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Gothic Dragon Girl Anime Battle

Cinematic Scene ShowcaseShort Filmby @mayv@簡単プロ級プロンプト公開中! · source ↗August 13, 2026

Full prompt

High-quality anime footage. Near-future Gothic fantasy. Cinematic theatrical anime battle footage. High-density 3D Toon/Cel look only. Maintain theatrical-class key animation, high-quality compositing, smooth continuous motion with readable center of gravity, transparent lighting, and high-density background art. [Animation Direction] Explosive and sharp action. Sharp timing. Minimal anticipatory movements. Instant acceleration. Large, clear full-body movements. Strong contact recoil. Clearly leave inertia after contact. Dynamic camera integrated with movement. High kinetic energy. No waiting, long stances, long charging, slow recovery, or slow motion. [Role and Priority of References] <<<Image1>>> is the highest priority reference for face and character identity. Refer to facial features, age, eyes, iris, eyelashes, cheeks, jaw, bangs, horns, and drawings around the face. <<<Image2>>> is for costume, full-body design, and weapon reference. Refer to the same person's costume, decorations, body type, full-body silhouette, shoes, single long spear, and specific color scheme as in <<<Image1>>>. 3 is for tail reference. Refer to the connection position to the back of the waist, obsidian purple scales, a single tail naturally tapering from the base to the thin tip, and the purple light at the tip of the tail, same as the person in <<<Image1>>> and <<<Image2>>>. If there are differences between references, prioritize <<<Image1>>> for face, eyes, iris, jaw, age, bangs, and horns; <<<Image2>>> for costume, decorations, body type, and long spear; and <<<Image3>>> for tail connection position, scales, thickness, and tip shape. Do not copy backgrounds, text, frames, multiple panels, explanatory diagrams, or UI from reference images into the footage. [Fixed Protagonist] The protagonist is the same single dragon girl throughout. Maintain <<<Image1>>>'s small, delicate oval face, thin jaw, pale skin, small nose and mouth, large purple to amethyst eyes with multi-layered sparkle, delicate upper eyelashes, dark purple-black short bob with blue-purple highlights at the ends, and two curved black-purple horns on both sides in all cuts. Maintain <<<Image2>>>'s slender and well-proportioned body, black to deep purple high-collared Gothic costume, white chest cloth, thin gold edges and chain decorations, purple-black cape and wide sleeves, dark tights, black shoes, and single long spear. Maintain <<<Image3>>>'s single organic scaled tail connected continuously to the back of the waist, from obsidian purple scales to the thin glowing tip. Do not de-identify or simplify even in distant views or high-speed movements. In close-ups, return to the eye spacing, iris pattern, thin jaw, bangs, and horn positions of <<<Image1>>>. Maintain the same face, hair, horns, costume, body type, spear, tail, and color scheme; only facial expressions, gaze, breathing, combat stance, and natural delay of hair/cloth/tail may change. [Fixed Enemy] The enemy is a single, giant organic Yokai-Oni. Approximately twice the size of the protagonist, with soot-colored dark gray-purple rough skin, two ivory-colored horns extending backward, dark red glowing eyes, an ogre face with fangs, long messy black hair, a torn black-purple haori, and a single dark red glowing curse mark in the center of the front. Maintain the same design in all cuts; do not change into crystalline or crystal statues. Do not mix the face, eyes, hair, horns, costume, physique, or color scheme of the protagonist and the Oni. Avoid face averaging, costume swapping, cloning, or extra characters. [Shared Art Style] Line art is thin and delicate, line color is dark blue to blue-purple. Clear two-to-three-stage cel shading and pale intermediate shadows on face, hair, costume, horns, tail, and Oni. Shadows are centered on blue-purple and dark blue, not crushed to black. During movement, cel shadow boundaries should follow the 3D volume, with no flickering or irrelevant flipping. Color scheme is black, deep purple, amethyst, subtle gold, and soft white. Eyes and tail tip have multi-layered purple light, hair has thin blue-purple silk-like highlights, and skin is a clean matte anime style. Place incandescent areas only in narrow ranges at the center of contact, leaving high-saturation amethyst and