PROMPT RECORD图像记录
💡故事板的GPT图像2提示词: 创建一张16:9图像。[项目卡] 创建一个紧凑设计的刊头,不是表格。标题:RAND / 换形前奔跑 元行:公开追逐开场/超现实故障诅咒/恐慌加剧 优先级:一个连...
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💡故事板的GPT图像2提示词: 创建一张16:9图像。[项目卡] 创建一个紧凑设计的刊头,不是表格。标题:RAND / 换形前奔跑 元行:公开追逐开场/超现实故障诅咒/恐慌加剧 优先级:一个连续的正面跟拍镜头,兰德朝镜头跑来,变形过程中面部可见,全头替换故障,无侧面面部 微简介:兰德在一次连续摄影机移动中穿过人群,对着镜头说话,两次短暂将自己打回原本的脸,随后在完成完整RAN男性艺术家换形前躲起来,经历两轮全头轮盘故障。[连续性标题] 序列ID:rand_public_run_glitch_shift_008 参考优先级:兰德表控制起始身份;RAN男性艺术家表控制最终身份、 wardrobe、比例、色彩逻辑和姿势语言;本故事板控制舞台调度、运动、地理、人群间距和变形连续性。[场景包] 前提:兰德在穿过公共空间的...
原始 Prompt
💡GPT Image 2 Prompt for the Storyboard:
Create a 16:9 image. [PROJECT CARD] Create a compact designed masthead, not a table. TITLE: RAND / RUN BEFORE THE SHIFT META LINE: public chase intro / surreal glitch curse / rising panic PRIORITY: one continuous front-tracking shot, Rand running toward camera, visible face during transformation, whole-head replacement glitch with no side faces MICRO BRIEF: Rand runs through a crowd in one continuous camera move, talks to camera, briefly knocks herself back to her old face twice, then hides through two whole-head roulette beats before the full RAN male artist shift completes. [CONTINUITY HEADER] SEQUENCE ID: rand_public_run_glitch_shift_008 REFERENCE PRIORITY: Rand sheet controls starting identity; RAN male artist sheet controls final identity, wardrobe, proportions, color logic, and pose language; this storyboard controls staging, motion, geography, crowd spacing, and transformation continuity. [SCENE PACKET] PREMISE: Rand asks the viewer for help during one continuous moving shot through public space because her involuntary shape-shift curse is about to trigger. LOCATION: Busy vivid daytime pedestrian street leading into a quieter side passage; colorful storefront glass, bright crosswalk stripes, street posters, bollards, crowd flow, alley mouth, hard sidewalk shadows. START -> END: C1 runs toward a backward-moving front camera in a crowded street -> C1 hides in the side passage as the full RAN male artist identity and changed clothes settle. ACTION CHAIN: continuous diagonal track and direct appeal -> C1 says she cannot control it and her entire head enters a surface glitch -> one random human head replaces Rand's head for an instant -> C1 gives the side of her head a quick open-palm slap like fixing a faulty TV, fingers flat with no pointing gesture, and snaps back to old Rand head -> more whole-head replacements continue, including one clear animal-head flash as a rejected option -> C1 gives a second open-palm TV-fix slap -> C1 ducks into cover -> whole-head roulette continues in two separate beats -> full RAN male artist identity locks as the glitch finally runs down the whole body. PROP / EFFECT STATE: no handheld props; curse appears as thin vertical glitch strips, pixel rain, broken face slices, brief scanline shimmer, and black-gray residue locked to C1's actual head volume only until the final lock; many alternate faces replace the head surface itself, with eyes, mouths, noses, hairlines, skin tones, animal muzzle/ears, and instant readable whole-head flashes like random snapshots; no face tiles beside the head, no floating face panels, no external strips, no sideways spread into the environment; final lock spreads down the entire body and clothing surface. MUST READ: the transformation is random, automatic, unwanted, selected from hundreds of face fragments, briefly reversible by quick open-palm TV-fix slaps to the side of her head, ignored by the crowd, and completed only after Rand hides as RAN. [CHARACTER SANITIZATION] C1: Rand, young adult outcast silhouette, short pale messy bob, black neck choker, black halter strap, off-shoulder wrap jacket shape, loose cargo pants, white boots, running footwork, wary direct-to-camera eye-line, broken body rhythm during shift. C2: background pedestrians only, simplified anonymous crowd