Seedance 2.5
男人穿西裝在夜晚的摩天大樓裡與兩名保安打架
提示詞
生成一部 30 秒、16:9、24fps 的短片,內容聚焦於夜晚現代豪華玻璃鋼鐵摩天大樓中庭內的高強度武術動作。高預算院線級半寫實真人影片風格。不要字幕、不要 UI、不要標誌、不要旁白、不要背景音樂——只保留厚重的玻璃碎裂聲、鞋子在拋光磁磚上猛烈摩擦的吱聲、金屬警棍打擊聲、穿過破窗呼嘯而入的風聲、受擊時的悶哼,以及快速揮動空氣的鞭響。 【視覺風格與角色】 主角:穿著合身黑色西裝的流亡高階主管(外套未扣、領帶鬆開),揮舞一根可伸縮鋼製戰鬥警棍。超敏捷、殘酷、擅長即興武術。 執法人員:兩名外觀明顯不同、穿著白/灰色高科技防震護甲的戰術保全人員。 執法人員 A:使用一根長型鎮暴電擊矛;動作沉重、保持距離,施展強力刺擊與橫掃。 執法人員 B:使用兩根短型電擊警棍;超高速近身戰鬥者,持續從低角度側翼切入。 規則:絕對不要讓執法人員 A 與 B 的動作或武器特徵同質化。 【核心動作】 不間斷的室內 2 對 1 閃避戰。零停頓、零戰前對話或擺姿勢。高速武術、戰術跑酷與動態空間機動,每 0.2–0.6 秒改變一次節奏。 【環境】 多層企業中庭,設有拋光花崗岩地板、玻璃欄杆步道、室內水景、大型俐落展示面板,以及懸吊式幾何燈具。受到撞擊時水花從水池中爆裂而起;玻璃面板碎裂成安全玻璃珠。 【攝影機運動】 貼近戰鬥者的親密、動態手持追拍攝影機。低角度跟拍、橫越玻璃隔間的快速甩鏡、進行擒拿時的緊密環繞轉動、身體撞上牆面或地板時劇烈晃動攝影機,以及動態焦點轉移。 【一次性速度變化】 0–2 秒時僅出現一次擦身未中的速度變化:執法人員 A 的電擊矛刺擊距離主角下巴不到一英寸,觸發 0.10 秒的微型慢動作,突顯藍色電弧、飛散的汗珠與銳利眼神,之後猛然恢復全速。 【時間軸與編舞】 0–6 秒:電擊矛突刺(觸發微型速度變化);執法人員 B 立即從後方發動攻擊。主角最大幅度向後仰,沿著濕滑花崗岩地板低位滑行,以地面支撐旋轉踢擊 B 的膝蓋,接著偏轉 A 向下砸落的長矛。 6–12 秒:主角從中庭柱子反彈,踩上電擊矛的矛桿,躍入半空旋轉,在翻轉途中擊裂 B 的頭盔。落地後以側手翻越過室內花槽,並從低位滑行中掃倒 A 的雙腿。 12–18 秒:被逼至玻璃欄杆前。攝影機沿著緊密弧線快速繞行。主角低頭閃過雙重攻擊,利用 B 手臂的動量將 B 擲向 A,接著以鋼製警棍施展旋轉反手拳,擊裂他們身後的玻璃欄杆。 18–24 秒:超高速連續動作:低頭閃過長矛橫掃 → 以棍柄撞擊矛桿 → 垂直踏牆反彈 → 半空扭身擊打 → 穿過水景飛濺滑行 → 以低角度攻擊護甲關節。 24–30 秒:高潮收尾。主角沿著兩人之間的直線突破:低位旋轉攻擊將執法人員 B 撞穿從地板延伸至天花板的玻璃面板,墜落至下層平台。主角立即轉身,施展 360° 旋轉跳躍下劈,將執法人員 A 重重砸上大理石展示桌,使桌子裂成兩半。最後 0.5 秒:主角胸口劇烈起伏,放低警棍站立;快速推軌靠近臉部,硬切。 【負面】 回合制戰鬥、擺姿勢、長時間停頓、奇幻魔法能量、UI、文字、浮水印、灰色攝影棚燈光、完全相同的敵人模型、多餘手臂、武器變形、前 2 秒之後的慢動作。 範例 3:真實世界場景(躲避老師/夕陽下的都市校園屋頂) 提示詞: 生成一部 30 秒、16:9、24fps 的短片,內容聚焦於夕陽下廣闊高中屋頂建築群中的高速跑酷動作。高預算院線級電影感。不要字幕、不要 UI、不要標誌、不要旁白、不要背景音樂——只保留運動鞋在碎石上猛烈滑行的聲音、鐵絲網圍欄震動聲、呼嘯風聲、強烈的空氣鞭響、身體重重撞上鋼製 HVAC 管道的聲音,以及尖銳的戰鬥呼吸聲。 【視覺風格與角色】 主角:穿著深色訂製校服的叛逆學生(袖子捲起、紅色內襯),揮舞一把沉重的木製劍道木刀。敏捷、反應極快、擅長特技動作。 紀律執法人員:兩名外觀明顯不同、穿著白/海軍藍制服的學生會執法人員。 執法人員 A:使用一把長型竹製薙刀;控制垂直距離,施展高角度橫掃、向下劈砍與長距離突刺。 執法人員 B:使用一對短型木製雙節棍;快速近身防禦、從盲點擒抱、低角度攻擊。 規則:在整個段落中,讓執法人員 A 與 B 在視覺和動作機制上保持明顯差異。 【核心動作】 真正連續的屋頂 2 對 1 追逐戰。持續移動、零停頓、零保持姿勢。融合跑酷的武器戰鬥,每 0.3 秒改變方向、高度與接觸表面。 【環境】 工業風校園屋頂:碎石區、金屬空調機組、染有鏽跡的混凝土邊緣、高聳的鐵絲網圍欄、太陽能板,以及深橘/紫色夕陽下的太陽熱氣流。碎石成雲般揚起;金屬通風口在重擊下凹陷。 【攝影機運動】 狂野、充滿動能的追蹤攝影機。沿著碎石以貼近地面的低位追拍,快速甩鏡穿越屋頂間隙,荷蘭角度,利用通風豎井進行前景遮擋,每次撞擊時攝影機都產生反作用晃動。 【一次性速度變化】 0–2 秒時僅出現一次擦身未中的速度變化:執法人員 A 的薙刀刀刃在距離主角鼻尖幾毫米處揮過,觸發 0.15 秒的慢動作,強調漂浮的塵埃、木頭紋理與橘色陽光閃光,接著全速進入動作。 【時間軸與編舞】 0–6 秒:薙刀橫掃擦過臉部(觸發微型速度變化);執法人員 B 從 HVAC 機組後方衝出。主角以低位胸口滑行穿過碎石,單手在地面旋轉以反擊 B 的雙節棍攻擊,並擋住 A 向下砸落的薙刀。 6–12 秒:主角沿著高聳混凝土電梯井牆面跑動,踩著執法人員 A 的薙刀長柄躍起,施展半空旋轉斬擊,偏轉 B 的雙節棍。翻滾越過通風口落地,以木刀掃向 A 的腳踝。 12–18 秒:在屋頂邊緣的鐵絲網圍欄旁被逼入角落。攝影機動態拉軌後退並甩鏡。主角低身滑過兩名執法人員之間,以旋轉轉身將 B 絆倒撞向圍欄(使圍欄劇烈震動),接著擊打 A 的手腕,解除其低位橫掃攻擊的武裝。 18–24 秒:超高速跑酷戰鬥連鎖:躍過太陽能板 → 以後空翻反擊 B → 從水塔框架上踏牆反彈 → 半空扭身擊打 → 低位滑行穿過薙刀弧線 → 向上突刺木刀。 24–30 秒:高潮。主角突破包圍:360° 完整旋轉斬擊使執法人員 B 失去平衡,將 B 撞上柔性太陽能板陣列(擊碎玻璃電池片)。主角立即轉身,跨越 HVAC 管道進行奔跑跳躍攻擊,以沉重的木刀向下猛擊執法人員 A,將 A 逼至單膝跪地。最後 0.5 秒:主角站在管道邊緣,背對橘色夕陽,放低木刀;快速推軌靠近雙眼,硬切。 【負面】 擺姿勢、回合制戰鬥、開場後的慢動作段落、雷射/魔法效果、字幕、標誌、UI、灰色背景、複製角色、多餘肢體、不合理的漂浮。