black-purple around them to prevent whiteout. Distinguish cloth, metal, horns, scales, and glass with different reflections. Use directional motion blur only for high-speed parts; faces, eyes, hands, spearheads, and butts must be clearly readable. Soft cool white key light + weak warm fill on the protagonist's face. Background is low-saturation blue-gray and white-gray. Do not use thick black outlines, simplified TV anime style, flat coloring, generic 3D bishoujo faces, plastic CG, semi-realistic, realistic, live-action, or mixed art styles. [Temporal Continuity & Physics] Move stride, breathing, and tail sway from the start of the footage; no explanatory stills. The beginning of each cut inherits the end pose, speed, rotation direction, and screen progression direction of the previous cut; no re-posing, standing idle, or teleporting to starting positions. Supporting legs are fixed to the floor; do not slide soles at stepping, landing, or rotation pivots. Landing is sole contact -> knee compression -> waist sinking -> upper body follow-through. Spear reaction force is not absorbed by wrists alone; flow from elbow -> shoulder -> waist -> supporting leg to the next movement. Hair, sleeves, chains, capes, chest cloths, and tails are not integrated; they have different delays in the order of body -> hair/sleeves -> chains/cape -> tail tip. Hands maintain positions on the shaft; regripping is one hand at a time. Do not fuse fingers, wrists, and shaft; maintain front-back relationships of horns, hair, arms, spear, and tail. [Stage & Lighting] A near-future combat atrium with a giant glass ceiling and a two-level corridor. Thick white-gray structural beams, reinforced glass showing a pale blue sky, deep corridors, low-saturation mechanical equipment, and a polished light-gray reinforced glass floor. The floor softly reflects the girl, Oni, spear, and purple light. Clear parallax with three levels of depth: foreground beams, middle corridors, and distant glass walls. After falling, maintain the beam direction, light source, and vertical relationship of openings as the lower level of the same building. No readable characters, signs, advertisements, or logos. Uniform the direction of the cool white key light in all cuts. Blue-purple rim on the girl, Oni's dark red light reflects on the Oni and surrounding floor, and the girl's amethyst light reflects only on the girl, spear, tail, and nearby glass. No sudden exposure changes after large flashes. Do not hide faces, hands, spear structure, or Oni's curse mark with smoke or bloom. Use camera shake briefly only for strong contact and floor breakage. [Weapon & Tail] Only one long spear. Only the girl is the owner. Black long shaft, subtle gold decorations, one amethyst glowing spearhead, and one butt. Spearhead, shaft, and butt are always connected in a single straight line, maintaining the same total length, thickness, and decoration positions. No shrinking, bending, duplication, or deformation. Hands release only during throwing; order: empty hands -> same single spear in flight -> return -> grabbing the same shaft with both hands. During rotation, the entire spear revolves largely around the body as a single rigid body. Do not rotate only the spearhead; no transformation into propellers, windmills, or multiple blades. Only one tail. Continuously connected from the back of the waist; force is transmitted in the order of waist rotation -> base -> middle -> tail tip. No branching, duplication, or transformation into another creature. [Contact Causality] All contact must strictly follow the sequence: trajectory/gap/undamaged state before contact -> contact at specified position -> local light/crack/cloth displacement/gravity shift after contact. Do not generate magic waves, crystals, sparks, or glass cracks before contact. [Cut 1 | Approach] Rear diagonal mid-distant view near the floor. Start from the girl's back, camera moves forward as if catching up with the girl toward the Oni at the end of the corridor. The girl steps deep while keeping a single spear tilted diagonally backward and swaying a single tail low. Weight shift from heel -> sole -> toe. Cape and tail delay by half a beat. Shift axis over the Oni's shoulder, spear shaft crosses in front of the lens in foreground occlusion to a short close-up of the same face as <<<Image1>>>. Purple eyes catch the Oni, eyebrows slightly down, upper eyelids narrowed, mouth closed. Sink supporting leg and pass that momentum