Soccer Knuckleball Free Kick Simulation
A complex video prompt for a soccer goal scene, using diagrammatic reference images to control ball trajectory and physical movement.
To jest przykładowy przykład Seedance 2.0 dla Inna inspiracja . Skorzystaj z poniższego przykładu gotowego do skopiowania, aby wygenerować podobne materiały wizualne i sprawdź atrybucję Awesome Seedance 2.0 Video Prompts oraz prawa do użytku komercyjnego przed ponownym wykorzystaniem.
Opis
Monit o przygotowanie do kopiowania
Use @image1 side-view trajectory diagram) and @image2 (top-down trajectory diagram) as the exact reference for the ball's flight path. The red line in @Image1 defines the ball's vertical arc — rising sharply after the kick, peaking around the halfway line, then dipping down hard into the left goal (knuckleball dip). The red line in @Image2 defines the ball's horizontal route — traveling diagonally from the kick spot near the halfway line straight toward the goal in the lower-left, curving only slightly at the very end into the corner. The ball is kicked from the point labeled "kick" and ends inside the goal labeled "goal". Shot count: 4 | Duration: 10s | Aspect ratio: 16:9 CONTEXT: Fictional FIFA World Cup match, Japan vs Denmark. Packed stadium under bright daylight, green striped pitch. A Japanese national team player — blonde hair, left-footed (southpaw), blue Japan home kit — takes a long-range direct free kick. The ball is struck with no spin (knuckleball), so it flies fast and straight, then suddenly dips and dives into the top corner of the Denmark goal. STYLE: cinematic sports broadcast realism, 4K ultra-high resolution, natural daylight, sharp detail, realistic grass and stadium crowd, smooth slow-motion accents, stable footage, no jitter, no distortion, no deformation, photorealistic players. [0s – 2.5s] SHOT 1 — THE STRIKE. Low-angle medium shot behind the blonde left-footed Japanese player. He plants his right foot and swings his left foot through the ball with a clean, flat no-spin contact. Camera: slow push-in. Crowd noise swells. [2.5s – 5s] SHOT 2 — RISING FLIGHT (side view). Side-on tracking shot following the ball as it rises and climbs over the halfway line, exactly matching the upward arc of the red line in @Image1. The ball wobbles slightly with no rotation. Camera: smooth lateral tracking with the ball. [5s – 7.5s] SHOT 3 — THE DIP (overhead transition). High overhead angle showing the ball cutting diagonally across the pitch toward the lower-left goal, matching the route of the red line in @Image2, then dipping downward. Camera: high aerial following the ball's path. [7.5s – 10s] SHOT 4 — THE GOAL. Behind-the-goal shot. The ball dives into the top corner of the Denmark net, rippling the netting. The goalkeeper dives too late. Camera: slow pull-out as the crowd erupts. Slow-motion on the net ripple. Audio: live stadium ambience, rising crowd roar, sharp ball-strike sound, explosive goal celebration. Avoid: jitter, distortion, blur, deformation, extra players blocking the ball, wrong-footed kick (must be LEFT foot), spinning/curling ball (must be knuckleball, no spin). NO SUBTITLES. NO TEXT ON SCREEN. NO CAPTIONS. NO WATERMARKS.
Best for
- - Inna inspiracja 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
- - Brand, text, color, and output constraints
Recommended model and settings
- - Model: seedance-2-0
- - Input mode: Odniesienie do wideo
- - Aspect ratio: 16:9
- - Commercial status: restricted
How to use this prompt
- 1. Copy the prompt and preserve its structure for the first test.
- 2. Replace the subject, context, and publishing channel.
- 3. Change one camera, lighting, or style variable per iteration.
- 4. Inspect the output, source, text, and rights before reuse.
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.
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