High-end theatrical anime film style.Bright futuristic cyberpunk megacity in daylight.Towering skyscrapers covered with holographic advertisements.Multi-layer sky highways. Flying vehicles. Drone traffic. Transparent skybridges. Dynamic neon reflections. Clean white architecture mixed with vibrant cyan, magenta and violet lighting. The city feels alive and constantly moving. Ultra-fluid action animation. No dialogue. No subtitles. No logos. Environmental sounds only. CAMERA Every shot uses a different focal length and camera height. Mix: 85mm telephoto 16mm ultra-wide Macro POV Low angle Overhead Tracking Dutch angle Fast whip pans during attacks. Smooth cinematic motion. GLOBAL CONSTRAINTS Maintain strict character consistency. Do not change faces, hairstyles, armor designs, proportions or weapons. Character A always remains on the left. Character B always remains on the right. Maintain the 180-degree rule. No duplicated limbs. No cloned characters. No slow walking. The fight begins immediately and never stops. SETTING A vibrant cyberpunk megacity. Gigantic holographic billboards. Flying cars. Drone highways. Transparent skybridges. Suspended monorails. Magnetic rail systems. Floating advertisements. Neon reflections. Glass towers. Mechanical maintenance arms. Autonomous delivery drones. Everything continues operating throughout the battle. TOTAL LENGTH 15 Seconds -------------------------------------------------- 0.0–1.5s Without hesitation, both operatives burst forward simultaneously. Character A dashes low across a glass rooftop with twin energy blades. Character B launches from a suspended maintenance arm using her mechanical tail for acceleration. Their first clash creates a violent shockwave that scatters glass fragments and holographic particles. -------------------------------------------------- 1.5–3.5s Both sprint across connected rooftops while continuously exchanging attacks. Character A wall-runs along a vertical glass facade. Character B swings around a hovering drone tower using her mechanical tail. Energy blades narrowly miss. The gravity chain tears through holographic billboards. Flying traffic races past only meters away. -------------------------------------------------- 3.5–5.5s They leap onto moving magnetic trains. Both continue attacking while balancing at extreme speed. Passing support pillars force constant evasive movement. Bright sparks erupt whenever weapons collide. The camera races alongside the train. -------------------------------------------------- 5.5–7.5s Character A jumps onto a floating cargo drone. Character B immediately lands beside her. Both continue fighting while rapidly hopping between dozens of autonomous drones crossing the skyline. Several drones lose balance and spiral away. The city keeps moving beneath them. -------------------------------------------------- 7.5–9.5s The battle moves onto a transparent skybridge. Character A slides beneath a chain strike. Character B flips over twin energy blades. Glass panels crack beneath every landing. Mechanical maintenance robots continue repairing nearby structures while narrowly avoiding both fighters. -------------------------------------------------- 9.5–11.5s Both fighters accelerate into a narrow neon alley suspended hundreds of meters above the city. Mechanical tails. Energy blades. Chains. Afterimages. Every attack flows directly into the next without pause. The camera performs continuous close tracking around both characters. -------------------------------------------------- 11.5–13.5s They launch into open air between skyscrapers. Hover vehicles streak around them. Both use surrounding architecture to redirect momentum. Character A bounces from a giant holographic display. Character B spins around a drone traffic beacon. Neither gains the advantage. The exchange becomes even faster. -------------------------------------------------- 13.5–15.0s Both land almost simultaneously on another elevated platform. Without slowing down, they instantly launch into another exchange. Weapons collide repeatedly. Bright sparks shower across the platform. The camera pulls backward while the city stretches endlessly behind them. The duel continues at full speed as the shot ends.
Detective Cat Investigating
A cinematic scene shows an animated cat character dressed as a detective, investigating a dark room with a magnifying glass. The video captures the cat's curious movements and the dramatic lighting of its surroundings.
