Cinematic Anime Swordsman Action
Full prompt
High-quality anime video. Showcase a maximum rarity swordsman from an urban fantasy action RPG with quiet elegance and a single, clear, high-speed sword strike. There is only one real person throughout the entire sequence, a young girl. The enemies are two game-like blue-black shadow enemies. Strictly adhere to the roles of the reference images. @image1 is the primary reference for face and character consistency. Fix a short lower face, soft cheeks, a small rounded chin, a small nose and mouth, large vertically open cobalt blue jewel-like eyes, a high iris occupancy rate, minimal white showing, calm outer corners of the eyes, a young and clear sense of age, and silver-white bangs and long hair. @image2 is the primary reference for costume, decorations, full-body design, build, silhouette, and the Japanese sword. Fix an elaborate gothic lace dress in black to deep navy, sheer lace sleeves, blue satin, a layered skirt, a blue jewel at the chest, a metal chain at the waist, black decorative boots, hair ornaments of deep blue roses and black-blue butterflies, hanging blue crystal chains, a deep navy scabbard, silver fittings, and a Japanese sword with a blue jewel. In case of reference conflict, @image1 takes priority for the face, eyes, cheeks, chin, sense of age, expression, hair color, bangs, and long hair; @image2 takes priority for hair ornament details, costume, jewels, full body, build, and the Japanese sword. The reference images are for consistency and design only, not for starting screens or storyboards. Do not reproduce white backgrounds, text, UI, split frames, front/back views, facial expression variations, explanatory diagrams, or weapon diagrams. Character Fix: The same single young girl throughout. Do not change her face, blue eyes and iris ratio, long silver-white hair, black-blue costume, hair ornaments, chest jewel, or slender, youthful build. Changes are only in gaze, subtle expressions, combat posture, breathing, and the natural swaying of hair, lace, and chains. Even within reflections, only local images of the same person are allowed; do not create other people or complete full-body clones. Rendering Fix: Completely unified high-quality 3D toon / cel-look. A complete sense of a 3D model, thin and clean deep navy anime outlines, translucent 2-3 layer toon shadows in indigo, cobalt, and blue-violet, soft moonlight highlights on silver-white hair, multi-layered catchlights in the eyes, and sharp, elegant reflections on jewels and metal. Differentiate textures for lace, satin, metal, jewels, and the wet floor, ensuring high density for both the character and urban background. Do not substitute character consistency with rendering style, and vice versa. A high-rise city rooftop after rain. Wet floor, glass walls, low-saturation distant buildings, shallow neon bokeh. Silver-white moonlight is the main light source, character-specific deep navy and cobalt blue are the main shadow colors, and ice blue and a small amount of blue-violet are the fill lights. Keep background colors and neon subtle, making the girl's silver-white hair, blue eyes, black-blue costume, hair ornaments, chest jewel, and Japanese sword the protagonists of the screen. The weapons the girl handles are exactly one Japanese sword and one scabbard. The sword is a single rigid body with the hilt, guard, blade, and tip connected at a fixed length. The right hand grips the hilt behind the guard, and that force continues through the forearm, shoulder, chest, and waist, moving the entire sword as one. Do not rotate only the tip independently. The left hand handles only the scabbard and does not touch the blade. Do not duplicate, branch, or extend/contract the weapons. Place Shadow Enemy A and Shadow Enemy B diagonally in front of the girl, one closer and one further along the same attack line. Each enemy is a blue-black humanoid silhouette readable as having a head, torso, two arms, two legs, feet, and one short shadow sword. Enemies A and B maintain a semi-solid shadow material with boundaries and density, shadow armor outlines, weapons, floor shadows, and glass reflections until the moment of impact. Do not mix the girl's silver-white hair, face, costume, jewels, or Japanese sword into the enemies, and do not mix the enemies' blue-black shadow material and shadow swords into the girl. Fix the sequence of visible actions. Proceed in the order of: stationary state touching the hilt, drawing the sword with a short slide, a single horizontal slash, clear contact, a short hit-stop, complete particleization after contact, particle occlusion, start of sheathing at hand level, and rising to the face. Do not add multiple attacks or long enemy appearances. Start with a medium-close shot from slightly below and behind, equivalent