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First-Person Chase Behind a Running Bear

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First-Person Chase Behind a Running Bear

Flux 3· Video
First-person handheld chase footage running directly behind a large brown bear. The bear crashes through a sunlit pine forest, weaving between trunks over leaf litter and exposed roots, then breaks out onto the main street of a small American town and keeps galloping down the middle of the road past parked pickup trucks and low storefronts. One continuous unbroken shot, camera shaking with the runner's stride, wide lens, natural daylight. Audio: heavy breathing, pounding footsteps, snapping branches, then asphalt and distant traffic.
Animal VideoPOV VideoPOV ShotChase SceneForest VideoAction VideoRunning VideoFlux 3
@bfl_ai

Prompt terkait

POV AI Girlfriend Interaction Prompt

Seedance 2.0· Video
The camera maintains a Point of View (POV) perspective. Fingertips gently brush the edge of the lens, carrying a slightly cool touch. The sound of fabric lightly rubbing is as soft as a whisper. She smiles with her eyes, her voice gently leaning in: “Are you secretly watching me again?” The next second, she suddenly moves closer, her hair almost sweeping across the lens, and the warm, cozy breath can be felt through the screen. Her slightly teasing tone carries a deliberate allure: “Have you seen enough yet… How about… Take a good look at me.” Her eyelashes flutter slightly, and when she looks up again, her eyes are full of smiles, and the only sound left is the quiet breathing between the two of you.
@Adam38363368936

Airplane Engine Fire Found Footage POV

Seedance 2.5· Video
CAMERA Locked first person POV from a passenger seated at the window. Natural handheld head movement only. Realistic breathing, involuntary reactions, turbulence induced shake. Camera never leaves the passenger's perspective. LOOK Ultra realistic aviation footage, documentary style, natural cabin lighting mixed with bright daylight outside, authentic aircraft interior, physically accurate engine fire and smoke. STYLE Immersive found footage, grounded realism, suspenseful, no cinematic hero shots, every movement feels accidental and human. CHARACTER A window seat passenger experiencing an in flight emergency. Only the passenger's natural movements are visible through the camera. VEHICLE Modern twin engine commercial airliner cruising above the clouds. SETTING Bright afternoon at cruising altitude. Calm conditions suddenly interrupted by an engine fire. STORYBOARD (15s, 6 cuts) (~0 to 2.5s, Passenger Window POV) @Image1The passenger casually looks out of the window. He see bright orange flames erupt from the right engine as thick black smoke streams behind the wing. The passenger leans closer in disbelief while the aircraft begins slight vibration. (~2.5 to 5s, Passenger Cabin POV) The passenger quickly turns away from the window into the cabin. Nearby passengers notice the panic, some stand halfway before flight attendants urgently tell everyone to remain seated. Confused faces, nervous whispers, increasing cabin tension. (~5 to 7.5s, Passenger Cabin POV) The aircraft shakes harder. Overhead bins rattle. People grip their armrests, someone begins crying, another passenger records on their phone. The cabin lighting flickers slightly. (~7.5 to 10s, Passenger Cabin POV) A flight attendant braces while shouting, "Heads down! Stay seated!" The captain announces an engine emergency over the intercom. More passengers begin praying, others panic as turbulence intensifies. (~10 to 12.5s, Passenger Cabin POV) Oxygen masks suddenly deploy from the ceiling throughout the cabin. Several passengers scream while others immediately pull masks over their faces. The shaking becomes much more violent. (~12.5 to 15s, Passenger Cabin POV) The aircraft banks sharply. Loose items slide across tray tables. The passenger looks toward the front where flight attendants remain strapped into their jump seats as the emergency descent continues. The video ends abruptly during heavy shaking. CONSISTENCY RULES Remain entirely in first person passenger POV. Only the first scene shows the burning engine through the window. All remaining shots stay inside the cabin. Maintain the same aircraft interior, seat position, lighting, passenger clothing, and camera height. Natural human reactions only. No impossible camera movements. NEGATIVE PROMPTS Third person shots, exterior aircraft shots after the first scene, drone footage, Hollywood explosions, detached wings, unrealistic fireballs, CGI look, AI artifacts, duplicated p
@Maercihh

