提示词
Sharon 与另一个 Sharon 对战
Seedance 2.5 on @DomoAI_
提示词
Image:SHARON'S REAL FACE——她面部特征的唯一来源,100% 匹配,零漂移:柔和圆润的椭圆脸、带有细小雀斑和美人痣的暖浅米色皮肤、GREEN 眼睛、浓密平直的羽状眉毛、小巧端正的鼻子、丰满的粉色嘴唇、小巧的银色吊坠耳环。
图像 Image
STYLE / PRIORITY
超写实 live-action AAA Hollywood 动作电影,ARRI ALEXA 65、IMAX、Panavision anamorphic、高级克制的 semi-CGI VFX。真实的解剖结构、重量、重力、动量和地道的 Taekwondo 生物力学。一个连续不中断的 10 秒战斗镜头,16:9。
**CHARACTERS**
Image = FIGHTER。@Image2 = ENEMY。精确保留两份参考中的脸、面部解剖结构、眼睛、发型、体格、比例、服装、配饰、轮廓和身份。如果参考图是草图,仅将其用作设计蓝图;渲染为完全写实的 live-action 人类。全程保持一致。
**COMBAT**
仅限徒手格斗,不使用武器。双方战士始终保持进攻性并积极反应。不得消极等待、idle stance、reset、teleportation 或 position jumps。
**00:00–00:02 — OPENING EXCHANGE**
从激战中段开始。Image2 发起攻击:straight punch → hook → low kick。Image 格挡 → 从 hook 下方闪避 → 防住 low kick → 立刻以快速 body kick 反击。Image2 挡下并被推得后退。双方立即重新调整位置。Low-angle camera 快速环绕他们。
**00:02–00:03 — OPENING**
她再次发起攻击。Image1 惊险侧身避开,转向攻击角度外侧,@Image2 转向他,短暂暴露躯干。@Image1 爆发式向前加速。Camera drops toward the feet。支撑脚落稳,髋部开始旋转。
**00:03–00:04.5 — CYCLONE 1**
**DOLLYO CHAGI:**支撑脚自然旋转,髋部和躯干转动,踢击腿伸展击中 Image2 的躯干。真实的位移、衣物压缩和灰尘。仅在击中瞬间进行 0.20s hyper slow motion,随后立即恢复全速。落地后立刻衔接下一次旋转——NO RESET。
**00:04.5–00:06 — CYCLONE 2**
**TORNADO KICK:**落地动量直接转化为爆发式转身和腾空旋转。全身旋转,踢击腿击中 Image2,将他向侧面击退。Camera rapidly orbits the airborne Fighter。自然落地并保留旋转动量。NO RESET。
**00:06–00:07.5 — CYCLONE 3**
**DWI HURRYEO CHAGI:**立即连续旋转。髋部和肩部同步转动;脚跟/脚后部沿清晰的圆形轨迹运行并命中。Image2 被改变方向,向侧面移动。击中瞬间进行 0.20s hyper slow motion,灰尘/碎屑短暂悬停,沉重的 THOOM,随后恢复全速。旋转继续。
**00:07.5–00:08.5 — CYCLONE 4**
**SPINNING HEEL KICK:**no stance reset。支撑脚建立轴心,髋部/躯干快速旋转,脚跟沿圆形轨迹穿过 Image2 抬起的防守并命中。Image2 被向后击退。Camera performs a fast 270° orbit。Image1 在命中后继续旋转。
**00:08.5–00:10 — FINAL CYCLONE**
**FINAL TORNADO KICK — STRONGEST IMPACT。**最大旋转加速度、爆发式蹬地、垂直升空、快速腾空旋转。Camera drops low then rises with Image。最后一踢以最大物理力量命中。0.25s hyper slow motion,extreme close-up 展示脚部接触、衣物压缩、自然的面部反应、灰尘/碎屑和 camera recoil,随后响起 THOOOOOM 并立即恢复全速。Image2 被猛烈击退,横穿整个竞技场。Image 自然落地并继续向前移动。无 hero pose、无 victory pose、无 freeze。
**ROTATIONAL MOMENTUM LOCK**
五种技术必须组成 ONE connected sequence:
**DOLLYO CHAGI → LAND → TORNADO KICK → LAND → DWI HURRYEO CHAGI → SPINNING HEEL KICK → FINAL TORNADO KICK。**
绝不能 kick → stop → stance → kick。始终保持 kick → momentum → rotation → kick → momentum → rotation → kick。
**PHYSICS / CAMERA**
每个动作都必须完整地通过物理运动完成:步法、转脚、髋部旋转、躯干旋转、腿部加速、起跳力量和旋转动量。Image2 根据受力方向自然反应;不要夸张的 ragdoll 或漂浮。Camera 使用 low-angle tracking、ground pursuit、lateral/reverse tracking、fast orbit、whip-pans、snap-reframes、impact jolts、rapid push-ins 和 low-angle aerial follow 持续追逐战士。运动激烈,但每次踢击都必须清晰可辨。不要过度 motion blur 或 camera shake。
