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I share AI video prompts, cinematic experiments & prompt engineering — mainly around Seedance and AI filmmaking.
Follow if you want to build better AI video, one prompt at a time. ↓
[CORE AESTHETIC & CAMERA]Hyper-realistic post-apocalyptic urban combat. IMAX-level action movie aesthetics, ARRI 35mm anamorphic lens, 8K hyper-realism. Cinematic live-action VFX, realistic motion blur, authentic physical simulations (dust, shattered glass, metal debris, fabric, hair, blood spatter, shrapnel). NO animated look, NO video game CG, NO cartoonish style, NO cheap superpower effects. Vibe: dark massacre in ruined daylight—high-speed, brutal, cold-blooded, overwhelmingly violent. Continuous cinematic long-takes with brief violent cuts. Camera moves: smooth tracking, rapid whip-pans, close-up circling. The camera struggles to keep up with the protagonist's speed.[SUBJECT LOCK: MAIN CHARACTER]Use the character in [Image 1] as the EXACT and SOLE reference for the main character.Identity Lock: Strictly maintain the exact face, hairstyle, outfit, body proportions, and gender exactly as shown in the reference image. Do not alter, add armor, or change the clothing.Role: A high-speed shadow assassin in a post-apocalyptic city.Fighting Style: Extremely calm, ruthless, devoid of unnecessary movements, specializing in maximum damage via the shortest path.VFX Signature: Shadow teleportation. Restrained but sophisticated: black smoke vortexes, rapid bursts of shadows, brief trails of black fragments, slight air-tearing distortions, and half-second lingering afterimages. NO magic circles, NO lasers, NO glowing auras.[ENVIRONMENT LOCK: SCENE]Use the scene in [Image 2] as the environmental reference.Setting: Large post-apocalyptic urban ruin district. Wide streets, crumbling high-rises, abandoned vehicles. Road covered in dust, cracks, metal shards, trash, stagnant water, broken https://t.co/2rTUONBd4s: Cold, pale daylight filtering through skyscrapers. Deep ambient shadows. Air filled with floating dust, haze, and wind-blown paper scraps. Stark contrast between black shadow mist and pale daylight. Cool grays, dirty whites, weathered concrete, dark red bloodstains.[ENEMY DESIGN]6 to 10 infected individuals / feral thugs. Realistic human anatomy, tattered clothing, ashen skin, hungry eyes, frenzied predator-like movements. Fast and aggressive. Minor fractures, bloodstained scratches, or twisted joints allowed, but they must remain realistic infected humans, NOT slow zombies or alien monsters.[BATTLE CHOREOGRAPHY & SEQUENCE]- Opening: Protagonist stands alone in the ruined street. Infected surge from shadows, wrecked cars, and building gaps like a predator pack.- First Strike: As the first infected reaches them, protagonist vanishes (exploding black shadow fragments). Reappears instantly behind the enemy, delivering an inhumanly powerful straight punch to the back of the neck. Enemy bends into an unnatural arc, flying through a wrecked car's glass, denting the door.- Killing Spree: Protagonist flashes across the street like a shadow, leaving afterimages. Point-blank elbow shatters a jaw; knee strike snaps ribs; spinning side kick sends a target tumbling down the street; grabs an enemy's head and slams it into a car roof.- Mid-Sequence: Infected leaps from a car roof. Protagonist darts into the air, spins mid-air, delivers a vicious kick sending him crashing into a crumbling brick wall (plaster and glass fly). Lands and instantly vanishes, reappearing on another enemy’s chest with a piercing punch.- Peak Speed: 3 infected pounce simultaneously. Protagonist pauses for 0.5s, then flashes through shadows 3 times in rapid succession (3 black trails). Simultaneously, the 3 infected are sent flying: one through a car door, one face-first into asphalt, one kicked onto a car roof.- Final Segment: Last infected charges. Protagonist walks forward, teleports half a step behind at point-blank range, grabs its head with one hand, and slams it backward into the car hood. Metal dents, blood/dust explode. Enemy goes limp.- Closing Shot: Camera pulls back. Street littered with broken bodies among wrecked cars. Protagonist stands in the center, chest heaving, outfit/hair stained with dust and blood spatter. Faint black mist rises from the ground. Slow pan around them as they look down the empty street.[ACTION & IMPACT RULES]Action must be short, fierce, explosive, and lethal. NO flashy martial arts flips.Key moves: Teleport-behind heavy punch, point-blank elbow, head-slam into car, rib-shattering knee, spinning high kick, mid-air teleport kick, reverse head slam.Impacts MUST show: flesh deformation, blood spatter (cinematic restraint, no cheap fountains), force feedback, environmental damage (shattering lampposts, windshields, car doors warping), and realistic physics.[AUDIO CUES FOR VISUAL GENERATION]Visual representation of sound: wind noise, dust, footsteps shattering glass, deep rumbling shadow mist, dull thuds of flesh, crisp bone cracks, metallic roars of bodies slamming into cars, shattering glass.