to 50-70mm. Show the long silver-white hair, black-blue costume, hair ornaments, and the sheathed Japanese sword on the left hip. The girl already has her right fingers on the hilt. Start drawing the sword without a long pause. Only the ends of her hair, lace, and crystal chains sway in the night wind, and the glass momentarily reflects only a single blue eye, same as @image1. The girl slides a short distance diagonally forward on the wet floor as she draws the sword, moving outside the two enemies' attack lines. Keep the supporting leg, sliding leg, and center of gravity movement as a continuous sequence. Pass the camera from the moonlight reflected on the blade to the reflection on the wet floor; after the entity at point A leaves the screen, capture the same person at point B in a medium-close shot diagonally in front. Reflections are a camera transition showing the actual slide, not teleportation, jumping, landing, or cloning. Without re-posing, expand the waist rotation of the draw and slide directly into one large horizontal slash. A single blade crosses the two enemies in sequence along a continuous path at the same height. There is only one sword light arc in silver-white and cobalt blue. Clearly show the contact surface with the first enemy, and place a single short hit-stop the moment the path passes through the second enemy. Vividly show the hilt, guard, single blade, both hands, and the contact point. Only after the hit-stop, begin particleization from front to back, following the same direction as the sword light. The two bodies, two shadow swords, floor shadows, glass reflections, and reflections on the wet floor completely disappear into blue-black mist, small shattered blue butterfly light, and fine ice-blue light fragments. Particles must not hide the face, hands, sword, or contact position. The girl naturally transitions the movement after the horizontal slash from the sword tip to the wrist, shoulder, waist, and back leg, recovering the sword to a low endpoint. Briefly show the result of the enemies completely disappearing while the sword is still drawn. Without stopping that motion, connect the blue-black mist and blue butterfly light to occlusion in front of the lens. Immediately after the occlusion, switch to a close-up from the chest down to the hands, where she first begins sheathing the sword. The right hand holds the hilt, and the left hand holds the scabbard near its mouth. Let the hilt, guard, blade, and scabbard mouth be read separately, and accurately align the central axes of the blade and scabbard. Slide the blade into the scabbard without touching the edge, causing no penetration between sword and scabbard, angle misalignment, or finger deformation. The camera follows the hilt, the blue jewel on the chest, black lace, and hair ornaments during the sheathing process, quickly rising to a natural 3/4 face equivalent to 70-85mm. The face must be @image1's normal face. First, keep both large blue eyes open, then slightly relax the tension in the eyebrows, do not lower the eyelids, create a small closed-mouth smile using only the corners of the mouth, and finally direct a calm gaze near the camera. The final subject shown is the girl alone. The enemies, their weapons, shadows, and reflections have all completely disappeared. Just as the blade continues straight into the scabbard and before the guard touches the mouth of the scabbard, cut at the moment the open blue eyes, silver-white hair, hair ornaments, chest jewel, sword hilt, and wet night scene are all simultaneously clear. Do not stay still for long after completing the sheathing, and do not shrink the person into the distance. No BGM, music, dialogue, or narration. Synchronize only the night wind, short sliding sounds of the leather boot soles on the wet stone floor, rustling of lace and satin, small hard sounds of metal chains and crystal ornaments, the sound of the steel blade leaving the metal scabbard mouth, the sound of the steel blade cutting through the air, the thin sound of the shadow material collapsing into magical particles, the sound of the steel blade sliding inside the scabbard during sheathing, and natural breathing with the visible actions. Forced Negatives: Text, subtitles, logos, watermarks, white background UI, setting sheets, a second human, clones, full-body doubles, reflections of different faces, enemies collapsing before contact, giant butterflies, particles covering the face or sword, additional swords, hands gripping the blade, penetration between sword and scabbard, distant sheathing, long pauses, wide-angle face close-ups, fisheye, mature faces, long faces, small eyes, small irises, slanted eyes, half-closed eyes, thick outlines, single-layer cell shadows, plastic CG, semi-realistic, and mixed art styles are prohibited.
