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创建一张16:9比例的图像。 [项目卡] 设计一个排版紧凑的报头,不要使用表格。 标题:黑VS阿拉克涅克斯:闪电战 元信息行: 无情爆发 / 未来武士对战蜘蛛机甲 / 极富动感的一镜到底动作戏...

GPT-Image-2 neural_aperture Mon Jun 08 18:14:42 +0000 2026
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创建一张16:9比例的图像。 [项目卡] 设计一个排版紧凑的报头,不要使用表格。 标题:黑VS阿拉克涅克斯:闪电战 元信息行: 无情爆发 / 未来武士对战蜘蛛机甲 / 极富动感的一镜到底动作戏 优先级:恒定动态可读性、一镜到底镜头连续性、断腿与核心击杀的清晰度、巨大体型反差 简介:为15秒Seedance闪电战序列创作一张紧凑的草稿故事板,黑在此片段中以不间断的高速武士刀 choreography 摧毁阿拉克涅克斯。 [连续性标题] 序列ID:KUR-ARX-BLITZ-15S-STB 参考优先级:@image1 控制C1黑的身份、服装、盔甲、头盔、线缆、武士刀、比例;@image2 控制C2阿拉克涅克斯的身份、武器布局、八腿结构、尺寸、盔甲;@image3 完全控制P01起始帧构图;故事板控制舞台调度、镜头采...

原始 Prompt

Create a 16:9 image.
[PROJECT CARD]
Create a compact designed masthead, not a table.
TITLE: KUROSHI VS ARACHNEX: BLITZ
META LINE: relentless explosive / futuristic samurai vs spider-mech / max-dynamism one-take action
PRIORITY: constant motion readability, one-take camera continuity, leg-cut and core-kill clarity, massive scale contrast
MICRO BRIEF: Build a compact rough-sketch storyboard sheet for a 15-second Seedance BLITZ sequence where KUROSHI destroys ARACHNEX with uninterrupted high-speed katana choreography.
[CONTINUITY HEADER]
SEQUENCE ID: KUR-ARX-BLITZ-15S-STB
REFERENCE PRIORITY: @image1 controls C1 KUROSHI identity, wardrobe, armor, helmet, cables, katana, proportions; @image2 controls C2 ARACHNEX identity, weapon layout, eight-leg structure, scale, armor; @image3 controls P01 starting-frame composition exactly; storyboard controls staging, camera sampling, movement, geography, damage continuity.
[SCENE PACKET]
PREMISE: KUROSHI erupts from a cold starting-frame profile into a relentless one-take fight, sprinting through ARACHNEX's attacks, climbing the machine, and killing it through the sensor core.
LOCATION: open Japanese mountain field at blue hour, ankle-high wind-blown grass, wet earth, ground mist, distant pine ridges, layered mountain silhouettes, wide sky, no buildings, no roads, no extra fighters.
START -> END: exact supplied profile start with C1 from behind/side and helmet edge glowing -> wide same-field ending with C1 crouched/rising in foreground, glowing blade extended behind, C2 collapsed dark in the mist.
ACTION CHAIN: head snap + blade ignition -> snap-zoom reveal of charging C2 -> low sprint and cannon slide-dodge -> diagonal leg-tip sever -> under-body roll through stabbing legs -> upward thrust shears hydraulic joint -> body slam miss -> missile run up fallen leg -> vertical climb and gash through armor -> slow-motion launch above core -> downward core plunge and shockwave -> full-speed collapse and wide hold.
PROP / EFFECT STATE: C1 katana edge glows molten yellow-white like a thin plasma blade and cuts hard steel cleanly; C2 sensor eye, particle cannon, missile pods, hydraulic plasma-cutter legs, lights, cables, armor plates, and core damage progress visibly from active charge to severed leg, joint failure, torn plate, pierced core, dead lights, collapsed body.
MUST READ: the samurai never stops moving; he turns ARACHNEX's own charge, legs, and body mass into a path upward to the killing strike.
