提示词
title: "蜘蛛阵容——角色选择展示"
reference_handling: "@image1 是锁定的场景构图——每一帧都要精确复刻其游戏菜单布局:顶部 nav bar(HOME / CHARACTERS / LOADOUTS / SETTINGS / PROFILE),其中 CHARACTERS 以青绿色高亮;右上角为货币计数器;左半侧为横向角色卡片轮播;左下角为 LOADOUT 图标行和 SKILL TREE 节点图;右下角为 SELECT / CUSTOMIZE / BACK 按钮;右半侧为站在亮面白色展厅地板上的全身 3D 角色。@image2、@image3、@image4、@image5、@image6 仅作为严格的角色设计参考——只参考轮廓、盔甲几何结构、颜色、徽记和材质。不得复刻参考图中的姿势。不得让任何角色双臂无力垂在身体两侧、正面平直站立。不得复刻角色参考图中独立的奶油色/白色空背景——每个角色都必须站在游戏 UI 内的反光地板上。不得在地板上放置散落的水晶、碎石块或零散残骸道具。姿势由下方 storyboard 决定。"
style: "风格化 AAA 游戏菜单渲染。多面 low-poly 绘画感英雄模型,接近 Arcane 的水粉明暗风格,简洁的纯白 UI chrome。清晰 4K。"
visual_feel: "画面锁定、稳定,如展厅般整洁。角色动作顺畅自然,具备重量感和跟随动作。柔和的地面倒影,发光徽记带有轻柔 bloom,盔甲板表面带细腻纸张纹理。"
duration: "20 seconds"
character_modeling:
ui_screen:
base: "与 @image1 匹配的游戏角色选择界面。冷调近白背景,角色舞台后方有隐约的垂直光带。"
features: "左侧横向排列五张圆角矩形角色卡片。居中的卡片放大、抬高、呈白色,并带有向下的指针标签。两侧卡片更小、半透明,并在画面边缘被裁切。当前卡片显示角色肖像、黑色粗体大写 NAME、职业副标题,以及四行属性:ARMOR / MOBILITY / HEALTH / POWER,并用彩色数值表示。"
behavior: "卡片行水平滑动,将下一名角色带到中央。卡片居中时放大,离开时缩小。每次切换时,技能树节点脉冲一次。UI chrome、nav bar 和按钮绝不能移动、变形或重新排版。"
chaos:
base: "蜘蛛义警,设计仅参考 @image6。"
features: "开裂的骨白色骷髅面具,发出紫罗兰色光的狭缝眼睛,珊瑚红敞开式外套,带蛛网纹理和红色蜘蛛徽记的海军蓝红配色紧身战衣,在腰间打结的奶油色腰带,厚重的紫罗兰色 hex-tech 护手,其表面有发光的白色六边形和圆点,橙色骷髅护膝,绷带缠绕的凉鞋。"
movement_in_this_scene: "松弛、狂妄,带有赌徒气质。他从不静止——不断转移重心、转动肩膀。绝不能让他把一只脚踩在石块上。"
scrap:
base: "蜘蛛义警,设计仅参考 @image4。"
features: "尖顶珊瑚粉色兜帽式面具,带红色蜘蛛脸纹和黑色眼缝;层叠的紫罗兰色废布斗篷,肩部带红色蜘蛛贴花;焦橙色缠裹式束腰衣;交叉的淡紫色背带;前臂和小腿缠着绷带;右臂安装一门沉重的紫罗兰色六管 rotary cannon。"
movement_in_this_scene: "沉稳、厚重,带着拾荒者的趾高气扬。绝不能让 cannon 垂在身侧、处于闲置状态。"
arcane:
base: "蜘蛛执法者,设计仅参考 @image2。"
features: "棱角分明的淡紫色水晶盔甲,刻有细如发丝的金色裂纹蛛网蚀纹;尖锐的多面兜帽覆在深紫色暗黑面孔上,双眼发出白紫色光;超大的星形水晶肩甲;胸前有炽烈的琥珀金色蜘蛛徽记;深栗色战袍;锯齿状水晶胫甲。"
power_this_scene: "松散的紫罗兰色水晶碎片凭空实体化,环绕他的手旋转,随后排列整齐并悬停。"
movement_in_this_scene: "克制、庄重、不疾不徐。绝不能采用参考图中正面平直的神祇展示姿势。"
pyre:
base: "蜘蛛执法者,设计仅参考 @image5。"
features: "淡紫色多面板甲上覆盖细密的白色符文,带尖刺的肩甲和臂铠,光滑的昆虫式头盔配淡橙色镜片,熔融的橙金色蜘蛛徽记灼穿胸甲,真实火焰从头盔冠部和颈部接缝处窜出,内层为深栗色。"
power_this_scene: "火焰强度随他的动作起伏——攻击达到顶点时最明亮,动作平复时降至微弱摇曳。"
movement_in_this_scene: "爆发力强,充满武术感。绝不能让他对称站立、双臂下垂。"
shard:
base: "蜘蛛义警,设计仅参考 @image3。"
features: "深炭灰紫色面具,配大幅淡粉色镜片和纤细蛛网线条;黑色蛛网纹紧身战衣,胸前有发光的紫罗兰色蜘蛛徽记;整件外层战衣呈现为正在溶解的淡紫白色水晶碎片;左臂完全分解成翻涌的紫罗兰色粒子火焰;品红色手套指尖。"
power_this_scene: "他的身体散成飘移的碎片粒子,并在不远处重新组装。"