Original prompt
高品質アニメ映像。都市幻想アクションRPGの最高レアリティ剣士を、静かな気品と、一度だけの明瞭な高速剣撃で魅せる。実在する人物は全編で少女一人だけ。敵はゲーム的な青黒い影エネミー二体。参照画像の役割を厳守する。@image1 は顔と人物同一性の最優先参照。短い下顔面、柔らかな頬、小さく丸い顎、小さな鼻と口、大きく縦に開いたコバルトブルーの宝石眼、高い虹彩占有率、少ない白目、穏やかな目尻、若く清澄な年齢感、銀白色の前髪と長い髪を固定する。@image2 は衣装、装飾、全身デザイン、体格、シルエット、日本刀の最優先参照。黒から濃紺の精緻なゴシックレースドレス、透けるレース袖、青いサテン、多層スカート、胸元の青い宝石、腰の金属チェーン、黒い装飾ブーツ、深い青薔薇と黒青蝶の髪飾り、垂れる青い結晶鎖、濃紺の鞘、銀色金具、青い宝石を持つ日本刀を固定する。参照が衝突した場合、顔、目、頬、顎、年齢感、表情、髪色、前髪、長い髪は @image1 、髪飾りの細部、衣装、宝石、全身、体格、日本刀は @image2 を優先する。参照画像は同一性と意匠だけの参照であり、開始画面や絵コンテではない。白背景、文字、UI、分割枠、正背面図、表情差分、説明図、武器図を再現しない。人物固定:全編を通して同じ一人の若い少女。顔、青い目と虹彩比率、銀白色の長髪、黒青の衣装、髪飾り、胸元宝石、細身で若い体格を変えない。変化は視線、微細な表情、戦闘姿勢、呼吸、髪、レース、鎖の自然な揺れだけ。反射内も同一人物の局所像だけとし、別人や完全な全身分身を作らない。描画固定:完全に統一された高品質3D toon / cel-look。完全な立体モデル感、細くクリーンな濃紺のアニメ輪郭、透明感のある藍・コバルト・青紫の2〜3層toon shadow、銀白髪の柔らかな月光ハイライト、瞳の多層キャッチライト、宝石と金属の鋭く上品な反射。レース、サテン、金属、宝石、濡れた床を材質ごとに描き分け、人物も都市背景も高密度にする。人物固定を描画スタイルで代用せず、描画スタイルを人物固定で代用しない。雨上がりの高層都市屋上。濡れた床、ガラス壁、低彩度の遠景ビル、浅いネオンボケ。銀白の月光を主光、少女固有の濃紺とコバルトブルーを主要な影色、氷青と少量の青紫を補助光にする。背景色とネオンは控えめにし、少女の銀白髪、青い目、黒青衣装、髪飾り、胸元宝石、日本刀を画面の主役にする。少女が操作する武器は日本刀一本と鞘一本だけ。刀は柄、鍔、単一刀身、切先が連結した固定長の一つの剛体。右手が鍔より後ろの柄を握り、その力を前腕、肩、胸郭、腰へ連続させ、刀全体を一体として動かす。切先だけを独立回転させない。左手は鞘だけを扱い、刃へ触れない。武器を複製、分岐、伸縮させない。影エネミーAと影エネミーBを少女の斜め前、同じ攻撃線上の手前と奥へ配置する。各敵は頭、胴、二本の腕、二本の脚、足裏、短い影刀一本が読める青黒い人型輪郭。敵Aと敵Bは、命中の瞬間まで境界と密度を持つ半固体の影材質、影装甲の輪郭、武器、床影、ガラス反射を維持する。少女の銀白髪、顔、衣装、宝石、日本刀を敵へ混ぜず、敵の青黒い影材質と影刀を少女へ混ぜない。見える動作順序を固定する。柄へ触れた静止状態、抜刀と短い滑歩、単一の水平横薙ぎ、明瞭な接触、短いhit-stop、接触後の完全粒子化、粒子遮蔽、手元納刀開始、顔へ上昇、の順に進む。複数回の連撃や長い敵出現を追加しない。