Heroic Fantasy Kraken Battle
Full prompt
High-quality anime video. Heroic high-fantasy marine subjugation action. Drawn only in high-density 3D toon/cell-look. Maintain thin and delicate cold-colored outlines, transparent multi-layered cell shadows, strong summer sunlight, sea surface reflections, back-lit splashes, and high-quality compositing. Reflect the character's unique colors in the key light, reflected light, shadow color, and weapon effects, while keeping the background of deep blue sea, white rocks, and gray-white stone structures suppressed to separate the characters. Clearly depict hair, eyes, wet monster skin, cloth, metal, stone, and wood with distinct reflectivity and roughness. Thick outlines, single-layered flat shadows, generic faces, smooth plastic CG, low-density backgrounds, semi-realism, live-action, dullness, and mixed art styles are prohibited. The stage is an uninhabited ancient sea fortress built on white reefs and deep blue sea, enveloped in clear skies and transparent sea air. Place stone breakwaters, closed piers, bronze winches, signal towers, canvas, and chains. Locations, architectural structures, and combat paths are fixed and do not change to beach houses, cafes, modern cities, or indoors. No people, passers-by, sailors, or third parties exist. Only uninhabited stone walls, wooden piers, signal towers, and equipment are targets for destruction. Fear, injury, bloodshed, cruel depictions, gags, cute monster effects, silly expressions, and victory poses are prohibited. Pass it off as a serious and exhilarating movie-grade action. Image 1 indicates person 1. Image 2 indicates person 2. Refer to the character in the source reference image and maintain them as the same person. The reference image is used only for the character's face, eye shape, iris color, hairstyle, hair color, costume, decorations, physique, silhouette, atmosphere, and character color. Do not reproduce the background, room, furniture, pose, angle of view, or framing of the reference image itself. Only expressions, gaze, mouth, pose, breathing, and natural swaying of hair and costume may change. Mixing features, averaging faces, swapping costumes, changing identity, cloning, adding extra characters, or extra limbs are prohibited. Person 1 is fixed as the character in Image 1 itself. Make the face, eyes, iris, bangs, hairline, hairstyle, hair color, costume, decorations, footwear, physique, full body silhouette, and character color follow Image 1. Person 2 is fixed as the character in Image 2 itself. Make the face, eyes, iris, bangs, hairline, hairstyle, hair color, costume, decorations, footwear, physique, full body silhouette, and character color follow Image 2. Do not mix the features, faces, hair, costumes, decorations, or color schemes of the two. From the start, Person 1 possesses only one heavy two-handed weapon that naturally belongs to that character. If there is a weapon in Image 1, prioritize reproducing that weapon's shape, material, decoration, color scheme, length, and mechanism. If there is no clear weapon in Image 1, generate one long-handled heavy two-handed weapon that matches the costume, decoration, motif, and character color of Image 1. Maintain the weapon as a single integrated structure; reproduction, shortening, conversion to another weapon, sudden appearance, or disappearance are prohibited. Person 1 operates that weapon with both hands. From the start, Person 2 possesses only one one-handed weapon that naturally belongs to that character. If there is a weapon in Image 2, prioritize reproducing that weapon's shape, material, decoration, color scheme, length, and mechanism. If there is no clear weapon in Image 2, generate one one-handed sword that