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Cinematic Anime Magic Sword Battle

Cinematic Scene ShowcaseGame Cinematic / PVby @mayv@簡単プロ級プロンプト公開中! · source ↗July 24, 2026

Full prompt

High-quality anime footage. High-density 3D toon/cel-look cinematic action RPG high-speed swordplay. Movie-theater class key animation, high-quality compositing, transparent lighting, and dense background art. In an 8-second short duration, high-density connection of floating sword onslaughts, defense, evasion, reaction force, siege, and maximum collision.

[Reference Image and Person Fixation]
@1 is the first person, character A's reference image.
@2 is the second person, character B's reference image.
Refer to the character in the source reference image and maintain them as the same person respectively. The reference image is used only for character face, eye shape, iris color, hairstyle, hair color, costume, decoration, physique, silhouette, atmosphere, character color, and weapon design. Do not reproduce the background, room, furniture, pose, angle of view, framing, characters, or split layout of the reference image itself.
The two are same person, same character identity throughout. Only expressions, gaze, mouth, posture, breathing, and natural hair and costume swaying may change. Do not generate mixed features, face averaging, hair color exchange, costume exchange, weapon exchange, physique change, becoming a different person, cloning, alter egos, or additional people.

[Automatic Adjustment of Worldview and Stage]
Combat content, positional relationship, motion, power relationship, number of swords, and camera structure are fixed. Only background, props, architectural style, flooring, weather, lighting, color, particles, and environmental effects are redesigned according to the character designs of @1 and @2.
From the costumes, decorations, weapons, materials, patterns, unique colors, and motifs of the two, construct a new cinematic combat stage where both can naturally exist. Choose the most suitable stage from school city, palace, temple, garden, fantasy city, industrial facility, near-future space, etc. However, do not copy the background of the reference image directly.
Place contact expressions suitable for the world view on the floor, such as reflections, water droplets, dust, petals, sparks, and magical particles. Use only props suitable for the stage, such as balustrades, pillars, glass, trees, mechanical structures, magic devices, and light lines. Make the background one step darker than the characters to clarify the face, silhouette, and sword trajectory.
Use Character A's unique color for the attacker's key light, the floating sword's aura, and the slash afterglow. Use Character B's unique color for the defense light, counterattack afterglow, and fill light. Do not mix the colors of both and keep them clearly identifiable.

[Fixed Art Style]
Thin and delicate colored outlines. Clear two- to three-level cell shading on faces, hair, costumes, and weapons with transparent intermediate shadows. High-density drawing of details existing in the reference image, such as multi-layered highlights for pupils, delicate bunching for hair, and embroidery, lace, armor, chains, gems, and metal fittings for costumes.
Draw cloth, leather, metal, gems, glass, and floor with different reflectivity and roughness. Do not use thick black outlines, flat single-layer cell shadows, simplified TV anime, generic 3D beautiful girl faces, plastic CG, low-density backgrounds, semi-realistic, live-action, dull colors, or mixed art styles. Do not copy the art style of the reference image, but unify it into a high-density 3D toon/cel-look.

[Fixed Weapon]
Character A uses one handheld sword and four floating swords floating around the body. The floating swords are arranged to surround A above, below, left, and right. Character B uses one handheld sword. The total number of swords in the entire video is fixed at six.
Even if the weapon in the reference image is not a sword, redesign it into a sword that inherits the color, material, design, decoration, and motif of that weapon.
A floating sword is a single complete sword with the blade, guard, and handle connected. It moves in a clear flight trajectory only during an attack and returns to around A after contact or evasion. No multiplication, disappearance, fusion, transformation, or addition of extra swords. Do not rotate only the tip or blade independently. Hold only the handle of the handheld sword, and do not grab the blade with your hand.

[Floating Sword Effect]
The four floating swords wear a thin flame-like, mist-like, particle-like, or lightning-like aura centered on Character A's unique color. The expression format should match A's world view, but it must be closely attached to the blade. Draw a short tail in the direction of movement, and do not make it into a huge independent laser or a separate beam of light. The slash afterglow occurs as a curved afterglow closely attached to the sword's sweep surface.

[Power Relationship]
Character A is a superior person who calmly takes the initiative. While manipulating four floating swords at intervals, she also moves forward with a handheld sword. Character B tries to deflect, avoid, parry, and counterattack the onslaught with high swordsmanship, but is gradually pushed back because the attack direction changes continuously. Maintain asymmetrical movement where only A advances and only B retreats.

[Camera]
Use a diagonal low-angle camera passing through floating swords, over B's shoulder, close to the contact point, circling about 60 degrees around the contact point, and approaching the final collision, rather than a fixed horizontal viewpoint. Use floating sword passes in front of the lens, environmental particles, splashes bouncing from the floor, and sword light for short occlusion wipes. The camera and background rotate; do not rotate the characters pointlessly.

