbard bends inward, his arms are pressed back to his chest by the immense force, and his feet slide back along the wet stone slabs, soles kicking up water splashes as the stones begin to crack. But Bai Jin's force continues to surge in; in the next instant, Shen Yan's defense completely collapses, and he is blown away along with his sword. The camera follows Shen Yan with a 30-45 degree camera roll, with eaves, sunset, cliffs, and mountains rotating and tilting together. 14.1—15.0s: Shen Yan flies toward an ancient stone bridge connecting two cliff walls. One foot touches the wet bridge surface first, followed by the second. His body continues to slide back at high speed, water on the bridge spraying to both sides. Shen Yan almost falls off the edge of the bridge before finally stabbing the scabbard into a stone crack; rubble bursts out, and his body finally forces a stop. The final shot is static: Shen Yan kneels on one knee in the center of the cliff stone bridge, head slightly lowered, a trace of blood at the corner of his mouth, shoulders heaving, one hand still firmly gripping the hilt. In the distance, on the roof of Duanyun Temple, Bai Jin stands quietly. The sunset stretches a vast distance between the two. The scene ends as Shen Yan just begins to look up, connecting directly to the next segment. Special Effects Fixed Rules: Purple only represents Bai Jin's high-speed Qinggong; white-purple center, deep purple body, magenta outer edge, minimal green dispersion. High speed can produce 3-5 humanoid afterimages, but there is only one real person. Attacks are primarily actual fist, palm, and leg techniques; effects only show speed and impact. All knockbacks must involve real contact first, then body deformation, then displacement. No random teleporting, no static standing, no turn-based combat, no purple turning into lasers, no characters passing through pillars or walls, no characters flying away prematurely, no instant recovery to normal after landing.
แอนิเมชัน 2D
สำรวจ แอนิเมชัน 2D วิดีโอ prompt ฟรีจากคลัง AI prompt ของ YouMind ซึ่งจัดอยู่ในกลุ่ม สไตล์ ทุก prompt คัดสรรจากเวิร์กโฟลว์สร้างสรรค์จริง พร้อมให้คัดลอก ปรับใช้ และนำไปใช้ซ้ำ
Dora’s calling for help and team umizoomi going to save her from the evil villain
Hello kitty steals the candy from the store: her mom said don’t steal the candy your in big trouble: he cries he call the police and take kitty to jail
[概要] 15礢、16:9、24fps。攵木とだっしすやつとしけむ。攵木とだっしすやつとしけむ。攵木とだっしすやつとしけむ。[全䈣舡傘] 攵木とだっしすやつとしけむ。攵木とだっしすやつとしけむ。[タイムライン] 0-2.5s — 絵巻物が開く シーン: 白いフレームの右端に木製の軸の付いた巻物がある。アクション: 巻物が左へ広がり、描かれた日本橋が現れる。橋の上の群衆が動き出し、舟が橋の下かり滑り出す。カメラ: ゆっくりとした左へのドリフト。音: 紙の擦れる音、軸の回る音、市場の雑糎。2.5-5.0s — 絵の中へ トランジション: ズームイン。シーン: 江戸の食べ歩き遚。アクション: 対面の職人が寿司を握り、蒸気が立ち上がる蕎麦屋。カメラ: ゆっくりとしたプッシュイン。5.0-7.5s — 川 トランジション: 墨流し。シーン: 隅田川、木製の反り橋、金色の雲の下の町屋。アクション: 舟が橋を通り過ぎ、桜の花びらが舞い散る。7.5-9.5s — 夜、提灯、歌舞伎 トランジション: 形状一致。シーン: 藍色の夜空の下の町屋街。アクション: 紅い提灯が灯り、歌舞伎役者が見得を切る。9.5-12.5s — 花火と街全体 アクション: 花火が上がり、江戸の街全体の鳥瞰図になる。11.5礢で巻物の紙の端が再び現れる。12.5-15.0s — 富士山とタイトル シーン: 富士山が右側にそびえ、左側に白い紙。アクション: 「EDO」と「NOW CALLED TOKYO」の文字がフェードインする。[最終制約事項] 全編を通して、平坦な浮世絵スタイルと和紙の質感を維持。近代的なオブジェ、漢字、カナ、BGMは一切禁止。
An emotionally charged, avant-garde Japanese anime opening sequence with playful, surreal, graphic visual direction. A cute anime girl moves through an endlessly transforming visual world. Multiple variations of the same girl appear, disappear, overlap, split apart, and replace one another, as if different versions of her personality and identity are competing inside the same opening sequence. Full-color Japanese 2D animation, expressive hand-drawn character animation, clean cel shading, highly polished sakuga, 24fps. [Core Visual Goal] Prioritize flatness, graphic design, symbolic clarity, and emotional coherence. The sequence should feel like a moving 2D graphic-design composition rather than a cinematic world. Every visual element must relate directly to the girl, her emotions, her body, her memories, or the story's central symbolic ideas. Do not introduce random decorative motifs or unrelated objects. Do not use imagery just because it looks stylish. Every repeated shape, symbol, prop, or visual metaphor must feel meaningfully connected to the same character and emotional theme. [Overall Visual Direction] Pop, surreal, stylish, cute, strange, slightly unsettling. Very flat visual design. Strong 2D composition over three-dimensional realism. Large areas of flat color. Minimal depth. Minimal volumetric lighting. Minimal environmental realism. Graphic staging over cinematic staging. The screen behaves like a moving poster, a motion-graphics illustration, or a transforming printed design. Backgrounds are simplified into flat planes, cutout-like layers, symbolic spaces, and graphic fields. When depth appears, it should be stylized and brief, used only for emphasis. Flat images may suddenly bend, stretch, fold, rotate, or transform, but they should still feel fundamentally graphic and planar. [Motif Control] Use only motifs directly derived from the main character and her emotional world. Allowed motifs should come from: her eyes, hair, hands, mouth, silhouette, clothing, accessories, shadows, reflections, mirrors, frames, ribbons, simple body fragments, personal symbolic objects, and abstract shapes that clearly evolve from these elements. Motifs may also come from a small number of central emotional symbols, but only if they are consistently repeated and clearly connected to the girl's identity. Avoid unrelated decorative symbols such as random stars, random flowers, random animals, random cosmic imagery, random surreal props, or arbitrary visual clutter unless they are specifically established as core motifs. Limit the motif vocabulary. Reuse the same small symbolic set across the entire sequence. The world should feel unified by recurring, meaningful visual symbols. [Character Direction] A cute
Use the first reference image (9 panel storyboard contact sheet whose cells are labelled TAKE 01 to TAKE 09) as ordered key poses TAKE 01-TAKE 09 for ONE unbroken LOCKED shot: the camera never moves, the action passes through TAKE 01 to TAKE 09 inside a fixed frame, without cuts or holds; completely ignore its line-sketch style, panel frames, gutters and any text. LOOK & WORLD: Modern 2D cel-shaded anime with painted backgrounds and clean confident linework. On a city rooftop at dusk, two fighters in simple training clothes trade staff work inside a chalk circle. Warm low dusk light, long shadows on concrete, cool blue city haze behind. One fixed 24mm lens, deep focus, cinematic. The lens never changes. CONTINUITY (binding, not flavour): Locked frontal wide at waist height, unchanged from TAKE 01 to TAKE 09. Stage anchors hold their positions throughout: rooftop water tank screen-left, chalk circle center, city skyline screen-right, crate at right. The chalk circle is unbroken through TAKE 04; scuff marks start at TAKE 05 and persist. One staff drops at TAKE 06 and stays on the ground for the rest of the take. The screen-left fighter is upright through TAKE 07 and grounded from TAKE 08 on. Stage anchors hold their screen positions throughout, the camera height never changes, and every state pinned to a TAKE number is true from that TAKE onward and false before it. Never invent a shot that the sheet does not have. ACTION & CAMERA: the camera is bolted down. No cuts, no zoom, no pan, no tilt, no tracking, no shake, no reframing. Only the action moves, entering and leaving a fixed frame. (TAKE 01) locked, no movement, Facing off: both fighters stand at opposite edges of the chalk circle, staffs low. (TAKE 02) locked, no movement, First approach: the screen-left fighter steps in, staff rising to guard. (TAKE 03) locked, no movement, First clash: the staffs meet high in the center of the frame. (TAKE 04) locked, no movement, Bind: bodies close, staffs crossed, both leaning into each other. (TAKE 05) locked, no movement, Break: the screen-right fighter pivots away, first scuffs on the circle. (TAKE 06) locked, no movement, Disarm: the screen-right fighter staff spins out to frame-right and lands on the ground. (TAKE 07) locked, no movement, Empty hands: the screen-right fighter raises open palms, the other still guarding. (TAKE 08) locked, no movement, Takedown: the screen-left fighter is swept and lands flat inside the circle. (TAKE 09) locked, no movement, Hand up
pixel art style, looping aesthetic, relatively still camera. I can no longer test the tires and heart I changed for you.