Prompt
→ Opus 4.8 re-described the character in full. Opus 5 trusted the reference image and wrote one line → Opus 4.8 wrote a gag: a laser dot, then chaos. Opus 5 wrote a reversal: the culprit is the cat → Opus 4.8 split the shots to protect the render. Opus 5 cut them to protect the edit
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SCENE CONTEXT Inside a vast open-air gladiator arena with a polished white circular floor, a lithe swordswoman duels a hulking armored orc gladiator while packed tiered stands of spectators surround the fight. She works frame-left; he holds frame-right. ACTIVE REFERENCES @ref_choreography — 12-panel fight board; blocking, motion paths, and camera setups only; rendered output is live-action photoreal footage. @loc_arena — environment and architecture: circular white stone arena floor with radial seam lines, steep tiered stands, colonnaded upper gallery, open sky above the ring. 100% matches the reference for architecture; the stands are filled to capacity with spectators in every cut. @char_RV_Viper — athletic female fighter, long black hair, black leather bodysuit with gold seam piping, mandarin collar, gold cobra belt buckle, thigh-high heeled boots, drop-leg twin holster harness. 100% matches the reference. @char_RV_Orc — green-skinned bald orc gladiator with lower tusks, gunmetal-and-bronze plated armor, massive two-handed spiked club. Stands half a body taller than the swordswoman, three times her mass. 100% matches the reference. @prop_katana — steel katana, black silk-wrapped hilt with gold diamond menuki, round engraved brass tsuba. 100% matches the reference. @prop_pistols — matte black suppressed pistols seated in black leather drop-leg thigh holsters. 100% matches the reference. LOCATION MAP Foreground: polished white stone arena floor with radial seam lines and light scuff marks, a hard-edged pool of direct sunlight falling across the duel circle. Midground: the low white perimeter wall ringing the floor. Background: steep tiered stands packed shoulder-to-shoulder with spectators, rising to a colonnaded upper gallery; open daylight sky above the ring, haze at 80 meters depth softening the far side of the bowl. Sun sits high camera-left above the gallery rim. Operator holds the shadow side in every setup. FIRST FRAME / BLOCKING First frame opens mid-action: wide profile two-shot inside the sunlight pool — the orc frame-right halfway through a flat horizontal club swing at chest height, the swordswoman frame-left already dropping into a low knee-slide beneath the swing arc, katana drawn and trailing. Screen direction locked for the full clip: she attacks from frame-left, he holds frame-right. FORMAT MODE Timed multishot. Hard cuts at the stated seconds only; cuts only at the specified points, the camera does not cut on its own. OPTICS CUT 1: 63° wide profile. CUT 2: 84° low angle. CUT 3: 47° overhead. CUT 4: 47° over-the-shoulder. CUT 5: 29° lateral medium. CUT 6: 63° wide profile. Fixed FOV per segment, no drift mid-segment. 