PROMPT RECORD图像记录
之后,我用 GPT Image 2 制作了分镜。 你可以附上你已经做好的角色参考图,然后将其制作成分镜。 最后,你可以在你喜欢的平台上使用 Seedance 2.0 给这个场景做动画。 以下是...
中文说明
之后,我用 GPT Image 2 制作了分镜。 你可以附上你已经做好的角色参考图,然后将其制作成分镜。 最后,你可以在你喜欢的平台上使用 Seedance 2.0 给这个场景做动画。 以下是制作分镜的提示词: Create a 16:9 image. [PROJECT CARD] Create a compact designed masthead, not a table. TITLE: FLOW STATE FROZEN STORM META LINE: warm home boxing gym / stylized sports-fantasy / dense 15-second burst-cut edit PRIORITY: relentless head movement and slips, s...
原始 Prompt
After that, I made thestoryboard, also using GPT Image 2.
You can attach the character reference you already made, then make it into a storyboard.
Then finally you can animate the scene using Seedance 2.0 in your favorite platform
Here is the prompt to make the storyboard :
Create a 16:9 image.
[PROJECT CARD]
Create a compact designed masthead, not a table.
TITLE: FLOW STATE FROZEN STORM
META LINE: warm home boxing gym / stylized sports-fantasy / dense 15-second burst-cut edit
PRIORITY: relentless head movement and slips, suspended frozen-sweat-droplet field, joyful not aggressive tone, single continuous gym geography, one freestyle flurry beat, final droplet-galaxy grin
MICRO BRIEF: A boxer shadowboxes alone, his sweat freezing mid-air into a field he slips and weaves through, building to a freestyle spin that scatters the droplets into light — all in a 15-second burst.
[CONTINUITY HEADER]
SEQUENCE ID: FLOW-STATE-FROZEN-STORM-16P
REFERENCE PRIORITY: First provided image controls C1 face, body, wardrobe, proportions, silhouette, hair, and attitude; second provided image controls the environment anchors — heavy bag, double-end bag, hanging bulb, brick wall, ceiling beams, window, floor mat. This storyboard controls staging, motion, geography, continuity, cut rhythm, and effect logic.
[SCENE PACKET]
PREMISE: A young boxer shadowboxes alone and his sweat freezes in mid-air, turning his training into a flow-state dance he weaves through.
LOCATION: warm home boxing gym, heavy bag screen right, double-end bag screen left, hanging bulb upper center, exposed-brick wall screen left, wood-beam ceiling above, window background center, worn mat foreground as the playable lane where C1 stays planted and shadowboxes in place.
START -> END: dry-handed fighter cinching his hand wrap in stillness -> grinning at the center of a galaxy of scattering light-droplets, final image holding on his face.
ACTION CHAIN: cinch hand wrap -> first breath -> slow lead jab -> sweat freezes mid-air -> slip under droplet -> rapid double jab -> roll and weave -> fast cross-hook -> field suspends -> hold, half-grin -> shoulder-roll showboat -> freestyle flurry -> spin combo -> droplets scatter to light -> stand in light galaxy -> grin to lens
PROP / EFFECT STATE: the only effect is sweat droplets that freeze and hang in mid-air, then scatter into points of light on the final spin; gloves royal-blue and white, hands wrapped; no opponent, no sparring partner, no bag contact, no blood, no sparks, no other effects.
MUST READ: this sequence IS a joyful solo flow-state shadowbox where frozen sweat is the only magic; it IS NOT an angry fight, IS NOT sparring against a person, and IS NOT a bag-hitting drill — he strikes open air.
[CHARACTER SANITIZATION]
C1: early-20s male boxer, wet dark hair, lean athletic build, fractured-lightning sigil tattoo on chest, abstract linework sleeve tattoos, royal-blue and white boxing gloves, charcoal trunks with a one-word wordmark, wrapped hands, boxing shoes, fluid joyful confident posture with loose shoulders.
Remove contradictory traits, invisible psychology, excessive costume detail, and backstory that cannot appear in a panel.
[IDENTITY CONSISTENCY]
Provided character reference controls C1 face, body, wardrobe, proportions, hair, and silhouette; storyboard controls staging only. Keep C1's fractured-lightning chest sigil, royal-blue and white gloves, charcoal trunks, wet dark hair, and wrapped hands, and keep his screen direction consistent. Do not redesign, age-shift, beautify, merge, duplicate, or add a sparring partner, a second fighter, or the double-end bag into his striking space.
[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]
P09 shows full playable geography: heavy bag screen right background, double-end bag screen left background, hanging bulb upper center, window background center, fighter foreground center inside his suspended droplet field; the sequence stays planted with camera distance as the only large change.
[EMOTIONAL ARC]
focused calm -> loosening -> playful spark -> rising flow -> joyful surge -> suspended awe -> exhilaration -> release, shown through stance width, shoulder looseness, eye-line tracking the droplets, a half-smile, hand speed, and the final grin to lens.
[STYLE LOCKS]
STYLE LOCK: clean monochrome rough-sketch storyboard panels on off-white paper, light-gray gesture lines, simplified gym-equipment shapes, restrained single warm-amber accent only outside panel art, crisp cinematic hierarchy, no rendered panel lighting.
EFFECT LOCK: inside panels, frozen sweat droplets are simple monochrome bright dots only; the final video effect is suspended glistening sweat droplets catching warm light, scattering into a radial galaxy of light points on the final spin.