Please make it comic book style with a wizard hat and cloak with arms raised and lightning from hands and all around
Cinematic 2.5D animation: fully painterly rendering, characters and environments look like gouache concept-art paintings in motion, visible brush texture on skin, cloth and buildings, flat posterized color blocks with hard-edged light shapes, matte finish,
Goal: Generate a viral-potential short dance video featuring the protagonist from the reference video. The subject is a single girl. The main event is a 30-second cute dance performance switching between 5 camera angles (front, top, left, right, rear) every 2 seconds, maintaining constant eye contact with the lens. Reference: Dance video - Inherit: face, hairstyle, hair color, eyes, physique, age, outfit, accessories, bright classroom background, 2D crayon effect texture/colors, and the bright idol-pop atmosphere. Do not inherit: the original 15s cut sequence and timing (prioritize this prompt's timeline). Style and Music: High-quality 24fps animation with many frames. Simple, pop, and refreshing classroom setting where the character is always the focus. Synchronized 2D flat animation effects appear with the dance, featuring a hand-drawn crayon or oil pastel texture. Motifs include circles, stars, hearts, flowers, notes, arrows, ribbons, crowns, sparkles, waves, swirls, speech bubbles, checks, diagonal lines, and halftone dots. Palette: Pink, light blue, yellow, white, lavender, mint green. (Original bright/cute Japanese idol pop song. Upbeat tempo syncing with 2-second cuts. The character sings along while dancing.) Camera Config: 5 cameras switching every 2s. The protagonist always looks at the lens. For the rear camera, she looks back over her shoulder. Cameras are not static; they perform intentional cute shakes, bounces, and slight pans synced to the beat. Timeline (2s per camera): [0-2s] Front: Rhythmic steps in classroom center, making hand-hearts. Crayon hearts/stars appear around the face. Light vertical bounce. [2-4s] Top: High angle look-up. Quick poses: cheek-peace sign, one-hand heart, pointing. Crown/flower effects. [4-6s] Left: Body turned left, eyes on lens. Hip sway, hand on cheek, waving. Ribbon lines and notes follow hand movement. Horizontal camera sway. [6-8s] Right: Shrugging shoulders, stepping out. Flowers and halftone dots pop at feet/shoulders. Short punch-in on beat. [8-10s] Rear: Starts from back, spins to look over shoulder. Finger point to heart. Swirls and ribbons appear with hair movement. [10-12s] Front: 1st Chorus. Arms wide to chest, bouncing. Large hearts/stars on screen edges. Short shakes on accents. [12-14s] Top: Looking up, opening hands near face, hand-heart. Crayon frames and checks spread in background. [14-16s] Right: Finger-hearts towards lens, playful tilt/smile. Halftone dots and mini-hearts ripple out. Sound-synced punch-in. [16-18s] Left: Bouncing rhythm, 'cat hands' swinging like a metronome. Notes and wave lines jump. [18-20s] Rear: Full turn to front, blowing a kiss over shoulder. Crayon hearts fly out with swirls. [20-22s] Top: Looking up, making a big heart over head. Flowers bloom, sparkles fall like confetti. [22-24s] Right: Two claps to finger point, stepping side-to-side. Arrows and bubbles pop on claps. [24-26s] Front: Final Chorus. Small jumps, wide arms to heart. Max density effects on screen edges. Strongest but viewable camera shake. [26-28s] Left: Fast spin, cheek-heart pose. Ribbon lines frame the character. [28-30s] Hero Shot: Close-up step forward, smile to wink. Four-pointed stars, hearts, and ribbons burst from eyes. Ends on short punch-in freeze pose. Continuity/Constraints: Only one person. Maintain facial features, hair, and outfit from reference throughout. Effects must be 2D crayon-style; no realistic fire/explosions or heavy glitch. Do not obscure the face too much. No text, logos, or watermarks.
Create a fast-paced cinematic 15-second vertical 9:16 superhero edit blending photorealistic live action with an original comic-book animation aesthetic. 0–4 SEC — CITY RUN A young woman with long brown hair, oversized light-pink shirt, white tank top, light-blue jeans, and white sneakers runs through a modern European-inspired city. She films herself with a pink smartphone, smiling at the camera. Smooth tracking shot suddenly transitions into bold comic-book linework, halftone textures, vibrant colors, and speed lines. 4–8 SEC — HERO ACTION She jumps between rooftops as two completely original masked web-slinging heroes appear. One wears a white, charcoal, and teal suit; the other wears crimson and midnight blue. No recognizable existing superhero designs. Energy webs shoot from their gloves as they swing between skyscrapers. 8–12 SEC — COMIC CHAOS First-person web-swinging POV through a futuristic city at golden hour. Neon signs, floating debris, graphic panels, motion blur, and an original “WHOOSH!” graphic create explosive comic energy. She lands dramatically on a rooftop. 12–15 SEC — FINAL HERO SHOT She crouches on a rooftop with her hair blowing in the wind as the camera pulls back to reveal a vast fictional city skyline glowing pink and orange. Final text: WEBRUNNER RISE. SWING. RUN. STYLE: Premium cinematic live action, original graphic-novel animation, bold outlines, halftone textures, vibrant colors, realistic hair and fabric physics, dynamic camera movement, dramatic lighting, seamless transitions, photorealistic detail, 4K, vertical 9:16. AVOID: Existing superhero characters, recognizable costumes, logos, franchise imagery, real-world landmarks, copied animation styles, distorted faces, warped hands, inconsistent characters, random text, cheap CGI.
Mio uses the glass-attached version in the first half -> virtual form in the second half (hair tips glow cherry-colored, no glasses), Yoru uses the glowing form. The appearing characters are drawn in exactly the same appearance and color scheme as the attached reference materials. A 10-second scene from a Ghibli/Summer Wars-style hand-drawn 2D cell anime theatrical movie. Soft outlines, pale watercolor background art, cell-style 2-stage shading, and rich volumetric light. Starts from the continuation of the glass rim lighting up in the previous scene. [Most Important] Start with a faint blue light from the glasses at 0 seconds, and within 2 seconds, the blue-gray reality dissolves into shards of glowing glass, beginning the fall into a richly colored virtual world. This visual transition is the highlight of the work. 0.0–1.0s: Super close-up of the girl's eyes. Girl Mio, 14 years old. Short black bob, bangs cut straight above the eyebrows, star-shaped silver hairpin on the right temple. Large amber eyes, light freckles on cheeks. White short-sleeved sailor dress, navy blue lines on the collar, navy blue ribbon at the chest, knee-length skirt, red sneakers. A ring of light runs through the smart glass lens, and the rich colors are reflected in her eyes. 1.0–2.0s: The world ripples like the surface of water, and the blue-gray shopping district quietly dissolves into countless shards of glowing glass. Depict it as transformation rather than destruction. Mio's body is softly lifted into the air. 2.0–4.0s: Mio falls through a pure white infinite space. Colorful rivers of light spiral around her. A tail of light appears in front to lead the way. Virtual world Yoru's outline is bordered by amber light particles, the tail pulls a meteor-like band of light, and the bell lights up in amber. 4.0–6.0s: The fall turns into flight. A full view of the virtual world below: groups of white floating islands, colorful rivers of light, and countless colorful avatars. The camera follows Mio from behind at super high speed. The virtual world Mio has the same appearance, but the tips of her hair glow pale cherry color, and the smart glasses have disappeared. 6.0–8.0s: Piercing through the river of light alongside Yoru. Colorful bands of light pass by at high speed on both sides, and Mio's hair and skirt flutter in the wind. 8.0–10.0s: Rapidly rising toward the giant white tower towering in the center, and the moment she crosses the top, a super wide-angle shot opens up the entire virtual world below. Mio laughs aloud. Ends with a sense of liberation. Audio: Startup sound at 0s, clear sound of glass shards at 1s, and three-dimensional sounds of wind and light particles during the fall. The music features a rising harp glissando, strings rapidly rising at 2s, full orchestra at 6s, and open chords at 9s. Do not use destruction/collapse expressions for the real world (depict it as a transformation into light). No text or subtitles. Live-action, photorealistic, and 3DCG are prohibited.
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.
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. Small and delicate round facial features, large purple to lilac jewel-like eyes, 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. White short-sleeved sailor collar top, dark blue and gold trim, lavender pleated skirt, dark blue frill 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. Do not produce different people, facial averaging, hairstyle changes, outfit swaps, doubles, mirror images, reflections, other people, hands, shadows, or silhouettes. The conversation partner does not appear even off-screen; the presence of a date is expressed only by her gaze toward the diagonal left front. The camera is objectively third-person throughout. [Art Style Fixation] Maintain the delicate hand-drawn line art and pale purple-tinged line colors, transparent multi-layered shadows, soft gradients, milky pink and lavender, dark blue and gold accents, fine hair textures, jewel-like eye sparkle, elegant highlights, and detail in the skirt pleats and flower ornaments of Image1. The summer town, cafe, riverside, fireworks, and sky are all drawn as the same high-density 2D hand-drawn background art. Do not use 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 styles. The reference image is only for appearance and style; it does not reproduce the stone corridor, castle, pose, composition, or camera distance of the original image. Every cut is a new summer urban date scene. [Prop and Audio 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, and after taking a sip, Image1 herself quietly places it on the cafe table with her right hand at the end of Cut 1. The cup remains on that table and is not shown from Cut 2 onwards. A refreshing romance game-style instrumental BGM without vocals. Use soft electric piano, clean guitar, modest shakers, and pale synth pads, naturally building excitement from evening to night. Synchronize small sounds like ice clinking in the cup, distant city ambient sounds, rustling clothes, footsteps, and the sound of fireworks launching with visible actions. Lower the BGM slightly just before and during dialogue to make Image1's Japanese voice clearly audible. Do not include singing, narration, the other person's response, or other voices. Cut 1: 0.0–3.6s | Street corner cafe at dusk. Camera position is three-quarters to the left front of Image1, at eye level, character size is chest-up, background vanishing axis extends from the back of the table to the back right of the street illuminated 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 in both hands and takes a sip while smiling. The ice makes a clear sound once, and the sunset softly 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, shifts her gaze slightly to the diagonal left front, and her eyes and the corners of her mouth brighten slightly. The camera slides sideways for a short distance at the same height, and the shadow of the cafe awning momentarily crosses in front of the lens 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, character size is medium shot, background vanishing axis continues to the far left of the shopping street in her direction of travel. The goal is to read the excitement in her steps and words from her face. Image1 naturally takes a step forward. As a short preliminary action before speaking, her eyes brighten slightly, eyebrows lift just a bit, eyelids soften and narrow, the corners of her mouth relax, and finally she looks toward the diagonal left front. Image1 herself naturally speaks once: "Today is really fun." Completely synchronize lip movements, breath, expression, and voice. During the speech, lower the BGM to bring the voice forward, and in the short lingering sound at the end, the clean guitar and shaker return. A foreground blur of street tree leaves briefly crosses the lens, switching to the night riverside. Cut 3: 7.2–11.0s | Riverside promenade changed to blue-purple night. Camera position is the right side of Image1, at eye level, character size is a medium shot where the profile can be read, background vanishing axis extends from the riverside promenade to the sky of distant fireworks. 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 her hair bunches and skirt hem sway slightly late in the night breeze, a large purple, peach, and gold firework bursts in the distant night sky. Do not overlay firework light as dots or lines on the face; return it only as soft surface light to the outer edge of the hair and the edges of the outfit. At the moment the firework bursts, add warm synth pads and thin strings to the BGM to expand it by one stage. The camera leans in slightly from the right, 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, character size is chest-up, background vanishing axis opens to the back of the night sky on the right. The goal is to let Image1's face and the title be read together as a single afterglow without interfering with each other. Keep Image1 in a chest-up size on the left third of the screen, leaving only the right night sky open as white space for the title. Image1 continues to breathe naturally without stopping with a clear smile, blinking slowly once while looking at the fireworks, shifting her expression slightly from the profile to the diagonal front. On the right side of the night sky, display a clean two-line title treatment well 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 it in large deep indigo with pale lavender edge light: "Midsummer Night." Display it as a work title rather than a subtitle, and do not show other readable text, logos, or watermarks. The camera pulls back slightly without making Image1 too small. At exactly 15.0 seconds, both Image1's face and the title are completely readable, and cut with a short piano afterglow just before the last firework tail disappears in the night sky.
