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PROMPT RECORD图像记录
工作流程: 1. 使用 Midjourney 创建角色。 2. 使用 Midjourney 图像创建角色设定表。 3. 使用角色设定表创建故事板。 4. 使用故事板和角色参考创建视频。我使用第...
中文说明
工作流程: 1. 使用 Midjourney 创建角色。 2. 使用 Midjourney 图像创建角色设定表。 3. 使用角色设定表创建故事板。 4. 使用故事板和角色参考创建视频。我使用第一部分扩展了第二部分,但生成视频时并没有使用故事板参考。我创建故事板只是为了预先审查和验证场景。 对于我正在开发的全新故事板技能,我移除了大部分 Director Strip 字段,并将该信息直接嵌入到视频提示中。视频提示本身运行良好。一旦这个技能达到最终形态,我也会将其分享给订阅者。 5. 最后,我在 Suno 中创建了音乐。 我还会另发一篇帖子,解释我是如何在工作流中使用 Suno 的。 提示: 使用 Midjourney 创建角色: huge monster --ar 3:4 --raw --sref 3165959...
原始 Prompt
Workflow:
1. Create characters with Midjourney.
2. Create character sheets with Midjourney images.
3. Create storyboards with character sheets.
4. Create videos with storyboard and character references. I extended the second part using the first part and didn't use the storyboard reference for the generation itself. I only created the storyboard to review and validate the scene beforehand.
For the new storyboard skill I'm working on, I removed most of the Director Strip fields and embedded that information directly into the video prompt instead. The video prompts work very well on their own. Once this skill reaches its final form, I'll share it with subscribers as well.
5. Finally, I created the music in Suno.
I'll also make a separate post explaining how I use Suno in my workflow.
Prompts:
Created characters with Midjourney:
huge monster --ar 3:4 --raw --sref 316595908 --profile q9waadp --stylize 1000 --niji 7
girl with a huge sword and wings --ar 3:4 --raw --sref 316595908 --profile q9waadp --stylize 1000 --niji 7
Then I created character sheets for both of them. You can find the character sheet prompts in my older posts.
GPT Image 2 Prompt for the Storyboard (First 15s):
Create a 16:9 image.
[PROJECT CARD]
Create a compact designed masthead, not a table.
TITLE: HORNLOCK
META LINE: dark fantasy duel / ferocious precision / rapid-cut escalation
PRIORITY: open on immediate impact, make Flesh fence with its attached twin horns, preserve readable combat geography, and end in the exact separation that leads into RIPPLE ASCENT
MICRO BRIEF: Angie and Flesh begin already colliding; her giant sword trades parries, binds, slides, and counters with Flesh's twin horns until one brutal head sweep forces them apart.
[CONTINUITY HEADER]
SEQUENCE ID: ANGIE_FLESH_HORN_DUEL_12P_STORYBOARD2
REFERENCE PRIORITY: Supplied Angie and Flesh character sheets control final identity and design. This storyboard controls only rapid-cut combat staging, horn-sword choreography, geography, damage state, and the handoff into the following sequence.
[SCENE PACKET]
PREMISE: In the same shattered stone arena, Angie duels Flesh at close range while the monster uses precise head, neck, and body pivots to wield its two colossal attached horns like paired swords.
LOCATION: Vast ruined stone chamber open to pale sky, broken walls and beams, cracked floor, scattered rubble, one central combat lane, no bystanders.
START -> END: Sword and horn are already colliding in the first frame -> full geography reveals Angie screen-right and Flesh screen-left -> alternating horn parries, crossed-horn bind, twist, release, jabs, and counters accelerate -> Flesh lands a broad head sweep -> Angie skids away but keeps her sword -> Flesh settles into frontal threat while Angie lowers the blade tip to the floor at distance, ready for the next approach.
ACTION CHAIN: Impact hook -> geography snap -> right-horn cut and sword parry -> Angie low riposte and left-horn stop -> twin-horn blade trap -> Flesh twists the locked sword -> Angie pivots with the torque and keeps both hands on the hilt -> blade slides free in sparks -> alternating horn thrusts meet compact sword deflections -> Angie vaults over a low horn sweep and counters the skull plate -> Flesh answers with a full-body head sweep -> separation and threat reset.
