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Seedance 2.0 Mini 電影級護衛戰鬥提示詞

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提示詞

Cinematic photorealistic texture, pure ancient Chinese Xianxia action film, 15 seconds, 16:9, Seedance 2.0 Mini.
This round is not a stationary duel, nor does it continue to repeat the old pattern of "switch to a new weapon → protagonist studies → counter → sword stops at throat".
The core action motif is:
A mobile escort battle occurring on the real high-altitude imperial road shown in the current reference image.
The same Senior Sister and Junior Sister must continuously advance forward while protecting the injured Master, disciples, and ordinary people evacuating behind them.
The enemies' true goal is not necessarily to defeat the two protagonists.
What they want to do is:
Break through the defensive line formed by the two protagonists;
Cut into the evacuating crowd;
Seal off the path for continued advancement.
Therefore, the core of this entire battle is:
**Break the blockade ahead
Block pursuers behind
The two protagonists continuously swap front and back positions
Always reopen the path.**
Actions pursue silkiness but must never be soft.
Silkiness means:
The previous action naturally leads to the next;
Characters are always moving;
Attack and defense never reset to zero;
Weapon direction and character direction are always understandable;
After cuts, one still knows who is in front, who is behind, and who is attacking from where.
Power comes from:
Sudden initiation;
Obvious acceleration;
Real collisions;
Center of gravity changes;
Force offsets;
Imbalance;
Inertia;
Counter-grabs;
Hard stops;
Immediate restarts.
Prohibit soft, dance-like swordsmanship.
Prohibit resetting poses after striking once.
Enemies must have real judgment.
After the first strategy fails, they must change targets, attack routes, pursue, seal paths, flank, or actively separate the two protagonists.
Prohibit enemies lining up to offer attacks.
[Core Character Lock]
Strictly lock only @Image 1 and @Image 2 as the two core protagonists along with their respective primary weapons.
@Image 1 is always the same Sword Immortal Senior Sister as before:
Same adult East Asian female identity;
25–30 years old;
Same face;
Black long hair half-tied;
White jade hairpin;
Tall and slender proportions;
White embroidered silk Hanfu;
Semi-transparent layered wide sleeves;
Silver waist sash;
Jade pendant;
White cloth boots;
The only silver straight sword in the entire film.
@Image 2 is always the same Junior Sister as before:
Same adult East Asian female identity;
20–25 years old;
Same face;
Black braided hair;
Petite proportions;
Cyan-green linen Hanfu;
Dark belt;
Wooden hairpin;
Black cloth shoes;
The only dark steel sword in the entire film.
Enemies, Masters, disciples, ordinary people, and bystanders are all merely functional supporting characters.
Do not waste generation attention strictly locking supporting characters' faces, hairstyles, and complex clothing.
Just ensure that character types, positions, weapons, and action functions remain logically continuous within the shot.
[Round-Specific Scene Hard Anchor | Highest Priority]
The uploaded background reference for this round already displays a complete, highly recognizable location.
Therefore, this round directly enters:
HARD LOCATION ANCHOR.
The reference image is not style inspiration.
The entire video must truly take place on the same high-altitude celestial palace imperial road shown in the reference image.
Prohibit redesigning it into a "similar Xianxia location".
Must continuously maintain the following location identities:
The central axis of the frame always contains the same extremely long, straight, pale white high-altitude imperial road, extending from the foreground towards the distant center.
The imperial road always maintains obvious narrow depth; characters primarily move along the front-back direction; prohibit expanding it into a circular arena, huge courtyard, or wide plaza.
The left and right sides of the imperial road always maintain the same massive high-altitude drop, milky white sea of clouds, and continuous large waterfalls.
The mid-ground left and right continue to contain the same group of huge traditional palaces, maintaining original left-right positions, volume, and spatial relationship with the imperial road.
The left foreground continues to retain the same extremely prominent large dark cantilevered wooden structure building; dense wood structures must not disappear or shrink into ordinary small buildings.
Below the imperial road and under the mist, continue to maintain the same scale of dense ancient city.
The farthest center continues to contain the same giant mountain body / superstructure.
The distant center continues to retain the same huge ring-shaped gate / ring building.
Characters are always much smaller than the imperial road, palaces, waterfalls, underlying city, and distant superstructures.
Maintain the same bright cool white-grey, pale warm gold, low saturation daytime/morning light, milky white air haze, and huge depth as the original reference image.
