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CSS custom props and scroll animation for staggered effects 🤙 h2 { animation: show; animation-timeline: view(); } .char { translate: 0 calc((1 - var(--s)) * 1lh); transition: translate 0.5s calc(sin(var(--i) / var(--t) * 45deg) * 0.5s); } @​keyframes show { to { --s: 1; }}

32,781 Aufrufe • vor 2 Jahren •via X (Twitter)

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004/100 Buttons. A bit of the process on building an animation. When looking at a finished animation or in this example a finished button, it can look quite complex inside the CSS. But when building it, it’s more like a lot of simple steps, one after another. Here I had the idea to make some kind of text animation like the footer logo on the Osmo site. I try to add the base animation with no complex easing, for example transition: translate 0.4s ease. Starting with just moving the one text from bottom to top and the other text to top. Adding a stagger, play around with it. Searching for a way to make it more circular. On the research I found the sin() function inside CSS which can build a more smooth non linear curve for the stagger which creates this circular effect. And step by step adding more complexity like, different easing for hover/hover-out, opacity, 3D transform and more. I use also the sin() function to rotate the letters, so the middle ones are getting more rotated than the outer ones. Another thing which helps is to add a small delay on hover, for example 0.05s or 0.1s, you don’t really see the difference, but when you hover pretty fast on and out it doesn’t get that jumpy. I’m using here GSAP’s SplitText to split every char into spans. And then I’m adding a CSS index variable to every span, starting from the center. SplitText can provide CSS index variables, but you cannot tell it from which direction. For the sin() it’s also important to have a max length, so I add another CSS variable with the max char number on it. Crafting 100 Buttons with Osmo ⏳ Total time: 63h

Eduard Bodak

166,023 Aufrufe • vor 4 Monaten

I told you to claim your free 16GB NVIDIA GPU for learning Local LLMs. Now I’m going to show you how to double its inference speed without touching the hardware. Google Colab gives you an enterprise grade NVIDIA Tesla T4 GPU for free, roughly 4 hours every single day. It is the absolute perfect sandbox for learning AI engineering, testing inference flags, and pushing massive context windows. The local AI timeline is moving way too fast. If you aren't using Multi Token Prediction (MTP) yet, you are leaving massive performance on the table. I just pushed DeepMind’s Gemma 4 26B to 64.9 t/s on this exact free tier. Let's look at the raw benchmark data running on an Ubuntu Linux environment with the latest compiled llama.cpp binaries and quantized GGUFs from Unsloth via HuggingFace: # Qwen 3.5 9B (Dense): Base: [ Prompt: 626.7 t/s | Generation: 21.0 t/s ] With MTP: [ Prompt: 539.1 t/s | Generation: 24.8 t/s ] # Gemma 4 26B QAT (MoE): Base: [ Prompt: 634.2 t/s | Generation: 48.3 t/s ] With MTP: [ Prompt: 572.1 t/s | Generation: 64.9 t/s ] If you are paying attention, this single Colab notebook reveals 3 massive observations about the current state of local LLMs: # 1. The MTP Speedup (Software Overclocking) Standard autoregressive decoding guesses one token at a time. MTP acts like a highly optimized, built in speculative decoder. It predicts multiple future tokens at once and the main model verifies them in parallel. The result? Zero accuracy loss and a massive throughput increase. Gemma jumped from 48 to 65 t/s just by flipping a flag. # 2. The MoE Paradox (Bigger is Faster) How does a 26B parameter model absolutely destroy a 9B model in raw speed on the exact same hardware? Architecture. Qwen 3.5 9B is a dense model. it activates all 9 billion parameters for every single token. Gemma 4 26B is a Mixture of Experts (MoE) model. It routes data efficiently, activating only 4B parameters per token. You get the reasoning capabilities of a 26B model with the compute cost of a 4B model. 3. Thinking Efficiency When I ran the exact same complex prompt on both models, the larger MoE spent significantly fewer "thinking" tokens to arrive at the correct answer. A smarter model doesn't just give better answers; it gets to the point faster, saving you compute cycles and preserving your context window. # Want to run this yourself? Here are the exact llama.cpp CLI commands. For Qwen (MTP is baked into the main model): ./llama-cli -m Qwen3.5-9B-UD-Q4_K_XL.gguf -p "Explain quantum computing." -n 2000 -c 8000 -ngl 99 -fa on --spec-type draft-mtp --spec-draft-n-max 4 --spec-draft-p-min 0.7 For Gemma (Using a separate lightweight draft model): ./llama-cli -m gemma-4-26B-A4B-it-qat-UD-Q4_K_XL.gguf --model-draft mtp-gemma-4-26B-A4B-it.gguf -p "Explain quantum computing." -n 2000 -c 8000 -ngl 99 -fa on --spec-type draft-mtp --spec-draft-n-max 4 --spec-draft-p-min 0.7 Stop waiting for a $3,000 rig. Boot up Colab, pull these models, and start building your stack. I’ve put together a completely free, cell by cell Google Colab notebook that automates this entire workflow so you can test it yourself in 5 minutes and learn. Link to the notebook is in the comments below. Experiemt with different MTP parameters, context windows and post your results in the comments.

Alok

170,442 Aufrufe • vor 2 Monaten

Qwen3.8-Flash-Next now reaches ~43 tok/s after a 122,902-token prompt on ONE DGX Spark. ⚡🚀 MTP k=2 won my draft-depth sweep, with +42.5% mean decode over no draft. The PLE table stays fully on-device. I promised the deeper MTP tests. Here are the results, and now you can explore them in an interactive benchmark page too. 𝗧𝗪𝗢 𝗗𝗥𝗔𝗙𝗧 𝗧𝗢𝗞𝗘𝗡𝗦 𝗪𝗢𝗡 Mean single-request decode with 32K context configured: MTP k=2: 39.21 tok/s MTP k=3: 36.42 tok/s MTP k=1: 35.18 tok/s No draft: 27.51 tok/s k=2 also produced the fastest individual sweep run: 41.34 tok/s. Four runs each for no draft, k=1 and k=2. Seven for k=3. Decode excludes time to first token. Here, k means speculative draft depth, not quantization bits. k=3 produced more tokens per step, but the extra drafting work did not pay off in throughput. k=2 is my current pick for this setup. 𝗧𝗛𝗘 𝟭𝟮𝟯𝗞-𝗧𝗢𝗞𝗘𝗡 𝗣𝗥𝗢𝗠𝗣𝗧 𝗧𝗘𝗦𝗧 I then ran a separate long-prompt comparison: Actual input: 122,902 tokens Configured context: 262,144 Requested output: 128 tokens One request at a time MTP k=2: ~43 tok/s No draft: 26.2 tok/s Time to first token: 110.6 seconds with MTP 107.0 seconds without it The win here is generation speed, not faster prefill. To keep the scope clear: 256K was the configured limit. This was a real ~123K input, not a completely filled 256K window or a full k sweep at that depth. 𝗣𝗟𝗘 𝗦𝗧𝗔𝗬𝗦 𝗢𝗡 𝗧𝗛𝗘 𝗦𝗣𝗔𝗥𝗞 Whole model on-device: 78.57 GiB Packed 5-bit PLE table: 30.4 GiB, included in that total No NVMe PLE offload in this build. This is still turboderp’s 3.05bpw_h5_ng5 EXL3 pack, served through my vllm-exl3 integration. My work here is the serving integration and testing. These are preliminary performance measurements, not a quality evaluation or a claim of bit-exact full-output parity. 𝗘𝗫𝗣𝗟𝗢𝗥𝗘 𝗧𝗛𝗘 𝗥𝗘𝗦𝗨𝗟𝗧𝗦 The benchmark page has the individual sweep values, long-prompt comparison, and measurement scope. You can play the animation, export the charts, or download the HTML and data to render them yourself. No Spark needed to view the results. Credit to turboderp / ExLlamaV3 for the pack and kernels, vLLM for the serving engine, and Qwen Qwen Developers for the model. Recipe + reproduction: Interactive benchmark:

Cruz

12,258 Aufrufe • vor 22 Tagen

Not every hero wears a cap. Some carry a school bag. 🎒 Brought this cinematic animation to life with Seedance 2.0 on BudgetPixel AI Prompt 👇 Style: High-end 3D animated cartoon, cinematic Pixar-style lighting, expressive characters, shallow depth of field, dynamic motion blur, viral short-form pacing, 4K Scene 1 (0–3s) “Establish + Hook” Wide tracking shot from behind: a cartoon school boy walks alone on a quiet street, backpack bouncing slightly. Camera slowly pushes in (dolly-in). Subtle wind + soft suspense beat starts. Transition: quick whip pan left into next scene. Scene 2 (3–6s) “Threat Reveal” Snap zoom cut-in to a girl near a parked bike being threatened by two sneaky snatchers. One grabs her purse aggressively. Camera angle: low-angle wide shot to make snatchers look bigger and intense. Music intensifies sharply. Transition: fast heartbeat zoom blur into hero reaction. Scene 3 (6–9s) “Hero Moment Build” Close-up on the boy’s face determined expression, eyes reflecting light. He bends down (camera follows in slow-motion orbit shot) and picks up a small stone. Cinematic slow-motion throw with motion blur and dramatic lighting flare. Transition: impact cut (flash frame white) Scene 4 (9–11s) “Impact Chaos” Stone hits the bike with stylized spark FX + metallic clang sound vibe. Camera shakes slightly (handheld effect). Purse falls in slow motion. Snatchers react in exaggerated cartoon shock. Transition: speed ramp + forward push-in tracking shot Scene 5 (11–13s) “Action Resolution” The boy runs in smooth tracking side-shot (parallax motion), grabs the purse mid-motion. He steps in front of the girl protectively. Snatchers retreat in exaggerated cartoon panic (blurred background motion). Transition: soft stabilized slow fade motion Scene 6 (13–15s) “Hero Ending / Viral Hook Finish” Golden warm lighting. Medium close-up: boy returns purse gently. Girl smiles relieved. Camera slowly rotates around them (hero orbit shot). He puts on black sunglasses inslow-motion swag reveal. Soft romantic outro music fades. Final frame freezes for 0.5s (TikTok-style end lock).