🎬 SEEDANCE PROMPT #04
Rapid camera beats + complex combat choreography in 15 seconds? 👀
This prompt focuses on speed, timing, impact physics, seamless transitions, and cinematic camera movement.
Full prompt below ↓ @KazeAI_official#kazeai#Seedance#AIVideo #PromptEngineering
[CORE AESTHETIC & CAMERA] Hyper-realistic lunar-surface combat. IMAX-level action movie aesthetics, ARRI 35mm anamorphic lens, 8K hyper-realism, realistic motion blur, authentic physical simulations of regolith dust, shattered glass, metal debris, fabric, floating liquid droplets, and shrapnel. No animated look, no video game CG, no cartoonish style, no cheap superpower effects. Vibe: a silent dark massacre on the Moon—high-speed, brutal, cold-blooded, overwhelmingly violent. Continuous cinematic long-takes with brief violent cuts. Camera: smooth tracking, rapid whip-pans, close-up circling, re-framing after each teleport. The camera struggles to keep up with the protagonist. [SIGNAGE & BRAND CONTINUITY LOCK] The storefront sign must ALWAYS read exactly: "KOPDES MERAH PUTIH". All letters uppercase, correct spacing, no abbreviation, no typo, no extra words. It is a physical 3D storefront sign, not floating text. Brand palette lock: red #D32F2F, #B71C1C, white #F2F2F2, gray. Building identical to bible: white precast concrete with red trim, glass entrance + ramp, rooftop equipment, flag pole with Indonesian flag, exterior red lighting strip. [SUBJECT LOCK: MAIN CHARACTER] Use the character in [Image 1] as the EXACT and SOLE reference. Identity Lock: strictly maintain exact face, hairstyle, outfit, body proportions, and gender as shown. Do not add armor. Role: a high-speed shadow assassin on the lunar surface. Fighting style: extremely calm, ruthless, devoid of unnecessary movement, maximum damage via the shortest path. VFX signature: shadow teleportation—black smoke vortexes, rapid shadow bursts, brief trails of black fragments, slight air-tearing distortion, half-second lingering afterimages. NO magic circles, NO lasers, NO glowing auras. [ENVIRONMENT: LUNAR KOPDES MINI MARKET — NIGHT] Lunar night. Black star-filled sky; Earth hangs large, casting a cold blue rim light. The KOPDES MERAH PUTIH building glows: red-white 3D signage as key light, exterior red lighting strip. Interior (8m x 6m): stocked shelves forming aisles, KOPDES-branded counter, glass-door commercial fridges, fluorescent white light + red accent strips. Outside: gray regolith, craters, rocks. COLOR GRADING: Earthshine noir—deep blacks, cold blue Earth rim light, saturated red signage glow, desaturated gray regolith, high contrast, harsh shadows. [ENEMY DESIGN] 8 to 12 rogue mercenaries / space pirates. Tactical lunar gear, pressurized suits with scratched visors, utility harnesses, some carrying compact batons/blades. Realistic human anatomy, trained but feral, fast and coordinated like predators. NOT slow zombies, NOT aliens. [BATTLE CHOREOGRAPHY & SEQUENCE — 15s, LEVEL INSANITY DENSITY] - Opening: Protagonist stands alone on regolith before the glowing KOPDES sign. Mercenaries surge from crater shadows and building flanks, converging like a pack. - First Strike: As the first merc reaches them, protagonist vanishes (exploding black fragments). Reappears behind, inhuman straight punch to the neck. Body