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.
15-second high-octane Chinese martial arts 2D animated film, mature-oriented Guoman, 2D hand-drawn cel animation texture, realistic adult body proportions, clear outlines, Level 2-3 hard-edged shadows, cinematic lighting and shadows, partial integration of ink splash/streaks, high-speed brushes, smear frames, air blade cuts, and exaggerated yet logically consistent high-speed afterimages. Not Xianxia, not a game skill showcase, the core is a realistic martial arts chase under extreme speed differences. Setting: 'Duanyun Temple' at dusk just after heavy rain, a massive abandoned ancient temple nestled among mountains and cliffs. Features a three-story wooden main hall, giant dark brown wooden pillars, dark blue-black wet tiles, half-collapsed corridors, stone courtyards, a bell tower, broken railings, a stone bridge over a cliff, ancient pines, and tattered Buddhist banners. The western dark clouds split to reveal an orange-red sunset, with warm golden slanted light illuminating the cold bluish-gray temple. Wet stone slabs and tiles reflect characters and special effects. The air is filled with mist, dust, falling leaves, and broken tiles. Character A: 'Bai Jin', a white-haired thread-suspending guest, adult male, slender and lean, long silvery-white hair, black narrow-sleeved cross-collar martial arts attire, dark black short robe, dark red waist sash, black leg-binding pants with light martial arts boots. Small amount of dark purple vein-like patterns on the side of the neck and chest. Combat ability: extreme high-speed Qinggong 'Purple Lightning Wandering Dragon Steps', vein-severing palm techniques, and heavy leg strikes 'Cloud-Severing Mountain-Cleaver'. Purple effects represent high-speed movement only, not energy attacks. Character B: 'Shen Yan', a black-clad bladesman, adult male, messy mid-length black hair, ink black and dark gray narrow-sleeved martial arts outfit, gray-black short cloak, a long saber in a deep black scabbard at his waist. Skilled in hidden blade techniques and judgment-based tile-treading footwork, but significantly slower than Bai Jin. He remains suppressed throughout the first half. 0.0—1.0s: Fight starts immediately. 20mm ultra-wide low-angle shot, camera almost touching the wet bluestone ground. Bai Jin occupies the massive foreground, one black boot appearing huge due to perspective, body lowered almost to the ground. Shen Yan stands in the courtyard in front of the main hall dozens of meters away. Bai Jin suddenly explodes off the ground; the stone slab beneath him cracks like a spiderweb, standing water splashes backward in a fan-shaped curtain, his hair and clothing pull straight back. The camera follows closely, with wooden pillars, stone steps, banners, and eaves blurring into high-speed stripes along the direction of motion. Bai Jin enters 'Purple Lightning Wandering Dragon Steps', forming a continuous high-speed trail with a white-purple highlight core, deep purple body, magenta edges, and minimal cyan-green dispersion. 1.0—2.5s: Bai Jin cuts into the courtyard at high speed but doesn't attack immediately. He first flashes past Shen Yan's left, leaving a black human afterimage, a white air trail, and water cut by the airflow; an instant later, he circles a giant wooden pillar from the right rear. Shen Yan quickly turns his head to find the target, hand gripping the hilt but not swinging wildly. The camera zooms into Shen Yan's eye; the pupil darts left, then snaps right. In the next frame, Bai Jin has already cut in from the side-rear. Bai Jin uses two joined knuckles to quickly brush aside Shen Yan's raised scabbard, followed immediately by a palm strike exploding from a very short distance, slamming heavily into the side of Shen Yan's face. The contact must be clear: the cheek compresses first, the head is knocked aside, hair and rain spin in the other direction, a few drops of blood fly out, and the shoulders and waist follow. The arm can have a very brief 2D smear stretch, but the actual arm does not lengthen. 2.5—4.0s: Shen Yan is sent flying dozens of meters laterally by the palm strike, body tumbling irregularly. His feet first brush against a stone lamp, shattering the top half, then he crashes through the decayed wooden railing and wall of the main hall. A massive amount of wood chips, tiles, and dust scatter. The camera cuts to an ultra-wide shot to show the displacement. Shen Yan's shoulders and back hit the wooden floor of the hall first, his body continuing to roll, the long saber still gripped in his hand, the scabbard scraping the floor creating continuous wood shavings. Finally, Shen Yan kneels on one knee, one hand supporting the ground, not yet fully stable. 4.0—5.8s: A purple-white high-speed light trail flashes outside the main hall's wooden wall. Bai Jin bursts through the wood chips into the hall, first flashing past Shen Yan's front, creating two purple human afterimages, then a third afterimage appearing behind Shen Yan. The real Bai Jin finally stops steadily to the side. As Shen Yan turns, Bai Jin has already stepped forward, his supporting foot crushing the floorboards, his knee lifting quickly, waist and hips fully rotating, his leg extending horizontally to execute 'Cloud-Severing Mountain-Cleaver'. His sole strikes Shen Yan's chest and abdomen heavily. At the moment of contact, Shen Yan's torso folds, the sword hilt is pressed into his body, and then his feet leave the ground entirely. 5.8—7.1s: Shen Yan is blown out from the other side of the hall by the side kick, the decayed wall exploding into a giant hole. He flies through a storm of wood pieces and broken tiles toward the next roof level. Shen Yan's feet hit the wet blue tiles first, which shatter consecutively as his body slides down the slanted roof at high speed. He immediately stabs the scabbard into the tile gaps to slow down, carving a long mark across the roof. Bai Jin doesn't pause, entering 'Purple Lightning Wandering Dragon Steps' again, shooting out from the hall's opening, a purple-white high-speed trail streaking across the flying eaves. 7.1—9.0s: High-density 3D pursuit. Bai Jin sprints along the eaves, circles behind an ancient pine, then runs briefly horizontally along the side wall of the bell tower, using the force to change direction. The purple light band forms a continuous S-shaped path between temple buildings, accompanied by black humanoid afterimages and white ink-style air brushes. Shen Yan leaps from a roof toward another corridor. Bai Jin cuts in early from the ridge above, first slamming his shoulder into Shen Yan's sword arm to deflect his posture, then immediately spinning his body to deliver a lateral elbow strike to the side of Shen Yan's face. The elbow strike frame features a strong 2D smear, with hair, cuffs, and forearm briefly stretched. Shen Yan is knocked off the roof again. 9.0—10.0s: Shen Yan falls from a height of two stories. Bai Jin chases down from above as an almost vertical purple high-speed trail. Bai Jin is not firing energy but descending at high speed himself. He passes Shen Yan mid-air, presses his palm against Shen Yan's back, and uses his own descending momentum to slam him downward. Shen Yan's trajectory is forced vertically down, crashing face-first into the next courtyard. The wet stone slabs shatter instantly, with white-gray dust, water splashes, and rubble exploding simultaneously, forming a tall smoke pillar in the center and a ring of spreading water curtains. 10.0—11.8s: Before the dust clears, Shen Yan forces himself out, running along a massive colonnade. Bai Jin follows in 'Purple Lightning Wandering Dragon Steps'. High-speed horizontal tracking shot; the two weave between dozens of giant dark brown wooden pillars, characters briefly obscured by the columns. The purple trail must realistically circle the pillars and never pass through them. Bai Jin kicks off a pillar to turn, wood chips exploding from the surface as he launches in the opposite direction. Shen Yan uses his scabbard to vault over a wooden railing, landing on an outer stone terrace. As Bai Jin chases out, the high-speed wind pressure sweeps up a whole row of banners. 11.8—13.2s: Shen Yan judges that the next strike cannot be fully dodged. He turns immediately, keeping his long saber sheathed, gripping both the hilt and scabbard with both hands, holding the entire sword horizontally across his chest, lowering his center of gravity in a front-back bow stance to form 'River-Blocking Guard'. In the distance, Bai Jin charges along the stone terrace, exiting the purple high-speed state in the final meters, pulling both palms to his waist before thrusting forward simultaneously in the final step with 'Mountain-Shaking Palm'. Both palms slam into Shen Yan's horizontal scabbard. 13.2—14.1s: The collision must be depicted in layers. In the first instant, Shen Yan successfully blocks the attack; the scabbard bends inward, his arms are pressed back to his chest by the immense force, and his feet slide back along the wet stone slabs, soles kicking up water splashes as the stones begin to crack. But Bai Jin's force continues to surge in; in the next instant, Shen Yan's defense completely collapses, and he is blown away along with his sword. The camera follows Shen Yan with a 30-45 degree camera roll, with eaves, sunset, cliffs, and mountains rotating and tilting together. 14.1—15.0s: Shen Yan flies toward an ancient stone bridge connecting two cliff walls. One foot touches the wet bridge surface first, followed by the second. His body continues to slide back at high speed, water on the bridge spraying to both sides. Shen Yan almost falls off the edge of the bridge before finally stabbing the scabbard into a stone crack; rubble bursts out, and his body finally forces a stop. The final shot is static: Shen Yan kneels on one knee in the center of the cliff stone bridge, head slightly lowered, a trace of blood at the corner of his mouth, shoulders heaving, one hand still firmly gripping the hilt. In the distance, on the roof of Duanyun Temple, Bai Jin stands quietly. The sunset stretches a vast distance between the two. The scene ends as Shen Yan just begins to look up, connecting directly to the next segment. Special Effects Fixed Rules: Purple only represents Bai Jin's high-speed Qinggong; white-purple center, deep purple body, magenta outer edge, minimal green dispersion. High speed can produce 3-5 humanoid afterimages, but there is only one real person. Attacks are primarily actual fist, palm, and leg techniques; effects only show speed and impact. All knockbacks must involve real contact first, then body deformation, then displacement. No random teleporting, no static standing, no turn-based combat, no purple turning into lasers, no characters passing through pillars or walls, no characters flying away prematurely, no instant recovery to normal after landing.
