OpenZhenZhen AI 提示词画廊 · Claude Opus 5.5 · video

Apple Liquid Glass 风格 UI 动效展示

Apple Liquid Glass Style UI Motion Showcase

用一段结构化长提示词,配合作者提供的音乐文件,一次性生成一支 Apple Liquid Glass 风格的 UI 动效展示视频。 原作需要参考素材;请自行准备图片、视频、音频、文档或代码库等输入。

Apple Liquid Glass 风格 UI 动效展示 — AI video creation
Apple Liquid Glass 风格 UI 动效展示

提示词 / Prompt

English prompt

<role> You are a senior UI motion designer and creative technologist. You build UI animations in code, frame-accurate, and render them to video yourself. </role> <inputs> Style: Apple Liquid Glass. Reference platforms: iOS 26, iPadOS 26, macOS Tahoe 26. Format: 1440x1440, 60fps, seamless loop. Song: "Digital Clouds" by Alejandro Magaña (A. M.), from Mixkit, free under the Mixkit License. If the file is not attached, ask me for it and nothing else. Tempo: about 120 BPM, 8 bars, and something happens on every beat. Measure the real tempo from the file. If it differs from 120, keep the beat map in beats and derive every time from the measured grid. Palette: light mode system materials. - Labels: #1D1D1F. Secondary labels: #6E6E73. Opaque surfaces: white. - One accent, #0A84FF, used only for on, active and selected states. - The Dynamic Island is the only pure-black element. Canvas: a macOS Tahoe style wallpaper. - Large, soft color fields: deep blue #1B3A8C, teal #2BB3B1, violet #7B5CFF, and a warm peach highlight #FFB38A. - Slow parallax drift: 12px per bar at most. - Saturated enough that the glass visibly refracts it, calm enough to sit behind text. Font: SF Pro Display for 20px and above, SF Pro Text below 20px, if installed locally. Otherwise use Inter from Fontsource: 600 for titles, 500 for labels, 400 for body. Use -1% tracking at display sizes and tabular numbers for any number that changes. Icons: one SF Symbols-like set drawn as SVG, medium weight matched to the adjacent text, one consistent optical size per state. Symbols needed: play, pause, speaker with 3 waves, house, heart, chart bars, person, magnifier, note, checkmark. Pointer: an iPadOS adaptive pointer. - A 22px translucent gray circle (#8E8E93 at 45%). - It snaps (magnetism) into any control it hovers and becomes that control's highlight shape. - It becomes an I-beam in text fields. - It shrinks 10% on press. </inputs> <direction> Apple keynote and WWDC Liquid Glass session-level UI motion. One element, never cut. Every state is the same element morphing its size, corner radius, material and color, while its content swaps with a short blur. The pointer drives every change with real clicks, holds and drags. Material: - Liquid Glass is a lens, not frosted plastic. It refracts the wallpaper, and the bending is strongest at the rim. - Light frosting and a 10–16% white tint. - A 1px specular rim lit from the top-left, with a fainter counter-highlight bottom-right. The highlight shifts as the element moves. - A soft contact shadow: 0 10 30 at 12% black. - Glass never sits on glass. Content on glass uses vibrant or solid fills. - Corners are concentric: inner radius = outer radius − padding. - When glass shapes split or merge, they join like droplets (smooth union), never crossfade. Motion language: - Apple-like springs everywhere: - Morphs: response 0.45, damping 0.86. - Presses: response 0.25, damping 0.72. - Pointer snap: response 0.3, damping 0.9. - Overshoot is at most 3%. - On press, glass lifts and swells (scale 1.06–1.12, brighter rim). It never shrinks. - A toggle knob on hold turns into a clear, enlarged glass lens that stretches in its direction of travel. - The tab bar selection is a glass droplet that magnifies the icons under it while dragged. - Sliders thicken when grabbed and rubber-band past their limits. Camera: - Each state fills about 60% of the frame, and the wallpaper is always visible around the glass. - Camera moves use response 0.6, damping 1.0. - The wallpaper scales at 70% of the camera zoom for depth. The last frame is the first frame, pointer position and velocity included. Banned: bouncy or elastic easing, overshoot over 3%, particle bursts, neon glows, colored gradients on UI chrome (the glass specular rim is the only gradient), heavy drop shadows, glass on glass, mismatched corner radii, mismatched icon weights, emoji, crossfades between states, dead time longer than half a beat, anything that looks like a template or a Dribbble clone. </direction> <structure> 120 BPM, 8 bars, 32 beats. Beat map, one line per beat: 1. A glass capsule button "Continue" floats on the wallpaper. The pointer glides in. 2. The pointer snaps into the button and becomes its highlight. 3. Click: the glass lifts and swells, the rim brightens. 4. The capsule contracts into a circle and becomes a spinning activity ring. 5. The ring completes, filling in accent. 6. It morphs into a checkmark that draws itself. 7. The circle stretches into a black Dynamic Island, compact: album art on the left, a live waveform on the right. 8. Click: the island expands into Now Playing ("Digital Clouds", "A. M.", progress 0:42 / 1:41). 9. Click play: the play icon morphs into pause, with a path morph rather than a swap. 10. Grab the progress bar: it thickens, and the time labels shift out of the way. 11. Scrub forward with direct manipulation. The time counts in tabular numbers. 12. Release: the bar springs thin, and playback continues from the new position. 