OpenZhenZhen AI 提示词画廊 · MiniMax H3 · video
教堂双剑交锋与樱花电光
Dual Swords Clash at the Church Amid Sakura Lightning
生成一段完整的20秒、16:9电影级奇幻剑斗视频:真实教堂环境与精致3D动漫人物结合。使用提供的身份参考图确定成年女性角色的外观,并在全片保持所描述的服装、面容、发型、武器及左右身份一致。全片恰好两名角色:左侧紫电剑客,右侧绯樱剑姬。教堂布局保持稳定:湿润石地、左侧破损长椅、右侧石阶与石栏杆、粗大石柱、远处彩色玻璃窗,以及顶部金属吊灯。所有移动都限制在三个区域内:左侧长椅区、右侧石阶区、中央彩窗下的空地。 采用受控电影镜头,只在刀剑碰撞、脚步落地、石屑掠过镜头、樱花完全遮满镜头和最终碰撞时切镜。切镜前后保持人物位置、运动方向、剑的朝向、光线和惯性连贯。以双人中景和中近景为主,辅以短暂低机位追

提示词 / Prompt
中文提示词
生成一段完整的20秒、16:9电影级奇幻剑斗视频:真实教堂环境与精致3D动漫人物结合。使用提供的身份参考图确定成年女性角色的外观,并在全片保持所描述的服装、面容、发型、武器及左右身份一致。全片恰好两名角色:左侧紫电剑客,右侧绯樱剑姬。教堂布局保持稳定:湿润石地、左侧破损长椅、右侧石阶与石栏杆、粗大石柱、远处彩色玻璃窗,以及顶部金属吊灯。所有移动都限制在三个区域内:左侧长椅区、右侧石阶区、中央彩窗下的空地。 采用受控电影镜头,只在刀剑碰撞、脚步落地、石屑掠过镜头、樱花完全遮满镜头和最终碰撞时切镜。切镜前后保持人物位置、运动方向、剑的朝向、光线和惯性连贯。以双人中景和中近景为主,辅以短暂低机位追拍、横向跟拍、栏杆仰拍、肩后跟拍和一次短暂俯拍。交锋持续进行;避免长时间慢动作、速度坡变、游戏式运镜和随机转场。 0–2秒:开场时两位剑客已经处于攻击距离内,头发、衣摆和剑尖自然运动。短暂推进紫电剑客面部,再展示她的握剑姿势和对手。镜头降至脚边低机位:紫电剑客从长椅侧冲向中央,绯樱剑姬从石阶斜向切入。两把剑在中央清晰碰撞。碰撞时仅有约0.18秒极短停顿,火星、蓝紫电光与绯红剑光集中于接触点;随后立即恢复全速,两人各自滑退半步。 2–6秒:绯樱剑姬连续追击两刀。紫电剑客先用剑背挡开第一刀,再侧身避开第二刀,随后反刺。每次攻击都表现发力、接近、接触或闪避、身体受力反应、脚步反馈及后续动作。镜头从贴地仰拍:绯樱剑姬借石阶跃上栏杆,转身向下斩。紫电剑客从长椅侧贴地滑过,剑锋擦过石柱,石屑沿受力方向飞散。绯樱剑姬落在栏杆边缘;紫电剑客落到中央地面后立即逼近。禁止悬浮或连续空翻。 6–10秒:从紫电剑客肩后跟拍,两人快速完成三次攻防:直刺、拨刃、反切。紫电剑客向长椅方向退两步,再蹬地反冲。镜头平滑跟随两人的横向移动。短暂上半身近景中,绯樱剑姬调整握剑和脚步,同时向前逼近;绯红剑光沿剑刃形成短弧,蓝紫电光从画面边缘掠过。 10–13秒:绯樱剑姬快速挥剑。樱花从剑锋和袖口产生,沿挥剑方向横向扩散,取代烟雾效果。吊灯受气流影响摇晃,但保持完好。樱花逐渐形成花幕,短暂遮满镜头并自然衔接切镜。 13–16秒:沿相同运动方向接回。紫电剑客从长椅侧穿过樱花冲向中央,绯樱剑姬从石阶处转身迎击。镜头拉远,展示教堂、两人的站位和樱花轨迹。紫电剑客借中央石地跃起,剑刃拖出一道蓝紫长光。镜头低角度跟随她上升,再展示她从彩窗冷光中下降;绯樱剑姬锁定她并后撤半步。 16–18秒:蓝灰色花雾与樱花短暂遮挡画面。紫电剑客从上方下降,绯樱剑姬从右侧花幕中冲出。两把剑分别从画面左上和右下进入,镜头快速推向中央碰撞点。 18–20秒:两人沿地面同时冲刺,在彩窗下正面碰撞。剑刃清晰、坚实地相击。蓝紫电光与绯红剑光只在接触点融合;冲击波沿石地扩散,将樱花和火星吹向两侧,吊灯在上方继续安全摇晃。爆发效果明亮,但两人的身体、剑和受力方向都保持清晰。两人因反作用力各自滑退约一米,仍站立并将剑指向对方。结尾时樱花、石屑、衣摆和能量仍在运动;不定格、不黑屏。 声音仅包括教堂混响、石地脚步、剑风与刀剑碰撞、衣料摆动、落地冲击、石屑滑动、樱花掠过空气和短促呼吸。不要对白、音乐、字幕、游戏音效或界面元素。禁止人物复制、身份互换、服装变化、武器消失、瞬移、悬浮、长时间慢动作、回合制静止摆姿、首帧循环、纯二维画面、HUD、血液、肢解、浓烟、吊灯坠落、随机背景变化或突然黑屏。
English prompt
Create a complete 20-second, 16:9 cinematic fantasy sword duel in a realistic cathedral, rendered as polished 3D anime. Use the supplied identity reference image to define the adult female characters’ appearance, preserving their described clothing, faces, hairstyles, weapons, and left-right identities throughout. There are exactly two characters: a purple-lightning swordswoman on the left and a scarlet-cherry-blossom swordswoman on the right. Keep the cathedral layout consistent: wet stone floor, damaged pews on the left, steps and a stone balustrade on the right, massive stone columns, distant stained-glass windows, and a metal chandelier overhead. Keep all movement within three areas: left pews, right steps, and the open floor beneath the central stained glass. Use controlled cinematic cuts only on blade impacts, footfalls, stone chips crossing the lens, blossoms fully covering the lens, and the final collision. Preserve positions, movement direction, sword orientation, lighting, and momentum across cuts. Favor medium two-shots and medium close-ups, with brief low tracking shots, lateral tracking, a balustrade low angle, an over-the-shoulder follow, and one brief overhead view. Keep the duel continuously active; avoid prolonged slow motion, speed ramps, game-like camera movement, or random transitions. 