movement_in_this_scene: "失重、漂浮、不稳定。绝不能让他双脚平踩地面、直立站立。"
cinematic_storyboard:
00_04_chaos:
camera: "Static locked-off full-screen UI。Hold。"
action: "卡片行已停在居中放大的 CHAOS 卡片上,显示 CHAOS / SPIDER-VIGILANTE,属性为 ARMOR HIGH、MOBILITY HIGH、HEALTH LOW、POWER MAX。舞台上,CHAOS 用右护手弹起一枚发出白光的六面骰,随后用左手在背后盲接,再猛地将双护手举至面具前交叉成 X。六边形表面闪耀白光。他转动一侧肩膀,歪了歪头,随后进入松弛的单胯 idle 摇摆,外套随之晃动。"
lighting: "均匀柔和的展厅 key。紫罗兰色护手光溢到他的胸部和面具上。"
sfx: "两声轻柔的陶瓷骰子咔嗒声。闪光时响起低沉的六边形充能嗡鸣。"
04_08_scrap:
camera: "Imperceptible slow push-in toward the character stage。"
action: "卡片行向左移动一格。SCRAP 卡片放大并居中,属性显示为 ARMOR MED、MOBILITY MED、HEALTH HIGH、POWER HIGH。SCRAP 沉身进入宽阔稳固的站姿,左脚扎地,并启动 rotary cannon——六根炮管越转越快,喷出一股紫罗兰色废气。他缓慢地横扫舞台,随后将 cannon 扛上肩,转动一次脖子,最后以炮管高位架起的姿态稳定下来,斗篷仍在摇摆。"
lighting: "柔和 key,温暖的紫罗兰色 muzzle-glow 映亮他的兜帽和背带。"
sfx: "卡片滑轨的咔嗒声。机械炮管启动旋转的嗡鸣声。一声轻柔的泄压嘶声。"
08_12_arcane:
camera: "Locked-off full-screen UI。Hold。"
action: "卡片行再次向左移动。ARCANE 卡片居中,属性显示为 ARMOR HIGH、MOBILITY HIGH、HEALTH MED、POWER HIGH。ARCANE 抬起右手,掌心向上。七块紫罗兰色水晶碎片渐渐凭空显现,开始环绕他的手指旋转。他将手握成拳头并猛然砸向地面——一道光环沿反光表面向外扩散,碎片瞬间静止在半空,胸前的金色蜘蛛炽亮至白热。他起身形成高挑的 three-quarter stance,战袍逐渐落定,碎片仍悬停在他周围。"
lighting: "冷色 key。琥珀色胸部徽记的反光温暖了他的下颌。环绕碎片形成紫罗兰色 rimlight。"
vfx: "碎片实体化为扁平的绘画感多面体,绝不能像写实玻璃。"
sfx: "卡片滑轨的咔嗒声。水晶清鸣。拳头砸地时响起一声低沉、浑厚的撞击。"
12_16_pyre:
camera: "Slow subtle arc to the right around the character stage。"
action: "卡片行向左移动。PYRE 卡片居中,属性显示为 ARMOR HIGH、MOBILITY HIGH、HEALTH MED、POWER HIGH。PYRE 单膝跪地,一掌猛拍在地面上——一道橙色火柱从灼穿胸甲的蜘蛛徽记中向上爆发。他挥动前臂划出宽阔的燃烧弧线,火焰在其后拖出一条涂抹感的绘画式飘带,随后起身进入侧身如刀锋般的 guard,一拳收于胯侧,头盔冠部的火焰降至微弱摇曳。"
lighting: "温暖的橙色火光洗亮他的淡紫色甲片,并在地面投下流动的光芒。"
vfx: "火焰渲染为风格化的扁平形状火焰,而非 volumetric smoke。"
sfx: "卡片滑轨的咔嗒声。爆发时响起一声沉闷的呼啸。下方持续低沉的余烬噼啪声。"
16_20_shard:
camera: "Slow, controlled pull-back to frame the full interface。Hold。"
action: "卡片行最后一次向左移动一格。SHARD 卡片居中,属性显示为 ARMOR MED、MOBILITY HIGH、HEALTH MED、POWER MAX。SHARD 的身体爆散成淡色水晶碎片,并在右侧一整步之外重新组装,以低姿态落地,两根指尖触碰地面。紫罗兰色粒子火焰从他溶解的左臂倾泻而出,向上漂移。他缓缓起身,将戴着面具的头半转向 lens 并保持不动——碎片仍从肩膀剥落并蒸发。SELECT 按钮以青绿色脉冲一次。Hold on the frame。"
lighting: "冷白色 key。紫罗兰色粒子光从下方照亮他的胸部徽记和面具镜片。"
vfx: "溶解效果呈现为从 silhouette 上漂离的扁平手绘碎片形状,而非烟雾或余烬。"
sfx: "卡片滑轨的咔嗒声。teleport 时响起轻柔的玻璃散落扫声。SELECT 脉冲时响起一声干净的 UI 提示音。"
production_notes:
audio_design: "全程铺设低速电子菜单循环——柔和的合成器 pad、稀疏的 pulse、无鼓点。每次卡片切换都伴随短促的机械滑轨咔嗒声,如同滚动定位卡扣。角色音效保持克制且符合声源:无爆炸般的撞击声、无管弦乐重击、无 risers。音乐绝不渐强;在全部 20 seconds 内始终维持同一个稳定底层。"