to the next rotation. Do not show the face static. [Cut 2 | Barrier Contact and Full Spear Rotation] Oni blocks the path with a dark red curse barrier. The girl doesn't stop, coordinates waist, shoulders, and hands to swing the single long spear largely around the body, continuous sweep from low diagonal to high diagonal. Hair, cape, and tail delay by half a beat. Camera moves diagonally around the outside of the shaft from waist-high mid-view, showing supporting leg, hands, full spear length, and contact point in the same motion. Thin gap between spear and barrier before contact. Short hit-stop only at the moment of contact. Thin amethyst circular wave is born only after contact, Oni's haori and messy hair flow backward. Connect reaction force to the next release. [Cut 3 | Throw, Return, Catch, Jump] Girl releases the shaft at the furthest point of rotation. Only the same single spear maintains a straight line, pulling a thin amethyst trajectory and flying toward the barrier. Oni tilts the barrier to parry, changing the spear's trajectory into a large return arc. Briefly show empty hands and the single spear in flight; girl grabs near the center of the returned shaft with both hands. Catch inertia transmits to upper body -> center of gravity. Kick the floor with that reaction force and jump over the Oni. Low close-up camera also rises along the spear's arc, changing from mid-view to full-body diagonal top view. Show throwing -> same spear return -> regrabbing -> rising in one sequence. Align spear with body centerline in mid-air, then turn to descent. [Cut 4 | Descent Contact, Crystal, Landing Rotation, Kick] Space between Oni's curse mark and spear tip before descent. Short hit-stop and narrow incandescent core only at the moment the spearhead contacts the curse mark. Only after contact, giant crystal ridges of obsidian purple -> high-saturation amethyst -> pale lavender rise in a fan shape. Crystals have three layers: thick main ridges, branching thin sub-ridges, and fine fragments. Translucent magic crystals of the protagonist's unique color, not bluish ice. Oni itself does not crystallize. Girl changes reaction force into a landing rotation, swinging the entire spear once diagonally. High mid-view camera also moves around the crystal in the foreground to the opposite side, flipping the axis from ceiling direction to floor direction. Briefly ground the same spearhead on the empty floor away from the Oni, rotate the body at a low center of gravity using the single spear as a pivot, and kick the Oni away. Small star-shaped cracks and purple light fragments on the floor only after contact. Oni's haori is displaced and full-body center of gravity retreats. Girl immediately pulls the spear and enters a dash. [Cut 5 | Upper Level Pursuit and Glass Breakage] Oni retreats to the upper glass walkway, turns to provoke with one hand, and blocks the retreat with dark red curse light. Girl kicks the floor without pause and dashes between beams, keeping the spear low. Eye-level mid-distant camera moves forward from behind the girl's shoulder toward the Oni's retreat path, showing the escape direction, the gap between the two, and the vertical relationship of floors. Briefly occlude with a beam and emerge on the direction-of-travel side. Glass floor is transparent and undamaged before breakage. After the Oni's step and the girl's spear butt apply pressure, it breaks from the action point in order: thin radial cracks -> polygonal planes -> large and small plate-like fragments that lost support. No liquid, ice, or snow-like pulverization. Floor breaks, Oni and girl fall to the lower level maintaining their vertical relationship. Thick rotating glass fragments reflect the girl's purple light and pale sky blue, connecting to the lower level with foreground occlusion where one fragment covers the screen. [Cut 6 | Lower Level Landing, Curse Bullets, Spear Defense, Barrier Breakthrough] Oni lands heavily on the lower level and fires dark red bullet-like curse rounds in a fan shape. Girl changes falling momentum into a landing rotation, continuously revolving the single long spear largely in front of her body with both hands. Spearhead, shaft, and butt move at the same angular velocity in a straight line, hands passing the shaft in turn. Camera rises from near-floor to waist-height, moving from outside as if passing under and over the spear, broadening from foot-level close-up to full-body mid-view. Purple and