**ENVIRONMENT / VFX / AUDIO**
大型电影感户外战斗竞技场,拥有真实地面、灰尘、小型碎屑和细致的环境纵深;绝不能是空荡的摄影棚。克制、写实的 VFX:仅限灰尘、碎屑、空气位移和自然运动拖影。无 aura、energy、glow 或 magic。无音乐。真实的脚步声、鞋底摩擦声、拳击声、踢击声、衣物运动声、空气呼啸声、灰尘声、身体撞击声和沉重的最终 THOOM。
**NEGATIVE**
Teleportation、clones、duplicates、多余/缺失肢体、畸形解剖结构、断裂关节、橡胶般/拉伸的肢体、断开的身体部位、不可能的脊柱旋转、漂浮、失重动作、随机位置跳跃、kick-stop-kick、attack-wait-attack、idle pose、static/locked/gameplay camera、过度晃动、过度 motion blur、长时间 slow motion、动作难以辨认、循环动画、重复的相同踢法、巨大 aura、energy beams、magical powers、发光身体、cartoon、cel shading、videogame graphics、gore、blood、subtitles、text、logo、watermark、freeze frame、hero pose、victory pose、fade-out。
**HIGHEST PRIORITY:**徒手 Taekwondo 格斗。Image = Fighter,Image2 = Enemy。连续且真实的生物力学。DOLLYO CHAGI → TORNADO KICK → DWI HURRYEO CHAGI → SPINNING HEEL KICK → FINAL TORNADO KICK,zero idle、zero reset、zero teleportation,持续的旋转动量、真实的敌人反应、不断移动的 camera、仅在决定性命中时使用 micro slow-motion、最强的最终冲击,并且无 hero pose。16:9.16:9.16:9.原文提示词(English)
Sharon fighting other Sharon
Seedance 2.5 on @DomoAI_
prompt
Image : SHARON'S REAL FACE — sole source of her features, 100% match, zero drift: soft rounded oval face, warm light-beige skin with tiny freckles and beauty marks, GREEN eyes, dense straight feathered brows, small neat nose, full pink lips, small silver drop earring.
image Image
STYLE / PRIORITY
Ultra-photorealistic live-action AAA Hollywood action film, ARRI ALEXA 65, IMAX, Panavision anamorphic, premium restrained semi-CGI VFX. Realistic anatomy, weight, gravity, momentum, and authentic Taekwondo biomechanics. One continuous uninterrupted 10-second combat shot, 16:9.
**CHARACTERS**
Image = FIGHTER. @Image2 = ENEMY. Preserve both references exactly: face, facial anatomy, eyes, hairstyle, physique, proportions, clothing, accessories, silhouette, identity. If references are sketches, use only as design blueprints; render as fully realistic live-action humans. Maintain consistency throughout.
**COMBAT**
Hand-to-hand only, no weapons. Both fighters remain aggressive and reactive. No passive waiting, idle stance, reset, teleportation, or position jumps.
**00:00–00:02 — OPENING EXCHANGE**
Start mid-fight. Image2 attacks: straight punch → hook → low kick. Image parries → slips under hook → checks low kick → immediately counters with fast body kick. Image2 blocks and is pushed backward. Both instantly reposition. Low-angle camera rapidly circles them.
**00:02–00:03 — OPENING**
she attacks again. Image1 narrowly sidesteps, pivots outside the attack angle, and @Image2 turns toward him, briefly exposing the torso. @Image1 explosively accelerates forward. Camera drops toward the feet. Supporting foot plants and hip rotation begins.
