Silver Train Chase Anime Action
A massive, highly detailed prompt for a 30-second one-cut anime sequence of a protagonist sprinting on a train roof through a canyon at sunset.
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Prompt siap salin
High-quality anime video. A silver train speeding through a red canyon at sunset. From 0.0 seconds, the protagonist is sprinting at full speed on the roof, with no introductory still shots or poses. All movement is in real-time. Fast footwork, shifts in center of gravity, weapon contact, reaction force, and subsequent movements connect seamlessly without interruption. [Reference / Character Consistency] image1 is the face/identity reference, the standard for facial and character identity. Maintain the same person across all cuts, featuring the same slender chin, blue eyes (shape and iris color), long moon-silver hair, bangs, blue rose and butterfly hair ornaments, and their fixed placement. image2 is the outfit/full-body reference. Fixed elements include a black high-neck top, black lace sleeves, deep navy short cape, blue jewel brooch, fine gold and silver decorations, navy pleated midi skirt, black lace-up boots, moon-patterned bag, and a slender silhouette. The bag is snug against the right hip. Priority if references conflict: image1 for face, eyes, and hair; image2 for everything below the neck (outfit, decorations, body type). Final facial expression sequence: eyes soften -> brows lower slightly -> eyelids narrow once -> mouth stays closed -> gaze returns forward. Only expressions, gaze, breathing, combat stances, and natural hair/fabric movement are allowed. No character changes, facial averaging, outfit swaps, horizontal flips, clones, or additional protagonists. [Equipment Consistency] Owner / ownership count: The protagonist alone carries one slender blue-silver single-edged sword; the Skeleton King alone carries one black iron greatsword. Total swords in the video are fixed at two. One dark navy scabbard is belted to the protagonist's left hip. At the start, the sword is drawn in the right hand, the scabbard is empty, and the left hand is free. The single-edged sword and greatsword both maintain a unified single-structure length with connected blade, hilt, and guard. The protagonist grips the hilt with her right hand, while the King grips his with both. In rotations and parries, the entire weapon moves as a single unit, not just the tip. No duplication or swapping of weapons, hilts, guards, or scabbards. [Enemy Consistency] Exactly three generic skeletons. As skeleton/undead, they have skulls, exposed ribs, spine, pelvis, long phalanges, blue orbital light, and torn black cloth. They have no weapons and lunge simultaneously. Exactly one Skeleton King. As skeleton/undead, he has a skull and ribs twice as large, a black iron crown fixed to the skull, thick black iron armor, a torn dark navy cloak, intense blue orbital flames, and a black iron greatsword. No shield. He appears only after the three generic soldiers are defeated. All enemies maintain solid bone, cloth, and iron materials until defeat; do not replace them with crystals or light figures. No mixing of generic and King features, and no duplication of enemies. [Rendering Consistency] Use only 3D toon/cel-look. Centered on image1 and image2, featuring thin blue-gray outlines, two-to-three layers of toon shading with soft gradients, clear moon-silver, deep navy, and royal blue. Sharp fine highlights on silver hair, with high-density material expression distinguishing velvet, lace, metal, gemstones, and glass. Character-first/character-specific palette: Prioritize the protagonist's royal blue as the character-specific key light and deep navy as the character-specific shadow. Background uses a low-saturation palette, with cyan used only as auxiliary for contact light. High density includes exterior ribs, window frames, seats, hand straps, railings, connection doors, and floor reflections. No thick outlines. No single-layer flat cel painting. No generic 3D anime faces. No smooth plastic CG materials. No low-density backgrounds. No live-action or semi-realistic styles. No dull colors. Do not mix art styles. [Common Axis of Motion and Cinematography] Combat follows one continuous trajectory. The same line of motion is passed through the rooftop advance, falling into the window, breaking into the car, being pushed outward by the King's greatsword, pivoting inward, passing behind, the return slash, and the sheathing. The trajectory deforms upon contact but does not stop to reset. Camera systems switch based on purpose: low rear-three-quarter attacker tracking, diagonal exterior view, over-the-shoulder counter, short orbit/axis change, diagonal impact push-in, and side medium close-up. Low angle heights: 0.4m for roof/floor action, 1.2m for over-the-shoulder, 1.35m for sheathing. Allow brief foreground occlusion by seats or window frames; parts of the body may exit the frame during speed sequences. The background vanishing axis always flows toward the front of the train. Cut transitions are linked by foot grounding, window impacts, weapon contact, and the direction of body passage. [Speed