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<inputs>

示範影片

<inputs> — 1

提示詞

<inputs>
Ask me for: my featured Pokémon or starter trio, 8–12 Pokémon-themed UI states, and a royalty-free song around 120 BPM with a playful adventure or electronic feel. Confirm that the song’s license permits the intended use.Default palette: warm off-white, black, and Poké Ball red. Pokémon artwork keeps its original colors.
</inputs>

<direction>
A Pokémon-inspired UI motion film with Dribbble-level polish. Imagine a beautifully designed modern Pokédex: playful, precise, and instantly http://recognizable.One shape, never cut: a Poké Ball continuously morphs into every interface component by changing its size, radius, and color. Its central button, dividing line, and outer shell become the controls and structure of each new state. Content swaps with a short blur and carefully separated enter/exit timing.

A visible cursor drives every interaction with clicks, drags, and hover gestures. Use a light warm-gray canvas, clean Geist typography, consistent icon strokes, and crisp Pokémon artwork.

Use tightly damped springs with only a tiny overshoot. The camera smoothly reframes each state so the interface stays large and readable. The ending returns exactly to the opening Poké Ball for a seamless loop.

Banned: excessive bouncing, particle bursts, glows, gradients on UI chrome, mismatched icon strokes, dead time, generic dashboard layouts, abrupt scene changes, and unrelated floating elements.
</direction>

<structure>
120 BPM, 4/4 time, 7 bars: 28 beats, approximately 14 seconds. Something intentional happens on every http://beat.Bar 1 — Poké Ball activation

1. A closed Poké Ball sits centered; the cursor approaches.
2. The cursor clicks its central button.
3. The button becomes a circular scanning loader.
4. The scan resolves into a check, and the shell stretches into a compact Pokédex.

Bar 2 — Pokémon discovery
5. The Pokédex expands to reveal the featured Pokémon.
6. Its name, number, and type appear in a quick stagger.
7. The cursor clicks the cry/play control.
8. The control morphs into pause while a compact waveform animates.

Bar 3 — Trainer controls
9. The waveform flattens into a volume slider.
10. The cursor drags its Poké Ball-shaped knob to maximum.
11. Dragging beyond maximum elastically stretches the slider.
12. On release, it settles and compresses into a shiny-mode toggle.

Bar 4 — Pokémon details
13. The cursor flips shiny mode; the artwork changes to the correct shiny variant.
14. The toggle knob stretches into a liquid tab indicator.
15. The cursor selects “Stats.”
16. The card opens into a clean Pokémon stat chart.

Bar 5 — Stats to search
17. Stat bars draw themselves in sync with the beat.
18. The cursor hovers over a bar; a readable tooltip appears.
19. The chart retracts into the same container.
20. The container compresses into a Pokédex search field.

Bar 6 — Find and select
21. The search field expands into a command palette.
22. A short Pokémon name is typed; matching results filter.
23. The cursor selects a result, revealing its miniature artwork and type.
24. Enter confirms; the palette folds into an “Added to team” toast.

Bar 7 — Return to the Poké Ball
25. The toast’s confirmation mark becomes the Poké Ball’s central button.
26. The toast contracts; its edges become the circular shell.
27. The red upper half, white lower half, and black dividing line settle into place.
28. The cursor returns along a smooth path, matching the opening position and velocity as the loop wraps.

Use the chosen Pokémon consistently throughout. Keep visible text brief enough to read at this pace.
</structure>

