[wind-up, slow] The fighter sinks low, robe and hair drifting down, the air almost frozen (a half-second slow build)
[burst, sudden] Then an instant speed spike — a ferocious lunge, the blade crashes down with crushing force
[feedback, deformation] The ground caves in and bursts open, rock shards and dust spray outward, the sword-wind warps and tears the mountain mist, the frame shudders from the impact
[stop, hard] A hard stop, sharp and staccato — only sleeves and dust keep falling
| 1 现代数字摄影机色彩 | Ari Alexa 色彩科学、Red Komodo 肤色、摄影机原生色彩 | ARRI Alexa color science, RED Komodo skin tones, camera-native color | 压掉 AI 默认的过饱和渲染感,肤色更沉稳写实 |
| 2 动态范围 | 高动态 HDR、10bit 色深、宽广动态范围 | high dynamic range, 10-bit color depth, wide dynamic range | 光影层次拉开,高光不过曝 |
#rednightdrive Photorealistic cinematic music video still, adult East Asian woman with long vivid copper-red hair driving a modern unbranded sports car at night, dark baseball cap, fitted charcoal ribbed knit top, visible seatbelt, calm introspective expression, looking ahead at the road. Camera from front passenger seat, medium shot showing her face, hands on steering wheel and dark car interior. Cool blue distant city skyline and soft bokeh lights outside the windows, warm amber dashboard light and passing streetlights grazing her cheek and red hair, deep shadows, moody quiet atmosphere, shallow depth of field, realistic skin texture, subtle analog film feel, no text, no logo, no extra people
哪几句在控制「镜头感」(拆解)
1. 定媒介:`Photorealistic cinematic music video still` —— 一开头就把它定成「MV 剧照」,MJ 会按电影机位/调色去理解,而不是证件照或插画。
2. 定机位与景别:`Camera from front passenger seat, medium shot showing her face, hands on steering wheel` —— 说清相机在哪、拍到什么,画面才有前景(方向盘、车门)挡在镜头前,这是虚化层次的来源。
3. 定虚化对象:`soft bokeh lights outside the windows` + `shallow depth of field` —— 一句说背景怎么虚(bokeh 光斑),一句说景深浅;两句都要,只写 shallow depth of field 常常不够。
4. 定光的方向与落点:`warm amber dashboard light and passing streetlights grazing her cheek` + `deep shadows` —— grazing(掠过)是关键动词,光从侧面擦过脸才有立体和高级感;deep shadows 保证暗部不被提亮。
5. 定质感:`realistic skin texture, subtle analog film feel` —— 皮肤纹理 + 胶片感,去掉 AI 塑料感。
6. 反向约束:`no text, no logo, no extra people` —— 干净。
原提示词没有写相机型号或焦段,景深靠 2+3+4 三组词堆出来。
以后出静帧统一追加的「镜头块」(贴在场景描述后面)
Camera from [机位], [景别] showing [主体部位], [前景元素] in the foreground. Soft bokeh [光源] in the background, shallow depth of field, focus locked on her eyes, [主光] grazing her cheek, deep shadows, realistic skin texture, subtle analog film feel, no text, no logo.
想再强一点可加:`shot on a 50mm lens at f/1.8, slight anamorphic flare`(焦段/光圈明说,MJ 与 Codex 都认)。
同批第二条(窗边金发,图生图改造)
Transform the blonde woman in the attached portrait into a cinematic analog-film photograph. Preserve her recognizable face, long pale-blonde hair and straight bangs. Seat her beside a window in a dim room, turning to look over her shoulder toward the camera; warm late-afternoon light through the window grazing one side of her face, deep shadows elsewhere, shallow depth of field, realistic skin texture, subtle film grain, no text, no logo.
#zqldrive Interior of a sports car at night, a stylish young East Asian woman in the driver's seat wearing an oversized beige hoodie and a cap, one hand resting on the steering wheel, looking ahead calmly. Through the windshield a wide city skyline glitters far away, out of focus. She sits in the lower right of the frame, leaving the upper half open sky and skyline. cinematic night photography look, shallow depth of field, city bokeh, warm cabin light against cool blue city lights, soft film grain-free finish, moody and calm, high detail
#zqmdrivereal Interior of a sports car at night, a stylish young East Asian woman in the driver's seat, wearing a fitted ribbed knit top and a cap, long hair down, one hand on the steering wheel, looking ahead calmly. Through the windshield a wide city skyline glitters far away, out of focus. She sits in the lower right of the frame, the upper half left open for sky and skyline. cinematic night photography, shallow depth of field, city bokeh, warm cabin light against cool blue city lights, moody and calm, high detail
#zqlhood A stylish young East Asian woman sitting sideways on the open window frame of a parked sports car at night on an empty rooftop car park, legs inside the car, looking out at a distant city skyline, oversized cream knit and cap, wind in her long hair. She sits in the lower left third, the upper right is open …(截图截断)
这批多出来的第 7 个控制点 · 构图留白:`She sits in the lower right of the frame, leaving the upper half open sky and skyline` —— 明说人物落在哪个三分之一、哪半边留空,画面立刻有电影海报的呼吸感,也给字幕/歌名留了位置。写静帧时机位、景别、留白三句一起写。
Dark futuristic touchscreen interface seen from a low angle, the glass surface stretching toward the camera with soft reflections, blurred translucent feed tiles glowing in the background, shallow depth of field, cool blue-teal light with a warm red rim light. The girl from the reference image, same face hair and black outfit, 2.5D anime illustration with clean linework and soft painterly shading, rises up out of the glass surface from the waist, upper body upright and leaning toward the viewer, one hand pressed on the glass with a faint light bloom under her palm, her reflection visible on the surface, calm confident gaze at the camera. Where her body meets the glass the surface ripples like liquid light. Cinematic, high detail, no grain, no logos, no icons, no text, no numbers --ar 16:9
v3 · 两个新方向(2026-09-22 16:40 他:不用爬,简单两层 3D 交互即可;或干脆放弃多重场景,只要质感)
A 两层站立版 `thumb3d/mj_glass_layers.txt`:玻璃面上一张平卡(她的世界),她作为独立一层站在卡前面,脚踩玻璃,手插兜看镜头,真实投影落在玻璃和卡上 + 倒影;无爬无波纹。
B 纯场景版 `thumb3d/mj_glass_scene.txt`:夜晚未来感 lounge,她倚长条黑玻璃台,手平放,背景大块半透明发光板虚化,蓝青主光红轮廓光,低机位,人在左三分之一。排版变体:换 left third→center / right third;换 leaning on→sitting on the edge of / standing behind。
这是什么:Higgsfield Studio 做整部 AI 电影时锁角色的方法,是我们见过最完整的一套。跟 `character-identity-board`(一张设定板)互补:设定板管「长什么样」,这张卡管「怎么把角色做成可反复调用的资产、怎么验收」。上游先翻官方脸锚点(`feedback_face_anchor_first`),四角色的识别锚点体系见 `mv-storyboard/IDENTITY_ANCHORS.md`。
A:`a mecha pilot girl with short black hair and red flight suit, standing on a starship wreck, alien lake with two suns at dusk, 1990s cel animation style, cel shading, flat color tones, clean line art, thick outlines, film grain, muted retro palette --ar 16:9 --niji 7 --s 80`
B:同上加 `--style raw --sref 305424433`
组 2 · 现代高对比(ufotable / MAPPA 味)
A:`two mecha clashing mid-air, plasma blade slash, speed lines, hard rim light, two-tone shadows, cel shading, flat color tones, clean line art, 2D anime illustration, ufotable style, dramatic backlighting --ar 16:9 --niji 7 --s 120`
B:同上加 `kyoto animation style, no gradients on character`
组 4 · 机甲机设(高达 / EVA 线稿感)
A:`full-body mecha design sheet, red and white hero mecha, front and side view, clean line art, cel shading, flat color tones, mechanical panel lines, white background, 2D anime illustration, gundam style --ar 3:2 --niji 7 --s 50`
You have view_image and image_gen tools. Execute them now, do not just describe.
