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@Image 1 defines <Ironbark>'s facial features, shaved head, thick mustache, massive muscular proportions, scars, leather harness, waist armor, metal knee guards, boots, and overall brutal warrior silhouette. Do not use the image background, text, character-sheet layout, alternate poses, or duplicated versions of the character. @Image 2 defines <Dusk>'s facial features, blunt black bob haircut, blue eyes, yellow hoop earrings, oversized yellow spotted coat, blue outfit, chunky white sneakers, compact body proportions, and her distinctive hybrid firearm/blade weapon with a black gun body, blue spiked section, and red blade detail. Do not use the image background, text, character-sheet layout, alternate poses, or extra copies of her weapons. <Ironbark> corresponds only to @Image 1. <Dusk> corresponds only to @Image 2. Do not interchange their faces, body proportions, clothing, weapons, actions, or positions. Keep exactly one Ironbark, one Dusk, and one instance of Dusk's hybrid weapon throughout. [Generation Goal] Create a high-impact fantasy action duel in a ruined stone arena at dusk. Both characters exist naturally in one coherent high-end game-cinematic world while preserving their distinct designs. Ironbark fights bare-handed with overwhelming weight and strength. Dusk fights through speed, evasive footwork, sudden direction changes, and her hybrid weapon. The action must feel physical, readable, and increasingly intense rather than becoming random. Emphasize the extreme contrast between Ironbark's enormous mass and Dusk's small, fast silhouette. [Stage 1 | 0-5 seconds] Initial state: Ironbark stands on the left side of the ruined arena and Dusk stands on the right, roughly twelve meters apart. Dust drifts across cracked stone. Primary event: Begin from an ultra-low wide angle behind Dusk's shoes, with Ironbark towering in the distance. The camera rapidly pushes forward between them, rises beside Ironbark's shoulder, then arcs outward to reveal both fighters staring each other down. Ironbark slowly clenches both fists while Dusk lowers her center of gravity and grips her weapon. End state: both remain separated, facing each other across the same combat axis. [Stage 2 | 5-10 seconds] Primary event: Ironbark suddenly launches forward with one explosive charge. His footsteps crack loose stone. Dusk waits until the final moment, then slides diagonally beneath his swinging arm. The camera tracks backward directly ahead of Ironbark during the charge, dives sideways near ground level as Dusk passes underneath him, then whip-pans to recover both characters. End state: Ironbark has passed slightly beyond center while Dusk lands behind and to his side, weapon ready. [Stage 3 | 10-15 seconds] Primary event: Dusk counterattacks with one fast sweeping strike. Ironbark turns and blocks the weapon with his leather-wrapped forearm, stopping it through raw strength. A sharp impact throws dust and small stone fragments outward. Circle tightly around the point of impact, briefly entering an extreme close-up of Ironbark's focused eyes and Dusk's narrowed blue gaze before pulling outward again. End state: the weapon remains trapped against Ironbark's forearm while both fighters strain against each other. [Stage 4 | 15-20 seconds] Primary event: Ironbark violently shoves the weapon aside and drives one fist into the stone floor as Dusk leaps backward. The ground fractures and a wave of debris erupts toward her. The camera drops beside the fist at impact, follows the expanding debris at ground level, then rises rapidly with Dusk as she flips over the shockwave. End state: Dusk lands on a broken elevated slab while Ironbark stands below in the dust cloud. [Stage 5 | 20-25 seconds] Primary event: Dusk uses the height advantage to launch herself directly toward Ironbark. The camera follows just behind her shoulder as she descends, then swings into a fast side orbit as Ironbark catches the shaft/body of her weapon with both hands before the strike reaches him. Dusk twists around the captured weapon using her momentum while Ironbark remains planted, forcing both silhouettes into a powerful rotating struggle. End state: both fighters separate again after the rotation, breathing heavily, several meters apart. [Stage 6 | 25-30 seconds] Primary event: They charge simultaneously for one final exchange. Accelerate with both characters, cutting between a low-angle tracking shot beside Ironbark and a close lateral follow of Dusk. Just before collision, briefly slow the motion as Ironbark's fist passes beside Dusk's face and Dusk's blade stops against his neck armor without cutting him. Dust hangs in the air. Neither character moves for a beat. End state: finish on a dramatic low-angle medium-wide composition with Dusk crouched beside Ironbark, weapon held against his armor, while Ironbark's fist remains frozen just past her head. Both stare at each other, recognizing the stalemate. [Visual and Camera Direction] Use cinematic stylized realism, strong dimensional lighting, textured skin and fabric, heavy dust, stone fragments, metallic reflections, and physically convincing weight. Camera movement should be aggressive but spatially readable: low-angle tracking, fast push-ins, ground-level dives, close orbits, whip-pans, overhead recovery angles, and short speed ramps. Always make clear which fighter the camera is following. Preserve screen direction and spatial relationships after every rapid camera move. Avoid random teleportation, impossible body intersections, weapon duplication, limb deformation, or character identity drift. Pure video. Environmental wind, footsteps, cloth movement, weapon impacts, stone cracking, debris, breathing, and body-impact sounds only. No dialogue, no subtitles, no background music.

