High-Intensity Experimental Music Video
A highly technical, multi-layered structural prompt for Seedance 2.5 defining character identity, background synchronization, and music-driven transitions.
提示词
@Image1=MAINIMG @Image2=PIPIMG MAIN="MAINIMG unique subject"; MAIN_FACE="Main screen character facial identity"; MAIN_HAIR="Main screen character hairstyle base"; MAIN_BODY="Main screen character body proportions"; MAIN_C0="Main screen character original outfit base"; MAIN_ACC="Main screen character key accessory logic" PIPCHAR="PIPIMG unique subject"; PIP_FACE="Lower left character facial identity"; PIP_HAIR="Lower left character hairstyle base"; PIP_BODY="Lower left character body proportions"; PIP_C0="Lower left character original outfit base"; PIP_ACC="Lower left character key identification logic" WALL="Background wall layer"; FLOOR="Floor layer"; CHAR="Main screen character layer"; PIP="Lower left observation window layer" subject: "Read MAINIMG and PIPIMG only once and lock the two subjects respectively. MAIN only belongs to the main screen character; PIPCHAR only belongs to the lower left PIP window character. Both are independent characters, no confusion, no premature swapping, no mistaking PIPCHAR for MAIN, and no mistaking MAIN for PIPCHAR. For most of the video, Main screen = MAIN, lower left PIP = PIPCHAR, with a clear position swap only in the final high-speed transition." vocal: "Use the same original Japanese female lead vocal throughout; lyrics are not pre-written, freely improvised Japanese short phrases by the generation side; clear Japanese articulation and lip-sync; strong rhythmic hooks + short phrases + sustained notes; no quoting existing songs, no reading prompt words, no ah/oh/woo loops. No male lead vocals, no male-female switching, no changing singer due to character swaps." music: "150BPM intense Japanese dance music/Electronic House/High-speed Club; huge four-beat kick, tight snare/claps, rolling low frequency, sidechain synth bass, bright supersaw chord wall, metallic percussion, vocal chops, arpeggios, riser effects, impact. No slow intro. 0-13s each segment has clear downbeats and transition feel; 13-15s enter high-density chopped finale, and complete MAIN and PIPCHAR position swap at the end. The lead vocal remains the same female voice, no changing to male, no changing voice identity due to role swap." VOCAL_IDENTITY_LOCK: "0.00-15.00s always use the same original Japanese female lead vocal. Sound is an independent audio layer, does not change with visual character identity, appearance, gender performance, PIP content, or final role swap. Even if PIPCHAR enters the main screen, the female lead vocal must be completely continuous. No male lead, no male-female switching, no dual lead, no changing singer due to character swap." priority: "1 Main screen MAIN recognition established, 2 lower left PIPCHAR recognition established, 3 same female lead vocal throughout, 4 main screen continuous Japanese singing/dancing, 5 main screen sync 3-layer transition, 6 lower left PIP stability, 7 CHAR description change clearly visible, 8 camera, 9 final swap successful." MAIN_IDENTITY_DEFINITION: "MAIN consistency refers to character identity recognition, not identical pixel-level appearance. The goal is not a pixel-perfect copy of the source image, but for the audience to recognize it is the same MAIN regardless of style changes." MAIN_IDENTITY_LOCK: "MAIN fixed attributes: facial bone structure and feature relative positions; eye shape and expression tone; front hair structure and hairstyle base; head-to-body ratio, physique, body proportions; sense of age and overall temperament; key accessory logic. These form the core of MAIN recognition and must be maintained." MAIN_MUTABLE_ATTRIBUTES: "MAIN attributes allowed to change drastically: drawing style and medium; line language; coloring and shading; material representation; 2D/3D/Print/Craft processing; clothing color; clothing material; clothing details and decorations; stage-style modification of the same clothing base; local accessory enhancement or weakening; lighting effects and outline emphasis; degree of abstraction. As long as fixed attributes remain, these changes are valid." MAIN_FORBIDDEN_DRIFT: "MAIN Forbidden: turning into someone else; facial/feature reconstruction; hairstyle base disappearing; physique, age, or gender drifting significantly; unfamiliar clothing completely detached from original identity; key accessory logic disappearing." PIP_IDENTITY_DEFINITION: "PIPCHAR must also maintain consistent character identity. No matter how the angle, movement, or eating state changes in the lower left PIP, it must always be seen as the same PIPCHAR." PIP_IDENTITY_LOCK: "PIPCHAR fixed attributes: facial bone structure and feature relative positions; hairstyle base; body proportions; sense of age and temperament; clothing base and key identification points. The character in the lower left PIP window must always be PIPCHAR herself." identity_repeat: "MAIN and PIPCHAR must always be clearly distinguished. 