matches the costume, decoration, motif, and character color of Image 2. If the design naturally includes a scabbard or storage device, fix it to the waist. Reproduction, exchange, or swapping weapons with Person 1 is prohibited. Accessories, weapon effects, reflected light, splash edge colors, and auxiliary lights falling on hair or costumes are adjusted according to the design language, materials, decorative motifs, and character colors of Image 1 and Image 2 respectively. However, do not change the location, monster, architecture, combat sequence, destruction position, movement path, or final attack. The enemy is a single giant marine monster Kraken. An intimidating deep-sea creature with a vertically long streamlined mantle, low armored forehead ridges, sharp amber eyes, deep blue-green rough wet skin, and pale suckers. Accurately has eight unbranched tentacles continuing from the lower body to the base, sucker rows, and tips. Fusion, proliferation, branching, cutting, or transforming tentacles into a different type of monster is prohibited. During an attack, only the surface water film and armored mantle locally dent, crack, and undulate. No blood or meat pieces are shown. No waiting, static introductions, or side-by-side compositions from the start. As a low camera very close to the sea surface passes through breaking waves at high speed, the Kraken appears at the outer edge of the fortress. The signal tower before contact is completely undamaged. One tentacle is swung from the base in conjunction with the body, and its side clearly contacts a point in the center of the signal tower. Only after contact do stone and wood break from that point, and the tower collapses toward the sea. Using falling debris as a foreground obstruction, connect to a three-quarter rear low-angle chase where the two are already sprinting at full speed. Person 2 leads and parries one tentacle approaching from the right diagonally upward once with a one-handed weapon. From the contact point, the water film scatters in a fan shape, and the reaction force returns to the weapon, arm, shoulder, and supporting leg. Pass that reaction force and momentum to the next movement, kick the railing of the closed pier, and run onto another rising tentacle in one step. Person 1 holds a heavy two-handed weapon low and follows, using a collapsed stone wall as a stepping stone. The two run up the Kraken mantle simultaneously from the curved surface of the tentacles. The wet skin sinks shallowly with each step, and water droplets, hair, costumes, decorations, and weapon ornaments sway behind the speed. Person 2 deflects a tentacle blocking the front sideways with one clear diagonal sweep, opening a path for Person 1 to go straight to the top of the head. Do not cut the monster body. Show from the final takeoff to weapon contact in one continuous shot. Person 1 accelerates up the slope of the Kraken mantle for three steps and kicks off strongly on the last step before the top. From the moment of takeoff, they accurately rotate once in the front vertical direction while holding the entire weapon with both hands. Put the weapon, both hands, shoulders, ribcage, waist, and legs into the same rotation as one kinetic chain. Do not rotate only the tip of the weapon. Stopping during rotation, floating, aerial poses, double stepping in the air, or two rotations are prohibited. Immediately after completing exactly one rotation, while still in a complete aerial state where both feet have never touched the Kraken or the ground, without interrupting the rotational movement, slam Person 1's weapon into the armored ridge in the center of the Kraken's top. Sequences of landing and re-aiming before attacking, or scenes of holding