Ai Arainz

45,781 Aufrufe • vor 3 Monaten

The "I don't have enough VRAM" excuse just died. I’m running Meta’s new 30B Muse Glimmer Q6_K_XL with a massive 130k context window on just 26GB VRAM FREE compute on Kaggle. Kaggle provides you free 2x Nvidia T4 GPUs. 30 hours usage each week! Yesterday, I showed you the violent throughput of Muse Glimmer on a single RTX 4090. Today, we are securing a Dual NVIDIA T4 GPU cluster with 32GB of total VRAM for exactly $0 and dropping the massive 24.5GB Q6_K_XL GGUF onto it. Here is the exact Kaggle workflow and benchmarking breakdown: # 1. The Storage Bypass & Setup I built a clean cell by cell script in the file. We dynamically fetch the CUDA accelerated llama.cpp binaries and use wget to stream the model directly into Kaggle's /kaggle/tmp scratch storage, which cleanly bypasses their 19.5GB output directory limit. # 2. The Multi GPU Performance With the -ngl 99 flag offloading all model layers across both T4 GPUs (32GB VRAM combined), we pushed a massive 131,072 token context window (-c 131072). The benchmark numbers: Prefill: 265.9 t/s Decode: 9.0 t/s VRAM Total: 26.5 GB # 3. The Architecture Insight The Q6_K_XL model itself is 24.5 GB. Because of Muse Glimmer's aggressive 16:1 GQA, the unquantized KV cache for a massive 130k context window only takes up 2 GB of memory. No heavily degraded Q4 KV quantization required. It just works. No compiling from source. No credit card. No OOM crashes. Zero excuses. If you’re running a single RTX 3090, 4090, or 5090, you need to experience this hyper efficient KV cache right now before the upcoming Qwen 3.8 27B drop completely steals your VRAM tomorrow. pick the Q4 or Q5 quants for 24 GB VRAM rigs. I'm dropping the Unsloth huggingface GGUF links and the free Kaggle notebook link in the replies. spin up your own instance, and show me your multi GPU benchmarks.

Alok

19,370 Aufrufe • vor 1 Monat

this model is so f*cking good for animations less hallucinations than gemini and it takes like 20 seconds to generate full clip + 1 min video costs only like ~$7 prompt that i used: Create a 15-second cinematic 3D animated product advertisement for supportive shoe insoles. Use a polished, high-end stylized 3D animation aesthetic with expressive but natural characters, soft cinematic lighting, realistic materials, believable anatomy, and subtle facial expressions. The scene takes place in a modern apartment hallway in the early morning. Warm sunlight enters through a large window, creating soft golden reflections on the wooden floor. A few pairs of shoes are scattered near the entrance, with a small bench and coat rack in the background. A completely different male character appears: a slim-to-average build man in his early 30s with short slightly messy brown hair, light stubble, casual gray hoodie, dark joggers, and white sneakers. He should look like an ordinary everyday person, not a fitness model. Preserve his face, hairstyle, clothing, body proportions, and overall appearance consistently throughout the entire animation. The advertisement should feel like a natural short-form social media ad, with the character speaking directly and casually rather than acting like a professional commercial presenter. [0–3 seconds] Begin with a medium-wide cinematic shot. The man walks into the apartment after spending several hours on his feet. He takes two steps, suddenly slows down, and looks uncomfortable. He takes off one sneaker and sits on the bench, rubbing the bottom of his foot with a slightly frustrated expression. He looks toward the camera and says naturally: "Man, my feet used to kill me after a long day." His delivery should feel conversational and believable, with natural lip movement and subtle facial animation. [3–7 seconds] Cut to a closer shot as he picks up the original factory insole from inside his sneaker and looks at it skeptically. He says: "Then I realized it wasn't even my shoes." He pulls the old insole out and places it beside the shoe. The camera gently pushes closer as he reaches for a new supportive shoe insole lying on the bench. Make the insole clearly visible and easy to understand as the hero product, with realistic cushioning, ergonomic shape, and premium material details. [7–11 seconds] Show him placing the new insole inside his sneaker. Use a smooth close-up of his hands fitting the insole naturally into the shoe. Show the insole sitting correctly inside the shoe with believable proportions and physical interaction. He puts the sneaker back on, stands up, and takes several comfortable steps across the hallway. His posture immediately looks more relaxed. He smiles slightly and says: "These made such a difference." Keep the acting subtle and realistic. Do not make the effect exaggerated or magical. [11–15 seconds] Move into a slightly closer cinematic shot as he walks confidently toward the apartment door, then turns back toward the camera. He briefly lifts one foot, showing the sneaker, and says with a relaxed smile: "Honestly, I wish I'd tried them sooner." Finish with a clean product-focused composition: the pair of supportive insoles is visible on the bench next to the sneakers while the man walks naturally into the background. Hold the final frame for a moment. Camera: Smooth cinematic dolly movement, subtle handheld-style realism, natural perspective, gentle push-ins, no rapid camera movement, no dramatic orbiting, no abrupt zooms. Lighting: Warm morning sunlight mixed with soft ambient indoor light. Cinematic shadows, realistic reflections, soft highlights on the product, premium commercial look. Audio: Natural male voice dialogue, subtle apartment ambience, quiet footsteps on wooden floor, soft fabric movement, shoe sounds, and minimal understated background music. Voice: Young adult male, friendly, slightly casual, conversational delivery. No exaggerated commercial voiceover. Lip synchronization must be accurate to every spoken word. Product: The shoe insoles must remain physically consistent throughout the scene. They should look like premium supportive orthopedic-style insoles designed for everyday comfort. Show their shape and cushioning clearly without adding logos, text, or branding unless explicitly provided. Maintain: Realistic anatomy, stable facial identity, accurate hands and fingers, correct foot placement, natural walking mechanics, believable shoe deformation, physically accurate interaction between hands, shoes, and insoles, consistent lighting, consistent character proportions, and smooth temporal continuity. Avoid: Extra characters, unrelated locations, duplicated limbs, distorted hands, floating objects, sliding feet, broken anatomy, sudden costume changes, exaggerated reactions, magical transformations, unrealistic product effects, subtitles, captions, text, logos, watermarks, or cuts to unrelated scenes.