dark red light fragments only at the moment curse bullets contact the spear shaft or spearhead's path. Trajectories deflect to empty floor or beams only after contact. Do not let curse bullets adsorb or orbit the spear tip. Receive the final reaction force in the waist, change without stopping into a large diagonal sweep to push open the Oni's barrier, and pass that momentum to the tail strike. [Cut 7 | Tail-Only Contact] Contact-specific close-up. Oni's torso about 70% of the screen. No return to protagonist's face; spear is off-screen. From the left edge, a single tail same as <<<Image3>>> enters in a low horizontal arc, showing multiple scale segments leading to the body. Initially, a gap between the thin tail tip and the dark red curse mark. The tail is the only object contacting in this cut. Short hit-stop only at the moment the tail tip contacts the curse mark. Purple ring-shaped shockwave and thin light cracks only after contact. Haori -> curse mark -> messy hair react in order; Oni's full-body center of gravity moves backward, upper body pushed off-screen. Do not detach tail tip; maintain scale segments leading to the screen edge; the single tail returns naturally with elasticity. [Cut 8 | Collapse and Final Grounding] Receive the movement pushed out in Cut 7 with a low mid-view. Oni collapses quickly in order: one knee -> one hand -> upper body, remaining on the floor. Do not follow the falling process for long; only one bounce after grounding. Girl swings the single spear vertically down with the convergence of remaining momentum. Clearly leave undamaged floor surface between the fallen Oni and the spear tip before grounding. Amethyst spearhead contacts the empty floor in front, away from the Oni's outline. Purple and orange light fragments, small star-shaped cracks, and amethyst circular light waves only after contact. Do not collapse the entire floor. Final screen is a super low-angle close-up near the floor. In the foreground, the fallen Oni's hand and haori; in the center, a single vertical spear with spearhead, shaft, and butt connected in a straight line; in the back, the girl's bent knee and grounded black shoe. Leave a gap of empty floor between the fallen Oni and the spear tip. The specific moment the spearhead enters the floor is the final frame; cut immediately without holding maximum glow. No return to face close-up, chest-up composition, or static victory pose. [Audio] Synchronize low wind-cutting sound with the trajectory of the entire single spear. Hard spear sound + short magic resonance only at barrier contact. Leather creak + small high-pitched sound only at the moment of grabbing the returning shaft. Crystals: main ridge = low magic resonance, sub-ridge = glass-like cracking sound, fine fragments = high-pitched glass sound, synchronized to the order of generation. Upper glass: initial crack = sharp glass sound, plane detaching = low creak, fragments rubbing = thin high-pitched sound, falling = wind cutting. Curse bullets: short magic sound at firing, hard sound only at the moment of deflection by spear. Tail strike: air cutting + scale friction + dry cloth sound of haori + clear resonance of curse mark. Oni collapse: one floor impact + cloth sound of haori. End: synchronize hard spear sound, glass crack sound, and purple magic resonance only at the moment the spearhead enters the floor, cutting video and audio at that moment. No dialogue, conversation, narration, or singing. [Important Guards] Only one protagonist, one Yokai-Oni, one long spear, and one tail. No extra people/Oni, spear duplication, tail branching, or weapon transformation. The spear is a single continuous rigid body throughout. Do not duplicate even during throwing; grab the same shaft after return. During rotation, the entire spear moves; no high-speed self-rotation of the spearhead, helicopter-like rotation, propeller-ification, or windmill-ification. The tail is a single organic scaled tail connected to the back of the waist. Maintain connection position, multiple scale segments, and thin tip even during tail strike. Magic crystals are obsidian purple, amethyst, and lavender. Do not change into bluish icebergs; the Oni's body does not crystallize. The final spearhead grounds on the empty floor away from the Oni's outline, leaving a floor gap between the fallen Oni and the grounding point. No blood, dismemberment, exposed wounds, or cruel expressions. No text, subtitles, logos, watermarks, or UI.