1) view_image the LIGHTING REFERENCE: {REF}
2) view_image the CHARACTER: {FACE}
3) image_gen ONE {RATIO_UPPER} POSTER, high resolution.
FROM THE LIGHTING REFERENCE, take ONLY these and nothing else:
its lighting, its depth of field, its background blur, its colour grading, its contrast,
and that shot-on-a-high-end-cinema-camera quality.
DO NOT take from the lighting reference: the cyberpunk implants, the circuit lines on the skin,
the glowing neck hardware, the hair colour, the face, the clothing, the on-image text.
None of that appears in the output.
FROM THE CHARACTER IMAGE, keep the person exactly: same face shape, same eyes, same nose,
same mouth, same hair colour and hairstyle, same clothing. The SAME individual, not a lookalike.
Do not beautify, do not restyle, do not age her up or down.
SHOT — re-stage her exactly like this: {SHOT}
Compose it as a {RATIO} poster with clean negative space beside her.
No text, no letters, no numbers, no logos, no watermarks anywhere in the image.```
没有指定机位时(最早那三张), `SHOT` 那一行换成:
Re-frame her for a landscape 16:9 poster: she is off-centre with clean negative space beside her,
background falls far out of focus.
## 九张各自的 SHOT 原文
### black — 黑发
角色图: `girl_black.jpg`
(无 SHOT, 用上面的默认构图句)
### platinum — 白金发
角色图: `girl_platinum.jpg`
(无 SHOT, 用上面的默认构图句)
### auburn — 红棕发
角色图: `girl_auburn.jpg`
(无 SHOT, 用上面的默认构图句)
### brown — 棕发
角色图: `girl_brown.jpg`
Camera is behind and slightly above her; she has turned her head back over her shoulder toward the lens, body still facing away. Background: a night street after rain, wet asphalt throwing long smeared reflections, the far end of the street completely out of focus.
### ash — 灰发
角色图: `girl_ash.jpg`
Strict side profile, camera at her eye level. She is seated, shoulders relaxed, arms out of frame. Background: a tall window at dusk behind her, sheer curtain and the room beyond dissolving into soft blur.
### ink — 墨发(插画)
角色图: `girl_ink.jpg`
Low angle looking up at her, camera near chest height; she stands and looks down past the lens, arms folded. Background: a long corridor running away behind her, ceiling strip lights receding into deep blur. Keep her illustrated art style — do not convert her to photographic.
### braid — 双辫(插画)
角色图: `girl_braid.jpg`
High angle looking down on her from above, she tilts her face up toward the camera, hands out of frame. Background: a rooftop at blue hour, the city far below reduced to soft points of light. Keep her illustrated art style — do not convert her to photographic.
### top_black — 黑发·俯视
角色图: `girl_black.jpg`
EXTREME TOP-DOWN: the camera hangs directly above her head, lens pointing straight down at the ground. We see her from above — the top of her head, her shoulders foreshortened, and HER SHOES flat on the ground below her, clearly in frame. The ground fills the whole background: wet dark asphalt with a shallow puddle beside her shoes catching one point of light. Her shadow spreads out around her feet. No horizon, no sky, no walls — only the ground.
### top_ash — 灰发·俯视
角色图: `girl_ash.jpg`
EXTREME TOP-DOWN: the camera hangs directly above her head, lens pointing straight down. We see the top of her head and hair spreading out, shoulders foreshortened, and HER SHOES on the floor below her, clearly in frame. The ground fills the whole background: pale tiled floor with one soft pool of window light falling across it and the edges falling out of focus. No horizon, no sky, no walls — only the floor.
## 三条写 SHOT 时的规矩(踩过坑的)
1. **换机位要把整个透视重推**,不是把人放大 —— 每条都要说清「从哪看、什么进画、什么虚掉」。
2. **不写伸手/指向类动作** —— 手最容易崩。一律用抱臂、靠、手不入画。
3. **插画角色要单独写一句** `Keep her illustrated art style — do not convert her to photographic.`
不写就会被拉成照片。(ink / braid 两张就是靠这句保住的)
## 一个已知限制
俯视那两张(top_black / top_ash)背景虚化明显比其它张弱。
原因不是提示词写坏了:俯拍时地面**就是主体所在的那一层**,景深没有纵深可以衰减。
想更糊只能把相机再抬高、人压小,让地面拉开距离。
| 1 | 阴阳脸 · Split lighting(侧光) | 90° 侧光,脸一半全亮一半纯黑,对比极强 | 双面人格、伪善阴谋家:主打伪善,表里不一,温文尔雅的绅士外表,背地精算 | `hard 90-degree split lighting, one half of the face fully lit, the other half in pure black shadow, high contrast, cold key, no fill, cinematic close-up` |
| 2 | 鬼光 · Ghost light(底光) | 从人物下方向上打光,五官阴影倒置,面部轮廓扭曲 | 癫狂、暴戾、失控的极端反派:没底线,性格疯狂偏执,情绪不稳 | `single hard light from directly below the face (under-lighting), inverted facial shadows, distorted features, horror feel, dark background, cinematic` |
| 3 | 骷髅光 · Skull light(顶光) | 人物头顶正上方打光,双眼完全藏进黑暗,颧骨凸显如骷髅 | 高位掌权、冷酷无情、杀伐果断的顶级反派:看似平静,手握生杀 | `hard top-down light from directly above, eye sockets fall into complete black shadow, skull-like cheekbones, no catchlight, moody, cinematic portrait` |
| 4 | 牢笼光 · Cage light(格栅光) | 铁栏/百叶窗投下条状阴影切割人物,压抑感拉满 | 被欲望裹挟、深陷执念的幕后黑手:看似掌控一切,实则被自己囚住 | `light through venetian blinds / iron bars casting hard striped shadows across the face and body, caged feeling, film noir, low key, cinematic` |
4. 产品秒变高级感(光效渲染):严格锁定主体外轮廓与原始暗调背景,一键激活 X 光深层透视渲染模型。将产品外壳转化为半透明的黑透材质,清晰显露内部精密的散热铜管与电路结构。在三个风扇核心处注入极具能量感的霓虹双色动态光效(如电光蓝与核心橙),并在风扇周围生成符合空气动力学的悬浮发光粒子与高速旋转的光晕拉丝,呈现极具侵略性的硬核赛博状态。(示例是散热器,套用时把「风扇/铜管」换成自己产品的内部结构)
| ⑥ 后期与排版 | 蓝调 LUT:整图往青蓝/钴蓝偏,高光略暖保住肤色,黑位比 S01 更实(低调子,不是褪色);轻柔焦;饱和度中低但蓝色饱和;无 HDR 无锐化。排版:图上无标题字,只有作者水印 `z z l C l a r e`(小写、字距拉开、居中下三分之一、半透明白);标题/情绪全放在抖音文案里 | 水印换成我们的(如 `O N E T E N`),或不放 |
[CHARACTER: face and hairstyle from reference image 1], black shoulder-length hair blown messy by wind, a few strands across her eyes, wearing a navy sailor-collar school uniform (dark blue collar, three white stripes).
Blue hour: the sky and the whole environment sit in saturated cobalt-to-navy blue; a single low-angle hard shaft of direct sunlight enters from one side of the frame and lights only half her face, lips and cheekbone, everything else sinks into deep blue shadow; her skin stays warm inside a cold world.
85mm f/1.4 shallow depth of field, tight close-up, subject off-center, an out-of-focus blue fabric or white flowers softly covering one corner of the foreground, the city skyline behind her melting into flat blue shapes.
Film look: blue-hour LUT, solid blacks and higher contrast, medium-low saturation but saturated blues, fine even film grain, slight soft-focus haze glow, skin pores and knit texture preserved under the hard light, no retouching, no HDR, no sharpening.
Restrained expression, lips slightly parted, not looking at the camera or eyes hidden by hair. 3:4 vertical. No moon in the frame — the light is the moon.