PROP / EFFECT STATE: Angie's sword remains one intact giant dark blade and never leaves her hands. Flesh's horns remain rigid, attached, anatomically consistent, and never bend, detach, multiply, or behave like arms; sword-like action comes only from head, neck, shoulder, and body motion. Track one shallow sword scrape on the right horn after P08 and one fresh floor skid behind Angie after P11. No gore; use sparks, dust, bone chips, ember flare, and stone fragments.
MUST READ: Flesh is not merely charging; it visibly duels with two horns as paired blades while Angie answers with disciplined sword technique.
[CHARACTER SANITIZATION]
C1: neutral Angie proxy for staging only; small screen-right fighter, two-handed sword control, compact parries, grounded pivots, one clean vault, wings used only for balance, sword retained through every panel. Final face, body, wardrobe, proportions, wings, sword, materials, and likeness come only from the supplied Angie reference.
C2: neutral Flesh proxy for blocking only; colossal screen-left quadruped, two rigid attached horns used through precise skull angles, neck rotations, shoulder drops, steps, and body torque; aggressive eye-line fixed on C1. Final anatomy, carapace, horns, proportions, materials, and likeness come only from the supplied Flesh reference.
Storyboard characters are blocking proxies only when references exist. Do not solve final faces, body proportions, beauty, age detail, costume design, fabric color, material detail, or character likeness inside the storyboard.
[IDENTITY CONSISTENCY]
The supplied Angie and Flesh character sheets are the sole authority for face, body, wardrobe, anatomy, proportions, materials, props, and likeness. This storyboard controls only staging, action, screen direction, eye-lines, sword and horn placement, damage state, and escalation. Keep exactly two original Flesh horns attached to the skull and one original Angie sword. Do not redesign, merge, multiply, bend, detach, or finalize character features from storyboard proxies.
[STORYBOARD PURITY]
Panel images are visual-only neutral editorial sketchbook illustration: clean line economy, thin graphite/ink contours, mostly white paper, minimal detail, sparse light-gray value accents only where needed for depth, premium artbook presentation. Put panel numbers, beat names, and lens tags in the header strip outside each panel image. No labels, arrows, captions, subtitles, logos, watermarks, timing marks, diagrams, UI, ghost poses, duplicate bodies, technical overlays, hue-based color washes, blue tint, saturated color rendering, black fills, heavy grayscale rendering, manga screentone, charcoal shading, dramatic shadow blocks, or finished concept-art rendering inside panels.
[MASTER SHOT RULE]
P02 establishes the full arena geography immediately after the impact hook: Flesh occupies screen-left facing right; Angie occupies screen-right facing left; the open center lane, broken arch, tall rear wall crack, and foreground slab anchor every following cut.
[EMOTIONAL ARC]
Instant collision -> tactical recognition -> accelerating exchange -> dangerous weapon lock -> agile recovery -> rapid paired-horn assault -> airborne counter -> overpowering sweep -> unresolved reset.
[STYLE LOCKS]
STYLE LOCK: neutral editorial sketchbook illustration, clean line economy, thin graphite/ink contours, mostly white paper, minimal detail, sparse light-gray value accents only where needed for depth, premium artbook presentation; no color wash, blue tint, saturated color, black fills, heavy grayscale, manga screentone, charcoal shading, or dramatic shadow blocks.
EFFECT LOCK: contacts use tight white impact cuts, thin spark fans, economical graphite speed marks, sparse dust ticks, small bone-chip marks, and soft pressure halos; no energy beams, magic trails, blood, or gore.
ENVIRONMENT LOCK: one fixed ruined stone arena with cracked floor, central lane, broken arch screen-left rear, tall wall crack screen-right rear, pale sky gap, foreground slab, and stable rubble anchors.