3D 动画 / 卡通

Jin.B

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3D 动画 / 卡通30s

3D 动画 / 卡通

Seedance 2.5 Animation prompt (raw output) + added Suno Bgm 30-second stylised 3D animated short film. 19 hard cuts, average 1.6s per shot. NO on-screen text, NO subtitles, NO readable lettering anywhere — all signage is abstract glowing colour shapes only. STYLE (every frame): Stylised feature-animation 3D CG. Faceted low-poly geometry with hand-chiselled planar cuts — fabric folds read as carved wedges, not cloth simulation. Exaggerated cartoon proportions: heavy shoulders, thick forearms, small hands, short legs, oversized head. Matte painterly surfaces, zero PBR gloss, fine canvas grain over the whole image. Skin has soft subsurface warmth and a hard wet rim light. Cel-adjacent shading with crisp terminator lines and soft ambient occlusion in creases. Wide-angle 18-24mm lens throughout with visible barrel distortion, shallow depth of field, heavy radial motion blur on backgrounds, volumetric shafts through steam and rain. Rain is faceted streaks, not particles. Cuts land hard on the beat. CAST (locked, identical in every shot): KAVI — 27-year-old Tamil woman tea master. Compact and broad, low centre of gravity, thick forearms, short legs. Deep brown skin, broad flat nose, heavy straight brows, thin steel nose ring, pale old burn scar across the left forearm. Black hair oiled into a tight low bun with one white jasmine strand. Wardrobe: sun-bleached crimson work sari hitched short over black shorts, scorched grey thermal sleeves shoved to the elbow, black rubber apron, a stack of steel bangles on the right wrist only. Props: two dented brass tumblers. PALETTE: monsoon night. Wet blue-black asphalt, cold slate rain, one sodium-orange stall lamp as the only key, magenta and cyan neon bleeding in from off-frame, brass and copper highlights, a single crimson accent, pale steam white. STORY: The 9pm rush hits a rain-flooded street-food lane and Kavi outruns it on pure craft, ending alone in the steam. BEATS: 0.0-1.4 Macro, static, rack focus: a raindrop bursts on the rim of a brass tumbler into faceted shards, sodium lamp flaring behind. 1.4-2.8 Puddle-height 18mm, low tracking dolly right: her rubber sandals stamp into standing water, sheets peeling sideways in solid slabs. 2.8-4.4 Low hero angle, slow crane up into a 4-frame snap zoom: she plants both hands on the counter as the lamp bangs on and steam blooms up her body. 4.4-5.8 Whip pan across a queue of blurred umbrella silhouettes, settling on her hands seizing two tumblers. 5.8-7.0 Fast dolly in on her face: jaw set, magenta on one cheek, orange on the other, rain beading on her brows. 7.0-8.6 Vertical crane down following the pour: she rips the tumblers a metre apart, an amber ribbon of tea stretched taut between them. 8.6-10.2 Full 360 orbit at waist height, background smearing to streaks as she pours again without looking. 10.2-11.4 Top-down bird's-eye snap: the tea hits the lower tumbler dead centre, crown splash held two frames then blurred. 11.4-13.0 Handheld push through a curtain of steam, her silhouette resolving out of pure white. 13.0-14.6 Whip pan right to a rival stall's neon guttering out, a cook staring; her hands keep working at frame edge. 14.6-16.0 Low wide, speed ramp: a scooter tears a puddle open, a wall of water slabbing up; she pivots and shields the tray with her back without losing rhythm. 16.0-17.8 Slow-motion macro arc around one tumbler tipping off the tray edge, bangles blurring past. 17.8-19.0 Snap to real time, whip tilt up: she catches it behind her back on two fingers. 19.0-20.6 Crash zoom into her eyes; one brow lifts a millimetre. 20.6-22.2 Fast lateral dolly along the counter as she slides seven full tumblers down it, one per hand-flick, steam trailing each. 22.2-23.6 Reverse low angle from behind the queue: hands reaching in from every side taking cups, her figure small and centred, lamp flaring. 23.6-25.4 Drone crane pull-up out of the lane: the stall is one hot orange dot in a grid of wet blue-black rooftops, rain thinning. 25.4-27.4 Cut to ground level, slow push in: the lane empty, the last umbrella turning a corner, puddles gone glass-still. 27.4-30.0 Static low hero: Kavi pours one last tumbler for herself, steam rising straight up as the rain stops, she exhales, the lamp flickers once, hold, slow fade. AUDIO: No dialogue. Rain drumming on tin, kettle hiss, brass ringing on brass, the hard splash of the long pour, scooter doppler, crowd murmur, bangles clattering. Music: driving Tamil percussion — thavil and kanjira over a low sub-bass pulse, tempo climbing to a peak at 22.2s, everything dropping to rain and one held drone at 27.4s. NEGATIVE: no text, no lettering, no watermark, no photorealism, no PBR gloss, no live action, no plastic skin, no extra fingers, no morphing faces, no character/wardrobe/palette drift, no daylight, no drifting camera, no crossfades, no bloom overload, no still frames.