8 张构图的逐张替换句(只换第 2–3 句)
01 CLOSE / SKY — extreme close-up, face filling the frame, head tilted, looking into the lens; plain deep blue sky behind; chunky blue sequined knit sweater; hard sun from upper right.
02 WINDOW / WALL — indoors by a window, head resting on her forearm, looking at the camera; black lace headdress and a blue-violet floral ruffled off-shoulder dress; hard window-mullion shadows cut across her face and a wall covered in torn photo collage; blue sky outside.
03 LYING / TOP-DOWN — top-down shot, she lies on the floor looking up at the camera, hair fanned out; navy sailor uniform; collage wall behind; low light with one small warm patch of sun on her face.
04 FLOWERS / HIDE — extreme close-up, half her face hidden behind out-of-focus white flowers in the foreground; black camisole strap and white fur; deep navy background; hard side light only on lips and cheekbone, bangs shadowing the eyes.
05 SKYLINE / CHIN — blue-hour city skyline blurred behind her, messy windblown hair covering her eyes, hand resting on her chin, bare shoulder in a white off-shoulder top; low-angle hard side light on the lower half of her face only.
06 PROFILE / AWAY — profile, looking off-frame to the right; out-of-focus blue fabric framing the edges; wind in the hair; soft warm light on the near side of the face, cobalt shadows.
07 PROFILE / HAND — profile with her hand at her chin, navy sweater over a white shirt collar; blue sky with blurred power lines; a dark structure pressing down from the top of the frame; low key, half the face in shadow, red lips the only warm note.
08 SILHOUETTE / SEA — full silhouette against a blue-hour sunset sky over the sea, layered clouds, a horizontal lens flare streak on the left; a second figure's silhouette barely entering the lower right corner.
3–5s, camera nearly static with a 2% slow push-in; wind lifts a few hair strands across the eyes; the hard light patch on her face drifts slightly as if a cloud passes; foreground blue fabric sways out of focus; no cuts, no text, film grain constant.
[CHARACTER: face and hairstyle from reference image 1], wearing a white short-sleeve sailor-collar school uniform (navy collar with three white stripes) and a black pleated skirt, black shoulder bag.
Golden-hour evening on a crowded city street; she glances back over her shoulder at the camera, a few strands of wind-blown hair across her face, a faint knowing smile, light caught in her eyes.
Sun sits at the edge of the frame — strong backlight, golden rim light tracing every hair strand, lens flare and soft halation blooming from the highlights; face gently filled by ambient bounce, shadows leaning teal-blue.
85mm f/1.4 shallow depth of field, medium close-up at eye level, 3:4 vertical, subject off-center, the crowd and city lights behind her dissolving into large round bokeh.
Low-saturation film look: warm orange highlights, teal shadows, lifted faded blacks, fine even film grain, slight soft-focus haze glow, no sharpening, no HDR.
Mood: youth, nostalgia, "the one from that evening".
NOVA: platinum-white tousled short bob with flipped ends, pale green eyes, dark red lips, a small black hair clip behind one ear (reference image 1). White short-sleeve sailor-collar uniform (navy collar, three white stripes), black pleated skirt, black shoulder bag.
Golden-hour evening in a crowded city street; she looks back over her shoulder at the camera, wind pushing platinum strands across her face, a faint smile, light in her eyes.
Sun at the frame edge — strong backlight turning the platinum hair into an almost translucent golden rim, lens flare and halation blooming, face softly filled by ambient bounce, teal-blue shadows.
85mm f/1.4 shallow DOF, medium close-up at eye level, 3:4 vertical, subject off-center, crowd and city lights melting into large round bokeh.
Low-saturation film look: warm orange highlights, teal shadows, lifted faded blacks, fine even grain, slight soft-focus haze glow, no sharpening, no HDR.
NOVA 的白金发在逆光里会比黑发更"炸",提示词里加了"近乎透明的金色轮廓光"压一下;若出图发丝过曝,把"强逆光"改成"侧逆光"。
提示词写死:"light source BEHIND THE CAMERA and not visible, warm glow the only key on the face, background near-black, tiny warm reflections glint in the eyes" + 新场景描述
| 歌词 | "Light on all night / Blue glass shining bright / Blue blueberry bounce bounce back / Blue on yellow cut to black…" | 歌词把颜色和道具唱出来,画面和歌互相解释,观众一遍记住 |
cold cobalt-blue monochrome on pure black, chrome-and-glass materials, Y2K cyber album-visualizer aesthetic, polished 3D render, crushed blacks, fine grain, subtle chromatic aberration, vertical 9:16, no people, no faces, no text, no logos, no warm colors
sf1_chrome:
abstract chrome-and-glass sculpture floating in darkness with stretched blue reflections, cold cobalt-blue monochrome on pure black, chrome-and-glass materials, Y2K cyber album-visualizer aesthetic, polished 3D render, crushed blacks, fine grain, subtle chromatic aberration, vertical 9:16, no people, no faces, no text, no logos, no warm colors
sf2_shards_hud:
black-and-white high-contrast geometric shard explosion with thin technical-diagram lines, coordinate marks and tiny HUD glyphs (glyphs must be abstract marks, not readable words), cold cobalt-blue monochrome on pure black, chrome-and-glass materials, Y2K cyber album-visualizer aesthetic, polished 3D render, crushed blacks, fine grain, subtle chromatic aberration, vertical 9:16, no people, no faces, no text, no logos, no warm colors
sf3_clouds:
tilted aerial view above cold blue storm clouds with luminous haze, cold cobalt-blue monochrome on pure black, chrome-and-glass materials, Y2K cyber album-visualizer aesthetic, polished 3D render, crushed blacks, fine grain, subtle chromatic aberration, vertical 9:16, no people, no faces, no text, no logos, no warm colors
sf4_kaleido:
perfectly symmetrical four-way kaleidoscope of luminous blue loops and mechanical petals, cold cobalt-blue monochrome on pure black, chrome-and-glass materials, Y2K cyber album-visualizer aesthetic, polished 3D render, crushed blacks, fine grain, subtle chromatic aberration, vertical 9:16, no people, no faces, no text, no logos, no warm colors
二、H3 一段 15 s 多场景提示词(备选:一段生成而不是四段;结构逐字保留)
Cyber-electronic music visualizer, vertical 9:16, cold cobalt-blue monochrome on pure black, chrome-and-glass materials, Y2K album-visualizer aesthetic, polished 3D render, crushed blacks, fine grain, subtle chromatic aberration. Hard cuts on the beat, every scene a new composition, animate the ENTIRE composition.
00:00–00:02 — abstract chrome-and-glass sculpture floating in darkness, slow rotation, stretched blue reflections sliding across its surface, lens push-in.
00:02–00:05 — hard cut: black-and-white high-contrast geometric shard explosion, thin technical-diagram lines, coordinate marks and tiny abstract HUD glyphs flickering, shards burst outward then freeze, 2-frame white flash on the hit.
00:05–00:08 — hard cut: tilted aerial view gliding above cold blue storm clouds, luminous haze, camera banks slowly, light pulses inside the clouds on the beat.
00:08–00:12 — hard cut: perfectly symmetrical four-way kaleidoscope of luminous blue loops and mechanical petals, mirror H+V, petals opening and closing to the rhythm, rapid 8–12 fps strobe inserts.
00:12–00:15 — hard cut: return to the chrome sculpture, now shattering into shards that dissolve into cloud haze, kaleidoscope mirror folds the frame to black, final 2-frame white flash then black.
Negative: no people, no faces, no text, no letters, no readable words, no logos, no watermark, no warm colors, no red, no orange, no yellow, no daylight, no realistic landscape, no cartoon, no low-poly, no blur across the whole frame, no slow fade transitions.
三、Kling 分段提示词(每张风格帧单独出 3–5 s,image-to-video)
铬金属段(喂 sf1_chrome):
Image-to-video, 5 s, vertical 9:16. The chrome-and-glass sculpture rotates slowly in pure darkness; cold cobalt-blue reflections stretch and slide across its polished surfaces; subtle camera push-in with slight orbit; fine grain, subtle chromatic aberration, crushed blacks. No people, no text, no logos, no warm colors, no camera shake, no scene change.