[8-second Motion Configuration]
Cut 1:
Starts with four floating swords stationary at A's top, bottom, left, and right. The camera shows A's face, upper body, decorations, and handheld sword from a diagonal low angle passing between two floating swords. A moves forward quietly and catches B with only her gaze. Immediately after, the top right floating sword accelerates and flies diagonally toward B's left shoulder.
Cut 2:
Over B's shoulder. B deflects the first floating sword outward with both hands' swords at a single contact point between the centers of the blades. Metallic sparks, magical sparks of both unique colors, environmental particles, and reaction force are generated. The deflected sword returns around A in an arc. Then, the second one on the bottom left runs close to the floor, and B ducks low to avoid it by a hair's breadth. The third one on the top left descends from diagonally above, and B returns the sword to parry it.
Cut 3:
Shows A diagonally in front from the occlusion of environmental particles. A steps in without stopping and slashes up from the bottom right to the top left with a handheld sword. B catches it while retreating. The moment the two handheld swords contact at one point, the bottom right floating sword invades from B's side. B avoids it by pulling his shoulder, but his posture flows to the side. A slides the contact to release it and moves further into the bosom.
Cut 4:
The camera circles about 60 degrees around the contact point. B uses the reaction force to release a counter-slash, but one of A's floating swords contacts from the side and deflects B's sword upward. A swings the handheld sword down from the top left to the bottom right. B rushes to catch it but his feet slip and he is pushed backward. The remaining three floating swords spread to B's left, right, and above, creating a siege composition that narrows the retreat path.
Cut 5:
Diagonal low-altitude camera. A advancing to the front left, B being pushed into the back right. B steps in as a final counterattack. A also does not stop advancing and releases a rising slash from the bottom left to the top right. The two handheld swords form a clear X-shape at a single central contact point. One floating sword applies additional pressure to B's blade from the side, and the remaining three take the next slashing posture around. A's attack color and B's defense color rise separately, forming a huge two-colored X-shaped color surface outside the narrow white-hot core in the center. Radial shockwaves, environmental particles, steam, and sparks spread. B's back foot slips, his knee sinks, his both arms and shoulders...

Original prompt

高品質アニメ映像。高密度3Dトゥーン/セルルックによる映画的アクションRPGの高速剣戟。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。8秒の短尺で、浮遊刀の猛攻、防御、回避、反力、包囲、最大衝突を高密度に連結する。

【参照画像と人物固定】
@1は一人目、キャラクターAの参照画像。
@2は二人目、キャラクターBの参照画像。
ソース参照画像のキャラクターを参照し、それぞれ同じ人物として維持する。参照画像はキャラクターの顔、目の形、虹彩色、髪型、髪色、衣装、装飾、体格、シルエット、雰囲気、キャラクターカラー、武器意匠だけに使用する。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、分割レイアウトは再現しない。
二人は全編でそれぞれsame person、same character identity。表情、視線、口元、姿勢、呼吸、自然な髪と衣装の揺れだけ変化してよい。特徴混合、顔の平均化、髪色交換、衣装交換、武器交換、体格変化、別人化、クローン化、分身、追加人物を発生させない。

【世界観と舞台の自動調整】
戦闘内容、位置関係、動作、力関係、刀数、カメラ構造は固定する。背景、小物、建築様式、床材、天候、照明、色味、粒子、環境エフェクトのみ、@1と@2のキャラクターデザインに合わせて再設計する。

二人の衣装、装飾、武器、素材、模様、固有色、モチーフから、両者が自然に存在できる一つの映画的戦闘舞台を新規構築する。学園都市、宮殿、神殿、庭園、幻想都市、工業施設、近未来空間などから最適な舞台を選ぶ。ただし参照画像の背景は直接コピーしない。

床には反射、水滴、砂塵、雪、花弁、火の粉、魔力粒子など、世界観に適した接触表現を配置する。欄干、柱、ガラス、樹木、機械構造、魔法装置、発光線などの小物は舞台に適したものだけを使う。背景は人物より一段暗くし、顔、シルエット、刀の軌道を明瞭にする。
キャラクターAの固有色を攻撃側のキーライト、浮遊刀のオーラ、斬撃残光へ使用する。キャラクターBの固有色を防御光、反撃残光、補助光へ使用する。両者の色は混ぜず、明確に識別できる状態を保つ。

【画風固定】
細く繊細な色付き輪郭線。顔、髪、衣装、武器に明快な二段から三段のセルシェーディング and 透明感のある中間影。瞳は多層ハイライト、髪は繊細な束感、衣装は刺繍、レース、装甲、鎖、宝石、金具など、参照画像に存在するディテールを高密度に描く。

