Curated Prompt Vault
Fantasy Spear Warrior vs Colossal Beast
High-density 3D toon/cel-look fantasy action RPG footage. Maintain theatrical-class key animations, high-quality composites, smooth, readable continuous moveme…
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Curated Prompt Vault
High-density 3D toon/cel-look fantasy action RPG footage. Maintain theatrical-class key animations, high-quality composites, smooth, readable continuous moveme…
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High-density 3D toon/cel-look fantasy action RPG footage. Maintain theatrical-class key animations, high-quality composites, smooth, readable continuous movement, transparent lighting, and dense background art. [Reference Images and Character Fix] Refer to the character in the source reference image, and maintain the same person in every cut. Reference images are used as standards for face, eye shape, iris color, eyelashes, cheeks, chin, age, hairstyle, hair color, costumes, decorations, physique, overall silhouette, atmosphere, unique motifs, and character colors. The background, room, furniture, text, frames, multiple panels, explanatory drawings, UI, poses, angles, and framing of the reference image itself are not reproduced. Only the natural shaking of facial expressions, gaze, mouth, fighting posture, breathing, hair, costume, and decoration may change. Mixing features, averaging faces, costume swaps, altering people, cloning, changing ages, and adding unnecessary characters are prohibited. When there are multiple reference images, the image with the clearest face is prioritized for face and personal identity, while the image with the clearest full-body silhouette is prioritized for clothing, physique, and overall silhouette. [Character Adaptation] From reference characters' color schemes, materials, cultural spheres, occupations, attributes, and symbols, the entire visual's setting, background architecture, props, enemy designs, spear decorations, magical power expressions, light, reflections, particles, and shockwave shapes are uniformly designed. For Japanese-style settings, it transforms into a temple or cloister; for futuristic style, glass and mechanical equipment; for Gothic, a cathedral or iron decorations—these are transformed into settings that connect naturally with reference characters. The background is organized into low-saturation complementary colors that highlight the characters, and the main characters' unique colors are concentrated on the eyes, spear, follow-up attacks, contact points, and floor reflections. The background and enemies are not flashier than the main character. [Weapon Locked] The protagonist's weapon is fixed to a single long spear common to all characters. The spear maintains the same single shaft, same length, and same structure across all cuts. The handle, tip, and protrusion are all aligned in a single straight line; unnecessary blades, splitting, deformation, or duplication are prohibited. The basic structure of the spear remains the same, with only the color, detailed decorations, material texture, and glowing color adjusted to match the character's world and colors. In other words, the type of spear itself remains unchanged, and only the surface design is adapted to the character. [Follow-up Elements] For follow-up attacks, it uses a single secondary attack element. If a reference character has a tail, use that single tail. If there is no tail, replace it with a single long ribbon, belt, chain, whip-shaped ornament, long hair bundle, or a magic band in the character's unique color. Multiple, branching, or weaponizing is prohibited. From the base to the tip, it is drawn as a single pursuit element with natural delay and reaction. [Shared Art Style] The line art is kept thin and delicate, and the line colors are dark tones close to the character's unique colors. Clear two- to three-tier celshading on faces, hair, costumes, spears, and enemies, leaving even more transparent, faint intermediate shadows. Do not crush shadows black. Her skin is clean and has a matte anime look. Draw fabric, metal, leather, gemstones, wood, horns, scales, glass, stone floors, and more using different reflections and roughness. Soft key lights are placed on the protagonist's face, with background light kept to a secondary level. Thick black outlines, simplified TV animation, flat single-layer cel painting, low-density backgrounds, smooth plastic CG, generic 3D beautiful girl faces, semi-realistic, realistic, live-action, muted colors, and no mixing of art styles. [Enemy] The enemy is a single massive, non-human illusion monster. They have about twice the protagonist's size and can be adjusted into demons, demons, knight monsters, mechanical beasts, cursed guardians, and so on, matching the worldview of the reference characters. All cuts maintain the same face, physique, horns and armor, costumes, hair, and glowing weakness markings. Place a single glowing weak spot pattern on the enemy's chest to the center of their abdomen, clearly distinguishable from the protagonist's unique color. [Stage] A massive indoor combat space tailored to the worlds of reference characters. It features wide floors, ceilings that let in light from above, deep corridors or structures, and flooring that can detect reflections or ground reactions. The floor softly reflects people, enemies, spears, and magical light. Maintain a high-density background while maintaining a shallow depth of field. No readable signs, text, advertisements, or logos are placed. [Action and Camera] Cut 1: A low diagonal front mid-shot. The protagonist, a single spear, a pursuit element, and the positions of massive enemies are clearly shown on the same screen. The protagonist fixes his gaze on the enemy and grips only the hilt of the spear with both hands. He lowered his supporting leg, took a sharp step, synchronized the rotation of his waist and shoulders, and unleashed a large, diagonal sweep using the entire spear. The moment the tip touches the enemy's front glowing weak point, it triggers a very short hit stop. Character-specific color shock light and circular magic waves spread out from the point of contact. He continued the follow-up attack. Cut 2: Close-up of contact points. Instead of returning to the protagonist's face, the main focus is on the enemy's chest, waist, glowing weak points, and the hit points of the single follow-up attack. It enters with a low follow-up attack element via a horizontal arc, and the tip hits the weak point once with a strong hit. Short hit stop on hit. Ring-shaped shockwaves and thin cracks of light run through the enemy's clothing, hair, and armor, causing them to shake violently. Cut 3: A short mid-to-long shot showing the enemy's full body and the floor. The enemy loses their balance, staggers two steps deeply, and collapses rapidly from one knee. Just as one knee touched the floor, his upper body and one hand sank into the floor, and his costume, hair, and armor spread out slowly. Enemies do not disappear and remain on the floor in a state of incapacitation. Cut 4: Ultra-low angle close-up. On the left foreground of the screen, one hand or part of the enemy's face is placed, a long spear is in the center, and the protagonist's legs and shoes are placed on the right. The protagonist swings the same spear vertically with both hands and drives the tip into the empty floor just before the enemy's outline. Leave a clear gap in the floor between the fallen enemy and the contact point. Only the moment the tip enters the floor, it generates sparks of its native color and warm colors, small cracks, and circular light waves. The long spear shaft extends vertically from the center to the top edge of the frame. The moment of grounding is the final frame, and it ends immediately. Above the chest, close-ups of the face, and the commemorative photo shots don't go back to the usual pose. [Audio] The diagonal sweep has a low wind cut and a short magical impact sound. The follow-up hit was a heavy blow followed by a clear, magical sound. The enemy's collapse was a single heavy floor crash. The end simultaneously emits a sharp screech as the spear tip hits the floor, a short cracking sound, and the echo of magical power, then cuts off at the same moment. No dialogue, no narration, no singing. [Important Guards] Only one protagonist, one enemy, one spear, and a single pursuit element. Unnecessary characters, extra enemies, duplication of spears, spear transformation, alteration of weapons, multiple follow-up elements, or branching are prohibited. The tip of the terminal spear touches the empty floor away from the enemy's outline. No text, subtitles, logos, watermarks, or UI.