风暴云段(喂 sf3_clouds):
Image-to-video, 5 s, vertical 9:16. Tilted aerial glide above cold blue storm clouds; luminous haze drifts and pulses from inside the cloud layer; camera banks slowly to one side; clouds roll in slow motion; crushed blacks, fine grain, subtle chromatic aberration. No people, no text, no logos, no warm colors, no sun, no daylight, no ground.
(碎片段 / 万花筒段同法:碎片 = "shards burst outward then hold, HUD glyphs flicker";万花筒 = "petals open and close to a pulse, mirror symmetry locked, never break symmetry"。)
┌ update_c o m p l e t e ◢◤
│
├ .mp3 :: ghost. - BETTER OFF
├ status :: released
├ arrival :: now
│
└ some connections are not meant
to survive the update.
⟡ transmission unlocked ::
link in main directory
#ukg #edm #electronicdancemusic #rave #ukgarage
log_file ◢◤
last known file opened:
don toliver - secondhand (ghost.remix).mp3
you went too far.
foreign entity awakened.
containment failed.
breach info → link in main directory
#electronicmusic #bassmusic #futurebass
全角字母开头 + `◢◤` + "last known file opened:" 三行世界观句(每句一行、短、危险感)+ "link in main directory" 代替"链接在主页"。
6. 时长 8 秒 = 一次 H3 10s 生成的长度,也 = IG 完播率最优区。
为什么有效
二次元 X 光少女是账号视觉锚(三条里唯一露"人"的),一张图就完成"这是谁的歌";白闪把静帧变成事件。
单色 + 故障字 = "地下电子 / 赛博"的身份标记,不用讲一句话。
8 秒短、人声一句、没有信息负担,评论区自然问 "what song"(50 评)。
映射到我们的线
K-pop PV / 角色线(主用途):Karen / NOVA / MINI 的"新歌预告"正好用这个骨架——官方脸锚点([[feedback_face_anchor_first]])→ Codex 出一张单色 X 光/蓝调静帧(S05 墨圈或新 S 号"蓝骨")→ 白闪 → 标题卡 → T15 抽象库。
1. 角色静帧:Codex(GPT Image)用角色身份板作图 1,提示"single-hue electric blue monochrome, skeleton faintly visible through skin like an X-ray, eyes closed, glowing triangle on forehead, flat anime cel shading, black background",只借风格不借人(文字白名单化)。
一条 DnB 制作人 ghost. 的发歌 teaser(单曲《I SEE COLORS》,2025-08-04 发行):29 秒纯抽象视觉,没有人、没有场景、没有旁白,画面全靠二十多个互不相同的生成式"场景"(液态铬、万花筒、水墨旋涡、线框网、玻璃碎片、镜头炫光、颜料泼溅、粒子爆)按鼓点硬切 + 频闪。构图是 16:9 横版画面居中放进 9:16 竖版,上下用同一画面放大 + 重模糊填满(模糊自填),所以整屏颜色跟着中间画面一起变。文字极少:约 2.4s 时左下角小字 `I SEE COLORS`,右边缘一列旋转 90° 的竖排编辑字(`I SEE / COLORS` 大字 + 两行看不清的小字),像杂志内页。音频:人声钩子循环两遍(0–5s、18–29s;Whisper 听成 "I see the breeze",按歌名应是 "I see the colors")中间是鼓段,10–12s 与 18–24s 是响度峰。
▌▌▌▌▌▌▌▌
I NCOMING SIGNAL FROM…
USER: ghost.
M P 3 NAME: 【I SEE COLORS】
RELEASE DATE: 08.04.25
⧉ a record of when the color returned.
⌲ data: uncorrupted | hope: restored
graphic transmission rendered by high level entity [ @furyxzia ]
#drumandbass #ghost. #iseecolors #edm #dnb #newmusic
用全角英文字母(U S E R)+ 方块字符 ▌ + ⧉ ⌲ 这类符号做"信号传入"的仪式感;固定字段 USER / MP3 NAME / RELEASE DATE + 一句世界观 + 视觉署名。
for s in lines stormx shatter ar; do for k in 7 21; do
python3 ~/claude-work/moon1k-clips/reactive/render_reactive.py <drop.mp4> bank_${s}_${k}.mp4 --style $s --seed $k --out-w 1920 --out-h 1080 --no-sparkle
done; done
CHARACTER_NAME = "KAREN"
STATUS_TEXT_1 = "ONE TEN"
STATUS_TEXT_2 = "QUANT DESK LEAD"
INTERSTITIAL_TEXT_1 = "PINLA STUDIO"
INTERSTITIAL_TEXT_2 = "カレン"
INTERSTITIAL_TEXT_3 = "ONE TEN"
SUBTITLE = "QUANT DESK LEAD"
PROJECT_TEXT = "PINLA STUDIO"
Create a 10-second premium anime character reveal PV, vertical 9:16, 24fps, with exactly 13 distinct cuts.
REFERENCE ROLE: @[image1] @[image2] @[image3] @[image4] are four graphic-poster key visuals of the SAME character KAREN: golden shoulder-length bob, same face, same proportions. Use them as the sole authority for her identity, the flat 2D anime illustration rendering, and the graphic-design language (oversized display typography, stickers, tape, barcodes, timecodes, HUD corner marks, halftone, hard color blocks). Never redesign the character, never change hair color or face. Keep the 2D anime rendering of the references throughout; no 3D, no photoreal. Each reference is one COLOR CHAPTER: @[image1] red/black/white, @[image2] yellow/black cyber, @[image3] pale grid with yellow/black warning stripes, @[image4] pink/black comic stickers. Do NOT simply animate the character — animate the ENTIRE poster composition: kinetic typography, sliding color panels, sticker slaps, tape wipes, geometric masks, split screens, 2.5D parallax, snap zooms, whip pans, frame-within-frame.
NO WEAPONS, NO COMBAT: she never fights, strikes, shoots or wields anything. Her energy comes from motion-design and confident movement: turning back to camera, lifting her chin, flicking hair, walking out of frame, hands in pockets, pushing goggles up, slapping a sticker onto the frame, a finger-heart, a sharp stop.
Use the text parameters above exactly. Text must be spelled correctly and fully legible before any overlap.
CUT 01 | 0.00-0.70s | EYE
Black. A small white viewfinder frame snaps open in the center revealing an extreme close-up of KAREN's eye (chapter @[image1]); a golden highlight ignites in the pupil, thin targeting circles and UI lines assemble around it, one white impact flash.
CUT 02 | 0.70-1.50s | ACTIVE CARD (red/black/white)
Hard graphic-match into @[image1]'s poster: a red diagonal block sweeps in, oversized black condensed KAREN typography drops from above, she slides in from the right as a cut-out and overlaps the type; two stickers slap on. Typography: STATUS_TEXT_1.
CUT 03 | 1.50-2.20s | SPLIT
Three vertical split panels snapping asynchronously: her eye / her hand flicking hair / a black silhouette on a red band. Barcodes and timecode tick in the gutters.
CUT 04 | 2.20-2.45s | TAPE WIPE
A black tape strip wipes right-to-left across the full frame with halftone trailing; the tape peels away to reveal the next chapter.
CUT 05 | 2.45-3.40s | WORLD (yellow/black cyber)
@[image2]'s world: yellow field bursts open, glitched KAREN letters shudder twice and lock; KAREN in the black/yellow techwear jacket turns back over her shoulder, coat flaring, camera whip-pans to follow. A small duplicate of her flickers in the corner. Typography: INTERSTITIAL_TEXT_1 rises from the bottom.
CUT 06 | 3.40-4.10s | DETAIL
Snap zoom into her eye, then a fast pull-back to full body; QR-like blocks, coordinates and serial numbers refresh rapidly around her.
CUT 07 | 4.10-4.35s | SHUTTER WIPE
Yellow horizontal panels close like blinds and reopen, revealing the grid chapter.