13. The island dissolves into a glass volume slider with a speaker icon. 14. Drag up: the fill follows the pointer, and the speaker waves appear one by one. 15. Drag past max: the whole slider rubber-bands and stretches, leading edge first. 16. Release: it springs back to its length at 100%. 17. The slider morphs into a toggle (track plus knob), off. Its label is "Focus". 18. Hold: the knob turns into a clear, enlarged glass lens that shows the track through it. 19. Flip on the beat: the lens stretches in its travel direction, and the track fills with accent. 20. The knob detaches as a droplet and becomes the selection lens of a floating glass tab bar with 4 tabs: Home, Health, Activity, Profile. 21. Drag the lens across the tabs. The leading edge stretches ahead of the trailing edge, and the icons magnify under the lens. 22. The lens settles on "Activity", and its icon turns accent. 23. The tab bar grows upward into a glass widget card titled "Activity", with concentric radii. 24. A 7-day bar chart (M T W T F S S) rises in a left-to-right stagger. 25. Hover Thursday: a glass tooltip bubble shows "8,412 steps", anchored to the bar. 26. Hover Friday: the tooltip slides over and counts to "11,036 steps". 27. ⌘Space: the card collapses into a Tahoe Spotlight bar with a magnifier icon. 28. Type "ne": the results list filters (New Note, Network, News), and rows spring in and out. 29. Type "w": "New Note" rises to the top as a selected accent row. 30. Enter: the row presses and lifts. 31. The Spotlight bar drops into a glass notification banner from the top: a Notes icon, "Note created", "now". 32. The banner contracts back into the "Continue" capsule. The pointer returns to its frame-1 position and velocity. </structure> <build> 1. One HTML file at 1440x1440. Everything is computed from time inside seek(t): no CSS transitions, no timers, no state carried between frames. 2. Springs are closed-form damped step responses with Apple parameters: ω = 2π/response, ζ = dampingFraction. - A value that is retargeted many times is the sum of one spring per retarget, so it stays a pure function of time. - Releases start from the current value and the current velocity. 3. Asymmetric edges: the tab lens, the toggle knob and the slider stretch each have their leading edge on response 0.28 and their trailing edge on response 0.42. 4. Drags are direct manipulation. - While held, the value is a function of pointer position, with rubber-banding past limits: offset = limit + (1 − 1/(x·0.55/d + 1))·d. - On release it springs back from wherever it was. 5. Glass is rendered in a WebGL2 pass, not with CSS backdrop-filter: - The wallpaper is drawn to a texture with a precomputed blurred mip chain. - Every glass shape is a rounded-rect SDF. Merging and splitting use smooth-min with k = 24px. - Refraction offsets the sample along the SDF gradient. The offset is strongest within 14px of the edge and scaled by lens thickness. - Frost is a mip-level bias. - Chromatic aberration is at most 1px, at the rim only. - The specular rim comes from the SDF normal against a top-left light. - The Dynamic Island is an opaque SDF in the same pass. - Text, icons, charts and the pointer are crisp SVG/DOM layers above the canvas, under the same camera matrix. 6. Content swaps inside a morphing container: - Exit takes 120ms: blur 6px, scale 0.96, fade. - Enter starts 60ms later with its own spring. - Exit and enter text never overlap. 7. Audio: - Analyze the song with numpy (onset envelope plus autocorrelation) for the beat grid, and start on a measured downbeat. - Synthesize Apple-subtle UI sounds with numpy: soft taps for clicks, ticks for scrub detents, a low detent at max volume, a keyboard click per typed letter, and a gentle two-note chime for the notification. - Place each sound on its measured peak, mixed about 18dB under the track. 8. Render with Playwright at 1440x1440 with 4 subframes per frame (240fps). - Blend to 60fps with ffmpeg: tmix=frames=4, select='not(mod(n\,4))', setpts=N/60/TB. - Encode H.264 yuv420p, crf 16, with AAC 192k and faststart. 9. Before the full render, render one still per beat (32) as a contact sheet. Fix anything off the grid, cramped, illegible over the wallpaper, or with non-concentric radii. </build> <gotchas> - The glass and the DOM layers must share one camera matrix per frame, or the content drifts off its glass. - Glass over a bright wallpaper patch kills legibility. Add an adaptive dim under the text based on sampled wallpaper luminance, rather than a heavier tint. - The Dynamic Island is never glass. - Icons crossing a morph keep their optical size. Scale the container, not the glyphs. - The tooltip stays anchored to its bar through the camera move, not to the screen. - Typed characters in Spotlight enter with the pointer's I-beam; the caret blinks on half-beats. - Never put will-change on anything the camera scales, or text renders blurry. - Make the last frame identical to the first, pointer included, or the loop stutters. </gotchas> <start> If the song file is missing, ask for it. Then measure the BPM and the downbeat, and show me the beat map as a table (beat, time, state, pointer action, sound), snapped to the measured grid, before writing any code. Wait for my OK. </start>

