即梦AI肢体与动态镜头运镜
#肢体与动态#镜头运镜
中文翻译
莎伦与另一个莎伦战斗
Seedance 2.5 在 @DomoAI_ 上
提示词
图像:莎伦的真实面孔——她特征的唯一来源,100%匹配,零漂移:柔软圆润的鹅蛋脸,温暖浅米色皮肤,带有细小的雀斑和美人痣,绿色的眼睛,浓密笔直的羽状眉毛,小巧精致的鼻子,丰满的粉色嘴唇,小巧的银色水滴耳环。
图像 图像
风格 / 优先级
超写实真人动作 AAA 好莱坞动作片,ARRI ALEXA 65,IMAX,Panavision 变形镜头,高级克制的半 CGI 特效。真实的解剖学、重量、重力、动量和真实的跆拳道生物力学。一个连续不间断的 10 秒战斗镜头,16:9。
**角色**
图像 = 战士。@Image2 = 敌人。精确保留两个参考:面部、面部解剖、眼睛、发型、体格、比例、服装、配饰、轮廓、身份。如果参考是草图,仅用作设计蓝图;渲染为完全逼真的真人。全程保持一致性。
**战斗**
仅限徒手,无武器。两名战士保持攻击性和反应性。没有被动等待、静止姿态、重置、传送或位置跳跃。
**00:00–00:02 — 开场交锋**
从战斗中途开始。Image2 攻击:直拳 → 勾拳 → 低踢。图像格挡 → 滑过勾拳 → 格挡低踢 → 立即以快速身体踢反击。Image2 格挡并被推后。双方立即重新定位。低角度摄像机快速环绕他们。
**00:02–00:03 — 开场**
她再次攻击。Image1 勉强侧身,在攻击角度外旋转,@Image2 转向他,短暂暴露躯干。@Image1 爆发性加速向前。摄像机下降到脚部。支撑脚落地,髋部旋转开始。
**00:03–00:04.5 — 旋风 1**
**DOLLYO CHAGI:** 自然的支撑脚旋转,髋部和躯干旋转,踢腿伸展到 Image2 的躯干。真实的位移、衣物压缩和灰尘。仅在撞击时 0.20 秒超慢动作,然后立即全速。落地立即进入下一次旋转——无重置。
**00:04.5–00:06 — 旋风 2**
**旋风踢:** 落地动量直接转化为爆发性旋转和空中旋转。全身旋转,踢腿击中 Image2,将他推向侧面。摄像机快速环绕空中的战士。自然落地保持旋转动量。无重置。
**00:06–00:07.5 — 旋风 3**
**DWI HURRYEO CHAGI:** 立即连续旋转。髋部和肩部一起旋转;脚跟/脚背沿干净的圆形轨迹连接。Image2 被重新定向到侧面。撞击时 0.20 秒超慢动作,灰尘/碎片短暂悬浮,沉重的 THOOM,然后全速。旋转继续。
**00:07.5–00:08.5 — 旋风 4**
**旋转脚跟踢:** 无姿态重置。支撑脚建立轴,快速髋部/躯干旋转,脚跟沿圆形轨迹穿过 Image2 抬起的防御并连接。Image2 被向后击退。摄像机快速 270° 环绕。Image1 在撞击后继续旋转。
**00:08.5–00:10 — 最终旋风**
**最终旋风踢 — 最强撞击。** 最大旋转加速度,爆发性地面推力,垂直提升,快速空中旋转。摄像机降低然后随图像上升,最终踢以最大物理力连接。0.25 秒超慢动作,极端特写显示脚部接触、衣物压缩、自然面部反应、灰尘/碎片和摄像机后坐力,然后 THOOOOOM 并立即全速。Image2 被猛烈地向后位移穿过竞技场。图像自然落地并继续向前移动。没有英雄姿势,没有胜利姿势,没有冻结。
**旋转动量锁定**
五种技术必须作为一个连接序列运作:
**DOLLYO CHAGI → 落地 → 旋风踢 → 落地 → DWI HURRYEO CHAGI → 旋转脚跟踢 → 最终旋风踢。**
永远不要踢 → 停 → 姿态 → 踢。始终踢 → 动量 → 旋转 → 踢 → 动量 → 旋转 → 踢。
**物理 / 摄像机**
每个动作都物理地穿过:步法、旋转、髋部旋转、躯干旋转、腿部加速、跳跃力和旋转动量。Image2 根据撞击方向自然反应;没有夸张的布娃娃或漂浮。摄像机不断追逐战士,使用低角度跟踪、地面追击、横向/反向跟踪、快速环绕、甩镜、快速重构图、撞击震动、快速推近和低角度空中跟随。激进的运动,但每次踢都清晰可读。没有过度运动模糊或摄像机抖动。
**环境 / 特效 / 音频**
大型电影化户外战斗竞技场,具有逼真的地面、灰尘、小碎片和详细的环境深度;绝不是空荡荡的摄影棚。克制的照片级特效:仅灰尘、碎片、空气位移、自然运动条纹。没有光环、能量、发光或魔法。没有音乐。逼真的脚步声、鞋子摩擦、拳打、踢击、布料运动、空气嗖嗖声、灰尘、身体撞击和沉重的最终 THOOM。
**负面**
传送、克隆、复制品、多余/缺失肢体、畸形解剖、断裂关节、橡胶/拉伸肢体、断开的身体部位、不可能的脊柱旋转、漂浮、失重运动、随机位置跳跃、踢-停-踢、攻击-等待-攻击、静止姿态、静态/锁定/游戏摄像机、过度抖动、过度运动模糊、长时间慢动作、不可读动作、循环动画、重复相同踢击、巨大光环、能量光束、魔法力量、发光身体、卡通、cel 着色、电子游戏图形、血腥、血液、字幕、文本、标志、水印、冻结帧、英雄姿势、胜利姿势、淡出。
