Style: 8K IMAX. Photorealistic — no 3D render, no game engine, no game-cutscene aesthetic.\nCinematography: Emmanuel Lubezki × Roger Deakins.\nLighting: Natural light only — contre-jour backlight, camera on shadow side, atmospheric haze throughout. Key light from sky and windows only.\nColor: 60:30:10 — dominant / secondary / accent.\nCamera: Physical cine lens. 180° shutter motion blur.\nSkin: Pore-level realism — vellus hair, asymmetric moles, capillary flush, pore-shadow matching on-set light.\nActing: Hollywood — micro-pauses before reactions, precise eye-line, wet living eyes with catch-lights, visible breath and chest rise.\nPhysics: Gravity and inertia respected — mass has real weight, correct contact shadows. No floating props.\nComposition: Rule of thirds + golden ratio. Every person moving from frame one.\nContinuity: Characters, props, environment identical across every cut. No identity drift.\nTechnical: 24fps smooth motion. 8K detail. No jitter.\nAudio: Environmental SFX only. No music. No subtitles.\n\nSUBJECT — <<<580cbf5c-4d9d-48b4-bd6d-ca414ac81650>>>, character matches input 100%, <<<d8cb3bc0-32c8-45bd-a5ea-13fa3c59fc7e>>> can in right hand. By end fully transformed into <<<13ce0872-5dbd-4f81-9d78-bb440b750841>>> — armor assembled mid-air, <<<13ce0872-5dbd-4f81-9d78-bb440b750841>>> matches input 100%. WB 6500K. EPIC transformation. MULTISHOT — fast cinematic cutting, escalating energy across the full 15s.\n\nPRACTICAL VFX — In-camera, practical-effects approach: real metal armor pieces on rigs and wires, real interactive light, real haze and atmospheric particles, real sparks and lens artifacts. The armor assembles from FLYING PIECES OF METAL — solid hard-surface plates, panels and components — that streak in through the air and lock together onto his body, NOT from nano-particles, NOT digital dust. Think practical hero-suit pieces snapping into place with weight and impact, shot for real.\n\nLOCATION — <<<781dadcd-7026-4651-a9a2-181c3fc22064>>> is a STYLE REFERENCE ONLY, not a fixed keyframe. Use it for look, mood, architecture and lighting — a deserted NYC-type avenue in hard midday sun. Seedance freely generates and extends the world; the character TRAVELS through space. Do not reproduce the reference frame 1:1. Keep all motion natural and believable — describe it broadly, real weight and gravity, no broken physics.\n\nACTION —\nSHOT 1 (0:00–0:02) — EXTREME CLOSE, chin to forehead. <<<580cbf5c-4d9d-48b4-bd6d-ca414ac81650>>> takes a deep pull from <<<d8cb3bc0-32c8-45bd-a5ea-13fa3c59fc7e>>>. Hard cut.\nSHOT 2 (0:02–0:03) — Same close framing. Can lowers, eyes snap open sharp and alert (natural, no glow), a wide genuine grin builds, deep inhale, chest rises. He is electric. Hard cut.
风格:8K IMAX。照片级真实感 —— 无 3D 渲染,无游戏引擎,无游戏过场动画美学。
电影摄影:Emmanuel Lubezki × Roger Deakins。
光影:仅限自然光 —— 逆光,摄像机位于阴影侧,全程伴有大气雾霾。主光仅来自天空和窗户。
色彩:60:30:10 —— 主色调 / 辅助色 / 点缀色。
摄像机:物理电影镜头。180° 快门运动模糊。
皮肤:毛孔级真实感 —— 毳毛、不对称痣、毛细血管充血、与现场光匹配的毛孔阴影。
表演:好莱坞级 —— 反应前的微停顿、精准的视线、带有眼神光的湿润双眼、可见的呼吸和胸部起伏。
物理:尊重重力和惯性 —— 质量具有真实重量,正确的接触阴影。无漂浮道具。
构图:三分法 + 黄金分割。画面中的每个人从第一帧开始即处于运动状态。
连续性:角色、道具、环境在每次剪辑中保持一致。无身份漂移。
技术:24fps 平滑运动。8K 细节。无抖动。
音频:仅环境音效。无音乐。无字幕。
主体 —— <<<580cbf5c-4d9d-48b4-bd6d-ca414ac81650>>>,角色与输入匹配度 100%,右手持有 <<<d8cb3bc0-32c8-45bd-a5ea-13fa3c59fc7e>>>。结尾完全变身为 <<<13ce0872-5dbd-4f81-9d78-bb440b750841>>> —— 装甲在半空中组装,<<<13ce0872-5dbd-4f81-9d78-bb440b750841>>> 与输入匹配度 100%。白平衡 6500K。史诗级变身。多镜头 —— 快速电影剪辑,在全长 15 秒内能量不断升级。
实用视觉特效 —— 镜头内实拍,实用特效方法:支架和钢丝上的真实金属装甲部件,真实的交互光,真实的雾霾和大气颗粒,真实的火花和镜头伪影。装甲由飞行的金属碎片组装而成 —— 实心的硬表面板、面板和组件 —— 它们穿过空气并锁定在他的身体上,而不是纳米粒子,也不是数字灰尘。想象一下实用的英雄套装部件带着重量和冲击力扣合到位,进行实拍。
地点 —— <<<781dadcd-7026-4651-a9a2-181c3fc22064>>> 仅作为风格参考,而非固定关键帧。将其用于外观、氛围、建筑和光影 —— 一个正午烈日下荒凉的纽约式大道。Seedance 可以自由生成和扩展世界;角色在空间中穿行。不要 1:1 复刻参考帧。保持所有动作自然可信 —— 进行广泛描述,体现真实的重量和重力,无物理错误。
动作 ——
镜头 1 (0:00–0:02) —— 极近特写,从下巴到额头。<<<580cbf5c-4d9d-48b4-bd6d-ca414ac81650>>> 深深地吸了一口 <<<d8cb3bc0-32c8-45bd-a5ea-13fa3c59fc7e>>>。硬切。
镜头 2 (0:02–0:03) —— 同样的近景构图。放下罐子,双眼猛然睁开,敏锐而警觉(自然,无发光),露出真诚的宽大笑容,深吸气,胸部起伏。他充满活力。硬切。
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