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Prompt de vídeo Personalizables

Duelo en almacén de anime con desarme de espada atrapada por el pelo

Una rápida pelea de anime 2D en un almacén de hormigón, donde una luchadora tranquila, con las manos en los bolsillos, convierte cada golpe de espada en una trampa. Una luz turquesa y magenta brillante corta el polvo y el hormigón agrietado mientras el pelo largo toma el control en los últimos instantes.

Modelo
Seedance
Tipo
Vídeo
Compartido
28 jun 2026
Me gusta en X
1,030
Hazlo tuyoCambia los datos por los tuyos: 3 huecos por rellenar

Ref. de storyboardChar1Char2

Prompt de vídeo

3,792 caracteres

Use @[storyboard ref] only as the layout anchor for shot order, camera grammar, staging, screen direction, and spatial continuity. Render the final scene from this prompt and mapped references; ignore storyboard style, simplified anatomy, panel text, malformed props, wrong letters, extra limbs or silhouettes, stray marks, arrows, icons, effect scribbles, borders, headers, and typography. Read each panel as a separate shot sample. Preserve C1/C2/object identities and do not merge panel poses into one shot. Use @[char1] only for C1 final appearance, face, body, wardrobe, proportions, materials, and likeness; use @[char2] only for C2 final appearance, face, body, wardrobe, proportions, materials, and likeness; storyboard silhouettes only guide staging. VISUAL STYLE: High-fidelity 2D anime action; hard floor source and sword glow, saturated teal-lime-magenta against deep concrete, wide/normal lens feel, shallow insert focus, dust bloom, crisp smears, and stylized impacts. AUDIO: No score. Use warehouse air, sword hum, sneaker squeal on energy and concrete, hair-whip snaps, body whooshes, dust hits, cracked-floor impact, and a short low-frequency drop on the final pin. ENVIRONMENT: Abandoned concrete warehouse: cracked central slab, two steel pillars, high window shafts, and one glowing floor spill. EMOTIONAL GUIDANCE: C2 escalates with force while C1 stays loose, hands pocketed, turning defense into a trap. RHYTHM + ESCALATION: Open on impact, snap through short counters, strip the sword away, slam C2 into the wall, then finish with one drawn-back hair impalement. BEATS: P01: Canted wide impact open: C2 is already mid-lunge from screen right with the glowing sword overhead; C1 screen left leans back, hands pocketed, right sneaker catching the blade side. P02: Extreme sole insert: the flat blade skids across C1's sneaker tread, rubber squealing as sparks peel from the blocked sword face. P03: Low impact angle: C2 thrusts from screen right; C1 pivots on one heel and crescent-kicks the blade aside as the sword misses her ribs. P04: Tight diagonal medium: C2 chops down; C1 jams the hilt with her raised left knee and sneaker tip, folding his wrist axis off balance. P05: Overhead escape: C2 sweeps low; C1 springs over the blade and taps the sword guard with both sneakers, hands pocketed, a dust ring below. P06: Tight waist-level beat: C2 slashes across her chest path; C1 stays upright, slips inside the arc, and stamps the flat blade down with one sneaker. P07: Rear medium isolation: C1 rises onto one foot; long hair lifts into thick controlled ropes toward C2 as his sword recovers screen right. P08: Canted blade close: hair ropes clamp the sword blade at two points; the glow bends inside the lock, C2's arms freeze, C1's head becomes the lever. P09: Wide disarm: C1 yanks her head back once; the hair strips the sword from C2's grip and flings it spinning toward the far pillar, leaving C2 empty-handed. P10: Canted grab: the hair releases the sword and lashes around C2's torso and upper arms; C1 whips her head sideways, pulling him off balance toward the wall. P11: Wall impact aftermath: C2 hits the concrete wall hard and slumps unconscious at its base; dust and wall chips burst outward while the sword lies far away. P12: Wide tension setup: C1 faces C2 and plants near the wall as he slumps below; her hair bows backward away from him in thick loaded arcs, leaving a clear empty gap. P13: Canted release beat: C1 stays facing C2; all long hair commits forward as heavy spear-like locks with no loose rear curtain; pointed ends punch into his body with dust shock. P14: Vertical wall-side final: C1 still faces C2 as the same thick hair locks stay bowed through his body into the wall/floor, back of head clean at the roots; sword out of reach.

