即梦AI肢体与动态场景环境
#肢体与动态#场景环境
中文翻译
约翰·维克 Seedance 文生视频提示词:
[风格/电影化设定] 一段10.5秒、16:9照片级真实感的AAA动作游戏电影化片段,以实时速度渲染,无慢动作。场景是一个狭窄、杂乱、深夜营业的亚洲餐厅,与一条被雨水浸透的街道相连。青绿色荧光灯、红色霓虹灯和温暖的实用灯具营造出高对比度的混合光环境,湿地板和路面上有反射。使用35mm球面镜头拍摄,浅至中等景深,以及与实际运动速度相匹配的电影化运动模糊。使用近距离肩扛和手持拍摄,通过快速硬切连接七个短距离近身格斗镜头。镜头本能地随着每次格挡、摔倒和碰撞而平移、后退或下降,同时保持动作和接触点清晰可读。无对话、无字幕、无背景音乐。仅生成同步的雨声、电器嗡嗡声、急促的脚步声、布料摩擦声、身体撞击声、枪声、金属接触声和玻璃破碎声。 [图像参考] 无外部静态图像参考。始终遵循书面的人物和环境描述。如果平台支持参考视频,仅将提供的视频用作剪辑节奏、摄像机距离、动作方向和灯光氛围的参考,而不是复制特定演员的身份。 主角在整个序列中保持同一个人:一个身材瘦削、动作敏捷、四十岁出头的男人:齐颈的黑发向后梳,短胡须,疲惫但专注的脸,略微起皱的黑色西装、白衬衫和窄黑领带,都带有轻微的雨水和磨损痕迹。在所有七个镜头中保持他的脸、发型、身体比例、服装和屏幕方向。让每个对手在视觉上都有明显区别:一个穿蓝色工作服的男人,一个穿藏青色夹克的秃头男人,一个穿黑色夹克的壮汉,一个秃头的柜台攻击者,一个戴红头带的攻击者,一个穿红色夹克的武装攻击者,以及外面一个穿深绿色外套的壮汉。 [逐秒时间线] 0–1.9秒:[肩高中等特写,紧密横向手持跟踪,实时速度] 主角站在屏幕左侧,用左前臂和手掌将穿蓝色制服的攻击者按在玻璃冰箱上。他打出两记紧凑、有力的肘击和掌根击打。每次撞击都将攻击者的头撞向冰箱门,弄松他的白色头带,并在玻璃上留下一点血迹;攻击者最终滑下门,而主角仍然站着。 1.9–4.3秒:[中景过渡到高角度俯拍,肩扛下降,实时速度] 在餐厅后门附近硬切。穿藏青色夹克的秃头攻击者从背后锁住主角。主角降低重心,抓住攻击者的手臂并旋转臀部,将他重重地过肩摔在湿地上。镜头随他们一起下降到俯视角度。主角跪在攻击者躯干上,拔出一把紧凑的黑色手枪,向下开了一枪;后坐力穿过他的手腕,攻击者抽搐了一下,然后静止不动。 4.3–5.9秒:[紧凑中景,横向手持跟随,实时速度] 硬切,两人已经站直。一个穿黑色夹克的壮汉从屏幕右侧挥拳。主角闪到拳外,让拳头擦过他的脸,绕到攻击者身后,锁住他的肩膀和脖子,使其失去平衡。他将手枪贴近攻击者的太阳穴并开枪。枪口闪光短暂照亮了两人的脸;攻击者的头和肩膀向后猛甩,身体开始倒下。 5.9–7.9秒:[柜台高度中等特写,微妙的手持推近,实时速度] 硬切到餐厅柜台。另一个秃头攻击者弯腰向前,抱住主角的腰。主角用左臂夹住攻击者的头和脖子,同时从柜台上抓起一个短而坚硬的尖头器具。他向下猛刺两下,刺入上肩和脖子侧面。每次接触都让攻击者的膝盖进一步弯曲;在攻击者无助地挂在主角控制的手臂下之前,少量的血迹染上了衬衫和柜台边缘。 7.9–9.0秒:[双人中等特写,快速平移并短暂后退,实时速度] 硬切,戴红头带的攻击者冲入近距离。他从屏幕右侧打出一记大摆拳。主角抬起前臂格挡,抓住手腕向外拉,然后用掌根和前臂击打攻击者的脸。镜头随着冲击后退,攻击者失去平衡,向画面右后方踉跄。 9.0–9.9秒:[低角度广角镜头,围绕动作轻微弧线移动,实时速度] 硬切到餐厅更宽的区域。穿红色夹克的武装攻击者从屏幕左侧逼近。主角双手握着一把长长的黑色枪械,将其作为钝器,从右向左水平挥击。武器击中攻击者的上胸和肩膀,使他的躯干旋转,双脚交叉,向屏幕左侧失去平衡。 9.9–10.5秒:[室外雨街中景,快速平行跟踪,实时速度] 硬切到餐厅外。主角已经控制住一个穿深绿色外套的壮汉,并利用他的前冲力将他的头和上半身撞向停在路边的黑色旅行车的侧窗。玻璃在接触点向内爆裂,散落出大块和细小的碎片。攻击者折叠着穿过破碎的窗户,而主角在车旁重新站稳,结束时玻璃碎片仍在落下。 [风格与质量增强] 在每次硬切中保持主角的脸、黑色西装、白衬衫、领带、发型和身体比例。手枪、尖头器具、伤口和血迹只能出现在指定的镜头中,绝不能变形或改变归属。投掷、后坐力、打击反应、失去平衡和窗户破碎必须表现出可信的重量、惯性和精确接触。仅对快速移动的手臂、武器、玻璃碎片和相对于摄像机的背景应用运动模糊。 不要突然改变面部或服装;不要有多余的手指、融合的肢体或反向关节;不要有变形的武器、器具或车辆;不要有脚滑或橡胶般的碰撞反应;不要在物理接触之前出现血迹、子弹伤害或玻璃碎片。
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原帖
john wick seedance text to video prompt:
[STYLE / CINEMATIC SETUP] A 10.5-second, 16:9 photorealistic AAA action-game cinematic rendered at real-time speed with no slow motion. The setting is a cramped, cluttered late-night Asian restaurant connected to a rain-soaked street. Cyan-green fluorescent light, red neon and warm practical lamps create a high-contrast mixed-light environment, with reflections across wet floors and pavement. Shoot with a 35mm spherical lens, shallow-to-moderate depth of field and cinematic motion blur appropriate to the actual speed of movement. Use close shoulder-mounted and handheld coverage, connecting seven short close-combat shots with fast hard cuts. The camera instinctively pans, retreats or drops with each block, takedown and collision while keeping the action and contact points