Original prompt

高品質アニメ映像。近未来ゴシック幻想。映画的な劇場アニメ戦闘映像。高密度3Dトゥーン/セルルックのみ。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、滑らかで重心の読める連続動作、透明感のある照明、高密度な背景美術を維持する。 【アニメーション方向】 爆発的で鋭いアクション。キレのあるタイミング。予備動作は最小限。即時加速。大きく明確な全身運動。強い接触反動。接触後の慣性を明瞭に残す。動作と一体化したダイナミックなカメラ。高い運動エネルギー。待機、長い構え、長いタメ、遅い回復、スローモーションなし。 【参照の役割と優先順位】 <<<Image1>>> は顔と人物同一性の最優先参照。顔立ち、年齢感、目、虹彩、まつ毛、頬、顎、前髪、角、顔周辺の描画を参照する。 <<<Image2>>> は衣装・全身デザイン・武器参照。<<<Image1>>> と同じ人物の衣装、装飾、体型、全身シルエット、靴、一本だけの長槍、固有配色を参照する。 3は尻尾参照。<<<Image1>>> ・<<<Image2>>> と同じ人物の腰後方への接続位置、黒曜石紫の鱗、根元から細い先端へ自然に絞られる一本の尻尾、尾先の紫光を参照する。 参照間に差異がある場合、顔・目・虹彩・顎・年齢感・前髪・角は<<<Image1>>> 、衣装・装飾・体型・長槍は<<<Image2>>> 、尻尾の接続位置・鱗・太さ・先端形状は<<<Image3>>> を優先する。参照画像内の背景、文字、枠、複数パネル、説明図、UIは映像へコピーしない。 【主人公固定】 主人公は全編で同じ一人のドラゴン少女。 <<<Image1>>> の小さく繊細な卵形の顔、細い顎、淡い肌、小さな鼻と口、多層に輝く紫~アメジストの大きな瞳、繊細な上まつ毛、濃い紫黒の短いボブ、青紫の毛先反射、左右二本の湾曲した黒紫の角を全Cutで維持する。 <<<Image2>>> の細身で均整の取れた体型、黒~深紫の高襟ゴシック衣装、白い胸元の布、細い金縁と鎖装飾、紫黒のケープと広い袖、暗色タイツ、黒い靴、一本の長槍を維持する。 <<<Image3>>> の一本の有機的な鱗尾を腰後方へ連続して接続し、黒曜石紫の鱗から細い発光尾先まで維持する。 遠景や高速動作でも別人化・単純化しない。寄りでは<<<Image1>>> の目の間隔、虹彩模様、細い顎、前髪、角位置へ戻す。同じ顔、髪、角、衣装、体型、槍、尻尾、配色を維持し、変化してよいのは表情、視線、呼吸、戦闘姿勢、髪・布・尻尾の自然な遅れだけ。 【敵固定】 敵は一体だけの巨大な有機的妖怪鬼。主人公の約二倍の体格、煤けた濃灰紫の粗い皮膚、後方へ伸びる象牙色の二本角、暗赤く光る両目、牙のある鬼の顔、長い黒乱髪、破れた黒紫の羽織、正面中央で暗赤く発光する一つの呪紋を持つ。全Cutで同一造形を維持し、結晶体や水晶像へ変化しない。 主人公と鬼の顔、目、髪、角、衣装、体格、配色を相互に混ぜない。顔平均化、衣装交換、クローン、余分な人物を出さない。 【共有画風】 線画は細く繊細、線色は濃紺~青紫。顔、髪、衣装、角、尻尾、鬼へ明快な二~三段セルシェーディングと淡い中間影。影は青紫と濃紺中心で黒く潰さない。動作中もセル影境界を立体へ追従させ、ちらつきや無関係な反転を起こさない。 