MAX

21,356 Aufrufe • vor 27 Tagen

Not every hero wears a cape. Some just share their bread. Created with Seedance 2.0 + GPT Image 2 on OpenArt Prompt: TITLE The Piece of Bread REFERENCE Use the provided combined character sheet and storyboard board as the main visual reference. Follow the same woman design, stray cat design, bread, sidewalk, low wall, cloth shoulder bag, water bottle, warm sunset lighting, and emotional story beats. Keep the woman and cat visually consistent in every shot. Do not add extra characters. Do not change the core story. SUBJECTS Woman: A young woman in her early 20s with shoulder-length slightly messy dark brown hair loosely tied back, a soft oval face, gentle expressive anime eyes, and a tired but kind expression. She wears a faded oversized hoodie, loose trousers, worn sneakers, and carries a simple cloth shoulder bag. She appears hungry, humble, compassionate, and resilient. Her acting should remain subtle, natural, and emotional. Cat: A small original stray cat with short charcoal-gray fur, a cream-colored chest and paws, one ear with a tiny notch, a long curved tail, and expressive anime-style eyes. The cat feels timid, hungry, hopeful, innocent, and lovable. It begins cautious and hungry, then gradually becomes trusting and comforted. Bread: One small round bread bun. This is the central story object. The woman breaks it into two pieces and shares one half with the cat. ENVIRONMENT Quiet city sidewalk at sunset. Low concrete wall behind them. Soft blurred road and distant buildings in the background. A simple cloth shoulder bag and a small water bottle placed beside the woman. Warm golden-hour light with long shadows. Peaceful, lonely, emotional atmosphere. STYLE 2D Japanese anime short film with a hand-drawn aesthetic. Clean inked outlines, flat-to-soft cel shading, simplified shadow blocks, no CG or 3D rendering. Soft emotional storytelling. Warm golden-hour lighting with painterly anime backgrounds. Expressive anime eyes with subtle, believable facial acting. Gentle cinematic movement with a traditional anime animation feel. No 3D render. No CGI. No Pixar-style shading. No photorealism. No comedy. No chaos. No copyrighted characters. No text. No subtitles. No logos. No social media UI. No background music—only natural ambient sound effects. CAMERA 16:9 cinematic framing. Use close-ups and medium shots to emphasize emotion. End with one wide cinematic shot. Slow push-ins and gentle cuts. Shallow depth of field. Keep both characters clear and expressive. Avoid fast movement or exaggerated actions. TIMELINE 0:00–0:02 Extreme close-up. The woman slowly lifts a small bread bun toward her mouth. She is about to take a bite. Warm sunset light softly illuminates her face and hands. Her expression shows hunger, exhaustion, and quiet resilience. She pauses just before eating. SFX: quiet street ambience, soft breathing, gentle hand movement. --- 0:02–0:04 Medium shot from the woman's side. A small stray cat sits a few feet away on the sidewalk. The cat gazes at the bread with sad, hopeful eyes. It remains still, timid, and cautious. The woman notices the cat and slowly lowers the bread. SFX: soft cat meow, light breeze, distant city ambience. --- 0:04–0:06 Close-up of the woman's hands. She slowly breaks the bread into two pieces. Tiny crumbs fall gently. The moment feels like an important emotional decision. Her hands pause briefly after splitting the bread. SFX: soft bread tearing, tiny crumbs falling. --- 0:06–0:08 Medium side shot. The woman gently extends one half of the bread toward the cat. The cat looks at the bread, then into the woman's eyes. It is nervous but curious. The woman gives a soft, reassuring smile and keeps her hand perfectly still. SFX: gentle hand movement, cat sniffing, quiet breeze. --- 0:08–0:10 Low close shot near the cat. The cat slowly steps forward. It carefully takes the bread from the woman's hand. The woman remains calm and gentle. The cat begins eating, and its expression gradually softens into trust. SFX: tiny paw steps, soft bite, gentle chewing. --- 0:10–0:12 Medium shot. The woman sits comfortably on the sidewalk. The cat comes closer and sits beside her. She gently strokes the cat's head. The cat leans into her hand and relaxes. The moment feels warm, peaceful, and safe. SFX: soft fur brushing, content cat purring, distant street ambience. --- 0:12–0:14 Close emotional shot. The cat rests its head on the woman's lap. She looks down with a warm, slightly bittersweet smile. She still holds her own half of the bread in her other hand. Both appear comforted, no longer feeling completely alone. SFX: quiet breathing, soft breeze, distant city sounds. --- 0:14–0:15 Wide sunset shot from behind. The woman and the cat sit side by side facing the glowing sunset. Their long shadows stretch across the sidewalk. The cloth shoulder bag and water bottle rest nearby. The final frame feels peaceful, hopeful, and heartwarming. SFX: soft wind, distant street ambience, gentle satisfied cat purr. Storyboard Prompt: Create a single horizontal animation pre-production board for an original emotional 2D anime-style short film titled "The Piece of Bread." The output must be one image only and combine: 1. a character design sheet 2. a hand-drawn storyboard page. IMPORTANT Do not make the woman or cat resemble any reference screenshots or existing characters. Keep the same emotional story concept, but create completely original character designs, unique silhouettes, and distinct facial features. No copyrighted characters or close resemblance to any existing animated films or anime. STYLE Professional anime production board. Hand-drawn storyboard style with loose pencil sketch lines, light gray shading, red panel borders, blue motion arrows, and short handwritten production notes. Rendered with anime-inspired linework featuring clean inked outlines, expressive eyes, and simplified shading blocks. It should look like a real animation studio planning sheet, not a polished final illustration. LAYOUT Clean horizontal 16:9 board divided into two sections. SECTION A: CHARACTER SHEET Show both characters consistently. Woman A young woman in her early 20s with shoulder-length slightly messy dark brown hair tied loosely at the back, a soft oval face, gentle expressive anime eyes, and a tired but kind expression. She wears a faded oversized hoodie, loose trousers, worn sneakers, and carries a simple cloth shoulder bag. She should appear humble, exhausted, compassionate, and resilient. Show: front view side view 3/4 view expressions: hungry, thoughtful, soft smile, emotional pose holding a small bread bun pose offering bread Cat A small original stray cat with short charcoal-gray fur, a cream-colored chest and paws, slightly oversized anime-style eyes, one ear with a tiny notch, and a long curved tail. The cat should feel timid, hungry, hopeful, innocent, and lovable. Show: front view side view 3/4 view expressions: sad, shy, hopeful, happy, trusting sitting pose taking bread pose cuddling beside the woman Include tiny handwritten notes and a few small color swatches. SECTION B: STORYBOARD Create 8 cinematic storyboard panels arranged neatly in a grid. Keep character designs consistent throughout. Each panel should include simple handwritten shot notes and blue arrows indicating motion. STORY BEATS 1. Close-up of the woman about to take a bite from a small bread bun during sunset. 2. Medium shot of the hungry stray cat sitting nearby, staring at the bread with sad, hopeful eyes. 3. Close-up of the woman breaking the bread into two pieces as crumbs fall. 4. Medium shot of the woman offering one piece to the cat. 5. Close shot of the cat cautiously stepping forward and taking the bread. 6. Medium shot of the cat sitting beside the woman while she gently pets it. 7. Emotional close-up of the cat resting its head on the woman's lap. 8. Wide sunset shot from behind, showing the woman and cat sitting together with a cloth bag and water bottle beside them. ENVIRONMENT Quiet city sidewalk beside a low wall, soft urban background, cloth shoulder bag, small water bottle, warm golden sunset lighting, peaceful atmosphere, and an emotional mood. FINAL GOAL Create a dense, clean, production-ready anime pre-production board combining a character design sheet and storyboard in a single 16:9 horizontal image, conveying a heartfelt story of compassion and kindness through completely original character designs.

Zara

22,997 Aufrufe • vor 2 Monaten

Cool summer, grab a bottle of Coca-Cola🥺 Seedance 2.0 Mini prompt 👇 Referencing the face, hairstyle, and body proportions of image_1 — this exact young Asian woman with shoulder-length black hair with bangs, delicate features, and slender figure must remain 100% identical across all outfit changes. Face never changes. 9:16 vertical, 15 seconds, high-saturation commercial style: photo-realistic character on flat graphic animation backgrounds, red-black-white color palette. [0–1.7s] Pure white studio background. Full-body 35mm shot. Character wears simple grey-black outfit, faces camera, holds a transparent plastic cola bottle filled with deep-brown carbonated liquid, red label, red cap. She leans in and twists the cap open with effort. [1.7–2.2s] Cap pops off with a burst — dense bubbles rush upward, cold mist sprays out. Her face shows delighted surprise. A red flash wipes the frame. [2.2–3.5s] Background instantly transforms: deep crimson flat-design. A giant matte-black cola bottle silhouette dominates center frame. Character shrinks and stands inside the silhouette, tilts head back to drink. Bold red and black geometric shapes slide rapidly behind her. [3.5–4s] A giant condensation-covered cola bottle sweeps horizontally across the full frame at high speed with motion blur — TRANSITION 1. [4–6s] Bottle clears. OUTFIT 1 — sporty sweet: red-black cropped top, black shorts, red cap, black sneakers. Same face. She raises one leg, holds cola bottle, energetic jump pose. Floating props: red headphones, black camera, ice cubes, red bottle caps. [6–8s] Cola bubbles explode across frame — TRANSITION 2. OUTFIT 2 — street casual: black oversized tee with red graphic, black wide shorts, red jacket tied at waist, red-black sneakers. Same face. She spins, lands, turns back to camera and raises cola bottle with cool confidence. [8–10s] Giant red bottle cap spins into frame — TRANSITION 3. OUTFIT 3 — hot athletic: red off-shoulder crop top, black high-waist shorts, red-black wristbands, black ankle boots. Same face. She leaps sideways mid-air, one hand drinking from cola. Floating: skewers, straws, ice cubes, cola bubbles. [10–12s] Dark brown cola liquid splashes across body — TRANSITION 4. OUTFIT 4 — cool summer: black cropped top with red trim, red-black shorts, light summer shoes. Same face. Hair gently blown by air current. She floats sideways, holds cola bottle. Floating: red-black swim ring, sunglasses, walkman, small tote bag. [12–13s] A giant ice-frosted cola bottle rises fast from bottom of frame. Character shrinks, floats beside the bottle. Red-black accessories explode outward in a shockwave. Background: deep red and black diagonal geometric blocks. [13–15s] Cut to product close-up: cola bottle front view, transparent body filled with deep-brown carbonated liquid, dense fine bubbles rising continuously, real condensation droplets coating the glass, red label with clean white 'COLA' text only. Black ice cubes and red bottle cap float around it. Character peeks from behind the bottle, smiling warmly, raises the cola joyfully, and says with accurate lip-sync: '啊——爽!' Camera: fixed frontal composition throughout, 35mm full-body for character shots, 50mm product close-up for final. All outfit transitions use in-frame occlusion only — bottle sweep, bubble burst, cap spin, liquid splash — never direct cut. All action beats hit heavy bass downbeats. Character face, hairstyle, and body proportions are identical in every shot. No subtitles. No music. Sound: bottle pop 'bō', carbonation hiss, ice clink, bubble fizz, bass drum hit on each transition beat, brief whoosh on each change, final Chinese line lip-synced precisely.