[CHARACTER SANITIZATION]
C1: KUROSHI, adult athletic 1.85m futuristic samurai, sleek matte-black composite armor, black micro-plated lamellar shapes, smooth black helmet with pink edge-line, neon-yellow cables down nape, red accent stripe, yellow glyphs, energized katana, low explosive iaijutsu movement, compact controlled posture.
C2: ARACHNEX, giant 7.6m yellow-and-black tactical spider-mech, eight hydraulic plasma-cutter legs, glowing yellow sensor-eye core, front particle cannon, micro-missile pods, heavy armored carapace, claw feet, fast aggressive mechanical movement.
Remove contradictory traits, invisible psychology, excessive costume detail, and backstory that cannot appear in a panel.
[IDENTITY CONSISTENCY]
Identity references control face/body/wardrobe/proportions/form; storyboard controls staging only. Keep C1's helmet edge-line, black armor, yellow cables, red stripe, yellow glyphs, katana, and 1.85m scale stable. Keep C2's yellow-black spider silhouette, eight legs, sensor core, cannon, missile pods, and 7.6m scale stable. Do not redesign, merge, recolor, age-shift, beautify, caricature, or simplify beyond clean rough-sketch readability.
[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 is the combat geography master created by the snap-zoom reveal: C1 near right/lower foreground facing screen-left into the field, C2 charging from center-left/midground, mountains and horizon behind, grass and wet earth as the playable path. P01 still opens exactly on the supplied starting frame before the reveal.
[EMOTIONAL ARC]
instant alert -> violent commitment -> collision pressure -> evasive control -> under-body danger -> vertical escalation -> suspended dominance -> killing impact -> released destruction. Show it through C1's compact posture, blade angle, low sprint, pivots, crouches, launch height, C2's mass, damage, and collapsing silhouette.
[STYLE LOCKS]
STYLE LOCK: panel interiors stay clean low-detail monochrome rough sketch on off-white paper, pale graphite line, simplified poses, readable silhouettes, minimal shading; outside panel art use compact teal/yellow accent chips only in masthead/header/director strip. Final-video style target: teal-and-amber cinematic grade, cool blue ambient key, high contrast, wet grass, ground mist, crisp metal, violent handheld energy, speed ramps, debris and mud.
EFFECT LOCK: katana is a thin molten yellow-white edge with a narrow blade-shaped trail; cannon bolt is a simple directional blast; missile blooms, sparks, molten spray, shockwave ring, smoke, embers, mud curtain, and dying lights are drawn as simple pale graphic shapes inside panels, never colored fills.
ENVIRONMENT LOCK: same open Japanese mountain field across all panels; lock horizon, pine ridge silhouettes, grass direction, fog layer, wet earth texture, and open sky; no city, temple, forest interior, snow, rainstorm, crowd, extra enemies, or new set pieces.
[SPATIAL CONTINUITY LOCK]
P01-P11 are sampled phases of one continuous evolving take. Use one primary 35mm anamorphic camera path with a deliberate snap-zoom pullback in P02 only; all other scale changes come from dolly, whip-pan, side track, low orbit, camera rise, crash-down, and continuous pullback. C1 starts right foreground facing left, travels toward C2, rolls under the body, climbs upward, launches above the core, then lands foreground. C2 starts center-left/midground in charge, advances into frame, becomes the overhead mass during under-body beats, then collapses behind C1. P11 is the same field pulled wider, not a new establishing shot. Allowed changes: camera distance/height/orbit, C1 pose, C2 attack state, damage state, blade glow intensity, fog, mud, sparks, missiles, debris, smoke.