readable. No dialogue, no subtitles and no BGM. Generate only synchronized rain, appliance hum, urgent footsteps, fabric movement, body impacts, gunshots, metal contact and breaking glass. [IMAGE REFERENCES] No external still-image reference. Follow the written character and environment descriptions consistently. If the platform supports reference video, use the supplied video only as a reference for editing rhythm, camera distance, action direction and lighting atmosphere, not for copying a specific actor’s identity. The protagonist remains the same lean, agile man in his early forties throughout the sequence: neck-length black hair swept back, a short beard, a tired but focused face, a slightly wrinkled black suit, white shirt and narrow black tie, all carrying faint rain and wear marks. Preserve his face, hairstyle, body proportions, clothing and screen direction across all seven shots. Keep every opponent visually distinct: a man in a blue work uniform, a bald man in a navy jacket, a heavy man in a black jacket, a bald counter attacker, a red-headband attacker, a red-jacketed armed attacker and a heavy man in a dark green coat outside. [TIMELINE SECOND BY SECOND] 0–1.9s: [Shoulder-height medium close-up, tight lateral handheld tracking, real-time speed] The protagonist stands on screen left, pinning the blue-uniformed attacker against a glass refrigerator with his left forearm and palm. He delivers two compact, weighted elbow and palm-heel strikes. Each impact drives the attacker’s head into the refrigerator door, loosening his white headband and leaving a small blood trace on the glass; the attacker finishes sliding down the door while the protagonist remains standing. 1.9–4.3s: [Medium shot transitioning into a high-angle overhead, shoulder-mounted drop, real-time speed] Hard cut near the restaurant’s rear entrance. The bald attacker in a navy jacket locks the protagonist from behind. The protagonist lowers his center of gravity, traps the attacker’s arm and rotates his hips, throwing him heavily over the shoulder onto the wet floor. The camera drops with them into an overhead view. Kneeling across the attacker’s torso, the protagonist draws a compact black pistol and fires one downward shot; recoil travels through his wrist and the attacker jolts once before becoming still. 4.3–5.9s: [Tight medium shot, lateral handheld follow, real-time speed] Hard cut with both men already upright. A heavy attacker in a black jacket swings from screen right. The protagonist slips outside the punch, allowing it to pass close to his face, circles behind the attacker and locks his shoulder and neck off balance. He presses the pistol close to the side of the attacker’s head and fires. The muzzle flash briefly illuminates both faces; the attacker’s head and shoulders snap backward and his body begins to collapse. 