[SPATIAL CONTINUITY LOCK]
C2 begins and ends screen-left facing right; C1 begins and ends screen-right facing left. Preserve the 180-degree axis except the overhead insert. P01 contact belongs to the positions revealed in P02. Horn contacts alternate clearly between right horn, left horn, then both horns. The right-horn scrape appears only after P08; Angie's floor skid appears only after P11. P12 is the same arena after separation: Flesh frontal and threatening, Angie distant with sword tip lowered, directly preceding the next sequence.
[DIRECTOR STRIP]
Bottom animatic strip aligned to panel columns. Use exactly two graphic tracks only. RHYTHM TRACK uses horizontal block length and spacing with tiny compact labels. ESCALATION MAP uses L1-L5 vertical bar height plus a simple curve trace with tiny compact labels. Every cell is a small graphic block, bar, or curve, never paragraph text.
RHYTHM TRACK: RHY P01: impact / short block / smash beat | RHY P02: pause / short block / clean beat | RHY P03: burst / short block / match beat | RHY P04: burst / short block / match beat | RHY P05: impact / short block / held beat | RHY P06: build / medium block / held beat | RHY P07: burst / short block / whip beat | RHY P08: impact / short block / smash beat | RHY P09: burst / short block / match beat | RHY P10: burst / short block / whip beat | RHY P11: impact / short block / smash beat | RHY P12: final hit / medium block / held beat
ESCALATION MAP: ESC P01: L4 surge / spike | ESC P02: L3 rise / drop | ESC P03: L4 surge / rise | ESC P04: L4 surge / flat | ESC P05: L5 peak / spike | ESC P06: L5 peak / flat | ESC P07: L4 surge / release | ESC P08: L5 peak / spike | ESC P09: L5 peak / flat | ESC P10: L5 peak / rise | ESC P11: L5 peak / spike | ESC P12: L4 surge / unresolved
[SEQUENCE]
Grid: 12 panels in a clean 4x3 sheet with outside-panel headers: P01 / macro insert / Impact hook, P02 / 24mm wide / Duel geography, P03 / 50mm / Right-horn cut, P04 / 50mm reverse / Low riposte, P05 / 35mm close / Twin-horn trap, P06 / overhead / Torque lock, P07 / 35mm / Pivot recovery, P08 / macro insert / Spark release, P09 / 50mm handheld / Paired thrusts, P10 / 24mm low wide / Vault counter, P11 / 35mm / Head sweep, P12 / 35mm low frontal / Threat reset.
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GPT Image 2 Prompt for the Storyboard (second part):
Create a 16:9 image.
[PROJECT CARD]
Create a compact designed masthead, not a table.
TITLE: RIPPLE ASCENT
META LINE: ominous confrontation / dark fantasy combat / sudden vertical violence
PRIORITY: preserve scale contrast, sword-drag direction, readable face-off geography, ground-ripple launch, and exact two-handed head strike
MICRO BRIEF: Flesh threatens the frame; Angie advances from behind with her sword scraping stone, faces the giant from a low ruined-arena angle, then launches through concentric ground ripples and drives the blade into its skull.
[CONTINUITY HEADER]
SEQUENCE ID: ANGIE_FLESH_HEADSTRIKE_06P_STORYBOARD2
REFERENCE PRIORITY: Supplied Angie and Flesh character sheets control final identity and design. The supplied third composition image is not a generation reference; this storyboard translates only its requested low-angle scale relationship into original staging.
[SCENE PACKET]
PREMISE: In a shattered stone arena, the colossal Flesh lowers its horned skull in threat as Angie approaches without hesitation and converts one explosive vertical leap into a decisive two-handed sword strike.
LOCATION: Vast ruined stone chamber open to pale sky, broken walls and beams, cracked floor, scattered rubble, clear central combat lane, no bystanders.
START -> END: Flesh alone fills the frontal threat frame -> Angie advances from rear waist-down view with blade scraping -> both lock into one low-angle confrontation axis -> Angie launches upward through expanding floor ripples -> sword remains in both hands -> blade penetrates the crown of Flesh's skull at peak impact.