Blockbuster Supercar Chase Scene

Seedance 2.0· Video
[Cinematography]: Dynamic camera work transitioning from low-angle tracking shots to sweeping aerial drone perspectives. Shot on Arri Alexa 65 with anamorphic lenses, utilizing high frame rates for ultra-smooth slow motion during extreme stunts, featuring intense motion blur and anamorphic lens flares. [Subject]: A sleek, aerodynamic glossy black supercar with aggressive styling, carbon-fiber detailing, and glowing LED taillights. [Action]: The supercar races at extreme speeds, weaving through heavy traffic with pinpoint precision before drifting flawlessly under a moving semi-truck, launching off a concrete ramp, and flying weightlessly between towering skyscrapers in dramatic slow motion as a massive, fiery explosion erupts directly behind it. [Context]: A sprawling, ultra-modern city highway at sunset, surrounded by towering glass-paneled skyscrapers, dense with civilian traffic, scattering debris, flying sparks, and swirling dust kicked up by the high-speed chase. [Style & Ambiance]: High-octane blockbuster action film aesthetic with intense energy and epic cinematic tone. Dramatic golden-hour lighting casts long, dynamic shadows and vibrant orange hues that reflect off the glass buildings and the car's polished exterior, hyper-realistic rendering with cinematic smoke and fire.
YouMind

Subway to Street Chase, Extended Clip

Seedance 2.5· Video
Extend the video. Continue from the visuals and subjects in @Video 1 and generate another 30-second clip, keeping the character subjects, scene, visual style, and sound effects consistent. The little boy runs along the train carriage holding a soccer ball. When the subway stops, the side door opens and he immediately dashes out, with the male lead chasing after him. The two run across the platform and out onto the street, startling passersby and vehicles along the way. The male lead finally catches up and grabs him. The boy looks up, aggrieved. The male lead's anger slowly fades; he pats the boy's head and shows a helpless smile.

High-Speed Sled Chase Sequence

Seedance 2.5· Video
[CAM] Rapid whip-pan left -> [STATE IN] Sleds sliding parallel at high speed -> [ACT] Arthur's neon disc catches a hidden sand lip, pitching him sideways -> [STATE OUT] Arthur begins to tip off-balance into the sand -> [AUDIO] Sudden thud, loud rustle of sliding fabric
@tarumainfo

