프롬프트 라이브러리 / Epic Anime Dragon Battle Prompt

Epic Anime Dragon Battle Prompt

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seedance-2.0
High-quality anime video. 10 seconds, 16:9 aspect ratio. [Role of Reference Images] @material:150204image1 is for face reference. Prioritize the silver-white short bob, amber eyes, facial features, hairstyle, expression, and person identity. @material:150206image2 is for costume and weapon reference. Prioritize the elegant outfit based on turquoise, white, black, and gold, turquoise cape, decorations, full-body silhouette, and slender rapier design. Integrate @material:150204image1 and @material:150206image2 as the same person/character. If references conflict, prioritize the face, hair, and eyes of @material:150204image1, and the costume, decorations, full-body silhouette, and weapon of @material:150206image2. Do not copy the background, setting frames, explanatory text, or multi-pose layouts from the reference images into the video. [Fixed Art Style and Rendering] 3D toon/cel-look high-quality anime video. Soft and clear thin outlines, line colors not too close to black, easy-to-read two-to-three-layer cell shading, vivid colors centered on turquoise, white, black, and gold, high-quality highlights with transparency in silver-white hair and amber eyes, high-density rendering that distinguishes material differences between cloth, metal, scales, stone, and dust. The background is not simplified, maintaining the depth and details of stone architecture, rubble, walls, dust, and debris. Avoid thick outlines, flat single-layer cel painting, generic 3D anime faces, smooth plastic-like CG materials, low-density backgrounds, photorealism, semi-realism, dull colors, or mixed art styles. [Fixed Protagonist Identity] The protagonist is a single individual, maintaining the identity integrated from @material:150204image1 and @material:150206image2 throughout. Maintain the silver-white short bob, bangs shape, braided hair with black ribbons, amber eyes, eye shape and facial features, turquoise cape, elegant white/black/gold outfit, gold decorations, turquoise gems, slender physique, and silhouette. Only expressions, gaze, mouth, breathing, combat stance, and natural swaying of hair and clothing may change. Do not allow facial averaging, changing into a different person, age changes, hair/eye/costume color changes, cloning, duplication, adding protagonists, or costume swaps. [Fixed Weapon and Attached Structures] The weapon the protagonist uses is only a single slender rapier. Maintain the connection of the tip, thin blade, guard, hilt, and pommel as one continuous structure. The right hand only grips the hilt, not the thin blade or tip. The rapier maintains its slender shape, does not transform into a large weapon or another weapon, and does not multiply, split, or disappear. The main character's attack is a linear, precise thrust with the rapier, not replaced by large swings or magical attacks. The dragon has one pair of wings (two total) and only one tail. The wings are continuous from the wing base on the back through the wing bones and membrane to the body, and the tail maintains the same structure from the base to the scales and tip. Do not rotate or multiply the tips independently; the rapier is sent out linearly as a single structure for the whole weapon. [Fixed Enemy Identity] The enemy is only a single giant Western-style dragon. Maintain the same individual throughout with blue-black scales, four limbs, a long neck, a pair of wings (two total), and one tail. The dragon's size is made clear by comparison with the protagonist, buildings, and stone walls, shown as a threat capable of destroying the city. Do not replace the dragon with another creature, crystal, machine, smoke, or mass of light. Do not show a second dragon, additional enemies, or clones. [World and Damage Situation] Medieval European-style stone city. Place buildings, stone walls, cobblestones, alleys, rubble, stone fragments, dust, and collapsed outer walls within the screen, making it immediately clear that the giant dragon is destroying the city. The wall maintains its shape before the claws touch it, and only after contact do the stone walls collapse, spreading fragments and dust. Destruction is expressed through impact, crumbling, dust, and flying stone fragments; do not use gruesome bloodshed. [Combat Basics] The protagonist's strength is expressed through Timing, Precision, Economy, Acceleration, and Composure, not brute force or large explosions. Avoid unnecessary large swings, dodge the dragon's line of attack by a hair's breadth, and accelerate rapidly only at the necessary moment. The protagonist maintains a calm expression and elegant movements, not taking exaggerated poses after victory. Combat is one-on-one between the protagonist and a single dragon, making the rapier skill the star, not magic explosions. [Temporal Action Structure] 0.0–2.0s | The giant dragon attacks the protagonist with its front claws, and the protagonist dodges by a hair's breadth. The claws contact the stone wall, and after contact, the city wall collapses, spreading rubble and dust. 2.0–4.5s | The protagonist identifies an opening in the attack and accelerates instantly from efficient footwork into the dragon's reach. 4.5–7.0s | The protagonist sends the slender rapier out linearly, delivering a single precise thrust to the junction of the scales at the base of the neck. Reaction force and local dragon reaction occur only after contact. 7.0–10.0s | The protagonist finishes the thrust and continues past the dragon's side to the next step. Shortly after, the dragon collapses from its front knees, making the defeat clear. The entire battle is not shown from a single fixed continuous viewpoint; naturally insert Shot Changes that show the same continuous Action from different angles at meaningful points where the action or state clearly switches, such as from the dragon's attack to hitting the wall/destruction, recognizing the protagonist's opening to approach/accelerate/thrust, and from the end of the thrust to passing the side/delayed collapse. Before and after a Shot Change, maintain the relative positions of the protagonist and dragon, attack direction, movement direction, distance, wall destruction location, and thrust target, continuing the same ongoing Action after the switch. Do not restart dodging or thrusting from the beginning, return the protagonist to the initial position, or rewind the Action. [Fixed Action and Causality] The dragon's claws do not hit the protagonist directly; the protagonist moves away from the attack line by a hair's breadth. The wall is undamaged until the claws reach it, and only after contact do cracks, stone breakage, falling rubble, and dust occur. The protagonist identifies the opening from the wall's collapse and approaches/accelerates from the dodge point toward the dragon's reach in the same direction of travel. The rapier thrusts only once into the scale junction at the neck base, showing no wounds or reactions before contact. Only after the thrust's contact do the rapier's reaction force, local swaying of scales, and delayed reaction of the dragon's neck and center of gravity occur. The protagonist passes that reaction force and momentum to the next step, leading to the subsequent collapse of the dragon's entire body. The protagonist's dodging, acceleration, thrusting, and side passage are one
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# YouMind
# seedance-2.0
# video prompt

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