0-13s main screen = MAIN, lower left PIP = PIPCHAR. Only the final swap segment allows swapping positions. The audio layer does not participate in this swap." MAIN_SCREEN_MODEL: "The main screen consists of three synchronized layers: WALL = back wall/facade; FLOOR = floor/stage floor/ground; CHAR = MAIN character body. The main screen uses a synchronized switching logic where WALL/FLOOR/CHAR enter new segments together at each major transition point." SYNC_RULE: "The main screen uses synchronized three-layer transitions, not complex asynchronous ones. Goal is execution priority, with each segment clearly changing scene." CHAR_RULE: "Main screen CHAR only refers to MAIN body. All main screen character changes only apply to MAIN: face/head/hair/neck/torso/arms/hands/waist/legs/feet/clothing/accessories. Must still be seen as the same MAIN after change." CHAR_TRANSFORMATION_REQUIRED: "Each MAIN description change must be immediately visible. Just changing color temperature, brightness, slight filters, or weak textures does not count as a change. Each time at least two of the following must change: line language, coloring, material, medium, clothing color, or clothing details." WALL_RULE: "WALL is only responsible for background walls/screens/posters/displays/installations. Mysterious large faces, huge eyes, abstract portraits, posters, screens, graphic character impressions, and huge MAIN close-ups are allowed as wall art, but only as wall images, not independent characters." FLOOR_RULE: "FLOOR is only for the ground. Allows huge facial images, huge eyes, abstract portrait LED floors, and fire/water/grass/neon grid/liquid metal/flower field/ice/prism/pixel ground/metaverse data platforms. These must stay on the ground and not become independent characters or change the MAIN body surface." BACKGROUND_EXTRA_RULE: "WALL and FLOOR can absorb two environmental languages: 1 Metaverse/virtual city/holographic data architecture/transparent UI space; 2 Pixel art/8-bit/16-bit/blocky game landscapes. These only apply to the environment layer and must not change MAIN identity." goal: "15-second high-density experimental MV. 0-13s main screen is a synchronized 3-layer MV of MAIN, lower left PIP is a strange additional video of PIPCHAR eating a burger on a black background. 13-15s final 2 seconds enter high-speed finale transition, finally completing the position swap between MAIN and PIPCHAR characters, but the lead vocal always remains the same female voice." dance: "MAIN performs high-energy club choreography at 150BPM: heel-toe fast steps, fast footwork, side shifts, hip beats, shoulder hits, chest pops, arm waves, locking, body rolls, diagonal moves, half-turns, rotations, bounces, high/low position changes, short jumps, rhythmic head turns. MAIN continues clear Japanese singing and dancing from 0.00-15.00s, never standing still, staying center stage until the final swap." dance_timeline: "0-1.5 heel-toe advance+shoulder hit+arm wave | 1.5-3 diagonal move+chest pop+half-turn bounce | 3-4.5 low side step+upward arm sweep+small spin | 4.5-6 fast two-step+torso twist+backward bounce | 6-7.5 side step+arm lock+forward rhythm | 7.5-9 high/low change+fast turn+hip beat | 9-10.5 running step+controlled spin+arm sweep | 10.5-12 reverse step+body roll+jump landing | 12-13 fast cross step+270 turn+move end | 13-13.5 high-speed A | 13.5-14 high-speed B | 14-14.5 high-speed C | 14.5-15 ultimate burst" MAIN_AUTONOMOUS_STYLE: "When MAIN description changes, the generation side must autonomously invent a new visual style distinctly different from the current one. Don't follow a fixed list. Freely change line language, color systems, textures, 2D/3D, print methods, animation media, craft feel, abstraction, clothing colors, and stage details. Goal is for the audience to see ‘the same MAIN described by another visual