[概要] 15礢、16:9、24fps。攵木とだっしすやつとしけむ。攵木とだっしすやつとしけむ。攵木とだっしすやつとしけむ。[全䈣舡傘] 攵木とだっしすやつとしけむ。攵木とだっしすやつとしけむ。[タイムライン] 0-2.5s — 絵巻物が開く シーン: 白いフレームの右端に木製の軸の付いた巻物がある。アクション: 巻物が左へ広がり、描かれた日本橋が現れる。橋の上の群衆が動き出し、舟が橋の下かり滑り出す。カメラ: ゆっくりとした左へのドリフト。音: 紙の擦れる音、軸の回る音、市場の雑糎。2.5-5.0s — 絵の中へ トランジション: ズームイン。シーン: 江戸の食べ歩き遚。アクション: 対面の職人が寿司を握り、蒸気が立ち上がる蕎麦屋。カメラ: ゆっくりとしたプッシュイン。5.0-7.5s — 川 トランジション: 墨流し。シーン: 隅田川、木製の反り橋、金色の雲の下の町屋。アクション: 舟が橋を通り過ぎ、桜の花びらが舞い散る。7.5-9.5s — 夜、提灯、歌舞伎 トランジション: 形状一致。シーン: 藍色の夜空の下の町屋街。アクション: 紅い提灯が灯り、歌舞伎役者が見得を切る。9.5-12.5s — 花火と街全体 アクション: 花火が上がり、江戸の街全体の鳥瞰図になる。11.5礢で巻物の紙の端が再び現れる。12.5-15.0s — 富士山とタイトル シーン: 富士山が右側にそびえ、左側に白い紙。アクション: 「EDO」と「NOW CALLED TOKYO」の文字がフェードインする。[最終制約事項] 全編を通して、平坦な浮世絵スタイルと和紙の質感を維持。近代的なオブジェ、漢字、カナ、BGMは一切禁止。
Use the first reference image (9 panel storyboard contact sheet whose cells are labelled TAKE 01 to TAKE 09) as ordered key poses TAKE 01-TAKE 09 for ONE unbroken LOCKED shot: the camera never moves, the action passes through TAKE 01 to TAKE 09 inside a fixed frame, without cuts or holds; completely ignore its line-sketch style, panel frames, gutters and any text. LOOK & WORLD: Modern 2D cel-shaded anime with painted backgrounds and clean confident linework. On a city rooftop at dusk, two fighters in simple training clothes trade staff work inside a chalk circle. Warm low dusk light, long shadows on concrete, cool blue city haze behind. One fixed 24mm lens, deep focus, cinematic. The lens never changes. CONTINUITY (binding, not flavour): Locked frontal wide at waist height, unchanged from TAKE 01 to TAKE 09. Stage anchors hold their positions throughout: rooftop water tank screen-left, chalk circle center, city skyline screen-right, crate at right. The chalk circle is unbroken through TAKE 04; scuff marks start at TAKE 05 and persist. One staff drops at TAKE 06 and stays on the ground for the rest of the take. The screen-left fighter is upright through TAKE 07 and grounded from TAKE 08 on. Stage anchors hold their screen positions throughout, the camera height never changes, and every state pinned to a TAKE number is true from that TAKE onward and false before it. Never invent a shot that the sheet does not have. ACTION & CAMERA: the camera is bolted down. No cuts, no zoom, no pan, no tilt, no tracking, no shake, no reframing. Only the action moves, entering and leaving a fixed frame. (TAKE 01) locked, no movement, Facing off: both fighters stand at opposite edges of the chalk circle, staffs low. (TAKE 02) locked, no movement, First approach: the screen-left fighter steps in, staff rising to guard. (TAKE 03) locked, no movement, First clash: the staffs meet high in the center of the frame. (TAKE 04) locked, no movement, Bind: bodies close, staffs crossed, both leaning into each other. (TAKE 05) locked, no movement, Break: the screen-right fighter pivots away, first scuffs on the circle. (TAKE 06) locked, no movement, Disarm: the screen-right fighter staff spins out to frame-right and lands on the ground. (TAKE 07) locked, no movement, Empty hands: the screen-right fighter raises open palms, the other still guarding. (TAKE 08) locked, no movement, Takedown: the screen-left fighter is swept and lands flat inside the circle. (TAKE 09) locked, no movement, Hand up
Please make it comic book style with a wizard hat and cloak with arms raised and lightning from hands and all around
Goal: Generate a viral-potential short dance video featuring the protagonist from the reference video. The subject is a single girl. The main event is a 30-second cute dance performance switching between 5 camera angles (front, top, left, right, rear) every 2 seconds, maintaining constant eye contact with the lens. Reference: Dance video - Inherit: face, hairstyle, hair color, eyes, physique, age, outfit, accessories, bright classroom background, 2D crayon effect texture/colors, and the bright idol-pop atmosphere. Do not inherit: the original 15s cut sequence and timing (prioritize this prompt's timeline). Style and Music: High-quality 24fps animation with many frames. Simple, pop, and refreshing classroom setting where the character is always the focus. Synchronized 2D flat animation effects appear with the dance, featuring a hand-drawn crayon or oil pastel texture. Motifs include circles, stars, hearts, flowers, notes, arrows, ribbons, crowns, sparkles, waves, swirls, speech bubbles, checks, diagonal lines, and halftone dots. Palette: Pink, light blue, yellow, white, lavender, mint green. (Original bright/cute Japanese idol pop song. Upbeat tempo syncing with 2-second cuts. The character sings along while dancing.) Camera Config: 5 cameras switching every 2s. The protagonist always looks at the lens. For the rear camera, she looks back over her shoulder. Cameras are not static; they perform intentional cute shakes, bounces, and slight pans synced to the beat. Timeline (2s per camera): [0-2s] Front: Rhythmic steps in classroom center, making hand-hearts. Crayon hearts/stars appear around the face. Light vertical bounce. [2-4s] Top: High angle look-up. Quick poses: cheek-peace sign, one-hand heart, pointing. Crown/flower effects. [4-6s] Left: Body turned left, eyes on lens. Hip sway, hand on cheek, waving. Ribbon lines and notes follow hand movement. Horizontal camera sway. [6-8s] Right: Shrugging shoulders, stepping out. Flowers and halftone dots pop at feet/shoulders. Short punch-in on beat. [8-10s] Rear: Starts from back, spins to look over shoulder. Finger point to heart. Swirls and ribbons appear with hair movement. [10-12s] Front: 1st Chorus. Arms wide to chest, bouncing. Large hearts/stars on screen edges. Short shakes on accents. [12-14s] Top: Looking up, opening hands near face, hand-heart. Crayon frames and checks spread in background. [14-16s] Right: Finger-hearts towards lens, playful tilt/smile. Halftone dots and mini-hearts ripple out. Sound-synced punch-in. [16-18s] Left: Bouncing rhythm, 'cat hands' swinging like a metronome. Notes and wave lines jump. [18-20s] Rear: Full turn to front, blowing a kiss over shoulder. Crayon hearts fly out with swirls. [20-22s] Top: Looking up, making a big heart over head. Flowers bloom, sparkles fall like confetti. [22-24s] Right: Two claps to finger point, stepping side-to-side. Arrows and bubbles pop on claps. [24-26s] Front: Final Chorus. Small jumps, wide arms to heart. Max density effects on screen edges. Strongest but viewable camera shake. [26-28s] Left: Fast spin, cheek-heart pose. Ribbon lines frame the character. [28-30s] Hero Shot: Close-up step forward, smile to wink. Four-pointed stars, hearts, and ribbons burst from eyes. Ends on short punch-in freeze pose. Continuity/Constraints: Only one person. Maintain facial features, hair, and outfit from reference throughout. Effects must be 2D crayon-style; no realistic fire/explosions or heavy glitch. Do not obscure the face too much. No text, logos, or watermarks.