and Sound] Full-body movements are real-time. Hit-stop on contact is maximum 1 frame. No long charging times, slow motion, mid-air freezing, or repetitive poses. Tense strings and low percussion around 150 BPM. Synchronize visible events with footsteps on metal roof, wind pressure, glass shattering, dry bone thuds on the floor, sword collisions, armor cracking, and the final sheathing sound. No dialogue, subtitles, logos, UI, or watermarks. Cut 1: 0.0–2.0s | Sprinting on the roof Low 3/4 rear view. The protagonist sprints four steps along the roof ribs; with every boot contact, the supporting leg, pelvis, shoulders, and sword move along the same axis of propulsion. Roof ribs and the canyon recede at high speed; hair and cape flow sharply backward. Using the reaction force of the fourth step, she jumps from the right edge of the roof to the side of the car. At 2.0s, her head, shoulders, waist, and both legs are all outside the intact window glass; no part of her body has entered the window frame yet. Cut 2: 2.0–5.0s | Breaking through the window from outside, entering the car 2.0–3.15s: Diagonal front camera outside the train. Lens and protagonist are outside the window, showing the silver car exterior, window frame edges, and empty interior through glass. She approaches the window from outside, maintaining a vector from outside -> glass surface -> inside. At 2.0s, she is fully outside; the window is intact. At 2.7s, she swings the entire single-edged sword in a short horizontal arc; the blade near the tip hits the center of the outer glass surface. Radial cracks appear only after impact at 2.8s; glass shards fly inward, away from the camera. At 3.1s, her head and right shoulder cross the frame into the car; waist and legs remain outside. Using flying glass shards as brief foreground occlusion, switch to an interior diagonal front view at 3.15s. Leaving the broken window behind her, the waist, knees, and boots pass through the frame by 3.7s. At 4.2s, her entire body is inside, landing low on the aisle floor. By 5.0s, her waist and ribcage cross two floor seams as she runs two steps forward into the next encirclement. Cut 3: 5.0–6.0s | Confirming enemy placement instantly The camera recedes from a front-left diagonal position at a chest height of 1.2m, placing the protagonist on the right side of the screen at knee-up size. Using the front connecting door as the vanishing axis, show the three generic skeletons closing in from the sides and front, her path, and the open central gap in the same frame. Her waist and ribcage cross one floor seam; by 6.0s, she steps between the edge of the left seat and the first skeletal arm. As the long phalanges of the front-left skeleton cross the lens, use that arm as a natural occlusion to switch to the next viewpoint. Cut 4: 6.0–7.2s | Entering the encirclement and beginning the pivot As the occlusion clears, the camera moves behind her right shoulder at a waist height of 0.8m, capturing her full body, supporting leg, single sword, and the three sets of ribs in close depth. The background vanishing axis shifts from the front door to the diagonal row of windows on the back left. She catches the floor with her right sole, briefly compresses her knee, and passes her pelvis over the right foot into a low clockwise pivot. The entire sword draws a single arc at waist height; by 7.2s, her body passes through the center of the triangle formed by the three enemies. The camera does not rotate faster than the sword, showing the kick of the supporting leg and the passage of the blade simultaneously. Cut 5: 7.2–8.5s | Crossing the axis in the direction of the blade, leaving the collapse behind Triggered by the blade crossing from right to left, the camera briefly orbits from behind the right shoulder to a low left-front diagonal, dropping height from 0.8m to 0.45m and pulling back from knee-up to full body. The background vanishing axis returns from the diagonal windows to the front door. The three do not wait their turn; they simultaneously begin collapsing into bone piles behind her passage line. By 8.0s, she is completely out of the encirclement; by 8.5s, she crosses two more floor seams. She does not look back, handing the moment of her next right-foot grounding to the King's appearance. Cut 6: 8.5–11.5s | Linking the King's appearance directly to a descending arc The pressure of a black iron greatsword pushes open the connecting door, and the Skeleton King enters the aisle in one step. Without pausing the appearance pose, he carries that step directly into a vertical descending arc with the entire greatsword. The protagonist, maintaining forward momentum, brings her sword up in front of her body. At 11.5s, they enter the contact line with a clear gap remaining between the two blades, passing the speed of the descending arc to the next cut. Cut 7: 11.5–14.2s | Receiving downward pressure for an instant, then immediate disengagement From behind her left shoulder at 1.2m height, capture both weapons, the pre-contact gap, and her supporting leg in the same frame. At 11.5s, the King's greatsword is descending, with a clear gap between blades. Maintaining