Generate a 30-second, 16:9, 24fps short film dedicated to high-octane martial-arts action inside a modern, luxury glass-and-steel skyscraper atrium at night. High-budget theatrical semi-realistic live-action style. No subtitles, no UI, no logos, no voiceover, no background music—retain only heavy glass shattering, shoes squeaking violently on polished tile, metallic baton strikes, wind roaring through broken windows, impact grunts, and fast air-whip sounds. 【Visual Style & Characters】 Protagonist: Rogue executive in a fitted black suit (jacket unbuttoned, tie loose) wielding a single retractable steel combat baton. Hyper-agile, brutal, improvised martial artist. Enforcers: Two distinct tactical security operatives in white/grey high-tech shock armor. Enforcer A: Wields a long riot control stun-pike; heavy, keeping distance, powerful thrusts and sweeping strikes. Enforcer B: Wields dual short shock-batons; ultra-fast close-quarters combatant, constant low-angle flanker. Rule: Never homogenize movements or weapon traits between Enforcer A and B. 【Core Action】 Relentless 2-vs-1 indoor evasion battle. Zero downtime, zero pre-fight dialogue or posing. High-speed martial arts, tactical parkour, and dynamic spatial maneuvers with tempo changes every 0.2–0.6 seconds. 【Environment】 Multi-level corporate atrium with polished granite floors, glass-railed walkways, indoor water features, large sleek display panels, and suspended geometric light fixtures. Water explodes from pools on impact; glass panels shatter into safety beads. 【Camera Work】 Intimate, dynamic handheld pursuit camera close to the fighters. Low-angle tracking shots, whip pans across glass partitions, tight orbital turns during locks, heavy camera shake when bodies hit walls or floors, dynamic focus shifts. 【One-Time Speed Ramp】 Single near-miss speed ramp at 0–2s: Enforcer A’s stun-pike thrust misses the protagonist’s chin by a fraction of an inch, triggering a 0.10-second micro-slowdown highlighting blue electrical arcs, flying sweat droplets, and intense eyes before blowing back into full speed. 【Timeline & Choreography】 0–6s: Stun-pike lunges (triggering the micro speed ramp); Enforcer B instantly attacks from behind. Protagonist max-tilts backward, slides low along the wet granite floor, performs a ground-supported spin to strike B’s knee, then deflects A’s downward pike smash. 