seedance-vfx
name: seedance-vfx description: Seedance视觉特效工具:编排能量、烟雾、火焰、破坏、粒子、光效和环境交互的发生阶段、运动规律、材质与镜头关系。用于Seedance特效镜头与奇观场面。 veRSIon: 7.0.0
Seedance VFX Compiler
Ownership
Use $cinematic-vfx-director first whenever the effect concept, medium, hierarchy, force path, destruction logic, or style is not already APProved.
Use $vfx-effect-construction-engine between design and compilation whenever lifecycle selection, particle/energy/ritual grammar, or vocabulary still needs to be resolved. Inherit its source, formation, Carrier, path, Operation/contACT, response, peak, and endpoint rather than replacing them.
This Skill does not invent a SECond VFX design. It compresses the approved design into Seedance-readable visible events.
Seedance Compilation Order
Compile each important effect as:
source/owner -> formation or anticipation -> path/bulk motion -> contact/collision -> receiver/environment/light response -> decay/residue
For a minor effect, keep only the 2–4 visible phases that matter. For the hero effect, preserve the full causal envelope.
Effect Budget
One dominant effect family per CLIp.
One hero peak is the default for 10–15 seconds; allow one or two smaller supporting peaks when escalation needs them.
One primary read per effect beat. Secondary debris/light/atmosphere supports it.
REMOve tertiary particles first when the frame becomes noisy.
Effects cannot replace body mechanics, weapon contact, receiver response, or sound acknowledgment.
Medium Lock
State the medium before compiling fast-motion effects:
premium CG: shutter-aware blur, physical wake, refraction, material debris, local light spill;
stylized CG / 2.5D: controlled geometry smear, pose echo, speed lines, 2D accents over stable 3D depth;
pure 2D: drawn smear, contour break, shape rhythm, selective impact image, directional debris.
Do not collapse every medium into generic motion blur, glow, and particles.
Prompt-Ready Effect Card
Backstage card:
Function: Medium: Source/owner: Primary read and shape: Path/spatial layer: Contact/collision: Receiver/environment/light response: Motion-effect family: Intensity grade: Decay/residue: Sound sync:
Model-ready compression:
[visible source] [forms/releases the effect]; it follows [clear path and depth], contacts [target/surface], causes [receiver and environmental result], briefly changes [nearby light/atmosphere], then [decays or leaves residue].
Do not include labels such as “Function”, “primary read”, “intensity grade”, “VFX card”, or workflow notes in the final prompt.
Impact Compilation
For a principal hit, keep this order readable:
pre-contact pressure -> exact visible contact -> short directional peak -> receiver displacement/physiology -> delayed material/environment response -> decay
Use impact image, hiTSTop, exposure change, or camera impulse only at selected peaks. Contact must remAIn legible before the accent obscures it.
Trails and Smears
Anchor the trail to the actual moving edge, emitter, or body part.
Match path, velocity, spatial layer, and cutoff to the source.
Keep foreground/background occlusion correct.
A stylized weapon may bend or elongate for a fleeting smear frame, while grip, handle count, striking/cutting side, and before/after identity stay stable.
Distinguish presentation deformation from persistent weapon morphing.
Destruction and Environment
Write material-specific response and causal emission:
fracture begins at the contact or failed constraint;
debris inherits local direction and speed;
dust, water, sparks, fibers, shards, or chunks match the material;
nearby objects, cloth, fog, foliage, and reflections respond only where the force reaches them;
fRAGments collide, settle, cool, fade, or remain as residue.
Light and Compositing
Emissive effects affect nearby surfaces according to distance, direction, color, and occlusion. Preserve exposure and body readability. Keep shared atmosphere, black level, depth, grain/noise character, and motion cadence so the effect belongs to the photographed/rendered scene.
Liu Six-Part Prompt Integration
Do not create a separate generic VFX section in the copyable prompt.
视觉材质总控: medium, effect color ownership, emissive behavior, material interaction, density hierarchy.
镜头语言总控: camera/effect coupling, shake impulse, foreground wipe, effect reveal logic.
事件节拍: source, path, collision, result, decay.
声音: onset, peak, resonance, and tail.
正向稳定约束: current-shot positive locks for effect ownership, weapon identity, contact visibility, and endpoint.
Hard Failures
Recompile when the effect is decorative, detached, perpetual, medium-agnostic, hides contact, overgrades every hit, emits light without nearby illumination, creates debris before collision, gives every material the Same fragments, or permanently mutates a weapon during a smear.
OuTPUt Contract
Return:
one compact backstage effect card when useful;
one Seedance-ready positive phrase or integrated six-part prompt section;
one controlled retry variable if this is a failed-generation repair.
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