Prompt de imagen

5,481 caracteres

Create a 16:9 anime action storyboard. [SUBJECT] Modern-minimal board for a warehouse duel: hands-pocketed lead girl redirects a swordsman with kicks, flings his sword away, wall-slams him, and ends with drawn-back hair impalement. [HEADER] Clean production-board header; graphics outside panels only. The header must contain exactly these two quoted lines: "HAIRTRIGGER SILENCE" "A pocket-still fighter disarms, wall-slams, and impales with drawn-back hair." [BOARD STRUCTURE] Use AUTO layout, 14 panels. Use compact panel headers exactly in this format: `P## / shot tag / beat name`. Draw one panel per BEATS entry in P## order. [VISUAL STYLE] Panel interiors: silent open-outline blocking thumbnails, thin graphite strokes, white paper, broad negative space, minimal slab/pillar/prop anchors. Use outer body and limb contours only; no faces, clothing detail, texture, tonal shading, fills, or color. Keep final color/light/wardrobe/palette only in `prompt_video.txt`. Effects are attached abstract marks only: contact bursts, dust wedges, smoke plumes, impact rings, or short trails tied to blade, sneaker, hair, floor, or impact point. [REFERENCES] Image A: lead silhouette, oversized hoodie block, very long hair mass, hands-in-pockets posture only. Image B: masked opponent silhouette, hooded jacket block, single large sword shape only. Each reference is exclusive to its assigned role; do not draw portraits, model sheets, samples, or inset images. [CONTINUITY] Keep two fighters, one sword, one lead hair mass, attached locks, effect origins, screen direction, cracked slab, and pillars consistent. Carried, dropped, blocked, attached, airborne, fallen, or pinned states are the same role/object, not copies. Keep sword, hair, and effect marks separate. Each panel is one frozen instant with one pose/state per role/object; avoid before/after wording such as then, after, before, first, next, later, or remains ... then. [COUNT LOCK] Every panel preserves exactly two fighter silhouettes and one sword prop. Active hair divides into five broad ribbon locks with clean contours, tapered tips, smooth interiors, all connected to the lead silhouette. From P07 onward, all visible long hair is those active ribbons; back of head shows only shared roots, no loose rear curtain. Final three panels use thick ribbons; tension panel keeps a clear empty gap; lead girl faces opponent. [TEXT RULES] Visible text: only the two quoted header lines and compact panel headers. Do not render section labels, role names, entity IDs, count text, notes, arrows, callouts, or annotations inside panels. [CONSTRAINTS] Avoid logos, watermarks, overlays, extra panels, insets, dense detail, panel color, duplicate/ghost entities, before-after copies, labels, IDs, count drift, and effect marks as props, icons, arrows, stickers, UI, or floating objects. [BEATS] Draw one storyboard panel per visual BEAT: BEATS: P01 / canted impact / high blade: Low canted wide; masked opponent lunges from screen right with sword overhead, lead girl screen left lifts right sneaker to meet the blade side. P02 / sole evidence / blade stop: Extreme close on sneaker sole pressing the flat sword face; opponent arm enters right, lead girl's leg enters left, one contact burst touches blade. P03 / low impact / crescent deflect: Ground-level low angle; lead girl pivots on one foot and crescent-kicks the thrusting sword aside, short impact arcs on blade edge. P04 / diagonal trap / hilt jam: Canted medium; lead girl's raised knee and sneaker tip pin the sword hilt off-center, masked opponent's shoulders folded over the jam. P05 / overhead escape / airborne tap: Top-down wide; lead girl suspended above the low sweep with both sneakers touching sword guard, masked opponent below, one dust ring on floor. P06 / close pressure / standing stamp: Tight waist-level frame; lead girl stays upright inside the horizontal sword path, one sneaker stamping the flat blade downward, masked opponent still holding hilt. P07 / rear isolation / hair waking: Rear medium behind lead girl; she stands on one foot foreground, hands pocketed, one hair mass lifting into five broad ribbon locks toward opponent screen right. P08 / blade close / hair lock: Tight canted close on sword blade; two broad hair ribbons wrap blade at two points, masked opponent's hands grip handle, hair origin visible at frame edge. P09 / wide disarm / sword thrown: Wide side view; lead girl leans back with thick hair ribbons hooked to the sword, one sword flying toward far pillar, masked opponent empty-handed. P10 / canted grab / body pull: Canted wide; thick hair ribbons wrap masked opponent's torso and upper arms, lead girl anchors screen left, opponent pulled toward wall. P11 / wall aftermath / unconscious drop: Low wall-side view; masked opponent slumps unconscious at wall base, dust plume at wall impact, same sword far away on slab. P12 / wide tension / hair drawn: Wide wall-side view; lead girl plants feet facing stunned opponent near wall; five thick ribbon locks pull backward away from him, clear empty gap. P13 / canted release / heavy entry: Canted medium; lead girl faces opponent, back of head clean at ribbon roots; five curved ribbons whip into shoulders, chest, abdomen, and thigh area with impact rings. P14 / vertical verdict / curved impalement: Vertical wall-side view; lead girl faces pinned opponent, back of head clean at ribbon roots; five thick curved ribbons pass through him into wall/floor plane.

Cómo usarlo

Si quieres tus propios luchadores, mantén los espacios de referencia @[char1] y @[char2] y el orden de planos del storyboard, porque la secuencia de desarme, golpe contra la pared y el inmovilizado final es lo que hace funcionar la escena. Cambia la vestimenta o las descripciones faciales en las referencias de personajes en lugar de los movimientos de acción. El arco emocional depende de que la protagonista se mantenga relajada mientras el rival escala, así que conserva ese contraste. Se compartió como prompt de Seedance y encaja con secuencias de acción cortas para pruebas de animación o reels de ambientación de combates.

#Usa tu foto#Cinematográfico#Anime#Animales#Dibujos animados 3D#Cyberpunk

Compartido públicamente en X el 28 jun 2026. Todo el mérito de este prompt y de su resultado es de su creador. ¿Es tuyo? Pide que se actualice o se elimine.

9,273 caracteres

Preguntas sobre este prompt

¿Con qué modelo de IA se hizo este prompt?

Se compartió como un prompt de Seedance, y el vídeo de esta página es el resultado que obtuvo el creador. Otros modelos pueden leer el mismo texto, pero el resultado será distinto.

¿Puedo cambiar los datos de este prompt?

Sí. Tiene 3 partes que puedes cambiar: ref. de storyboard, char1, char2. Abre el estudio de prompts, rellénalas y copia tu versión; lo que dejes vacío conserva el texto original.

¿Necesito subir una foto?

Sí. Este prompt funciona a partir de una foto o imagen que añades junto con el texto, así que adjunta tu propia imagen antes de ejecutarlo.

¿Quién creó este prompt?

Lo compartió públicamente en X @aimikoda el 28 jun 2026. El prompt y su resultado le pertenecen, y esta página enlaza a la publicación original.

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