The distant huge ring must always remain very far away.
Prohibit suddenly pulling it closer to become an ordinary mountain gate.
Prohibit regenerating the current imperial road into:
Circular arena;
Ordinary courtyard;
Wide plaza;
Another cloud bridge;
New floating platform;
New mountain gate;
New floating island;
New cliff;
New palace entrance;
New large staircase.
Prohibit suddenly widening the imperial road for convenient combat.
Prohibit day turning into night.
Prohibit replacing current soft weather with stormy dark clouds.
All actions and cameras must adapt to the current real imperial road.
Prohibit redesigning the scene for the sake of action.
[Background Dynamics | Must be alive, but default non-participatory in plot]
Scene continuously moves naturally.
Distant clouds slowly move.
Huge waterfalls continuously fall realistically downwards.
Water mist at the bottom of waterfalls continuously swirls and merges with the existing sea of clouds.
Cloud layers and fog layers at different distances maintain slightly different speeds, creating realistic parallax.
High-altitude natural wind continuously affects the black hair, wide sleeves, hem, tassels, and accessories of the two protagonists.
Thin mist between the distant ancient city and palaces continuously moves slowly.
Atmospheric perspective continuously produces subtle changes.
A few distant figures can naturally move within areas already existing in the reference image.
However:
The environment is narratively neutral by default.
Waterfalls cannot suddenly help anyone.
Mist cannot actively obscure enemies.
Wind cannot change sword paths.
Buildings cannot collapse on their own.
The imperial road cannot break.
The distant ring cannot suddenly activate spells.
The environment cannot actively resolve combat.
Only when characters truly step, hard stop, or collide with weapons, allow slight stone dust, scratches, metal sparks, fabric displacement, and sole friction debris.
Already appearing obvious traces should reasonably persist.
[0–5s | Hook: Cannot Retreat]
0.0–1.0s.
Use 24mm ultra-wide angle central axis grand panorama.
First reproduce the location; location priority is higher than complex action.
The first glance must confirm:
The same long white imperial road;
Same huge waterfalls on left and right;
Same large palaces on left and right;
Same huge wooden structure on the left;
Same ancient city below;
Same huge distant ring.
The two protagonists maintain small scale within the huge environment.
Senior Sister is in front.
Junior Sister is half a step behind.
Further back at a distance, an injured elderly Master, several disciples, and a few ordinary people are continuing to advance along the same imperial road.
Two enemy swordsmen block the path ahead.
The leading enemy blocks the effective passage area with a horizontal sword:
"Protecting them, you can't pass."
Senior Sister does not stop at all:
"Who said we were retreating?"
As soon as the last word falls.
The enemy launches without warning.
The camera immediately transitions from fixed grand panorama to approx. 32–35mm tracking shot retreating along the imperial road axis.
The first enemy quickly seizes Senior Sister's center line.
Senior Sister never retreats backwards.
Until the last moment, she only shifts diagonally by half a body width, using the same silver straight sword to complete a short, hard, real collision, pushing the enemy sword out of the imperial road's central axis.
No follow-up strike.
No posing.
She immediately continues forward past the enemy's shoulder.
Almost simultaneously.
The second enemy cuts towards Junior Sister from the opposite direction, trying to bypass her to attack the crowd behind.
Junior Sister does not chase enemies wildly.
She directly rushes into the position between the enemy and the evacuating crowd, only briefly changing the opponent's attack line with the dark steel sword, then continues forward.
An enemy passes quickly near the camera, body instantly filling the screen, forming the first natural hidden cut.
By the end of 0–5 seconds, the audience must clearly understand:
They are not staying to win.
They are reclaiming the path.
[5–10s | Upgrade: Enemies Start Attacking True Targets]
Maintain completely identical imperial road, left/right palaces, waterfalls, distant ring, and world scale.
Use approx. 35mm medium shot tracking moving along the bridge axis.
After the first attack fails, enemies must proactively change strategy.
The enemy leader no longer insists on winning head-to-head against Senior Sister.
He suddenly changes target, actively trying to bypass Senior Sister, cutting between Junior Sister and the evacuating crowd.
Another enemy simultaneously presses Senior Sister from the opposite direction, trying to truly separate the two protagonists.
Actions form a continuous causal chain:
Enemy horizontal slash forces Senior Sister to briefly deviate from the imperial road center line;
Senior Sister only performs one brief force release, not continuing entanglement;
The impact inertia already invested by the enemy causes their body to slightly overshoot the optimal attack position;
Junior Sister continues forward.
