Галерея ИИ-промптов OpenZhenZhen · MiniMax H3 · video
Сокрушительный удар бегемота: копьё и магическая погоня
Behemoth's Final Blow: Lance and Magic Pursuit
«Сокрушительный удар бегемота: копьё и магическая погоня» — работа с использованием MiniMax H3 на OpenZhenZhen. Изучите исходный промпт и пример генерации для собственных проектов.

Промпт
Промпт на китайском
生成一段20秒、16:9画幅的高密度3D卡通渲染/赛璐璐风幻想动作RPG电影感视频。仅使用所提供的身份参考图,保持一名主角在所有镜头中的面部特征、发型、体型、服装、装饰、配色、轮廓和角色母题一致;不要复现参考图的背景、构图、文字、界面、分格或姿势。不要将源视频或音频作为输入。 根据参考角色的世界观与配色,统一设计场景、建筑、道具、敌人、长枪装饰、魔法效果、光照、反射、粒子和冲击波。背景使用低饱和互补色,让主角的标志色集中在眼睛、长枪、攻击轨迹、接触点和地面反射上。采用细致的深色彩线稿、二至三层精细赛璐璐阴影与透明中间阴影、柔和面部主光、哑光动画肌肤,并区分布料、金属、皮革、宝石、木材、角、鳞片、玻璃和石材的材质反射。避免粗黑描边、扁平低密度电视动画、塑料感CG、通用脸、写实、灰暗色彩或混合画风。 画面中只能有一名主角、一只约主角两倍体型的巨大非人幻想怪物、一把长枪和一个连续的副追击要素。长枪全程保持同一把笔直武器,只有一根枪杆、一个枪尖和一个枪尾;仅可调整表面颜色、装饰、材质和发光。副追击要素必须是一条不断开的尾巴;若角色没有尾巴,则使用一条长丝带、带状物、链条、鞭状装饰、长发束或同色魔力带。两者都不得复制、分叉、变形或替换。怪物全程保持相同的脸、体型、装甲或服装、角、头发,以及胸腹中央唯一的发光弱点纹样。 场景为巨大的室内战斗空间,具有高处发光天顶、纵深回廊或结构、可读的反射地面,以及经过景深整理的高密度背景。不得出现可读招牌、文字、标志、字幕、水印或UI。 0–5秒,低机位斜前方中景:同时清晰展示主角、单把长枪、单一追击要素和怪物。主角锁定怪物视线,双手只握枪杆,压低支撑腿,锐利踏出一步,联动髋部与肩部旋转,用整把长枪完成一次大幅斜向横扫。枪尖接触怪物发光弱点时短暂停顿,随后从接触点扩散角色固有色冲击光与圆形魔力波。 5–9秒,接触点特写:聚焦怪物胸部至腰部、弱点和单一追击要素,不回到主角脸部。追击要素以低位水平弧线进入,只向弱点命中一次。加入短暂停顿、环形冲击波、细窄发光裂纹,以及怪物服装、头发和装甲的强烈延迟摆动。 9–14秒,展示怪物全身与地面的短暂中远景:怪物失去重心,沉重踉跄整整两步,从单膝跪地后倒下,躯干和一只手沉入地面。服装、头发和装甲带有延迟重量感地铺散。怪物保持可见并处于战斗不能状态,不得消失。 14–20秒,超低机位近景:左前景放置倒地怪物的一部分手或脸,中间是同一把长枪,右侧是主角腿部和鞋子。主角双手将长枪垂直下刺,枪尖落在与怪物轮廓清晰分离的空地上。接触瞬间只产生角色固有色与暖色火花、小裂缝和圆形光波。长枪杆从画面中央垂直延伸至上边缘。以枪尖接地冲击的瞬间立即结束,不回到脸部特写或胜利姿势。 若生成声音:横扫使用低沉风切声与短促魔力冲击声,追击使用一次沉重打击和清澈魔力音,怪物倒地使用一次沉重地面冲击声;最后一帧同时出现尖锐接地声、短裂纹声和魔力余韵,并立即切断。无对白、旁白、歌声或额外人声。
Промпт на английском
Generate a 20-second, 16:9 high-density 3D toon/cel-look fantasy action RPG cinematic. Use the supplied identity reference image only to keep one protagonist’s facial features, hair, body, outfit, ornaments, colors, silhouette, and motifs consistent across every shot; do not reproduce its background, framing, text, UI, panels, or pose. Do not use source video or audio as input. Adapt the setting, architecture, props, enemy design, spear ornamentation, magic effects, lighting, reflections, particles, and shockwaves to the reference character’s world and palette. Keep the background lower-saturation and complementary so the protagonist’s signature colors concentrate on the eyes, spear, attack trails, impact points, and floor reflections. Use fine dark colored linework, refined two-to-three-step cel shading with translucent mid-shadows, soft facial key light, matte anime skin, and distinct material responses for cloth, metal, leather, gems, wood, horns, scales, glass, and stone. Avoid thick black outlines, flat low-density TV animation, plastic CGI, generic faces, photorealism, desaturated colors, or mixed styles. There is exactly one protagonist, one enormous nonhuman fantasy monster about twice the protagonist’s size, one long spear, and one continuous secondary follow-up element. The spear remains the same single straight weapon in every shot, with