ACTION CHAIN: Flesh braces and threatens -> Angie walks straight toward it while dragging the sword on her right -> low wide geography reveals giant left/background and Angie right/foreground with her back to camera -> Angie plants both feet and transfers both hands to the hilt -> concentric stone distortion rings and dust burst from the launch point -> Angie rises in one clean arc above the horns -> she drives the sword vertically into the skull.
PROP / EFFECT STATE: Angie's giant dark sword begins tip-down scraping the floor on her right, throws a thin spark trail, then lifts cleanly into a two-handed overhead grip. Launch ripples originate only under her feet, expand concentrically across stone, lift dust and small fragments, and remain visible through impact. Flesh's horns, bone carapace, limb count, and orientation remain consistent. Final impact is forceful but non-gory: bone fracture lines, dust, sparks, and ember vent flare only.
MUST READ: A calm sword-drag approach snaps into an impossible vertical launch, ending with Angie's two-handed blade embedded in Flesh's head.
[CHARACTER SANITIZATION]
C1: neutral Angie proxy for staging only; small upright silhouette, back-facing approach, sword on frame-right, controlled stride, fixed eye-line to C2, two-hand grip before launch, compact upward body line, wings kept readable but secondary. Final face, body, wardrobe, proportions, wings, sword, materials, and likeness come only from the supplied Angie reference.
C2: neutral Flesh proxy for blocking only; colossal low quadruped mass, frontal threat posture, horned skull lowered toward C1, fixed center-left position, ember openings visible, recoil only at final impact. Final anatomy, carapace, horns, proportions, materials, and likeness come only from the supplied Flesh reference.
Storyboard characters are blocking proxies only when references exist. Do not solve final faces, body proportions, beauty, age detail, costume design, fabric color, material detail, or character likeness inside the storyboard.
[IDENTITY CONSISTENCY]
The supplied Angie and Flesh character sheets are the sole authority for face, body, wardrobe, anatomy, proportions, materials, props, and likeness. This storyboard controls only staging, blocking, action, screen direction, eye-lines, sword placement, effect state, and escalation. Do not inherit any identity or design from the third composition image, and do not redesign, modernize, beautify, caricature, merge, or finalize either character from storyboard proxies.
[STORYBOARD PURITY]
Panel images are visual-only neutral editorial sketchbook illustration: clean line economy, thin graphite/ink contours, mostly white paper, minimal detail, sparse light-gray value accents only where needed for depth, premium artbook presentation. Put panel numbers, beat names, and lens tags in the header strip outside each panel image. No labels, arrows, captions, subtitles, logos, watermarks, timing marks, diagrams, UI, ghost poses, duplicate bodies, technical overlays, hue-based color washes, blue tint, saturated color rendering, black fills, heavy grayscale rendering, manga screentone, charcoal shading, dramatic shadow blocks, or finished concept-art rendering inside panels.
[MASTER SHOT RULE]
P03 is the full geography master: same ruined arena, Flesh huge on screen-left/background, Angie small on screen-right/foreground with her back to camera, low camera near rubble, both sharing one confrontation axis.
[EMOTIONAL ARC]
Predatory threat -> measured defiance -> scale-reveal standoff -> compressed launch tension -> explosive upward dominance -> brutal decisive impact.
[STYLE LOCKS]
STYLE LOCK: neutral editorial sketchbook illustration, clean line economy, thin graphite/ink contours, mostly white paper, minimal detail, sparse light-gray value accents only where needed for depth, premium artbook presentation; no hue-based color wash, blue tint, saturated color, black fills, heavy grayscale, manga screentone, charcoal shading, or dramatic shadow blocks.
EFFECT LOCK: sword scrape is a thin graphite trail with tiny sparks; launch is concentric floor-wave contours, white negative-space cuts, sparse dust ticks, lifted pebble marks, and a soft paper-light pressure halo; impact adds tight fracture lines and a compact ember flare without gore.
