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High-End 3D Toon Anime Action Prompt

Game Cinematic / PVby @mayv@簡単プロ級プロンプト公開中! · source ↗August 6, 2026

Full prompt

High-quality anime footage. Urban fantasy action RPG style, high-rarity 3D toon / cel-look anime fast-paced melee combat. Most important is high tempo, recoil transition from spear strike to tail strike, clear direct hit with the tail, and heavyweight knockback. No slow motion, waiting, staring, long stances, or long charging times.

[Reference Usage]
Use Image 1 as the sole reference for fixed character identity. Maintain the character in Image 1 as the same person, prioritizing face, eye shape, iris color, hairstyle, hair color, bangs, outfit, decorations, physique, full-body silhouette, atmosphere, and character colors. Do not reproduce the background, room, furniture, pose, camera angle, framing, text, setting sheets, or UI from the reference image itself. Only facial expressions, gaze, mouth, combat stance, breathing, and natural hair/clothing sway may change. Mixing features, averaging faces, swapping outfits, changing the person, cloning, or adding extra characters is prohibited.
Depict the protagonist exactly as the person in Image 1. However, to establish the fixed scene, unify them as a melee combat character with one long spear and one tail. Naturally adjust the shape, surface texture, decorations, glow color, and small item designs of the spear and tail to match the character colors and atmosphere of Image 1. Metal parts of the outfit, accent colors, decorations, spear glow, tail scale color, and overall screen auxiliary colors may also be changed to match Image 1. Location and combat composition are fixed; the weapon is fixed as a long spear.

[Fixed Protagonist]
The protagonist is the same person in all cuts. Maintain the facial features, eyes, iris, hair, outfit, decorations, physique, silhouette, atmosphere, and characteristic colors from Image 1. Use only one long spear. Keep the tip, shaft, and butt as a single rigid body, gripping only the shaft with both hands. Do not rotate only the tip. Only one tail, connected to the center-back of the waist, thick at the base and tapering naturally toward the tip. Connect the rotation recoil of the whole body to the tail strike.

[Fixed Enemy]
The enemy is a single giant armored goblin. Maintain the grey-green face and skin, long pointed ears, low nose, two tusks from the lower jaw, small amber eyes, broad heavy physique, sooty black iron full-body armor, large pauldrons, leather belts, old bronze studs, short dark red loincloth, and one battle axe. Approximately 1.8x the height of the protagonist. On the right side of the black iron breastplate, there is a wide rectangular reinforcement plate with three large old bronze studs arranged vertically; fix this as the target for the tail strike. Maintain the physical reality of the flesh and armor until the end, with no crystallization, particleization, or disappearance.

[Fixed Art Style]
Use only high-density 3D toon/cel-look. Complete 3D model feel, thin clean anime outlines, clear 2-3 level cel-shading on face, hair, outfit, spear, tail, and armor. Eyes and hair have multi-layered highlights, skin is clean toon-matte, cloth has low reflection, metal has hard edge reflections, and the surface of the tail scales is readable. Theatrical-grade key animation, high-quality compositing, transparent lighting, and dense background art. Avoid thick black outlines, flat single-layer shadows, generic 3D anime girl faces, low-density backgrounds, realistic styles, or mixed art styles.

[Stage and Lighting]
The stage is fixed: the rain-slicked rooftop of a Neo-Gothic Great Library Tower overlooking a neon city. Wet black stone floor, low glass walls, spires, large metal ventilation equipment, distant skyscrapers, shallow neon bokeh. Do not change locations. Fine-tune light and color to match Image 1, making the protagonist's colors the star. Background should be low-saturation, prioritizing the visibility of contact points with the protagonist, spear, tail, and armor.

[Action]
Cut 1: Follow from low 3/4 rear of the protagonist, tracking close to the ground. As the goblin raises its axe, the protagonist takes one sharp step in and delivers a single large diagonal sweep with the entire spear. Short hit-stop at the moment the tip hits the center of the black iron breastplate. Metal sparks fly, and the goblin's upper body opens backward. The protagonist does not reset their stance, immediately transferring the spear strike's recoil into a full-body spin to link into the next tail strike. By the end of the cut, the wide scale surface of the tail's outer third is already positioned one fist away from the reinforcement plate on the goblin's right side.

Cut 2: Fixed close-up dedicated to the tail contact. Place the goblin from chest to waist at about 70% of the screen. Do not return to the protagonist's face or spear. The stars are the goblin's torso, the right-side reinforcement plate, and the single tail entering from the left. Show the one-fist gap between the wide scale surface of the tail and the reinforcement plate at the start. The tail enters in a low horizontal arc, striking the wide scale surface (not the tip) strongly once against the plate. Show the space before impact, the approach of the scales, the single contact, and the armor's reaction in sequence within the same fixed close-up. 0.04-0.06s hit-stop at impact. Remove speed lines, freezing the contact boundaries of the scales, the three bronze studs, and the reinforcement plate. The plate dents deeply, the torso buckles sideways from the contact point, and is pushed out of frame by that force.