bends into an unnatural arc, launched in a LOW-G slow-float trajectory, crashing THROUGH the glass entrance door, shattering it inward. - Killing Spree (interior): Protagonist flashes down the aisles like a shadow, afterimages tracing the path. Point-blank elbow shatters a visor; knee strike snaps ribs; spinning side kick sends a target into a shelf—PRODUCT STORM: cans and snacks explode and drift in slow-float; grabs a head and slams it into the KOPDES counter; heavy punch on landing cracks floor tile. - Verticality: Wall-runs up a stocked shelf, teleport aerial kick drops a merc into the aisle; slides under a collapsing shelf. - Mid-Sequence: A merc leaps from the fridge top; protagonist darts into the air, spins, vicious kick slams him into the wall (panels crack, signage sparks). Lands, vanishes, reappears on another's chest with a piercing punch that tumbles him down the aisle. - Total Mayhem: Red alarm strobes; a cracked air vent hisses, spawning a small swirling dust vortex. Shelves collapse, product storm floats, fridge glass webs with cracks. - Peak Speed: 3 mercs pounce simultaneously. Protagonist pauses 0.5s, then 3 rapid shadow flashes, 3 black trails. Simultaneously: one crashes through a shelf, one slams face-first into the floor, one is kicked high onto the counter then tumbles. - Final Segment: The last heavy merc charges. Protagonist walks forward, teleports half a step behind at point-blank, grabs the helmet, and slams him BACKWARD through the glass-door commercial FRIDGE. Glass shatters, liquid and cans explode in low-G spray, metal frame warps. Enemy goes limp. - Closing Shot: Camera pulls back. Interior littered with broken mercs, floating products, drifting dust in red alarm light and flickering fluorescent. Protagonist stands center, chest heaving, dust and spatter on outfit, black mist rising at their feet. Slow pan; through the shattered entrance, Earth hangs in the black sky. [ACTION & IMPACT RULES] Short, fierce, explosive, lethal. No flashy martial-arts flips (only functional wall-run and teleport aerial kicks). Key moves: teleport-behind heavy punch, point-blank elbow, head-slam into counter/fridge, rib-shattering knee, spinning high kick, mid-air teleport kick, reverse head-slam, shelf wall-run. Impacts MUST show: suit/flesh deformation, visor cracks, force feedback, environmental damage, realistic physics. SELECTIVE LOW-G: combat speed stays hyper-fast (earth-normal), but launches, regolith dust, liquid droplets, and product debris drift in 1/6G slow-float. [LIGHT, SHADOW, AND ATMOSPHERE] Lunar-night noir: black star sky, cold blue Earthshine rim light, glowing red-white KOPDES signage as key light, interior fluorescent + red alarm strobe. Stark contrast between black shadow mist and glowing signage. Dust, glass shards, and liquid droplets visible in light beams. Palette: deep black, cold blue, saturated red #D32F2F/#B71C1C, white, desaturated gray. [AUDIO CUES FOR GENERATION REFERENCE] Exterior: near-silent vacuum, muffled low-frequency rumble. Interior: footsteps on tile, glass shatter, deep rumbling shadow mist, dull thuds of flesh, crisp bone cracks, metallic roar of bodies hitting fridge/shelves, alarm klaxon, escaping-air hiss from cracked vent, short agonized grunts. 15s | 16:9 | movie-level VFX polish.
