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Trận chiến quýt trong dark fantasy

Dark Fantasy Mandarin Battle Prompt

Trận chiến quýt trong dark fantasy — khám phá tác phẩm được tạo bằng SEEDANCE2.5 trên OpenZhenZhen, kèm prompt gốc và ví dụ tạo nội dung để tham khảo.

Trận chiến quýt trong dark fantasy — AI video creation
Trận chiến quýt trong dark fantasy

Prompt

Prompt tiếng Anh

CHARACTER A is 'Ember Warden': Original, clearly defined adult male humanoid warrior, lean athletic build, charcoal-black obsidian-textured face, narrow amber-orange glowing eyes, short backward-swept black spines forming a crown-like silhouette; wears form-fitting asymmetrical charcoal-black armor, dark layered fabric, reinforced combat boots, torn shoulder edges, and a vivid crimson mantle securely attached to the upper back. Hands, forearms, and sternum only show controlled red-orange ember glow during attacks; mouth structure remains stable, capable of silent forceful roars. Body proportions, facial features, armor, cloak length, and glowing positions remain constant throughout. CHARACTER B is 'Dune Wraith': Original, clearly defined adult supernatural giant, approximately twice CHARACTER A's height, broad heavy build, original eroded bone-stone mask and deep-space eye sockets, large weathered hood, gray-black layered long robe, rope-like tattered fabric, slender clawed hands, and a body partially composed of compacted black sand. Always carries the same long dark polearm with an original wide crescent blade; length, blade orientation, and dual-hand grip relationship must remain stable. It can disintegrate and reconstitute from black sand but remains singular throughout, never duplicated. The two characters are completely independent, with clear identities, silhouettes, limbs, and weapon relationships at all times, never merged, face-swapped, shared limbs, multiple hands, multiple heads, or floating weapons. Style: Native 16:9, precise 30.00 seconds, 30fps, stylized-photoreal 3D CGI dark-fantasy, premium AAA game-cinematic rendering, anime-influenced superhuman action rhythm but not anime line art, cel shading, 2.5D, or live-action. Environment: Open pale-gold dunes, cream-amber haze sky, no buildings, plants, or spectators. Warm low-angle backlit rim lighting, warm brown shadows. Constant crosswind pushing fabric and sand. Deep volume dust fog, localized embers, black sand particles, restrained anamorphic bloom, warm halation, and fine film grain. Most combat occurs at natural fast pace, with strong directional motion blur on sprinting, cloak, weapon, and whip; contact poses must be instantly clear. Only brief localized time extension at high jumps, giant impact recoil, finishing kick contact, and large-scale black sand eruption, never full slow motion. Camera rules: One continuous shot, no cuts, no jump cuts, precise 30 seconds. Camera primarily uses low-side, back-side, close-up reactive tracking, utilizing sand obscuring lens, crimson mantle sweeping across frame, weapon brushing frame, and whip-pan to create 'seven-segment shot feel,' but camera path must remain genuinely continuous. Prohibited: hero angles, victory poses, front-facing dramatic close-ups, and clean stable promotional compositions; only a brief stable front-wide shot after 23 seconds for action readability. 0.00-3.70s: Low Dutch-angle low-angle tracking shot following sand, giant horizontally sweeping crescent polearm. A lowers body from left and charges to right, weapon and footsteps simultaneously cutting through dunes; 0.70-1.10s thick sand completely obscures lens but camera continues through. A nearly horizontal burst from dust wall, shoulder first, arms retracted, crimson mantle pulled to rear upper, chest and hand sides lit with embers. He rapidly arcs around giant, lens desperately following rear side, end of cloak sweeping full frame forming red-orange motion obstruction. 3.70-7.90s: After obstruction recedes, naturally enters low-side medium wide shot. Giant horizontally holds polearm, A presses with both hands on shaft, knees bent resisting massive weight; then steps on shaft, other leg forces upward leap, climbing along shaft, cloak delayed lifting. He lands inside weapon circle and passes under shaft, completing three separate attacks from stable stance: short right punch to ribs, left punch to sternum, strong right cross to torso. Each punch strictly 'approach → physical contact → localized orange spark → retract,' giant sequentially recoiling and dropping small black sand fragments. 7.90-12.80s: A polearm, crescent blade , . , ; 8.30-9.55 , , , . , A , , . counter-swing , A . ; , , , . 12.80-16.85s: , A 、 、 hook 、 、 cross , . 、 、 ; . , , hood robes , , . . 16.85-23.05s: , A . non-graphic dark-red ember mist, ; . recoil: A 、 、 、 ; follow-through. . A , forearm , , , ; 21.10 spinning side kick , . , , . A , , , . 23.05-27.40s: A . A , , , ; 24.75 , and . particle sheets, ; , shockwave. . A , , ; . 27.40-30.00s: A , ; 、 , , .

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