Cut 3: High-speed whip pan in the direction the goblin is pushed, returning to a low-angle medium-distance view near the ground. The goblin is blown horizontally at high speed about 3 meters (at least one body length) across the wet floor due to the tail strike's impact. Both feet leave the floor only after impact. It does not jump and does not spin on its own in the air. The axe remains gripped in both hands. The back armor and pauldrons crash directly into the side panel of the large metal ventilation unit; the panel dents deeply, spraying a film of water and short sparks outward. All movement stops completely upon collision, leaving the goblin slumped in front of the unit as a physically incapacitated entity. The protagonist does not chase, absorbing the counter-force on the spot.

Cut 4: After a water splash wipe, a 3/4 front diagonal medium-distance fixed shot of the protagonist. Head to feet and the entire spear are in frame. In the background, the dented ventilation unit and incapacitated goblin remain. The protagonist is completely stopped at the tail-strike point. Naturally shift weight to one leg, gazing toward the fallen goblin. The tail settles in a low natural arc behind the legs. The protagonist moves the spear to their side, gripping the shaft near the center with one hand, letting the other arm hang naturally. Align the tip straight up, shaft vertical, and butt straight down, briefly lowering the butt onto the wet black stone floor. Show the gap between the butt and the floor, the single contact point, and the small water ripples after contact in sequence. The final frame shows the protagonist completely still, spear standing vertically by their side, butt touching the floor, tail settled low behind them, and the goblin incapacitated in front of the dented equipment in the background.

[Important Guards]
Only one protagonist, one giant armored goblin, one long spear, one tail, and one battle axe. Cut 2 is an independent fixed close-up of the tail contact only. Do not blow the enemy away before contact. The goblin must not just flinch; it must be blown horizontally as a physical object and stop upon crashing into equipment. The protagonist must stop completely on the spot after the tail strike, with no forward sliding, side-slipping, knee-sliding, or approaching the camera. The final sequence must be a medium-distance fixed shot showing the head, both feet, the entire spear, and the butt's floor contact simultaneously. No clones, humanoid afterimages, spear duplication, axe duplication, or tail branching.

Original prompt

高品質アニメ映像。都市奇幻アクションRPG風、高レアリティ3D toon / cel-look animeの高速近接戦闘。最重要は、ハイテンポ、槍撃から尾撃へ渡る反動、尾の明確な直撃、重量級の吹き飛び。スローモーション、待機、睨み合い、長い構え、長いタメは作らない。

【参照の使い方】
画像1を主人公の同一性固定の唯一の参照として使う。画像1のキャラクターを同じ人物として維持し、顔、目の形、虹彩色、髪型、髪色、前髪、衣装、装飾、体格、全身シルエット、雰囲気、キャラクターカラーを最優先で反映する。参照画像そのものの背景、部屋、家具、ポーズ、画角、フレーミング、文字、設定表、UIは再現しない。変化してよいのは、表情、視線、口元、戦闘姿勢、呼吸、自然な髪と衣装の揺れだけ。特徴の混合、顔の平均化、衣装交換、別人化、クローン化、余計な人物の追加は禁止。
主人公は、画像1の人物そのものとして描く。ただし固定シーン成立のため、一本の長槍と一本の尻尾を持つ近接戦闘キャラクターとして統一する。槍と尻尾の形状、表面質感、装飾、発光色、小物の意匠は、画像1のキャラクターカラーと雰囲気に合わせて自然に調整する。衣装の金属部、布の差し色、装飾、槍の発光、尾の鱗色、画面全体の補助色も、画像1に合わせて変えてよい。場所と戦闘構成は固定、武器は長槍固定。

【主人公固定】
主人公は全Cutで同じ人物。画像1の顔立ち、目、虹彩、髪、衣装、装飾、体型、シルエット、雰囲気、固有色を維持する。一本の長槍だけを使う。穂先、柄、石突を一体の剛体として保ち、両手で柄だけを握る。穂先だけを回転させない。尻尾は一本だけ。腰後ろ中央につながり、根元は太く、先端へ自然に細くなる。全身回転の反動で尾撃へつなげる。

【敵固定】
敵は同じ一体だけの巨大甲冑ゴブリン。灰緑色の顔と皮膚、長い尖り耳、低い鼻、下顎から出る二本の牙、小さな琥珀色の目、幅広く重い体型、煤けた黒鉄の全身甲冑、大型肩甲、革ベルト、古銅の鋲、短い暗赤色の腰布、一本の戦斧を維持する。主人公の約1.8倍の身長。黒鉄胸当ての右脇腹には、三つの大きな古銅鋲が縦に並ぶ幅広い長方形の補強板があり、これを尾撃の接触目標として固定する。最後まで生身と甲冑の実体を保ち、結晶化、粒子化、消滅はしない。
【画風固定】
高密度3Dトゥーン/セルルックの一系統だけ。完全な立体モデル感、細くクリーンなアニメ輪郭、顔・髪・衣装・槍・尻尾・甲冑への明快な2〜3段セルシェーディング。瞳と髪は多層ハイライト、肌は清潔なトゥーンマット、布は低反射、金属は硬い縁反射、尻尾は鱗の面が読める。劇場版クラスのキーアニメーション、上質なコンポジット、透明感のある照明、密度の高い背景美術。太い黒輪郭、平坦な単層影、汎用3D美少女顔、低密度背景、写実寄り、画風混合は避ける。

