PROMPT RECORD · 公开作品详情

[参考信息] @ 图片 1 是第一帧画面,并定义了完整的开场镜头:一台打开的银色 MacBook 笔记本放在室内的木桌上。屏幕上显示着 mac…

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
Seedance 2.5
创作者
@KanaWorks_AI
发布时间
Mon Oct 12 03:24:12 +0000 2026
图片数量
0 张

完整提示词

源提示词按原始换行与标点完整保留
[References] @ Image 1 is the first frame and defines the full opening shot: an open silver MacBook on a wooden desk indoors. The screen shows the macOS menu bar and the Blender 3D software. In the center of the Blender viewport stands a fully textured 3D game character model <Girl> (long black hair, dark brown leather bomber jacket, cream ribbed crop top, dark flared jeans) with an orange selection outline around her silhouette. Behind the laptop on the left are a white rabbit figure in a yellow jacket and a small potted succulent.
 [Global] Realistic vlog style, handheld first-person view with only subtle natural breathing sway. Fixed framing: no zoom in, no zoom out. Warm indoor desk lamp mixed with soft daylight; realistic reflections on the aluminium body and the wooden desk. Sharp, crisp, high-detail image. The Blender interface (menus, panels, nodes, all text) stays perfectly still and unchanged for the whole video; only <Girl> in the viewport and the blue playhead on the timeline move. 

[Rule: Blender keyframe animation preview] <Girl> is a rigged 3D game model playing a looping keyframe animation inside the Blender viewport, exactly like a game developer previewing a character animation: clean, slightly mechanical keyframe interpolation with even timing. <Girl> stays completely inside the grey Blender viewport area for the entire video. No part of her body (hair, hands, feet) may cross the viewport border or overlap the menu bar above, the panels on the right, or the node editor below. She performs every move in place at the grid origin, keeps the same size, never walks toward the camera and never looks at the camera. While the animation plays, the blue playhead on the timeline moves steadily from left to right. 

[Timeline] 0-3s: <Girl> plays a game-style walk cycle in place: feet alternate, heel strike, push off, arms swing opposite to the legs, slight up-and-down body bob, no forward travel. The loop plays twice. 3-6s: The animation switches to an attack: <Girl> lowers her center of gravity, turns and throws a spinning roundhouse kick, the kicking leg stays inside the viewport, she lands back in a fighting stance, and the attack loops once more. Clear wind-up, strike and recovery. 6-8s: A real human right hand enters the frame from the top right, reaches the laptop screen and pinches the top-right corner of the Blender viewport area between thumb and index finger. 8-11s: The hand peels the Blender viewport layer off diagonally toward the bottom left, like a thin, glossy, semi-transparent flexible film. <Girl> and the viewport grid are printed on this film and bend and curl together with it, while <Girl> keeps playing her attack animation on the film. A soft specular highlight runs along the curling edge. Where the film has been peeled away, the Blender viewport underneath shows only an empty grey grid: no character, no black screen, no hole. The menu bar, node editor, right-side panels and timeline remain completely unchanged. 11-12s: The hand pulls the whole film upward and slightly out of the top of the frame, carrying <Girl> off the screen. 

[Consistency] <Girl>'s face, hair, outfit and size never change, and there is only ever one <Girl> on screen. The laptop, desk, rabbit figure, succulent and cable stay unchanged. [Negative] <Girl> must never spill outside the viewport border. No sliding or floating feet. The hand must not peel off the whole screen or the whole interface, only the viewport layer. No duplicate character left behind after peeling. No sticker-overlay look, no CGI look for the real-world scene. No warped or garbled screen text. No extra hands or people. 

[Audio] Quiet indoor room tone, a soft laptop fan hum, and a crisp plastic film peeling sound when the film comes off. No music, no dialogue, no subtitles.
#capcutcpp

提示词译文

译文与源提示词分开显示,不替代原文
[参考信息] @ 图片 1 是第一帧画面,并定义了完整的开场镜头:一台打开的银色 MacBook 笔记本放在室内的木桌上。屏幕上显示着 macOS 菜单栏和 Blender 3D 软件。在 Blender 视口的中央站着一个完全贴图的 3D 游戏角色模型 <Girl>(黑色长发,深棕色皮质飞行员夹衣,米色罗纹短款上衣,深色喇叭牛仔裤),她的轮廓周围有橙色选中描边。在笔记本后方的左侧有一个穿黄色夹克的白色兔子小摆件和一盆小型多肉植物。

[全局] 写实 vlog 风格,手持第一视角,仅有轻微自然的呼吸晃动。固定取景:不放大,不缩小。室内暖色台灯与柔和日光混合;铝合金机身和木桌上有真实的反射。清晰锐利的高细节画面。整个视频中 Blender 界面(菜单、面板、节点、所有文字)保持完全静止不变;只有视口中的 <Girl> 和时间线上的蓝色播放头会移动。

[规则:Blender 关键帧动画预览] <Girl> 是一个绑定好的 3D 游戏模型,在 Blender 视口内循环播放关键帧动画,就像游戏开发者在预览角色动画一样:干净、略带机械感、节奏均匀的关键帧插值。在整个视频中,<Girl> 始终完全位于灰色 Blender 视口区域内。她身体的任何部位(头发、手、脚)都不能越过视口边界,也不能覆盖上方的菜单栏、右侧的面板或下方的节点编辑器。她的所有动作都在网格原点原位完成,保持同样的大小,绝不走向镜头,也绝不看向镜头。动画播放时,时间线上的蓝色播放头从左到右稳定移动。

[时间线] 0-3s:<Girl> 在原位播放游戏风格的行走循环:双脚交替、跟着地、推蹬、手臂与腿反向摆动、轻微上下身体起伏,不前进。该循环播放两次。3-6s:动画切换为攻击:<Girl> 降低重心,转身踢出一记旋转回旋踢,踢出的腿保持在视口内,然后落回战斗站姿,该攻击再循环一次。清晰的蓄力、出招和收招。6-8s:一只真实的右手从画面右上角进入画面,伸向笔记本屏幕,用拇指和食指捏住 Blender 视口区域的右上角。8-11s:手将 Blender 视口层沿着对角线向左下角揭开,像一片薄而光滑、半透明的可弯曲薄膜。<Girl> 和视口网格印在这层薄膜上,并随薄膜一起弯曲卷曲,同时 <Girl> 在薄膜上继续播放她的攻击动画。卷曲边缘有一道柔和的高光。薄膜被揭开的部分,下方的 Blender 视口仅显示空白灰色网格:没有角色,没有黑屏,也没有孔洞。菜单栏、节点编辑器、右侧面板和时间线保持完全不变。11-12s:手将整片薄膜向上并略微拉出画面顶部,将 <Girl> 带离屏幕。

[一致性] <Girl> 的脸、发型、服装和大小始终不变,画面中始终只有一个 <Girl>。笔记本、桌子、兔子摆件、多肉植物和线缆保持不变。

[负面] <Girl> 绝不能溢出视口边界。不允许脚部打滑或漂浮。手不能揭下整块屏幕或整个界面,只能揭视口这一层。揭开后不能留下重复的角色。真实场景中不要贴纸叠加感,不要 CGI 合成感。不要变形或乱码的屏幕文字。不要额外的手或人。

[音频] 安静的室内环境底噪,柔和的笔记本风扇嗡鸣声,以及薄膜被揭开时清脆的塑料剥离声。无音乐、无对白、无字幕。
#capcutcpp
浅景深居中近景特写长发画面文字家居室内角色界面或屏幕3D 渲染摄影图生图