创建一张 16:9 夜间山地奔军电影分镜板图像。, 图片 1
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创建一张 16:9 夜间山地奔军电影分镜板图像。

公开 AI 图像创作记录,包含原图、提示词、使用模型、作者、标签与来源。

使用模型
GPT-Image-2
创作者
@aimikoda
发布时间
Mon Jun 22 17:07:59 +0000 2026
图片数量
1 张

完整提示词

源提示词按原始换行与标点完整保留
Create a 16:9 night mountain army-run cinematic storyboard sheet image.

[SUBJECT]
A modern-minimal production board for Raya already sprinting uphill through a vast army, cutting individual enemies inside the packed crowd with one jian. Show unbroken army density, uphill direction, separate contacts, red trails, petal vanish effects instead of blood, burst-cut staging, and the final supernatural general strike.

[HEADER]
Design an artistic production-board header with thin readable rules, clear hierarchy, generous spacing, and restrained graphic treatment outside panel interiors only.
The header must contain exactly these two quoted lines:
"Petals Toward Summit"
"One white runner cuts enemy after enemy; three generals fall in one petal flash."

[BOARD STRUCTURE]
Use AUTO layout with 12 panels.
Use compact panel headers exactly in this format: `P## / shot tag / beat name`.
Draw one panel per BEATS entry, preserve P## order, and keep each panel to one clear visual action beat.

[VISUAL STYLE]
Panel interiors are silent visual-reference thumbnails: open-outline silhouettes, thin medium-light graphite linework, white paper, broad negative space, and only anchors needed to read pose, contact, screen direction, crowd mass, and spatial result.
Silhouettes show only outer body-mass and limb contours, with no face, clothing detail, texture, or character-design finish. Use restrained color only for red trails, petal effects, and moon/summit light cues. No blood, gore, gray wash, toning, modeling, or shaded fill.

[REFERENCES]
Image A: C1 gross height, body mass, hair mass, robe/coat block, jian silhouette, and calm red-accent attitude only.

[CONTINUITY]
Keep C1 identity, one jian S1, uphill direction, switchback path, cliff left, rock wall right, summit gate, red trail origin, petal vanish state, and army-mass geography consistent.
Treat the army as dense silhouette bands plus readable foreground soldiers. The crowd stays packed around C1; struck enemies become petal traces inside the same mass, not an opened road, extra soldiers, or duplicate bodies.
Each panel is one frozen instant: one pose/state per C#/object; avoid before/after wording.

[COUNT LOCK]
C1 appears once and carries exactly one S1 jian. A1 represents ten thousand enemies through solid crowd bands, not ten thousand drawn figures. G1-G3 are three summit generals at the gate only.
Foreground enemies may appear as small groups E1-E5 per panel. Each visible struck enemy needs its own separate contact dash and petal burst; do not make one wide slash erase a group.

[TEXT RULES]
Visible text: only the two quoted header lines and compact panel headers. Do not render section labels.

[CONSTRAINTS]
Avoid logos, watermarks, overlays, extra panels, insets, finished illustration, dense facial detail, duplicate/ghost C1, before-after copies, gore, labels, arrows, captions, or reference inserts.

[BEATS]
Draw one storyboard panel per visual BEAT:
BEATS:
P01 / low root burst / three contacts: low ground close-wide beside C1's feet; C1 runs uphill left-to-right, three front silhouettes each have a separate S1 red contact dash, and three separate flower-petal bursts sit behind them.
P02 / flash sidewall / target chain: compressed medium-wide inside a crowded path; C1 leans forward through center, three shield silhouettes each show a distinct S1 red diagonal, petal traces sit in C1's wake, upper silhouettes press close ahead.
P03 / blade insert / hand marks: tight insert on weapon hands and elbows; S1 makes three small red contact marks on three separate attackers, each marked body replaced by a compact petal burst.
P04 / top-down impact / hairpin crush: overhead wide of a hairpin turn; C1 occupies center seam, separate S1 red arcs touch adjacent silhouettes around C1, petal clouds mark individual struck bodies on both sides.
P05 / banner whip / near cuts: close-medium through foreground spear and banner shapes; C1 ducks under crossed weapons, two near silhouettes show separate S1 red contact marks, large petal shapes replace those bodies.
P06 / canted shield / body mass: canted close side view; C1 drives shoulder-first through packed shields, S1 shows two separate red torso marks, petal bursts stay inside the dense crowd.
P07 / flash zigzag / army shear: long uphill view toward the summit gate; A1 packs foreground to background, one C1 shape anchors center, one red zigzag trail crosses the army mass, and separate petal bursts mark many struck bodies.
P08 / ground evidence / step vanish: low insert on stone steps; C1 foot lands between petal traces, S1 touches one knee guard and one helmet edge, two fresh petal bursts replace two soldiers.
P09 / low gate pressure / last guards: low uphill medium-wide near the gate; G1-G3 stand beyond a final guard wave, C1 cuts three front guards one by one, each with a separate red dash and petal burst.
P10 / static threshold / generals wait: frontal gate medium-wide; G1 center, G2 left, G3 right hold the threshold, C1 crouches below them with S1 drawn back and a red aura-like trail gathered at the blade.
P11 / white flash / general sever: low near-summit medium-wide; one S1 red horizontal line crosses G1-G3 neck lines, and three helmeted head silhouettes separate into flower-petal bursts.
P12 / rear release / peak reached: high rear wide from below the summit; C1 moves into the open gate with S1 lowered, G1-G3 appear as three larger petal crowns, and the mountain below is packed with individual fading petal traces.