6–12s: Protagonist rebounds off an atrium pillar, steps on the stun-pike shaft to vault into a mid-air rotation, cracking B’s helmet mid-flip. Lands into a cartwheel over an indoor planter box and sweeps A’s legs from a low-slide. 12–18s: Trapped against a glass balustrade. Camera whips around in a tight arc. Protagonist duck-swings under double attacks, uses B’s arm momentum to throw B into A, then delivers a spinning back-fist with the steel baton, cracking a glass railing behind them. 18–24s: Hyper-speed continuous chain: duck pike sweep → hilt check to pike shaft → vertical wall-step rebound → mid-air twist strike → slide through water feature splash → low-angle strike to armor joints. 24–30s: Climax finish. Protagonist drives a straight path between them: a low-spin strike sends Enforcer B crashing through a floor-to-ceiling glass panel, falling onto the lower level deck. Protagonist turns instantly, executes a 360° spinning jumping overhead strike that drives Enforcer A onto a marble display desk, cracking it in half. Final 0.5s: protagonist stands chest heaving, baton lowered, quick dolly-in to face, hard cut. 【Negative】 Turn-based combat, posing, long pauses, fantasy magic energy, UI, text, watermarks, gray studio lighting, identical enemy models, extra arms, weapon warping, slow motion after the first 2 seconds. Example 3: Real-World Location (Avoiding the Teacher / Urban School Rooftop at Sunset) Prompt: Generate a 30-second, 16:9, 24fps short film dedicated to fast-paced parkour action set on a sprawling high-school roof complex at sunset. High-budget theatrical cinematic look. No subtitles, no UI, no logos, no voiceover, no background music—retain only heavy sneaker skids on gravel, chain-link fence rattling, wind howling, heavy air-whips, hard body impacts on steel HVAC ducts, and sharp combat breathing. 【Visual Style & Characters】 Protagonist: Rebellious student in a dark customized school uniform (sleeves rolled, red inner lining) wielding a single heavy wooden kendo bokken. Nimble, hyper-reactive, acrobatic. Discipline Officers: Two distinct white-and-navy uniformed student council enforcers. Officer A: Wields a long bamboo naginata; vertical range control, high-angle sweeps, overhead strikes, long thrusts. Officer B: Wields paired short wooden tonfas; rapid close-quarters defense, blind-spot tackles, low-angle strikes. Rule: Keep Officer A and B visually and mechanically distinct throughout the entire sequence. 【Core Action】 True 2-vs-1 continuous roof-chase fight sequence. Constant motion, zero pauses, zero posture holding. Parkour-infused weapon combat changing direction, height, and surface every 0.3 seconds. 