Use the uploaded image as a route-planning terrain map. The red line is only a sketched camera path and must be completely removed from the final video. Create a 15-second single continuous 16:9 cinematic FPV flight through the same Alice in Wonderland-inspired fantasy downtown. No cuts. Invisible first-person drone camera only. Follow the route in this exact order: 0s -> 3s -> 6s -> 9s -> 12s -> 15s. The movement must feel like one continuous forward flight, not a jump between landmarks. Start low in the lower-left market street, flying fast between close building facades, awnings, card-suit windows, checkerboard paving, and foreground obstacles. Pass through the keyhole gate and dense city canyon, then cross the canal and bridge district. Skim above water, pass beside bridge structures, rise over rooftops, and thread between teacup platforms, porcelain towers, balconies, sky corridors, and card-themed high-rises. A small adult winged fairy should fly slightly ahead of the camera as the route guide throughout the full shot. She banks around corners, folds her wings through tight gates, dodges signs, skims above the canal, rises over rooftops, and leads the camera toward the final mushroom-crown tower. End by accelerating upward to the tall mushroom-crown tower in the upper-right area, then hold a heroic wide reveal of the Wonderland city skyline. Avoid visible red line, arrows, annotations, subtitles, text, logos, map view, cuts, reverse flight, route jumping, visible drone, camera rig, fairy disappearing, oversized fairy, or a pasted character look.
Fantasy Cinematic Storyboard
A cinematic slice-of-life video offers a visual storyboard for a fantasy tale. The scene features diverse shots, including wide establishing views, character close-ups, and action sequences, set against a backdrop of ancient Asian architecture and cherry blossoms. The overall mood is dramatic and evocative, enhanced by rich lighting and an immersive atmosphere, showcasing key moments of a narrative.
Prompt
follow the directions from the reference grid @"image1" to get the details of every shot
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Use @[storyboard ref] as the authoritative director-approved storyboard blueprint for the sequence. Treat every storyboard panel as a consecutive shot within a single cinematic sequence. Follow panel order exactly and do not invent alternative coverage. The storyboard is the primary source of truth for visual storytelling. Recreate the filmed sequence implied by the panels rather than the physical storyboard artwork. Use @[character ref] as the authoritative C1 Jiel character reference. EMOTIONAL GUIDANCE: Valence: sly playful survival -> caught alarm -> impossible comic menace -> clean escape. Arousal: theft spikes, pause on witness and wrist grab, peak during bag pull, release as C1 disappears. Use quick hands, hidden eye-lines, wrist tension, anxious turn, snap-shut control. STYLE: Stylized anime-painterly fantasy caper, warm dusty light, rust red hood against ochre stone and teal cloth, crisp silhouettes, kinetic hand inserts, painterly crowd haze, soft magical bag distortion. AUDIO: No background music or score. P01: Wide bazaar master; C1 threads the center lane, satchel closed, crowd masking her path. P02: Side track by jewelry; C1's wrapped fingers lift a necklace cord while her face stays forward. P03: Handheld bump; C1 clips an adult passerby, apologetic turn hiding a wallet sliding into her palm. P04: Macro insert; fingers flick under a cloak edge and loosen a coin purse, coins barely rattling. P05: Whip-pan by fruit baskets; rolling fruit drops vendor eyes as C1 pockets a bracelet. P06: Overhead pulse; C1 slips through a closing crowd ring, loot hidden, no public panic. P07: Tight witness beat; C2 checks his empty pouch, spots C1, and steps toward her. P08: Crash-in; C2 grabs C1's wrist from foreground right, stopping her mid-stride. P09: Portrait pause; C1 turns back wide-eyed, one hand hovering near the satchel flap. P10: Low side angle; C1 catches C2's gripping arm and snaps the satchel open, pale distortion curling out. P11: Wider distortion; C2 bends and compresses toward the bag, limbs folding as cloth and dust tug inward. P12: Follow-off; C1 clicks the bag shut, tucks it under her cloak, and vanishes through the side gap.
