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Blade in the Dark Corridor

Blade in the Dark Corridor — explore this MiniMax H3 creation on OpenZhenZhen, with its original prompt and a reusable generation example.

Blade in the Dark Corridor — AI video creation
Blade in the Dark Corridor

Prompt

Chinese prompt

创作一段20秒、16:9的高品质二维手绘动画动作短片,场景始终设在一条昏暗、宽阔的近未来回廊。主角持续向前推进,连续突破四名身穿黑色近未来装甲的人形敌人。主角外观始终一致,只使用一把细身单刃剑,刀身、护手与剑柄保持完整。角色始终保持人形且彼此容易区分。采用纤细线稿、层次丰富的动画阴影、明亮通透的发丝与眼睛、高密度背景和富有表现力的剧场版关键帧;避免3D、写实效果和画风变化。 快速呈现一组节奏鲜明、景别对比强烈的镜头:从贴近地面的视角开始,表现有力的脚步落地和黄绿色摩擦火花;随后切到低机位正面广角,主角以左右交替的步伐沿回廊前进,红色灯线与地面接缝从身旁飞掠而过;短暂推进至专注的面部近景,再切换至侧面和低机位接触镜头,展现连续的剑术交锋。安排一个短暂的远景,清楚呈现主角跃过攻击及其落地点,随后跟拍压缩的落地动作,使其直接转为再次加速。结尾依次出现瞳孔极近景、数帧红黑白图形画面,并立即切回最后一击。所有动作压缩进连贯的20秒节奏中,不停顿,也不使用长时间慢动作。 表现真实的脚步和前进过程:脚掌落地后膝部压缩,骨盆越过支撑腿,再由下一次蹬地推动身体前进。落地、闪避和剑击都要延续动作势能。每次重要命中都先清楚呈现剑刃与装甲之间的间隙,再让刀刃接触;接触瞬间短暂停顿,之后才出现火花和敌人的重心偏移。青色用于加速残光,黄绿色用于剑路,橙色用于撞击火花和仅由接触引发的短暂爆炸;红、黑、白仅用于高潮处的短暂图形插帧。回廊以深海军蓝和蓝绿色为主,细红灯线汇聚至消失点。头发和衣物略微滞后于身体动作。每个动作段都要清楚呈现剑路、支撑脚、接触点或敌人反应中的至少一项。 音效简短并与动作同步:坚实的落脚声、短促的剑刃破风声、金属碰撞声、撞击闷响和必要时短促的发力呼吸声。不要对白、文字、字幕、标志或水印。结尾停在动作进行中:主角将最后一击的反作用力转化为向前迈出的下一步;不摆胜利姿势,不以静止画面收尾。

English prompt

Create a 20-second, 16:9, high-quality 2D hand-drawn anime action sequence in one dark, vast futuristic corridor. A protagonist continuously advances through four human enemies in black futuristic armor. Maintain the protagonist’s consistent appearance and a single slim, single-edged sword with an intact blade, guard, and handle. Keep all characters human-shaped and visually distinct. Use fine linework, layered anime shading, luminous hair and eyes, dense backgrounds, and expressive theatrical key animation; avoid 3D, photorealism, or style shifts. Use a fast, readable progression of contrasting shots: begin at floor level with a forceful foot plant and lime friction sparks; pull into a low frontal wide-angle view as alternating strides carry the protagonist down the corridor, red lights and floor seams streaming past; briefly push close to the focused face, then cut to side and low contact views for successive sword exchanges. Include a brief wide long shot of a leap over an attack, with the landing visible, then track the compressed landing into renewed acceleration. Finish with an extreme eye close-up, a few graphic frames of red, black, and white, and an immediate return to the final strike. Compress these beats into one continuous 20-second flow without lingering pauses or long slow motion. Show genuine footfalls and forward travel: each planted foot compresses, the hips pass over the support leg, and the next push drives the body onward. Preserve momentum through landings, dodges, and sword impacts. For each important hit, show a clear gap before the blade contacts armor, a momentary impact pause, then sparks and the enemy’s weight shifting. Use cyan for acceleration traces, lime for sword paths, orange for impact sparks and brief contact-triggered explosions; reserve red, black, and white for the brief climax inserts. Keep the corridor dark navy and blue-green with thin red lights converging toward its vanishing point. Let hair and clothing trail slightly behind motion. Keep the blade path, support foot, contact point, or enemy reaction legible in each action beat. Use concise synchronized effects: hard footfalls, short sword whooshes, metallic clashes, impact thuds, and brief exertion breaths. No dialogue, text, subtitles, logos, or watermark. End mid-motion as the protagonist carries the final impact’s recoil into another forward step; no victory pose or static ending.

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