3D 动画 / 卡通20s

3D 动画 / 卡通

"A Pixar style short. Dave checks the sky before leaving home, gets ambushed by one furious city pigeon, and the chase does not end well for him." Same prompt bar, two very different looks. Both live in ContentStudio. Which would you run?

3D 动画 / 卡通30s

3D 动画 / 卡通

A cinematic Pixar-style animated short film with feature-film-quality 3D animation, expressive stylized characters, vibrant modern city, warm golden-hour lighting, shallow depth of field, dynamic cinematic camera movement, emotional orchestral score, polished Pixar-quality rendering, expressive facial animation, and cinematic storytelling. A beautiful 20-year-old college girl with a short dark-brown bob haircut, expressive brown eyes, wearing a bright yellow oversized hoodie, blue jeans, white sneakers, and a brown crossbody bag is sprinting through a busy city street while two police officers chase after her. Police Officer: “Stop!” Police Officer: “We’ll catch you!” She suddenly collides with a goofy-looking 20-year-old college boy with messy curly dark hair, round glasses, an oversized green hoodie, cargo pants, and colorful sneakers. Everything instantly slows down. They lock eyes. The girl smiles warmly. Girl: “Sorry.” She immediately continues running. A city bus arrives. She jumps aboard just before the doors close. The police officers reach the bus a second too late. The bus drives away. The boy stands frozen, watching it disappear. Part 2 Continue seamlessly from the previous scene. Maintain the exact same characters, clothing, facial features, lighting, city environment, and Pixar-style feature-film-quality 3D animation. Later that evening, the goofy college boy sits alone in his cozy bedroom, replaying the moment in his mind. Quick cinematic flashbacks show the collision and her smile. He sighs. Boy: “No… she’s a thief.” The next morning, he waits alone at the same bus stop. He isn’t carrying anything. After another bus leaves, he smiles awkwardly. Boy: “What am I doing?” Just as he starts to walk away, a familiar voice calls from behind. Girl: “Looking for this?” He turns around. The same girl stands there smiling while holding one of his missing books. She hands it back to him. At that moment, the two police officers walk into frame escorting a handcuffed pickpocket. One officer smiles at the girl. Police Officer: “Thanks for your help!” The boy looks completely confused. The girl simply smiles back. The camera slowly pulls back as the boy realizes she was never the thief. Cut to black.