布、革、金属、宝石、ガラス、床を異なる反射率と粗さで描き分ける。太い黒輪郭、平坦な単層セル影、簡略TVアニメ、汎用3D美少女顔、プラスチックCG、低密度背景、半写実、実写、くすんだ色、画風混合にしない。参照画像の画風はコピーせず、高密度3Dトゥーン/セルルックへ統一する。

【武器固定】
キャラクターAは手持ち刀一本と、身体の周囲に浮かぶ四本の浮遊刀を使用する。浮遊刀はAの上、下、左、右を囲むように配置する。キャラクターBは手持ち刀一本を使用する。映像全体の刀は合計六本に固定する。

参照画像の武器が刀ではない場合も、その武器の色、素材、意匠、装飾、モチーフを継承した刀へ再設計する。
浮遊刀は刀身、鍔、柄が接続された完全な一本の刀。攻撃時のみ明確な飛翔軌道で動き、接触または回避後はAの周囲へ戻る。増殖、消失、融合、変形、余分な刀の追加を行わない。切っ先や刀身だけを独立回転させない。手持ち刀は柄だけを握り、刀身を手で掴まない。

【浮遊刀エフェクト】
四本の浮遊刀はキャラクターAの固有色を中心とした薄い炎状、霧状、粒子状、電光状のオーラを纏う。表現形式はAの世界観に合わせるが、必ず刀身へ密着させる。移動方向へ短い尾を引き、巨大な独立レーザーや別個の光線にしない。斬撃残光は刀の掃引面に密着した湾曲残光として発生する。

【力関係】
キャラクターAは冷静に主導権を握る格上。四本の浮遊刀を時間差で操りながら、自身も手持ち刀で前進する。キャラクターBは高い剣技で猛攻を弾き、避け、受け流し、反撃を試みるが、攻撃方向が連続して変化するため徐々に押される。Aだけが前進し、Bだけが後退する非対称な移動を維持する。
【カメラ】
固定横視点ではなく、浮遊刀越しの斜め低角度、Bの肩越し、接触点の近距離、接触点を軸にした約60度の回り込み、最終衝突へ迫る斜め低空カメラを使用する。浮遊刀のレンズ前通過、環境粒子、床から跳ねる飛沫、刀光を短い遮蔽ワイプに使う。カメラと背景が回り、人物を無意味に回転させない。

【8秒の動作構成】
Cut 1:
四本の浮遊刀がAの上下左右に静止した状態から開始。カメラは二本の浮遊刀の間を抜ける斜め低角度で、Aの顔、上半身、装飾、手持ち刀を見せる。Aは静かに前進し、視線だけでBを捉える。直後、右上の浮遊刀が加速し、Bの左肩口へ斜めに飛ぶ。

Cut 2:
Bの肩越し。Bは両手の刀で最初の浮遊刀を刀身中央同士の単一接触点で外側へ弾く。金属火花、両者の固有色の魔力火花、環境粒子、反力が発生する。弾かれた刀は弧を描いてAの周囲へ戻る。続いて左下の二本目が床すれすれを走り、Bは低く沈んで紙一重で回避。左上の三本目が斜め上から降下し、Bは刀を返して受け流す。

Cut 3:
環境粒子の遮蔽からAを斜め前方で映す。Aは止まらず踏み込み、手持ち刀で右下から左上へ斬り上げる。Bは後退しながら受け止める。二本の手持ち刀が一点で接触した瞬間、右下の浮遊刀がBの側面から侵入する。Bは肩を引いて避けるが、姿勢が横へ流れる。Aは接触を滑らせて解除し、さらに懐へ入る。
Cut 4:
接触点を中心にカメラが約60度回り込む。Bは反力を利用して返し斬りを放つが、Aの浮遊刀一本が側面から接触し、Bの刀を上へ逸らす。Aは手持ち刀を左上から右下へ振り下ろす。Bは急いで受け止めるが、足元が滑り後方へ押される。残る三本の浮遊刀がBの左右と上方へ散開し、退路を狭める包囲構図を作る。

Cut 5:
斜め低空カメラ。左手前に前進するA、右奥に押し込まれるB。Bは最後の反撃として踏み込む。Aも前進を止めず、左下から右上へ上昇斬りを放つ。二本の手持ち刀が中央の単一接触点で明瞭なX字を形成する。浮遊刀一本がBの刀身へ側面から追加圧力を加え、残る三本は周囲で次の斬撃姿勢を取る。
Aの攻撃色とBの防御色が別々に立ち上がり、中心の狭い白熱核の外側に巨大な二色のX字色面を形成する。放射状の衝撃波、環境粒子、蒸気、火花が広がる。Bの後ろ足が滑り、膝が沈み、両腕と肩の
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