【舞台と光】
舞台は固定。ネオン都市を見下ろすネオゴシック大図書館塔の雨上がりの屋上。濡れた黒石床、低いガラス壁、尖塔、大型金属製通気設備、遠景の高層ビル、浅いネオンボケ。場所は変えない。光と色味は画像1に合わせて微調整し、主人公のキャラクターカラーを主役にする。背景は低彩度寄りで、主人公、槍、尻尾、甲冑との接触点を優先して目立たせる。
【アクション】
Cut1:主人公側の低い三分の四後方から地表すれすれに追従。ゴブリンが戦斧を振り上げる瞬間、主人公は一歩だけ鋭く踏み込み、長槍全体による大きな斜め薙ぎを一度だけ放つ。穂先が黒鉄胸当て中央へ命中した瞬間だけ短いhit-stop。金属火花が散り、ゴブリンの上体が後方へ開く。主人公は構え直さず、槍撃の反動をそのまま全身回転へ渡し、次の尾撃へ直結する。Cut終端では、尻尾の先端側三分の一の幅広い鱗面が、ゴブリン右脇腹の補強板から拳一つ分だけ離れた位置にすでに入っている。

Cut2:尻尾接触専用の固定クローズアップ。ゴブリンの胸から腰までを画面の約70%に置く。主人公の顔や槍には戻らない。ゴブリン胴体、右脇腹の補強板、画面左から入る一本の尻尾だけを主役にする。開始時から、尻尾の幅広い鱗面と補強板の間に拳一つ分の空間を見せる。尻尾は低い水平円弧で入り、細い尾先ではなく幅広い鱗面を補強板へ一度だけ強く直撃させる。命中前の空間、鱗面の接近、単一接触、接触後の装甲反応を同じ固定近景の中で順番に見せる。命中の瞬間だけ0.04〜0.06秒のhit-stop。速度線を消し、鱗面、三つの古銅鋲、補強板の接触境界を鮮明に止める。補強板は深くへこみ、胴体は接点から横へ折れ、その勢いで画面外へ押し出される。
Cut3:ゴブリンが押し出される方向へ高速ウィップパンし、地表すれすれのローアングル中遠景へ戻す。ゴブリンは尾撃の衝撃で画面奥左へ約3メートル、少なくとも自分の一体長ぶん、濡れた床すれすれに高速で水平吹き飛ぶ。両足は命中後にだけ床から離れる。自分から跳躍せず、空中で勝手に回転しない。戦斧は両手に握られたまま。背面装甲と肩甲が大型金属製通気設備の側板へ真正面から激突し、側板が深くへこみ、水膜と短い火花が外側へ噴く。全身移動は衝突で完全停止し、戦闘不能の実体として設備前へ崩れて残る。主人公は追いかけず、その場で反作用を収束させる。

Cut4:水しぶきワイプが抜けると、主人公の斜め前三分の四、中距離固定。頭から両足と槍全体が入る。背景奥には、へこんだ通気設備と戦闘不能のゴブリンを残す。主人公は尾撃地点で完全停止。体重を片脚へ自然に預け、視線は倒れたゴブリンへ向ける。尻尾は両脚の後ろで低い自然な弧を作って収まる。主人公は槍を身体の横へ移し、片手で柄の中央付近を握り、もう片手は自然に下ろす。穂先を真上、柄を垂直、石突を真下へ一直線に揃え、石突を濡れた黒石床へ短く下ろす。石突と床の隙間、単一接触点、接触後の小さな水輪を順番に見せる。最終フレームは、主人公が完全停止し、槍が身体の横で垂直に立ち、石突が床へ接地し、尻尾が背後で低く収まり、背景のゴブリンがへこんだ設備前で戦闘不能になっている状態。
【重要ガード】
主人公一人、巨大甲冑ゴブリン一体、長槍一本、尻尾一本、戦斧一本だけ。Cut2は尻尾接触だけの独立固定クローズアップ。接触なしで先に敵を飛ばさない。ゴブリンは軽い怯みで終わらず、実体のまま水平吹き飛び、設備へ激突して止まる。尾撃後の主人公はその場で完全停止し、前方スライド、横滑り、膝滑り、カメラ方向への接近をしない。終盤は、頭、両足、槍全体、石突の床接触を同時に見せる中距離固定。分身、人型残像、槍複製、戦斧複製、尻尾分岐
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