35mm anamorphic character, oval bokeh, fine grain. CAMERA Wide tonal latitude, soft highlight roll-off. CUT 1 and CUT 6 locked at chest height; CUT 2 locked at floor height angled up; CUT 3 directly overhead, static, the full duel circle and packed lower rows in frame; CUT 4 anchored behind the orc's right shoulder; CUT 5 tracking laterally at torso height, matching her speed. ACTION 0.0s to 2.5s — Wide profile: the club head sweeps through at 60 km/h; she slides under it at 25 km/h; the club hammers the white floor where she was — cracks spider out along the radial seams, dust ring — as she shoulder-rolls left past his planted leg. 2.5s HARD CUT 2.5s to 5.0s — Low angle: she springs up inside his reach, rising diagonal slash across his armored forearm — sparks; he backhands one-armed with the club haft; she arches backward under it, blade sweeping overhead as counterweight; packed stands and open sky behind them. 5.0s HARD CUT 5.0s to 7.0s — Overhead: she circles fast to his blind side in a wide arc at 20 km/h while he pivots heavily on planted feet, then hoists the club vertical for a two-handed overhead smash; their shadows stretch across the sunlit white floor. 7.0s HARD CUT 7.0s to 9.5s — Over the orc's shoulder: the smash detonates on empty white floor — dust ring, floor cracks; she is mid-sidestep, katana biting across his flank plate with a spark trail; he staggers a half-step. 9.5s HARD CUT 9.5s to 12.0s — Lateral medium: she rebounds off the floor into a leaping strike toward his shoulder line; a rising club sweep meets her mid-air; she blocks on the flat of the katana and the impact hurls her backward across frame. 12.0s HARD CUT 12.0s to 15.0s — Wide profile: she back-flips airborne, katana still gripped, lands in a deep skid, blade snapping to horizontal guard; the orc charges at 30 km/h, club winding into a full-body swing; final frame holds at 15.0s on club and katana converging in mid-air an instant before contact. PERFORMANCE Her eyes stay locked on the orc through every exchange, jaw set, controlled sharp exhales; hair whips on each direction change. The orc grimaces around his tusks on the flank hit, chest heaving on the final charge. PHYSICS The orc moves with visible mass — floor shudders on his steps, full-body follow-through on every swing, dust kicked from each footfall. She is light and sudden: sharp direction changes, boots skidding with friction marks on the polished stone. Sparks where steel meets armor plate; holster straps and hair react to inertia; grounded contact shadows under both fighters in the direct sun. LIGHTING Hard direct sunlight from high camera-left above the gallery rim, 5600K, throwing a bright pool across the duel circle; cool open-sky fill from above; the stands sit one stop down in bounced light; fighters carry crisp single sun shadows plus soft sky fill. COLOR GRADE Steel blue-grey palette, moderate desaturation, crushed blacks, retained midtones; the sunlit floor reads clean paper-white against cooler shaded stands; her gold seam piping and the brass tsuba catch the sun as the only warm accents. AUDIO Deep concussive club impacts, blade whoosh and metallic ring on armor contact, boot skids on polished stone, open-air crowd roar rising in waves that spike on each impact. STYLE Photoreal live-action, 35mm anamorphic film character, fine grain, bloodless stylized combat. OUTPUT SETTINGS 16:9, all segments real-time speed. POSITIVE LOCKS Katana stays in her grip in all six cuts. Both pistols stay seated in the thigh holsters in every cut. She works frame-left, the orc holds frame-right, in every cut. Every seat in the stands is occupied — the arena is packed to capacity in all six cuts. Same arena, same daylight, same wardrobe, same prop state across all cuts. Fighters alone on the floor; the crowd stays in the stands. Impacts read through sparks, dust, and knockback — combat stays bloodless. Rendered output is live-action footage; the choreography sheet serves as motion reference only.