John

25,356 Aufrufe • vor 2 Monaten

opus 5.5 is f*cking cracked at motion design this entire video is code, 0 after effects im open sourcing the prompt template for these motion designs steal it to recreate these ↓ Ask me for: 8 to 12 UI states I want the shape to become (e.g. button, loader, player, slider, toggle, tabs, chart, command palette, toast), pure black and white or one accent color, and a royalty-free song around 120 BPM (e.g. Mixkit, free for commercial use). Dribbble-level UI motion. One shape, never cut: every state is the same element morphing its size, radius and color while its content swaps with a short blur. A cursor drives every change with real clicks and drags. Light warm-gray canvas, black and white components, one clean UI font (Geist). Springs everywhere, a tiny overshoot at most. The camera zooms so each state fills the frame. The last frame is the first frame, so it loops. Banned: bouncy easing, particle bursts, glows, gradients on UI chrome, mismatched icon strokes, dead time, anything that looks like a template. 120 BPM, 7 bars, something happens on every beat. Button → loader → check → dynamic island → music player with a play/pause morph → scrub the progress bar → it becomes a volume slider that stretches when dragged past max → a toggle flips on the beat → the knob becomes a liquid tab indicator → the tabs open into a chart that draws itself, with a tooltip on hover → it collapses into ⌘K → type to filter → enter → toast → back to the button. 1. One HTML file, square 1440x1440. Every style is computed from time inside seek(t): no CSS transitions, no timers, no state carried between frames. 2. Springs are closed-form step responses. A value that changes target many times is the sum of one spring per change, so it stays a pure function of time. 3. The tab indicator's two edges ride different springs, so the leading edge stretches ahead of the trailing one. Same trick for the toggle knob. 4. Drags are direct manipulation: while the cursor is held, the value is computed from its position. On release it springs back from wherever it was. 5. Analyze the song with numpy for the beat grid and start on a downbeat. Place every UI sound by its measured peak. 6. Render with Playwright: 4 subframes per frame, blended with ffmpeg tmix for motion blur at 60fps. 7. Render one frame per beat before the full render. Fix anything off the grid, cramped or hard to read. Never put will-change on anything the camera scales or the text renders blurry. Text that swaps inside a morphing container needs its own enter and exit timing or it overlaps. Make the last frame identical to the first, cursor position and speed included, or the loop stutters. Ask me for the inputs, then show me the state list on the beat grid before you write any code.

zero

998,890 Aufrufe • vor 5 Tagen

Would you dare chase justice while swinging thousands of feet above traffic below? Seedance 2 prompt on BudgetPixel AI Create a 15-second ultra-realistic cinematic high-altitude tether-swinging action sequence in strict 16:9 landscape, native 4K, 24fps. Use one seamless continuous drone follow shot with no cuts, no teleporting, and no time skips. The motion must feel physically continuous, dynamic, thrilling, and always readable. REFERENCE: image1 = main heroine reference. Use image1 as the strict identity reference for the heroine’s face, facial proportions, hairstyle, hair color, body proportions, age impression, outfit, shoes, accessories, styling, and overall recognizable appearance. Preserve her identity consistently throughout the whole video. Keep her as an original urban tether-swinging action heroine. Do not redesign her into a branded superhero character. Do not add franchise logos, copyrighted chest emblems, or recognizable third-party superhero symbols. CORE CONCEPT: This is an original urban tether-swinging action short. The heroine moves through the city using thin wrist-launched fiber lines, momentum, wall-running, rooftop movement, and real parkour body mechanics. She travels at high altitude between tall buildings, then lands on a rooftop, defeats one villain, and ends with a powerful shout. HOOK: The first second must be an instant scroll-stopping hook. Start with the heroine already falling backward off the edge of a very tall skyscraper. For a brief moment, it looks like she may actually fall. Then she instantly fires one thin tether line upward, it catches, and her body snaps into a huge high-altitude swing between buildings. STYLE: Photorealistic live-action realism. Premium cinematic action quality. Bright daytime Los Angeles atmosphere with realistic haze, realistic motion blur, realistic fabric movement, realistic body weight, real inertia, and practical environmental interaction. The sequence should feel like a premium action movie shot, not animation, not a game cutscene, and not a cartoon. CAMERA: One uninterrupted drone follow shot only. No cuts. No resets. No jumpy edits. No impossible viewpoint teleporting. The drone camera must stay wide enough to show both the heroine and the environment together. It may tilt, roll, arc, climb, and dive with the motion, but it must always feel like one real flying camera tracking her. Keep the framing intense and fast, but always readable. ENVIRONMENT: Bright daytime in a dense modern city inspired by Los Angeles and Hollywood. Show: - tall glass and concrete high-rises - rooftop edges - billboards and signage - palm trees far below where visible - busy roads and traffic far beneath - bright haze and sunny atmosphere - believable large-scale urban depth The action must happen mainly high above the street between tall buildings, not low near the ground for most of the video. VILLAIN RULE: Only one villain appears in the entire video. The villain is one adult male enemy only. He wears a fitted black suit, black shirt, and black shoes. No mask, no armor, no fantasy costume. He appears only in the rooftop combat section. Do not generate multiple enemies. Do not generate background enemies. Do not clone or duplicate the villain. ACTION RULES: The heroine’s movement must feel hand-and-foot driven, not magical floating. She must visibly: - fire thin tether lines from her hands - swing with real tension and momentum - push off building surfaces - run along walls with clear foot placement - absorb landings with bent knees - sprint briefly on a rooftop - fight one villain using fast practical action - finish in control Her body mechanics must stay realistic: - core engaged during swings - arms extended or flexed according to line tension - knees bend on landing and push-off - visible transfer of momentum between swing, wall-run, leap, landing, and combat Do not make her hover weightlessly. Do not make the tether line act like magic. Do not make her float in place unnaturally. EMOTIONAL ARC: - opening: shock and immediate control - mid-swing: intense focus - rooftop approach: rising confidence - rooftop fight: sharp aggression and urgency - ending: victorious adrenaline and fearless release AUDIO: No music. Effects and ambience only: - rushing wind - tether firing and tension snaps - air pass-by - foot impacts on walls and rooftop surfaces - city ambience far below - distant traffic and horns - fabric movement - breathing - one short rooftop fight impact sequence - one powerful final shout from the heroine TIMELINE: 0:00–0:01 Start from black into a shocking rooftop-edge fall. The heroine is already dropping backward off a skyscraper. For a fraction of a second it feels dangerous and uncontrolled. She immediately flicks her wrist and fires one thin tether line upward. It catches instantly. The drone yanks back and reveals the start of a huge swing. 0:01–0:04 The heroine swings at high altitude between tall buildings. The city is far below. Her body forms a long aerodynamic arc, one arm holding tension through the line, legs trailing cleanly behind. The drone follows wide and slightly rolled, emphasizing height, speed, and scale. 0:04–0:06 At the swing’s forward rise, she releases the line and redirects toward a nearby glass-and-concrete building. She plants onto the wall and runs across it diagonally with 4 to 5 clear steps. Her feet hit the wall with visible force. Her jaw is set and focused. The drone stays close but wide enough to keep the city depth visible. 0:06–0:08 She pushes explosively off the wall, fires a new tether line, and swings again through a narrower corridor between tall buildings. The movement should feel faster and more controlled now. She threads cleanly through the urban gap and angles toward a rooftop landing zone ahead. 0:08–0:09.5 She releases the line and lands hard but controlled on a rooftop. Knees bend deeply to absorb impact. She rolls into a short forward recovery step, then rises immediately into a sprint across the rooftop surface. 0:09.5–0:12 One villain in a black suit steps in to stop her. Keep only this single enemy. The heroine engages him in a short, sharp rooftop fight. She avoids his first attack with a quick slip, grabs or redirects his arm, drives one fast body shot or elbow, then uses his off-balance momentum to throw or slam him down onto the rooftop. The fight must feel quick, practical, and decisive. Real impact reactions. No slow choreography. No extra enemies. 0:12–0:13.5 The villain is down and no longer a threat. The heroine steps past him and moves to the rooftop edge. Wind moves her hair and outfit. She looks outward over the city with intense adrenaline and triumph. 0:13.5–0:15 At the rooftop edge, she turns slightly toward the open skyline, lifts her chest, and shouts one powerful final line: “가자!” She immediately launches forward off the rooftop edge into another leap just as the clip ends. End on the feeling that the action is continuing beyond the cut. IMPORTANT RULES: - one continuous drone follow shot only - no cuts - no teleporting - no cloning - no multiple villains - only one black-suited villain - no giant web canopy - use only thin functional tether lines - no franchise logos - no copyrighted chest symbols - preserve the uploaded identity consistently - action must stay realistic and momentum-driven - rooftop fight must be short, sharp, and readable - final shout must be “가자!” NEGATIVE: no cartoon, no anime, no game-engine look, no fake CGI stiffness, no floating, no weightless hovering, no random disconnected acrobatics, no city-wide web canopy, no superhero logo, no copyrighted spider emblem, no extra enemies, no masked villain, no armored villain, no cloned villain, no empty city, no dark night setting, no rain, no slow motion, no blurred identity, no outfit drift, no face drift, no extra limbs, no broken anatomy, no unrealistic hand deformation, no collision with buildings during swings, no messy unreadable fight.

