Chinese Xianxia Heaven Cinematic Short
Full prompt
Seedance 2.0 / 2.5 Direct Delivery Version 15-Second Chinese Xianxia Heavenly Palace Cinematic Short Film | 5-Shot Continuous Hard-Cut Edition Generation Goal: Generate a complete, continuous 15-second Chinese Xianxia heavenly palace cinematic short film. The entire film consists of 5 clear cinematic shots, each approximately 3 seconds, connected by clean, direct cinematic hard cuts. Strictly Use: @Image 1 @Image 2 @Image 3 @Image 4 @Image 5 as independent visual and spatial anchors for each of the 5 consecutive shots. I. Core Constraints 1) Rules for Using the Five Images - The 5 reference images have completed art design. - Each shot must strictly correspond to its respective reference image. - Within each shot, the following elements from the reference image must be maintained: building structure, number of characters, character clothing, trees, water systems, sea of clouds, bridges, railings, circular gates, dragon pillars, palace proportions, spatial perspective, light direction, and overall composition. - Do not redesign these scenes. - Do not merge the five images into the same scene. - No AI morph transitions. - No building deformation during shot switches. 2) Overall Worldview and Visual Quality Maintain a unified Eastern Xianxia civilization visual DNA: authentic Chinese ancient architectural structures (vermilion wood structures, dark tile roofs, dark gold carvings, stone foundations), high-altitude sea of clouds, authentic natural light (warm gold low-angle sunlight, deep shadows, aerial perspective), restrained film texture, grand but quiet, natural but continuously living, authentic cinematic photography feel. II. Five-Shot Storyboard Shot 1 | 0–3s | @Image 1 | Corridor Bridge and Ancient Pine - Shot Type: Long-focus distant cinematic shot, approx. 135mm telephoto compression. - Camera: Very slow, steady slight push forward along the central axis. - Spatial Relationships: Foreground eaves, pillars, and railings have slight parallax; middle-ground four characters maintain natural spatial relationships; distant giant ancient pine and sea of clouds move the least. - Character Requirements: Four characters must be living from the first frame. They maintain unsynchronized natural micro-behaviors: two on the left move a few steps slowly along the corridor, one slightly turns to look at the central ancient pine, the two on the right continue walking slowly or turn heads naturally while talking. Paces, breathing, shoulders, body weight, cuffs, hems, and a small amount of hair all change naturally. No collective synchronized movements or statue-like stillness. - Environmental Requirements: Constant high-altitude wind; ancient pine trunk is stable but twigs and needles sway continuously; sea of clouds is not a static background—it must have clouds at different depths drifting slowly, local expansion, dissipation, and reforming, with a few thin clouds slowly passing distant peaks. Shot 2 | 3–6s | @Image 2 | Heavenly Palace Over the City - Transition: Direct hard cut. - Shot Type: Distant long-focus establishing shot, 135–200mm cinematic telephoto observation. - Camera: Extremely slow zoom out. - Goal: Gradually complete the scale relationship between the ancient city below, walls, rock formations, and the giant heavenly palace. - Building: Giant main palace structure is absolutely stable with no deformation or drift. - City and Background Life: The city below cannot be a static texture; it must be alive: slow-flowing low-level mist and moisture between city parts, clouds passing through buildings, distant cloud silhouettes evolving slowly. - Birds and Characters: Existing cranes and birds fly naturally (unsynchronized, non-looping); bottom small characters have readable robe movement and natural body motion. Lighting on roofs and clouds changes continuously as clouds pass the sun. Shot 3 | 6–9s | @Image 3 | Waterfall Immortal Palace - Transition: Direct hard cut. - Shot Type: Restrained long-focus observation shot. - Camera: Nearly locked, only slight horizontal drift. - Dynamics: Water, wind, and clouds. Waterfalls must fall naturally with weight and speed variance, creating mist that blends with clouds. Water surface has small natural ripples. Reflections of characters and buildings must change subtly with water and light; reflections must not freeze. Weeping willow twigs sway naturally in the wind. Characters show authentic asynchronous behavior (adjusting posture, moving forward, looking at the waterfall). Shot 4 | 9–12s | @Image 4 | Dragon Pillar Corridor - Transition: Direct hard cut. - Shot Type: 135mm long-focus cinematic tracking shot. - Camera: Very slow horizontal right movement along the suspended corridor, synchronized with character movement. - Character Walking: Four characters walk naturally with realistic human gaits (slight variation in step length, unsynchronized, shifting center of gravity). Robes have weight, and hair sways in high-altitude wind. One person may briefly look at the sea of clouds. - Parallax: Foreground railings and pillars move fastest; characters and corridor have medium displacement; distant mountains and waterfalls move the least. - Limitation: The circular gate is a solid structure and must not become a glowing portal. Shot 5 | 12–15s | @Image 5 | Interior Circular Gate Final Shot - Transition: Direct hard cut. - Shot Type: Solemn long-focus liminal space observation, 135mm lens compression. - Camera: Very slow diagonal retreat within the giant hall, slightly moving left. - Parallax: Foreground dragon pillars and floor reflections produce most parallax; two characters in the middle ground; circular gate and distant palace move the least. - Ending: Two characters continue walking naturally (unsynchronized, realistic weight). Distant environment remains alive with drifting clouds and falling waterfalls. Camera continues quiet retreat at the same speed until a stable cinematic ending is formed. III. General Rules for Natural Movement - Core Principle: Characters and environment must simultaneously have continuous life. No frozen backgrounds or statue-like characters. - Character Rules: Natural breathing, walking, posture adjustment, gaze shifts, and hair/fabric movement. No mechanical synchronization. - Wind Rules: Same high-altitude wind affects hair, sleeves, pine needles, and mist differently based on material weight. - Clouds: Overall slow displacement, local shape evolution, and realistic occlusion of distant buildings.