culture’." MAIN_STYLE_RANGE: "Directions include but not limited to: comic line drawing, high-contrast American graphic, pop art, retro hand-drawn animation, sticker-style, collectible model, plush, clay, paper-cut, collage, picture book, fashion illustration, 3D cel-shaded, paper pulp craft, pixelated, low-poly, mosaic, stained glass, neon, holographic, blueprint, graffiti, Art Deco, off-register print, silkscreen, etc." COSTUME_RULE: "MAIN clothing uses ‘fixed base, variable expression’ principle. Must keep original silhouette, core identification structure, and wearing logic. Changes allowed: colors, materials, decorations, stage enhancements, pattern density, sheen/reflection, layer additions/subtractions. Forbidden: completely switching to a stranger's clothing system or unrelated identity." COSTUME_CHANGE_REQUIRED: "MAIN clothing must have immediately visible stage changes. After 3s, each stage must clearly change color system, material, or details; can't just rely on lighting/temp/filters. Even if visual medium changes, the clothing itself must independently change." costume_vector: 'C0=original; C1=keep silhouette, change primary colors to bright stage colors, add highlight fabrics and decoration; C2=keep base, change to strong graphic two/three-tone blocks, add geometric borders; C3=keep base, change to deep black/dark main + high contrast bright borders, sharpen decorations; C4=keep base, change to pearlescent/iridescent/translucent future materials, different colors from C3; C5=clear white-gold finale outfit.' COSTUME_VISIBILITY_RULE: 'C1, C2, C3, C4, C5 must be clearly different. Failure to judge stage by clothing is considered a clothing change failure.' costume_timeline: '0-3 C0 | 3-6 C1 | 6-9 C2 | 9-12 C3 | 12-13 C4 | 13-15 C5 finale leaning' MAIN_STAGE_TRANSITIONS: 'Main screen 3-layer sync transitions advance by segment. WALL/FLOOR/CHAR enter a new overall segment together at each switch.' main_stage_timeline: '0-1.5 Stage1: WALL=pop art wall+abstract graphics+high contrast colors; FLOOR=huge stranger face LED floor; CHAR=close to original high-detail, light stage mod; Mood=Opening grab. 1.5-3 Stage2: WALL=poster collage/ad visual/torn edges; FLOOR=huge eyes/iris dynamic floor; CHAR=clear comic line or high contrast graphic; Mood=First major style change. 3-4.5 Stage3: WALL=folding screen style/gold ground/traditional painting; FLOOR=fire surface/heatwaves/cracks; CHAR=retro hand-drawn animation or picture book style; Mood=Traditional+Heat. 4.5-6 Stage4: WALL=large display wall/CRT matrix/projection; FLOOR=transparent water/ripples/mirror; CHAR=sticker or graphic poster style; Mood=Digital+Fluid. 6-7.5 Stage5: WALL=MAIN huge close-up face art; FLOOR=real grassland/blowing grass; CHAR=collectible model or 3D cel-shaded; Mood=Strongest MAIN identity emphasis. 7.5-9 Stage6: WALL=metaverse city/holographic buildings/UI/data arch; FLOOR=metaverse electronic platform/grid; CHAR=holographic/neon/future stage; Mood=Tech Nightclub. 9-10.5 Stage7: WALL=large pixel art wall/8-bit city; FLOOR=pixel ground/bricks/water; CHAR=pixel-leaning or low-poly but clearly MAIN; Mood=Gaming electronic feel. 10.5-12 Stage8: WALL=mysterious giant face/abstract portrait; FLOOR=liquid metal surface; CHAR=mosaic/stained glass/craft; Mood=Heterogeneous art. 12-13 Stage9: WALL=graffiti/misprint/neon sign mix; FLOOR=flower field to ice prism; CHAR=mixed media, finale outfit push; Mood=Finale build-up. 13-13.5 Burst A: high-frequency sync switch, compress space, enhance speed. 13.5-14 Burst B: continue sync switch, prepare for PIP intrusion. 14-14.5 Burst C: boundary destruction, screen erosion, swap starts. 14.5-15 Finale: complete MAIN and PIPCHAR swap, main screen subject becomes PIPCHAR, MAIN enters lower left PIP.' camera_lock: 'Main screen camera must move significantly in 3D space, not fixed station panning/tilt/digital zoom. Each segment must change X/Y/Z coordinates with visible parallax. No stationary shaking to fake orbiting, no digital zoom only.' orbit_rule: 'Each orbit must complete at least 90-degree change, focus segments 120-180. Clockwise/Counter-clockwise must be clear. Vertical orbits must rise from low to high over the subject.' frame_rotation: 'Screen rotation must be continuous 30-90 degrees or more, overlapping with orbit/push/pull, not random shaking.' camera_timeline: '0-1.5 front-left low clockwise 120 to right, knee to chest height | 1.5-3 continue clockwise 90 to