0–2 seconds: Begin with both swordswomen already within striking distance, hair, garments, and sword tips moving naturally. Briefly push in on the purple swordswoman’s face, then reveal her grip and opponent. Drop to a low foot-level view as she charges from the pew side toward the center while the scarlet swordswoman cuts in diagonally from the steps. Their blades meet at center in a clear first clash. Use only a very brief impact-time pause, about 0.18 seconds, with sparks and blue-violet and scarlet light concentrated at the contact point; immediately resume full speed as both slide back half a step. 2–6 seconds: The scarlet swordswoman follows with two slashes. The purple swordswoman deflects the first with the back of her blade, evades the second with a sidestep, then counters with a thrust. Show each attack’s preparation, approach, contact or evasion, physical reaction, footwork, and next movement. From a floor-level upward angle, the scarlet swordswoman leaps from the steps onto the balustrade and turns to slash downward. The purple swordswoman slides low from the pew side; her blade scrapes a stone column and sends chips flying in the direction of impact. The scarlet swordswoman lands at the balustrade edge; the purple swordswoman lands on the central floor and presses forward. No hovering or repeated aerial flips. 6–10 seconds: Follow over the purple swordswoman’s shoulder as the fighters exchange three quick actions: thrust, blade deflection, and counter-cut. The purple swordswoman retreats two steps toward the pews, then drives off the floor to rush back in. Track their lateral movement smoothly. In a brief upper-body close-up, the scarlet swordswoman adjusts her grip and footwork while advancing; a short arc of scarlet light forms along her blade as blue-violet light passes at the frame edge. 10–13 seconds: The scarlet swordswoman swings quickly. Cherry blossoms emerge from the blade and sleeve and spread sideways along the swing, replacing smoke. The chandelier sways in the airflow but remains intact. Blossoms build into a petal curtain that briefly fills the lens and motivates a natural concealed cut. 13–16 seconds: Continue in the same direction of motion. The purple swordswoman rushes through the blossoms from the pew side toward center as the scarlet swordswoman turns to meet her from the steps. Pull back to show the cathedral, both fighters’ positions, and the blossom trail. The purple swordswoman leaps from the central floor with a long blue-violet trail along her blade. Follow her ascent from a low angle, then show her descending against the cool stained-glass light; the scarlet swordswoman tracks her and steps back half a pace. 16–18 seconds: Blue-gray floral haze and blossoms briefly veil the view. The purple swordswoman descends from above while the scarlet swordswoman bursts through the curtain from the right. Their blades enter from the upper left and lower right as the camera pushes rapidly toward the central impact. 18–20 seconds: Both charge along the floor and clash head-on beneath the stained glass. Their blades make clear, solid contact. Blue-violet lightning and scarlet light merge only at the contact point; a shockwave spreads across the stone floor, driving blossoms and sparks to both sides while the chandelier continues to sway safely overhead. Keep the impact bright but preserve both bodies, swords, and readable force direction. The fighters slide back about one meter from the recoil, remain standing, and keep their swords aimed at each other. End with blossoms, stone chips, garments, and energy still moving; no freeze frame or blackout. Sound only: cathedral reverb, stone footsteps, sword swishes and clashes, moving fabric, landing impacts, sliding stone chips, blossoms passing through air, and brief breathing. No dialogue, music, subtitles, game sounds, or interface elements. No duplicated characters, identity swaps, costume changes, disappearing weapons, teleporting, floating, extended slow motion, static turn-based posing, first-frame looping, purely 2D imagery, HUD, blood, dismemberment, dense smoke, falling chandelier, random background changes, or sudden black screen.
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