one shaft, tip, and butt; only surface colors, ornaments, materials, and glow may adapt to the character. The follow-up element is one unbroken tail if the character has one; otherwise use one long ribbon, band, chain, whip-like ornament, long hair strand, or colored magical band. Never duplicate, branch, transform, or replace either element. The monster keeps the same face, body, armor or clothing, horns, hair, and one glowing weak-point sigil centered on its chest-abdomen. Set the fight in a vast indoor arena with a high luminous ceiling, deep corridors or structures, a readable reflective floor, and dense but depth-of-field-organized background. No readable signs, letters, logos, subtitles, watermarks, or UI. 0–5 seconds, low oblique frontal medium shot: show the protagonist, single spear, single follow-up element, and monster together. The protagonist locks eyes with the monster, grips only the spear shaft with both hands, sinks the support leg, takes one sharp step, rotates hips and shoulders together, and performs one large diagonal sweep with the complete spear. On contact with the monster’s glowing weak point, hold for a very brief hit-stop, then emit signature-colored impact light and a circular magic wave. 5–9 seconds, close-up of the contact area: frame the monster’s chest to waist, weak point, and the single follow-up element; do not return to the protagonist’s face. The follow-up element enters in a low horizontal arc and strikes the weak point exactly once. Add a brief hit-stop, a ring-shaped shockwave, thin luminous cracks, and strong delayed motion in the monster’s clothing, hair, and armor. 9–14 seconds, short medium-long shot showing the full monster and floor: it loses balance, staggers heavily for exactly two steps, drops from one knee, then collapses as its torso and one hand sink to the floor. Clothing, hair, and armor spread with delayed weight. The monster remains visible and incapacitated; it does not vanish. 14–20 seconds, extreme low-angle close shot: place part of the fallen monster’s hand or face in the left foreground, the same spear in the center, and the protagonist’s legs and shoes on the right. The protagonist drives the spear vertically down with both hands into an empty patch of floor clearly separated from the monster’s outline. At the instant of contact, create only signature-colored and warm sparks, a small crack, and a circular light wave. The long shaft extends vertically from center to the top edge. End immediately on the spear’s ground impact; do not return to a face close-up or a celebratory pose. Sound design, if generated: low wind and a brief magical impact for the sweep, one heavy strike with a clear magical tone for the follow-up, one heavy floor impact for the collapse, and at the final frame a sharp spear contact, short crack, and magical aftertone that cut off immediately. No dialogue, narration, singing, or extra voices.
Темы и стили
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