The leading enemy suddenly cuts diagonally from Junior Sister's right front.
Junior Sister catches the first strike.
The enemy does not pause, immediately changing to a second low-position attack.
Junior Sister is forced to shrink half a step towards the imperial road center line.
Just at the moment the enemy judges she has been sealed off ——
Senior Sister suddenly rushes fast from behind Junior Sister to the other side.
The two complete the first extremely fast front-back position exchange.
Not a double rotation.
Not a synchronized pose.
But a compact shoulder-crossing position swap while maintaining forward motion.
Senior Sister directly takes over the enemy originally pressing Junior Sister.
Junior Sister continues forward along the half-path opened up, becoming the new front position.
The camera only performs a short lateral move due to the two's real position swap.
An enemy sword grazes past the lens, forming a natural occlusion transition.
Prohibit unreasoned orbiting.
At this moment.
High-speed pursuit footsteps come from behind.
A functional pursuer originally falling further back has arrived.
Someone blocking the path ahead.
Someone pursuing from behind.
The two women are truly trapped for the first time in the most dangerous situation of the narrow imperial road:
Front and rear pincer attack.
[10–15s | Flip: Don't Guard People, Guard the Path]
Re-widen to approx. 28–32mm moving medium shot.
Use nearly 1 second to fully explain current space:
Junior Sister is in front;
Senior Sister is about one body length behind;
Front enemy leader reoccupies center line;
Rear pursuers approaching fast;
Evacuating Master, disciples, and ordinary people are still moving in safer positions further away.
Everyone remains on the same real imperial road from the reference image.
Prohibit suddenly cutting to other platforms.
Front enemies and rear pursuers launch almost simultaneously.
Junior Sister instinctively wants to turn back.
Senior Sister only says:
"Don't guard me."
Junior Sister stops turning back.
Senior Sister immediately follows with:
"Guard the path."
The two explode almost simultaneously.
Junior Sister does not turn back to save Senior Sister.
She continues forward, using a short and hard dark steel sword collision to forcibly push the front enemy's blade edge out of the imperial road's central axis.
Senior Sister simultaneously handles the rear pursuer.
She intentionally yields half a step, letting the enemy truly enter attack range.
Just at the moment the opponent's body strength has been invested, she suddenly cuts diagonally out of the attack axis.
The pursuer's own forward momentum causes their body to overshoot by half a body length.
Senior Sister does not chase.
Immediately accelerates forward again.
At this moment, Junior Sister has already pushed the front enemy half a body length away from the center line.
The two protagonists approach at high speed.
Shoulder lines graze at extremely close distance.
Complete the second front-back position exchange.
This time, they don't look at each other at all.
Junior Sister naturally falls to the rear position, taking over the enemy who has turned around to pursue again.
Senior Sister becomes the front position again, facing the leading enemy still blocking the path.
An enemy sword sweeps across the camera foreground, instantly filling the screen, forming the most explicit weapon-occlusion hard cut of the whole film.
Cut to a slightly lower reverse camera position.
Senior Sister only performs one extremely short, extremely fierce outward deflection with the silver sword.
The leader's sword path is thoroughly pushed out of the imperial road's central axis.
Because his body weight was already invested forward, his own inertia carries his body sideways by about two body lengths.
Enemies cannot fall off the bridge.
Cannot be exaggeratedly blown away.
Do not need to completely lose combat ability.
Just opening the path is enough.
Senior Sister and Junior Sister absolutely do not stop to deliver finishing blows.
The two pass directly between the enemies, continuing along the same white imperial road towards the distant huge ring.
The rear evacuating crowd also begins to advance along the reopened route.
The enemy leader turns back and shouts angrily:
"You can't win!"
Do not cut to heroic frontal close-ups.
The camera continues to follow the two women advancing from the side-rear.
Junior Sister is still adjusting her breathing:
"We were never here to win."
Senior Sister always looks at the road ahead:
"As long as the road is there, that's enough."
Leave only an extremely short beat.
Deeper down the same distant imperial road, several functional enemies originally existing in the distant figure layer begin to slowly spread out, entering next-round path-blocking positions.
Prohibit generating them from thin air in the mist.
Prohibit refreshing them suddenly from buildings.
They existed in the real distance from the beginning, only revealing hostility through movement at this moment.