**最高优先级:** 徒手跆拳道战斗。图像 = 战士,Image2 = 敌人。连续真实的生物力学。DOLLYO CHAGI → 旋风踢 → DWI HURRYEO CHAGI → 旋转脚跟踢 → 最终旋风踢,零空闲、零重置、零传送、连续旋转动量、逼真的敌人反应、不断移动的摄像机、仅在决定性撞击时微慢动作、最强最终撞击,并且没有英雄姿势。16:9.16:9.16:9。
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原帖
Sharon fighting other Sharon
Seedance 2.5 on @DomoAI_
prompt
Image : SHARON'S REAL FACE — sole source of her features, 100% match, zero drift: soft rounded oval face, warm light-beige skin with tiny freckles and beauty marks, GREEN eyes, dense straight feathered brows, small neat nose, full pink lips, small silver drop earring.
image Image
STYLE / PRIORITY
Ultra-photorealistic live-action AAA Hollywood action film, ARRI ALEXA 65, IMAX, Panavision anamorphic, premium restrained semi-CGI VFX. Realistic anatomy, weight, gravity, momentum, and authentic Taekwondo biomechanics. One continuous uninterrupted 10-second combat shot, 16:9.
**CHARACTERS**
Image = FIGHTER. @Image2 = ENEMY. Preserve both references exactly: face, facial anatomy, eyes, hairstyle, physique, proportions, clothing, accessories, silhouette, identity. If references are sketches, use only as design blueprints; render as fully realistic live-action humans. Maintain consistency throughout.
**COMBAT**
Hand-to-hand only, no weapons. Both fighters remain aggressive and reactive. No passive waiting, idle stance, reset, teleportation, or position jumps.
**00:00–00:02 — OPENING EXCHANGE**
Start mid-fight. Image2 attacks: straight punch → hook → low kick. Image parries → slips under hook → checks low kick → immediately counters with fast body kick. Image2 blocks and is pushed backward. Both instantly reposition. Low-angle camera rapidly circles them.
**00:02–00:03 — OPENING**
she attacks again. Image1 narrowly sidesteps, pivots outside the attack angle, and @Image2 turns toward him, briefly exposing the torso. @Image1 explosively accelerates forward. Camera drops toward the feet. Supporting foot plants and hip rotation begins.
**00:03–00:04.5 — CYCLONE 1**
**DOLLYO CHAGI:** natural supporting-foot pivot, hip and torso rotation, kicking leg extends into Image2's torso. Realistic displacement, clothing compression and dust. 0.20s hyper slow motion only at impact, then instantly full speed. Landing immediately feeds the next rotation—NO RESET.