ENVIRONMENT LOCK: one fixed ruined stone arena with cracked floor, central combat lane, broken walls, overhead gaps, pale sky opening, foreground rubble, and unchanged large debris anchors.
[SPATIAL CONTINUITY LOCK]
C2 remains center-left and faces screen-right toward C1. C1 advances from screen-right foreground toward center-left, sword scraping on her right side. P03-P06 share the same axis and floor damage map. Ripple rings begin at C1's launch point, expand outward without changing origin, and remain faintly visible at impact. The final view is the same arena and same confrontation, not a redesigned location.
[DIRECTOR STRIP]
Bottom animatic strip aligned to panel columns. Use exactly two graphic tracks only. RHYTHM TRACK uses horizontal block length and spacing with tiny compact labels. ESCALATION MAP uses L1-L5 vertical bar height plus a simple curve trace with tiny compact labels. Every cell is a small graphic block, bar, or curve, never paragraph text.
RHYTHM TRACK: RHY P01: hold / medium block / held beat | RHY P02: slow reveal / long block / clean beat | RHY P03: build / medium block / match beat | RHY P04: burst / short block / whip beat | RHY P05: burst / short block / match beat | RHY P06: final hit / short block / smash beat
ESCALATION MAP: ESC P01: L3 rise / flat | ESC P02: L3 rise / rise | ESC P03: L4 surge / rise | ESC P04: L5 peak / spike | ESC P05: L5 peak / flat | ESC P06: L5 peak / unresolved
[SEQUENCE]
Grid: 6 panels in a clean 3x2 sheet with outside-panel headers: P01 / 35mm low frontal / Flesh threatens, P02 / 50mm low rear crop / Sword drag, P03 / 24mm low wide / Scale face-off, P04 / 35mm ground close / Ripple launch, P05 / 35mm low tilt / Vertical ascent, P06 / 50mm impact / Skull strike.
---
Seedance 2.0 Prompt for the first part:
Use @[image1] only as the storyboard blueprint for shot order, staging, camera, geography, action, props, continuity and escalation. Treat all 12 panels as separate rapid cuts in exact order. Do not render the sheet or inherit its drawing medium or proxy anatomy; recreate the filmed sequence.
Use @[image2] for Angie and @[image3] for Flesh as the sole authorities for final appearance, face, body, wardrobe, anatomy, proportions, wings, sword, carapace, attached horns, materials, and likeness; storyboard figures are blocking proxies only.
ENVIRONMENT: Same shattered stone arena as the following sequence: Flesh screen-left facing right, Angie screen-right facing left, fixed broken arch, wall crack, foreground slab and rubble. Preserve the 180-degree axis except P06 overhead. Flesh has exactly two rigid skull-attached horns; they never bend, detach, multiply, or move independently. Sword stays in Angie's hands. Right-horn scrape begins P08; Angie's floor skid begins P11.
EMOTIONAL GUIDANCE: Valence: violent contest to tactical danger to unresolved defiance. Arousal: immediate spike, brief geography breath, accelerating exchanges, locked peak, release, faster peak, hard separation. Flesh fights with predatory precision; Angie answers with disciplined economy.
VISUAL STYLE: premium cinematic dark-fantasy anime, high-end 3D depth, crisp identity, bone-white, charcoal, rust-red and ember-orange, hard pale skylight, dusty air, tactile stone and bone, coherent weight, sharp cuts, no gore.
AUDIO: No music. Horn-blade clangs, metal scrape, bone resonance, claws, boots, wing snap, dust, stone chips, impacts, breath, brief silences.
PANEL BEATS:
P01: Macro 85mm opens mid-impact: Angie's sword edge crashes against Flesh's right horn, sparks burst toward camera, deafening clang.
P02: Smash cut to low 24mm master; Flesh left and Angie right strain across the locked weapons, then break apart along the fixed lane.
P03: 50mm side cut; Flesh snaps its right horn diagonally like a sword cut, Angie catches it with a compact two-hand parry, bone-metal ring.
P04: 50mm reverse; Angie ripostes low toward the jaw, Flesh drops its left horn across the blade and stops it inches away.