Watercolor Line Parkour Chase

Seedance 2.5· Video
Task: Dreamina Seedance 2.5 — Omni ReferenceDuration: 30 secondsAspect ratio: 16:9Editorial target: 24fps, F000-F719 [Generation Goal]@Image1、@Image2、@Image3の三人だけによる、高速パルクール鬼ごっこ。 青いCharacter Cが鬼であり、同時に逃走する目標である。Character AとCharacter BがCharacter Cを追いかける。 Character CがCharacter AとCharacter Bを追跡する構図には絶対にしない。全編を通してCharacter Cが先頭を走り、Character AとCharacter Bが後方から追跡する。 格闘戦のような鋭い踏み込み、間合いの読み合い、挟み込み、フェイント、回避を使うが、殴る、蹴る、掴む、押す、投げる、体当たりするなどの攻撃は行わない。人物同士は一度も接触しない。 スローモーションを使用しない。フリーズフレーム、空中停止、長い溜め、静止した決めポーズを使用しない。全編を通常速度または高速で進行させる。 約0.2秒、5フレーム前後で完了する急加速と方向転換を要所に配置する。その前後も停止させず、走行、着地、次の踏み込みへ直結させる。 Character Cが地面を踏み締めると、脚、腰、肩の圧縮から伸展が連動し、直後にCharacter C自身が液体状の筆線群へ崩れて一瞬で移動する。踏み締めた地点だけに6~8フレーム以下の短いカメラシェイクを発生させる。 筋肉、関節、足、地面、力点は発光させない。身体内部を流れる光、光る筋肉、オーラ、電撃、魔法陣、光る足跡を生成しない。地面や設備を破壊しない。 [Material Roles]@Image1=Character A。追跡側。黄色いボブヘア、猫耳、緑色の瞳、水色と白の服、黄色の縁取り、三角形のネクタイ装飾、ピンク色のランドセル、ピンク色のブーツ、淡い水色の尻尾、黄色い三角形の尻尾先端を維持する。身軽で大胆。Character Cの背中と着地点を見ながら追う。得意そうな笑み、驚き、集中、追いつきそうな高揚を変化させる。 @Image2=Character B。追跡側。黄緑色の丸いボブ、葉のような二本の耳、金色の瞳、白いパフスリーブ、ピンク色の蝶ネクタイ、濃緑色のサスペンダー付きショートパンツ、緑色のブーツ、後頭部から続く長い黄緑色の房と丸い先端を維持する。Character Cの逃走経路を予測し、外側から回り込む。観察、発見、集中、驚き、楽しそうな競争心を表情に出す。 @Image3=Character C。青い鬼であり逃走側。鮮やかな青い長髪とポニーテール、二本の白い角、尖った耳、金色の瞳、星形イヤリング、暗赤色の和装、黒いスカート、黒い帯と背中のリボン、黒いニーハイ、赤い下駄を維持する。常にAとBより前を走る。肩越しに追跡者を確認し、障害物を利用して逃げる。余裕のある笑み、追いつかれそうな驚き、逃げ切った得意そうな笑みを変化させる。 三方向図を分身として扱わない。人物は三人だけ。三人の顔、髪、衣装、耳、角、尻尾、後ろ髪、ランドセル、靴、配色を交換しない。武器を生成しない。 @Image4=公園背景。公園の構造、設備、色調、奥行き、位置関係だけを使用する。人物は参照しない。 [Environment Layout]@Image4の公園を一つの連続した空間として維持する。 左手前に木製ベンチ。左側に大きな樹木、案内板、街灯。中央に分岐する遊歩道と緑色の屋根の東屋。中央右に木製の太鼓橋、池、岩、睡蓮、ロープ柵。右側にブランコ、滑り台付き遊具、案内板、枝垂れ柳。 走行経路を次の順序に固定する。 左手前のベンチ→大樹と案内板→街灯→中央の東屋→太鼓橋→池と飛び石→ブランコ→滑り台付き遊具→枝垂れ柳→方向転換→池の奥側→東屋前→左手前の遊歩道 この順序を変更しない。設備をカットごとに移動させない。人物を突然別の場所へ瞬間移動させない。各カットの終了位置を、次カットの開始位置としてそのまま引き継ぐ。 [Chase Direction Lock]F000~F440では三人全員が画面左から右へ進む。 Character Cが最も右側の先頭。Character AとCharacter BはCharacter Cより左側の後方。AとBは常にCの背中を見る。Cは肩越しに左後方のAとBを見る。 F441~F460でCharacter Cが枝垂れ柳を支点にヘアピンターンを行う。このカット内でのみ進行方向を反転させる。 F461~F719では三人全員が画面右から左へ進む。 方向転換後はCharacter Cが最も左側の先頭。Character AとCharacter Bは右側の後方。理由なく左右を反転させない。イマジナリィ・ラインを越えない。 [Continuous Action Rule]カット頭で人物を待機させない。前カットの動作途中から次カットを開始する。 着地した足は次の踏み込みへ直結する。環境へ置いた手は身体を押し出す動作へ直結する。視線を移した直後、その視線方向へ進路を変更する。