5.9–7.9s: [Counter-height medium close-up, subtle handheld push-in, real-time speed] Hard cut to the restaurant counter. Another bald attacker bends forward and clamps around the protagonist’s waist. The protagonist pins the attacker’s head and neck under his left arm while grabbing a short, rigid pointed utensil from the counter. He drives two compact downward thrusts into the upper shoulder and side of the neck. Each contact bends the attacker’s knees further; a restrained amount of blood marks the shirt and counter edge before the attacker hangs helplessly beneath the protagonist’s controlling arm. 7.9–9.0s: [Two-person medium close-up, fast pan with a short retreat, real-time speed] Hard cut as the red-headband attacker rushes into close range. He throws a wide hook from screen right. The protagonist raises his forearm to block, catches the wrist and pulls it outward, then drives a palm heel and forearm into the attacker’s face. The camera retreats with the impact as the attacker loses his balance and staggers toward the rear right of the frame. 9.0–9.9s: [Low-angle wide shot, slight arc around the action, real-time speed] Hard cut to a wider section of the restaurant. The red-jacketed armed attacker advances from screen left. Holding a long black firearm with both hands, the protagonist uses it as a blunt weapon and swings horizontally from right to left. The weapon strikes the attacker’s upper chest and shoulder, rotating his torso, crossing his feet and sending him off balance toward screen left. 9.9–10.5s: [Exterior rainy-street medium shot, fast parallel tracking, real-time speed] Hard cut outside the restaurant. The protagonist already controls a heavy attacker in a dark green coat and uses his forward momentum to drive the man’s head and upper body into the side window of a parked black station wagon. The glass bursts inward at the contact point, scattering both large and fine fragments. The attacker folds through the broken window while the protagonist regains stable footing beside the car, ending with glass fragments still falling. [STYLE & QUALITY BOOSTERS] Maintain the protagonist’s face, black suit, white shirt, tie, hairstyle and body proportions through every hard cut. The pistol, pointed utensil, injuries and blood marks must appear only in their designated shots and must never morph or change ownership. Throws, recoil, strike reactions, loss of balance and window breakage must show believable weight, inertia and precise contact. Apply motion blur only to rapidly moving arms, weapons, glass fragments and camera-relative backgrounds. No sudden face or costume changes; no extra fingers, fused limbs or inverted joints; no morphing weapons, utensils or vehicles; no foot sliding or rubber-like collision reactions; no blood, bullet damage or glass fragments appearing before physical contact.
