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PROMPT RECORD图像记录
在将其生成进 seedance 之前,我先画了一个分镜。因为时长超过 45 秒,所以我用 4 个分镜来完成它。 以下是其中一个分镜的提示词: Create a 16:9 image. [PRO...
中文说明
在将其生成进 seedance 之前,我先画了一个分镜。因为时长超过 45 秒,所以我用 4 个分镜来完成它。 以下是其中一个分镜的提示词: Create a 16:9 image. [PROJECT CARD] Create a compact designed masthead, not a table. TITLE: LIGHTS OUT RITUAL META LINE: wet-race pit garage / cinematic motorsport hype / slow intimate build into the music cue PRIORITY: C1 identity consistency, cold garage atmosphere, the cassette play-bu...
原始 Prompt
Before generating it into seedance, I made a storyboard. Cause it is 45s +, I use 4 storyboard for it.
Here is one of the prompt for storyboard :
Create a 16:9 image.
[PROJECT CARD]
Create a compact designed masthead, not a table.
TITLE: LIGHTS OUT RITUAL
META LINE: wet-race pit garage / cinematic motorsport hype / slow intimate build into the music cue
PRIORITY: C1 identity consistency, cold garage atmosphere, the cassette play-button cue, calm-to-focused build, painterly continuity with later segments
MICRO BRIEF: A young driver sits alone, slots in an earbud, presses play on a handheld cassette player, and locks into focus while gearing up in the quiet before the race.
[CONTINUITY HEADER]
SEQUENCE ID: LIGHTSOUT-S1-RITUAL-6P
REFERENCE PRIORITY: First provided image (the driver-and-car plate) controls C1 face, body, wardrobe, proportions, silhouette, hair, attitude, and the white-teal-red livery; second provided image controls environment anchors: wet reflective concrete floor, stacked racing tyres, tool cart, work bench, roller door with grey overcast daylight; third provided image controls the handheld cassette player and its wired earbud. This storyboard controls staging, motion, geography, continuity, cut rhythm, and effect logic.
[SCENE PACKET]
PREMISE: A young open-wheel driver performs his pre-race ritual alone in a cold pit garage and presses play to start his music.
LOCATION: stacked tyres screen left foreground, tool cart screen right, work bench center under the driver, roller door with grey wet daylight background, wet reflective concrete floor as the playable lane.
START -> END: bare-faced driver seated head-down with a loose earbud -> gloved, balaclava-up driver mid-rise locked into focus.
ACTION CHAIN: earbud to ear -> settle in seat -> reach for player -> thumb finds button -> press play -> reels spin -> eyes open -> chin lifts -> pull balaclava up -> stretch glove on -> fist clench -> hold.
PROP / EFFECT STATE: handheld cassette player with one wired earbud, white-teal-red helmet resting on the bench, balaclava and gloves donned during the sequence; no music notes drawn, no on-screen text, no sparks, no crowd, no second character.
MUST READ: This is a quiet intimate pre-race ritual building to a single press-play cue — it is NOT an action scene and NOT a crowd or podium moment.
[CHARACTER SANITIZATION]
C1: early-20s male, black short spiky-textured hair with faded short sides, white race suit with teal accent panels, red detailing and a red roundel, small orange-and-white decals on one cheek and the forehead while the face is bare, single stud earring, white-and-teal sneakers; props: handheld cassette player with wired earbud, white-teal-red helmet on bench, balaclava, white racing gloves; posture calm, inward, deliberate. 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 white-teal-red suit, red roundel, face decals, stud earring, and helmet design consistent. Do not redesign, age-shift, beautify, merge, duplicate, or add a second driver or extra helmets.
[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]
P02 shows full playable geography: stacked tyres screen left foreground, tool cart screen right, work bench and seated driver center, roller door with grey daylight background, wet reflective floor; the whole sequence stays inside this one garage bay.
[EMOTIONAL ARC]
quiet -> withdrawn -> reaching -> the press -> awakening -> hardening focus, shown through head tilt, shoulder drop, thumb tension, eyes opening, jaw set, fist clench.
[STYLE LOCKS]
STYLE LOCK: clean monochrome rough-sketch storyboard panels on off-white paper, light-gray gesture lines, simplified garage and figure shapes, restrained teal + red accent only outside panel art, crisp cinematic hierarchy, no rendered panel lighting.
EFFECT LOCK: inside panels, the player reels and earbud glint are simple monochrome shapes only; final video effect is cold grey garage light, faint breath vapor, subtle wet-floor reflections, and a small warm glow on the cassette player.
ENVIRONMENT LOCK: stacked tyres screen left foreground, tool cart screen right, work bench center, roller door with grey overcast daylight background, wet reflective concrete floor — identical across wide views.
[SPATIAL CONTINUITY LOCK]
P02 and P06 share the same garage-bay layout. C1 starts seated center on the bench (P02), stays seated through the press (P03-P04), then rises slightly center-frame while gearing up (P05-P06). Fixed anchors: tyres stay screen left foreground, tool cart stays screen right, roller door stays background. Allowed changes are camera distance and C1 pose/gear state. P06 is the same bay at medium distance, not a new establishing shot, and it hands off directly to the walk-to-car that opens the next segment.
[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 / macro insert / earbud in -> P02 / 35mm slow dolly-out / lone driver -> P03 / macro insert / press play -> P04 / 85mm tight / eyes open -> P05 / 50mm / balaclava up -> P06 / 50mm / glove snap
CAMERA + LENS PLAN: P01 locked macro -> P02 slow dolly-out -> P03 locked macro -> P04 slow push -> P05 static -> P06 slight push
ACTION PATH: P01 earbud to ear -> P02 settle head down -> P03 thumb presses button, reels start -> P04 eyes open, chin lifts -> P05 balaclava pulled up -> P06 glove pulled on, fist clench
RHYTHM TRACK: P01 RHY P01: slow reveal / long block / held beat -> P02 RHY P02: hold / long block / held beat -> P03 RHY P03: impact / short block / smash beat -> P04 RHY P04: build / medium block / clean beat -> P05 RHY P05: build / medium block / match beat -> P06 RHY P06: build / medium block / final hit
ESCALATION MAP: P01 ESC P01: L1 calm / flat -> P02 ESC P02: L1 calm / flat -> P03 ESC P03: L2 tension / spike -> P04 ESC P04: L3 rise / rise -> P05 ESC P05: L3 rise / rise -> P06 ESC P06: L3 rise / rise
STATE TRACK: P01 earbud loose -> P02 seated, player in lap -> P03 player playing, reels spinning -> P04 bare face, eyes open -> P05 balaclava up, lower face covered -> P06 gloves on, geared
STYLE TRACK: P01 single glint accent -> P02 cold flat field -> P03 small warm player accent -> P04 sharp eye accent -> P05 restrained line -> P06 firm silhouette
[SEQUENCE]
Grid: 6 panels in a compact 3x2 cinematic storyboard sheet; panel artwork stays monochrome rough sketch while the director strip carries a slow-build rhythm from two held calm beats, through a single press-play spike, into a three-panel rising gear-up.