The two protagonists do not slow down at all.
Silver sword and dark steel sword maintain natural low-position readiness.
The camera continues to retreat along the imperial road axis.
Black hair, hems, waterfalls, mist, clouds, distant palaces, and the huge world always move naturally.
In the state where the two are still actively walking towards the next batch of enemies:
Direct cut to black.
[Camera & Editing]
Three narrative segments, but absolutely not mechanically equal to three shots.
The whole film uses a small amount of truly functional cuts.
Main camera routes:
24mm central axis grand panorama confirming real location → 32–35mm tracking retreating along existing imperial road axis → Human body passing lens forms hidden cut → Weapon grazing lens forms occlusion cut → When front-rear pincer occurs, re-widen shot to explain space → Finally side-rear continuously following two protagonists advancing towards distant ring.
All cuts can only be triggered naturally by the following events:
Character occlusion;
Weapon occlusion;
Real weapon collision;
Obvious change in movement direction;
Obvious body imbalance;
Sudden change in speed.
Prohibit mechanical fragmented cutting.
Prohibit camera being more restless than the action.
Prohibit meaningless ORBIT.
Prohibit changing positions of imperial road, palaces, waterfalls, and distant rings for camera movement.
Action drives the camera.
The camera cannot drive scene deformation.
[Sound]
Opening first establishes:
High-altitude natural wind;
Low-frequency rumble of huge waterfalls existing continuously at a distance;
Footsteps on light-colored stone imperial road;
Extremely distant ancient city environmental noise floor.
After combat explosion add:
Short sharp sword wind-breaking;
Hard, sharp metal collisions;
Shoe sole friction;
Silk fabric twitching;
Fast footsteps of pursuers;
Gradually heavyening character breathing.
When front-rear pincer forms, temporarily lower music and wide environmental sound field.
Highlight:
Footsteps;
Breathing;
Weapon directions.
After the path is reopened, combat sounds gradually fade behind the characters.
Final dialogue must be clear:
"We were never here to win."
"As long as the road is there, that's enough."
After dialogue ends:
Waterfall;
High-altitude wind;
Continuous forward footsteps
Reoccupy the main sound field.
Music must never overpower action details and dialogue.
[Seedance 2.0 Mini Generation Priorities]
P0: The location identity of the uploaded background reference image absolutely cannot change.
P0: Identity stability of @Image 1 and @Image 2 core characters.
P1: Attribution and continuity stability of silver straight sword and dark steel sword.
P1: Clear front-back spatial relationship on the same imperial road.
P1: Continuous character forward direction, enemy attack direction, and camera axis.
P2: Specific faces and complex clothing of enemies, Masters, disciples, and ordinary people.
If model complexity needs reduction:
First reduce supporting character details;
Then reduce extra attack moves;
Next reduce decorative visual effects.
Absolutely cannot sacrifice:
Reference image location identity;
Core protagonist identity;
Action causality;
Spatial continuity.
[Negative Constraints]
Prohibit turning current high-altitude imperial road into circular arena. Prohibit changing to ordinary courtyard. Prohibit changing to wide plaza. Prohibit adding another cloud bridge. Prohibit adding independent mountain gate. Prohibit adding floating island. Prohibit adding combat platform. Prohibit deleting left/right huge waterfalls. Prohibit deleting left/right large palaces. Prohibit deleting left huge cantilevered wooden structure. Prohibit deleting underlying dense ancient city. Prohibit deleting distant huge ring structure. Prohibit pulling distant huge ring closer to become ordinary gate tower. Prohibit changing relative positions of distant palaces and mid-ground buildings. Prohibit day suddenly turning into night. Prohibit stormy dark clouds replacing current soft weather. Prohibit widening imperial road for action. Prohibit changing imperial road width after cuts. Prohibit environment actively participating in plot. Prohibit sudden broken bridge. Prohibit buildings collapsing on their own. Prohibit mist actively obscuring enemies. Prohibit waterfall suddenly changing attack. Prohibit wind suddenly changing sword path. Prohibit characters teleporting without trajectory. Prohibit two protagonists swapping positions out of nowhere. Prohibit random large-area sword qi. Prohibit energy waves colliding. Prohibit light pollution. Prohibit enemies lining up to offer attacks. Prohibit enemies being passive for long periods. Prohibit long-duration weapon shoving. Prohibit characters stopping to wait after one move. Prohibit meaningless rotations. Prohibit meaningless Poses. Prohibit slow motion. Prohibit bullet time. Prohibit hit-stop. Prohibit severe Motion Blur obscuring characters and weapons. Prohibit frantic camera shaking. Prohibit continuous facial close-ups instead of real action. Prohibit arm, finger, and weapon clipping through models during action. Prohibit protagonist weapon duplication. Prohibit character face swapping. Prohibit random costume changes. Prohibit background sudden drift. Prohibit subtitles.
