High-Speed Anime Action Sequence
A detailed professional-grade prompt for generating a high-density 2D hand-drawn action scene featuring close-quarters combat in a futuristic corridor.
Genereret eksempel
Prompt
High-quality anime footage. Theatrical-class high-density 2D hand-drawn action animation. High-speed melee combat. Set in a dark near-future giant corridor, the protagonist breaks through multiple enemies continuously without stopping. The most important elements are overwhelming speed, grounding, reaction force chains, clear contact, extreme camera distance changes, brief 'face rewards' (close-ups), and momentary graphic impacts in red, black, and white in the second half. No static repositioning phases. Each attack's reaction force must be used as the propulsion for the next movement or attack. [Character Consistency] Maintain the protagonist from the source reference image as the same person across all cuts. Do not change face shape, age, eye size/spacing, iris color, jaw, bangs, hairstyle, hair color, outfit, body type, or specific color scheme. Do not allow the character to look like someone else, appear more adult, or be simplified even during high-speed movement, distant shots, or backlit explosions. Accurately restore the face, eyes, and hair to match the source image the moment the camera returns to a close-up. The protagonist's weapon is a single slender single-edged sword. Maintain the blade, guard, and hilt as a single continuous structure. Do not multiply, split, or exchange weapons. One or both hands must always grip only the hilt; do not overlap the blade and hands in front of the face. [Enemy Consistency] 4 humanoid enemy soldiers wearing black near-future armor. Maintain the same armor design for all 4; do not mix face, hair, outfit, or weapons with the protagonist. Enemies maintain humanoid bodies, black armor, and limbs during combat. Do not transform into crystals, abstract objects, or light masses after being hit. [Art Style Consistency] 2D hand-drawn animation throughout. Thin delicate line art, dark but not overly black outlines, 2-3 layers of anime shading, transparent mid-tones, multi-layered highlights on hair and eyes, high-density background art, exaggerated key animation for theatrical action. Use short smear frames with boldly stretched shapes for high-speed motion where necessary, but return the face to clarity during close-up frames. No thick black outlines, simplified TV animation, low-density backgrounds, flat single-layer cel shading, smooth 3DCG, live-action, semi-realistic styles, dull colors, or mixed art styles. [Setting/Color/Light] The setting is a dark, massive near-future corridor. Maintain the same location throughout. Background colors: black, dark navy, dark teal. Thin red linear lights on walls, floors, and ceilings pointing toward the vanishing point to emphasize speed and depth. Fixed color roles: Cyan-Blue = protagonist's acceleration and electrical afterglow; Lime-Yellow-Green = sword attack trails; Orange-Yellow = sparks and explosions after contact; Red-Black-White = graphic impacts for maximum shock only in the second half. Do not swap color roles between cuts. Stabilize skin tones and protagonist colors; no random white balance changes. [Common Movement Rules] Do not process running as a parallel slide. Sequence: grounded foot fixed to floor -> pelvis moves past grounded foot -> opposite knee moves forward -> toe of grounded foot kicks off -> short aerial phase -> opposite foot lands forward -> knee compression -> next kick. Pelvis and thorax must move forward past floor joints. Movement in world coordinates must not be erased even if the camera follows. Landings must pass through: foot contact -> knee compression -> hip sink -> upper body follow-through. Sword reaction force flows from sword -> wrist -> elbow -> shoulder -> thorax -> hips -> grounded leg to propel the next move. Hair and clothing follow the body with a slight delay. [Contact Rules] All key attacks follow: clear gap before contact -> contact at specified position -> very short hit-stop at contact -> sparks, armor displacement, and explosion only after contact. Do not blow back enemies or generate explosions before contact. No static screens showing only effects; continue character movement during sparks/explosions. [10 Cuts Sequence] Cut 1: Floor Ignition. Low-angle close-up at feet. Lead foot grounds strongly, toe-kick generates lime-green sparks. Cut 2: Corridor Acceleration. High-speed strides toward vanishing point. Wide-angle perspective. Cut 3: Face Reward to Strike. Quick camera approach to face. Diagonal upward slash with hit-stop and lime trail. Cut 4: Explosion & Axis Change. Enemy hits equipment causing explosion. Protagonist steps around smoke to find next enemy. Cut 5: Continuous Melee. Parry then horizontal slash on second enemy. Move past to third. Cut 6: Spatial Opening. Jump over third enemy's attack. Wide long shot to show the massive corridor scale. Cut 7: Landing to Re-acceleration. Grounding sequence, cyan afterglow, and quick face reward during next dash. Cut 8: Third Contact & Max Pressure. Torso slash on third enemy. Extreme close-up on eye leading to graphic insert. Cut 9: Graphic Impact Intercut. Flash of red/black/white 2D graphic frame to emphasize impact. Immediate return to reality. Cut 10: Final Impact. Approach fourth enemy without stopping. Diagonal slash with strongest hit-stop and red/black/white graphic frames. End on the motion of the next step; no victory pose or static shots. [Sound] High speed but varying volume. Sync breaths and metallic sounds with action. No long screams. [Important Guards] No neutral resets; every force becomes propulsion. Move character relative to floor, not just the camera. Vary camera distance/angle/size between cuts while maintaining movement vector. No text, logos, clones, or sudden enemy additions. No long slow-motion, stalemates, or final victory pull-away shots.