Original prompt
Seedance 2.0 / 2.5 直投版 15秒中国仙侠天宫电影短片|5镜头连续硬切版 生成目标: 生成一段完整连续的 15 秒中国仙侠天宫电影短片。 全片由 5 个清晰电影镜头组成,每镜约 3 秒,通过干净直接的电影硬切连接。 严格使用: @图片 1 @图片 2 @图片 3 @图片 4 @图片 5 作为 5 个连续镜头各自独立的视觉与空间锚点。 一、核心约束 1)五张图的使用规则 五张参考图已经完成美术设计。 每个镜头必须严格对应各自参考图。 每个镜头内,必须保持该参考图中的: 建筑结构 人物数量 人物服装 树木 水系 云海 桥梁 栏杆 圆门 龙柱 宫殿比例 空间透视 光线方向 整体构图 禁止重新设计这些场景。 禁止把五张图融合成同一个场景。 禁止 AI morph 转场。 禁止建筑在镜头切换时变形。 2)整体世界观与画面气质 整体保持统一的东方仙侠文明视觉 DNA: 真实中国古建筑结构 朱红木构 深色瓦顶 暗金雕饰 石质台基 高空云海 真实自然光 暖金低角度日光 深部阴影 空气透视 克制胶片质感 宏大但安静 自然但持续有生命 真实电影摄影感 二、五个镜头分镜 Shot 1|0–3s|@图片 1|廊桥古松 镜头类型: 长焦远观电影镜头,约 135mm telephoto compression 摄影机: 沿中轴进行非常缓慢、稳定的轻微推进 画面空间关系 前景屋檐、柱子、栏杆具有轻微视差 中景四名人物保持自然空间关系 远方巨型古松与云海移动最少 人物要求 四名人物必须从第一帧开始就是活人。 他们保持不同步的自然微行为: 左侧两人缓慢沿长廊移动几步 其中一人轻微转头看向中央古松 右侧两人继续低速前行,或自然交谈式轻转头 人物步伐、呼吸、肩部、身体重心、袖口、衣摆和少量发丝全部自然变化 禁止集体同步动作 禁止人物像静态雕像 环境要求 高空风持续存在 古松粗干稳定,但细枝和松针持续轻摆 云海不是静态背景 必须具有:不同深度云层持续缓慢漂移 局部膨胀、消散、重新形成 少量薄云缓慢经过远处山峰,产生真实显隐变化 建筑完全稳定 Shot 2|3–6s|@图片 2|天宫压城 转场: 直接硬切 镜头类型: 远距离长焦建立镜, 135–200mm cinematic telephoto observation 摄影机: 进行极缓慢拉远 画面目标 逐渐让下方古城、城墙、岩体和巨型天宫之间的尺度关系更加完整。 建筑要求 巨型主殿结构绝对稳定 禁止变形、漂移、呼吸感 城市与远景生命 下方城市不能是静态贴图,必须是活的: 城市之间存在缓慢流动的低层雾气和空气湿气 云层从建筑之间持续穿过 远方云团轮廓持续缓慢演化 部分低层建筑被薄云短暂遮住,再重新显露 飞鸟与人物 现有仙鹤和鸟群自然飞行 不同步、不循环、不突然改变方向 近处鸟速度稍快 远处鸟运动更慢 最下方小人物虽然尺度极小,仍然具有可读的: 衣袍受风 自然身体运动 光线变化 云层经过阳光时: 屋顶高光 云缘高光 山体高光 都出现缓慢连续的轻微变化 核心要求 整个远景必须明显是活的。 Shot 3|6–9s|@图片 3|瀑布仙宫 转场: 直接硬切 镜头类型: 克制长焦观察镜头 摄影机: 接近锁定,只进行极小幅度横向漂移 主要生命动力 这一镜的主要生命动力来自: 水 风 云 水体要求 所有现有瀑布必须从固定水源持续自然下落,具有: 重量 速度差 飞沫 破碎变化 落水持续产生水雾。 水雾受风影响缓慢横向扩散,并与周围低层云雾自然融合。 