3D 动画 / 卡通30s

3D 动画 / 卡通

参考@image1角色(正面、三四分、背面与剑的完整细节):蒙眼布、白色长袍与所有褶皱、深V领口、金色胸饰与红宝石、金色腰带与装饰、金色脚环、赤足凉鞋、长剑与剑柄上的天平盘及链条。完全按照该参考图呈现人物五官、发型、发色、蒙眼布材质与绑法、白袍布料重量与褶皱、剑身、剑柄、天平盘、链条与所有装饰细节,不进行任何重新设计。 参考@image2场景:白色拱顶大厅 / Cathedral of Light,高大彩色玻璃窗、正午体积光、彩虹光柱(红、琥珀、翠绿、钴蓝、紫罗兰)投射在白色大理石地面形成锐利几何色块,体积光与浮尘。完全按照该参考图呈现建筑结构、光线方向与色彩,不进行任何重新设计。 30秒3D渲染电影质感,16:9,4K,24fps。次世代CG材质精度——白袍真实布料重量与褶皱、天平金属反射与链条物理晃动、剑刃光泽、蒙眼布纹理、皮肤次表面散射、体积光与浮尘、变形宽银幕横向耀斑、180度快门自然运动模糊、浅景深。 【天平设定】剑柄上的天平为可动物理物件,两侧盘面可上下倾斜,链条有真实重量、晃动与惯性。 【光线物理】彩色玻璃窗投射的彩虹光柱可被剑刃切开,切开后变成固态彩色玻璃碎片坠落并在大理石地面碎裂,带真实折射与碎裂轨迹。 【破坏累积】从0秒起彩色玻璃窗开始碎裂,碎片在空中飞行并逐步重新组装回原位,破坏状态只增不减、绝不重置。 【无缝转场】每2秒的机位变化必须由画面内元素(剑尖轨迹、布料飘动、碎片飞散、天平晃动、光柱切割)带动完成,绝不硬切、绝不黑场,镜头运动全程平滑连续。 【动作原则】所有挥剑动作必须优雅、流畅、如舞蹈般美丽。动作有预备、发力、跟随与过冲;次级动态(白袍大袖、下摆、长发、天平链条)滞后主体3至5帧且各自独立;重心真实转移,杜绝任何僵硬或不自然的关节角度。每一刀都令人屏息。 0-2秒 35mm极低角度仰拍,缓慢升起并由她抬剑的动作自然带动镜头上移。她静立于大厅中央,白袍自然下垂。她以极优雅的动作缓缓举起长剑,天平盘开始接住从彩色玻璃倾泻的彩虹光柱,一侧盘面缓缓下沉,链条轻微晃动。 2-4秒 镜头由剑刃切开第一道光柱的动作自然转为50mm侧向缓慢环绕。她以极慢、极美的动作挥出第一刀,转腕带真实惯性,白袍大袖与下摆随动作展开并滞后主体飘动。剑刃切开第一道彩虹光柱,光柱如固态彩色玻璃般碎裂,碎片带着折射光旋转坠落。 4-6秒 碎片坠落轨迹自然带动镜头转为24mm超广角低角度缓慢推近。连续第二、第三刀,动作流畅如舞蹈,每一下都有明确的起势、发力与收势。天平盘随挥剑剧烈摇摆,链条拉直又松弛。更多光柱被切开,彩色玻璃窗开始出现裂纹并崩裂出第一批大碎片。 6-8秒 大碎片飞散轨迹自然带动镜头转为85mm贴身侧拍,平滑跟随剑尖。她以优雅的大开大合动作继续挥剑,每一步都轻盈而精准,重心从脚掌经腰胯传导至刀尖,白袍完全展开如翅膀并带真实布料重量。彩色玻璃窗大面积碎裂,碎片在空中缓慢旋转、发光,开始沿着原来的铅线位置重新组装。 8-10秒 剑舞轨迹与旋转光之漩涡自然带动镜头转为14mm超广角环绕轨道,平滑连续。剑舞达到高潮,她连续挥出多刀,每个动作都令人屏息。天平盘几乎触地又被优雅翻转拉回。光柱被持续切开,碎片与重组的玻璃同时存在,形成巨大旋转光之漩涡,整个大厅被彩色碎片轨迹完全填满。 10-14秒 光之漩涡的旋转自然带动镜头转为35mm环绕并缓慢上升,展示全身。她继续以极致优雅的剑舞穿越光之漩涡,每一个转身、每一次收刀都精准而迷人,次级动态(袍袖、发丝、链条)滞后主体并各自独立。碎片重组加速,同时新的光柱仍被切开。整个画面被彩色光、碎片、体积光与剑气轨迹完全填满,空间被最大化利用。 14-18秒 她刻意控制天平摇摆的动作自然带动镜头转为50mm跟随,轻微速度斜坡。她突然加速,连续施展一连串极快却依然优雅的连续斩击,剑刃在空中留下多道持续的彩色刀痕。天平盘剧烈摇摆至极限,链条几乎绷直。碎片重组与光柱切割同时达到峰值,整个大厅变成光与碎片的风暴。 18-22秒 连续斩击的余势自然带动镜头转为24mm低角度仰拍并快速环绕半圈。她以一个华丽的大回旋收刀接一个极低的滑步,白袍大幅展开后急速回落,天平盘被她用手腕精准控制回到接近平衡的位置。残余碎片仍在高速旋转,光柱被最后几刀彻底切开成漫天碎光。 22-26秒 滑步与回旋的动作自然带动镜头转为85mm贴身跟随并缓慢上升。她突然向上纵身,在空中完成一次完整的优雅旋转斩击,剑刃划出巨大的彩色圆弧,天平盘在空中剧烈晃动。落地时单膝微屈卸力,白袍与长发滞后飘落,整个空间被最后一波高密度碎片与体积光完全吞没。 26-28秒 落地后的余韵自然带动镜头转为50mm侧脸中景,缓慢推近。她完成最后一次极慢而完美的收刀,天平盘缓缓趋于完全平衡。大部分碎片已归位,彩色玻璃窗接近恢复完整。白袍微微飘动后逐渐静止。 28-30秒 侧脸中景自然转为85mm缓慢推近至蒙眼布与侧脸,定格。她保持优雅的站姿,几乎不动。最后几片碎片归位