@图1 为角色一致性参考:BASE FORM 与 LIGHTNING FORM 的容貌、发型、服装与雷电效果完全以图1为准,不进行任何重新设计。【渲染风格】2.5D动漫剧场版顶级作画水准,赛璐璐上色配柔和渐变与立体光影,电影级运镜与体积光,色彩浓郁通透,非平涂非写实3D。晴朗正午,湛蓝天空与洁白积云,强烈明媚阳光——现代都市开阔石砖广场,玻璃高楼环绕。16:9。【动作质感·务必严格执行】所有动作必须自然流畅、连贯有机,绝不僵硬、绝不摆pose定格。每个动作都有预备、发力与收势三段:出手前身体先反向蓄力,发力后有惯性余势与收身。全身重心随动作真实转移,肩、腰、胯依次带动而非整块移动。长发、猫尾、衣摆、外披均为跟随动态——比主体慢半拍摆动,落点自然衰减。呼吸、指尖微颤、眼神先于身体转动等细微二次动作全程存在。动作与动作之间以运动衔接,绝不停顿断帧。她的体态如猫科动物:柔软、松弛、爆发力藏在放松之下。【核心张力】节奏:极短的预兆 → 无声爆发 → 毁灭升级。每次大招前有半拍全静音,静音之后才是轰鸣。【音效核心设定】每次雷击发动前,先响起一声低沉如猫呼噜般的震动闷响,随后才是炸雷。 [0-1秒] 极速预兆:开场半秒内一连串快切——路灯灯泡由远及近"啪啪啪"连爆/碎石违反重力弹起悬浮/鸽群炸飞/玻璃幕墙浮现蔓延的静电霜纹。镜头以极高速自地面俯冲掠过广场直扑她的背影,在最后一帧急停——她正抬手摸向发带,动作松弛自然。低频嗡鸣瞬间攀至顶点。 [1-3秒] 无声觉醒:她手腕一转扯断发带——瞬间全画面静音只余耳鸣。升格慢镜:马尾自然散落再被上升气流托起向上飘舞,发丝一缕缕分开、末端有跟随的迟滞感,电流一节节窜过;瞳孔从金琥珀炸裂为炽白核心的电蓝竖瞳并溢出电弧,眼下拉出两道发光泪痕雷纹;靛蓝雷纹自颈侧、锁骨顺着肌肉走向爬满双臂至指尖。她的肩膀先松沉再抬起,头部微微后仰又缓缓归位——头顶两侧凝出两道蓝黑雷电猫耳形光弧竖起并像真猫耳一样轻轻抖动转向,腰后延伸出一条蓝黑雷电猫尾自然垂落再柔软摆动。镜头环绕她半圈——就在环绕完成那一帧声音轰然回归:环形冲击波以她为中心炸开,白色空气涟漪环横扫广场,石砖成片翻起悬浮,发光的猫爪雷纹阵层层扩散铺满地面。 [3-5秒] 雷兽降临·镜头被跨过:她十指自然舒展,五道锐利的蓝电爪刃随指节延伸而出。身后黑蓝雷电汇聚凝成巨大猫科雷兽虚影——它的动作如真实猫科:低伏、肩胛骨随步伐起伏、尾巴分叉三条慵懒摆动、双眼为炽白光球。镜头位于地面极低处,雷兽一只巨爪从镜头正上方踏过并跨越镜头,肉垫压下时带起气浪与电弧,画面被笼罩再重见天光——揭示她与雷兽同姿态低伏,三四只小型雷电猫在空中绕行。地面上她的影子并非人形,而是一只巨猫剪影。 [5-8秒] 一式·雷爪裂空·时间冻结:她重心下沉、后腿蹬地爆发冲刺,猫耳光弧因气流向后压平,身体拧转带动手臂划出一记横向爪击——画面在爪刃触及的瞬间彻底凝固:五道黑雷如浓墨般吞噬光线撕开的漆黑裂痕悬停半空,边缘镶着刺目蓝色高光;一整面玻璃幕墙的碎片静止悬浮空中,每一片碎玻璃里都倒映着她炽蓝的竖瞳。镜头在凝固的时间中穿过悬浮碎片群缓缓推进——时间猛然恢复,碎晶如暴雨般爆散,爪痕横贯广场,她顺势收身、余势带得长发与外披向后翻卷,whip pan急速横甩掠过。 [8-11秒] 二式·雷兽奔袭:她沉肩转腰双手在身前拉开成片交缠的黑蓝电网,全身发力向前推出——巨猫雷兽咆哮着从她背后扑出,四肢奔跑的姿态如真实猎豹般伸展收缩,化作横贯画面的黑蓝雷电洪流沿地面奔袭。所过之处石砖整片掀翻抛向天空、路灯扭曲熔断、整排玻璃幕墙由近及远连锁炸裂、地面犁出一条焦黑发光的猫爪状巨大沟壑。镜头与雷兽并肩同速侧向跟拍,碎石与电弧不断掠过镜头前景,随后急速拉升成航拍俯瞰——雷痕撕裂整个街区,尽头处雷兽昂首化作一道直插云霄的雷柱。 [11-13秒] 三式·天落猫爪:她屈膝落地,身体先向上舒展蓄势再猛然俯身双掌拍向地面——全画面骤然静音半拍:晴空中的积云被染成靛蓝旋成覆盖全城的巨大漩涡,漩涡中心浮现一只大到超出画面的黑蓝雷电猫爪缓缓压下。升格慢镜:五道爪尖化作五根粗壮落雷雷柱轰然砸落——声音在此刻炸回,冲击环层层扩散掀翻一切,玻璃幕墙成片崩解,尘土碎石呈球状爆散又被卷着向上升腾,蓝白强光吞没画面。镜头自爆心极速拉远至高空大远景:整个广场化作一个仍在闪烁蓝电的、发光的猫爪形巨坑。 [13-15秒] 收尾·背身定格:漫天尘埃与悬浮电火星中,她自然起身、拍了拍手上的灰,背对镜头松弛地迈步走出,长发仍向上飘舞、猫耳光弧转了转、雷电猫尾慵懒地左右摆动,雷兽虚影在她身侧同步行走并逐渐消散成点点电光。她肩膀先动、头随后微微回转——炽蓝竖瞳越过肩膀直视镜头,单侧嘴角自然扬起浅笑,猫尾"啪"地在空中甩了一下,一道细小电弧顺着尾尖弹到镜头前炸开——画面速度放慢至凝滞骤然定格,蓝色电弧仍在她轮廓上跳动,定格保持一拍后缓慢淡出。
Gritty 16mm cinéma vérité, authentic 1970s home-movie documentary feel, organic film grain, natural mixed indoor light, heavy shoulder-mounted handheld shake, no stabilization, soft focus falls, subtle light leaks, raw and elegant, lived-in realism. 0-3s: [Close Handheld] Warm living-room birthday. Kids crowded around a simple cake, laughing and singing. A young woman with natural face leans in to help light the last candles. Soft warm light, pure joyful chaos. Camera stays tight and slightly shaky on the faces and flickering flames. 3-7s: [Unsteady Medium] The song continues. One kid is about to blow out the candles. Everyone is smiling, the room feels safe and full of energy. Camera drifts among the group with natural bounce. 