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Seedance 2.0

One rally of 2-on-2 women's beach volleyball on white sand: a jump serve, receive, set, spike and a failed diving dig

Prompt

[Basic Specifications] 1:1 square, 15 seconds, live-action, no reference images. A 2-on-2 women's beach volleyball match on a sunny white sandy beach. One rally depicting an opponent's jump serve, the protagonist team's receive, toss, spike, and the opponent's failed diving receive. High-quality live-action sports movie style. The entire video should maintain a fast, real-time competitive tempo, avoiding waiting, resetting, long run-ups, long hang time, or unnecessary lingering. Each cut should begin with the action already in progress.

[Characters] Four young adult female athletes of diverse backgrounds. Healthy, toned athletic builds, natural and attractive features, realistic skin and hair. Avoid identical faces, identical hairstyles, or inorganic CG faces. The protagonist team wears solid cobalt blue and white uniforms. The protagonist attacker is a tall Black woman with dark brown skin and thin braids tied high. The protagonist setter is a petite white woman with light blonde hair in a low single braid. The opposing team wears solid coral red and black uniforms. The jump server is a tan-skinned brunette woman with a ponytail. The receiver who dives at the end is a fair-skinned redhead with a long single braid. Maintain the appearance, outfits, and roles of the four women throughout.

[Court Coordinates] The protagonist team is on the near side of the screen, the opposing team is on the far side. The net crosses the center horizontally. The opposing server serves from behind the far court's end line, and the ball flies from the far side to the near side. The receive and toss occur in the near court, the spike goes from near to far, and the final dive is in the far court. Do not reverse this spatial relationship.

[Camera Principles] Use a bold high-angle overhead shot only at the beginning, showing the entire court and both end lines. Afterward, use stable diagonal wide and medium-distance compositions as the standard. The camera must not cross the 180-degree line or move to the other side of the net. Extreme wide-angle, fisheye, ball-perspective, camera flying with the ball, rapid push-ins, close-ups of soles, or giant balls are prohibited. Do not film the sun itself; use soft backlighting only during the attack.

[Time Structure] 0.0–0.8s: Bold high-angle overhead shot, nearly vertical. Clearly show the entire court, both end lines, the center net, the two protagonists on the near side, and the two opponents on the far side simultaneously. The brunette player behind the far end line is already in the middle of her jump serve run-up in the first frame. No static situation explanation.

0.8–2.8s: Hard cut to a stable, high diagonal wide shot. The server's ball toss is already up; show the run-up, takeoff, jump, and hit in one go. Show all actions at a fast, normal speed; do not slow down at the point of impact. The camera maintains the correct serve position and the player's full body; the ball flies from far to near at high speed after being hit.

2.8–5.2s: Stable diagonal wide shot overlooking the near court. At the start of the cut, the ball is already approaching the near court, and the Black attacker is moving into position to receive. She performs a low, accurate receive immediately, and the blonde setter enters under the ball without waiting to set a high toss. Show the receiving player, the setter, and the ball in the same frame. Normal speed throughout.

5.2–8.0s: Medium-distance wide shot from the near court side. The Black attacker does not start from a standstill but appears during the final 2–3 steps of her run-up toward the net. The blonde setter remains in the back. Show the attacker's full body, the net, and the tossed ball simultaneously, with only a short, smooth lateral tracking movement. Normal speed.

8.0–10.4s: Hard cut to a lower medium-distance shot on the same camera axis. The Black attacker takes off, jumps, and spikes sharply into the far court. Do not show the sun; soft backlighting outlines her hair and body. Show the spike at a fast, normal speed typical of actual competition. The ball must fly from near to far.

10.4–15.0s: Stable medium-distance shot from the same near-side camera axis, capturing the far court with a slight telephoto effect. At the start of the cut, the redhead receiver is already running to the landing spot, lowering her body and diving while extending one arm forward. Do not use extreme hand close-ups; maintain the player's upper body, extended arm, open hand, the single ball, and the sand surface in the same frame. The hand reaching for the ball must maintain the same shape from the moment it is first seen until the end; never clench it, keep the palm facing the sand, and keep the five fingers naturally straight and slightly spread. Do not use a fist, a grasping hand, curled fingers, a punching shape, or a receive posture with forearms together. Most of the dive is at normal speed. Only the final 0.4–0.6 seconds, where the open fingertips are about to reach the ball but miss, are in slow motion. The ball does not stop but falls diagonally downward, passing a few centimeters in front of the open fingertips. It touches none of the palm, fingers, fist, or arm, and touches the sand only once. The video ends immediately the moment the ball touches the sand; do not include bounces after landing, long sand clouds, post-point celebrations, victory poses, or standing up.

[Speed Design] The entire video has a fast, real-time competitive tempo. Slow motion is used only for the final 0.4–0.6 seconds where the open fingertips miss the ball. The jump serve, receive, toss, run-up, spike, ball descent, and start of the dive are all at normal speed. Do not include waiting or long setups in any cut; do not make the entire video slow-motion.

[Consistency] There are always 2 players vs 2 players, and always 1 ball. Avoid character multiplication, disappearance, fusion, role swapping, changes in faces or hairstyles, extra limbs, long hang time, ball duplication, enlargement, shrinking, stopping, or teleportation. The server must always be behind the far court's end line. Receives and tosses occur in the near court, spikes go from near to far, and the final dive occurs in the far court. In the final shot, maintain the redhead receiver's upper body, one arm, open hand, the single ball, and the sand surface in the same frame.

[Prohibitions] No real-world brands, corporate logos, sponsor ads, billboards, broadcast logos, score displays, watermarks, subtitles, readable text, team names, jersey numbers, or recreations of real players. Uniforms, balls, nets, poles, and equipment must be solid-colored and unbranded. The ball must not contain text, logos, symbols, or brand-like patterns. Fisheye distortion, cameras across the net, front-to-back reversal, full-length slow motion, ball duplication, extreme hand-only close-ups, clenched fists, grasping motions, bent fingers, or celebrations by the losing side are prohibited.
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Model
Seedance 2.0
Format
1/1
Author
@ai_lifehack55
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