right-back, high speed graze past shoulder to re-catch face | 3-4.5 back-low vertical orbit, over head to high-angle then descend forward | 4.5-6 front-right low counter-clockwise 150 to left-back, radius shrinks then expands | 6-7.5 high-angle counter-clockwise fast descend to ground-level graze | 7.5-9 ground sprint: dash from far to MAIN, sharp pull up at feet, over shoulder then 90 degree reverse orbit | 9-10.5 giant spiral: 120 orbit + rise + radius contraction + 60 roll | 10.5-12 super-high dive past shoulder to back then 180 flip back to front | 12-13 ultra-close to ultra-wide reverse flyover + huge WALL/FLOOR then high-speed push-in | 13-13.5 fast clockwise 90 orbit + 45 roll | 13.5-14 fast counter-clockwise 120 orbit + dive | 14-14.5 spiral 120 + 90 screen roll + screen tear | 14.5-15 complete swap from broken screen and relock new protagonist' PIP_RULE: 'Add a small PIP window in the lower left. Not a split screen, but an independent small PiP, approx 1/16 area (width/height 22-25%). Keep it small and clear, don't interfere with main screen. Fixed position, can have white line/glow border.' PIP_BACKGROUND: 'PIP environment fixed to pure black or dark void. No complex background or floor patterns. Goal is clear view of PIPCHAR eating a burger.' PIP_SUBJECT: 'Display PIPCHAR in the PIP window, not MAIN. This is an independent curious video. For 0-13s, PIP character must be PIPCHAR.' PIP_PURPOSE: 'Show PIPCHAR eating a burger from various angles on a black background. Atmosphere slightly comical/mysterious, like a random insert, but visually clear and cute.' PIP_ACTION_CORE: 'PIPCHAR holds a burger or thick meat patty and clearly eats: looking at it, lifting, biting, chewing, swallowing, biting again. Must clearly see eating, not just holding.' PIP_HAMBURG_RULE: 'Burger must be clearly visible (bun, patty, toppings). Key point is PIPCHAR seriously eating. No other food, no eating air, no just posing.' PIP_ANGLE_RULE: 'PIP shows PIPCHAR with eating action. Can slowly turn, rotate, or small continuous changes while keeping eating visible. Show front, 45, side, back-turn, half-body close-up, etc.' PIP_MOTION_STYLE: 'Minor movements only: turning, head tilting, lifting burger, biting, chewing. No major dancing. Focus is multi-angle continuous eating.' PIP_AUDIO_RULE: 'PIPCHAR does not sing or provide vocals. Does not take over song. Performs silent or low-presence eating. No impact on the female lead vocal.' PIP_TIMELINE: '0.8-2.8 front and left 45 eating, first clear bite | 2.8-4.8 left side and left-back 45, chewing while turning | 4.8-6.8 back and right-back 45, looking back while holding burger | 6.8-8.8 right side and right 45, another clear bite | 8.8-10.8 upper body close-up turn, highlight face and burger, clear chewing | 10.8-12.8 small continuous turntable-style observations, different angles continuous eating | 12.8-13.8 faster eating, sensing main screen abnormality | 13.8-15.0 PIP boundary sucked into main screen and expanded, PIPCHAR bursts out of lower left window to become main screen character.' PIP_STYLE_RELATION: 'Even if main screen changes are intense, prioritize PIPCHAR identification and eating visibility. Style can follow finale atmosphere but black background and burger are core.' PIP_MAIN_SEPARATION: '0-13.8s MAIN continues dancing/singing in main screen. PIP is just an additional layer. Both exist simultaneously without PIP interfering with MAIN facial visibility.' SWAP_RULE: 'Final swap is the core experimental event. 13.8-15.0 a clear position swap must occur: PIPCHAR breaks PIP boundary, expands via high-speed transition to main center; MAIN is compressed, shrunk, pulled into the lower left PIP window. After swap, main subject = PIPCHAR, lower left PIP = MAIN. Vocal identity remains unchanged.' SWAP_VISUAL_GRAMMAR: 'Use screen tearing, mirror flips, PiP expansion, window burst, layer penetration, character through-screen, rotate/scale, glitch, etc. Swap is not a simple cut but a visual spectacle.' SWAP_FINAL_STATE: 'By 14.7-15.0, new main subject must be PIPCHAR (optionally with burger); MAIN must be in the PIP window. Swap must be completed. Female lead vocal remains unchanged.' PIP_FAILURE: 'Failed if PIP window is too large, not black background, not PIPCHAR, no eating, or no final swap.' typo: 'Minimal dynamic text, single kanji or short English only. Candidates: Dance, Light, Sound, Instant / GO, UP'
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