PROMPT RECORD图像记录
Gpt Image 2 分镜提示词: 创建一张 16:9 的图片。 [项目卡] 创建一个紧凑设计的刊头,不要做成表格。 标题:MONSTER BUTCHER SHOW(怪物屠夫秀) 元信息行:...
中文说明
Gpt Image 2 分镜提示词: 创建一张 16:9 的图片。 [项目卡] 创建一个紧凑设计的刊头,不要做成表格。 标题:MONSTER BUTCHER SHOW(怪物屠夫秀) 元信息行:风格化哥特奇幻 / 动感主厨秀 / 快速爆发剪辑能量 优先级:让武士刀屠宰编排、怪物体量与多元顾客反应一眼可读 微简介:12 格动作板,描绘一位怪物屠夫以戏剧化的武士刀精度准备一只巨大装甲怪物作为食材。 [连续性页眉] 序列 ID:MONSTER_BUTCHER_SHOW_12 部分:单一 风格包:成片为独特的风格化 3D 哥特奇幻烹饪奇观,冷屠夫店月光混合热厨房蒸汽,炭蓝石材与钢铁色调搭配克制的围裙白与克制的朱红食材处理污渍,清晰雕刻的动漫奇幻造型,哑光鳞片,抛光的刀光,浅薄蒸汽薄雾,快速主厨秀动作,优雅非暴力的怪物处理...
原始 Prompt
Storyboard prompt for Gpt Image 2:
Create a 16:9 image.
[PROJECT CARD]
Create a compact designed masthead, not a table.
TITLE: MONSTER BUTCHER SHOW
META LINE: stylized gothic fantasy / kinetic chef show / fast burst-cut energy
PRIORITY: make the katana butchery choreography, monster scale, and varied customer reactions readable at a glance
MICRO BRIEF: 12-panel action board of a monster butcher preparing a huge armored creature for food with theatrical katana precision.
[CONTINUITY HEADER]
SEQUENCE ID: MONSTER_BUTCHER_SHOW_12
PART: SINGLE
STYLE PACKET: final video is unique stylized 3D gothic-fantasy culinary spectacle, cold butcher-shop moonlight mixed with hot kitchen steam, charcoal-blue stone and steel palette with muted apron whites and restrained crimson food-prep stains, crisp sculpted anime-fantasy forms, matte scales, polished blade flashes, shallow steam haze, fast chef-show motion, elegant non-graphic monster preparation.
REFERENCE PRIORITY: @[image1] controls C1 face, body, wardrobe, proportions, apron, katana, posture, and predatory calm; @[image2] controls the monster ingredient design, armor plates, glowing eyes, teeth, scales, exposed marbled flesh, blue steam, and body proportions; this storyboard controls staging, motion, geography, continuity, and panel rhythm.
[SCENE PACKET]
PREMISE: C1, a renowned monster butcher, performs a high-speed culinary cutting show in a fantasy butcher shop, preparing a giant armored monster for a crowd of varied customers.
LOCATION: night-market monster butcher shop with a long central stone cutting table, hanging hooks, wet stone floor, steam vents, lanterns, a counter on screen-left, varied customers behind a low rail on screen-right, tool wall and furnace glow in background.
START -> END: C1 stands calm beside the whole monster on the table with customers gathering -> C1 finishes an artistic katana flourish over clean prepared monster cuts while the crowd surges forward to order.
ACTION CHAIN: crowd anticipation -> whole monster reveal -> katana draw -> scale scoring -> burst cuts -> armor plates removed -> clean belly split -> steam vent -> chef-show toss -> plate-ready cuts -> final blade pose -> hungry customers react.
PROP / EFFECT STATE: katana starts sheathed at C1 hip, then drawn, flashing, wet, wiped, and final-held; monster starts whole, then scored, opened, segmented, trimmed, and prepared as food; blue steam grows from cuts; no gore splashes, only restrained culinary prep stains and marbled flesh.
MUST READ: the scene feels like a famous tuna-cutting master performance, but the ingredient is a huge fantasy monster and the chef uses a katana with ritual elegance.
[CHARACTER SANITIZATION]
C1: adult monster butcher, dark skin, blunt white bob, glowing mismatched eyes, black workwear, white butcher apron, boots, katana at hip, compact poised silhouette, fast precise movement.
C2: elderly wealthy customer, tall robe, thin face, cane, forward-leaning curiosity, screen-right crowd.
C3: broad armored dockworker customer, heavy shoulders, rolled sleeves, impatient stance, screen-right crowd.
C4: small masked child customer beside an adult guardian, short silhouette, round hood, excited posture, screen-right crowd.
C5: elegant noble customer, long coat, narrow hat, gloved hands, controlled appetite, screen-right crowd.
C6: scarred traveler customer, cloak, satchel, relaxed lean, amused reaction, screen-right crowd.
M1: giant armored reptile-like monster ingredient, low massive body, dark cracked scale plates, spiked back, glowing eyes fading out, teeth, marbled flesh under armor, blue steam escaping from clean cuts.
Remove contradictory traits, invisible psychology, excessive costume detail, and backstory that cannot appear in a panel.
[IDENTITY CONSISTENCY]
@[image1] identity reference controls C1 face, body, wardrobe, proportions, apron, katana, and movement attitude; @[image2] reference controls M1 monster anatomy, plates, teeth, scales, marbled flesh, and blue steam. Keep C1 screen-left or center-left when working the table; keep customers varied and never identical to C1. Do not redesign, merge, beautify, age-shift, or clone characters across panels.