silhouettes with varied spacing; no individual identity focus, no repeated Rand clones, no one reacts to the glitch. Remove contradictory traits, invisible psychology, excessive costume detail, and backstory that cannot appear in a panel. [IDENTITY CONSISTENCY] Starting reference controls C1 initial face, body, wardrobe, proportions, faceted style, and face pool. Final RAN reference controls male face, braids, yellow cap, sunglasses, blue jacket, white hoodie, pink cargo pants, chains, colorful sneakers, body scale, and color harmony. Keep C1 readable before final lock; do not add copies. [STORYBOARD PURITY] Panel images are visual-only low-detail monochrome light-gray rough sketches. Put panel numbers, beat names, and lens tags in the header strip outside each panel image. No color, labels, arrows, captions, subtitles, logos, watermarks, timing marks, diagrams, UI, ghost poses, duplicate bodies, or technical overlays inside panels. [MASTER SHOT RULE] P01 shows the full playable geography: C1 running toward a backward-moving front camera, crowd around and behind her, storefronts and crosswalk receding behind, side passage visible ahead on screen right, and a continuous front-facing camera path that never passes behind C1. [EMOTIONAL ARC] urgent appeal -> private alarm in public -> glitch starts on confession -> first false face -> open-palm slap recovery -> animal-head flash -> second open-palm slap -> hidden full lock; show it through breath, lens eye-line, faster footwork, practical palm-to-head contact, cover seeking, and final stare while the crowd stays unaware. [STYLE LOCKS] STYLE LOCK: clean monochrome rough storyboard panels with light-gray linework, simplified faceted shapes, off-white sheet design, restrained black and burnt-orange accent bars outside panels only. EFFECT LOCK: vertical glitch strips stay thin, broken, pixel-like, locked to C1's whole head volume during P03-P07; the head itself must glitch and be replaced by alternate heads/faces, not display face tiles beside it. Show many readable whole-head swaps across P06 and P07 as separate beats, micro-freeze head snapshots, one clear animal-head flash, and two brief snap-backs to original Rand after open-palm TV-fix slaps; no floating face panels, no side faces, no strips beside the face, no sideways spread, no surrounding aura, no environment contamination, no glowing magic cloud, no liquid morph. Only P08-P09 may spread the final glitch down the whole body and clothing. ENVIRONMENT LOCK: public street and side passage stay clean and readable with simple crowd silhouettes, colorful storefront rectangles, bright crosswalk bands, bollards, poster shapes, and hard shadow anchors; crowd movement remains normal and unaware. [SPATIAL CONTINUITY LOCK] P01 through P09 share one street-to-side-passage geography and one uninterrupted camera move. Visible anchors: storefront line on screen left, crowd flow behind C1, crosswalk bands receding behind her, alley mouth on screen right, bollards at the passage entrance, hard sidewalk shadows. C1 runs toward the camera; the camera retreats in front of her, stays front-facing while she speaks, closes in at the glitch, backs into the screen-right passage with her, holds front-side through two cover roulette beats, performs only a shallow front-side orbit at the wall brace, then eases wider. Never pass behind C1 during the transformation; keep the face visible from P03 through P09. Allowed changes: physical camera distance, front-side angle around C1, pose and speed, crowd spacing, head state, hand position, vertical glitch intensity, final RAN identity, and clothing design. P09 is the same side passage reached in P06-P08, not a redesigned location. [DIRECTOR STRIP] Bottom animatic track board aligned to panel columns. Tracks: BEAT LINE, CAMERA PATH, ACTION PATH, RHYTHM TRACK, ESCALATION MAP, STATE TRACK, STYLE