Sci-fi Mecha Sword Duel
Full prompt
Duration: 14 seconds Aspect Ratio: Widescreen Cinematic, 2.35:1 Type: Image-to-Video / Text-to-Video Overall Style: American comic book storyboarding + 3D animation quality + Japanese swordsman action, grayish-blue storm battlefield, strong motion blur, epic mecha combat, camera pulled by energy as if out of control, yet maintaining high quality, coherence, and readability. STYLE KEYFRAME (Uniform throughout) The visuals feature 3D animation volumetric light, realistic storm fog, and metallic textures, while retaining American comic-style high-contrast shadows, thick outlines, exaggerated perspective, speed lines, and storyboard impact. Colors are mainly cold gray, steel blue, and black, with a small amount of white energy light. Character actions are sharp, and camera movements are very bold, as if an AI camera suddenly took control from the director, but with intentional, crazed choreography. SHOT 1 (0-4s) Subject: A young black-haired swordsman, long hair blowing in the gale, wearing dark damaged combat gear, arms wrapped in white bandages, a katana at his waist. The character's eyes emit a cold white light, expression calm and oppressive, as if about to release an ultimate move. Action: 0-1s: Extreme close-up on the swordsman's lowered face, storm fog rushing past from both sides, hair covering half the face. 1-2s: The swordsman slowly looks up, eyes lighting up with white light, right hand forming a seal or starting posture by the face. 2-3s: The camera pulls close to his eyes and fingers, air begins to warp, and fine white energy flows appear. 3-4s: The swordsman crouches, hand on the hilt, ready for an instant draw. Hair, ribbons, and fog are all pulled back, creating a sense of compression before an explosion. Environment: Gray-blue wasteland battlefield, low dark clouds, distant broken metal structures and giant mecha silhouettes, rain mist and dust in the air. Camera: Extreme close-up opening, low-angle push-in, slight orbit around the character's face, then a sudden pull-back. Camera movement has a sense of loss of control but remains locked on the swordsman. Style: High-contrast comic shadows, 3D character materials, cold white glowing eyes, visualized wind pressure, cinematic depth of field. SHOT 2 (4-9s) Subject: The swordsman draws and lunges, a giant black mecha or armored enemy emerges from the storm in the distance. The mecha is massive, with a steel shell and red or white sensor lights. Action: 4-5s: Instant draw, body turning into a dark afterimage rushing into the distance. Dust and water mist kicked up from the ground. 5-6.5s: The camera is dragged by his dash, skimming low over the wasteland at high speed, with strong motion blur and speed lines at the edges. 6.5-8s: The mecha emerges from the fog, raising a giant mechanical arm to attack. The swordsman crosses the foreground at high speed, creating a scale contrast between the small foreground figure and the giant background mecha. 8-9s: The first slash cuts the air, a translucent white sword arc appearing. The arc is like a comic brushstroke but with 3D volume and realistic light scattering. Camera: High-speed tracking shot, pushing low to the ground, sudden lateral whip-pan, then a fast push toward the mecha. Bold 'AI camera out-of-control' feel, but with clear action direction. Style: Comic speed lines combined with 3D volumetric fog, sword arc like white ink slicing the air, cinematic motion blur. SHOT 3 (9-14s) Subject: The swordsman and the giant mecha clash head-on, swordsman using continuous high-speed slashes, mecha retaliating with mechanical arms. Action: 9-10.5s: The mecha slams a heavy fist into the ground, swordsman slides away from the edge of the shockwave, camera rotating with his lateral roll. 10.5-12s: Two consecutive draw slashes, white sword arcs forming a cross trajectory in the air, like exaggerated action lines in comic storyboards but maintaining realistic spatial depth. 12-13s: Sudden pull-back, showing the giant mecha's body being sliced with bright cracks, sparks and metal fragments flying. 13-14s: Final freeze-frame feel: swordsman lands with his back to the camera, hair and cape blowing in the wind, behind him the mecha kneels in the storm, white sword arc light slowly dissipating. Camera: Rapid tracking, lateral whip-pan, brief focus hunting then re-focusing, finally pulling back into a comic cover-style composition. Continuous 'out-of-control' long-take feel. Style: American comic cover composition, 3D mecha weight, Japanese swordsman action, cold cinematic grading, intense storm atmosphere. Negative: Low resolution, cheap game graphics, plastic CGI, character face distortion, eye drift, fused fingers, extra fingers, katana distortion/disappearance, mecha scale errors, mecha melting, character face swap, clothing drift, camera completely out of control, unreadable action, excessive glare, light pollution, magic energy balls, cartoon explosions, gore, watermarks, subtitles, logos, garbled text, sudden scene changes, urban background, switching from 3D to pure 2D.