Mio uses the glass-attached version in the first half -> virtual form in the second half (hair tips glow cherry-colored, no glasses), Yoru uses the glowing form. The appearing characters are drawn in exactly the same appearance and color scheme as the attached reference materials. A 10-second scene from a Ghibli/Summer Wars-style hand-drawn 2D cell anime theatrical movie. Soft outlines, pale watercolor background art, cell-style 2-stage shading, and rich volumetric light. Starts from the continuation of the glass rim lighting up in the previous scene. [Most Important] Start with a faint blue light from the glasses at 0 seconds, and within 2 seconds, the blue-gray reality dissolves into shards of glowing glass, beginning the fall into a richly colored virtual world. This visual transition is the highlight of the work. 0.0–1.0s: Super close-up of the girl's eyes. Girl Mio, 14 years old. Short black bob, bangs cut straight above the eyebrows, star-shaped silver hairpin on the right temple. Large amber eyes, light freckles on cheeks. White short-sleeved sailor dress, navy blue lines on the collar, navy blue ribbon at the chest, knee-length skirt, red sneakers. A ring of light runs through the smart glass lens, and the rich colors are reflected in her eyes. 1.0–2.0s: The world ripples like the surface of water, and the blue-gray shopping district quietly dissolves into countless shards of glowing glass. Depict it as transformation rather than destruction. Mio's body is softly lifted into the air. 2.0–4.0s: Mio falls through a pure white infinite space. Colorful rivers of light spiral around her. A tail of light appears in front to lead the way. Virtual world Yoru's outline is bordered by amber light particles, the tail pulls a meteor-like band of light, and the bell lights up in amber. 4.0–6.0s: The fall turns into flight. A full view of the virtual world below: groups of white floating islands, colorful rivers of light, and countless colorful avatars. The camera follows Mio from behind at super high speed. The virtual world Mio has the same appearance, but the tips of her hair glow pale cherry color, and the smart glasses have disappeared. 6.0–8.0s: Piercing through the river of light alongside Yoru. Colorful bands of light pass by at high speed on both sides, and Mio's hair and skirt flutter in the wind. 8.0–10.0s: Rapidly rising toward the giant white tower towering in the center, and the moment she crosses the top, a super wide-angle shot opens up the entire virtual world below. Mio laughs aloud. Ends with a sense of liberation. Audio: Startup sound at 0s, clear sound of glass shards at 1s, and three-dimensional sounds of wind and light particles during the fall. The music features a rising harp glissando, strings rapidly rising at 2s, full orchestra at 6s, and open chords at 9s. Do not use destruction/collapse expressions for the real world (depict it as a transformation into light). No text or subtitles. Live-action, photorealistic, and 3DCG are prohibited.
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. Small and delicate round facial features, large purple to lilac jewel-like eyes, 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. White short-sleeved sailor collar top, dark blue and gold trim, lavender pleated skirt, dark blue frill 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. Do not produce different people, facial averaging, hairstyle changes, outfit swaps, doubles, mirror images, reflections, other people, hands, shadows, or silhouettes. The conversation partner does not appear even off-screen; the presence of a date is expressed only by her gaze toward the diagonal left front. The camera is objectively third-person throughout. [Art Style Fixation] Maintain the delicate hand-drawn line art and pale purple-tinged line colors, transparent multi-layered shadows, soft gradients, milky pink and lavender, dark blue and gold accents, fine hair textures, jewel-like eye sparkle, elegant highlights, and detail in the skirt pleats and flower ornaments of Image1. The summer town, cafe, riverside, fireworks, and sky are all drawn as the same high-density 2D hand-drawn background art. Do not use 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 styles. The reference image is only for appearance and style; it does not reproduce the stone corridor, castle, pose, composition, or camera distance of the original image. Every cut is a new summer urban date scene. [Prop and Audio 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, and after taking a sip, Image1 herself quietly places it on the cafe table with her right hand at the end of Cut 1. The cup remains on that table and is not shown from Cut 2 onwards. A refreshing romance game-style instrumental BGM without vocals. Use soft electric piano, clean guitar, modest shakers, and pale synth pads, naturally building excitement from evening to night. Synchronize small sounds like ice clinking in the cup, distant city ambient sounds, rustling clothes, footsteps, and the sound of fireworks launching with visible actions. Lower the BGM slightly just before and during dialogue to make Image1's Japanese voice clearly audible. Do not include singing, narration, the other person's response, or other voices. Cut 1: 0.0–3.6s | Street corner cafe at dusk. Camera position is three-quarters to the left front of Image1, at eye level, character size is chest-up, background vanishing axis extends from the back of the table to the back right of the street illuminated 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 in both hands and takes a sip while smiling. The ice makes a clear sound once, and the sunset softly 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, shifts her gaze slightly to the diagonal left front, and her eyes and the corners of her mouth brighten slightly. The camera slides sideways for a short distance at the same height, and the shadow of the cafe awning momentarily crosses in front of the lens 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, character size is medium shot, background vanishing axis continues to the far left of the shopping street in her direction of travel. The goal is to read the excitement in her steps and words from her face. Image1 naturally takes a step forward. As a short preliminary action before speaking, her eyes brighten slightly, eyebrows lift just a bit, eyelids soften and narrow, the corners of her mouth relax, and finally she looks toward the diagonal left front. Image1 herself naturally speaks once: "Today is really fun." Completely synchronize lip movements, breath, expression, and voice. During the speech, lower the BGM to bring the voice forward, and in the short lingering sound at the end, the clean guitar and shaker return. A foreground blur of street tree leaves briefly crosses the lens, switching to the night riverside. Cut 3: 7.2–11.0s | Riverside promenade changed to blue-purple night. Camera position is the right side of Image1, at eye level, character size is a medium shot where the profile can be read, background vanishing axis extends from the riverside promenade to the sky of distant fireworks. 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 her hair bunches and skirt hem sway slightly late in the night breeze, a large purple, peach, and gold firework bursts in the distant night sky. Do not overlay firework light as dots or lines on the face; return it only as soft surface light to the outer edge of the hair and the edges of the outfit. At the moment the firework bursts, add warm synth pads and thin strings to the BGM to expand it by one stage. The camera leans in slightly from the right, 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, character size is chest-up, background vanishing axis opens to the back of the night sky on the right. The goal is to let Image1's face and the title be read together as a single afterglow without interfering with each other. Keep Image1 in a chest-up size on the left third of the screen, leaving only the right night sky open as white space for the title. Image1 continues to breathe naturally without stopping with a clear smile, blinking slowly once while looking at the fireworks, shifting her expression slightly from the profile to the diagonal front. On the right side of the night sky, display a clean two-line title treatment well 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 it in large deep indigo with pale lavender edge light: "Midsummer Night." Display it as a work title rather than a subtitle, and do not show other readable text, logos, or watermarks. The camera pulls back slightly without making Image1 too small. At exactly 15.0 seconds, both Image1's face and the title are completely readable, and cut with a short piano afterglow just before the last firework tail disappears in the night sky.
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.
Dora’s calling for help and team umizoomi going to save her from the evil villain
Hello kitty steals the candy from the store: her mom said don’t steal the candy your in big trouble: he cries he call the police and take kitty to jail
An emotionally charged, avant-garde Japanese anime opening sequence with playful, surreal, graphic visual direction. A cute anime girl moves through an endlessly transforming visual world. Multiple variations of the same girl appear, disappear, overlap, split apart, and replace one another, as if different versions of her personality and identity are competing inside the same opening sequence. Full-color Japanese 2D animation, expressive hand-drawn character animation, clean cel shading, highly polished sakuga, 24fps. [Core Visual Goal] Prioritize flatness, graphic design, symbolic clarity, and emotional coherence. The sequence should feel like a moving 2D graphic-design composition rather than a cinematic world. Every visual element must relate directly to the girl, her emotions, her body, her memories, or the story's central symbolic ideas. Do not introduce random decorative motifs or unrelated objects. Do not use imagery just because it looks stylish. Every repeated shape, symbol, prop, or visual metaphor must feel meaningfully connected to the same character and emotional theme. [Overall Visual Direction] Pop, surreal, stylish, cute, strange, slightly unsettling. Very flat visual design. Strong 2D composition over three-dimensional realism. Large areas of flat color. Minimal depth. Minimal volumetric lighting. Minimal environmental realism. Graphic staging over cinematic staging. The screen behaves like a moving poster, a motion-graphics illustration, or a transforming printed design. Backgrounds are simplified into flat planes, cutout-like layers, symbolic spaces, and graphic fields. When depth appears, it should be stylized and brief, used only for emphasis. Flat images may suddenly bend, stretch, fold, rotate, or transform, but they should still feel fundamentally graphic and planar. [Motif Control] Use only motifs directly derived from the main character and her emotional world. Allowed motifs should come from: her eyes, hair, hands, mouth, silhouette, clothing, accessories, shadows, reflections, mirrors, frames, ribbons, simple body fragments, personal symbolic objects, and abstract shapes that clearly evolve from these elements. Motifs may also come from a small number of central emotional symbols, but only if they are consistently repeated and clearly connected to the girl's identity. Avoid unrelated decorative symbols such as random stars, random flowers, random animals, random cosmic imagery, random surreal props, or arbitrary visual clutter unless they are specifically established as core motifs. Limit the motif vocabulary. Reuse the same small symbolic set across the entire sequence. The world should feel unified by recurring, meaningful visual symbols. [Character Direction] A cute
pixel art style, looping aesthetic, relatively still camera. I can no longer test the tires and heart I changed for you.
Cinematic 2.5D animation: fully painterly rendering, characters and environments look like gouache concept-art paintings in motion, visible brush texture on skin, cloth and buildings, flat posterized color blocks with hard-edged light shapes, matte finish,
Create a fast-paced cinematic 15-second vertical 9:16 superhero edit blending photorealistic live action with an original comic-book animation aesthetic. 0–4 SEC — CITY RUN A young woman with long brown hair, oversized light-pink shirt, white tank top, light-blue jeans, and white sneakers runs through a modern European-inspired city. She films herself with a pink smartphone, smiling at the camera. Smooth tracking shot suddenly transitions into bold comic-book linework, halftone textures, vibrant colors, and speed lines. 4–8 SEC — HERO ACTION She jumps between rooftops as two completely original masked web-slinging heroes appear. One wears a white, charcoal, and teal suit; the other wears crimson and midnight blue. No recognizable existing superhero designs. Energy webs shoot from their gloves as they swing between skyscrapers. 8–12 SEC — COMIC CHAOS First-person web-swinging POV through a futuristic city at golden hour. Neon signs, floating debris, graphic panels, motion blur, and an original “WHOOSH!” graphic create explosive comic energy. She lands dramatically on a rooftop. 12–15 SEC — FINAL HERO SHOT She crouches on a rooftop with her hair blowing in the wind as the camera pulls back to reveal a vast fictional city skyline glowing pink and orange. Final text: WEBRUNNER RISE. SWING. RUN. STYLE: Premium cinematic live action, original graphic-novel animation, bold outlines, halftone textures, vibrant colors, realistic hair and fabric physics, dynamic camera movement, dramatic lighting, seamless transitions, photorealistic detail, 4K, vertical 9:16. AVOID: Existing superhero characters, recognizable costumes, logos, franchise imagery, real-world landmarks, copied animation styles, distorted faces, warped hands, inconsistent characters, random text, cheap CGI.