[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 anamorphic / Instant ignition -> P02 / 35mm snap-zoom / Charging reveal -> P03 / 35mm low dolly / Cannon dodge -> P04 / 35mm side track / Leg-tip sever -> P05 / 35mm whip-pan / Under-body roll -> P06 / 35mm handheld / Joint shear -> P07 / 35mm orbit / Body slam miss -> P08 / 35mm low angle / Missile run -> P09 / 35mm rising orbit / Armor gash -> P10 / 35mm sky hold / Core plunge -> P11 / 35mm wide pullback / Fallen titan
CAMERA + LENS PLAN: P01 exact close profile hold -> P02 head-turn whip into snap-zoom wide reveal -> P03 low dolly forward with sprint -> P04 side track leg-height through slash -> P05 whip-pan under C2 shadow -> P06 handheld close under-body impact -> P07 low orbit keeps C1 centered through slam -> P08 camera rides up fallen leg, low angle -> P09 rising orbit along armor plates -> P10 upward sky hold then crash-down to core, closest point -> P11 continuous pullback to final wide hold
ACTION PATH: P01 C1 head snaps, blade begins draw -> P02 C2 mid-charge, sensor blazing, legs hammer earth -> P03 C1 slide-dodges right past cannon bolt, earth scorched behind -> P04 C1 weaves and severs stabbing leg tip diagonally -> P05 C1 rolls under body between two stabbing legs -> P06 C1 thrusts upward from back, shears hydraulic joint -> P07 C1 springs clear as C2 body slams mud where he was -> P08 C1 sprints along fallen leg through missile blooms -> P09 C1 climbs plates and rips glowing gash downward -> P10 C1 hangs above core then plunges blade through sensor eye -> P11 C2 lights die and collapses, C1 lands low foreground
RHYTHM TRACK: P01 RHY P01: burst / short block / whip beat -> P02 RHY P02: build / medium block / clean beat -> P03 RHY P03: burst / short block / whip beat -> P04 RHY P04: impact / short block / smash beat -> P05 RHY P05: burst / short block / whip beat -> P06 RHY P06: impact / short block / smash beat -> P07 RHY P07: burst / short block / whip beat -> P08 RHY P08: build / medium block / match beat -> P09 RHY P09: impact / short block / smash beat -> P10 RHY P10: pause / medium block / held beat -> P11 RHY P11: recover / long block / held beat
ESCALATION MAP: P01 ESC P01: L3 rise / spike -> P02 ESC P02: L4 surge / rise -> P03 ESC P03: L4 surge / spike -> P04 ESC P04: L4 surge / spike -> P05 ESC P05: L5 peak / spike -> P06 ESC P06: L5 peak / spike -> P07 ESC P07: L5 peak / flat -> P08 ESC P08: L5 peak / rise -> P09 ESC P09: L5 peak / spike -> P10 ESC P10: L5 peak / release -> P11 ESC P11: L2 tension / drop
STATE TRACK: P01 @image3 exact start, C1 right FG, blade unsheathing -> P02 master locked, C2 center-left charge, sensor on -> P03 cannon scorch behind C1, blade fully glowing -> P04 leg tip severed, molten spray, C1 right-to-left -> P05 two legs stabbing, C1 under belly, C2 overhead -> P06 joint sheared, sparks rain, limb buckles -> P07 body slam mud burst, C1 clear, orbit continues -> P08 missile pods active, fallen leg path, orange fog blooms -> P09 armor gash open, loose cables, rising route -> P10 C1 above core, blade brightest, shockwave begins -> P11 C2 dark collapsed, C1 crouch/rise, blade trailing glow
STYLE TRACK: P01 ignition snap -> P02 scale rush -> P03 grass streak -> P04 molten spray -> P05 shadow blur -> P06 spark rain -> P07 mud burst -> P08 fog blooms -> P09 cable whip -> P10 white flash -> P11 smoke wide
[SEQUENCE]
Grid: 11 panels in a compact cinematic storyboard sheet, arranged as a fast 6-over-5 layout; all panels sample one continuous BLITZ take with snap-zoom reveal, dolly sprint, whip-pan under-body exchange, orbiting vertical climb, slow-motion core plunge, and final pullback to the same mountain field.