🎬 SEEDANCE PROMPT #03
Can Seedance 2.0 handle 10 rapid camera beats + complex combat choreography in 15 seconds? 👀
This prompt focuses on speed, timing, impact physics, seamless transitions, and cinematic camera movement.
Built as a practical prompt experiment for AI video generation.
Full prompt below ↓ @KazeAI_official
#kazeai #Seedance #AIVideo #PromptEngineering
Hyper-kinetic abandoned warehouse combat spectacle, extreme high-intensity action, thick volumetric moonlight shafts and suspended concrete dust rolling through a massive derelict shipping warehouse, aggressive anamorphic 35mm lens with heavy motion blur, relentless handheld tracking and whip pans, deep shadows, ultra-realistic particle systems, movie-level VFX polish.IDENTITY LOCK: main character (gender-neutral, appearance determined entirely by the user image reference). Lock all proportions, clothing and details.ENEMY: Charcoal hooded swordsman with cracked porcelain half-mask, wielding a curved nodachi blade.LOCATION: Abandoned Warehouse at night. Rusted shipping containers, hanging heavy iron chains, wooden pallets, corrugated iron walls, concrete pillars, thick atmospheric dust motes.COMBAT DNA: SPATIAL TELEPORTATION CHESS. Main character uses pure spatial displacement: NO LIGHTNING. Teleports create a "vacuum implosion", a sharp sonic micro-crack, and a ring of displaced dust. Hard-cut afterimages. Enemy counters with extreme micro-evasion: his body dissolves into black-violet smoke/shadow wisps to let strikes pass, then reforms. Every movement is a chess move.The story of the choreography:READ → BLINK-COUNTER → SMOKE-EVADE → VERTICAL CHESS → GET HIT (BAITED) → DISRUPTION → RECOVERY → SPATIAL COUNTER-CHAIN (25+ EXCHANGES) → PERFECT-TIMING TRAP → KINETIC FINAL https://t.co/paYBrv5Zcv idle frames. No reset. No pose. No repeated attack pattern. 00:00–02.5 — OPENING CHESS (X1–X6) [Extreme Wide Crash-In] Instant violent collision.X1: Enemy slashes horizontal arc. Main character BLINKS (vacuum implosion + dust ring) behind him.X2: Main character palm strike — enemy's torso dissolves to smoke, strike passes through wisps.X3: Enemy reforms mid-spin with backhand slash. Main character ducks, upward elbow.X4: Enemy leaps back. Main character teleports above, diving axe-kick.X5: Enemy smoke-drops low, reforms, thrusts blade. Main character parries forearm — spark shower.X6: Main character blinks laterally, leaving a hard-cut afterimage, sweeping enemy's https://t.co/cgn4QYuNjn pause. Relentless whip pans between spatial blinks. 02.5–05.0 — VERTICAL & ENVIRONMENTAL CHESS (X7–X12) [Dynamic Low Tracking]X7: Main character teleports onto a stacked shipping container, sprints vertically.X8: Diving heel kick — enemy shadow-slides underneath, blade slicing through a wooden pallet (splinters explode).X9: Enemy upward slash — main character blinks sideways, triple afterimage.X10: Main character grabs a hanging iron chain, uses momentum to swing and kick.X11: Enemy smoke-evades, reforms on a concrete pillar, kicks off it.X12: Mid-air clash. Main character blinks mid-fall to adjust trajectory, landing a heavy knee to enemy's guard. Enemy skids back, boots carving the concrete floor. 