References: @image1 = Hoverbike POV reference @image2 = Celestialis Civitas map and route reference First-person futuristic hoverbike POV. Cinematic ultra-fast one-take chase through Celestialis Civitas, a floating oceanic megacity over 1000 years more advanced than modern civilization. Follow the route shown in @image2. A glowing blue cybernetic bird leads the chase. Metallic wings, cyan energy veins, glowing eyes, anti-gravity propulsion, holographic feather trails. It constantly weaves left, right, up, and down, never remaining centered. Only show the lower foreground cockpit from @image1: futuristic hoverbike nose, blue energy core, holographic dashboard, black tactical gloves, dark navy sleeves with silver accents. Never show the rider. Launch from the ocean docking district and accelerate instantly across water channels into the city. Fly low between enormous white marble megastructures glowing with cyan energy. Execute aggressive dodges through support columns, elevated skywalks, transit lanes, suspended bridges, floating gardens, and hovering maintenance platforms. Sweep around the giant civic plaza, skim reflective canals, rush into the central palace district, knife-edge bank around towering palace spires, then spiral around the colossal Flight Tower while anti-gravity traffic streams past. Thread through floating islands, suspended gardens, sky docks, and observation platforms. Perform sudden vertical dives toward lower terraces, skim inches above waterfalls and ocean canals, then pull upward through narrow arches beneath elevated bridges. Continue through the eastern district. Slalom between levitation towers, corkscrew around floating islands, near-miss cargo drones, hovercraft, maintenance ships, and aerial traffic. Approach the massive Defense Sorus ring. Circle its perimeter at extreme velocity, execute barrel rolls, corkscrews, rapid altitude changes, and fly directly through its center before diving back into the city. Cross the skyline as hundreds of flying vehicles move through layered aerial lanes. Waterfalls, floating gardens, energy conduits, anti-gravity platforms, suspended plazas, and luminous blue architecture rush past with intense motion blur. Final sequence: descend through the ocean-facing district. Perform aggressive banking turns between towers and docking structures. Lock onto the cybernetic bird above the central palace balcony overlooking the ocean. Trigger a final boost and catch the target. Constant particles: ocean mist, waterfall spray, blue energy particles, sparks, anti-gravity dust, atmospheric haze, vapor trails, volumetric fog. Lighting: bright daylight, cool blue-silver futuristic palette, glowing cyan energy systems, reflective oceans, volumetric lighting, god rays, distant Mount Fuji. Important: Maintain physically correct first-person hoverbike orientation from @image1. Cockpit always visible in the lower foreground. No jump cuts, no third-person shots, no route lines, no arrows, no duplicate hands, no duplicate vehicle parts, no crashes. Motion: extremely fast, smooth, realistic, exhilarating, dramatic altitude shifts, aerial acrobatics, precision flying, high-speed cinematic momentum. Audio: epic futuristic orchestral score, cinematic drums, rising strings, synth pulses, anti-gravity engine hum, sonic booms, rushing wind, waterfalls, distant city traffic, energy reactor resonance. No vocals. No lyrics.
