Curated Prompt Vault
Urban Fantasy Character Animation Guide
[Role of Reference Images] Refer to the character in the source reference image and maintain the same character throughout the entire story. Reference images a…
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Curated Prompt Vault
[Role of Reference Images] Refer to the character in the source reference image and maintain the same character throughout the entire story. Reference images a…
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[Role of Reference Images] Refer to the character in the source reference image and maintain the same character throughout the entire story. Reference images are used only for reference of face, contours, age, eye shape, iris color and patterns, eyelashes, eyebrows, nose, mouth, hairstyle, hair color, bangs, hair accessories, costumes, decorations, physique, overall silhouette, weapons, unique color schemes, and atmosphere. Backgrounds, rooms, furniture, setting tables, split layouts, text, static poses, angles of view, composition, and framing from reference images are not reproduced. The reference image does not start with a starting frame, but with a completely new urban fantasy action scene. If there are multiple reference images, the most distinct image of the face is given the highest priority reference for identity with the face, and the most distinct image of the whole body is given the highest priority reference for clothing, physique, and weapon. In cases of inconsistency between references, face, eyes, iris, cheeks, chin, mouth, age, and bangs take precedence over face references; clothing, decorations, body shape, overall silhouette, and weapons take precedence over full-body references. [Character Fix] There is only one person of the same character throughout the entire story. Do not change your face, eyes, irises, hairstyle, hair color, bangs, hair accessories, costume, body shape, ornaments, or intrinsic color. The only things you can change are facial expressions, gaze, mouth, posture, breathing, combat movements, and natural delays in hair and costume. Avoid mixing features, averaging faces, alienation, costume swapping, clones, clones, or a second person. He has only one weapon. If a sword or sword is in the reference image, its shape, color, and decoration are preserved. Only when you don't have a weapon can you add a one-handed sword that harmonizes with your character's outfit, world, and unique colors. The dominant hand grips only the handle, and the tsuba or guard clearly separates the hand from the blade. Do not overlap your hands, fingers, wrists, or forearms on the blade, and do not grip the blade. If there is a sheath, it is fixed to the waist. Reserve weapons, daggers, and dual-wielding are prohibited. Each sleeve or wrist has a small automatic retractable wire mechanism that does not damage the appearance of the costume. The wire is automatically ejected without being gripped by hand or finger. For the initial ejection preparation, one on each side, two guns are used simultaneously. The two do not pass through the body or the outside of the weapon, but do not entangle with the arms, fingers, blade, hair, or costumes. After ejection, both guns are completely released and retracted, and for subsequent ascent movements, only one is used from the left wrist side. No more than three films are released throughout the entire series. [Art Style] High-quality 3D cel-look animation. Movie-level high-density 3D key animation, delicate facial expressions and body acting, high-quality composites, transparent lighting, and dense background art. The artistic density and character characteristics of reference images are accurately converted into three-dimensional and delicate 3D animation. Outlines, cel shadows, highlights, and material representations should match the style of the reference images. Maintain a wealth of information covering hair, eyes, eyelashes, embroidery, layers of costumes, decorations, metal, and translucent materials. Generic 3D faces, low-polygon animation, plastic dolls, oily CG, semi-realistic, live-action, mixed art styles, simplified TV animation, and flat shadows without turning into one. [Automatic Stage Adaptation] The stage structure is fixed at a densely packed urban fantasy intersection at night. High-rise buildings on all sides, elevated walkways overhead and metal beams, support frames for aerial signs, crosswalks, wet road surfaces, shops leading further in, and window lights are arranged. Roads are completely cleared as combat zones, with no pedestrians, vehicles, public transport, or unnecessary people allowed to pass. Background architectural styles, accessories, signboard shapes, decorative motifs, light source colors, reflective colors, atmosphere, and detailed atmosphere of time are automatically adjusted to match the reference character's costumes, decorations, attributes, unique colors, and personality impressions. For Japanese style, it's a city shrine, latticework, lanterns, and paper scraps. For Gothic, spires, roses, and stained glass are the keys. For mechanical systems, piping, holograms, and industrial beams. For fantasy-type items, crystals, petals, and magic crests. For marine themes, the design language matches the characters' design language, such as water reflections, pearls, and ripples. However, the terrain necessary for the action—urban intersections, elevated structures, walls, and wet roads—is maintained. Main light, edge light, neon, spark, wire, enemy core, and slash afterglow are unified around the unique colors of the reference characters. The background is kept lower than the character's saturation, keeping the face, eyes, hair, and costume colors as clear as possible. Complementary colors are used only for creating depth. Apply a thin haze in the atmosphere, reflections from windows and the road surface, shallow depth of field, and strong lateral parallax. The signboard uses only abstract light, and readable text, logos, and subtitles are prohibited. The enemy is a single large black humanoid combat mech standing in the center of the intersection. About twice the protagonist's height. It features heavy armor, thick legs, shoulder armor, and an exposed power core in the center of the back. Armor design, sensor shape, core color, and fine decorations match the protagonist's worldview, but do not become too similar to the protagonist's color; instead, black is used as the main color for identification. Human enemies, bloodshed, and biological damage are prohibited. [Fixed Action and Camera] The protagonist squats deeply with both soles on the wall of a high-rise building next to an intersection. Two luminous wires are fixed from the left and right wrist mechanisms to the elevated support frames on the front and left and right. The two pieces form a large V-shape with the protagonist at the top. Two fixed points, two strung wires, both feet grounded against the wall, and the large central mech are clearly shown on the same screen. The opening is a medium view near the waist from the diagonal side. Keep the face, eyes, and hair accessories at a readable size. The protagonist points both eyes, nose, chin, chest, and shoulders toward the mech. The dominant hand grips only the hilt of a single weapon, and the blade is safely pointed diagonally backward toward the body. Bend both knees and hips deeply, and focus on the legs that push against the wall. The winding mechanism operates, increasing tension. Her body and costume are pulled forward slightly, with only her hair, ribbon, and fabric standing out first. The protagonist kicks the wall hard with both feet. At the same time, two wires are wound at high speed and the body is pulled toward the center of the V-shape. The leg extension, the wall's reaction, and the wire tension overlap, and the arrow is shot horizontally into the intersection like an arrow from a bow. The camera does not rush straight into the person, but moves to a sideways position just above the road surface, running alongside it with high-speed side tracking. Wet crosswalks, store lights, windows, and pillars flowing strongly sideways. The protagonist speeds just above the road, maintaining a readable posture stretched from head to foot in the direction of travel. Just before the mechanism, he simultaneously unwinds both wires on the left and right and completely retracts both. After the wire disappears, he moves his legs, waist, and shoulders on a low trajectory, and with a single weapon, slashes diagonally upward from below to the knee joint. Clarify the relationship between the handle, guard, blade, and hand. A short hit stop of about 0.1 seconds at the point of contact. Black armor fragments and sparks of its unique color flew to the opposite direction of travel, causing the injured leg to sink and the mecha's center of gravity to collapse. The protagonist slips through his feet and continues forward. Armor fragments cross in front of the camera, creating a short foreground wipe. At this point, the first two wires are completely gone. The protagonist shoots a new wire from the left wrist toward the beam of the elevated sidewalk overhead. Clearly show the fixed hook position and the single straight line extending from the protagonist to the beam. Due to tension, the forward trajectory changes into an upward arc. From the injured leg side,