05.0–07.0 — THE MISTAKE (BAITED TELEPORT) [Handheld Close Combat Frenzy]X13: Main character blinks to enemy's predicted flank.BUT enemy ALREADY WAITED THERE in the deep shadow of a container. He baited the spatial coordinate.A brutal shoulder/elbow strike connects CLEANLY against main character's ribs.THIS HIT MUST CONNECT. No near miss.The impact violently disrupts balance. Main character is launched backward, crashing through a stack of wooden pallets and rusted oil drums. Splinters, rust flakes, and dust https://t.co/ow7tRZdxVn physically jolts. This is the ONLY CLEAN HIT main character receives. 07.0–09.0 — DISRUPTION → REACCELERATION (X14–X18) [Orbiting Medium + Dutch Angle]Main character stumbles in the wreckage. Breathing changes. Genuinely disrupted.Enemy lunges through the dust for the finish.X14: Main character recovers, spatial vacuum CRACK, blinks at the last frame.X15: Teleport-slide low sweep across enemy's ankles.X16: Enemy smoke-jumps — main character READS the reform point, rising knee into the exact spot enemy materializes.X17: Enemy staggers. Main character spinning backfist cracks the porcelain mask edge.X18: Enemy retaliates with a wild nodachi whirl. Main character micro-blinks 3 times in 1 second to slip through the blade's path. 09.0–12.0 — PURE SPATIAL CHAOS FEEDBACK LOOP (X19–X25+) [Relentless Handheld + Whip Pans, extreme density]X19: Blink left, strike (dust ring).X20: Blink right, strike (vacuum crack).X21: Blink above, hammer-fist.X22: Enemy smoke-counter slash grazes main character's side.X23: Blink behind, elbow.X24: Enemy shadow-slide leg sweep.X25: Hop-teleport, stomp.EVERY ATTACK IS CAUSED BY THE PREVIOUS MOVEMENT.Teleport → strike → smoke-evade → counter → teleport.A rapidly accelerating feedback loop. The air is filled with overlapping dust rings, sonic cracks, and shadow wisps. 12.0–13.5 — THE PERFECT-TIMING TRAP [Wide to Tight Push-In]Main character suddenly STOPS teleporting. Lowers stance. Offers a bait opening.Enemy commits fully — a maximum lunge thrust.CRITICAL PHYSICS: To land the killing blow, enemy MUST become SOLID. His smoke form collapses into flesh for one single https://t.co/hGv26BtTuP the EXACT frame of solidification:Main character teleports POINT-BLANK inside the guard.The blade passes through empty afterimage. 13.5–15.0 — KINETIC FINAL IMPACT [Hard Cut Reverse Extreme Close-Up]Main character delivers ONE full-body kinetic palm strike to enemy's https://t.co/W0o1SBcPnq MAGIC. PURE PHYSICAL FORCE + SPATIAL DISPLACEMENT SHOCKWAVE.A visible air-pressure distortion ring detonates from the impact point.Enemy is blasted backward into a corrugated iron wall.MASSIVE PHYSICAL IMPACT. Metal buckles and tears outward. Concrete dust storm. Rust and debris explode.Enemy slides down, collapses, mask shattered.Blurred main character fills foreground, chest heaving, displaced dust settling around them.CUT at the moment the final dust cloud expands. VELOCITY NARRATIVE 00–05: BLINDING CHESS. Blink-strike-smoke cycles.05–07: SUDDEN INTERRUPTION. Baited teleport, clean enemy hit.07–09: DECELERATION → REACCELERATION. Recovery into rising counter speed.09–12: PURE CHAOS PEAK. 25+ exchange density, spatial feedback loop.12–13.5: CONTROLLED SLOW-BURN. The trap. One frame of stillness.13.5–15: MAXIMUM PAYOFF. Solid-frame strike, wall impact, kinetic shockwave. VFX DNA (CRITICAL) Teleport: NO LIGHTNING. Use spatial displacement vacuum, sharp sonic micro-crack, hard-cut afterimage, and a ring of displaced warehouse dust.Enemy evasion: black-violet smoke/shadow wisps, dissolve/reform.Impacts: kinetic