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Seedance 2 Mini 案例

Centerline Platform Duel

A formal stylized-3D martial arts duel storyboard focused on clear fight geography.

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完整 Prompt
Prompt:
Create a 16:9 restrained formal stylized-3D martial-arts duel storyboard sheet image: a modern-minimal stylized production board with ultra-clean low-detail blocking thumbnail panels, a designed project card, panel header strips, and a visual director strip.

[PROJECT CARD]
Compact designed masthead, not a table. Use scene-appropriate typography, generous spacing, crisp dark-gray text, thin but readable rules, clear hierarchy, and restrained fight-platform production-board styling for the masthead, outer frame, section bands, panel header strips, and director strip.
TITLE: CENTERLINE PLATFORM DUEL
META LINE: formal hostility / stylized 3D Hong Kong action / controlled escalation
PRIORITY: clear two-person geography, centerline pressure, and readable hand traps
MICRO BRIEF: show rigid karate force being redirected by compact Wing Chun control until the final guard break.

[SCENE]
C1, the calm Wing Chun master, faces C2, the powerful karate general, on an open raised fighting platform. The sequence starts mid-attack with C2 already driving forward, then moves through punch traps, a kick jam, palm counter, close-range wrist and elbow control, and C2 falling back defeated while C1 remains calm. The must-read contrast is wide hard linear karate against narrow relaxed centerline control.

[REFERENCE RULE]
Image A is the sole authority for C1 final face, body, wardrobe, proportions, materials, and likeness; Image B is the sole authority for C2 final face, body, wardrobe, proportions, materials, and likeness. Storyboard characters remain neutral staging proxies; this sheet controls blocking, pose, eye-line, screen direction, platform geography, action continuity, and emotional progression only.

[VISUAL RULES]
Panel interiors are light but readable ultra-clean low-detail blocking thumbnails, not illustrations: open outline shapes, readable outline silhouettes, thin medium-light graphite lines, broad negative space, mostly white paper, and only the minimum anchor details needed to read the beat. Sheet typography, panel headers, borders, section rules, and director strip labels use crisp readable dark-gray ink, medium contrast, and small-but-readable type; only panel interiors stay lighter, sparse, and mostly uncolored. Put panel numbers, beat names, and lens tags only in header strips outside panels. Avoid overly faint hairlines, bold outlines, thick contour lines, solid filled silhouettes, black ink look, dark print effect, facial detail, hair strands, fabric folds, material rendering, dense platform texture, prop texture, scenic micro-detail, tonal modeling, messy sketch buildup, crosshatching, heavy shading, saturated color, labels, arrows, captions, UI, ghost poses, duplicate bodies, technical overlays, and finished concept-art rendering inside panels.

[CONTINUITY]
P01 establishes the fixed open platform through action: C1 starts screen left, C2 drives in from screen right, and all panels preserve the same left-right duel line unless the beat explicitly tightens into a hand insert. The platform boundary, hard floor, empty hostile space, and overhead light stay consistent; only body distance, guard state, balance, and C2's structural collapse change. C1 remains compact and centered throughout while C2 grows wider, harder, and more unstable.

[DIRECTOR STRIP]
Bottom visual infographic strip aligned to panel columns, with exactly two stacked mini-cells per panel: RHYTHM TRACK as clean outlined horizontal rhythm blocks and ESCALATION MAP as clean outlined L1-L5 bars with a curve trace. Use crisp thin strokes, spacing, and compact open graphic shapes; keep labels small but readable.
RHYTHM TRACK CELL LABELS: RHY P01: burst / medium block / whip beat; RHY P02: impact / short block / clean beat; RHY P03: impact / short block / smash beat; RHY P04: recover / medium block / clean beat; RHY P05: burst / short block / smash beat; RHY P06: impact / short block / clean beat; RHY P07: build / medium block / whip beat; RHY P08: pause / short block / held beat; RHY P09: final hit / medium block / smash beat
ESCALATION MAP CELL LABELS: ESC P01: L3 rise / spike; ESC P02: L3 rise / spike; ESC P03: L4 surge / spike; ESC P04: L3 rise / drop; ESC P05: L4 surge / spike; ESC P06: L4 surge / rise; ESC P07: L5 peak / rise; ESC P08: L5 peak / flat; ESC P09: L5 peak / release