forward momentum, she moves her right foot to the next floor panel and aligns the hilt area of her sword with the descending line. At 14.1s, the base of the greatsword and the hilt area of the single-edged sword hit at a single point. Place a hit-stop of max 1 frame only at the moment of contact, with bluish-white sparks scattering from the impact. From the next frame, reaction force passes through her wrist, elbow, shoulder, ribcage, waist, and right foot as she kicks off the floor. At 14.2s, the blades are already moving apart; do not hold the crossed contact pose, passing the disengagement to the next cut. Cut 8: 14.2–16.0s | Passing through the inside, swapping positions within 1.8s With a short orbital wrap around the contact point, the camera moves to her right side at 0.75m height, showing both full bodies, both weapons, and floor seams. While sparks are still falling at 14.2s, her waist and ribcage move clockwise, and her sword moves away from the greatsword. The King's greatsword continues through its descending line. At 14.6s, the blades are more than one blade-width apart; her right shoulder and waist pass inside the greatsword. At 15.2s, she is completely past the King, and her waist crosses the next floor seam. By 15.5s, their front/back positions are fully swapped. The King is not left behind, tracking her with his upper body and greatsword. At 15.8s, he converts the remaining body rotation from the descending arc into a horizontal return arc. At 16.0s, the greatsword has already begun horizontal movement; she is half-way through a step toward the outside of the aisle, continuing the motion into the next cut. Cut 9: 16.0–18.5s | Carrying the return arc into the next contact The camera recedes along the attack line from a front-right diagonal at 1.0m height, capturing the King's full body, the greatsword, and her supporting leg. From 16.0s, the King continues swinging the greatsword in a horizontal arc; by 16.8s, the tip crosses the aisle center line. She does not retreat, placing her left foot half-way onto another floor panel outside the aisle and bringing the middle of her blade into the path of the greatsword. The King returns reaction force from the floor through his soles, moving shoulders and waist in the same direction as the horizontal arc. She matches that force with her blade, carrying that momentum until just before the next attack contact. At 17.6s, both waist positions cross different floor seams, with a gap still between blades. At 18.5s, pass the non-static moment where the return arc and parry trajectory are nearly touching to the next cut. Cut 10: 18.5–26.8s | Resolving from the return contact with the same rotation Low diagonal view with seats in the foreground. At 18.5s, there is still a finger-width gap between blades. At 18.8s, the middle of the greatsword and the middle of her sword hit. Hit-stop is max 1 frame. At 18.9s, blades separate, her supporting leg converts lateral pressure into forward speed, and she passes the King. The clockwise rotation remaining from the passage closes into a single sword trajectory returning diagonally upward, crossing the front of the undamaged black iron armor. Only after that passage do thin blue cracks run through the armor and the orbital flames extinguish. The King collapses to the floor in the order of legs, torso, and greatsword; the greatsword stops lying flat. She takes two steps in the same direction and half-turns with the fallen King behind her. Cut 11: 26.8–30.0s | Finalizing with sword sheathing Close-up side-diagonal view capturing face, hands, and the scabbard mouth at the left hip. Left hand supports the scabbard, right hand rotates the sword to align the tip with the actual scabbard mouth. After the tip enters, the blade is sheathed continuously to the end. At 29.7s, the guard meets the scabbard mouth, synchronized with a dry metallic 'click' sound. The bones of the three skeletons, the fallen King, and the horizontal greatsword are static in the background. Simultaneously with the 29.7s sheathing, perform the short facial expression change mentioned above. At 30.0s, cut the scene in the finalized state just before the right hand leaves the hilt.
Best for
- - Anime & Game visual exploration
- - Short video shots and motion references
- - Reusable briefs that keep source attribution visible
Change these parts
- - Subject, product, character, or scene
- - Aspect ratio, camera, lighting, and background
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Recommended model and settings
- - Model: seedance-2-0
- - Input mode: Teks ke Video
- - Aspect ratio: 9:16
- - Commercial status: restricted
How to use this prompt
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Limitations, source, and reuse cautions
- - Generated output is an editable draft, not factual, legal, or rights evidence.
- - Review the linked source, people, brands, logos, text, and third-party media before commercial use.
Diimpor dari Awesome Seedance 2.0 Video Prompts . Atribusi diperlukan. Status penggunaan komersial adalah restricted ; tinjau hak sumber sebelum penggunaan berbayar.
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