**00:03–00:04.5 — CYCLONE 1**
**DOLLYO CHAGI:** natural supporting-foot pivot, hip and torso rotation, kicking leg extends into Image2's torso. Realistic displacement, clothing compression and dust. 0.20s hyper slow motion only at impact, then instantly full speed. Landing immediately feeds the next rotation—NO RESET.
**00:04.5–00:06 — CYCLONE 2**
**TORNADO KICK:** landing momentum converts directly into explosive pivot and airborne rotation. Full-body rotation, kicking leg strikes Image2, driving him sideways. Camera rapidly orbits the airborne Fighter. Natural landing preserves rotational momentum. NO RESET.
**00:06–00:07.5 — CYCLONE 3**
**DWI HURRYEO CHAGI:** immediate continuous rotation. Hips and shoulders rotate together; heel/back of foot follows a clean circular trajectory and connects. Image2 is redirected sideways. 0.20s hyper slow motion at impact, dust/debris briefly suspended, heavy THOOM, then full speed. Rotation continues.
**00:07.5–00:08.5 — CYCLONE 4**
**SPINNING HEEL KICK:** no stance reset. Supporting foot establishes axis, rapid hip/torso rotation, heel travels circularly through Image2's raised guard and connects. Image2 is driven backward. Camera performs a fast 270° orbit. Image1 keeps rotating after impact.
**00:08.5–00:10 — FINAL CYCLONE**
**FINAL TORNADO KICK — STRONGEST IMPACT.** Maximum rotational acceleration, explosive ground push, vertical lift, rapid airborne rotation. Camera drops low then rises with Image Final kick connects with maximum physical force. 0.25s hyper slow motion, extreme close-up showing foot contact, clothing compression, natural facial reaction, dust/debris and camera recoil, then THOOOOOM and immediate full speed. Image2 is violently displaced backward across the arena. Image lands naturally and continues moving forward. No hero pose, no victory pose, no freeze.
**ROTATIONAL MOMENTUM LOCK**
The five techniques must function as ONE connected sequence:
**DOLLYO CHAGI → LAND → TORNADO KICK → LAND → DWI HURRYEO CHAGI → SPINNING HEEL KICK → FINAL TORNADO KICK.**
Never kick → stop → stance → kick. Always kick → momentum → rotation → kick → momentum → rotation → kick.
**PHYSICS / CAMERA**
Every movement is physically traveled through: footwork, pivots, hip rotation, torso rotation, leg acceleration, jump force and rotational momentum. Image2 reacts naturally according to impact direction; no exaggerated ragdoll or floating. Camera constantly chases the fighters using low-angle tracking, ground pursuit, lateral/reverse tracking, fast orbit, whip-pans, snap-reframes, impact jolts, rapid push-ins and low-angle aerial follow. Aggressive movement but each kick remains clearly readable. No excessive motion blur or camera shake.
**ENVIRONMENT / VFX / AUDIO**
Large cinematic outdoor combat arena with realistic ground, dust, small debris and detailed environmental depth; never an empty studio. Restrained photorealistic VFX: dust, debris, air displacement, natural motion streaks only. No aura, energy, glow or magic. No music. Realistic footsteps, shoe friction, punches, kicks, cloth movement, air whooshes, dust, body impacts and heavy final THOOM.
**NEGATIVE**
Teleportation, clones, duplicates, extra/missing limbs, malformed anatomy, broken joints, rubber/stretching limbs, disconnected body parts, impossible spine rotation, floating, weightless movement, random position jumps, kick-stop-kick, attack-wait-attack, idle pose, static/locked/gameplay camera, excessive shake, excessive motion blur, prolonged slow motion, unreadable action, looping animation, repeated identical kicks, giant aura, energy beams, magical powers, glowing body, cartoon, cel shading, videogame graphics, gore, blood, subtitles, text, logo, watermark, freeze frame, hero pose, victory pose, fade-out.
**HIGHEST PRIORITY:** Hand-to-hand Taekwondo combat. Image = Fighter, Image2 = Enemy. Continuous realistic biomechanics. DOLLYO CHAGI → TORNADO KICK → DWI HURRYEO CHAGI → SPINNING HEEL KICK → FINAL TORNADO KICK, with zero idle, zero reset, zero teleportation, continuous rotational momentum, realistic enemy reactions, constantly moving camera, micro slow-motion only on decisive impacts, strongest final impact, and no hero pose.16:9.16:9.16:9.