[SEQUENCE]
Grid: 9 panels in a clean 3x3 layout; each panel has a small header strip outside the image area using P## / lens / beat name; P01 / 24mm wide / action opener: C2 drives in from screen right with hard straight punches toward C1 screen left across the open platform; P02 / 35mm side / punch trap: C1 slips just off-line, catches the lead wrist, and lets C2's second punch pass narrow; P03 / 50mm push-in / chest-face hits: C1 keeps the wrist trapped and lands short centerline strikes as C2 recoils one step; P04 / 35mm medium / pressure reset: C2 snaps a sharp block and steps back into line while C1 releases calmly center-left; P05 / 35mm side low / high kick jam: C2 throws a high kick and C1 steps in early to stall the leg near hip and shin; P06 / 50mm push-in / palm counter: C2 follows with a body punch, C1 rotates narrowly, catches the arm, and palm-strikes the chest line; P07 / 24mm medium-wide / pressure narrows: C2 surges with wide linear attacks while C1 closes distance and pins the fight near center; P08 / macro insert / guard opened: C1 clamps wrist, checks elbow, and opens a narrow lane through C2's guard; P09 / 35mm pullback / structure collapse: C1 chain-punches down the centerline until C2 falls back defeated and C1 stands still.

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Seedance 2.0 Prompt:

Use @[image1] only as the director-approved storyboard reference for visible panel order, staging, action, character placement, prop/effect states, and spatial cues. Follow panel order exactly; do not invent alternate coverage or extra story. Do not render the storyboard sheet, transfer its sketch medium, or inherit proxy faces, proportions, wardrobe, colors, drawing shapes, or anatomy. Recreate the filmed sequence.
Use @[image2] as the sole authority for C1 final appearance, face, body, wardrobe, proportions, materials, and likeness, and @[image3] as the sole authority for C2 final appearance, face, body, wardrobe, proportions, materials, and likeness; translate both into the same stylized 3D character-animation look, and treat storyboard characters as blocking proxies only.

VISUAL STYLE: Stylized 3D martial-arts animation in the spirit of classic Hong Kong action cinema, high-end cinematic character rendering, formal open-platform staging, clean medium-wide geography, tight hand and wrist close-ups, short impact push-ins, grounded body mechanics, crisp footwork, no acrobatics, restrained brutality, tactile cloth and contact.
AUDIO: No background music or score. Use only diegetic platform ambience, cloth snaps, foot pivots, breath, wrist grabs, forearm blocks, chest hits, palm impacts, kick jams, body recoil, and final silence.
ENVIRONMENT: Open raised fighting platform with a plain formal boundary, hard floor surface, empty hostile space around the duel, and steady overhead light.
EMOTIONAL GUIDANCE: The duel opens already in motion; C1 stays relaxed and centered as C2 escalates from rigid force to frustration, ending with C1 calm and C2 structurally broken.

BEATS:
P01: 24mm wide action opener; C2 drives in from screen right with a hard straight punch combination toward C1 screen left, establishing the platform centerline through impact motion; SFX foot stomp, sleeve snap, breath burst.
P02: 35mm side; C1 slips slightly off-line inside the lead arm, catches the wrist, and lets C2's second punch pass narrow without meeting force; SFX foot slide, forearm skim, wrist catch.
P03: 50mm push-in; with the lead arm trapped, C1 fires short chest and face punches, making C2 recoil one step while C1 stays compact; SFX tight thuds, clipped breath, heel scrape.
P04: 35mm medium; C2 snaps a sharp block and steps back into the line as C1 releases calmly at center-left, resetting under pressure without breaking geography; SFX hard block, breath reset, cloth rustle.
P05: 35mm side low; C2 whips a high kick from screen right, C1 steps in early to jam hip and shin before the kick extends, stalling C2's force; SFX kick rush, shin jam, platform tap.
P06: 50mm push-in; C2 follows with a heavy body punch, C1 rotates narrowly, catches the arm, and counters with a fast palm strike to the chest line; SFX forearm catch, palm hit, body recoil.
P07: 24mm medium-wide; C2 surges with wide linear punches and hard blocks, but C1 closes distance and pins both fighters near center as karate angles crowd themselves; SFX rapid steps, block cracks, sleeve snaps.
P08: Macro hand insert; C1 controls C2's wrist, checks the elbow, and opens a narrow lane through the guard as rigid karate structure bends; SFX wrist clamp, elbow check, breath strain.
P09: 35mm impact-to-wide pullback; C1 drives rapid chain punches along C2's centerline until C2 collapses backward, leaving C1 still while C2 falls defeated; SFX final impacts, sliding shoes, body fall, sudden silence.