配色は黒、深紫、アメジスト、控えめな金、柔らかな白。瞳と尾先は多層の紫光、髪は紫青の細い絹糸状ハイライト、肌は清潔なマットアニメ調。白熱部は接触中心の狭い範囲だけに置き、周囲へ高彩度アメジストと黒紫を残して白飛びを防ぐ。 布、金属、角、鱗、ガラスを異なる反射で描き分ける。高速部だけ方向性モーションブラーを使い、顔、両目、両手、穂先、石突は鮮明に読む。 主人公の顔へ柔らかな冷白キーライト+弱い暖色フィル。背景は低彩度の青灰・白灰。太い黒輪郭、簡略TVアニメ、平坦塗り、汎用3D美少女顔、プラスチックCG、半写実、写実、実写、画風混合にしない。 【時間連続性・物理】 映像開始時から歩幅、呼吸、尾の揺れを動かし、説明用静止なし。各Cut冒頭は直前Cutの終端姿勢、速度、回転方向、画面内進行方向を継承し、構え直し、直立待機、開始位置への瞬間移動を挟まない。 支持脚は床へ固定し、踏み込み、着地、回転支点で靴底を滑らせない。着地は足裏接地→膝圧縮→腰沈み→上体追従。槍の反力は手首だけで消さず、肘→肩→腰→支持脚へ流して次動作へ渡す。 髪、袖、鎖、ケープ、胸布、尻尾は一体化させず、身体→髪と袖→鎖とケープ→尾先の順に異なる遅れを持つ。両手は柄上の位置を保ち、握り替えは片手ずつ。指、手首、柄を融合させず、角、髪、腕、槍、尻尾の前後関係を保つ。 【舞台・光】 巨大なガラス天井と上下二層回廊を持つ近未来戦闘アトリウム。白灰の太い構造梁、淡い青空が透ける強化ガラス、奥行きある回廊、低彩度機械設備、磨かれた淡灰色の強化ガラス床。床は少女、鬼、槍、紫光を柔らかく反射する。 手前梁、中層回廊、遠方ガラス壁の三段奥行きで明確なパララックス。落下後も同じ建築の下層として梁方向、光源、開口部の上下関係を維持する。読める文字、看板、広告、ロゴなし。 冷白キーライトの方向を全Cutで統一。少女に青紫リム、鬼の暗赤光は鬼と周囲床へ、少女のアメジスト光は少女、槍、尾、近傍ガラスへだけ反射。大発光後も露出急変なし。煙やブルームで顔、両手、槍構造、鬼の呪紋を隠さない。カメラ振動は強い接触と床破断時だけ短く使う。 【武器・尻尾】 長槍は一本だけ。所有者は少女一人。黒い長柄、控えめな金装飾、一つのアメジスト発光穂先、一つの石突。穂先・柄・石突は常に一本の直線上につながり、同じ全長、太さ、装飾位置を維持する。縮小、屈曲、複製、変形なし。 投擲時だけ両手が離れ、空の両手→飛行中の同じ一本→帰還→同じ柄を両手で掴む順序。回転では槍全体が一本の剛体として身体の周囲を大きく公転する。穂先だけを自転させず、プロペラ、風車、複数刃へ変形しない。 尻尾も一本だけ。腰後方から連続接続し、腰回転→根元→中間→尾先の順に力が伝わる。分岐、複製、別生物化なし。 【接触因果】 すべての接触は、 接触前の軌道・隙間・無傷状態 →指定位置への接触 →接触後の局所光・亀裂・布変位・重心移動 の順序を厳守する。 魔力波、結晶、火花、ガラス亀裂を接触より先に発生させない。 【Cut 1|接近】 床近くの背後斜め中遠景。少女の後ろ姿から開始し、カメラは回廊奥の鬼へ向かって少女へ追いつくように前進。 少女は一本の槍を斜め後方へ寝かせたまま、一本の尾を低く揺らし、一歩深く踏み込む。踵→足裏→つま先へ荷重移動。ケープと尾は半拍遅れる。 鬼の肩越しへ軸を渡し、槍身がレンズ前を横切る前景遮蔽で<<<Image1>>> と同じ顔の短い近景へ。