Sharon Riley

59,224 Aufrufe • vor 1 Monat

Made with my iPhone and a bit of imagination using #ai & using My prompt for this below: EDIT VIDEO 1. TOTAL LENGTH: EXACTLY 25.07 SECONDS. FINAL OUTPUT: EXACTLY 24 FPS. VIDEO 1 = ABSOLUTE MASTER FOOTAGE. VIDEO 1 AUDIO = ABSOLUTE MASTER AUDIO. @[garlic](25abf54f-7508-4ce8-9e67-776907b18e4d) = established baby pterodactyl character. BRACHIOSAURUS = same established massive adult Brachiosaurus from previous scenes. THIS IS AN EDIT OF THE EXISTING VIDEO 1. DO NOT RECREATE VIDEO 1. DO NOT GENERATE A DIFFERENT PERFORMER. DO NOT REPLACE THE ORIGINAL PERFORMANCE. DO NOT REPLACE THE ORIGINAL CAMERA MOVEMENT. DO NOT REPLACE THE ORIGINAL VOICE. ONLY INTEGRATE: 1. @[garlic](25abf54f-7508-4ce8-9e67-776907b18e4d) on the performer's LEFT SHOULDER 2. the established Brachiosaurus behind/near the performer 3. the physical cracker interactions 4. the Brachiosaurus sneeze and resulting goo ================================================== ORIGINAL VIDEO / PERFORMANCE LOCK ================================================== KEEP THE ACTUAL VIDEO 1 FOOTAGE AS THE MASTER. Preserve the performer's exact: face, identity, hair, beard, skin, clothing, tattoos, body, hands, expressions, eye movements, mouth/lip movements, gestures, cracker movement, body movements, camera position, camera angle, camera motion, handheld shake, micro-shake, timing, and complete original performance. DO NOT reinterpret his movements. DO NOT invent new hand movements. DO NOT alter his existing reaction to accommodate the sneeze. Generated elements must conform to the ORIGINAL SOURCE PERFORMANCE. ================================================== ORIGINAL AUDIO — ABSOLUTE LOCK ================================================== KEEP VIDEO 1'S COMPLETE ORIGINAL AUDIO TRACK FROM 0:00–25.07. DO NOT regenerate the performer's voice. DO NOT replace his voice. DO NOT clone his voice. DO NOT recreate his dialogue. DO NOT remove commentary. DO NOT rewrite commentary. DO NOT shorten commentary. DO NOT move dialogue. DO NOT change dialogue timing. DO NOT change pitch, cadence, pronunciation or microphone characteristics. EVERY ORIGINAL WORD AND REACTION REMAINS AT ITS EXACT SOURCE TIMESTAMP. Generated creature sounds are ADDITIVE ONLY. ORIGINAL SOURCE AUDIO ALWAYS HAS PRIORITY. ================================================== @[garlic](25abf54f-7508-4ce8-9e67-776907b18e4d) — LEFT SHOULDER LOCK ================================================== @[garlic](25abf54f-7508-4ce8-9e67-776907b18e4d) is physically perched on the performer's LEFT SHOULDER for the ENTIRE 25.07-second sequence. @[garlic](25abf54f-7508-4ce8-9e67-776907b18e4d) remains approximately 10 INCHES TALL. SAME @[garlic](25abf54f-7508-4ce8-9e67-776907b18e4d). SAME SIZE. SAME PROPORTIONS. SAME LEFT SHOULDER. Preserve his established: head, small beak, large expressive but realistic eyes, developing crest, skin, coloration, markings, tiny wings, wing membranes, legs, feet, claws, and juvenile proportions. He remains physically anchored to the LEFT shoulder with: correct foot contact, tiny claw placement, realistic weight, balance, contact shadows, body inertia, and natural occlusion. He may blink, tilt his head, make tiny balancing movements and react naturally. DO NOT resize him. DO NOT move him to another shoulder. DO NOT let him fly away. DO NOT make him disappear. DO NOT make him float. ================================================== BRACHIOSAURUS — SAME ESTABLISHED CHARACTER ================================================== Use the SAME massive adult Brachiosaurus established in the previous shots. Approximately 40–45 FEET TALL AT THE HEAD. Preserve its established: massive body, huge legs, long upright neck, small head, gray-brown / olive natural coloration, realistic prehistoric skin, and enormous scale. DO NOT shrink the Brachiosaurus to fit frame. The Brachiosaurus is physically CLOSE BEHIND the performer and @[garlic](25abf54f-7508-4ce8-9e67-776907b18e4d). It is peacefully grazing. Its body orientation places it behind them, calmly eating grass. It is NOT threatening them. It is NOT hunting them. It is NOT behaving aggressively. ================================================== 0:00–1.00 — CRACKER COMES OUT ================================================== During the opening second: preserve the source performer's EXACT movement as he pulls a cracker from his pocket. DO NOT replace the hand. DO NOT change which pocket he uses. DO NOT invent a different cracker movement. The cracker should remain physically consistent in: size, shape, orientation, color, and position. @[garlic](25abf54f-7508-4ce8-9e67-776907b18e4d) notices the cracker. He becomes subtly curious. Tiny head tilt. Eyes track the cracker. Small interested movement toward it while remaining on the LEFT shoulder. The Brachiosaurus remains behind them peacefully grazing. ================================================== 1.00–4.06 — OFFERING CRACKER TO @[garlic](25abf54f-7508-4ce8-9e67-776907b18e4d) ================================================== The performer offers the cracker toward @[garlic](25abf54f-7508-4ce8-9e67-776907b18e4d) according to the EXACT existing source hand movement. @[garlic](25abf54f-7508-4ce8-9e67-776907b18e4d) remains perched on the LEFT shoulder. He becomes increasingly interested. Use subtle believable baby-animal behavior: watching cracker, tiny head movements, small sniffing/inspection motion, slight forward lean, gentle blinking. DO NOT make him immediately eat. DO NOT make him leave the shoulder. ================================================== 4.06 — @[garlic](25abf54f-7508-4ce8-9e67-776907b18e4d) TAKES A HUGE BITE ================================================== At EXACTLY approximately 4.06 seconds: @[garlic](25abf54f-7508-4ce8-9e67-776907b18e4d) suddenly takes a surprisingly HUGE BITE from the cracker. This should be an adorable comedic beat. His little beak physically contacts the cracker. He bites off a noticeably large piece relative to his tiny body. The cracker must visibly lose the corresponding piece. DO NOT regenerate a whole cracker immediately afterward. Maintain cracker continuity. @[garlic](25abf54f-7508-4ce8-9e67-776907b18e4d) then begins chewing the piece. Cute but PHOTOREALISTIC. Tiny jaw/beak movement. Happy interested baby-animal energy without human facial expressions. A few VERY SMALL realistic cracker crumbs may fall. NO cartoon crumb explosion. NO exaggerated animation. @[garlic](25abf54f-7508-4ce8-9e67-776907b18e4d) REMAINS ON THE LEFT SHOULDER. ================================================== 4.06–12.03 — @[garlic](25abf54f-7508-4ce8-9e67-776907b18e4d) CHEWS / BRACHIOSAURUS GRAZES ================================================== Preserve the performer's complete source performance. @[garlic](25abf54f-7508-4ce8-9e67-776907b18e4d) finishes chewing his large bite. He may: blink, make tiny chewing movements, look toward remaining cracker, make a tiny satisfied head movement. The Brachiosaurus remains close behind them. It is peacefully eating grass. Show realistic herbivore behavior: slow neck movement, head lowered toward grass, slow chewing, occasional weight shift, subtle breathing. Its enormous size remains obvious. NO aggression. ================================================== 12.03 — CRACKER OFFERED TO BRACHIOSAURUS ================================================== At EXACTLY approximately 12.03 seconds: preserve the source performer's EXACT hand/arm movement as he offers the remaining cracker toward the enormous Brachiosaurus. DO NOT change the performer's movement. The Brachiosaurus notices the cracker. It slowly and curiously moves its enormous head toward the offered cracker. CRITICAL SCALE: The Brachiosaurus head is HUGE compared with the performer's hand and cracker. DO NOT shrink its head to make the interaction easier. The performer should look extremely small beside it. The dinosaur remains gentle and curious. ================================================== 12.03–14.07 — BRACHIOSAURUS INVESTIGATES CRACKER ================================================== The Brachiosaurus slowly lowers/brings its head close enough to inspect the cracker. Its movement is: slow, heavy, curious, gentle. The nostrils approach the cracker. The huge animal sniffs cautiously. Use subtle nostril movement and breathing. The cracker may move VERY slightly from the dinosaur's breath. DO NOT have it eat the cracker. DO NOT have it bite the performer. DO NOT make it aggressive. ================================================== 14.07 — BRACHIOSAURUS SNIFFS CRACKER ================================================== At EXACTLY approximately 14.07 seconds: the Brachiosaurus takes a clear sniff of the cracker. Immediately after the sniff, something begins irritating its enormous nostrils. THIS IS THE SETUP FOR THE COMEDIC SNEEZE. The Brachiosaurus does NOT sneeze immediately at 14.07. First create a short, recognizable PRE-SNEEZE BUILDUP. ================================================== 14.07–16.14 — MASSIVE PRE-SNEEZE BUILDUP ================================================== Immediately after sniffing: the Brachiosaurus begins preparing to sneeze. Make this visually recognizable but realistic. The huge nostrils twitch. Its