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...
15-second high-octane Chinese martial arts 2D animated film, mature-oriented Guoman, 2D hand-drawn cel animation texture, realistic adult body proportions, clear outlines, Level 2-3 hard-edged shadows, cinematic lighting and shadows, partial integration of ink splash/streaks, high-speed brushes, smear frames, air blade cuts, and exaggerated yet logically consistent high-speed afterimages. Not Xianxia, not a game skill showcase, the core is a realistic martial arts chase under extreme speed differences. Setting: 'Duanyun Temple' at dusk just after heavy rain, a massive abandoned ancient temple nestled among mountains and cliffs. Features a three-story wooden main hall, giant dark brown wooden pillars, dark blue-black wet tiles, half-collapsed corridors, stone courtyards, a bell tower, broken railings, a stone bridge over a cliff, ancient pines, and tattered Buddhist banners. The western dark clouds split to reveal an orange-red sunset, with warm golden slanted light illuminating the cold bluish-gray temple. Wet stone slabs and tiles reflect characters and special effects. The air is filled with mist, dust, falling leaves, and broken tiles. Character A: 'Bai Jin', a white-haired thread-suspending guest, adult male, slender and lean, long silvery-white hair, black narrow-sleeved cross-collar martial arts attire, dark black short robe, dark red waist sash, black leg-binding pants with light martial arts boots. Small amount of dark purple vein-like patterns on the side of the neck and chest. Combat ability: extreme high-speed Qinggong 'Purple Lightning Wandering Dragon Steps', vein-severing palm techniques, and heavy leg strikes 'Cloud-Severing Mountain-Cleaver'. Purple effects represent high-speed movement only, not energy attacks. Character B: 'Shen Yan', a black-clad bladesman, adult male, messy mid-length black hair, ink black and dark gray narrow-sleeved martial arts outfit, gray-black short cloak, a long saber in a deep black scabbard at his waist. Skilled in hidden blade techniques and judgment-based tile-treading footwork, but significantly slower than Bai Jin. He remains suppressed throughout the first half. 0.0—1.0s: Fight starts immediately. 20mm ultra-wide low-angle shot, camera almost touching the wet bluestone ground. Bai Jin occupies the massive foreground, one black boot appearing huge due to perspective, body lowered almost to the ground. Shen Yan stands in the courtyard in front of the main hall dozens of meters away. Bai Jin suddenly explodes off the ground; the stone slab beneath him cracks like a spiderweb, standing water splashes backward in a fan-shaped curtain, his hair and clothing pull straight back. The camera follows closely, with wooden pillars, stone steps, banners, and eaves blurring into high-speed stripes along the direction of motion. Bai Jin enters 'Purple Lightning Wandering Dragon Steps', forming a continuous high-speed trail with a white-purple highlight core, deep purple body, magenta edges, and minimal cyan-green dispersion. 1.0—2.5s: Bai Jin cuts into the courtyard at high speed but doesn't attack immediately. He first flashes past Shen Yan's left, leaving a black human afterimage, a white air trail, and water cut by the airflow; an instant later, he circles a giant wooden pillar from the right rear. Shen Yan quickly turns his head to find the target, hand gripping the hilt but not swinging wildly. The camera zooms into Shen Yan's eye; the pupil darts left, then snaps right. In the next frame, Bai Jin has already cut in from the side-rear. Bai Jin uses two joined knuckles to quickly brush aside Shen Yan's raised scabbard, followed immediately by a palm strike exploding from a very short distance, slamming heavily into the side of Shen Yan's face. The contact must be clear: the cheek compresses first, the head is knocked aside, hair and rain spin in the other direction, a few drops of blood fly out, and the shoulders and waist follow. The arm can have a very brief 2D smear stretch, but the actual arm does not lengthen. 2.5—4.0s: Shen Yan is sent flying dozens of meters laterally by the palm strike, body tumbling irregularly. His feet first brush against a stone lamp, shattering the top half, then he crashes through the decayed wooden railing and wall of the main hall. A massive amount of wood chips, tiles, and dust scatter. The camera cuts to an ultra-wide shot to show the displacement. Shen Yan's shoulders and back hit the wooden floor of the hall first, his body continuing to roll, the long saber still gripped in his hand, the scabbard scraping the floor creating continuous wood shavings. Finally, Shen Yan kneels on one knee, one hand supporting the ground, not yet fully stable. 4.0—5.8s: A purple-white high-speed light trail flashes outside the main hall's wooden wall. Bai Jin bursts through the wood chips into the hall, first flashing past Shen Yan's front, creating two purple human afterimages, then a third afterimage appearing behind Shen Yan. The real Bai Jin finally stops steadily to the side. As Shen Yan turns, Bai Jin has already stepped forward, his supporting foot crushing the floorboards, his knee lifting quickly, waist and hips fully rotating, his leg extending horizontally to execute 'Cloud-Severing Mountain-Cleaver'. His sole strikes Shen Yan's chest and abdomen heavily. At the moment of contact, Shen Yan's torso folds, the sword hilt is pressed into his body, and then his feet leave the ground entirely. 5.8—7.1s: Shen Yan is blown out from the other side of the hall by the side kick, the decayed wall exploding into a giant hole. He flies through a storm of wood pieces and broken tiles toward the next roof level. Shen Yan's feet hit the wet blue tiles first, which shatter consecutively as his body slides down the slanted roof at high speed. He immediately stabs the scabbard into the tile gaps to slow down, carving a long mark across the roof. Bai Jin doesn't pause, entering 'Purple Lightning Wandering Dragon Steps' again, shooting out from the hall's opening, a purple-white high-speed trail streaking across the flying eaves. 7.1—9.0s: High-density 3D pursuit. Bai Jin sprints along the eaves, circles behind an ancient pine, then runs briefly horizontally along the side wall of the bell tower, using the force to change direction. The purple light band forms a continuous S-shaped path between temple buildings, accompanied by black humanoid afterimages and white ink-style air brushes. Shen Yan leaps from a roof toward another corridor. Bai Jin cuts in early from the ridge above, first slamming his shoulder into Shen Yan's sword arm to deflect his posture, then immediately spinning his body to deliver a lateral elbow strike to the side of Shen Yan's face. The elbow strike frame features a strong 2D smear, with hair, cuffs, and forearm briefly stretched. Shen Yan is knocked off the roof again. 9.0—10.0s: Shen Yan falls from a height of two stories. Bai Jin chases down from above as an almost vertical purple high-speed trail. Bai Jin is not firing energy but descending at high speed himself. He passes Shen Yan mid-air, presses his palm against Shen Yan's back, and uses his own descending momentum to slam him downward. Shen Yan's trajectory is forced vertically down, crashing face-first into the next courtyard. The wet stone slabs shatter instantly, with white-gray dust, water splashes, and rubble exploding simultaneously, forming a tall smoke pillar in the center and a ring of spreading water curtains. 10.0—11.8s: Before the dust clears, Shen Yan forces himself out, running along a massive colonnade. Bai Jin follows in 'Purple Lightning Wandering Dragon Steps'. High-speed horizontal tracking shot; the two weave between dozens of giant dark brown wooden pillars, characters briefly obscured by the columns. The purple trail must realistically circle the pillars and never pass through them. Bai Jin kicks off a pillar to turn, wood chips exploding from the surface as he launches in the opposite direction. Shen Yan uses his scabbard to vault over a wooden railing, landing on an outer stone terrace. As Bai Jin chases out, the high-speed wind pressure sweeps up a whole row of banners. 11.8—13.2s: Shen Yan judges that the next strike cannot be fully dodged. He turns immediately, keeping his long saber sheathed, gripping both the hilt and scabbard with both hands, holding the entire sword horizontally across his chest, lowering his center of gravity in a front-back bow stance to form 'River-Blocking Guard'. In the distance, Bai Jin charges along the stone terrace, exiting the purple high-speed state in the final meters, pulling both palms to his waist before thrusting forward simultaneously in the final step with 'Mountain-Shaking Palm'. Both palms slam into Shen Yan's horizontal scabbard. 13.2—14.1s: The collision must be depicted in layers. In the first instant, Shen Yan successfully blocks the attack; the scabbard bends inward, his arms are pressed back to his chest by the immense force, and his feet slide back along the wet stone slabs, soles kicking up water splashes as the stones begin to crack. But Bai Jin's force continues to surge in; in the next instant, Shen Yan's defense completely collapses, and he is blown away along with his sword. The camera follows Shen Yan with a 30-45 degree camera roll, with eaves, sunset, cliffs, and mountains rotating and tilting together. 14.1—15.0s: Shen Yan flies toward an ancient stone bridge connecting two cliff walls. One foot touches the wet bridge surface first, followed by the second. His body continues to slide back at high speed, water on the bridge spraying to both sides. Shen Yan almost falls off the edge of the bridge before finally stabbing the scabbard into a stone crack; rubble bursts out, and his body finally forces a stop. The final shot is static: Shen Yan kneels on one knee in the center of the cliff stone bridge, head slightly lowered, a trace of blood at the corner of his mouth, shoulders heaving, one hand still firmly gripping the hilt. In the distance, on the roof of Duanyun Temple, Bai Jin stands quietly. The sunset stretches a vast distance between the two. The scene ends as Shen Yan just begins to look up, connecting directly to the next segment. Special Effects Fixed Rules: Purple only represents Bai Jin's high-speed Qinggong; white-purple center, deep purple body, magenta outer edge, minimal green dispersion. High speed can produce 3-5 humanoid afterimages, but there is only one real person. Attacks are primarily actual fist, palm, and leg techniques; effects only show speed and impact. All knockbacks must involve real contact first, then body deformation, then displacement. No random teleporting, no static standing, no turn-based combat, no purple turning into lasers, no characters passing through pillars or walls, no characters flying away prematurely, no instant recovery to normal after landing.