主题与风格

探索更多图片和视频提示词 · 生成图片 · 生成视频 · 在 AI 画布中创作

  • 现实街景的奇幻 AR 世界编辑

    制作一段15秒、16:9的真人电影感镜头:白天,从人行道以稳定广角视角拍摄宽阔的城市十字路口。画面包含地砖、人行横道、交通信号灯、中层建筑、树木、道路标线,以及前景中握着电脑鼠标的成年手。0–3.5秒:保持真实路口和镜头对齐,道路上形成半透明AR编辑网格与圆形启动特效。3.5–6.5秒:AR编辑逐步将路口变成柔和粉彩的奇幻世界,出现圆润可爱的建筑、漂浮物体、巨大的眼球状装饰、发光传送门、蘑菇、花朵、草地和柔和魔法光;所有虚拟元素都锁定原有透视,并具有可信的遮挡、接触和阴影。6.5–10秒:停留在完整奇幻环境中,显示半透明悬浮编辑菜单,清晰可读的选项包括“Refresh”“Convert Sty

  • 农家院飞蛋喜剧

    制作一段15秒、9:16竖屏的真人喜剧视频,场景设在质朴的农家院落。使用所提供的身份参考图来确定成年女性角色的外貌;全程保持她穿着白色丝质吊带裙不变。0–3秒:她懒洋洋地躺在竹制躺椅上,张着嘴。3–6秒:一只母鸡扑扇翅膀飞起,稳稳落在她头顶上方的竹竿上。6–9秒:母鸡下蛋,鸡蛋垂直落下,精准落入女子张开的嘴里。9–12秒:面部特写,她嘴里含着鸡蛋,双眼睁大,呈现滑稽震惊。12–15秒:她取出鸡蛋放在掌心,困惑又难以置信地盯着它。使用明亮自然光、清晰易懂的动作、轻快有节奏的器乐音乐、翅膀扑扇声和鸡蛋下落音效,并在结尾加入夸张的喜剧撞击声。不要对白、旁白或字幕。保持人物和母鸡的真实解剖结构,不要添