<build>
1. Build one self-contained HTML file with a square 1440×1440 composition. Compute every animated style from time inside seek(t): no CSS transitions, timers, or state carried between frames.
2. Keep one persistent outer element throughout the sequence. Its internal artwork, labels, and controls may change, but the main silhouette must visibly connect every state.
3. Use closed-form spring step responses. For repeated target changes, sum one spring response per change so animation remains a pure function of time.
4. Give the tab indicator’s two edges different springs so the leading edge stretches ahead of the trailing edge. Apply the same technique to the toggle knob.
5. Make drags direct manipulation: while held, values follow cursor position. On release, use a closed-form spring matching the release position and velocity.
6. Analyze the supplied song with numpy to estimate the beat grid, verify the downbeat, and align the sequence. If the tempo differs from 120 BPM, adapt the timing to the actual music.
7. Use licensed UI sounds and align their measured transient peaks with clicks, confirmations, and morph accents.
8. Render with Playwright at four subframes per output frame. Blend each group of four with ffmpeg into a 60fps video for motion blur.
9. Render one preview frame per beat before the full video. Fix anything cramped, unreadable, visually disconnected, or off the beat grid.
10. Package artwork and fonts inside the HTML so rendering does not depend on network requests.
</build><gotchas>
Never put will-change on anything the camera scales; text can become blurry.Give outgoing and incoming content separate timing so labels never overlap during a morph.

Use accurate Pokémon artwork, names, types, shiny colors, and stats. Do not invent variants or stretch character artwork when the container changes shape.

Keep the main container recognizable through every transition. Pokémon artwork is content inside the morphing interface, not a replacement for the persistent shape.

Match the loop boundary exactly: geometry, content, camera, cursor position, and cursor velocity. Export the interval [0, duration) without duplicating the endpoint frame. Make the audio loop cleanly too.
</gotchas>

<start>
Ask me for the inputs, then show me the proposed Pokémon state list on the 28-beat grid before writing any code.
</start>

中文翻譯

<inputs>
向我索取:我主打的寶可夢或御三家組合、8–12 個寶可夢主題的 UI 狀態,以及一首約 120 BPM、帶俏皮冒險感或電子感的免版稅歌曲。確認這首歌的許可證允許預期用途。默認配色:暖調米白、黑色和精靈球紅。寶可夢美術作品保留其原始顏色。
</inputs>

<direction>
一部受寶可夢啓發的 UI 動態影片,具有 Dribbble 級別的精緻度。想像一個設計精美的現代寶可夢圖鑑:俏皮、精準,而且一眼就能 http://辨認。一個形狀,從不切斷:一顆精靈球通過改變自身的尺寸、圓角和顏色,持續變形爲每一個界面組件。它的中央按鈕、分隔線和外殼成爲每個新狀態的控件與結構。內容以短暫的模糊和精心分離的進入/退出時序進行切換。

一個可見的光標通過點擊、拖拽和懸停手勢驅動每一次交互。使用淺暖灰色的畫布、乾淨的 Geist 字體、一致的圖標描邊,以及清晰的寶可夢美術。

使用阻尼很緊的彈簧,只允許極小的過沖。鏡頭平滑地爲每個狀態重新取景,使界面保持大而可讀。結尾精確地回到開場的精靈球,形成無縫循環。

禁用:過度的彈跳、粒子爆發、輝光、UI 外框上的漸變、不一致的圖標描邊、空檔時間、通用的儀表盤式佈局、突兀的場景切換,以及無關的漂浮元素。
</direction>

<structure>
120 BPM,4/4 拍,7 小節:28 拍,約 14 秒。每一個 http://拍都有刻意的設計。第 1 小節 — 精靈球激活

1. 一顆閉合的精靈球居中放置;光標靠近。
2. 光標點擊它的中央按鈕。
3. 該按鈕變成一個圓形的掃描加載指示器。
4. 掃描結果定格爲一個對勾,外殼拉伸成一個緊湊的寶可夢圖鑑。

第 2 小節 — 寶可夢發現
5. 圖鑑展開,露出主打的寶可夢。
6. 它的名稱、編號和屬性以快速的錯落節奏出現。
7. 光標點擊叫聲/播放控件。
8. 該控件變形爲暫停,同時一段緊湊的波形在動。

第 3 小節 — 訓練家控制
9. 波形壓平成一個音量滑塊。
10. 光標將其精靈球形狀的旋鈕拖到最大。
11. 拖過最大值時,滑塊會彈性拉伸。
12. 鬆手後,它回穩並壓縮成一個異色模式開關。