air-pressure shockwaves, spark showers, concrete spalling, wood splinters, rust flakes.Volumetric moonlight shafts at maximum density. Heavy anamorphic motion blur on every blink.FORBIDDEN: neon laser beams, blue/yellow lightning, anime speed lines, game-engine magic particles. PHYSICS & MICRO-LIFE DNA Supernatural movement, GROUNDED impact physics.Real collision response. Real weight transfer. Real body compression. Real metal buckling.The one clean enemy hit has genuine consequence: torso compression, foot instability, disrupted rhythm.Eyes lead every teleport. Micro facial reactions. Sweat and dust streaking. Visible breathing. ABSOLUTE ACTION LOCK BLINK-COUNTER → SMOKE-EVADE → VERTICAL CHESS → BAITED TELEPORT → IMAGE GETS HIT ONCE → PALLET CRASH → RECOVERY → SPATIAL COUNTER-CHAIN (25+ EXCHANGES) → ENEMY FULL COMMIT → SOLID-FRAME WINDOW → POINT-BLANK TELEPORT → KINETIC PALM STRIKE → CORRUGATED WALL IMPACT → SHOCKWAVE → DUST EXPANSION → https://t.co/dibvRnXsQd CLEAN HIT FROM ENEMY = MANDATORY.ENDING = MASSIVE IMPACT AGAINST WAREHOUSE WALL.15s | 16:9 | ONE CONTINUOUS TAKE | movie-level VFX polish.
🎬 SEEDANCE PROMPT #02
Can Seedance 2.0 handle 10 rapid camera beats + complex combat choreography in 15 seconds? 👀
This prompt focuses on speed, timing, impact physics, seamless transitions, and cinematic camera movement.
Built as a practical prompt experiment for AI video generation.
Full prompt below ↓ @KazeAI_official
#kazeai #Seedance #AIVideo #PromptEngineering
@AlexshevPm Absolutely. That’s exactly the balance I’m testing here — high motion density without sacrificing visual readability. I’ll experiment with giving each impact a stronger directional anchor and letting the camera react to the action rather than compete with it. Great insight.
🎬 SEEDANCE PROMPT #01
Can Seedance 2.0 handle 10 rapid camera beats + complex combat choreography in 15 seconds? 👀
This prompt focuses on speed, timing, impact physics, seamless transitions, and cinematic camera movement.
Built as a practical prompt experiment for AI video generation.
Full prompt below ↓ @KazeAI_official
#kazeai #Seedance #AIVideo #PromptEngineering
Image1 = main character (GENDER NEUTRAL) | 15s | 16:9 | 10 RAPID CAMERA BEATS (seamless continuous flow) | Hyper-realistic LIVE-ACTION.IDENTITY LOCK: Start EXACTLY from supplied frame. Close combat with 1 male brawler. Preserve exact face, short black hair, black outfit, FLAT COMBAT BOOTS (NO HEELS). Reference = START FRAME ONLY.LOCATION & COLOR DNA: Overgrown urban ruins. Cracked concrete covered in thick vibrant moss, lush ferns, and hanging vines. Comfortable cinematic green palette (sage, emerald, jade). Soft diffused natural light, volumetric god rays piercing through floating dust and pollen. Skin tones MUST remain natural, warm, and healthy (peach/amber) to contrast beautifully with the green. NO toxic green, NO neon, NO sickly color spill on skin.COMBAT DNA: Bruce Lee intercepting + Bakuryu ninja evasion + Octane brutality. Stop-hits, smoke screens, Kawarimi substitution, rapid straight blasts, heavy grounded impacts. TIMELINE: 10 BEATS / 15 SECONDS [00:00–01.3] BEAT 1: INTERCEPT. Enemy throws wild haymaker. Image1 steps IN. Pak Sao slaps arm down + simultaneous straight lead punch (stop-hit). Fast, precise, economical.[00:01.3–02.8] BEAT 2: THE TRAP. Enemy combos. Image1 uses Lop Sao (grab wrist) + Huen Sao (roll arm) + brutal close-range elbow to jaw. Hands move faster than enemy swings.