  • 冰湖救援

    20秒写实4K超高清生存短片,16:9,24fps,实拍救援纪录片风格。场景为加拿大冰冻湖面,背景有积雪森林、冰钓棚和停放的皮卡。成年父亲穿厚冬衣,10岁儿子穿完整的红色冬季外套,带着小木制雪橇穿过湖面,男孩跑在前面。0–3秒:裂缝在雪下迅速蔓延,男孩从薄冰处掉入齐腰深的冰水。3–6秒:父亲立即伏低身体匍匐靠近,附近成年渔民从卡车取出绳索。6–10秒:男孩在破冰边缘抓住冰面,水花四溅;渔民把绳索固定在卡车上并抛给父亲,裂缝继续扩展。10–14秒:父亲抵达男孩身边托住他的胸口,把绳索穿到他腋下。14–17秒:父亲和渔民一起拉绳,男孩滑上坚实冰面,身后的冰块不断碎裂。17–19秒:父亲用自己的外套

  • 暮光公园的白狮之友

    制作一段15秒、竖屏9:16的电影感写实视频,采用柔和阴影与带有魔幻情绪的灯光。女性角色的外貌必须参考所提供的身份参考图,并保持她的棕色夹克和整体服装不变。0–4秒:黄昏时分,女子沿着两旁有温暖街灯和高大树木的宁静公园小路朝镜头走来。4–7.5秒:她来到一张木质长椅旁,那里安静坐着一头巨大、威严、白色鬃毛微微发光的狮子,她温柔地靠近。7.5–12秒:亲密特写中,她缓慢抚摸狮子的鬃毛和脸部;温顺的狮子亲昵地用脸蹭她的脸颊。12–15秒:夜晚,在温暖的路灯下,女子与白狮一起安静躺在草地上,传达信任与温柔的魔幻羁绊。保持解剖结构一致、动作自然、电影级景深和真实细腻的毛发质感。

  • 断桥直升机救援

    制作一个严格15秒、16:9的写实电影级好莱坞动作片段。使用所提供的身份参考图,仅保留成年女性的准确脸部、身份、发型、肤色和身材比例;全程保持她穿着合身黑色战术夹克、深色工装裤和黑色靴子。暴雨夕阳下,一座横跨海岸峡谷的巨大悬索桥上,一架军用运输直升机在湿滑桥面横向打滑,起落架摩擦路面迸出火花,尾部撞上靠近断裂边缘的混凝土护栏。女性冲入画面抓住粗大的货运缆绳,将其绕在钢制桥梁支撑上,稳住双脚,把被困在敞开舱门的成年飞行员拖到混凝土隔离墩后。缆绳绷紧时直升机再次移动,机下路面塌陷,巨大混凝土板坠入雾气,飞机悬在峡谷上方。女性拖着飞行员撤离,跑到维护卡车旁的重型应急绞盘处,将缆绳锁入绞盘并用双手压下

  • 巧克力蝙蝠饼干起飞

    制作一段15秒、16:9的连续真人实拍风格美食特写。撒有面粉的木板上铺着一大片深色巧克力饼干面团,蝙蝠形金属模具压在面团中。模具抬起,露出仍留在面团上的蝙蝠形面团。短暂停顿后,蝙蝠形面团轻轻脱离木板并升起,拍动翅膀向上飞出画面,在面团上留下清晰的蝙蝠形缺口。镜头保持稳定,采用温暖自然的厨房光线,呈现真实的巧克力质感和流畅可信的动作。画面中不要出现人物、文字或其他物品。