接写を入れた場合も、次のカットで同じ足、手、視線の動作を継続する。 一つの障害物を越えている途中で、別の障害物へ突然切り替えない。人物の走行速度、左右位置、上下位置、身体の向きをカット間で継承する。 [Unstable Line Rule]映像全体を「連続して生成される線、水彩」で描く。 各フレームを毎回新しいラフスケッチとして描き直す。人物を囲う安定した一本のアウトラインを作らない。身体外周の30~60%を紙の白い欠落として残す。 線は細く途切れ、突然太くなり、震え、枝分かれし、消失する。水彩は輪郭内へ正確に収まらず、滲み、はみ出し、白い塗り残し、乾いた刷毛跡、版ずれを作る。 身体の運動が先行し、鉛筆線が約1~2フレーム遅れ、水彩の色面がさらに約1~2フレーム遅れて追随する。 弱い動作では人体の約60%を描く。中速では約30~40%だけを描く。高速では約10~20%だけを描く。最速の約0.2秒では、3~5本の筆線と2~3個の荒い水彩面だけで人物を表す。 Character Aの高速形態=黄色、淡い水色、白、ピンク。Character Bの高速形態=黄緑、濃緑、白、少量のピンク。Character Cの高速形態=青、暗赤、黒、少量の金色。 完成した人体へ速度線を付けるだけの表現にしない。流体状の筆線群自体を移動中の人物として扱う。 [Cut 1 | 0.0–1.2s | F000–F028 | 追跡中から開始]Initial state:左手前のベンチ前。Character Cは画面中央を左から右へ走っている。Character AはCの左後方、Character Bはさらに外側の左後方から追う。 Primary event:カット開始直後から高速走行。Cがベンチの背を片手で押して身体を右へ送り、Aが座面を踏んで追従し、Bがベンチ外側を走る。三人の進行方向は同じ。Cが先頭であることをワイド内で明確に見せる。 End state:Cは大樹と案内板の手前。Aはベンチを越えた直後。Bはベンチ外側から大樹側へ入る。 [Cut 2 | 1.2–1.7s | F029–F040 | Cの視線と足場判断]Initial state:Cが大樹と案内板へ接近。AとBは左後方から追跡中。 Primary event:走行中のCの眼のECU。金色の瞳が右前方の街灯と東屋入口へ移動する。直接カットで赤い下駄へ切り替え、Cが右足の接地点を選ぶ。身体は停止しない。 End state:Cの右足が案内板横の遊歩道へ着地する直前。AとBは後方から接近。 [Cut 3 | 1.7–1.9s | F041–F045 | 0.2秒の流体加速]Initial state:Cの右下駄が地面へ接触する直前。 Primary event:Cが地面を強く踏み締め、脚、腰、肩を一度圧縮して即座に伸展する。踏み締め地点を中心に短いカメラシェイク。C自身が青、暗赤、黒、金色の筆線群へ崩れ、5フレームで案内板から街灯の先へ移動する。 End state:Cは街灯の右側で人体へ戻り始める。AとBは案内板の左側に残り、Cとの距離が広がる。地面は壊れない。発光しない。 [Cut 4 | 1.9–3.4s | F046–F081 | 大樹と街灯]Initial state:Cは街灯右側で右方向へ走行。AとBは案内板左側から追う。 Primary event:Aが大樹の根元を踏んで外側へ跳び、Bは案内板と街灯の間を最短距離で抜ける。Cは街灯の支柱へ左手を一瞬添え、身体を右へ振って東屋方向へ進路を修正する。AとBはCの背中を追う。 End state:Cは東屋左入口の直前。Aは中央遊歩道、Bは東屋外周の左側。三人とも右向き。 [Cut 5 | 3.4–4.7s | F082–F112 | 東屋への侵入]Initial state:Cが東屋左入口へ入る。Aは中央後方、Bは左外周後方。 Primary event:Cは入口の柱へ片手を置き、内側へ鋭く旋回する。Aは同じ入口から追う。Bは東屋外周を回り、右出口側へ先回りしようとする。ただしBはCより前へ出ず、Cの斜め後方を維持する。 End state:Cは東屋中央。Aは左入口。Bは東屋右外周。Cが先頭。 [Cut 6 | 4.7–6.2s | F113–F148 | 東屋内部]Initial state:Cは東屋中央を右方向へ走行。Aは左入口、Bは右外周後方。 Primary event:Cが腰掛けを一歩だけ踏み、梁の下を身体を低くして抜ける。Aは腰掛けを跳び越える。Bは右側の柱間から合流する。柱がカメラ前を高速で横切り、速度感を強調する。 End state:Cは東屋右出口から橋へ続く道へ出る。Aは出口直前。BはAの右後方。三人とも右向き。 [Cut 7 | 6.2–7.6s | F149–F181 | 第二の流体加速]Initial state:Cは東屋右出口。AとBは一~二歩後方。 Primary event:F149–F153でCが下駄を踏み締め、短いカメラシェイクと同時に流体状の筆線群へ変わる。Cは橋手前まで一気に移動する。AとBも人体を大きく崩して追うが、Cとの距離は詰まらない。 End state:Cは太鼓橋の左端。Aは橋へ続く道の中央。Bはロープ柵側。三人とも右向き。 [Cut 8 | 7.6–9.2s | F182–F220 | 太鼓橋への踏み込み]Initial state:Cが橋左端へ到達。