breathing changes. Small involuntary head movement. Another nostril twitch. Its eyes briefly narrow/blink. Its enormous head subtly pulls back. A deep inhalation begins. The neck and head show physical tension from the incoming sneeze. This should create a funny moment where the audience realizes: "OH NO." DO NOT sneeze early. BUILD THE ANTICIPATION FROM 14.07 UNTIL 16.14. @[garlic](25abf54f-7508-4ce8-9e67-776907b18e4d) remains on the LEFT shoulder. He can become subtly confused/alert: tiny head tilt, blink, slight wing adjustment. DO NOT make @[garlic](25abf54f-7508-4ce8-9e67-776907b18e4d) leave the shoulder. ================================================== 16.14 — MASSIVE BRACHIOSAURUS SNEEZE ================================================== At EXACTLY approximately 16.14 seconds: THE BRACHIOSAURUS SNEEZES. The sneeze is: sudden, enormous, powerful, wet, unexpected, and VERY FUNNY. The enormous head makes a believable involuntary forward sneeze motion. Generate a powerful burst of GREENISH-WHITE DINOSAUR NASAL MUCUS / SALIVA. The material is: pale greenish-white, semi-translucent, wet, slimy, stringy in places, slightly foamy in places, viscous, physically believable. NOT neon green. NOT glowing. NOT blood. NOT vomit. NOT feces. NOT gore. This is disgusting but comedic dinosaur sneeze mucus. ================================================== SNEEZE TRAJECTORY / PHYSICS ================================================== The sneeze spray must originate physically from the Brachiosaurus's nostrils/mouth area. It travels through REAL three-dimensional space toward the performer and @[garlic](25abf54f-7508-4ce8-9e67-776907b18e4d). Use realistic: spray trajectory, droplet size variation, larger mucus strands, smaller wet droplets, momentum, gravity, depth, motion blur, occlusion. The goo must NOT simply appear magically on the performer. THE AUDIENCE SHOULD SEE THE SPRAY TRAVEL FROM THE DINOSAUR TO THEM. ================================================== 16.14 — PERFORMER AND @[garlic](25abf54f-7508-4ce8-9e67-776907b18e4d) GET COVERED ================================================== The huge sneeze blasts BOTH the performer AND @[garlic](25abf54f-7508-4ce8-9e67-776907b18e4d). A ridiculous amount of greenish-white mucus lands across the performer. Depending on source framing, physically coat visible areas such as: hair, forehead, face, beard, shoulders, shirt/clothing, arms, and nearby body surfaces. @[garlic](25abf54f-7508-4ce8-9e67-776907b18e4d) ALSO gets covered because he is still physically sitting on the performer's LEFT shoulder. The mucus may coat portions of: @[garlic](25abf54f-7508-4ce8-9e67-776907b18e4d)'s head, crest, beak, tiny wings, body, and feathers/fuzz/skin surfaces appropriate to his established design. IMPORTANT: DO NOT completely obscure the performer's face. His identity and expressions must remain recognizable. DO NOT deform his face. DO NOT change his mouth/teeth. The goo is an OVERLAY physically landing on the EXISTING performer. DO NOT regenerate the performer after impact. ================================================== @[garlic](25abf54f-7508-4ce8-9e67-776907b18e4d) REACTION TO SNEEZE ================================================== @[garlic](25abf54f-7508-4ce8-9e67-776907b18e4d) is surprised by the sudden blast. Use a quick but believable baby-animal reaction: rapid blink, brief tiny wing flutter, small startled body movement, little head shake. BUT: @[garlic](25abf54f-7508-4ce8-9e67-776907b18e4d) DOES NOT FLY AWAY. @[garlic](25abf54f-7508-4ce8-9e67-776907b18e4d) DOES NOT FALL OFF. @[garlic](25abf54f-7508-4ce8-9e67-776907b18e4d) REMAINS ON THE LEFT SHOULDER. Afterward he can look confused and slightly pathetic while covered in goo. This should be extremely funny because the tiny baby creature trusted the performer and now BOTH of them are covered. ================================================== 16.14–25.07 — AFTERMATH ================================================== Preserve the performer's EXACT ORIGINAL SOURCE REACTION and camera movement after the sneeze. DO NOT replace his reaction. DO NOT invent a new reaction. The mucus remains physically present on the performer and @[garlic](25abf54f-7508-4ce8-9e67-776907b18e4d) for the rest of the shot. CONTINUITY IS CRITICAL. DO NOT make the goo disappear. DO NOT magically clean them. DO NOT reset clothing. DO NOT reset @[garlic](25abf54f-7508-4ce8-9e67-776907b18e4d). The mucus can naturally: drip slowly, stretch slightly, slide under gravity, cling to hair, cling to clothing, cling to @[garlic](25abf54f-7508-4ce8-9e67-776907b18e4d). Keep it believable. The Brachiosaurus recovers from its sneeze. It can make a small head shake/blink and then look completely innocent. THIS IS FUNNIER IF THE BRACHIOSAURUS ACTS LIKE NOTHING HAPPENED. It may casually return toward grazing afterward. NO second sneeze. NO attack. ================================================== COMEDY TONE ================================================== PLAY THE EVENT STRAIGHT. DO NOT make the scene cartoonish. The comedy comes from: tiny @[garlic](25abf54f-7508-4ce8-9e67-776907b18e4d) taking a ridiculously big cracker bite, the performer deciding to offer the same cracker to an enormous Brachiosaurus, the dinosaur innocently sniffing it, the audience recognizing the incoming sneeze, and then the completely disproportionate amount of disgusting mucus covering both of them. THE MORE PHOTOREALISTIC THE EVENT LOOKS, THE FUNNIER IT IS. No cartoon effects. No comedy sound effects. No exaggerated reaction generated for performer. ================================================== LIGHTING / COMPOSITING ================================================== KEEP VIDEO 1'S ORIGINAL LIGHTING. Integrate the Brachiosaurus, @[garlic](25abf54f-7508-4ce8-9e67-776907b18e4d) and mucus into the source footage. Match: white balance, exposure, color temperature, contrast, shadow softness, black levels, highlight rolloff, green environmental bounce, camera sharpness, and motion blur. Mucus must respond to existing lighting. Wet areas should have subtle natural specular highlights. No CGI glow. No compositing halos. No artificial rim light. ================================================== CAMERA — ABSOLUTE LOCK ================================================== USE VIDEO 1'S ACTUAL CAMERA FOOTAGE. ONE PERSON. ONE PHONE. ONE CONTINUOUS TAKE. NO third-person camera. NO cutaway. NO alternate angle. NO cinematic close-up. NO dinosaur POV. NO @[garlic](25abf54f-7508-4ce8-9e67-776907b18e4d) POV. NO stabilization. NO gimbal. NO slow motion. NO cuts. ================================================== FINAL AUDIO LOCK ================================================== KEEP THE COMPLETE ORIGINAL VIDEO 1 AUDIO. Generated audio may ONLY add subtle: @[garlic](25abf54f-7508-4ce8-9e67-776907b18e4d) cracker bite/chewing, Brachiosaurus grazing, Brachiosaurus sniff at 14.07, deep inhale during 14.07–16.14, massive wet sneeze at 16.14, wet splatter, and natural pasture ambience. ALL GENERATED SFX MUST SIT UNDER THE ORIGINAL VOICE. IF GENERATED AUDIO INTERFERES WITH THE PERFORMER'S ORIGINAL VOICE: REDUCE OR REMOVE GENERATED AUDIO. NEVER REMOVE OR REGENERATE THE ORIGINAL VOICE. ================================================== FINAL HARD LOCK ================================================== TOTAL LENGTH: EXACTLY 25.07 SECONDS. FINAL OUTPUT: EXACTLY 24 FPS. VIDEO 1 = MASTER FOOTAGE. VIDEO 1 = MASTER PERFORMANCE. VIDEO 1 = MASTER CAMERA. VIDEO 1 AUDIO = MASTER AUDIO. @[garlic](25abf54f-7508-4ce8-9e67-776907b18e4d): LEFT SHOULDER THE ENTIRE SHOT. APPROXIMATELY 10 INCHES TALL. SAME SIZE EVERY FRAME. BRACHIOSAURUS: SAME ESTABLISHED MASSIVE ADULT. APPROXIMATELY 40–45 FEET TALL. CLOSE BEHIND PERFORMER. PEACEFULLY GRAZING. 0:00–1.00: performer pulls cracker from pocket. 1.00–4.06: performer offers cracker to @[garlic](25abf54f-7508-4ce8-9e67-776907b18e4d). 4.06: @[garlic](25abf54f-7508-4ce8-9e67-776907b18e4d) takes a HUGE BITE from cracker. 4.06–12.03: @[garlic](25abf54f-7508-4ce8-9e67-776907b18e4d) chews while Brachiosaurus grazes behind them. 12.03: performer offers remaining cracker to Brachiosaurus. 14.07: Brachiosaurus sniffs cracker. 14.07–16.14: VISIBLE PRE-SNEEZE BUILDUP. NOSTRIL TWITCH. BLINK. DEEP INHALE. HEAD PULLS BACK SLIGHTLY. DO NOT SNEEZE EARLY. 16.14: MASSIVE BRACHIOSAURUS SNEEZE. GREENISH-WHITE WET DINOSAUR MUCUS BLASTS ACROSS BOTH THE PERFORMER AND @[garlic](25abf54f-7508-4ce8-9e67-776907b18e4d). @[garlic](25abf54f-7508-4ce8-9e67-776907b18e4d) REMAINS ON LEFT SHOULDER. 16.14–25.07: PRESERVE EXACT SOURCE REACTION. GOO REMAINS VISIBLE AND NATURALLY DRIPS. BRACHIOSAURUS RECOVERS AND ACTS INNOCENT. NO SECOND SNEEZE. NO ATTACK. NO OTHER DINOSAURS. NO @[garlic](25abf54f-7508-4ce8-9e67-776907b18e4d) FLYING AWAY. NO @[garlic](25abf54f-7508-4ce8-9e67-776907b18e4d) RESIZING. NO REGENERATED PERFORMER. NO REGENERATED HUMAN VOICE. NO CAMERA REPLACEMENT. NO CUTS. KEEP ACTUAL VIDEO 1 FOOTAGE AND AUDIO. FINAL OUTPUT: EXACTLY 24 FPS. ``` The **2-second pre-sneeze from 14.07 → 16.14** is important. I’d keep that instead of making him instantly sneeze after sniffing—the audience gets just enough time to see the nostrils twitch and realize what's about to happen before you and Garlic get absolutely blasted.