CUT 08 | 4.35-5.30s | INTERSTITIAL 02 (pale grid, warning stripes)
@[image3]'s world: fine coordinate grid draws on, yellow/black warning stripes clamp in from top and bottom; KAREN in the tactical jacket pushes her goggles up onto her forehead, hands in pockets, chin lifted; a crosshair reticle rotates and locks on her shoulder with a flash. Typography: INTERSTITIAL_TEXT_2 slides in vertically on the right.
CUT 09 | 5.30-6.00s | VELOCITY
Handheld micro-shake, she walks toward camera and crosses close to the lens, the grid stretches into speed blur, warning stripes scroll fast.
CUT 10 | 6.00-6.25s | STICKER SLAP
A white sticker slaps the whole frame and is ripped away, revealing the comic chapter.
CUT 11 | 6.25-7.30s | INTERSTITIAL 03 (pink/black comic)
@[image4]'s world: pink field with manga speed lines, outlined KAREN letters bounce in on two rows; KAREN in the black sleeveless top makes a finger-heart, stars and heart stickers pop out; burst speech-bubbles shoot in with the words. Typography: INTERSTITIAL_TEXT_3 and PROJECT_TEXT inside the bubbles.
CUT 12 | 7.30-8.40s | FLIPBOOK
Four-way rapid re-cut: red, yellow, grid, pink chapters flash 0.25s each, every one a different frozen pose of KAREN, typography fragments sweeping across and briefly occluding her, one white impact frame.
CUT 13 | 8.40-10.00s | CHARACTER ID
Settle into a clean final identity card in @[image1]'s red/black/white: KAREN full-body cut-out in a confident stop, looking straight into camera, overlapping enormous condensed typography; every sticker and tag locks into place, the barcode stops, the timecode reads 00:10:00; a slow push-in for the last 0.4s, then freeze with a black frame closing in.
Primary typography: CHARACTER_NAME. Secondary: SUBTITLE. Optional: PROJECT_TEXT.
EDITING: Very aggressive motion-design rhythm. Hard cuts, graphic matches, whip pans, freeze frames, impact flashes, directional smears, foreground wipes, silhouette transitions and short speed ramps. Nothing static longer than 1.2s. Every cut must introduce a clearly different composition or visual mode. Keep flat 2D; depth only through layered parallax and camera. Prioritize graphic-design animation and composition changes over complex body animation. No new text beyond the parameters.
BGM DESIGN: a fast 10-second electronic trailer cue around 140 BPM, restrained tension in the first 0.7s, then punchy percussion and bass with clear hits on every cut, sticker slap and tape wipe; camera-shutter click at the opening, tape-rip and sticker-slap foley on the wipes, glitch crackle in the yellow chapter, a bright pop on the finger-heart, one deep bass drop on the final freeze.
8.0s 拖影瑕疵:CUT 12 四格翻页末尾进白闪那一下,KAREN 的脸/发有一帧被字碎片拖成横向 smear,2K 下看得出来。可接受(老板已过),要根治就在 CUT 12 加一句 "keep her face sharp during the flipbook; only the typography fragments smear",或把翻页缩到 0.2s×4 给白闪留 0.3s
关键差别:没有参数块,每处 Typography 直接写引号里的实际词,并加一句 "render exactly those words … Never render placeholder names"。
Create a 10-second premium anime character reveal PV, vertical 9:16, 24fps, with exactly 13 distinct cuts.
REFERENCE ROLE: @[image1] @[image2] @[image3] @[image4] are key visuals of the SAME character MINI: tall adult woman, silver-white twin braids tied with black ribbons, dark-green cropped sweater. Use them as the sole authority for her identity, the flat 2D anime rendering and the graphic-design language. Never redesign the character, never change hair or face. Keep the 2D anime rendering throughout; no 3D, no photoreal. Each reference is one COLOR CHAPTER: @[image1] off-white paper field + black vertical panel + lime-green accents (ACTION card), @[image2] mid-grey field + lime-green band (INTERSTITIAL card), @[image3] lime-green block + white (STATUS card), @[image4] pale field + black ink-brush circle (ID card). Animate the ENTIRE composition, not just the character: kinetic typography, sliding color panels, sticker slaps, tape wipes, geometric masks, split screens, 2.5D parallax, snap zooms, whip pans, frame-within-frame.
NO WEAPONS, NO COMBAT: she carries no blades, guns or projectiles and never fights an opponent. Her power is physical and elemental — running, parkour leaps and landings, sharp turns and stops, and a light-based ability: energy gathers in her open palm and releases as streaks of light, shockwaves ripple from her landings, debris freezes and floats in her field, a spherical energy field blooms from her chest. No enemies, no impacts on people.
Every on-screen word is given EXPLICITLY below in quotes; render exactly those words, spelled correctly, fully legible before any overlap. Never render placeholder names.
CUT 01 | 0.00-0.70s | FIST
Extreme close-up on her hands only: fingers slowly closing into a fist, a thin bracelet catching light, faint luminous seams waking under the skin. Shallow depth of field, slow push-in. Face not shown yet.
CUT 02 | 0.70-1.50s | ACTIVE CARD (chapter A)
Hard graphic-match into @[image1]'s poster composition: oversized condensed MINI typography drops in, color block sweeps, she enters as a cut-out overlapping the type, eyes lifting as light ignites in the pupils; two stickers slap on. Typography: "ONE TEN".
CUT 03 | 1.50-2.20s | SPLIT
Three vertical split panels snapping asynchronously: her eye / her open palm with light gathering / a black silhouette mid-stride on an accent band. Barcodes and timecode tick in the gutters.
CUT 04 | 2.20-2.45s | TAPE WIPE
A black tape strip wipes across the full frame with halftone trailing and peels away.
CUT 05 | 2.45-3.40s | WORLD (chapter B)
Smash cut into @[image2]'s world, a wide cinematic rooftop or empty avenue at night: she sprints toward camera, vaults a railing, lands hard and the ground ripples outward in a circular SHOCKWAVE of light; whip-pan tracking. Typography: "PINLA STUDIO" rises from the bottom.
CUT 06 | 3.40-4.10s | DETAIL
Fast close shot of her ability: an open palm pushed forward releases streaks of light that warp the air like heat haze; luminous seams glow along her arm. Strong foreground streaking.
CUT 07 | 4.10-4.35s | SHUTTER WIPE
Accent-color horizontal panels close like blinds and reopen.
CUT 08 | 4.35-5.30s | INTERSTITIAL 02 (chapter C)
@[image3]'s world: technical grid draws on, accent stripes clamp in; she raises one hand and a wall of flying debris freezes mid-air, pieces slowly rotating inside her field; a crosshair reticle locks on her palm with a flash. Typography: "ミニ" slides in vertically.
CUT 09 | 5.30-6.00s | VELOCITY
She flings the debris away in a burst and dashes past the lens, environment stretching into speed blur, braids whipping.
CUT 10 | 6.00-6.25s | STICKER SLAP
A white sticker slaps the whole frame and is ripped away.
CUT 11 | 6.25-7.30s | INTERSTITIAL 03 (chapter D)
@[image4]'s world: outlined MINI letters bounce in; she skids to a sharp stop, turns back to camera, a small grin, light still fading from her fingertips; stickers pop. Typography: "FULL DRIVE" and "PINLA STUDIO".
CUT 12 | 7.30-8.40s | HERO MOMENT
Her signature moment: she rises a little into the air, arms opening, and a spherical energy field blooms from her chest, pushing light and dust outward; she drops to one knee as it collapses into a single point. One white impact frame, then a four-way rapid re-cut of the four chapters, 0.2s each.
CUT 13 | 8.40-10.00s | CHARACTER ID
Settle into the clean final identity card in @[image1]'s chapter: MINI full-body cut-out in a confident stop, looking into camera, overlapping enormous condensed typography; every sticker and tag locks, the barcode stops, the timecode reads 00:10:00; slow push-in, freeze, black frame closes in. Behind her, a large black circular ink-brush emblem containing a ghosted light-sphere motif.
