Desert Chase Dual-Wielding Gun Action Prompt
A highly detailed, multi-cut animation prompt for Seedance 2.5 featuring a 3D toon-style desert chase scene with a dual-wielding protagonist and a white dragon.
Esempio generato
Prompt
Desert Chase Action / Dual Pistol Prompt. High-quality anime video. 3D toon/cel-shaded chase action. The setting is a bright desert, and the protagonist holds two pistols, one in each hand. Maintain character consistency, sand-board chase, a giant white snake dragon, direction of travel, camera intent, and a conclusion where the chase continues after firing. [Referential Role and Priority of Images] Image1 is for face/identity reference. Prioritize face shape, eyes, iris, eyelashes, cheeks, jaw, nose, mouth, bangs, and hair around the face. Image2 is for full-body/outfit reference. Reference overall hair, twin-tails, flower ornaments, costume structure, gloves, shoes, body type, silhouette, and specific color scheme. Image1 and Image2 represent the same protagonist. In case of conflict, prioritize Image1 for facial features and Image2 for hair, ornaments, clothing, and body type. Do not copy indoor backgrounds, text, logos, character sheets, UI, lines, white backgrounds, multiple panels, or static poses from reference images. [Fixing Protagonist Identity] Soft small oval face, pale skin, large irises glowing purple to lavender, delicate thick upper eyelashes, small nose and mouth, focused gaze. Hair is long twin-tails in light coral pink to milky pink. Maintain purple flower ornaments, tassels, earrings, and black ear studs in the same position and count. Outfit is black/lavender/purple streetwear idol/hacker style: short lavender jacket, black top, chest straps, patches, belt/harness, layered pleated skirt, fingerless gloves, and platform boots. No facial averaging, becoming a different person, hair color drift, costume swap, or clones. [Fixed Art Style: 3D Toon / Cel-look] High-density 3D toon/cel-look. Thin dark blue to blue-gray outlines, 2-3 tier cell shading, soft mid-tones, translucent ambient light. Multilayered pink/lavender/white highlights on hair. Purple multilayered irises with small catchlights. Distinct textures for sand, rock, scales, metal, cloth, and leather. Avoid thick black outlines, flat shading, generic 3D faces, smooth plastic CG, realism, live-action, low-density backgrounds, or mixed styles. [Fixed Desert, Enemy, and Equipment] Setting: Golden dunes, red sandstone canyons, dry cracks, crumbled ledges, distant sandstorms, blue sky. Enemy: A single giant white snake dragon with a long articulated body, white armored scales, black understructure, cyan glowing lines, translucent cyan dorsal fin, red eyes, and orange mouth interior. Board: One sand hoverboard. Weapons: Exactly two pistols, one in each hand. Identical black-purple compact handguns with integrated barrel, slide, and grip. Protagonist holds one in each hand, pointing both forward. Do not duplicate, separate, or transform weapons. [Common Motion Contract] Connect board-to-sand contact, jump, aerial movement, dual aiming, simultaneous firing, recoil, and the next glide as a single continuous trajectory. Each contact follows the sequence: gap before contact -> clear contact point -> local reaction -> continuation. Use sand spray and the dragon's body as foreground wipes; do not show the dragon alone for long periods. Cut 1: Extreme eye close-up to chase. Start with an extreme close-up of one eye (Image1) reflecting dunes and dragon armor. Camera pulls back to reveal face, ornaments, body, and board contact. Sand spray leads to the next dune. Cut 2: Lateral chase. Side-follow from low 3/4 angle. Protagonist glides at high speed, keeping low posture and edging the board. Sand spray leads to the red canyon. Keep dragon in frame to show distance and speed. Cut 3: Wall-run axis reversal. Camera rises and rolls, making the canyon wall the vanishing axis. Board remains in continuous contact with the sandstone slope. Show leg bracing, dust, and reaction. Continue to the rim for the next jump. Cut 4: Firing under dragon's belly. Show protagonist, board, dual pistols, and dragon belly armor. Jump off the rim, passing through the air. Maintain space before firing. Both pistols fire once simultaneously, hitting the same armor zone. Show sparks, dust, and recoil traveling through the body. Continue to next glide; no aerial freeze. Cut 5: Return to dunes. Side-follow from rear diagonal. Return recoil to body, re-engaging board with sand for a turn. Proceed to the next wall. Jump immediately after contact. Cut 6: Overview of cracks and ledges. High diagonal overview. Cross dry cracks and ledges. Show sequence: gap -> contact on ledge -> knee sink -> reaction -> continuation. Keep dragon and protagonist in frame. Cut 7: Evading dragon's mouth. High front diagonal. Show giant mouth, fangs, protagonist, and landing point. Fangs do not touch protagonist. Low posture, board edges away from the mouth by a hair's breadth. Sand spray leads to parallel run. Cut 8: Parallel head-run. Low wide side-shot. Protagonist in foreground, dragon head in background. Maintain low posture; show contact, spray, and dual handling. Sand spray serves as a wipe. Cut 9: Face, pistols, and hit reaction. 3/4 close-up over the shoulder. Show dual pistols, eyes, bangs, ornaments, and dragon cheek armor. Space between muzzles and cheek before firing. Simultaneous shot hits the same spot. Synchronize muzzle flashes, metallic sounds, and sparks. Dragon's head jerks; recoil returns to protagonist. Continue running. End on the moment of impact. No victory poses or holstering. [Sound] Synchronize board scraping, contact, falling pebbles, wind, mechanical/firing sounds of dual handguns, dragon armor reactions, and roars. No dialogue, narration, or singing. [Important Guards] Only one protagonist, one white dragon, one board, and two pistols. No extra people, clones, or swaps. No slow motion, aerial freeze, protagonist disappearing, dragon destruction, or UI/watermarks.