開始は後方やや低い50〜70mm相当の中近景。銀白の長髪、黒青の衣装、髪飾り、左腰の納刀済み日本刀を見せる。少女はすでに右指を柄へ添えている。長い溜めを置かず抜刀を開始する。夜風で髪先、レース、結晶鎖だけが揺れ、ガラスには @image1 と同じ青い片目だけが一瞬映る。少女は刀を抜く運動のまま濡れ床を斜め前へ短く滑り、二体の攻撃線の外側へ移る。支持足、滑る足、重心移動を一続きに保つ。刀身に映る月光から濡れ床の反射へカメラを渡し、A地点の実体が画面を抜けてから、B地点の同じ一人を斜め前の中近景で捉える。反射は実際の滑歩を見せるカメラ受け渡しであり、瞬間移動、跳躍、着地、分身ではない。構え直さず、抜刀と滑歩の腰回転をそのまま一度の大きな水平横薙ぎへ広げる。一本の刃が手前から奥へ、二体を同じ高さの連続軌道で順に横切る。銀白とコバルトブルーの刀光弧は一本だけ。手前の敵との接触面を明瞭に見せ、その軌道が奥の敵へ抜けた瞬間に一度だけ短いhit-stopを置く。柄、鍔、単一刀身、両手、接触位置を鮮明に見せる。hit-stopの後だけ、手前から奥へ、刀光と同じ方向に沿って粒子化を開始する。二体の身体、二本の影刀、床影、ガラス反射、濡れ床の反射まで、青黒い霧、砕けた小さな青蝶光、微細な氷青光片へ完全に消える。粒子は顔、手、刀、接触位置を隠さない。少女は横薙ぎ後の運動を、刀先から手首、肩、腰、後ろ足へ自然に渡し、刀を低い終点へ回収する。刀を抜いたまま、敵が完全に消えた結果を短く見せる。その運動を止めず、青黒い霧と青蝶光をレンズ前の遮蔽へつなげる。遮蔽直後、胸下から手元の近景へ切り替え、ここで初めて納刀を開始する。右手は柄、左手は鞘口近くの鞘を保持する。柄、鍔、刀身、鞘口を別々に読ませ、刀身と鞘の中心軸を正確に合わせる。刃へ触れず、刀と鞘の貫通、角度ずれ、手指変形を起こさず、刀身を鞘へ滑らせる。カメラは納刀進行中の柄、胸元の青い宝石、黒いレース、髪飾りをたどり、70〜85mm相当の自然な3/4顔へ素早く上昇する。顔は必ず @image1 の通常顔。最初に大きな青い両目を開いたまま保ち、続いて眉の緊張をわずかに緩め、まぶたは下げず、口角だけの小さな閉口微笑を作り、最後に穏やかな視線をカメラ近くへ向ける。最後に映る主体は少女一人。敵、その武器、影、反射はすべて完全に消えている。刀身が鞘へまっすぐ入り続け、鍔がまだ鞘口へ触れる前、開いた青い両目、銀白髪、髪飾り、胸元宝石、刀柄、濡れた夜景が同時に明瞭になった瞬間に切る。納刀を完了させて長く静止せず、人物を遠景へ縮小しない。BGM、音楽、台詞、ナレーションなし。夜風、濡れた石床と革製ブーツ底の短い滑走音、レースとサテンの布擦れ、金属鎖と結晶飾りの小さな硬質音、鋼の刀身が金属製鞘口を抜ける音、鋼の刀身が空気を切る音、影材質が魔力粒子へ崩れる細い音、鋼の刀身が鞘内部を滑る納刀音、自然な呼吸だけを可視動作へ同期させる。強制ネガティブ:文字、字幕、ロゴ、透かし、白背景UI、設定表、第二の人間、クローン、全身分身、別顔の反射、接触前に崩れる敵、巨大な蝶、顔や刀を覆う粒子、追加の刀、刃を握る手、刀と鞘の貫通、遠景納刀、長い静止、広角顔アップ、魚眼、成熟顔、長顔、小さい目、小さい虹彩、吊り目、半目、厚い輪郭、単層セル影、プラスチックCG、半写実、画風混合は禁止。
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