the weapon still, are prohibited. The top armor is completely undamaged until the moment the weapon touches it. The moment the weapon clearly contacts the center of the top, an opposite reaction force returns to the weapon, both arms, shoulders, and back, and Person 1's body still maintains the arc of the front rotation in the air. Only after contact does the specified point dent for a moment, and from there, pale radial light cracks including Person 1's unique color spread. Only after that is the Kraken's entire body pushed back below the sea surface. Person 2 takes a low posture on the distant mantle and endures the same shockwave. Do not break the order of contact, local reaction, and whole-body sinking. The camera starts with high-speed forward movement at water level, plunging into the fortress's axis of disappearance to let the Kraken's giant body be immediately read. Whip-pan on tower destruction, and after the obscuring wipe from falling debris, three-quarters rear of the two.
Original prompt
高品質アニメ映像。英雄的ハイファンタジー海洋討伐アクション。高密度3Dトゥーン/セルルックのみで描く。細く繊細な寒色輪郭、透明感のある多層セル影、強い夏の太陽光、海面反射、逆光の飛沫、上質なコンポジットを維持する。キャラクターの固有色をキーライト、反射光、影色、武器エフェクトへ反映し、背景は濃紺の海、白岩、灰白色の石造物で抑えて人物を分離する。髪、瞳、濡れた怪物皮膚、布、金属、石、木を反射率と粗さで明確に描き分ける。太い輪郭、単層の平坦な影、汎用的な顔、滑らかなプラスチックCG、低密度背景、半写実、実写、くすみ、画風混合は禁止。舞台は晴天と透明な海気に包まれた、白い岩礁と濃紺の海に築かれた無人の古代海上要塞。石造防波堤、閉鎖桟橋、青銅のウインチ、信号塔、帆布、鎖を配置する。場所、建築構造、戦闘経路は固定し、海の家、カフェ、現代都市、室内へ変更しない。人物、通行人、船員、第三者は存在しない。破壊対象は無人の石壁、木製桟橋、信号塔、設備だけ。恐怖、負傷、流血、残酷描写、ギャグ、かわいい怪獣演出、間の抜けた表情、勝利ポーズは禁止。真剣で爽快な劇場版級アクションとして通す。画像1は人物1を示す。画像2は人物2を示す。ソース参照画像のキャラクターを参照し、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、フレーミングは再現しない。表情、視線、口元、ポーズ、呼吸、自然な髪と衣装の揺れだけ変化してよい。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、余分な手足は禁止。人物1は画像1のキャラクターそのものとして固定する。顔、目、虹彩、前髪、生え際、髪型、髪色、衣装、装飾、履物、体格、全身シルエット、キャラクターカラーを画像1に従わせる。人物2は画像2のキャラクターそのものとして固定する。顔、目、虹彩、前髪、生え際、髪型、髪色、衣装、装飾、履物、体格、全身シルエット、キャラクターカラーを画像2に従わせる。二人の特徴、顔、髪、衣装、装飾、配色を混ぜない。人物1は開始時点から、そのキャラクターに自然に属する一本だけの両手用重武器を所有する。画像1に武器がある場合は、その武器の形状、材質、装飾、配色、長さ、機構を優先して再現する。画像1に明確な武器がない場合は、画像1の衣装、装飾、モチーフ、キャラクターカラーに適合した長柄の両手用重武器を一本生成する。武器は一体構造として保ち、複製、短縮、別武器化、途中出現、消失を禁止する。人物1はその武器を両手で操作する。人物2は開始時点から、そのキャラクターに自然に属する一本だけの片手用武器を所有する。画像2に武器がある場合は、その武器の形状、材質、装飾、配色、長さ、機構を優先して再現する。画像2に明確な武器がない場合は、画像2の衣装、装飾、モチーフ、キャラクターカラーに適合した片手用の刀剣を一本生成する。鞘や収納具が自然に存在するデザインなら腰へ固定する。複製、交換、人物1の武器との持ち替えは禁止する。小物、武器エフェクト、反射光、飛沫の縁色、髪や衣装へ落ちる補助光は、それぞれ画像1と画像2のデザイン言語、材質、装飾モチーフ、キャラクターカラーに合わせて調整する。ただし場所、怪物、建築、戦闘順序、破壊位置、移動経路、最終攻撃は変更しない。敵は一体だけの巨大な海棲魔物クラーケン。縦長の流線形外套膜、低い額の装甲隆起、鋭い琥珀色の目、深い青緑の粗い濡れ皮膚、淡い吸盤を持つ威圧的な深海生物。胴体下部から根元、吸盤列、先端まで連続する、分岐のない触手を正確に八本持つ。触手の融合、増殖、枝分かれ、切断、別種の怪物への変化は禁止。攻撃時は表面の水膜と装甲状外套膜だけが局所的にへこみ、ひび割れ、波打つ。血液や肉片は出さない。開始から待機、静止紹介、横並び構図を入れない。海面すれすれの低いカメラが砕ける波を高速で抜けると同時に、クラーケンが要塞外縁へ出現する。接触前の信号塔は完全に無傷。一本の触手が根元から胴体と連動して振られ、その側面が信号塔中央の一点へ明瞭に接触する。接触後にだけ、その一点から石と木が割れ、塔が海側へ崩れる。崩落物を前景遮蔽にして、二人がすでに全力疾走している後方三分の四低角度追走へつなぐ。人物2が先行し、右から迫る一本の触手を片手用武器で斜め上へ一回だけ受け流す。接触点から水膜が扇形に散り、反力が武器、腕、肩、支持脚へ返る。その反力と勢いを次の移動へ渡し、閉鎖桟橋の手すりを蹴って、上昇する別の触手へ一歩で走り移る。人物1は両手用重武器を低く構え、崩れた石壁を一歩の足場にして後を追う。二人は触手の曲面からクラーケン外套膜へ同時に駆け上がる。濡れた皮膚は一歩ごとに浅く沈み、水滴、髪、衣装、装飾、武器飾りが速度に遅れてなびく。人物2は前方を塞ぐ触手を一回の明瞭な斜め払いで横へ逸らし、人物1が頭頂まで直進できる経路を開く。怪物本体は切断しない。最後の離陸から武器接触までを、一つの途切れないショットで見せる。人物1はクラーケン外套膜の傾斜を三歩加速して駆け上がり、頂部手前の最後の一歩で強く踏み切る。踏み切った瞬間から、両手で武器全体を保持したまま前方縦方向へ正確に一回転する。武器、両手、肩、胸郭、腰、脚を一つの運動連鎖として同じ回転へ入れる。武器の先端だけを回さない。回転中の停止、浮遊、空中ポーズ、空中での二段踏み、二回転は禁止。正確に一回転を完了した直後、両足がクラーケンにも地面にも一度も触れていない完全な空中状態のまま、回転運動を途切れさせず、人物1の武器をクラーケン頭頂中央の装甲隆起へ叩き込む。着地して構え直してから攻撃する展開、武器を掲げて静止する場面は禁止。頭頂装甲は武器が触れる直前まで完全に無傷。武器が頭頂中央へ明瞭に接触した瞬間、逆向きの反力が武器、両腕、肩、背中へ返り、人物1の身体はまだ空中で前回転の弧を維持する。接触後にだけ指定点が一瞬へこみ、そこから人物1の固有色を含む青白い放射状の光亀裂が広がる。その後にだけクラーケン全身が海面下へ押し戻される。人物2は離れた外套膜上で低い姿勢を取り、同じ衝撃波へ耐える。接触、局所反応、全身沈下の順を崩さない。
Generate this with Seedance 2 on VdoBloom.
Opens the image-to-video creator with this prompt and Seedance 2 pre-selected.