OmarGoshTV

18,440 Aufrufe • vor 9 Tagen

Made with seedance 2.5 Prompt: Create ONE continuous 12-second, 9:16, ultra-photorealistic LIVE-ACTION luxury fashion film. IMPORTANT REFERENCE MAPPING: REFERENCE Image = PRIMARY CHARACTER. Use the FIRST uploaded reference image of the woman. REFERENCE image2 = ENVIRONMENT. Use the SECOND uploaded reference image of the square. REFERENCE David Carbon = HERO OBJECT. Use the THIRD uploaded reference image of the sunglasses. Do NOT refer to these images as Image, image2 or David Carbon. Use the reference images according to their upload order. CHARACTER — REFERENCE IMAGE 1 Preserve the exact woman from REFERENCE IMAGE 1 throughout the entire video: same facial identity, facial structure, natural eyes, hairstyle, body proportions, skin appearance, clothing, footwear, jewelry, accessories and overall appearance. Do not copy the original background from REFERENCE IMAGE 1. The protagonist is the ONLY main character. ENVIRONMENT — REFERENCE IMAGE 2 Use REFERENCE IMAGE 2 only for visual language: architecture, atmosphere, warm sunset lighting, materials, monumental scale and cobblestone character. Create a NEW believable cinematic pedestrian space inspired by it. Do NOT reproduce its exact composition, exact camera angle or exact street layout. Provide enough open pedestrian space for natural walking and the collision. Respect real-world spatial logic: pedestrians remain in pedestrian areas, architecture has realistic scale and perspective, no impossible geometry. HERO OBJECT — REFERENCE IMAGE 3 The sunglasses shown in REFERENCE IMAGE 3 are the ONE and ONLY HERO OBJECT. Preserve their recognizable: shape, proportions, oversized shield silhouette, dark continuous lens, thin metallic/gold frame, temples, hinge construction, surface details, colour and material. The SAME physical sunglasses must remain recognizable: when worn by the protagonist, when released, during bullet-time macro inspection, and after landing. Do not redesign, replace, duplicate or regenerate the sunglasses. EXACT OBJECT COUNT Exactly: ONE protagonist. ONE secondary passing person. ONE Labrador. ONE leash. ONE pair of sunglasses from REFERENCE IMAGE 3. ONE takeaway paper coffee cup. ONE plastic drinking lid. ONE silver-grey OPEN clamshell flip phone. No duplicate objects or people. PERSISTENT PHONE There is exactly ONE phone in the entire video. It is a compact early-2000s silver-grey OPEN clamshell flip phone. Upper half: small illuminated display and speaker. Lower half: physical numeric keypad, navigation buttons and microphone. Visible central mechanical hinge. LOCK its appearance throughout: same silver-grey colour, same dimensions, same thickness, same hinge, same display, same keypad, same buttons, same open angle. The same phone is seen in wide, medium and macro shots. It never transforms into another phone. PERSISTENT COFFEE Exactly ONE medium disposable PAPER coffee cup with ONE lightweight plastic drinking lid and dark coffee inside. Same cup, same lid, same coffee and same proportions throughout. Before collision the lid is properly attached. Coffee remains inside until a real physical opening appears. HAND OWNERSHIP Before collision: RIGHT HAND = ONE OPEN flip phone held to the RIGHT ear. LEFT HAND = ONE coffee cup. Sunglasses = naturally worn by the protagonist. After collision: RIGHT HAND = COMPLETELY EMPTY. LEFT HAND = COMPLETELY EMPTY. Nothing replaces the phone or cup. Nothing remains attached to either palm. 0.0–2.0s — CINEMATIC CHARACTER REVEAL Begin with an extreme low close-up of the protagonist’s black leather heeled boots walking naturally across the pedestrian space. Camera performs ONE elegant continuous movement: smooth crane upward + gentle backward tracking. Reveal progressively: boots → legs → ripped light-blue baggy jeans → black corset → white tank top → jewelry/accessories → sunglasses → face → nearly full body. The protagonist wears the SAME sunglasses from REFERENCE IMAGE 3. She holds the SAME OPEN silver-grey flip phone to her RIGHT ear and the SAME coffee cup in her LEFT hand. She is actively having a phone conversation. Show subtle realistic speech: natural lip movement, jaw movement and mouth articulation. Maintain exact identity from REFERENCE IMAGE 1. Premium live-action fashion cinematography. 2.0–3.7s — WALKING / SECONDARY PERSON Maintain smooth frontal tracking. The protagonist continues walking naturally through the pedestrian area. Exactly ONE secondary person approaches from the opposite direction. That person holds exactly ONE leash attached to exactly ONE Labrador. The Labrador walks slightly ahead and gently pulls the person forward. They remain background/supporting elements. Maintain: stable protagonist identity, stable hairstyle, stable clothing, stable sunglasses, same phone, same coffee. 3.7–4.4s — ACCIDENTAL COLLISION As they pass each other, the secondary person’s ELBOW accidentally clips the protagonist’s arm/upper torso. Small, accidental, believable contact. The protagonist naturally recoils backward. This SAME collision causes THREE physical release events. SUNGLASSES The sunglasses from REFERENCE IMAGE 3 receive ONE short realistic outward impulse. They separate naturally from the protagonist’s face. They travel only a short physically believable distance. They do NOT fly toward the camera. COFFEE The SAME coffee cup leaves the LEFT hand. It receives one short outward/downward rotational impulse. The cup tilts and rotates. Because of the rotation and liquid inertia, ONE EDGE of the lightweight plastic lid partially pops loose from the cup rim. The lid does not disappear and does not explode away. A real physical gap forms between lid and rim. ONLY THEN does dark coffee begin escaping through this opening. Initial liquid movement is restrained. PHONE The SAME OPEN clamshell phone leaves the RIGHT hand. It receives one short outward/upward impulse. It keeps the SAME open angle and physical design. The instant it separates from the fingers: RIGHT HAND = EMPTY. The instant the cup separates: LEFT HAND = EMPTY. FACE / HAIR CONTINUITY Preserve the exact face from REFERENCE IMAGE 1 during the entire collision. The natural human eyes already exist behind the sunglasses. When the sunglasses separate, reveal the SAME normal eyes: stable pupils, eyelids, gaze direction, brows, nose, cheekbones and facial symmetry. Do not regenerate or alter the face. Hair remains stable with only subtle realistic inertia. No sudden hairstyle change. 4.4–5.2s — BULLET-TIME ESTABLISHMENT Time decelerates dramatically to approximately 2–3% normal speed. DO NOT immediately go into macro. FIRST show a clear medium-wide frozen view of the entire accident. The protagonist is beginning to fall backward. BOTH HANDS ARE EMPTY. Establish fixed WORLD-SPACE anchors: • sunglasses suspended near their release position; • coffee cup suspended lower and toward the LEFT-hand release side; • partially detached lid still connected to or immediately beside the cup; • restrained coffee beginning to escape through the opening; • OPEN flip phone suspended toward the RIGHT-hand release side. Objects move only microscopically. They do NOT move toward the camera. The CAMERA is the main moving element. 