即梦AI肢体与动态人物穿搭
#肢体与动态#人物穿搭
中文翻译
这不是电子游戏。
没有引擎。没有3D模型。没有代码。
我用3个工具构建了它:
Midjourney 8.2用于角色和世界。
Seedance 2.5用于每个镜头。
Topaz Astra用于放大。
诀窍不在于工具,而在于你如何提示。
我把摄像机描述得像游戏摄像机一样。刚性跟随距离。快速转向。锁定屏幕的HUD。模型完成了其余部分。
以下是我学到的:
首先锁定你的角色。一张干净的角色表。在每次生成中引用它。这能防止漂移。
提示媒介,而不仅仅是场景。"游戏画面捕捉"给你的图像与"电影镜头"不同。平坦曝光,深焦,无胶片颗粒。这就是让它看起来像游戏的原因。
打斗场面会显得僵硬。每个人都轮流行动。告诉模型所有事情同时发生,并重新渲染直到它做到。
生成短片段。自己剪辑。后期添加音乐。你比一次长生成拥有更多控制权。
现在看更大的图景。
视频模型正在成为世界模型。它们在学习事物如何移动、反应、碰撞。"看起来像游戏的视频"和"你可以玩的游戏"之间的差距正在缩小。
很快你不会提示预告片。你会提示游戏本身。世界、角色、规则。然后你走进去。
当那发生时,引擎不再是技能。
你导演世界的能力才是。
原帖
This is not a videogame.
No engine. No 3D models. No code.
I built it with 3 tools:
Midjourney 8.2 for the character and the world.
Seedance 2.5 for every shot.
Topaz Astra to upscale it.
The trick is not the tools. It's how you prompt.
I described the camera like a game camera. Rigid follow distance. Snap turns. A HUD locked to the screen. The model did the rest.
Here's what I learned:
Lock your character first. One clean character sheet. Reference it in every generation. This is what stops the drift.
Prompt the medium, not just the scene. "Gameplay capture" gives you a different image than "cinematic shot". Flat exposure, deep focus, no film grain. That's what makes it read as a game.
Fights come out stiff. Everyone takes turns. Tell the model everything happens at once and re-render until it does.
Generate short clips. Cut them yourself. Add music in post. You have more control than one long generation will ever give you.
Now the bigger picture.
Video models are becoming world models. They are learning how things move, react, collide. The gap between "video that looks like a game" and "a game you can play" is closing.
Soon you won't prompt a trailer. You'll prompt the game itself. The world, the character, the rules. Then you walk in.
When that happens, the engine won't be the skill.
Your ability to direct worlds will be.