blurry, bad quality, low quality, low resolution, noisy, jpeg artifacts, watermark, text, error; deformed, mutated, bad anatomy, poorly drawn hands, bad composition, out of frame, disfigured; inconsistent character, changing clothes, face morphing, background shift, glitching cuts, disappearing props

中文翻譯

電影級寫實質感,純正中國古代仙俠動作片,15 秒,16:9,Seedance 2.0 Mini。
這一輪並非靜止對決,也不重複「切換新武器 → 主角觀察 → 反擊 → 劍抵喉嚨」的舊套路。
核心動作母題為:
在當前參考圖所示的真實高空御道上發生的移動護衛戰。
同一位大師姐和小師妹必須在保護受傷師父、弟子及身後疏散平民的同時,持續向前推進。
敵人的真正目標未必是擊敗兩位主角。
他們想做的是:
突破兩位主角形成的防線;
切入疏散人群;
封鎖繼續前進的道路。
因此,這場戰鬥的核心在於:
**打破前方封鎖
阻擋後方追兵
兩位主角不斷前後換位
始終重新打通道路。**
動作追求流暢但絕不軟弱。
流暢意味著:
前一個動作自然引導至下一個;
角色始終處於運動狀態;
攻防從不歸零重置;
武器方向與角色朝向始終清晰可辨;
斬擊之後,觀眾仍能知曉誰在前、誰在後,以及攻擊來自何方。
力量來源於:
突然啟動;
明顯加速;
真實碰撞;
重心變化;
力量抵消;
失衡;
慣性;
反向抓取;
急停;
立即重啟。
禁止柔軟如舞蹈般的劍術。
禁止一次攻擊後重置姿勢。
敵人必須具備真實判斷力。
第一種策略失敗後,他們必須改變目標、攻擊路線、追擊、封路、側翼包抄,或主動分離兩位主角。
禁止敵人排隊送攻。
[核心角色鎖定]
嚴格僅將 @Image 1 和 @Image 2 鎖定為兩位核心主角及其各自的主要武器。
@Image 1 始終是之前那位相同的劍仙大師姐:
相同成年東亞女性身份;
25–30 歲;
相同面孔;
黑色長髮半束;
白玉髮簪;
高挑纖細比例;
白色刺繡絲質漢服;
半透明層次寬袖;
銀色腰帶;
玉佩;
白布靴;
全片唯一的銀色直劍。
@Image 2 始終是之前那位相同的小師妹:
相同成年東亞女性身份;
20–25 歲;
相同面孔;
黑色辮髮;
嬌小比例;
青綠色麻布漢服;
深色腰帶;
木製髮簪;
黑布鞋;
全片唯一的深鋼色劍。
敵人、師父、弟子、平民及旁觀者均僅為功能性配角。
不要浪費生成注意力去嚴格鎖定配角的臉孔、髮型和複雜服裝。
只需確保角色類型、位置、武器和動作功能在鏡頭內保持邏輯連續性。
[回合特定場景硬錨點 | 最高優先級]
本輪上傳的背景參考已顯示一個完整且高度辨識度的地點。
因此,本輪直接進入:
硬性地點錨定。
參考圖不是風格靈感。
整個視頻必須真實發生在參考圖所示的同一條高空天宮御道上。
禁止將其重新設計為「類似的仙俠地點」。
必須持續維持以下地點特徵:
畫面中軸線始終包含同一條極長、筆直、蒼白的高空御道,從前景延伸至遠處中心。
御道始終保持明顯的狹窄深度;角色主要沿前後方向移動;禁止將其擴展為圓形競技場、巨大庭院或寬闊廣場。
御道左右兩側始終保持同樣的巨大高空落差、乳白色雲海和連續的大型瀑布。