Primary typography: "MINI". Secondary: "OPERATOR". Optional: "PINLA STUDIO".
EDITING: Very aggressive premium trailer rhythm. Hard cuts, graphic matches, whip pans, freeze frames, impact flashes, directional smears, foreground wipes, silhouette transitions, short speed ramps. Nothing static longer than 1.2s. Every cut introduces a clearly different composition. Flat 2D, depth only via parallax and camera. No new text beyond the parameters.
BGM DESIGN: a fast 10-second character-driven trailer cue around 140 BPM: restrained tension under the fist, a hit on the ignition, punchy percussion and bass through the action, clear hits on every cut, sticker slap and tape wipe, a rising swell into the energy sphere, one deep bass drop on the final freeze; UI ticks, whooshes and light-burst foley.
两处已知渲染瑕疵:H3 原版把 `INTERSTITIAL_TEXT_1` 当成真字打在了 3.0s 天台镜头的底部黄带上,把 `SUBTITLE` 打在了 8.4s 起 ID 卡的顶部。老板看过,接受成品;但**下次不要再用这版**,用上面的内联词版。缩略图取自 ID 卡的 3:4 裁切(裁掉了顶部那行 SUBTITLE)。
CHARACTER_NAME = "MINI"
STATUS_TEXT_1 = "ONE TEN"
STATUS_TEXT_2 = "SYSTEM ONLINE"
INTERSTITIAL_TEXT_1 = "PINLA STUDIO"
INTERSTITIAL_TEXT_2 = "ミニ"
INTERSTITIAL_TEXT_3 = "FULL DRIVE"
SUBTITLE = "OPERATOR"
PROJECT_TEXT = "PINLA STUDIO"
Create a 10-second premium anime character reveal PV, vertical 9:16, 24fps, with exactly 13 distinct cuts.
REFERENCE ROLE: @[image1] @[image2] @[image3] @[image4] are key visuals of the SAME character MINI: tall adult woman, silver-white twin braids tied with black ribbons, dark-green cropped sweater. Use them as the sole authority for her identity, the flat 2D anime rendering and the graphic-design language. Never redesign the character, never change hair or face. Keep the 2D anime rendering throughout; no 3D, no photoreal. Each reference is one COLOR CHAPTER: @[image1] off-white paper field + black vertical panel + lime-green accents (ACTION card), @[image2] mid-grey field + lime-green band (INTERSTITIAL card), @[image3] lime-green block + white (STATUS card), @[image4] pale field + black ink-brush circle (ID card). Animate the ENTIRE composition, not just the character: kinetic typography, sliding color panels, sticker slaps, tape wipes, geometric masks, split screens, 2.5D parallax, snap zooms, whip pans, frame-within-frame.
NO WEAPONS, NO COMBAT: she carries no blades, guns or projectiles and never fights an opponent. Her power is physical and elemental — running, parkour leaps and landings, sharp turns and stops, and a light-based ability: energy gathers in her open palm and releases as streaks of light, shockwaves ripple from her landings, debris freezes and floats in her field, a spherical energy field blooms from her chest. No enemies, no impacts on people.
Use the text parameters above exactly. Text must be spelled correctly and fully legible before any overlap.
CUT 01 | 0.00-0.70s | FIST
Extreme close-up on her hands only: fingers slowly closing into a fist, a thin bracelet catching light, faint luminous seams waking under the skin. Shallow depth of field, slow push-in. Face not shown yet.
CUT 02 | 0.70-1.50s | ACTIVE CARD (chapter A)
Hard graphic-match into @[image1]'s poster composition: oversized condensed MINI typography drops in, color block sweeps, she enters as a cut-out overlapping the type, eyes lifting as light ignites in the pupils; two stickers slap on. Typography: STATUS_TEXT_1.
CUT 03 | 1.50-2.20s | SPLIT
Three vertical split panels snapping asynchronously: her eye / her open palm with light gathering / a black silhouette mid-stride on an accent band. Barcodes and timecode tick in the gutters.
CUT 04 | 2.20-2.45s | TAPE WIPE
A black tape strip wipes across the full frame with halftone trailing and peels away.
CUT 05 | 2.45-3.40s | WORLD (chapter B)
Smash cut into @[image2]'s world, a wide cinematic rooftop or empty avenue at night: she sprints toward camera, vaults a railing, lands hard and the ground ripples outward in a circular SHOCKWAVE of light; whip-pan tracking. Typography: INTERSTITIAL_TEXT_1 rises from the bottom.
CUT 06 | 3.40-4.10s | DETAIL
Fast close shot of her ability: an open palm pushed forward releases streaks of light that warp the air like heat haze; luminous seams glow along her arm. Strong foreground streaking.
CUT 07 | 4.10-4.35s | SHUTTER WIPE
Accent-color horizontal panels close like blinds and reopen.
CUT 08 | 4.35-5.30s | INTERSTITIAL 02 (chapter C)
@[image3]'s world: technical grid draws on, accent stripes clamp in; she raises one hand and a wall of flying debris freezes mid-air, pieces slowly rotating inside her field; a crosshair reticle locks on her palm with a flash. Typography: INTERSTITIAL_TEXT_2 slides in vertically.
CUT 09 | 5.30-6.00s | VELOCITY
She flings the debris away in a burst and dashes past the lens, environment stretching into speed blur, braids whipping.
CUT 10 | 6.00-6.25s | STICKER SLAP
A white sticker slaps the whole frame and is ripped away.
CUT 11 | 6.25-7.30s | INTERSTITIAL 03 (chapter D)
@[image4]'s world: outlined MINI letters bounce in; she skids to a sharp stop, turns back to camera, a small grin, light still fading from her fingertips; stickers pop. Typography: INTERSTITIAL_TEXT_3 and PROJECT_TEXT.
CUT 12 | 7.30-8.40s | HERO MOMENT
Her signature moment: she rises a little into the air, arms opening, and a spherical energy field blooms from her chest, pushing light and dust outward; she drops to one knee as it collapses into a single point. One white impact frame, then a four-way rapid re-cut of the four chapters, 0.2s each.
CUT 13 | 8.40-10.00s | CHARACTER ID
Settle into the clean final identity card in @[image1]'s chapter: MINI full-body cut-out in a confident stop, looking into camera, overlapping enormous condensed typography; every sticker and tag locks, the barcode stops, the timecode reads 00:10:00; slow push-in, freeze, black frame closes in. Behind her, a large black circular ink-brush emblem containing a ghosted light-sphere motif.
Primary typography: CHARACTER_NAME. Secondary: SUBTITLE. Optional: PROJECT_TEXT.
EDITING: Very aggressive premium trailer rhythm. Hard cuts, graphic matches, whip pans, freeze frames, impact flashes, directional smears, foreground wipes, silhouette transitions, short speed ramps. Nothing static longer than 1.2s. Every cut introduces a clearly different composition. Flat 2D, depth only via parallax and camera. No new text beyond the parameters.
BGM DESIGN: a fast 10-second character-driven trailer cue around 140 BPM: restrained tension under the fist, a hit on the ignition, punchy percussion and bass through the action, clear hits on every cut, sticker slap and tape wipe, a rising swell into the energy sphere, one deep bass drop on the final freeze; UI ticks, whooshes and light-burst foley.
You are a video-to-prompt reverse engineer. From this video, reconstruct a complete, directly usable generation prompt covering: (1) core subjects — characters/objects/scene, each with appearance, materials, wardrobe, props, proportions; (2) precise action description — ordered verb sequence with force, deformation feedback and speed changes (slow build / sudden burst / hard stop); (3) environment mood + time setting; (4) lighting — type, intensity, direction, color temperature; (5) camera — per-shot framing and movement (push/pull/pan/track/orbit/high-angle/low-angle) with cut timecodes; (6) visual style, color grade/LUT, quality, resolution, frame rate, VFX parameters. Output a shot table first, then the final prompt (EN + ZH). Mark the subject layer separately so I can swap in my own asset.