[00:02.8–04.0] BEAT 3: SMOKE EVASION. Enemy enraged, swings wildly. Image1 stomps ground hard, kicking up thick cloud of dust and moss spores (smoke screen), vanishing from frame instantly.[00:04.0–06.5] BEAT 4: KAWARIMI (EXTENDED). Enemy charges through smoke, sees "Image1" standing still. Enemy throws devastating punch. IMPACT: fist connects with moss-covered wooden log/debris (NOT Image1). Wood EXPLODES into splinters and fragments. Enemy's momentum carries forward. Image1 is STILL NOT VISIBLE (out of frame). Camera holds on the shattered wood debris falling. Enemy realizes too late. Image1 INSTANTLY materializes in enemy's blind spot directly behind them, already in striking position. The timing is deliberate: wood shatters → enemy off-balance → Image1 appears.[00:06.5–07.8] BEAT 5: STRAIGHT BLAST. Image1 unleashes rapid, piston-like straight punches to enemy's exposed back and ribs. Overwhelming, relentless pressure.[00:07.8–09.0] BEAT 6: THE RAGE SPARK. Enemy spins desperately, landing ONE clean, heavy backhand to Image1's cheek. VISIBLE IMPACT: head snaps, balance disrupted. Image1's expression shifts instantly from cold control to pure, unleashed rage.[00:09.0–10.3] BEAT 7: AERIAL BRUTALITY. Using enemy's stagger, Image1 leaps (Bakuryu aerial style), executing a vicious spinning heel kick that crushes into enemy's temple, slamming them to the mossy concrete.[00:10.3–11.5] BEAT 8: THE GROUNDING. Image1 lands heavily, immediately stomping down on enemy's chest/arm with brutal, grounded pressure. No mercy.[00:11.5–12.8] BEAT 9: MOMENTUM SHIFT. Image1 grabs enemy's collar, violently drags them up, and pivots their entire body toward a wrecked vehicle in the background.[00:12.8–15.0] BEAT 10: FINAL PAYOFF & SIGNATURE. Explosive full-body strike drives enemy backward into the vehicle. Metal buckles, glass shatters, moss and dust erupt in volumetric god rays. Image1 steps back, clenches fist, and performs iconic Bruce Lee nose-wipe gesture. Eyes locked on fallen enemy. CUT TO BLACK. ABSOLUTE RULES 1. PRONOUNS: Use "Image1" or "the character" ONLY. No gendered pronouns.2. HIT COUNT: Exactly ONE clean hit from enemy (Beat 6). Mandatory visible disruption.3. FOOTWEAR: FLAT COMBAT BOOTS ONLY. Explicitly NO HEELS.4. PHYSICS: Real biomechanics, weight transfer, collision response. NO ragdoll, NO flying, NO CGI/game-engine look.5. CAMERA: Dynamic handheld, rapid whip-pans, violent physical shake on impacts, seamless continuous flow.6. KAWARIMI TIMING (CRITICAL): Beat 4 MUST show: enemy punches wood → wood shatters → Image1 still not visible → Image1 appears behind enemy. Do NOT rush this sequence.7. ENDING: Vehicle impact → dust/pollen explosion → Bruce Lee fist-clench nose-wipe. No victory pose.
🎬 CAMERA MOVEMENT STYLE — PART [1]
Want better AI video prompts? 🔥
Save this poster, upload it to your AI chat, then type:
Apply style #[X] to my video prompt.
Hope it helps! 🚀
Speed Ramp Action Test. @picx__studio
1 reference image of the character, straight to T2V.
Simple workflow, but the result is actually insane.
https://t.co/crPPMC32rd
Just sharing a workflow I'm trying out for short action scenes in Seedance:character sheet → storyboard → hero keyframe → video prompt
main effect: bullet time
camera move: 180° orbit during dodge
speed change: slow motion → snap back
via @picx__studio