中景左右兩側繼續包含同一組巨大的傳統宮殿,保持原有的左右位置、體量及與御道的空間關係。
左前景繼續保留同一座極其顯眼的大型深色懸挑木結構建築;密集的木結構不得消失或縮小為普通小型建築。
御道下方及霧氣之下,繼續保持同等規模的密集古城。
最遠處中心繼續包含同一座巨型山體 / 超結構。
遠處中心繼續保留同一個巨大的環形門 / 環形建築。
角色始終比御道、宮殿、瀑布、底層城市和遠處超結構小得多。
保持與原始參考圖相同的明亮冷白灰、淡暖金、低飽和度日間/晨光、乳白色空氣霧霾以及巨大景深。
遠處的巨環必須始終保持在非常遙遠的位置。
禁止突然將其拉近變成普通的山門。
禁止將當前御道重新生成為:
圓形競技場;
普通庭院;
寬闊廣場;
另一座雲橋;
新的浮空平台;
新的山門;
新的浮空島嶼;
新的懸崖;
新的宮殿入口;
新的大型階梯。
禁止為了方便戰鬥而突然加寬御道。
禁止白天變為黑夜。
禁止用風暴烏雲替換當前的柔和天氣。
所有動作和攝影機必須適應當前真實的御道。
禁止為了動作而重新設計場景。
[背景動態 | 必須生動,但默認不參與劇情]
場景持續自然移動。
遠處雲層緩慢移動。
巨大瀑布持續真實地向下傾瀉。
瀑布底部的水霧持續翻湧並與現有雲海融合。
不同距離的雲層和霧層保持略微不同的速度,創造真實的視差。
高空自然風持續影響兩位主角的黑髮、寬袖、衣擺、流蘇和飾品。
遠處古城與宮殿之間的薄霧持續緩慢移動。
大氣透視持續產生細微變化。
幾個遠處的人影可以在參考圖中已存在的區域內自然移動。
然而:
環境在敘事上默認為中性。
瀑布不能突然幫助任何人。
霧氣不能主動遮蔽敵人。
風不能改變劍路。
建築不能自行倒塌。
御道不能斷裂。
遠處巨環不能突然激活法術。
環境不能主動解決戰鬥。
只有當角色真正踩踏、急停或武器碰撞時,才允許輕微的石塵、划痕、金屬火花、織物位移和鞋底摩擦碎屑。
已經出現的明顯痕跡應合理持久存在。
[0–5s | 鉤子:無法撤退]
0.0–1.0s。
使用 24mm 超廣角中軸全景。
首先再現地點;地點優先級高於複雜動作。
第一眼必須確認:
同一條白色長御道;
左右同樣的巨大瀑布;
左右同樣的大型宮殿;
左側同樣的大型木結構;
下方的同樣古城;
同樣的巨大遠處環形結構。
兩位主角在巨大環境中保持小比例。
大師姐在前。
小師妹半步之後。
更遠處,一位受傷的年長師父、幾名弟子和幾個平民正沿著同一條御道繼續前進。
兩名敵方劍客擋住前方道路。
領頭的敵人橫劍擋住有效通行區域:
「保護他們,你們過不去。」
大師姐完全沒有停下:
「誰說我們要撤退?」
話音剛落。
敵人毫無預警地發起攻擊。
攝影機立即從固定全景過渡到約 32–35mm 沿御道軸線後退的跟蹤鏡頭。
第一名敵人迅速搶佔大師姐的中線。
大師姐從未向後撤退。
直到最後一刻,她僅斜向移動半個身位,用同一把銀色直劍完成短促、堅硬、真實的碰撞,將敵劍推出御道中軸線。
無後續打擊。
無擺姿勢。
她立即繼續向前越過敵人的肩膀。
幾乎同時。
第二名敵人從相反方向切向小師妹,試圖繞過她攻擊身後的人群。
小師妹不瘋狂追擊敵人。
她直接衝入敵人與疏散人群之間的位置,僅用深鋼色劍短暫改變對手的攻擊線,然後繼續向前。
一名敵人在攝影機附近快速掠過,身體瞬間填滿螢幕,形成第一個自然的隱形剪輯。
到 0–5 秒結束時,觀眾必須清楚理解:
她們不是留下來贏。
她們是在奪回道路。
[5–10s | 升級:敵人開始攻擊真正目標]
保持完全相同的御道、左右宮殿、瀑布、遠處環形結構和世界尺度。
使用約 35mm 中景跟蹤鏡頭沿橋樑軸線移動。
第一次攻擊失敗後,敵人必須主動改變策略。