7-11s: [Handheld Chaos] The door bursts open. A tall figure in a classic Pennywise clown costume (white face, orange hair, red balloon, tattered suit) steps in and immediately tries to scare the kids with exaggerated movements and a low menacing laugh. The singing stops. Kids freeze for a split second. 11-15s: [Raw Reactive to Overhead] The kids don’t run. They charge him as a pack, jumping on his back, punching, kicking and swinging whatever is nearby. The clown goes down hard onto the floor. Camera stays in the middle of the fight, then suddenly rises into a high overhead angle looking straight down. Pennywise lies on his back staring at the ceiling while the kids keep pounding him from all sides. Photorealistic 16mm film emulation, heavy organic grain, authentic period details, natural skin texture, imperfect handheld physics, subtle film weave, coherent motion, pure cinéma vérité texture, no artifacts, 4:3 aspect ratio.
Use @[storyboard ref] only for P## staging: match each panel's angle, scale, framing, blocking, positions, and direction. Ignore sketch artifacts; written beats, references, ENVIRONMENT, VISUAL MEDIUM, and CINEMATOGRAPHY control final identity, materials, color, motion, and effects. Use @[midjourney image] as C1's sole appearance source; never transfer its likeness to C2-C7. VISUAL MEDIUM: Cinematic 3D realism fused with painterly anime surface abstraction. MOTION LANGUAGE: Impossible acceleration, elastic poses, violent smears, grounded foot-and-ball contact physics. VISUAL EFFECTS: Orange, violet, blue, black ribbons; ink splinters, contact flares, ball wakes. CINEMATOGRAPHY: High-key overhead light, saturated accents, ultra-wide depth, aggressive diagonals. AUDIO: No music; breath, cleats, ball impacts, net snap. Internal Japanese voice, no lip-sync: P01 「お前たちがどれだけ望もうと、」; over P13 strike 「あのトロフィーは俺がもらう!」; action never pauses. ENVIRONMENT: White pitch, charcoal lines, black steel goal, white net; overhead softbox. RHYTHM + ESCALATION: Cuts accelerate through five duels and keeper, flowing through inner voice into impact. BEATS: P01: Ground-height low full; C1 fills the left third, outside boot driving the white-black leather football screen right toward goal, orange floor wake thinning behind. P02: Ground-height foot close-up; C1 cuts the white-black leather football outside C2's Netherlands-orange lunge, a violet flare dying at lower-left contact. P03: Knee-height canted medium-full; C1 throws shoulders left, hips and the white-black leather football cutting screen right toward goal as C2 tilts away. P04: Waist-height profile wide; a lateral whip follows C1 past compact C3 in Japan-blue, the white-black leather football at his instep, blue ribbon floor-bound. P05: Ball-height tight wide; camera races beside the white-black leather football through lean C4's Argentina sky-blue-and-white stance, C1's boot left, orange arc collapsing. P06: Overhead wide; C5 in Brazil yellow-and-green seals center, C1 sole-hooks the white-black leather football lower-right, vector breaking screen right toward goal. P07: Eye-height compressed medium; C5's tackle crosses foreground, C1 drag-turns around the white-black leather football in the right third, violet sole flare fading. P08: Knee-height low wide; narrow C6 in France navy-and-red fills the right third as C1 and the white-black leather football accelerate diagonally screen right toward goal. P09: Ground-height tight full; C1 carries the white-black leather football beyond C6's toe, orange-blue shock line flashing through the gap as C6 folds. P10: Eye-height wide; C1 and the white-black leather football occupy the open right third facing goal, C2-C6 stagger defeated across distant left. P11: Eye-height wide; C1 and the white-black leather football fill lower left, while C7 in matte-black goalkeeper kit and white gloves sets centrally inside goal. P12: Waist-height canted medium-wide; C1 takes a running setup touch with the white-black leather football lower left, torso coiling without slowing, C7 centered inside the right goal. P13: Ground-height extreme low wide; at full sprint C1 strikes the white-black leather football screen right toward goal as C7 commits, four-color splinters erupting at contact. P14: Goal-side eye-height medium wide; the white-black leather football slams center-right into the white net beyond C7's stretched gloves, snapping it back as chromatic ribbons erupt and clear.
CINEMATIC SETUP: Handheld chase cam, dynamic parkour tracking shot, aggressive whip pans, motion blur on fast movement, anamorphic lens flares from neon signage, shallow depth of field, high-contrast blade-runner color grade (teal shadows, magenta/orange highlights). CHARACTERS: [Image 1] — young man, textured coiled updo hairstyle, cropped grey tactical jacket with orange sleeve patch, oversized black cargo pants, chunky off-white armored boots, black gloves. Athletic, precise, controlled movement — a rooftop runner. LOCATION: [Image 2] — dense futuristic megacity at night, towering neon-lit skyscrapers, holographic billboards, layered elevated highways, thick atmospheric haze, distant flying traffic. TIMELINE: 0:00–0:03 — Character sprints across a rooftop edge, low-angle tracking shot, builds speed, plants foot and launches into a full-extension leap off the ledge. 0:03–0:06 — Mid-air freefall between two skyscrapers, camera whips downward following him, neon reflections streak across his jacket, city lights blur past. 0:06–0:09 — He lands in a hard roll on the roof of a passing flying car, absorbing impact, immediately pushes up into a sprint across its hood. 0:09–0:12 — Leaps from the flying car to a second one weaving through elevated traffic, mid-air rotation, grabs the edge and vaults forward without breaking stride. 0:12–0:15 — Final leap onto a higher flying platform, sticks the landing in a low crouch, camera pulls back into a wide hero shot revealing the full neon skyline behind him. SFX: Wind rush on freefall, metallic impact thud on landings, distant flying-traffic hum, faint synth pulse building through the sequence, city ambience (sirens, hover-engine drones). QUALITY ANCHOR: Photorealistic, cinematic 4K render, sharp character detail against motion-blurred environment, consistent character identity and outfit across all shots, seamless continuous motion, no morphing or drift between beats.
I'd like the character in the character sheet to do the exact dance as in the video. The framing, exact timings of the dance and camera moves should all exactly match the reference. The location is the forest in the second image. Make sure the camera move, framing and dance moves match the video exactly.
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