**00:04.5–00:06 — CYCLONE 2**
**TORNADO KICK:** landing momentum converts directly into explosive pivot and airborne rotation. Full-body rotation, kicking leg strikes Image2, driving him sideways. Camera rapidly orbits the airborne Fighter. Natural landing preserves rotational momentum. NO RESET.
**00:06–00:07.5 — CYCLONE 3**
**DWI HURRYEO CHAGI:** immediate continuous rotation. Hips and shoulders rotate together; heel/back of foot follows a clean circular trajectory and connects. Image2 is redirected sideways. 0.20s hyper slow motion at impact, dust/debris briefly suspended, heavy THOOM, then full speed. Rotation continues.
**00:07.5–00:08.5 — CYCLONE 4**
**SPINNING HEEL KICK:** no stance reset. Supporting foot establishes axis, rapid hip/torso rotation, heel travels circularly through Image2's raised guard and connects. Image2 is driven backward. Camera performs a fast 270° orbit. Image1 keeps rotating after impact.
**00:08.5–00:10 — FINAL CYCLONE**
**FINAL TORNADO KICK — STRONGEST IMPACT.** Maximum rotational acceleration, explosive ground push, vertical lift, rapid airborne rotation. Camera drops low then rises with Image Final kick connects with maximum physical force. 0.25s hyper slow motion, extreme close-up showing foot contact, clothing compression, natural facial reaction, dust/debris and camera recoil, then THOOOOOM and immediate full speed. Image2 is violently displaced backward across the arena. Image lands naturally and continues moving forward. No hero pose, no victory pose, no freeze.
**ROTATIONAL MOMENTUM LOCK**
The five techniques must function as ONE connected sequence:
**DOLLYO CHAGI → LAND → TORNADO KICK → LAND → DWI HURRYEO CHAGI → SPINNING HEEL KICK → FINAL TORNADO KICK.**
Never kick → stop → stance → kick. Always kick → momentum → rotation → kick → momentum → rotation → kick.
**PHYSICS / CAMERA**
Every movement is physically traveled through: footwork, pivots, hip rotation, torso rotation, leg acceleration, jump force and rotational momentum. Image2 reacts naturally according to impact direction; no exaggerated ragdoll or floating. Camera constantly chases the fighters using low-angle tracking, ground pursuit, lateral/reverse tracking, fast orbit, whip-pans, snap-reframes, impact jolts, rapid push-ins and low-angle aerial follow. Aggressive movement but each kick remains clearly readable. No excessive motion blur or camera shake.
**ENVIRONMENT / VFX / AUDIO**
Large cinematic outdoor combat arena with realistic ground, dust, small debris and detailed environmental depth; never an empty studio. Restrained photorealistic VFX: dust, debris, air displacement, natural motion streaks only. No aura, energy, glow or magic. No music. Realistic footsteps, shoe friction, punches, kicks, cloth movement, air whooshes, dust, body impacts and heavy final THOOM.
**NEGATIVE**
Teleportation, clones, duplicates, extra/missing limbs, malformed anatomy, broken joints, rubber/stretching limbs, disconnected body parts, impossible spine rotation, floating, weightless movement, random position jumps, kick-stop-kick, attack-wait-attack, idle pose, static/locked/gameplay camera, excessive shake, excessive motion blur, prolonged slow motion, unreadable action, looping animation, repeated identical kicks, giant aura, energy beams, magical powers, glowing body, cartoon, cel shading, videogame graphics, gore, blood, subtitles, text, logo, watermark, freeze frame, hero pose, victory pose, fade-out.
**HIGHEST PRIORITY:** Hand-to-hand Taekwondo combat. Image = Fighter, Image2 = Enemy. Continuous realistic biomechanics. DOLLYO CHAGI → TORNADO KICK → DWI HURRYEO CHAGI → SPINNING HEEL KICK → FINAL TORNADO KICK, with zero idle, zero reset, zero teleportation, continuous rotational momentum, realistic enemy reactions, constantly moving camera, micro slow-motion only on decisive impacts, strongest final impact, and no hero pose.16:9.16:9.16:9.