---

Seedance 2.0 Prompt:

Use @[storyboard ref] only as the visual-anchor storyboard for shot order, camera angle, framing, pose, blocking, screen direction, composition, blade/effect states, army density, and summit geography. Follow the panels exactly; do not render the sheet or add events outside this prompt.

Use aggressive hard cuts, burst cuts, flash cuts, whip cuts, and impact inserts. Keep geography consistent across cuts: uphill direction, packed army mass, cliff left, rock wall right, summit gate above.
Use @[char ref] as sole authority for C1 Raya's final appearance, face, body, wardrobe, proportions, materials, jian design, and likeness; C1 carries exactly one jian throughout.

VISUAL STYLE: 3D stylized, cinematic anime action at night on a mountain ridge, low-key moonlight, cold mist, white robe against black army silhouettes, airborne red jian trails, flower-petal vanish effects instead of blood, no gore. Deep focus keeps army scale readable; foreground action reads as one enemy cut at a time with sakuga bursts and flash-frame impacts.
AUDIO: No music. Use wind, gravel footfalls, robe snaps, crowd movement, jian air-slices, shield clacks, petal flutters, vanish whooshes, and sudden silence at impacts.
ENVIRONMENT: Night mountain switchback toward a summit gate; cliff left, rock wall right, banners, mist, and countless silhouettes filling the slopes.
EMOTIONAL GUIDANCE: C1 never stops climbing; each individual strike creates one petal burst inside the still-packed crowd.
RHYTHM + ESCALATION: Start mid-run, cut target-to-target in burst flashes, climb into a summit pressure hold, peak with one supernatural gate strike, release into petal traces below.

BEATS:
P01: Burst cut to low feet and blade inserts as C1 launches uphill left-to-right; three front soldiers are hit one by one, each contact a separate red dash and petal vanish.
P02: Flash-cut medium shots inside a compressed enemy wall; C1 picks shield, throat guard, and raised blade targets in order, each enemy blooming into petals.
P03: Tight blade insert through elbows and weapon hands; S1 makes three small red contact marks across three separate attackers, petals replacing each struck body.
P04: Smash cut overhead on a hairpin turn; C1 forces through the center crush, separate red arcs touching adjacent soldiers around her body.
P05: Whip cut through foreground spears and banners; C1 slips under crossed weapons and makes single-target cuts at arm's length, nearest soldiers popping into large petals.
P06: Canted close side-impact; C1 shoulder-checks through packed shields while S1 marks two separate torsos, petal bursts staying inside the dense body mass.
P07: Long-lens flash compression toward the gate; C1 moves at flash speed in a violent zigzag through the packed army, many red contact flashes cutting soldiers across the whole mass without clearing the crowd.
P08: Ground insert on stone steps; C1's foot lands between fallen petal traces as S1 taps a knee guard and helmet edge, two more soldiers vanish.
P09: Low uphill pressure near the gate; G1-G3 stand beyond a final soldier wave, while C1 cuts three last guards one by one in front of them.
P10: Flash hold on the generals; G1 center, G2 left, G3 right fill the gate line, C1 crouches below them with S1 drawn back and a red aura-like trail gathering.
P11: Flash-white power cut; one impossible jian draw sends a single red horizontal line across G1-G3 neck lines, their helmeted heads separating cleanly into flower-petal bursts with no blood or gore.
P12: Rear high release from below the summit; C1 enters the moonlit gate with single jian lowered, G1-G3 vanish as larger petal crowns, and the mountain below is packed with countless individual petal traces.