Use @[storyboard ref] as the authoritative director-approved storyboard blueprint for the sequence. Treat every storyboard panel as a consecutive shot within a single cinematic sequence. Follow panel order exactly and do not invent alternative coverage. Do not render the storyboard sheet itself. Preserve camera placement, framing, lens intent, shot scale, character staging, screen direction, environmental geography, prop placement, action choreography, continuity and emotional escalation shown by the storyboard. The storyboard is the primary source of truth for visual storytelling. Recreate the filmed sequence implied by the panels rather than the physical storyboard artwork. Use @[char ref] as the authoritative C1 Karma character reference. ENVIRONMENT: Upper-floor hacker room at night: desk, monitor, laptop, side security monitor, wall alarm, window screen right, fire escape outside, building entrance below. First frame is fish-eye close on C1 glasses with abstract code reflections; three armed soldiers enter below; C1 moves desk -> window -> fire escape -> street. EMOTIONAL GUIDANCE: Valence: focused control -> threat pressure -> cold escape. Arousal: high, spikes at alarm and intruder reveal, peaks at descent and detonation, then drops into tense disappearance. Use sharp hands, head snaps, fast blocking, handheld pressure, final held wide. VISUAL STYLE: Stylized anime-painterly cyber-action thriller, fish-eye pressure, red alarm light, cyan code reflections, smoky orange blast, graphite-black night shadows, kinetic handheld camera, crisp silhouettes, director-style angles. AUDIO: No background music or score. Use only diegetic ambience, foley, impacts, texture, and silence. PANEL BEATS: P01: Fish-eye near-face hook: Karma's round glasses dominate the frame with abstract code reflections sliding across both lenses; the warped room, desk, monitor, laptop, security monitor, window, and fire escape sit at the edges. P02: Macro on fingers and laptop; keys clack fast while the same code glow flickers on Karma's glasses. P03: The red alarm snaps on; Karma's head turns sharply, one hand hovering over the laptop. P04: POV push to the security monitor as Karma leans in; three armed soldiers enter the building, rifles held low but ready. P05: Low wide at the entrance: the three armed soldiers cross inside in tight formation, matching the monitor direction. P06: Crash-in close: Karma slams the laptop shut, grabs the phone, twists toward the window. P07: Side-track: Karma opens the window and climbs onto the fire escape, alarm flashing behind. P08: Handheld downward chase; Karma drops level by level, one hand on the rail, phone ready. P09: Insert phone tap, then tilt to the window as the room detonates with orange flash, debris, smoke, and impact. P10: Final wide street hold: smoke pours from above while Karma moves into night haze and disappears.
She tears through the tunnel at full throttle, jaw set with fierce determination, hair whipping wildly as the headlight beams slice through the dark. Behind her, massive chunks of concrete ceiling crash down in a collapsing chain reaction, dust and debris exploding outward as the tunnel implodes section by section just behind her wheel. Fast frontal tracking shot racing directly toward camera, slight handheld shake, sparks skittering across the road. AUDIO: roaring engine, thunderous concrete collapse, debris crashing, screeching tires, low rumbling dust cloud. Driving cinematic score.
Use @[storyboard ref] as the authoritative shot blueprint. Do not render the storyboard sheet itself. Ignore all borders, panel frames, text, labels, headers, swatches, director-strip graphics and layout elements. Treat each panel as one sequential cinematic beat. Use @[character ref] as the authoritative C1 Monster Butcher character reference. Use @[monster ref] as the authoritative M1 monster ingredient reference. Keep P01 through P12 in the same butcher-shop layout: central stone cutting table, C1 working from screen-left or center-left, M1 lengthwise on the table, varied customers behind the low rail on screen-right, counter on screen-left, hooks and tool wall in back, furnace glow and steam vents behind the table. Create a cinematic 16:9 video of a monster butcher performing a fast-paced chef-show preparation of a giant armored monster with a katana while varied customers watch and react. Final style: unique stylized 3D gothic fantasy culinary spectacle, sculpted anime-fantasy butcher faithful to the reference, huge armored monster ingredient faithful to the reference, cold butcher-shop moonlight, hot kitchen steam, charcoal-blue stone, matte dark scales, marbled flesh, polished katana flashes, restrained non-graphic food-prep stains, fast burst cuts, elegant chef-show motion. 1. Open on the full butcher shop: C1 stands calm at the left edge of a long stone table, the whole armored monster lies across the center, and varied customers gather behind the rail on the right. 2. Push toward the monster's massive body as its cracked scale plates, teeth, spiked back, and faint blue steam make the crowd lean closer. 3. Hold on C1's still face and apron as the room waits; C1 lowers their chin and lets one hand settle near the katana. 4. Cut to the katana guard as C1's thumb breaks the blade loose and a thin steel glint catches the shop light. 5. Whip with C1 into the first clean scoring cut across the monster's scales; the blade leaves a precise line without messy splatter. 6. Jump overhead as C1 maps rapid cross-cuts across the monster body like a master tuna cutter preparing sections. 7. Track sideways as heavy armor plates slide away from the cut line and land neatly at the front edge of the table. 8. Insert on the opened marbled section as soft blue steam escapes and the katana tip pauses exactly at the next seam. 9. Reset wide as C1 flips a trimmed slab from the blade, catches it cleanly, and the customers react in a synchronized wave. 10. Crash into a burst-cut rhythm as C1 dices prepared portions with artistic katana movements, each piece landing in a clean row. 11. Cut to the varied customers pressing toward the rail: the elderly buyer, dockworker, masked child, noble, and traveler all react with different appetite and surprise. 12. End wide on C1 holding the katana in a final ritual pose beside neatly prepared monster cuts, steam rising from the table as the crowd surges forward to order.