Original prompt
时长:14 秒 画幅:横屏电影宽银幕,2.35:1 类型:图生视频 / 文生视频均可 整体风格:美式漫画分镜 + 3D 动画质感 + 日式剑士动作片,灰蓝色暴风战场,强运动模糊,史诗机甲战斗,镜头像失控一样被能量拖拽,但画面仍然保持高级、连贯、可读 STYLE KEYFRAME(全片统一) 画面具有 3D 动画的体积光、真实风暴雾气 and 金属质感,同时保留美漫式高对比阴影、粗重轮廓线、夸张透视、速度线和分镜冲击感。颜色以冷灰、钢蓝、黑色为主,少量白色能量光。角色动作凌厉,镜头运动非常大胆,像 AI 摄影机突然接管了导演权,但不是乱晃,而是有意设计的疯狂运镜。 SHOT 1(0-4 秒) Subject: 一个黑发年轻剑士,长发被狂风吹起,穿深色破损战斗服,手臂缠着白色绷带,腰间有武士刀。角色眼睛发出冷白色光,表情冷静、压迫、像即将释放终极招式。 Action: 0-1 秒:极近景对准剑士低垂的脸,风暴雾气从两侧掠过,头发遮住半张脸。 1-2 秒:剑士缓慢抬眼,双眼亮起白光,右手在脸侧形成结印或起手式。 2-3 秒:镜头贴近他的眼睛和手指,空气开始扭曲,周围出现细碎的白色能量流。 3-4 秒:剑士身体下压,手握刀柄,准备瞬间拔刀。长发、衣带、雾气全部被向后拉扯,形成爆发前的压缩感。 Environment: 灰蓝色荒原战场,低空乌云,远处有残破金属结构和巨大机甲轮廓,空气中有雨雾和尘埃。 Camera: 极近景开场,低角度推近,轻微环绕角色面部,最后突然向后拉开。镜头运动带有失控感,但焦点始终锁定剑士。 Style: 高对比美漫阴影,3D 角色材质,冷白发光眼,风压可视化,电影级景深。 Constraints: 角色脸部保持稳定,眼睛发光但不要变成怪物,手指不要变形,刀柄和服装保持一致。 SHOT 2(4-9 秒) Subject: 剑士拔刀冲出,远处一台巨大的黑色机甲或装甲敌人从风暴中出现。机甲体型巨大,带有钢铁外壳、红色或白色传感器光点。 Action: 4-5 秒:剑士瞬间拔刀,身体化成一道黑色残影冲向远方。地面被脚步震出水雾和碎石。 5-6.5 秒:镜头被他的冲刺拖拽,贴地高速掠过荒原,画面两侧出现强烈运动模糊和速度线。 6.5-8 秒:机甲从雾中显现,抬起巨大机械臂准备攻击。剑士在画面前景高速穿过,形成前景小人物与背景巨型机甲的尺度反差。 8-9 秒:剑士第一道斩击划过空气,出现半透明白色剑弧。剑弧像漫画笔刷,但具有 3D 体积和真实光散射。 Environment: 风暴荒原、湿冷地面、远处金属废墟、机甲脚步带起尘雾。 Camera: 高速追踪镜头,贴地推进,突然侧向甩镜,再快速推到机甲面前。镜头要有大胆的“AI 摄影机失控感”,但动作方向清楚。 Style: 美漫速度线与 3D 体积雾结合,剑弧像白色墨迹切开空气,画面有电影级运动模糊。 Constraints: 剑士必须始终是同一个人。机甲必须巨大、有重量感。剑弧是刀产生的轨迹,不是魔法乱光。 SHOT 3(9-14 秒) Subject: 黑发剑士与巨大机甲正面对冲,剑士使用连续高速斩击,机甲挥动机械臂反击。 Action: 9-10.5 秒:机甲重拳砸向地面,剑士从冲击波边缘滑步闪开,镜头跟着他侧翻式旋转。 10.5-12 秒:剑士连续两次拔刀斩,白色剑弧在空中形成交叉轨迹,像美漫分镜里的夸张动作线,但保持真实空间深度。 12-13 秒:镜头突然拉远,展示巨大机甲身体被剑弧切出明亮裂痕,火花和金属碎片飞散。 13-14 秒:最后一帧定格感:剑士背对镜头落地,长发和披风被风吹起,身后机甲半跪在风暴中,白色剑弧残光慢慢消散。 Environment: 同一片灰蓝风暴战场,雨雾、碎石、金属残骸、体积光保持统一。 Camera: 快速跟拍、侧向甩镜、短暂失焦后重新对焦,最后拉远成漫画封面式构图. 不要切得太碎,保持一个连续失控长镜头的感觉。 Style: 美国漫画封面构图,3D 机甲重量感,日式剑士动作,冷色电影调色,强烈风暴氛围。 Constraints: 最后必须有清晰的英雄落地构图。剑弧要酷但不能遮挡主体。机甲不能变成怪物,剑士不能换脸或换衣服。镜头可以疯狂,但不能完全看不清动作。 --- Negative: 低清晰度,廉价游戏画面,塑料 CGI,角色脸部变形,眼睛位置漂移,手指融合,多余手指,刀变形,刀消失,机甲比例错误,机甲融化,角色换脸,服装漂移,镜头完全失控,动作不可读,过度闪光,满屏光污染,魔法能量球,卡通爆炸,血腥,断肢,水印,字幕,logo,乱码文字,突然换场,背景变成城市街道,风格从3D变成纯2D
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