[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]
Panel 01 shows full shop geography: central cutting table with M1, C1 at screen-left, varied customers behind rail on screen-right, counter, hooks, furnace, steam vents, and clear screen direction for the performance.
[EMOTIONAL ARC]
contained calm -> public anticipation -> precise shock -> escalating showmanship -> collective appetite -> triumphant final demand, shown through C1's still posture, blade confidence, customer lean-in, widened eye-lines, and crowd compression toward the counter.
[STYLE LOCKS]
STYLE LOCK: clean monochrome rough-sketch storyboard panels with light-gray linework, simplified sculpted silhouettes, readable kitchen-show blocking, restrained graphite shadows only; final video style stays stylized gothic fantasy 3D with cold shop light, hot steam, matte scales, apron cloth, polished steel, and elegant action.
EFFECT LOCK: steam is pale soft vapor shapes in panels and blue-white in final video; blade flashes are simple clean arcs in panels and brief steel glints in final video; prep stains stay restrained and culinary, not graphic.
ENVIRONMENT LOCK: same butcher shop layout throughout, central stone table never changes position, customers remain screen-right behind rail, furnace/tool wall stays background, counter stays screen-left, wet floor reflections remain simple.
[SPATIAL CONTINUITY LOCK]
P01 through P12 share the same butcher-shop layout. The central stone cutting table remains horizontal across the mid-frame, C1 works mostly from screen-left/front edge, M1 lies lengthwise on the table, customers cluster behind the low rail on screen-right, hooks and tool wall stay in the rear, furnace glow and steam vents stay background. Later panels may use tighter inserts, overheads, whip pans, and crash-ins, but they must preserve the same table orientation, crowd side, blade side, and monster cut progression. Allowed changes: camera distance, C1 pose, katana state, customer reactions, steam intensity, and M1 preparation state.
[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 / 24mm wide / Shop master -> P02 / 35mm / Monster reveal -> P03 / 85mm portrait / Butcher stillness -> P04 / macro insert / Katana draw -> P05 / 35mm whip / First scoring cut -> P06 / overhead / Plate grid split -> P07 / 50mm / Armor peel -> P08 / macro insert / Steam marrow -> P09 / 24mm wide / Toss and catch -> P10 / 35mm crash-in / Burst dice -> P11 / 85mm reaction / Customers lean -> P12 / 24mm hero wide / Final serving pose
CAMERA + LENS PLAN: P01 wide geography hold 24mm -> P02 push to table 35mm -> P03 portrait hold 85mm -> P04 insert detail macro -> P05 whip pan 35mm -> P06 overhead tactical 35mm -> P07 side track 50mm -> P08 insert detail macro -> P09 low wide reset 24mm -> P10 crash-in 35mm -> P11 reaction close 85mm -> P12 final wide hold 24mm
ACTION PATH: P01 C1 waits beside whole M1 -> P02 customers see full monster -> P03 C1 lowers chin at blade -> P04 thumb breaks katana guard -> P05 first clean scale score -> P06 cross-cuts map the body -> P07 armor plates slide aside -> P08 steam escapes marbled cut -> P09 C1 tosses a trimmed slab -> P10 katana dices in burst -> P11 varied customers lean forward -> P12 C1 presents prepared cuts
RHYTHM TRACK: P01 RHY P01: hold / long block / clean beat -> P02 RHY P02: slow reveal / medium block / held beat -> P03 RHY P03: pause / short block / clean beat -> P04 RHY P04: build / short block / match beat -> P05 RHY P05: burst / short block / whip beat -> P06 RHY P06: burst / short block / smash beat -> P07 RHY P07: impact / medium block / clean beat -> P08 RHY P08: pause / short block / held beat -> P09 RHY P09: burst / short block / whip beat -> P10 RHY P10: impact / short block / smash beat -> P11 RHY P11: recover / medium block / clean beat -> P12 RHY P12: final hit / long block / held beat
ESCALATION MAP: P01 ESC P01: L1 calm / flat -> P02 ESC P02: L2 tension / rise -> P03 ESC P03: L2 tension / flat -> P04 ESC P04: L3 rise / rise -> P05 ESC P05: L4 surge / spike -> P06 ESC P06: L4 surge / spike -> P07 ESC P07: L4 surge / rise -> P08 ESC P08: L3 rise / drop -> P09 ESC P09: L5 peak / spike -> P10 ESC P10: L5 peak / spike -> P11 ESC P11: L4 surge / release -> P12 ESC P12: L5 peak / unresolved
STATE TRACK: P01 M1 whole, katana sheathed, crowd right -> P02 M1 full scale readable, crowd varied -> P03 C1 still, blade untouched -> P04 katana half-drawn -> P05 first score line, no splatter -> P06 scored grid, table same -> P07 armor plates removed screen-front -> P08 marbled cut steaming -> P09 trimmed slab airborne over table -> P10 diced cuts land clean -> P11 customers compressed at rail -> P12 prepared portions displayed, katana final-held
STYLE TRACK: P01 graphite shop -> P02 scale mass -> P03 cold portrait -> P04 steel glint -> P05 burst arc -> P06 cut geometry -> P07 plate texture -> P08 soft steam -> P09 chef show -> P10 speed marks -> P11 crowd contrast -> P12 ritual finish
[SEQUENCE]
Grid: 12 panels in a clean 4x3 storyboard sheet, fast chef-show montage with hard cuts, whip-pan energy, burst inserts, and one consistent butcher-shop geography.