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Пробуждение кровавой цепи: прорыв с поля боя

Blood Chain Awakening: Battlefield Breakout

«Пробуждение кровавой цепи: прорыв с поля боя» — работа с использованием MiniMax H3 на OpenZhenZhen. Изучите исходный промпт и пример генерации для собственных проектов.

Пробуждение кровавой цепи: прорыв с поля боя — AI video creation
Пробуждение кровавой цепи: прорыв с поля боя

Промпт

Промпт на китайском

生成一段20秒、16:9、24 fps的写实真人战场动作场面,采用克制的CGI效果,呈现密集且真实的战斗。全程保持同一片被烧毁的战场和密集敌群,并让画面连贯衔接。 一名持剑者冲入敌群,持续砍倒袭来的敌人,不停下脚步。暗绯红色的灵性能量从他体内渗出,先如流体般飘动,再化为丝状能量,最终凝成沉重的实体锁链。战斗过程中逐步展现这一变化。让剑击与锁链动作融为连贯、有力的编排。前半段结尾,他拖着锁链冲向敌群中心。 随后无缝接续:他撞入敌阵。剑、身体动作与锁链共同推动近身战斗,锁链缠绕、拉拽、改变敌人方向,并将敌人砸向残骸和断树。他在被敌人包围并持续移动时,启用一把黑色长剑,向战场中央挥出威力惊人的弧形斩击。地面开裂,烟雾升起,敌群溃散。结尾呈现他自然地站在烟尘、灰烬、残骸与倒下的敌人之间,锁链仍因惯性继续摆动。 全程保持他的人类身份与自然解剖结构。锁链呈暗绯红色,具有实体质感、重量,并会根据惯性和周围环境运动。使用写实的烟雾、灰烬、火星、火焰和环境压迫感。动作保持朴实清晰,避免瞬间移动、慢动作、静态摆姿、重复编排、激光束、霓虹光环、巨大爆炸和过度视觉特效。避免卡通或动漫风格、赛璐璐着色、游戏画面、过度光滑的CGI、塑料质感皮肤、人工感面孔、角、面具和怪物解剖结构。如生成音频,只包含急促呼吸、剑击、锁链挥动、脚步、盔甲碰撞、木材断裂、火焰噼啪声和战场环境声;不要音乐或对白。

Промпт на английском

Generate a 20-second, 16:9, 24 fps photorealistic live-action battlefield action sequence with grounded CGI and dense, realistic combat. Keep the same burned battlefield and dense enemy swarm throughout, with direct visual continuity. A human swordsman charges into the swarm and cuts through attackers without stopping. Dark crimson spiritual energy leaks from his body, developing from fluid wisps into filaments and then heavy physical chains. Show this transformation progressively during combat. Integrate sword strikes and chains into continuous, forceful choreography. End the first half with him sprinting toward the swarm’s center, chains trailing behind. Continue seamlessly as he crashes into the formation. His sword, body movement, and chains drive relentless close-quarters combat: chains wrap, pull, redirect, and smash enemies into debris and broken trees. While moving and surrounded, he activates a long black sword and unleashes a devastating crescent slash through the battlefield’s center. The ground cracks, smoke rises, and the swarm collapses. End with him standing naturally among smoke, ash, debris, and defeated enemies as the chains continue moving with residual momentum. Preserve his human identity and natural anatomy throughout. The chains are dark crimson, physical, weighty, and responsive to momentum and the environment. Use realistic smoke, ash, embers, fire, and environmental pressure. Keep the action grounded and legible, with varied attacks and no teleportation, slow motion, static posing, repetitive choreography, laser beams, neon aura, giant explosions, or excessive visual effects. Avoid cartoon or anime styling, cel shading, game graphics, glossy CGI, plastic skin, artificial-looking faces, horns, masks, and monster anatomy. Audio, if generated, should contain only heavy breathing, sword impacts, chain whips, footsteps, armor collisions, breaking wood, fire crackle, and battlefield ambience; no music or dialogue.

Темы и стили

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