lighting: "角色舞台始终采用平坦、均匀、高调的展厅照明。只有每个角色自身的 emissive effects 会改变光线。UI panels 不受角色光照影响。"
critical_constraint: "@image1 的界面布局在全部 20 seconds 内固定不变——nav bar、货币计数器、LOADOUT 行、SKILL TREE 图,以及 SELECT / CUSTOMIZE / BACK 按钮绝不能移动位置或改变尺寸。只有卡片 carousel 可以滑动,且只有舞台角色会变化。每个角色都站在同一个地面位置,大致位于右半侧中央。角色参考图仅提供设计参考——任何角色都绝不能采用参考图中双臂下垂的正面平直姿势,舞台上也绝不能出现参考图的背景道具、水晶、碎石或空旷奶油色背景。"
avoid: "抖动、弯折或变形的肢体、时间性闪烁、shots 之间的身份漂移、混乱的构图、角色冻结在参考图姿势、变形或乱码的 UI text、UI elements 漂移或重新排版、camera shake。"原文提示词(English)
title: "Spider Roster — Character Select Showcase"
reference_handling: "@image1 is the LOCKED SCENE COMPOSITION — replicate its exact game-menu layout in every frame: top nav bar (HOME / CHARACTERS / LOADOUTS / SETTINGS / PROFILE) with CHARACTERS highlighted teal, currency counters top-right, horizontal character-card carousel on the left half, LOADOUT icon row and SKILL TREE node graph bottom-left, SELECT / CUSTOMIZE / BACK buttons bottom-right, and the full-body 3D character standing on a glossy white showroom floor on the right half. @image2, @image3, @image4, @image5, @image6 are STRICTLY character design references — silhouette, armor geometry, color, emblem, materials ONLY. DO NOT reproduce their reference poses. DO NOT show any character standing flat-frontal with arms hanging limp at the sides. DO NOT reproduce the isolated cream/white empty backdrop from the character references — every character stands inside the game UI on the reflective floor. DO NOT place loose crystals, rubble blocks, or scattered debris props on the floor. Poses are dictated by the storyboard below."
style: "Stylized AAA game menu render. Faceted low-poly painterly hero models, Arcane-adjacent gouache shading, clean flat-white UI chrome. Crisp 4K."
visual_feel: "Locked, stable, showroom-clean. Smooth free-flowing character motion with weight and follow-through. Soft floor reflections, gentle bloom on emissive emblems, fine paper grain on armor plates."
duration: "20 seconds"
character_modeling:
ui_screen:
base: "Game character-select interface matching @image1. Cool near-white background, faint vertical light streaks behind the character stage."