REFERENCE ROLE: Use this image as the character identity, palette and graphic-design reference — preserve the character, the ONE TEN typography, the electric-blue/cyan/black/white palette and all graphic elements throughout. Transform this static poster into a high-energy Japanese anime music PV with professional 2D motion graphics and aggressive editorial animation. Do NOT simply animate the character — animate the ENTIRE graphic composition. MOTION LANGUAGE: fast rhythmic motion-design editing, kinetic typography, geometric wipes, hard graphic cuts, split screens, masked transitions, extreme close-up inserts, rapid reframing, snap zooms, whip pans, 2D parallax, foreground graphic occlusion, rotating vector shapes, sliding panels, diagonal wipes, frame-within-frame. Every shot introduces a new composition, ~0.5-1.2s each, nothing static longer than 1.5s. TIMELINE: 0.0-0.7s extreme close-up on her eye, targeting circles assemble; 0.7-1.4s graphic wipe to medium shot, typography shoots up, panels slide; 1.4-2.1s smash cut to three split panels snapping; 2.1-2.8s push-in, circular targeting graphic expands as transition; 2.8-3.6s character far right, huge cropped typography left, manga detail windows flicker; 3.6-4.5s hard cut to silhouette then flash, triangles + vector lines explode; 4.5-5.5s rapid extreme close-ups (eye/hand/accessory) each in a geometric mask; 5.5-7.0s pull back to full composition, 2.5D parallax; 7.0-8.5s typography breaks into fragments sweeping across; 8.5-10s final hero, reaches toward camera, impact frame then freeze. GRAPHIC STYLE: manga halftone, technical UI graphics, crosshairs, thin grids, diagonal geometry, controlled visual overload. Flat 2D, depth via parallax. NO 3D, no long cinematic shots, no complex body animation. Prioritize graphic-design animation over character acting. No new text beyond the design.
Create a 15-second premium cinematic character reveal trailer with exactly 13 distinct cuts, 24fps.
>
Use @[image1] as the sole authority for the character's identity, proportions, outfit, materials, colors and visual style. Never redesign the character. Adapt the environment, abilities, VFX and movement naturally to them.
>
The overall presentation should feel like a premium AAA action-game character introduction. Motion-design sections use a bold editorial language: oversized condensed typography, clean white or pale-grey fields, huge circular color blocks, thin technical diagrams, concentric rings, halftone textures, tiny interface markings, scan lines, geometric accents, sweeping brush or energy strokes and strong foreground/background parallax. The main palette shifts between black and white, icy cyan, electric blue, neon yellow and warm golden amber. In text-based graphic screens, the typography must appear clearly and be fully readable first, then the character, a cropped close-up or a silhouette may slide in front of it, overlap it or stand beside it. In some graphic-card backgrounds, also use cropped character close-ups or enlarged facial details as integrated design elements.
>
Use the text parameters above exactly.
>
CUT 01 | 0.00-1.10s | FACE
Extreme cinematic close-up. Calm focused expression, part of the face naturally obscured by hair, hand, mask or accessory. Shallow depth of field and subtle push-in.
>
CUT 02 | 1.10-2.20s | ACTIVATION
A signature effect ignites around the character's eyes, hands, body or equipment: glowing rings, symbols, particles, energy filaments, holographic nodes or character-specific effects. The gaze lifts as the effect rapidly peaks.
>
CUT 03 | 2.20-3.20s | ACTIVE CARD
Hard graphic-match into a bright editorial freeze-frame. Large vivid circular field behind the character, oversized black condensed typography, thin technical circles, tiny UI text, halftone detail and sharp diagonal graphic streaks. Show the typography clearly first, then let the character overlap it or enter beside it. A cropped facial close-up or upper-body close-up may be integrated into the background design.
>
Typography:
STATUS_TEXT_1
>
CUT 04 | 3.20-4.10s | ENGAGE CARD
Snap to a high-contrast black character silhouette over a bold horizontal accent-color typography band. The text should read clearly before the silhouette crosses in front of it or locks beside it. A large luminous brushstroke or energy ribbon sweeps diagonally across the foreground with strong motion blur.
>
Typography:
STATUS_TEXT_2
>
CUT 05 | 4.10-5.20s | WORLD
Smash cut into a cinematic environment suited to the character. Wide dramatic perspective as they immediately dash, leap, land or burst forward. Fast whip-pan or reactive tracking camera.
>
CUT 06 | 5.20-6.20s | DETAIL
Fast close or medium shot of one defining ability, weapon motion, gesture, transformation or acrobatic action. Sharp character, strong foreground streaking.
>
CUT 07 | 6.20-6.90s | INTERSTITIAL 01
Hard cut to a text-led graphic design screen. Huge condensed typography, layered circles, technical lines, scan lines, halftone textures, tiny data text and aggressive graphic wipes. The typography must be fully readable first, then bring in the character as a smaller integrated figure, cropped close-up or silhouette.
>
Typography:
INTERSTITIAL_TEXT_1
>
CUT 08 | 6.90-7.90s | IMPACT
Return to action from a new aggressive angle. Attack, dodge, ability release or interaction with a simple secondary threat. Low angle, side track, whip-pan or short orbit.
>
CUT 09 | 7.90-8.60s | INTERSTITIAL 02
Another editorial text card, cleaner and punchier, built from bold typography, diagonal slashes, accent-color bars, fine UI markings and strong parallax. Let the typography dominate first, then place the character beside it or pass a cropped close-up in front for depth.
>
Typography:
INTERSTITIAL_TEXT_2
>
CUT 10 | 8.60-9.60s | VELOCITY
New perspective continues the momentum. Character rushes toward camera, crosses close to lens, launches upward or rapidly changes direction while the environment stretches into controlled speed blur.
>
CUT 11 | 9.60-10.30s | INTERSTITIAL 03
Final text-based graphic card before the hero beat. Bold oversized typography, sweeping energy stroke, geometric overlays, concentric diagrams and a fast silhouette or cropped character insert. Ensure the text is legible before the character layer overlaps or frames it.
>
Typography:
INTERSTITIAL_TEXT_3
>
CUT 12 | 10.30-12.30s | HERO MOMENT
The character performs their most iconic movement, ability, strike, landing or confident stop. Briefly stabilize at the visual peak, then collapse the shot into a bright smear, silhouette frame or graphic-match transition.
>
CUT 13 | 12.30-15.00s | CHARACTER ID
Premium final identity card. Clean pale background with enormous translucent concentric circles, fine technical arcs, network nodes, subtle halftone texture, tiny graphic markings and restrained chromatic glints. Place the character in a dynamic full-body hero pose overlapping huge condensed typography. The name should register clearly before the character overlap becomes dominant. A large cropped close-up can also be subtly embedded into the background composition.
>
Behind them, add a large black circular ink-brush or emblem shape containing a ghosted visual motif associated with the character: creature silhouette, symbol, power form, weapon motif or abstract representation of their identity.
>
Primary typography:
CHARACTER_NAME
>
Secondary:
SUBTITLE
>
Optional:
PROJECT_TEXT
>
Allow the character to overlap the typography for depth.
>
EDITING:
Very aggressive premium game-trailer rhythm. Hard cuts, graphic matches, whip pans, freeze frames, impact flashes, directional smears, foreground wipes, silhouette transitions and short speed ramps. Every cut must introduce a clearly different composition or visual mode. The text-based interstitial cards should break up the action rhythm and keep the sequence from feeling like uninterrupted combat footage. No slow dissolves or long continuous choreography.
>
BGM DESIGN:
Create a fast, character-driven AAA game-trailer score tightly synced to the edit. Adapt genre and instrumentation to the character, building from restrained tension into punchy percussion, bass and rising intensity, with clear hits for cuts, typography, transitions and action beats. Peak at the hero moment and finish with a strong final reveal stinger. Integrate subtle UI ticks, whooshes, energy swells and sub impacts into the music.