Use @[storyboard ref] as the authoritative shot blueprint. Do not render the storyboard sheet itself. Ignore all borders, panel frames, text, labels, headers, swatches, director-strip graphics and layout elements. Treat each panel as one sequential cinematic beat. The entire video must play as one continuous developing master shot with no visible cuts; each panel is a sampled phase of the same uninterrupted camera move, not a separate shot. Use one virtual lens / same-lens continuous camera move; scale changes come from physical camera movement only. Use @[character ref] as the authoritative C1 character reference. For the final room, keep P06 through P10 on the same fall axis and same castle-bedroom layout: bed centered slightly low, tall gothic window behind/right, curtains, stone wall seams, chandelier, nightstand, furniture silhouettes, and moonlight direction fixed; only camera distance, C1 pose, and nightmare residue state may change. Create a cinematic 16:9 video of C1 falling through a nightmare time-travel void that collapses into a moonlit gothic castle bedroom where she awakens and says "FATHER." Final style: stylized fantasy, sculpted anime-fantasy character faithful to the reference, matte graphite-inspired surfaces, cold silver-blue moonlight, deep soft volumetric shadows, thin temporal shard effects, collapsing dream debris, elegant high-end cinematic camera motion, no katana, no weapons. 1. Begin in endless black space with no floor, sky, or horizon as C1 falls mid-frame, very long white hair streaming upward, one hand reaching for stability while the camera falls with her. 2. The camera starts a smooth falling orbit as broken clocks, floating doors, ancient castle pieces, moonlit forest branches, ruined cities, battlefield fragments, and forgotten faces rush past in different depths. 3. A stone stair or ledge appears beneath C1 for an instant; she reaches toward it, but it dissolves before contact and the camera drops under her on the same downward path. 4. Different eras collide around her as castle arches, battlefield banners, city ruins, and clock faces spiral faster, bending the frame like uncontrolled time travel. 5. Recognizable bedroom pieces flash in the nightmare: a bed frame, a curtain, a tall gothic window, a stone wall, and a nightstand appear and vanish while C1 keeps falling. 6. The falling axis narrows toward a partially formed bed below; nightmare fragments funnel inward as the window, curtains, chandelier, and stone wall try to lock into place. 7. C1 drops violently into the bed instead of darkness or stone, and all void fragments, time shards, and castle architecture collapse into the mattress point at the instant of contact. 8. Reality snaps silent: the castle bedroom fully materializes around the bed, moonlight pours through the tall gothic window, stone walls and furniture become solid, and the nightmare residue thins away. 9. Without a cut, C1 jolts upright in bed breathing hard, eyes wide and fearful, scanning the room to test whether she is awake, then quietly says "FATHER." 10. The camera continues its remaining momentum into a slow pullback from the same axis, revealing the vast moonlit castle chamber, ancient stone architecture, lonely furniture, and C1 small in the bed under cold light.
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