features: "Five rounded rectangular character cards in a horizontal row on the left. The centered card is enlarged, elevated, white, with a downward pointer tab. Flanking cards are smaller, semi-transparent, and clipped at frame edge. Active card shows character portrait, NAME in bold black caps, class subtitle, and four stat rows: ARMOR / MOBILITY / HEALTH / POWER with colored values."
behavior: "The card row slides horizontally to bring the next character to center. Cards scale up on centering, scale down on leaving. Skill-tree nodes pulse once per swap. UI chrome, nav bar, and buttons NEVER move, warp, or reflow."
chaos:
base: "Spider-vigilante matching @image6 for design only."
features: "Cracked bone-white skull mask, glowing violet slit eyes, coral-red open coat, navy-and-red webbed bodysuit with a red spider emblem, cream sash knotted at the waist, chunky violet hex-tech gauntlets with glowing white hexagon and dot faces, orange skull kneepad, bandage-wrapped sandals."
movement_in_this_scene: "Loose, cocky, gambler energy. He never stands still — weight shifts, shoulders roll. NEVER shown with one foot propped on a stone block."
scrap:
base: "Spider-vigilante matching @image4 for design only."
features: "Pointed coral-pink hood-mask with a red spider face marking and black eye slits, layered violet scrap-cloth poncho with a red spider decal on the shoulder, burnt-orange wrapped tunic, crossed lavender strap harness, bandaged forearms and shins, a heavy violet six-barrel rotary cannon mounted on the right arm."
movement_in_this_scene: "Grounded, heavy, scavenger swagger. NEVER shown with the cannon lowered and idle at his side."
arcane:
base: "Spider-enforcer matching @image2 for design only."
features: "Angular lavender crystal armor with hairline gold fracture-web etching, sharp faceted hood over a dark deep-violet face with glowing white-violet eyes, oversized star-shaped crystal pauldrons, a blazing amber-gold spider emblem on the chest, deep maroon tabard, jagged crystal greaves."
power_this_scene: "Loose violet crystal shards materialize from thin air and orbit his hand, then align and hover."
movement_in_this_scene: "Controlled, ceremonial, unhurried. NEVER shown in the flat frontal deity-display stance from the reference."
pyre:
base: "Spider-enforcer matching @image5 for design only."
features: "Lilac faceted plate armor covered in fine white rune script, spiked pauldrons and vambraces, a smooth insect-like helm with pale orange lenses, a molten orange-gold spider emblem burning through the chest plate, live flame licking from the helm crest and neck seam, dark maroon underlayer."
power_this_scene: "Flame intensity rises and falls with his motion — brightest at the peak of a strike, guttering low when he settles."
movement_in_this_scene: "Explosive and martial. NEVER shown standing symmetrically with both arms hanging down."
shard:
base: "Spider-vigilante matching @image3 for design only."
features: "Dark charcoal-violet mask with large pale-pink lenses and thin web lines, black webbed bodysuit with a glowing violet spider emblem on the chest, the entire outer suit rendered as pale lavender-white crystalline fragments mid-dissolve, the left arm fully disintegrated into billowing violet particle flame, magenta gloved fingertips."
power_this_scene: "His body scatters into drifting shard particles and reassembles a short distance away."
movement_in_this_scene: "Weightless, drifting, unstable. NEVER shown standing upright with both feet planted flat."
cinematic_storyboard:
00_04_chaos:
camera: "Static locked-off full-screen UI. Hold."
action: "The card row is already settled on the CHAOS card, centered and enlarged, reading CHAOS / SPIDER-VIGILANTE with ARMOR HIGH, MOBILITY HIGH, HEALTH LOW, POWER MAX. On the stage, CHAOS flicks a glowing white hex-die off his right gauntlet, catches it blind behind his back with the left, then snaps both gauntlets up into a crossed X in front of his mask. The hex faces flare white. He rolls one shoulder, tilts his head, and drops into a loose one-hip idle sway, coat swinging."
lighting: "Even soft showroom key. Violet gauntlet glow spills onto his chest and mask."
sfx: "Two soft ceramic die-clicks. A low hex-charge hum on the flare."