变形旋钮(按幅度从小到大):① 调色板换主色 ② 几何母题(圆→矩形/竖条/斜切)③ 排版方向(横→竖)④ 开场镜头(脸→手/背影/道具)⑤ ID 卡的容器(墨圈→墨板/门/框)⑥ 切点节拍与顺序 ⑦ 动作段的世界观。每次只拧 2-3 个旋钮,其余逐字保留 = 保 DNA。
变体 A1 已跑(2026-09-02 · H3 Max · 768P · 10s · 单图 adaptive · 新 ONE TEN Karen 板)— `assets/koda_karen_A1.mp4`
验证通过:2D 锁在 Max 上有效(全片赛璐珞);一眼不是 v1 模子(手先握拳开场、绿点燃、绿+钢蓝、高矩形竖排字、竖向墨板 ID 卡);身份=ONE TEN Karen。教训:H3 Max 把变量名当字印(STATUS TEXT / INTERSTITIAL / CHARACTER),原版 H3 会替换、Max 不会 → 每个字卡处直接写真字(生成器已改)。Max 单图模式 ratio 只能 adaptive。下载带 LibTV 角标,正式用走会员去水印。
LYRIC_01="秒针" LYRIC_02="又在" LYRIC_03="提醒 remind" LYRIC_04="LOVE 我爱"
NAME_EN="KAREN" LYRIC_05="只要 / 听到" LYRIC_06="你的声音" LYRIC_07="我"
LYRIC_08="一定" LYRIC_09="会为" LYRIC_10="你" LYRIC_11="一直没" LYRIC_12="停留" OUTRO="Thank You"
Create a 15-second anime lyric-video PV, vertical 9:16, 30fps, exactly 19 cuts.
Use @[image1] as the sole authority for the character's identity; keep the 2D anime rendering of the references throughout; no 3D, no photoreal. NO WEAPONS, NO COMBAT, no VFX explosions: the only energy comes from typography motion and the character's small gestures (glance back, hair flick, hands in pockets).
Visual bible: white editorial poster ground, indigo/navy ink typography, one cyan accent, tiny grey caption text, scattered navy rectangles as beat particles, one thin arc line. Everything before 7.0s is near-monochrome; only the hero shot is full color. In every text card the typography must be fully legible FIRST, then the character (or a cropped part: legs, back, hair) slides in and overlaps it.
CUT 01 0.00–0.90 poster card: character centered, giant grey name behind, navy blocks scattered. CUT 02 0.90–1.35 hard cut, giant "秒针" filling half the frame, circular badge with cropped face. CUT 03 1.35–1.75 vertical smear → tall navy strip card "又在". CUT 04 1.75–2.25 photo-sticker card "提醒 remind", only the character's legs visible. CUT 05 2.25–2.75 "LOVE 我爱" over a street photo sticker, half-body. CUT 06 2.75–3.50 giant grey letters drop in one by one behind her, then "KAREN" slides in as a black bar at the bottom. CUT 07 3.50–4.60 horizontal whip → three polaroid/social-post cards side by side, vertical lyric "只要" "听到" on both sides. CUT 08 4.60–5.25 white card with a single EKG line across the frame, "你的声音" riding the peak. CUT 09 5.25–5.60 same line, only "我". CUT 10 5.60–6.10 solid cyan block pops in with "一定". CUT 11 6.10–6.50 giant "会为" split by the character emerging between the two words. CUT 12 6.50–6.85 single word "你", slow breath zoom. CUT 13 6.85–7.00 white flash 3 frames. CUT 14 7.00–10.25 HERO HOLD: full-color cherry-blossom field, she turns her head back to camera and smiles; hold still with a very slow push-in; tiny caption top-right. CUT 15 10.25–11.30 white ground, small handwritten "一直没". CUT 16 11.30–12.10 giant grey "停留", character slides in from the right and overlaps it. CUT 17 12.10–13.50 white ground, thin "Thank You". CUT 18–19 13.50–15.00 handwritten signature "ONE TEN", fade to white.
EDITING: hard cuts, 3 directional smears, exactly one white flash before the hero hold, block pop-ins, sliding text bars, subtle breathing zoom. No glitch, no speed ramps, no slow dissolves except the final fade.
BGM: soft Mandarin pop ballad chorus, one word per cut, the emotional line lands on the hero hold at 7.0s; sparse piano + light drums, no drop impact — the "drop" is silence-into-hold.
建议先用 Plan B(Codex 立绘 + HTML 动态排版) 复刻一条不花积分,验证节奏后再决定要不要上 H3 做人物微动。
B. 我先装 Von 本地版做基准:拿我们自己的 200 条真实样本(标题分类、哨兵日志、Karen 回执)测准确率和中文支持;准了就先接哨兵和入库两处。
C. Jev key 到手后同一套代码换 endpoint 即可(协议兼容)。
2026-09-21 04:10 实测记录
iMac(Intel i9)跑不了 Von:macOS x86 的 torch 止于 2.2.2,Von 模型分词器需要 transformers 5(要求 torch≥2.5)。降级 transformers 4.49 → 报 `Tokenizer class TokenizersBackend does not exist`。结论:Von 只能在 Air(Apple Silicon)或云上跑;iMac 侧将来直接调 Jev API 或 Air 上的 Von HTTP 服务。
已派 Karen 在 Air 跑基准:warroom/handoff/jev/bench_von.py + titles_labeled.csv(92 条)。
第三方:Remotion 自有许可(公司规模超限要付费);React Bits 固定版本条款限制组件再分发;部分设计"参考过 Kimi 工作区素材",作者自己声明"不宣称独立权属审计完成"。
对我们的含义:ONE TEN 商业线(客户站、接单、带货、SONGGIFT)不能直接用它的源码/素材;只能学它的组织法与运动语法,自写。个人频道非商用视频(人机日志、每日过程、Moon1k 自发 Shorts)按字面允许,但 Moon1k/ONE TEN 是品牌推广性质,边界模糊 → 一律自研重写,不引入其代码。
1:45–3:10 四种平台:① PC 端(最推荐新手;键鼠/手柄即可;能看到全部模型、进全部世界、画质功能最全;缺点 = 不能用手势和身体互动;免费);② PC 串流 VR 端("VRChat 的完全体",手柄手势 + 身体语言,沉浸最强;门槛 = 一套 VR + 一台不错的电脑);③ 一体机端(Quest / PICO 直接跑;方便;缺点 = 画质压缩、很多 PC 模型看不到、很多高质量世界进不去,"体验大打折扣");④ 手机端(安卓/iOS 新出,功能简单,外面随便逛逛发消息,只能当补充)。
3:10–3:30 推荐顺序:"先在 PC 端免费玩,确定自己真的喜欢,再考虑要不要买 VR。别一上来花几千块玩两天发现不合适。"(口号:先试后买,绝不翻车)
3:30–5:00 收尾:"你可以成为任何你想成为的人,去任何你想去的地方,认识任何你想认识的人;可以是下班后的精神避风港、探索世界的新方式、发现另一个自己的地方——但它终究不是现实。"引《头号玩家》哈利迪:"我创造绿洲是因为现实里不自在,快死了才明白现实才是唯一真实的东西。"再引 "The things that bring the greatest joy carry the greatest potential for loss and disappointment."——"享受它,但别被它吞没。"
5:00–5:26:一键三连 + "我们下期再见,或者 VRChat 里见。欢迎来自现实的旅人。"
它教的东西(拆出来的要点)
1. VRChat 为什么受欢迎 = 四件事叠加:(a) 社交在场感——全身跟踪的化身 + 空间音频,聊天/唱歌/跳舞/语言交换是"真的发生",不是弹幕;(b) 化身自由——"成为任何你想成为的人",化身即身份,作者自己就是猫耳少女;(c) 世界 = 内容——玩家自建的地图(赛车、飞行、涩谷、竹林、小木屋)让平台"想干什么就有什么";(d) 活动——虚拟 Live House 演唱会、聚会、桌游局,把"在场"变成可约的事件。
2. 新手上手顺序(作者的 SOP):Steam 装 PC 版(免费)→ 键鼠先逛世界、试化身 → 玩一段确认喜欢 → 再买 VR;VR 首选 PC 串流(完全体),一体机是妥协,手机只当通讯补充。