敵方首領不再堅持與大師姐正面硬碰硬。
他突然改變目標,主動試圖繞過大師姐,在小師妹和疏散人群之間切入。
另一名敵人同時從相反方向壓迫大師姐,試圖真正分離兩位主角。
動作形成連續的因果鏈:
敵人橫掃迫使大師姐短暫偏離御道中線;
大師姐僅進行一次短暫的力量釋放,不繼續糾纏;
敵人投入的衝擊慣性導致其身體略微越過最佳攻擊位置;
小師妹繼續向前。
領頭敵人突然從小師妹右前方斜切而來。
小師妹接住第一擊。
敵人不停頓,立即改為第二次低位攻擊。
小師妹被迫向御道中線縮半步。
就在敵人判定她已被封死之際——
大師姐突然從背後快速衝到小師妹的另一側。
兩人完成第一次極快的前後位置交換。
不是雙重旋轉。
不是同步擺姿勢。
而是在保持向前運動的同時進行緊湊的肩膀交叉位置互換。
大師姐直接接管原本壓迫小師妹的敵人。
小師妹沿著開闢出的半條路徑繼續向前,成為新的前鋒位置。
攝影機僅因兩人的真實位置交換而進行短暫的橫向移動。
一把敵劍擦過鏡頭,形成自然的遮擋轉場。
禁止無理由的軌道拍攝。
此時。
高速追擊的脚步聲從後方傳來。
一名原本落後的 функциональный 追擊者已到。
前方有人擋路。
後方有人追擊。
兩位女性在狹窄御道上最危險的情況下首次真正陷入困境:
前後夾擊。
[10–15s | 翻轉:不守人,守路]
重新拉寬至約 28–32mm 移動中景。
用近 1 秒時間充分解釋當前空間:
小師妹在前;
大師姐約在一個身位之後;
前方敵方首領重新佔據中線;
後方追擊者快速逼近;
疏散中的師父、弟子和平民仍在更遠的安全位置移動。
所有人仍處於參考圖中同一條真實御道上。
禁止突然切到其他平台。
前方敵人和後方追擊者幾乎同時發起攻擊。
小師妹本能地想回頭。
大師姐只說:
「別守我。」
小師妹停止回頭。
大師姐立即接著說:
「守路。」
兩人幾乎同時爆發。
小師妹不回頭救大師姐。
她繼續向前,用短促堅硬的深鋼色劍碰撞強行將前方敵人的刀刃推出御道中軸線。
大師姐同時處理後方追擊者。
她故意讓出半步,讓敵人真正進入攻擊範圍。
就在對手身體力量投入的那一刻,她突然斜向切出攻擊軸線。
追擊者自身的前進動量導致其身體越過半個身位。
大師姐不追擊。
立即再次加速向前。
此時,小師妹已將前方敵人推離中線半個身位。
兩位主角高速靠近。
肩線在極近距離擦過。
完成第二次前後位置交換。
這次,她們完全不互相看。
小師妹自然落到後方位置,接管轉身再次追擊的敵人。
大師姐重新成為前鋒位置,面對仍然擋路的領頭敵人。
一把敵劍掃過攝影機前景,瞬間填滿螢幕,形成全片最明確的武器遮擋硬切。
切到略低的反向攝影機位置。
大師姐僅用銀劍進行一次極短、極猛烈的向外偏轉。
首領的劍路被徹底推出御道中軸線。
因為他的體重已向前投入,自身的慣性將其身體橫向帶走約兩個身位。
敵人不能掉下橋。
不能被誇張地吹飛。
不需要完全喪失戰鬥能力。
只要打開道路就足夠了。
大師姐和小師妹絕對不停下來給予致命一擊。
兩人直接從敵人中間穿過,沿著同一條白色御道繼續向遠處的巨大環形結構前進。
後方疏散人群也開始沿重新打通的路線前進。
敵方首領轉身憤怒大喊:
「你們贏不了!」
不要切到英雄式的正面特寫。
攝影機繼續從側後方跟隨兩位女性前進。
小師妹仍在調整呼吸:
「我們從來就不是來贏的。」
大師姐始終看著前方的路:
「只要路還在,就夠了。」
只留下極短的一拍。
在同一條遠處御道的更深處,幾個原本存在於遠處人影層的功能性敵人開始慢慢散開,進入下一輪擋路位置。
禁止從霧氣中憑空生成它們。
禁止從建築中突然刷新出來。