TRACK. Use shot chips, thin lines, rhythm blocks, small intensity bars, one-to-three-word labels. No seconds or timestamps. RHYTHM TRACK format: `RHY P##: [hold|slow reveal|build|burst|impact|pause|recover|final hit] / [short block|medium block|long block] / [clean beat|match beat|smash beat|held beat|whip beat]`. ESCALATION MAP format: `ESC P##: [L1 calm|L2 tension|L3 rise|L4 surge|L5 peak] / [flat|rise|spike|drop|release|unresolved]`. PANEL HEADERS: P01 / 35mm / Front-run master -> P02 / 35mm / Moving appeal -> P03 / 35mm / Confession flicker -> P04 / 35mm / First palm-slap snapback -> P05 / 35mm / Animal flash second slap -> P06 / 35mm / Roulette beat A -> P07 / 35mm / Roulette beat B -> P08 / 35mm / RAN lock -> P09 / 35mm / Changed in passage CAMERA + LENS PLAN: P01 same-lens backward front-track wide -> P02 backward front-track medium -> P03 front-track toward passage -> P04 close physical push, face visible -> P05 handheld front-track jolt without cut -> P06 retreat into passage front-side -> P07 hold cover close front-side -> P08 closest point, shallow front-side orbit -> P09 continuous pullback to wider hold ACTION PATH: P01 C1 runs through unaware crowd toward lens -> P02 C1 speaks directly to lens while running -> P03 C1 says cannot control it, whole-head surface flicker starts, eyes stay on lens -> P04 several random heads replace Rand's head in rapid flashes, C1 open-palm slaps side of head, original Rand head returns -> P05 more whole-head swaps continue, clear animal-head flash appears as rejected option, C1 gives a second open-palm slap -> P06 C1 ducks into cover as first dense whole-head roulette shows many readable head snapshots -> P07 second dense whole-head roulette beat shows different readable heads replacing her actual head, no side faces -> P08 RAN face, yellow cap, sunglasses, braids, blue jacket, hoodie, pink cargos lock as glitch runs down body/clothes -> P09 changed RAN lowers hand to camera RHYTHM TRACK: P01 RHY P01: build / medium block / clean beat -> P02 RHY P02: build / short block / held beat -> P03 RHY P03: burst / short block / whip beat -> P04 RHY P04: slow reveal / short block / held beat -> P05 RHY P05: impact / short block / smash beat -> P06 RHY P06: burst / medium block / whip beat -> P07 RHY P07: burst / medium block / held beat -> P08 RHY P08: pause / short block / held beat -> P09 RHY P09: recover / medium block / clean beat ESCALATION MAP: P01 ESC P01: L2 tension / rise -> P02 ESC P02: L3 rise / rise -> P03 ESC P03: L3 rise / spike -> P04 ESC P04: L4 surge / spike -> P05 ESC P05: L5 peak / spike -> P06 ESC P06: L5 peak / unresolved -> P07 ESC P07: L5 peak / unresolved -> P08 ESC P08: L4 surge / drop -> P09 ESC P09: L2 tension / unresolved STATE TRACK: P01 original Rand, unaware crowd, front run -> P02 front appeal, camera retreats -> P03 first whole-head glitch on "I can't control this" -> P04 multiple replacement heads then old Rand snapback after open-palm slap -> P05 animal-head flash then second slap snapback -> P06 dense whole-head roulette A, no side faces -> P07 dense whole-head roulette B, no clones -> P08 RAN face/outfit locks, full-body/clothes spread -> P09 RAN identity, changed clothes, crowd behind STYLE TRACK: P01 vivid street sketch -> P02 breath-run sketch -> P03 bright posters -> P04 thin pixel strips -> P05 jitter impact -> P06 dense face roulette A -> P07 dense face roulette B -> P08 snap residue -> P09 quiet rough hold [SEQUENCE] Grid: 9 panels in a 3x3 compact storyboard sheet, one continuous same-lens front-tracking run moving from crowded street into a side passage, with physical camera distance changes, escalating close-ups, two old-head snapbacks after open-palm TV-fix slaps, one rejected animal-head flash, two separate whole-head roulette panels, and a final same-passage wide hold showing Rand fully changed into the RAN male artist reference.