提示词译文

译文与源提示词分开显示,不替代原文
创建一张 16:9 夜间山地奔军电影分镜板图像。

[SUBJECT]
一张现代极简的制作板,Raya 已在万军之中向山上冲刺,用一把剑在拥挤人群中逐个斩杀敌人。展示不间断的军队密度、上山方向、分散的接触点、红色轨迹、以花瓣消散效果代替血液、爆切式分镜,以及最终的超越性将军一击。

[HEADER]
设计一个艺术化的制作板页眉,使用纤细可读的分割线、清晰的层级、宽松的留白,并在面板内部以外的区域保持克制的图形处理。
页眉必须仅包含以下这两行引号内文字:
"Petals Toward Summit"
"One white runner cuts enemy after enemy; three generals fall in one petal flash."

[BOARD STRUCTURE]
使用 AUTO 布局,共 12 个面板。
紧凑面板标题严格使用如下格式:`P## / shot tag / beat name`。
每个 BEATS 条目绘制一个面板,保持 P## 顺序,每个面板只承载一个清晰的视觉动作节拍。

[VISUAL STYLE]
面板内部为无声的视觉参考缩略图:开放轮廓剪影、纤细中等亮度的石墨线条、白纸、宽阔的负空间,仅保留读取姿势、接触、屏幕方向、人群体量与空间结果所需的锚点。
剪影仅显示外部身体块面与四肢轮廓,无面部、服装细节、材质或角色设计收尾。仅在红色轨迹、花瓣效果与月光/山顶光提示处使用克制色彩。无血、无残肢、无灰洗、无调子、无明暗或阴影填充。

[REFERENCES]
图像 A:仅作为 C1 整体身高、身体块面、头发块面、外袍/外套块面、剑轮廓与冷静红色点缀姿态的参考。

[CONTINUITY]
保持 C1 身份、一把剑 S1、上山方向、之字形山路、左侧悬崖、右侧岩壁、山顶门、红色轨迹起点、花瓣消散状态以及军队体量地理一致。
将军队视为密集剪影带加可读前景士兵。人群始终紧贴 C1;被击中的敌人在同一密集群中变为花瓣痕迹,而非开辟空道、增加士兵或复制身体。
每个面板为一个冻结瞬间:每个 C#/物体一个姿势/状态;避免出现"之前/之后"措辞。

[COUNT LOCK]
C1 仅出现一次,且仅携带一把 S1 剑。A1 通过密集人群带代表万名敌人,而非画出万身。G1-G3 仅作为山顶门处的三位将军。
前景敌人可以每面板以 E1-E5 小群形式出现。每个可见被击敌人都需各自独立的接触短线与花瓣爆裂;不得用一次宽横扫消灭一群。

[TEXT RULES]
可见文字:仅页眉两行引号内文字与紧凑面板标题。不要渲染章节标签。

[CONSTRAINTS]
避免 logo、水印、叠加层、额外面板、嵌入图、完成度高的插画、密集的面部细节、C1 复制/残影、"前后对比"复制、残肢、标签、箭头、说明文字或参考插入图。

[BEATS]
为每个视觉节拍绘制一个分镜面板:
BEATS:
P01 / low root burst / three contacts:地面低位贴近 C1 双脚的近宽景;C1 自左向右向山上奔跑,三名前排剪影各有独立的 S1 红色接触短线,三处独立的花瓣爆裂位于其后方。
P02 / flash sidewall / target chain:拥挤路径内的压缩中宽景;C1 在中央前倾冲刺,三面盾牌剪影各显示一条独立的 S1 红色斜线,花瓣痕迹留在 C1 身后,前方上层剪影逼近。
P03 / blade insert / hand marks:武器手与手肘的紧插画面;S1 在三名独立攻击者身上留下三处细小红色接触痕迹,每个被标记的身体被一团紧凑花瓣爆裂取代。
P04 / top-down impact / hairpin crush:发夹弯的俯视宽景;C1 占据中央接缝,独立 S1 红色弧线触及 C1 周围的相邻剪影,花瓣云团标记两侧被击中的个体。
P05 / banner whip / near cuts:穿过前景长矛与旗帜形状的近中景;C1 在交叉武器下低身穿越,两名近距离剪影显示独立的 S1 红色接触痕迹,大花瓣形态取代其身体。
P06 / canted shield / body mass:倾斜近侧景;C1 用肩部率先撞入密集盾牌阵,S1 显示两处独立的红色躯干痕迹,花瓣爆裂留在密集人群内。
P07 / flash zigzag / army shear:朝向山顶门的长焦上山景;A1 从前景一直铺到背景,一个 C1 形态锚定中央,一条红色之字形轨迹横穿军队体量,独立的花瓣爆裂标记众多被击中的身体。
P08 / ground evidence / step vanish:石阶的低位插画面;C1 脚落在花瓣痕迹之间,S1 触及一处护膝与一处头盔边缘,两处新生花瓣爆裂取代两名士兵。
P09 / low gate pressure / last guards:接近门处的低位上山中宽景;G1-G3 立于最后一波守卫之后,C1 一对一切倒三名前方守卫,每人各有独立红色短线与花瓣爆裂。
P10 / static threshold / generals wait:门的正面中宽景;G1 居中、G2 居左、G3 居右守住门槛,C1 在其下方蹲伏,S1 后引,红色光环式轨迹在剑刃处汇聚。
P11 / white flash / general sever:临近山顶的低位中宽景;一条 S1 红色水平线横切 G1-G3 颈部,三只戴头盔的头部剪影分离为花瓣爆裂。
P12 / rear release / peak reached:从山顶下方向上的高位后视宽景;C1 步入敞开的门内,S1 垂下,G1-G3 显现为三个更大的花瓣冠冕,山下群山布满无数渐隐的花瓣痕迹。