Use the first reference image (9 panel storyboard contact sheet whose cells are labelled TAKE 01 to TAKE 09) as ordered key poses TAKE 01-TAKE 09 for ONE unbroken LOCKED shot: the camera never moves, the action passes through TAKE 01 to TAKE 09 inside a fixed frame, without cuts or holds; completely ignore its line-sketch style, panel frames, gutters and any text. LOOK & WORLD: Modern 2D cel-shaded anime with painted backgrounds and clean confident linework. On a city rooftop at dusk, two fighters in simple training clothes trade staff work inside a chalk circle. Warm low dusk light, long shadows on concrete, cool blue city haze behind. One fixed 24mm lens, deep focus, cinematic. The lens never changes. CONTINUITY (binding, not flavour): Locked frontal wide at waist height, unchanged from TAKE 01 to TAKE 09. Stage anchors hold their positions throughout: rooftop water tank screen-left, chalk circle center, city skyline screen-right, crate at right. The chalk circle is unbroken through TAKE 04; scuff marks start at TAKE 05 and persist. One staff drops at TAKE 06 and stays on the ground for the rest of the take. The screen-left fighter is upright through TAKE 07 and grounded from TAKE 08 on. Stage anchors hold their screen positions throughout, the camera height never changes, and every state pinned to a TAKE number is true from that TAKE onward and false before it. Never invent a shot that the sheet does not have. ACTION & CAMERA: the camera is bolted down. No cuts, no zoom, no pan, no tilt, no tracking, no shake, no reframing. Only the action moves, entering and leaving a fixed frame. (TAKE 01) locked, no movement, Facing off: both fighters stand at opposite edges of the chalk circle, staffs low. (TAKE 02) locked, no movement, First approach: the screen-left fighter steps in, staff rising to guard. (TAKE 03) locked, no movement, First clash: the staffs meet high in the center of the frame. (TAKE 04) locked, no movement, Bind: bodies close, staffs crossed, both leaning into each other. (TAKE 05) locked, no movement, Break: the screen-right fighter pivots away, first scuffs on the circle. (TAKE 06) locked, no movement, Disarm: the screen-right fighter staff spins out to frame-right and lands on the ground. (TAKE 07) locked, no movement, Empty hands: the screen-right fighter raises open palms, the other still guarding. (TAKE 08) locked, no movement, Takedown: the screen-left fighter is swept and lands flat inside the circle. (TAKE 09) locked, no movement, Hand up
Cinematic 2.5D animation: fully painterly rendering, characters and environments look like gouache concept-art paintings in motion, visible brush texture on skin, cloth and buildings, flat posterized color blocks with hard-edged light shapes, matte finish,
Mio uses the glass-attached version in the first half -> virtual form in the second half (hair tips glow cherry-colored, no glasses), Yoru uses the glowing form. The appearing characters are drawn in exactly the same appearance and color scheme as the attached reference materials. A 10-second scene from a Ghibli/Summer Wars-style hand-drawn 2D cell anime theatrical movie. Soft outlines, pale watercolor background art, cell-style 2-stage shading, and rich volumetric light. Starts from the continuation of the glass rim lighting up in the previous scene. [Most Important] Start with a faint blue light from the glasses at 0 seconds, and within 2 seconds, the blue-gray reality dissolves into shards of glowing glass, beginning the fall into a richly colored virtual world. This visual transition is the highlight of the work. 0.0–1.0s: Super close-up of the girl's eyes. Girl Mio, 14 years old. Short black bob, bangs cut straight above the eyebrows, star-shaped silver hairpin on the right temple. Large amber eyes, light freckles on cheeks. White short-sleeved sailor dress, navy blue lines on the collar, navy blue ribbon at the chest, knee-length skirt, red sneakers. A ring of light runs through the smart glass lens, and the rich colors are reflected in her eyes. 1.0–2.0s: The world ripples like the surface of water, and the blue-gray shopping district quietly dissolves into countless shards of glowing glass. Depict it as transformation rather than destruction. Mio's body is softly lifted into the air. 2.0–4.0s: Mio falls through a pure white infinite space. Colorful rivers of light spiral around her. A tail of light appears in front to lead the way. Virtual world Yoru's outline is bordered by amber light particles, the tail pulls a meteor-like band of light, and the bell lights up in amber. 4.0–6.0s: The fall turns into flight. A full view of the virtual world below: groups of white floating islands, colorful rivers of light, and countless colorful avatars. The camera follows Mio from behind at super high speed. The virtual world Mio has the same appearance, but the tips of her hair glow pale cherry color, and the smart glasses have disappeared. 6.0–8.0s: Piercing through the river of light alongside Yoru. Colorful bands of light pass by at high speed on both sides, and Mio's hair and skirt flutter in the wind. 8.0–10.0s: Rapidly rising toward the giant white tower towering in the center, and the moment she crosses the top, a super wide-angle shot opens up the entire virtual world below. Mio laughs aloud. Ends with a sense of liberation. Audio: Startup sound at 0s, clear sound of glass shards at 1s, and three-dimensional sounds of wind and light particles during the fall. The music features a rising harp glissando, strings rapidly rising at 2s, full orchestra at 6s, and open chords at 9s. Do not use destruction/collapse expressions for the real world (depict it as a transformation into light). No text or subtitles. Live-action, photorealistic, and 3DCG are prohibited.
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.
Dora’s calling for help and team umizoomi going to save her from the evil villain
[概要] 15礢、16:9、24fps。攵木とだっしすやつとしけむ。攵木とだっしすやつとしけむ。攵木とだっしすやつとしけむ。[全䈣舡傘] 攵木とだっしすやつとしけむ。攵木とだっしすやつとしけむ。[タイムライン] 0-2.5s — 絵巻物が開く シーン: 白いフレームの右端に木製の軸の付いた巻物がある。アクション: 巻物が左へ広がり、描かれた日本橋が現れる。橋の上の群衆が動き出し、舟が橋の下かり滑り出す。カメラ: ゆっくりとした左へのドリフト。音: 紙の擦れる音、軸の回る音、市場の雑糎。2.5-5.0s — 絵の中へ トランジション: ズームイン。シーン: 江戸の食べ歩き遚。アクション: 対面の職人が寿司を握り、蒸気が立ち上がる蕎麦屋。カメラ: ゆっくりとしたプッシュイン。5.0-7.5s — 川 トランジション: 墨流し。シーン: 隅田川、木製の反り橋、金色の雲の下の町屋。アクション: 舟が橋を通り過ぎ、桜の花びらが舞い散る。7.5-9.5s — 夜、提灯、歌舞伎 トランジション: 形状一致。シーン: 藍色の夜空の下の町屋街。アクション: 紅い提灯が灯り、歌舞伎役者が見得を切る。9.5-12.5s — 花火と街全体 アクション: 花火が上がり、江戸の街全体の鳥瞰図になる。11.5礢で巻物の紙の端が再び現れる。12.5-15.0s — 富士山とタイトル シーン: 富士山が右側にそびえ、左側に白い紙。アクション: 「EDO」と「NOW CALLED TOKYO」の文字がフェードインする。[最終制約事項] 全編を通して、平坦な浮世絵スタイルと和紙の質感を維持。近代的なオブジェ、漢字、カナ、BGMは一切禁止。
pixel art style, looping aesthetic, relatively still camera. I can no longer test the tires and heart I changed for you.
Goal: Generate a viral-potential short dance video featuring the protagonist from the reference video. The subject is a single girl. The main event is a 30-second cute dance performance switching between 5 camera angles (front, top, left, right, rear) every 2 seconds, maintaining constant eye contact with the lens. Reference: Dance video - Inherit: face, hairstyle, hair color, eyes, physique, age, outfit, accessories, bright classroom background, 2D crayon effect texture/colors, and the bright idol-pop atmosphere. Do not inherit: the original 15s cut sequence and timing (prioritize this prompt's timeline). Style and Music: High-quality 24fps animation with many frames. Simple, pop, and refreshing classroom setting where the character is always the focus. Synchronized 2D flat animation effects appear with the dance, featuring a hand-drawn crayon or oil pastel texture. Motifs include circles, stars, hearts, flowers, notes, arrows, ribbons, crowns, sparkles, waves, swirls, speech bubbles, checks, diagonal lines, and halftone dots. Palette: Pink, light blue, yellow, white, lavender, mint green. (Original bright/cute Japanese idol pop song. Upbeat tempo syncing with 2-second cuts. The character sings along while dancing.) Camera Config: 5 cameras switching every 2s. The protagonist always looks at the lens. For the rear camera, she looks back over her shoulder. Cameras are not static; they perform intentional cute shakes, bounces, and slight pans synced to the beat. Timeline (2s per camera): [0-2s] Front: Rhythmic steps in classroom center, making hand-hearts. Crayon hearts/stars appear around the face. Light vertical bounce. [2-4s] Top: High angle look-up. Quick poses: cheek-peace sign, one-hand heart, pointing. Crown/flower effects. [4-6s] Left: Body turned left, eyes on lens. Hip sway, hand on cheek, waving. Ribbon lines and notes follow hand movement. Horizontal camera sway. [6-8s] Right: Shrugging shoulders, stepping out. Flowers and halftone dots pop at feet/shoulders. Short punch-in on beat. [8-10s] Rear: Starts from back, spins to look over shoulder. Finger point to heart. Swirls and ribbons appear with hair movement. [10-12s] Front: 1st Chorus. Arms wide to chest, bouncing. Large hearts/stars on screen edges. Short shakes on accents. [12-14s] Top: Looking up, opening hands near face, hand-heart. Crayon frames and checks spread in background. [14-16s] Right: Finger-hearts towards lens, playful tilt/smile. Halftone dots and mini-hearts ripple out. Sound-synced punch-in. [16-18s] Left: Bouncing rhythm, 'cat hands' swinging like a metronome. Notes and wave lines jump. [18-20s] Rear: Full turn to front, blowing a kiss over shoulder. Crayon hearts fly out with swirls. [20-22s] Top: Looking up, making a big heart over head. Flowers bloom, sparkles fall like confetti. [22-24s] Right: Two claps to finger point, stepping side-to-side. Arrows and bubbles pop on claps. [24-26s] Front: Final Chorus. Small jumps, wide arms to heart. Max density effects on screen edges. Strongest but viewable camera shake. [26-28s] Left: Fast spin, cheek-heart pose. Ribbon lines frame the character. [28-30s] Hero Shot: Close-up step forward, smile to wink. Four-pointed stars, hearts, and ribbons burst from eyes. Ends on short punch-in freeze pose. Continuity/Constraints: Only one person. Maintain facial features, hair, and outfit from reference throughout. Effects must be 2D crayon-style; no realistic fire/explosions or heavy glitch. Do not obscure the face too much. No text, logos, or watermarks.