5.2–6.8s — SUNGLASSES HERO INSPECTION The sunglasses remain almost completely stationary at their existing world-space position. CAMERA physically dollies toward them. The sunglasses become larger ONLY because the camera gets closer. Once close, slow the camera dramatically. HOLD. Perform a restrained 20–30 degree camera orbit/parallax around the almost-stationary sunglasses. Reveal: dark shield lens, thin metallic/gold frame, temples, hinges, edges, material thickness, surface reflections, tiny manufacturing details. Use shallow photographic macro depth of field. The protagonist and sunset environment remain softly recognizable in the background. The sunglasses must look like a real luxury fashion accessory photographed with a macro cinema lens, NOT CGI product animation. Complete the inspection before moving away. 6.8–8.3s — COFFEE / LIQUID INSPECTION Only after completing the sunglasses inspection, the CAMERA leaves them at their existing world-space position. Travel diagonally through the frozen scene toward the SAME coffee cup. THE CUP DOES NOT MOVE TOWARD THE CAMERA. Hold a photographic macro close-up. Show: same paper cup, same lightweight plastic lid, ONE partially detached lid edge, clear physical gap, dark coffee escaping ONLY through that gap. Real restrained liquid physics: thin irregular stream, imperfect liquid sheet, several differently sized droplets, realistic surface tension, natural reflections. No explosive splash. No decorative CGI liquid. No perfect artificial shapes. Coffee advances only microscopically during bullet time. Perform a small restrained lateral/parallax camera movement around the cup, lid and droplets. HOLD long enough to see paper texture, plastic texture, liquid thickness and individual droplets. 8.3–9.8s — FLIP PHONE INSPECTION Only after coffee inspection, the CAMERA travels away from the cup. The cup, lid and droplets remain at their existing world-space positions. CAMERA moves through the same frozen scene toward the SINGLE OPEN silver-grey clamshell phone. THE PHONE DOES NOT MOVE TOWARD THE CAMERA. First establish the complete phone silhouette: same silver-grey housing, same upper display, same lower keypad, same central hinge, same open angle. Then CAMERA physically approaches the existing upper display. Extreme photographic macro close-up. The illuminated display reads: BOSS with one small realistic phone number underneath. HOLD. Show: real housing material, hinge, keypad texture, small scratches, surface wear, screen reflections. The phone does NOT transform to reveal its screen. It is the SAME phone seen from the beginning. The protagonist’s RIGHT HAND remains completely EMPTY in the background. 9.8–10.4s — COMPLETE FROZEN TABLEAU After phone inspection, CAMERA performs a fast but perfectly smooth dolly backward. All objects remain at their existing world-space positions. Reveal: same protagonist falling backward, both hands empty, same sunglasses, same coffee cup, same partially detached lid, same suspended coffee droplets, same OPEN flip phone, exactly one secondary person, exactly one Labrador. All positions must remain spatially consistent with the original collision and release trajectories. No object follows the camera. No object teleports. No object regenerates. Brief HOLD on the complete frozen tableau. 10.4–12.0s — TIME RETURNS / PHYSICAL PAYOFF Time suddenly snaps back to normal speed. Gravity and existing momentum resume simultaneously. Every object continues FROM ITS EXISTING WORLD-SPACE POSITION. The protagonist completes her backward fall naturally. The sunglasses continue from their suspended position and land according to their existing momentum and gravity. The coffee cup continues from its own separate position, impacts the cobblestone ground, the partially detached lid reacts naturally, and remaining coffee spills irregularly through the real opening and impact point. The OPEN flip phone continues from its own separate position, hits the ground and makes ONE small physically believable bounce. Objects land at DIFFERENT plausible locations. They do NOT suddenly converge beside the protagonist. CAMERA rapidly tilts/drops toward ground level to follow the final impacts. Finish with a cinematic low-angle composition showing the fallen protagonist and the scattered objects within the same believable sunset environment. Hard cut. BULLET-TIME CAMERA RULE — NON-NEGOTIABLE BULLET TIME = ALMOST-FROZEN PHYSICAL WORLD + FREELY MOVING CAMERA. Objects stay in WORLD SPACE. Camera moves through WORLD SPACE. Close-up is created ONLY by reducing camera-to-object distance. Never: move objects toward the lens, artificially enlarge objects, teleport objects, regenerate macro versions. STRICT CAMERA ROUTE: FULL FROZEN TABLEAU → CAMERA DOLLIES TO SUNGLASSES → HOLD → 20–30° CAMERA ORBIT → CAMERA TRAVELS TO COFFEE → HOLD → SMALL CAMERA PARALLAX → CAMERA TRAVELS TO PHONE → ESTABLISH COMPLETE PHONE → MOVE TO DISPLAY → HOLD → CAMERA DOLLIES BACK TO COMPLETE TABLEAU → TIME RETURNS CONTINUITY / CAUSALITY Wide shot → medium shot → macro shot = SAME physical object viewed from different camera distances. Sunglasses: same object, same design, same trajectory, same world-space identity. Coffee: same cup, same lid, same coffee, same rotation, same world-space identity. Phone: same open clamshell phone, same housing, hinge, keypad, display, open angle and world-space identity. Every visible change must have a physical cause. Collision causes recoil. Collision momentum separates sunglasses. Finger release changes phone position. Hand release + collision momentum rotates cup. Cup rotation/liquid inertia partially opens lid. Coffee escapes only through the physical gap. Camera movement creates apparent object scale. Gravity resumes final fall. Treat the entire sequence as ONE continuous practical-effects event photographed with a motion-control cinema camera. IDENTITY / PROP LOCK ONE protagonist. ONE secondary person. ONE Labrador. ONE leash. ONE pair of sunglasses. ONE coffee cup. ONE lid. ONE OPEN flip phone. Before collision: RIGHT HAND = phone. LEFT HAND = coffee. Sunglasses = worn. After collision: RIGHT HAND = EMPTY. LEFT HAND = EMPTY. Sunglasses = separated. No second phone. No second cup. No second sunglasses. No additional dog. No additional person. No unexplained props. No duplication. No teleportation. No unexplained scale changes. VISUAL PRIORITY 1. exact protagonist identity from REFERENCE IMAGE 1 2. natural eyes and facial anatomy 3. stable hairstyle and body proportions 4. exact clothing and accessories 5. exact sunglasses from REFERENCE IMAGE 3 6. stable phone geometry 7. empty hands after release 8. continuous physical trajectories 9. realistic environment inspired by REFERENCE IMAGE 2 PHOTOGRAPHIC REALISM Ultra-photorealistic LIVE-ACTION. High-budget international luxury fashion campaign. Real human anatomy. Natural skin pores. Natural facial micro-expressions. Detailed realistic hair. Real manufactured sunglasses. Real paper cup. Real plastic lid. Real liquid coffee. Real early-2000s flip phone. Real object mass, inertia, gravity, momentum and surface tension. ARRI Alexa 35 cinematic character. Premium cinema optics. Motivated sunset lighting inspired by REFERENCE IMAGE 2. Controlled highlights. Natural skin tones. Realistic optical depth of field. Shallow macro depth of field during object inspections. Subtle 35mm film texture. Restrained luxury editorial colour grade. Natural colours. Sharp optical clarity. Cinematic photographic texture. Bullet-time must feel like REAL high-speed practical photography with a motion-control cinema camera, NOT CGI product animation. 4K / Ultra HD. Maximum facial detail. Maximum hair detail. Maximum material fidelity. Stable identity. Stable geometry. Stable prop continuity.

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