【Environment】 Industrial school rooftop: gravel beds, metal air-conditioning units, rust-stained concrete ledges, high chain-link fences, solar panels, and solar-heat haze under a deep orange/purple sunset. Gravel kicks up in clouds; metal vents dent under heavy hits. 【Camera Work】 Wild, kinetic tracking camera. Low worm-level chases along the gravel, rapid whip-pans across rooftop gaps, Dutch angles, foreground occlusions behind ventilation shafts, camera recoil on every impact. 【One-Time Speed Ramp】 Single near-miss speed ramp at 0–2s: Officer A’s naginata blade swings within millimeters of the protagonist’s nose, triggering a 0.15-second slowdown emphasizing floating dust particles, wood grain, and orange sunlight glinting before launching into full-speed action. 【Timeline & Choreography】 0–6s: Naginata sweep grazes face (triggering the micro speed ramp); Officer B rushes from behind an HVAC unit. Protagonist drops into a low chest-slide across gravel, executes a one-hand ground spin to counter B’s tonfa strike, and blocks A’s downward naginata slam. 6–12s: Protagonist wall-runs along a tall concrete elevator shaft, vaulting off Officer A’s naginata pole to perform a mid-air rotation cut that deflects B’s tonfas. Lands into a roll over an air vent, sweeping bokken at A's ankles. 12–18s: Cornered near the roof edge chain-link fence. Camera dynamic dolly-out + whip-pan. Protagonist duck-slides between both officers, uses a spin-turn to trip B into the fence (causing it to rattle violently), and strikes A’s wrists to disarm a low sweep. 18–24s: Hyper-speed parkour combat chain: vault over solar panel → backflip counter against B → wall-rebound off water tower frame → mid-air twist strike → low slide under naginata arc → upward bokken thrust. 24–30s: Climax. Protagonist splits the encirclement: a full 360° spin cleave knocks Officer B off-balance, launching B onto a soft solar panel array (shattering glass cells). Protagonist pivots instantly, launches a running leap-strike over an HVAC duct, bringing a heavy overhead bokken hit down on Officer A, driving A to one knee. Final 0.5s: protagonist stands on the duct edge against the orange sunset, bokken lowered, quick dolly-in to eyes, hard cut. 【Negative】 Posing, turn-based fighting, slow-motion sequences after the opening, laser/magic effects, subtitles, logos, UI, gray backdrop, cloned characters, extra limbs, unrealistic floating.
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