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
Hello kitty steals the candy from the store: her mom said don’t steal the candy your in big trouble: he cries he call the police and take kitty to jail
An emotionally charged, avant-garde Japanese anime opening sequence with playful, surreal, graphic visual direction. A cute anime girl moves through an endlessly transforming visual world. Multiple variations of the same girl appear, disappear, overlap, split apart, and replace one another, as if different versions of her personality and identity are competing inside the same opening sequence. Full-color Japanese 2D animation, expressive hand-drawn character animation, clean cel shading, highly polished sakuga, 24fps. [Core Visual Goal] Prioritize flatness, graphic design, symbolic clarity, and emotional coherence. The sequence should feel like a moving 2D graphic-design composition rather than a cinematic world. Every visual element must relate directly to the girl, her emotions, her body, her memories, or the story's central symbolic ideas. Do not introduce random decorative motifs or unrelated objects. Do not use imagery just because it looks stylish. Every repeated shape, symbol, prop, or visual metaphor must feel meaningfully connected to the same character and emotional theme. [Overall Visual Direction] Pop, surreal, stylish, cute, strange, slightly unsettling. Very flat visual design. Strong 2D composition over three-dimensional realism. Large areas of flat color. Minimal depth. Minimal volumetric lighting. Minimal environmental realism. Graphic staging over cinematic staging. The screen behaves like a moving poster, a motion-graphics illustration, or a transforming printed design. Backgrounds are simplified into flat planes, cutout-like layers, symbolic spaces, and graphic fields. When depth appears, it should be stylized and brief, used only for emphasis. Flat images may suddenly bend, stretch, fold, rotate, or transform, but they should still feel fundamentally graphic and planar. [Motif Control] Use only motifs directly derived from the main character and her emotional world. Allowed motifs should come from: her eyes, hair, hands, mouth, silhouette, clothing, accessories, shadows, reflections, mirrors, frames, ribbons, simple body fragments, personal symbolic objects, and abstract shapes that clearly evolve from these elements. Motifs may also come from a small number of central emotional symbols, but only if they are consistently repeated and clearly connected to the girl's identity. Avoid unrelated decorative symbols such as random stars, random flowers, random animals, random cosmic imagery, random surreal props, or arbitrary visual clutter unless they are specifically established as core motifs. Limit the motif vocabulary. Reuse the same small symbolic set across the entire sequence. The world should feel unified by recurring, meaningful visual symbols. [Character Direction] A cute
Please make it comic book style with a wizard hat and cloak with arms raised and lightning from hands and all around
Create a fast-paced cinematic 15-second vertical 9:16 superhero edit blending photorealistic live action with an original comic-book animation aesthetic. 0–4 SEC — CITY RUN A young woman with long brown hair, oversized light-pink shirt, white tank top, light-blue jeans, and white sneakers runs through a modern European-inspired city. She films herself with a pink smartphone, smiling at the camera. Smooth tracking shot suddenly transitions into bold comic-book linework, halftone textures, vibrant colors, and speed lines. 4–8 SEC — HERO ACTION She jumps between rooftops as two completely original masked web-slinging heroes appear. One wears a white, charcoal, and teal suit; the other wears crimson and midnight blue. No recognizable existing superhero designs. Energy webs shoot from their gloves as they swing between skyscrapers. 8–12 SEC — COMIC CHAOS First-person web-swinging POV through a futuristic city at golden hour. Neon signs, floating debris, graphic panels, motion blur, and an original “WHOOSH!” graphic create explosive comic energy. She lands dramatically on a rooftop. 12–15 SEC — FINAL HERO SHOT She crouches on a rooftop with her hair blowing in the wind as the camera pulls back to reveal a vast fictional city skyline glowing pink and orange. Final text: WEBRUNNER RISE. SWING. RUN. STYLE: Premium cinematic live action, original graphic-novel animation, bold outlines, halftone textures, vibrant colors, realistic hair and fabric physics, dynamic camera movement, dramatic lighting, seamless transitions, photorealistic detail, 4K, vertical 9:16. AVOID: Existing superhero characters, recognizable costumes, logos, franchise imagery, real-world landmarks, copied animation styles, distorted faces, warped hands, inconsistent characters, random text, cheap CGI.
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. Small and delicate round facial features, large purple to lilac jewel-like eyes, 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. White short-sleeved sailor collar top, dark blue and gold trim, lavender pleated skirt, dark blue frill 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. Do not produce different people, facial averaging, hairstyle changes, outfit swaps, doubles, mirror images, reflections, other people, hands, shadows, or silhouettes. The conversation partner does not appear even off-screen; the presence of a date is expressed only by her gaze toward the diagonal left front. The camera is objectively third-person throughout. [Art Style Fixation] Maintain the delicate hand-drawn line art and pale purple-tinged line colors, transparent multi-layered shadows, soft gradients, milky pink and lavender, dark blue and gold accents, fine hair textures, jewel-like eye sparkle, elegant highlights, and detail in the skirt pleats and flower ornaments of Image1. The summer town, cafe, riverside, fireworks, and sky are all drawn as the same high-density 2D hand-drawn background art. Do not use 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 styles. The reference image is only for appearance and style; it does not reproduce the stone corridor, castle, pose, composition, or camera distance of the original image. Every cut is a new summer urban date scene. [Prop and Audio 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, and after taking a sip, Image1 herself quietly places it on the cafe table with her right hand at the end of Cut 1. The cup remains on that table and is not shown from Cut 2 onwards. A refreshing romance game-style instrumental BGM without vocals. Use soft electric piano, clean guitar, modest shakers, and pale synth pads, naturally building excitement from evening to night. Synchronize small sounds like ice clinking in the cup, distant city ambient sounds, rustling clothes, footsteps, and the sound of fireworks launching with visible actions. Lower the BGM slightly just before and during dialogue to make Image1's Japanese voice clearly audible. Do not include singing, narration, the other person's response, or other voices. Cut 1: 0.0–3.6s | Street corner cafe at dusk. Camera position is three-quarters to the left front of Image1, at eye level, character size is chest-up, background vanishing axis extends from the back of the table to the back right of the street illuminated 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 in both hands and takes a sip while smiling. The ice makes a clear sound once, and the sunset softly 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, shifts her gaze slightly to the diagonal left front, and her eyes and the corners of her mouth brighten slightly. The camera slides sideways for a short distance at the same height, and the shadow of the cafe awning momentarily crosses in front of the lens 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, character size is medium shot, background vanishing axis continues to the far left of the shopping street in her direction of travel. The goal is to read the excitement in her steps and words from her face. Image1 naturally takes a step forward. As a short preliminary action before speaking, her eyes brighten slightly, eyebrows lift just a bit, eyelids soften and narrow, the corners of her mouth relax, and finally she looks toward the diagonal left front. Image1 herself naturally speaks once: "Today is really fun." Completely synchronize lip movements, breath, expression, and voice. During the speech, lower the BGM to bring the voice forward, and in the short lingering sound at the end, the clean guitar and shaker return. A foreground blur of street tree leaves briefly crosses the lens, switching to the night riverside. Cut 3: 7.2–11.0s | Riverside promenade changed to blue-purple night. Camera position is the right side of Image1, at eye level, character size is a medium shot where the profile can be read, background vanishing axis extends from the riverside promenade to the sky of distant fireworks. 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 her hair bunches and skirt hem sway slightly late in the night breeze, a large purple, peach, and gold firework bursts in the distant night sky. Do not overlay firework light as dots or lines on the face; return it only as soft surface light to the outer edge of the hair and the edges of the outfit. At the moment the firework bursts, add warm synth pads and thin strings to the BGM to expand it by one stage. The camera leans in slightly from the right, 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, character size is chest-up, background vanishing axis opens to the back of the night sky on the right. The goal is to let Image1's face and the title be read together as a single afterglow without interfering with each other. Keep Image1 in a chest-up size on the left third of the screen, leaving only the right night sky open as white space for the title. Image1 continues to breathe naturally without stopping with a clear smile, blinking slowly once while looking at the fireworks, shifting her expression slightly from the profile to the diagonal front. On the right side of the night sky, display a clean two-line title treatment well 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 it in large deep indigo with pale lavender edge light: "Midsummer Night." Display it as a work title rather than a subtitle, and do not show other readable text, logos, or watermarks. The camera pulls back slightly without making Image1 too small. At exactly 15.0 seconds, both Image1's face and the title are completely readable, and cut with a short piano afterglow just before the last firework tail disappears in the night sky.
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...