紫の瞳が鬼を捉え、眉がわずかに下がり、上まぶたが狭まり、口は閉じたまま。支持脚を沈め、その勢いを次の回転へ渡す。顔を静止して見せ続けない。 【Cut 2|障壁接触と全槍回転】 鬼が暗赤の呪力障壁で進路を塞ぐ。少女は止まらず、腰・肩・両手を連動させ、一本の長槍全体を身体の周囲へ大きく回し、低い斜め軌道から高い斜め軌道へ連続薙ぎ。髪、ケープ、尾は半拍遅れる。 カメラは腰高の中景から柄の外側を斜めに回り込み、支持脚、両手、槍全長、接触点を同じ動作内で見せる。 接触前は槍と障壁の間に細い隙間。接触瞬間だけ短いヒットストップ。接触後にのみ薄いアメジスト円形波が生まれ、鬼の羽織と乱髪が後方へ流れる。反力を次の放出へつなぐ。 【Cut 3|投擲・帰還・キャッチ・跳躍】 回転最遠点で少女が柄を放す。同じ一本の槍だけが一直線を保ち、細いアメジスト軌跡を引いて障壁へ飛ぶ。鬼が障壁を傾けて受け流し、槍の軌道を大きな帰還弧へ変える。 空の両手と飛行中の一本を短く見せ、少女は戻った柄の中央寄りを両手で掴む。キャッチの慣性が上体→重心へ伝わる。 その反力で床を蹴り、鬼の上へ跳ぶ。低い近景カメラも槍の弧に沿って上昇し、中景から全身の斜め俯瞰へ変化。投擲→同じ槍の帰還→掴み直し→上昇を一続きに見せる。空中で槍を身体中心線へ揃え、そのまま下降へ転じる。 【Cut 4|下降接触・結晶・着地回転・蹴り】 下降前は鬼の呪紋と槍先の間に空間。穂先が呪紋へ接触した瞬間だけ短いヒットストップと狭い白熱核。接触後にのみ、黒曜石紫→高彩度アメジスト→淡いラベンダーの巨大な結晶稜線が扇状に立ち上がる。 結晶は太い主稜線、枝分かれする薄い副稜線、細かな破片の三層。青白い氷ではなく主人公固有色の半透明魔力結晶。鬼自身は結晶化しない。 少女は反力を着地回転へ変え、槍全体を斜めに一周。高い中景カメラも結晶を前景に反対側へ回り込み、天井方向から床方向へ軸を反転。 同じ槍の穂先を鬼から離れた空いた床面へ短く接地し、一本の槍を支点に低重心で身体を回して鬼を蹴り飛ばす。床には接触後のみ小さな星形亀裂と紫光片。鬼の羽織が変位し全身重心が後退。少女は即座に槍を抜き、疾走へ入る。 【Cut 5|上層追走とガラス破断】 鬼は上層ガラス通路へ退避し、振り返って片手で挑発、暗赤呪光で退路を塞ぐ。少女は間を置かず床を蹴り、槍を低く保って梁の間を疾走。 目線高の中遠景カメラは少女の肩後方から鬼の退路へ前進し、逃走方向、二人の前後差、上下階関係を見せる。梁で一度部分遮蔽し進行方向側へ抜ける。 破断前のガラス床は透明で無傷。鬼の踏み込みと少女の石突が圧力を与えた後、作用位置から細い放射亀裂→多角形の面→支持を失った大小の板状破片の順で壊れる。液体、氷、粉雪化なし。 床が割れ、鬼と少女は上下関係を保って下層へ落下。厚みのある回転ガラス片が少女の紫光と淡い空色を反射し、一枚が画面を覆う前景遮蔽で下層へつなぐ。 【Cut 6|下層着地・呪弾・槍防御・障壁突破】 鬼が下層へ重く着地し、暗赤の弾丸状呪弾を扇状に放つ。少女は落下勢いを着地回転へ変え、両手で一本の長槍全体を身体前で大きく連続公転。穂先・柄・石突は一直線のまま同じ角速度で移動し、左右の手が柄を順に送る。 カメラは床すれすれから腰高へ上がり、槍の上下をくぐるように外側から移動し、足元近景から全身中景へ広げる。 