04_08_scrap:
camera: "Imperceptible slow push-in toward the character stage."
action: "The card row shuttles one step left. The SCRAP card scales up to center, stats resolving to ARMOR MED, MOBILITY MED, HEALTH HIGH, POWER HIGH. SCRAP drops into a wide braced stance, plants his left foot, and spins up the rotary cannon — the six barrels rotate faster and faster, venting a puff of violet exhaust. He swings the arm in a slow horizontal sweep across the stage, then shoulders the cannon, rolls his neck once, and settles with the barrel resting high and the poncho still swaying."
lighting: "Soft key with a warm violet muzzle-glow kicking off his hood and strap harness."
sfx: "Card shuttle click-clack. Mechanical barrel spin-up whir. A soft pressure vent hiss."
08_12_arcane:
camera: "Locked-off full-screen UI. Hold."
action: "The card row shuttles left again. The ARCANE card centers, stats resolving to ARMOR HIGH, MOBILITY HIGH, HEALTH MED, POWER HIGH. ARCANE lifts his right hand palm-up. Seven violet crystal shards fade into existence and begin orbiting his fingers. He closes the hand into a fist and drives it down onto the floor — a ring of light travels outward across the reflective surface, the shards freeze in place mid-air, and the gold spider on his chest flares white-hot. He rises to a tall three-quarter stance, tabard settling, shards still hanging suspended around him."
lighting: "Cool key. Amber chest-emblem bounce warms his jaw. Violet rimlight from the orbiting shards."
vfx: "Shards materialize as flat painterly facets, never photoreal glass."
sfx: "Card shuttle click-clack. Crystalline chimes. A single deep resonant thud on the fist plant."
12_16_pyre:
camera: "Slow subtle arc to the right around the character stage."
action: "The card row shuttles left. The PYRE card centers, stats resolving to ARMOR HIGH, MOBILITY HIGH, HEALTH MED, POWER HIGH. PYRE drops to one knee and slams a palm flat to the floor — a column of orange flame erupts upward from the spider emblem burning through his chest plate. He sweeps his forearm in a wide burning arc, the fire trailing behind it in a smeared painterly ribbon, then rises into a bladed side-on guard, one fist cocked at the hip, flame guttering low at his helm crest."
lighting: "Warm orange firelight washes his lilac plates and throws a moving glow across the floor."
vfx: "Flame renders as stylized flat-shaped fire, not volumetric smoke."
sfx: "Card shuttle click-clack. A muted whoosh on the eruption. Low ember crackle underneath."
16_20_shard:
camera: "Slow, controlled pull-back to frame the full interface. Hold."
action: "The card row shuttles one final step left. The SHARD card centers, stats resolving to ARMOR MED, MOBILITY HIGH, HEALTH MED, POWER MAX. SHARD's body scatters into a burst of pale crystalline fragments and reassembles a full step to the right, landing low with two fingertips touching the floor. Violet particle flame pours off his dissolved left arm and drifts upward. He rises slowly, half-turns his masked head toward the lens, and holds — fragments still peeling off his shoulders and evaporating. The SELECT button pulses teal once. Hold on the frame."
lighting: "Cool white key. Violet particle glow underlights his chest emblem and mask lenses."
vfx: "Dissolve reads as flat painted shard shapes drifting off the silhouette, not smoke or embers."
sfx: "Card shuttle click-clack. A soft glass-scatter sweep on the teleport. One clean UI chime on the SELECT pulse."
production_notes:
audio_design: "Continuous low-tempo electronic menu loop underneath — soft synth pad, sparse pulse, no drums. Every card swap carries a short mechanical shuttle click-clack, like a rolling detent. Character sound effects stay restrained and diegetic: no impact booms, no orchestral hits, no risers. Music never swells; it holds one steady bed for all 20 seconds."
lighting: "Flat, even, high-key showroom lighting on the character stage throughout. Only each character's own emissive effects change the light. UI panels stay unaffected by character lighting."
critical_constraint: "@image1's interface layout is fixed for all 20 seconds — nav bar, currency counters, LOADOUT row, SKILL TREE graph, and SELECT / CUSTOMIZE / BACK buttons never shift position or change size. ONLY the card carousel slides and only the stage character changes. Each character stands in the same floor position, roughly centered in the right half. Character reference images supply design ONLY — no character is ever shown in the flat frontal arms-down reference pose, and no reference-image background props, crystals, rubble, or empty cream backdrop appear on the stage."
avoid: "Jitter, bent or distorted limbs, temporal flicker, identity drift between shots, chaotic composition, character frozen in reference-image pose, warping or garbled UI text, UI elements drifting or reflowing, camera shake."建议模型
Seedance 2.5
视频地址
https://media.goodcase.ai/media/video/seedance-2-5-ui-228cf63ce8ff.mp4