---

Seedance 2.0 Prompt:

仅将 @[storyboard ref] 作为视觉锚点分镜,用于镜头顺序、镜头角度、构图、姿势、调度、屏幕方向、画面构成、刀刃/效果状态、军队密度与山顶地理。严格遵循面板,不要渲染整张板或在本提示之外添加事件。

使用激进硬切、爆切、闪切、挥切与冲击插画面。保持地理在各切之间一致:上山方向、密集军队体量、左侧悬崖、右侧岩壁、上方山顶门。
将 @[char ref] 作为 C1 Raya 最终外貌、面部、身体、服饰、比例、材质、剑设计与形象的唯一权威;C1 全程仅携带一把剑。

VISUAL STYLE:3D 风格化、夜间山脊上的电影感动漫动作,低调月光、冷雾、白袍对阵黑色军队剪影、空中的红色剑痕、以花瓣消散效果代替血液、无残肢。深焦保持军队规模可读;前景动作以 sakuga 爆点与闪帧冲击呈现,一次只读出一名敌人的斩击。
AUDIO:无音乐。使用风声、碎石脚步声、袍子抽响、人群移动、剑刃破空声、盾牌撞击、花瓣颤动、消逝呼啸以及冲击瞬间的骤停静默。
ENVIRONMENT:通往山顶门的夜间山地之字路;左侧悬崖、右侧岩壁、旗帜、薄雾与无数剪影布满山坡。
EMOTIONAL GUIDANCE:C1 永不停止攀登;每一次单独的斩击都在依然密集的人群中制造一次花瓣爆裂。
RHYTHM + ESCALATION:从中途奔跑开始,以爆裂闪光逐目标切至山顶压力持剑,在一次超越之门斩击达到顶峰,最后释放为山下的花瓣痕迹。

BEATS:
P01:爆切至低位脚部与剑刃插画面,C1 自左向右向上山冲刺;前排三名士兵被一一击中,每次接触为独立红色短线与花瓣消散。
P02:压缩敌墙中的闪切中景;C1 依序选择盾牌、喉甲与举起的刀刃目标,每名敌人绽放为花瓣。
P03:穿过手肘与持械之手的紧密剑刃插画面;S1 在三名独立攻击者身上留下三处细小红色接触痕迹,花瓣取代每个被击中的身体。
P04:发夹弯的硬切俯拍;C1 强行穿过中央挤压,独立红色弧线触及她身体周围的相邻士兵。
P05:穿过前景长矛与旗帜的挥切;C1 自交叉武器下滑过,在臂距内进行单目标斩击,最近的士兵炸开为大型花瓣。
P06:倾斜近距侧向冲击;C1 用肩撞穿过密集盾牌阵,S1 同时标记两处独立躯干,花瓣爆裂留在密集身体群内。
P07:朝向山顶门的长焦闪光压缩;C1 以闪光速度在密集军队中进行剧烈之字运动,许多红色接触闪光横跨整片军队切割士兵,但不清理人群。
P08:石阶的地面插画面;C1 脚落在散落花瓣痕迹之间,S1 点触一处护膝与一处头盔边缘,又有两名士兵消散。
P09:靠近山顶门的低位上山压力;G1-G3 立于最后一波士兵之后,C1 在其面前一对一切倒最后三名守卫。
P10:将军的闪光静止;G1 居中、G2 居左、G3 居右填满门线,C1 在其下方蹲伏,S1 后引,红色光环式轨迹正在汇聚。
P11:闪白力量切;不可思议的一剑拔击送出单一红色水平线横切 G1-G3 颈部,他们戴头盔的头部干净分离为花瓣爆裂,无血无残肢。
P12:来自山顶下方的后方高位释放;C1 步入月光下的门内,单剑垂下,G1-G3 消散为更大花瓣冠冕,山下群山布满无数分散的花瓣痕迹。
高对比多分屏眼镜长发低调光多面板布局角色群像概念设计动漫或漫画角色一致性参考图引导