P05: 35mm close; Flesh crosses both horns around the sword, trapping the blade between them as Angie braces both hands.
P06: Overhead insert; Flesh rotates skull, neck and shoulders as one rigid unit, twisting the trapped sword clockwise while claws grind stone.
P07: 35mm ground cut; Angie follows the torque, pivots under the horn line and keeps her grip, wings snapping for balance.
P08: Macro 85mm; she yanks the blade through the horn gap, carving one shallow scrape on the right horn amid sparks.
P09: Handheld 50mm rapid cut; Flesh alternates left then right horn thrusts through precise head and body steps, Angie deflects each with short blade beats.
P10: Low 24mm wide; Flesh sweeps one horn near the floor, Angie vaults over it and strikes the skull plate while passing, bone chips and ember flare.
P11: 35mm impact cut; Flesh drives a full-body counter-sweep with both horns, catching the sword flat and hurling Angie screen-right; she lands, keeps the sword and skids a fresh line.
P12: Low frontal 35mm hold; Flesh settles center-left into the threatening pose that opens the next sequence while Angie rises far screen-right and lowers her sword tip to stone, dust between them, unresolved breath.
---
Seedance 2.0 Prompt for the second part:
Extend @[video1] for 15s.
Use @[image2] for Angie and @[image3] for Flesh as the sole authorities for final appearance, face, body, wardrobe, anatomy, proportions, wings, sword, carapace, horns, materials, and likeness; storyboard characters are blocking proxies only, and no composition reference is provided or permitted.
ENVIRONMENT: Vast shattered stone arena open to pale sky, cracked floor, broken walls, rubble, one combat lane. Flesh stays center-left facing screen-right; Angie advances from screen-right foreground. Preserve debris and floor cracks. Launch ripples originate beneath Angie's feet and expand from that fixed point through impact.
EMOTIONAL GUIDANCE: Valence: ominous threat to cold defiance to ruthless victory. Arousal: heavy hold, measured build, compressed pause, explosive rise, peak impact. Flesh moves with ancient predatory weight; Angie stays controlled until one instantaneous release.
VISUAL STYLE: premium cinematic dark-fantasy anime with high-end 3D depth, crisp identity, bone-white, charcoal, rust-red and ember-orange palette, hard pale skylight, dusty air, tactile stone and bone, coherent weight, sharp impact, no gore.
AUDIO: No music or score. Cavern wind, creature breath, claws on stone, sword grind, sparks, boots, sub-bass launch, ripple crackle, rushing air, wing snap, bone impact, ember hiss, abrupt silence.
PANEL BEATS:
P01: Low frontal 35mm push toward Flesh as it fills the frame, lowers its horned skull, spreads its forelimbs and opens its jaws in a direct threat; arena behind it stays fixed, stone groans and a deep breath rolls forward.
P02: Low rear 50mm tracking crop shows Angie only from waist down as she walks toward distant Flesh; her giant sword drags on frame-right, tip scoring one continuous line and shedding tiny sparks, boots steady, metal grinding loud.
P03: Low 24mm wide from rubble establishes the original confrontation: Flesh towers screen-left/background while Angie stands small screen-right/foreground with her back to camera, both locked on one axis; she stops, sword scrape ends, dust hangs in a tense pause.
P04: Ground-level 35mm close as Angie plants both boots, moves both hands onto the hilt and launches straight upward with an extreme elastic release; concentric distortion rings buckle across the stone from her exact footprint, dust and pebbles lift, sub-bass crack.
P05: Same-axis low 35mm tilt races upward beneath Angie as she clears the horns in one clean rising arc, wings flaring only for silhouette control, both hands raising the sword above her head; Flesh looks up too late, ripples still expanding below, air tears past.
P06: Tight 50mm impact angle holds the same screen direction as Angie folds her body into the descent and drives the sword vertically with both hands into the crown of Flesh's skull; blade embeds, bone fracture lines burst outward, ember vents flare, dust and sparks erupt, no blood or gore, one crushing impact followed by silence.