ENVIRONMENT LOCK: heavy bag screen right, double-end bag screen left, hanging bulb upper center, exposed-brick wall screen left, wood-beam ceiling, window background center, warm tungsten key plus cool window fill — identical across all wide views.
[SPATIAL CONTINUITY LOCK]
P09 and P15 share the same gym layout. C1 stays foreground center the entire sequence because he shadowboxes in place and never crosses the room; in P09 he is mid-stance inside the full droplet field, in P15 he is the same spot with the droplets turned to light. Fixed anchors: heavy bag stays screen right, double-end bag stays screen left, hanging bulb stays upper center, window stays background center. Allowed changes are camera distance, pose, and droplet-field state. P15 is the same location with more distance and the droplets becoming light, not a new establishing shot.
[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.
PANEL HEADERS: P01 / macro insert / wrap cinch -> P02 / 50mm / first breath -> P03 / 50mm / lead jab -> P04 / macro insert / droplet freeze -> P05 / low 35mm / slip under -> P06 / low burst / double jab -> P07 / 35mm whip / roll weave -> P08 / low burst / cross hook -> P09 / 24mm wide / field resolves -> P10 / 85mm tight / the breath -> P11 / 50mm / shoulder roll -> P12 / 35mm orbit / freestyle flurry -> P13 / orbit / spin combo -> P14 / low crash / droplet scatter -> P15 / 24mm wide / light galaxy -> P16 / 85mm portrait / the grin
CAMERA + LENS PLAN: P01 static macro -> P02 slow push -> P03 slight track -> P04 crash in -> P05 low rise -> P06 handheld whip -> P07 whip pan -> P08 crash in -> P09 wide settle -> P10 slow portrait push -> P11 lateral track -> P12 orbit start -> P13 full orbit -> P14 low crash -> P15 wide pull -> P16 slow push hold
ACTION PATH: P01 knuckles tighten wrap -> P02 shoulders settle eyes up -> P03 slow lead jab -> P04 sweat bead freezes mid-air -> P05 head slips under droplet -> P06 rapid double jab -> P07 head rolls weaving droplets -> P08 fast cross-hook -> P09 combo stills field hangs -> P10 breath half-grin -> P11 loose shoulder roll -> P12 freestyle hand flurry -> P13 pivot-spin combo -> P14 strike bursts droplets to light -> P15 stands in light galaxy -> P16 grin to lens
RHYTHM TRACK: P01 RHY P01: hold / long block / clean beat -> P02 RHY P02: slow reveal / medium block / clean beat -> P03 RHY P03: build / medium block / clean beat -> P04 RHY P04: impact / short block / smash beat -> P05 RHY P05: burst / short block / match beat -> P06 RHY P06: burst / short block / smash beat -> P07 RHY P07: burst / short block / whip beat -> P08 RHY P08: burst / short block / smash beat -> P09 RHY P09: impact / long block / held beat -> P10 RHY P10: pause / long block / held beat -> P11 RHY P11: recover / medium block / clean beat -> P12 RHY P12: build / short block / match beat -> P13 RHY P13: burst / short block / smash beat -> P14 RHY P14: impact / short block / smash beat -> P15 RHY P15: impact / long block / held beat -> P16 RHY P16: final hit / long block / held beat
ESCALATION MAP: P01 ESC P01: L1 calm / flat -> P02 ESC P02: L1 calm / rise -> P03 ESC P03: L2 tension / rise -> P04 ESC P04: L3 rise / spike -> P05 ESC P05: L3 rise / rise -> P06 ESC P06: L4 surge / spike -> P07 ESC P07: L4 surge / rise -> P08 ESC P08: L4 surge / spike -> P09 ESC P09: L5 peak / drop -> P10 ESC P10: L3 rise / drop -> P11 ESC P11: L3 rise / rise -> P12 ESC P12: L4 surge / rise -> P13 ESC P13: L5 peak / spike -> P14 ESC P14: L5 peak / spike -> P15 ESC P15: L5 peak / release -> P16 ESC P16: L3 rise / release
STATE TRACK: P01 dry no droplets -> P02 faint sweat sheen -> P03 first droplet leaving brow -> P04 one droplet frozen -> P05 droplet held more leaving -> P06 droplet field forming -> P07 droplets denser -> P08 droplet cloud -> P09 full droplet field suspended -> P10 droplets motionless -> P11 droplets still hung -> P12 threading between droplets -> P13 droplets scatter outward -> P14 droplets becoming light -> P15 full light scatter -> P16 last light dissolving
STYLE TRACK: P01 warm bulb glint -> P02 rim-light edge -> P03 trailing hair -> P04 single bright dot -> P05 motion smear -> P06 dot scatter -> P07 blur trails -> P08 hard smear -> P09 wide painterly light -> P10 soft rim -> P11 loose flow lines -> P12 kinetic streaks -> P13 radial smear -> P14 bright radial burst -> P15 luminous wide -> P16 warm closing glow
[SEQUENCE]
Grid: 16 panels in a compact 4x4 cinematic storyboard sheet; panel artwork stays monochrome rough sketch while the director strip carries an open–build–breath–rebuild–release escalation across two burst clusters (P05–P09 and P12–P14), each resolved by a wide at P09 and P15.