它們從一開始就存在於真實距離中,此刻僅通過動作展現敵意。
兩位主角完全沒有減速。
銀劍和深鋼色劍保持自然的低位戒備。
攝影機繼續沿御道軸線後退。
黑髮、衣擺、瀑布、霧氣、雲層、遠處宮殿和巨大世界始終自然移動。
在兩人仍主動走向下一批敵人的狀態下:
直接切黑。
[攝影與剪輯]
三個敘事段落,但絕對不機械地等同於三個鏡頭。
全片使用少量真正功能性的剪輯。
主要攝影機路線:
24mm 中軸全景確認真實地點 → 32–35mm 沿現有御道軸線後退跟蹤 → 人體掠過鏡頭形成隱形剪輯 → 武器掠過鏡頭形成遮擋剪輯 → 當前後夾擊發生時,重新拉寬鏡頭以解釋空間 → 最後從側後方持續跟隨兩位主角向遠處環形結構前進。
所有剪輯只能由以下事件自然觸發:
角色遮擋;
武器遮擋;
真實武器碰撞;
運動方向的明顯變化;
明顯的身體失衡;
速度的突然變化。
禁止機械式的碎片化剪輯。
禁止攝影機比動作更躁動。
禁止無意義的 ORBIT(軌道拍攝)。
禁止為了攝影機移動而改變御道、宮殿、瀑布和遠處環形結構的位置。
動作驅動攝影機。
攝影機不能驅動場景變形。
[聲音]
開頭首先建立:
高空自然風;
遠處持續存在的巨大瀑布的低頻轟鳴;
淺色石頭御道上的脚步声;
極遠處古城的環境噪音基底。
戰鬥爆發後加入:
短促尖銳的破風聲;
堅硬、尖銳的金屬碰撞聲;
鞋底摩擦聲;
絲綢織物的抖動聲;
追擊者的快速脚步声;
逐漸沉重的角色呼吸聲。
當前後夾擊形成時,暫時降低音樂和寬廣的環境聲場。
突出:
脚步声;
呼吸聲;
武器方向。
道路重新打通後,戰鬥聲音逐漸在角色身後消退。
最終對話必須清晰:
「我們從來就不是來贏的。」
「只要路還在,就夠了。」
對話結束後:
瀑布;
高空風;
持續向前的脚步声
重新佔據主聲場。
音樂絕不能蓋過動作細節和對話。
[Seedance 2.0 Mini 生成優先級]
P0:上傳背景參考圖的地點身份絕對不能改變。
P0:@Image 1 和 @Image 2 核心角色的身份穩定性。
P1:銀色直劍和深鋼色劍的歸屬和連續性穩定。
P1:同一御道上清晰的前後空間關係。
P1:角色持續的前進方向、敵人攻擊方向和攝影機軸線。
P2:敵人、師父、弟子和平民的具體面孔和複雜服裝。
如果需要降低模型複雜度:
首先減少配角細節;
然後減少額外的攻擊動作;
接著減少裝飾性視覺效果。
絕對不能犧牲:
參考圖地點身份;
核心主角身份;
動作因果關係;
空間連續性。
[負面約束]
禁止將當前高空御道變成圓形競技場。禁止改為普通庭院。禁止改為寬闊廣場。禁止添加另一座雲橋。禁止添加獨立山門。禁止添加浮空島嶼。禁止添加戰鬥平台。禁止刪除左右巨大瀑布。禁止刪除左右大型宮殿。禁止刪除左側巨大懸挑木結構。禁止刪除底層密集古城。禁止刪除遠處巨大環形結構。禁止將遠處巨大環形結構拉近變成普通門樓。禁止改變遠處宮殿和中景建築的相對位置。禁止白天突然變為黑夜。禁止用風暴烏雲替換當前柔和天氣。禁止為了動作加寬御道。禁止剪輯後改變御道寬度。禁止環境主動參與劇情。禁止橋梁突然斷裂。禁止建築自行倒塌。禁止霧氣主動遮蔽敵人。禁止瀑布突然改變攻擊。禁止風突然改變劍路。禁止角色無軌跡瞬移。禁止兩位主角無緣無故互換位置。禁止隨機大面積劍氣。禁止能量波碰撞。

溯源

原作者
Soranlan
發佈日期
2026-10-04
原始出處
查看原帖 ↗
收錄來源
YouMind-OpenLab/awesome-seedance-2-prompts · 2106728692986843641 · CC-BY-4.0