3D 动画 / 卡通30s

3D 动画 / 卡通

キグルミパーカーの5人組が活躍するゲーム風30秒動画を一括生成して

3D 动画 / 卡通30s

3D 动画 / 卡通

[Global Setting] A traditional kung fu temple courtyard at golden hour, stone walls with calligraphy, bamboo stalks, red lanterns, peaceful serene setting. 3D stylized anime aesthetic rounded appealing characters, exaggerated expressive proportions, big sparkly eyes, comedic action animation style. [Character 1 Boy] Age 8-10, spiky orange anime hair, oversized white kung fu gi (too big, sleeves falling), headband tied crooked, determined serious face (but trying too hard), energetic stance. Self-proclaimed "kung fu master." [Character 2 Girl] Age 8-10, long pink pigtails with ribbons, matching small pink kung fu gi, headband perfectly placed, skeptical expression, hands on hips. Actual skills. [Opening, 0–4s] Wide shot of temple courtyard. Boy in dramatic kung fu stance, shouting: "I am the LEGENDARY MASTER OF WIND STRIKE!" Girl sighs: "You just learned this yesterday." Boy points at her: "PREPARE YOURSELF!" Girl cracks knuckles: "This will be quick." [Comedic Battle Phase 1, 4–12s] Boy throws slow-motion dramatic punch, sleeves flapping everywhere covering his face. Girl easily sidesteps: "You're punching air." Boy recovers, attempts spinning kick, rotates too far, stumbles: "I meant to do a double spin!" Girl does perfect precise kick, boy flies backward into pile of hay dramatically. Boy pops up: "I let you win!" Girl: "Sure you did." Boy attempts ancient "secret technique" — just wiggles his fingers mysteriously. Girl stares: "That's not kung fu, that's jazz hands." Boy gasps: "It's ANCIENT MAGIC!" Girl: "It's ridiculous." [Epic Slow-Motion Moment, 12–18s] Boy charges with warrior cry: "AIIYAHHH!" Camera enters slow-motion at 40% speed. Boy's movement is perfectly exaggerated face scrunched up with effort, sleeves billowing dramatically, hair defying gravity. Girl prepares to counter, eyes calm and focused, background blurs. As boy gets close, girl executes perfect counter-strike in slow-mo, boy flies backward in slow-motion arc, expression shocked, leaves and dust particles suspend around him beautifully. Return to normal speed. [Comedic Recovery, 18–24s] Boy lands hard, dazed stars circling his head (anime style). Girl helps him up: "You okay?" Boy jumps up: "YES! Again!" Attempts helicopter kick, spins out of control, dizzy, crashes into lantern (doesn't break, just wobbles). Girl just shakes her head laughing. Boy: "That lantern was STRONG." Girl: "The lantern is fine. YOU'RE the problem." [Final Stand, 24–30s] They face each other one last time, both in dramatic kung fu poses. Golden light catching both their faces. Boy: "This time I'll definitely win!" Girl smiles: "No you won't." They charge at each other, both doing exaggerated kicks, meet mid-air in freeze-frame, both suspended in mid-kick looking equally confused. Girl: "Um, now what?" Boy: "I don't know!" They both tumble down laughing, rolling in grass, sunshine warm and golden. End on them lying in courtyard laughing, friendship and silliness, genuine joy. [CONSISTENCY] Same two anime children, boy (orange hair, oversized gi), girl (pink pigtails, fitted gi). Traditional temple courtyard, golden hour lighting throughout. Exaggerated anime kung fu moves mixed with genuine combat skills. Boy is goofy and enthusiastic, girl is competent and amused. Physical comedy with respect. Audio: Serene temple ambience, birds, wind through bamboo, boy's dramatic shouting "AIIYAHHH!", girl's sarcastic comments, footsteps and movement sounds, exaggerated punch and kick whoosh sounds, comedic impacts (soft, not violent), slow-motion section: all sounds deepen and stretch (warrior cry becomes deep tone, movement becomes whooshing), lantern wobbling (bong sound), both kids laughing, wind chimes from temple, bright anime action music building, soft nostalgic strings on final friendship moment, kids' genuine laughter.