水面与倒影 前景水面持续存在细小自然波纹。 人物、宫殿、树木、天空在水中的倒影必须随: 水纹 光线 摄影机位置 持续发生细微变化。 倒影绝不能冻结。 树木与风 左侧垂柳细枝持续受风摇曳,不同枝条不同步 松树末梢和松针也持续自然响应风场 人物要求 四名人物保持真实异步行为: 有人自然调整站姿 有人轻微向前移动 有人看向瀑布或远方宫殿 衣摆、宽袖和头发持续自然受风 远景云海 全程持续运动 缓慢穿过建筑之间的峡谷空间 建筑 全部保持稳定 Shot 4|9–12s|@图片 4|龙柱长廊 转场: 直接硬切 镜头类型: 135mm 长焦电影跟踪镜 摄影机: 沿巨大悬空长廊进行非常缓慢的横向右移,与人物行进方向形成一致空间运动 人物行走 四名人物自然向前行走,必须表现真实人体步态: 步长略有差异 四人不同步 身体重心随步伐连续移动 长袍具有重量和拖曳感 宽袖、衣摆和发丝持续受高空风影响 其中一人可非常短暂看向右侧云海,再继续前行 不能四个人像复制 NPC 一样同时迈腿。 视差关系 前景栏杆 and 近处龙柱移动最快 人物和长廊产生中等位移 巨大圆门、远处山体、瀑布和云海移动最少 远景生命 云海持续不同深度迁移和形变 远方瀑布持续下落 水雾被风带入云层 地面反射 地面反射随着: 人物行走 柱体视差 云层变化 光线变化 持续更新 重要限制 圆门只是实体建筑结构, 绝对不能变成发光传送门。 Shot 5|12–15s|@图片 5|殿内圆门终镜 转场: 直接硬切 镜头类型: 庄严的长焦阈限空间观察镜,135mm lens compression 摄影机: 在巨大殿宇内部进行非常缓慢的斜向后退,同时轻微向左移动 视差关系 近处巨大龙柱和地面反射产生最明显视差 右侧两位人物位于中景 圆门、远方天宫、云海和瀑布移动最少 人物要求 两名人物继续自然缓慢行走: 二人步态不同步 衣袍具有真实重量 袖口、发丝和衣摆持续受风 其中一人可稍微放慢脚步并看向圆门外远方世界 另一人继续走一两步 不要停成雕像 远方环境 远方环境必须继续活着: 不同距离云层持续缓慢漂移和形变 部分薄云经过远方宫殿和瀑布,产生短暂自然遮挡 瀑布持续下落 水雾持续生成、扩散 古松细枝轻摆 抛光地面上的人物、柱子、云和阳光倒影持续发生真实细微变化 收尾要求 最后约 1 秒不要突然增加新事件。 让摄影机继续以同样速度安静后退。 人物和环境仍然保持自然持续运动。 以巨大圆门、人物、云海 and 远方仙宫共同形成稳定电影收尾。 三、全片自然运动总规则 核心原则 人物和环境必须同时具有持续生命。 严禁出现: 人物在动,但树、云、水、雾、远景完全冻结 环境在动,但人物像静态雕塑 只有衣服机械摆动,而人物身体完全没有生命 只有近景运动,而远景像静态背景图 每个镜头从第一帧到最后一帧,都必须存在可读但不过度的持续运动。 1)人物运动规则 所有人物均具有独立行为节奏。 必须表现: 自然呼吸 行走 站姿调整 重心变化 视线变化 轻微头肩动作 手部变化 衣料变化 头发变化 人物之间禁止机械同步。 2)风场规则 同一个高空风场必须同时影响: 人物发丝 宽袖 长袍下摆 松针 垂柳细枝 水雾 薄雾 不同材质根据重量产生不同幅度和速度。 3)云与远景规则 远景绝不能冻结。 云层必须同时包含: 整体缓慢位移 局部形态演化 不同深度速度差 建筑与山体之间的真实遮挡变化 允许远方建筑局部被薄云缓慢遮住,再重新显露。
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