第 4 小節 — 寶可夢詳情
13. 光標切換異色模式;美術圖變爲正確的異色變體。
14. 開關旋鈕拉伸成一個液態標籤指示器。
15. 光標選擇“Stats”。
16. 卡片展開成一個乾淨的寶可夢能力值圖表。

第 5 小節 — 從能力值到搜索
17. 能力值條形圖與節拍同步地自行繪製。
18. 光標懸停在某個條上;出現一個清晰易讀的提示框。
19. 圖表收縮回同一個容器。
20. 容器壓縮成一個圖鑑搜索框。

第 6 小節 — 查找並選擇
21. 搜索框展開成一個命令面板。
22. 輸入一個簡短的寶可夢名稱;匹配的結果被篩選出來。
23. 光標選擇一個結果,露出它的小型美術圖和屬性。
24. 回車確認;面板摺疊成一個“Added to team”提示條。

第 7 小節 — 回到精靈球
25. 提示條的確認標記變成精靈球的中央按鈕。
26. 提示條收縮;它的邊緣變成圓形的外殼。
27. 紅色上半部分、白色下半部分和黑色分隔線各就各位。
28. 光標沿一條平滑路徑返回,在循環銜接時匹配開場的位置和速度。

全程一致地使用所選的那隻寶可夢。讓可見文字保持足夠簡短,以便在這個節奏下能讀清。
</structure>

<build>
1. 構建一個自包含的 HTML 文件,採用 1440×1440 的正方形構圖。在 seek(t) 內部根據時間計算每一個動畫樣式:不使用 CSS 過渡、定時器,也不在幀之間攜帶狀態。
2. 在整個序列中保留一個持續存在的外層元素。它內部的美術圖、標籤和控件可以變化,但主體輪廓必須在視覺上連接每一個狀態。
3. 使用閉式彈簧階躍響應。對於反覆變化的目標,爲每次變化累加一個彈簧響應,使動畫始終是時間的純函數。
4. 給標籤指示器的兩條邊緣設置不同的彈簧,使前緣領先於後緣拉伸。對開關旋鈕應用同樣的技巧。
5. 讓拖拽成爲直接操作:按住時,數值跟隨光標位置。鬆手時,使用與釋放位置和速度相匹配的閉式彈簧。
6. 用 numpy 分析所提供的歌曲以估算節拍網格、確認強拍,並對齊序列。如果速度不同於 120 BPM,就讓時序適應實際音樂。
7. 使用已獲許可的 UI 音效,並將其測得的瞬態峯值與點擊、確認和變形重音對齊。
8. 使用 Playwright 按每個輸出幀四個子幀進行渲染。用 ffmpeg 將每四個一組混合成 60fps 的視頻,以實現運動模糊。
9. 在渲染完整視頻之前,每一拍先渲染一幀預覽。修復任何擁擠、不可讀、視覺上脫節或偏離節拍網格的問題。
10. 將美術圖和字體打包進 HTML 內部,使渲染不依賴網絡請求。
</build><gotchas>
永遠不要給鏡頭會縮放的元素加 will-change;文字可能變模糊。給退出的內容和進入的內容分別設置時序,使標籤在變形過程中永不重疊。

使用準確的寶可夢美術圖、名稱、屬性、異色配色和能力值。不要臆造變體,也不要在容器改變形狀時拉伸角色美術。

讓主容器在每一次過渡中都保持可辨認。寶可夢美術圖是變形界面內部的內容,而不是對持續存在形狀的替代。

精確匹配循環邊界:幾何、內容、鏡頭、光標位置和光標速度。導出區間 [0, duration),不重複端點幀。讓音頻也乾淨地循環。
</gotchas>

<start>
先向我索取輸入信息,然後在寫任何代碼之前,把提議的寶可夢狀態列表按 28 拍網格展示給我。
</start>

溯源

原作者
TheGrootDev
發佈日期
2026-09-25(由推文 ID 反解)
原始出處
查看原帖 ↗
收錄來源
yihui-dev/awesome-opus5-5-videos · thegrootdev-966114 · MIT