呪弾が槍身または穂先の通過面へ接触した瞬間だけ紫と暗赤の光片。接触後に弾道が空いた床や梁へ逸れる。呪弾を槍先へ吸着・周回させない。 最後の反力を腰へ受け、回転を止めず大きな斜め薙ぎへ変えて鬼の障壁を押し開き、その勢いを尾撃へ渡す。 【Cut 7|尻尾のみの接触】 接触専用近景。鬼の胴体を画面約70%。主人公の顔へ戻らず槍は画面外。 画面左端から、身体へ続く複数の鱗節を見せながら<<<Image3>>> と同じ一本の尾が低い横円弧で入る。最初は細い尾先と暗赤呪紋の間に隙間。このCutで接触する物体は尻尾だけ。 尾先が呪紋へ接触した瞬間だけ短いヒットストップ。接触後にのみ紫の輪状衝撃波と細い光亀裂。羽織→呪紋→乱髪の順に反応し、鬼の全身重心が後方へ移動、上体が画面外へ押し出される。 尾先を切り離さず、画面端まで続く鱗節を保ち、一本の尾は弾力で自然に戻る。 【Cut 8|崩落と最終接地】 Cut 7で押し出された動きを低い中景で受ける。鬼は片膝→片手→上体の順に短く一気に崩れ、床へ残る。倒れる過程を長く追わず、接地後の跳ね返りは一度だけ。 少女は残った勢いの収束で一本の槍を垂直に振り下ろす。接地前は倒れた鬼と槍先の間に無傷の床面を明瞭に残す。アメジスト穂先は鬼の輪郭から離れた手前の空いた床へ接触。接触後にのみ紫と橙の光片、小さな星形亀裂、アメジスト円形光波。床全体は崩さない。 最終画面は床すれすれの超ローアングル近景. 前景に倒れた鬼の片手と羽織、中央に穂先・柄・石突が一直線につながる一本の垂直槍、奥に少女の曲げた膝と接地した黒い靴。倒れた鬼と槍先の間には何もない床面の隙間を残す。 穂先が床へ入った具体的な瞬間を最終フレームとし、最大発光を保持せず即座に切る。顔アップ、胸上構図、静止した決めポーズへ戻らない。 【音響】 一本の槍全体の軌道へ低い風切り音を同期。障壁接触時だけ硬質な槍音+短い魔力共鳴。戻る柄を掴む瞬間だけ革の軋み+小さな高音。 結晶は主稜線=低い魔力共鳴、副稜線=ガラス状亀裂音、細かな破片=高いガラス音を発生順へ同期。 上層ガラスは最初の亀裂=鋭いガラス音、面が外れる時=低い軋み、破片の擦れ=細い高音、落下=風切り。 呪弾は発射時に短い魔力音、槍で逸れる瞬間だけ硬質音。尾撃は空気切り+鱗擦過+羽織の乾いた布音+呪紋の澄んだ共鳴。鬼の崩落は床衝撃一度+羽織の布音。 終端は穂先が床へ入る瞬間だけ硬質槍音、ガラス亀裂音、紫の魔力共鳴を同時に鳴らし、その瞬間に映像と音を切る。台詞、会話、ナレーション、歌声なし。 【重要ガード】 主人公一人、妖怪鬼一体、長槍一本、尻尾一本のみ。余分な人物・鬼、槍複製、尻尾分岐、武器変形なし。 槍は全編で一本の連続剛体。投擲中も複製せず、帰還後に同じ柄を掴む。回転時は槍全体が動き、穂先だけの高速自転、ヘリコプター状回転、プロペラ化、風車化なし。 尻尾は腰後方からつながる一本の有機的鱗尾。尾撃時も接続位置、複数鱗節、細い先端を維持。 魔力結晶は黒曜石紫、アメジスト、ラベンダー。青白い氷山へ変えず、鬼の身体も結晶化しない。 終端の槍先は鬼の輪郭から離れた空いた床面へ接地し、倒れた鬼と接地点の間に床の隙間を残す。 流血、切断、露出した傷、残酷表現なし。文字、字幕、ロゴ、透かし、UIなし。
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