AとBは後方。 Primary event:Cが橋の上を三歩で駆け上がる。三歩目で橋の手すりへ左手を置き、身体を内側へ倒して頂点を越える。AはCと同じ橋面を追う。Bは橋の右側へ寄り、Cの着地点を観察する。 End state:Cは橋の頂点を越えた直後。Aは上り坂中央。Bは橋入口右側。Cが最前方。 [Cut 9 | 9.2–10.8s | F221–F259 | 橋から池へ]Initial state:Cは橋頂点の右側。Aは橋上り、Bは橋入口。 Primary event:F221–F225でCが橋面を踏み、約0.2秒で青と暗赤の液体筆線へ変形して橋出口へ移動する。短いカメラシェイクは踏み締めた橋面周辺だけに限定する。Cは橋出口の手すりを越え、池際の岩へ着地する。Aは橋面を駆け下り、Bは手すりを使って歩幅を広げる。 End state:Cは池際の最初の岩。Aは橋出口。Bは橋の下り坂。全員右向き。 [Cut 10 | 10.8–12.3s | F260–F294 | 飛び石]Initial state:Cは池際の岩。Aは橋出口、Bは橋後方。 Primary event:Cが三つの岩を連続して跳ぶ。着地ごとに身体を完成させず、青い円弧、赤い袖の帯、黒い下駄の乾筆だけで移動を示す。Aは同じ岩を一つ遅れて追う。Bは岸のロープ柵沿いを走り、Cの右後方へ回る。 End state:Cは池右側の岸へ着地。Aは最後の岩。Bは岸の遊歩道。Cが先頭。 [Cut 11 | 12.3–13.8s | F295–F330 | ブランコ進入]Initial state:Cは池右岸からブランコへ向かう。Aは岩上、Bは岸の後方。 Primary event:Cが揺れている二つのブランコの間を走り抜ける。Aは座面へ片足を置き、反動で前方へ跳ぶ。Bは鎖の外側を低く潜る。三人の動作は連続し、遊具や人物同士を衝突させない。 End state:Cはブランコの右側を抜け、滑り台付き遊具の手前。Aはブランコ中央。Bはブランコ左後方。全員右向き。 [Cut 12 | 13.8–15.3s | F331–F366 | 遊具への急加速]Initial state:Cは遊具手前。AとBはブランコ後方。 Primary event:F331–F335でCが地面を踏み締め、短いカメラシェイクとともに液体状筆線へ変わり、遊具の階段下へ移動する。Cは手すりを掴み、階段を使わず外側の支柱を二歩で駆け上がる。Aは階段から追い、Bは地上の出口側へ回る。 End state:Cは遊具上部。Aは階段中央。Bは遊具出口の右後方。Cが先頭。 [Cut 13 | 15.3–16.8s | F367–F402 | 滑り台から柳へ]Initial state:Cは遊具上部。Aは階段、Bは出口側の地上。 Primary event:Cが滑り台の外縁へ片手を置き、身体を横へ振って滑り降りる。Aは上部柵を越えて追う。Bは滑り台下を回り込み、柳方向へ走る。BはCより先へ出ない。 End state:Cは滑り台下から枝垂れ柳へ接近。Aは滑り台中央。BはCの右後方。全員右向き。 [Cut 14 | 16.8–18.4s | F403–F440 | 枝垂れ柳]Initial state:Cが枝垂れ柳の枝の間へ入る。AとBは右後方から追う。 Primary event:Cが垂れ下がる枝を左手で押し分け、右足を幹の低い部分へ置く。AはCが開いた枝の隙間を追う。Bは柳の外側を回る。枝、髪、袖、水彩の色面が遅れて右方向へ流れる。 End state:Cは柳の幹の右側で右足を接地。Aは枝の内側、Bは柳の外側。三人はまだ右向き。 [Cut 15 | 18.4–19.2s | F441–F460 | ヘアピンターン]Initial state:Cは柳の右側。Aは枝の内側、Bは外側から接近。 Primary event:Cが右足を幹へ当て、腰と肩を左へ反転させる。青い髪と暗赤色の袖が右方向へ遅れて残る一方、胴体と視線は左へ切り返す。CがAとBの横ではなく、二人の手前側の空いた経路を左へ抜ける。AとBはCの反転を見て直ちに左へ向きを変える。 End state:Cは画面左へ走り始め、最も左側の先頭。AとBは右側の後方で左向き。ここでのみ方向が反転する。 [Cut 16 | 19.2–21.2s | F461–F508 | 池奥側の逆方向追跡]Initial state:Cが右から左へ池奥側の遊歩道を走る。AとBは右後方。 Primary event:Cがロープ柵へ片手を置いて外側へ跳び、着地から三歩で橋方向へ加速する。Aは同じ柵を跳び越える。Bは柵の下を低く潜って追う。カメラは同じ側から横トラッキングし、方向を逆転させない。 End state:Cは橋右端の手前。Aは池奥側中央。Bはロープ柵直後。三人とも左向き。 [Cut 17 | 21.2–23.2s | F509–F556 | 橋から東屋へ戻る]Initial state:Cは橋右端。AとBは右後方。 Primary event:Cは橋面へ上がらず、橋の手前で左へ曲がる遊歩道を選ぶ。AはCの真後ろ、Bは池側の外周から追う。東屋の柱が左前方へ近づき、橋と池は右後方へ流れる。 End state:Cは東屋右外周。Aは中央遊歩道。Bは池側の道。Cが最も左側の先頭。 [Cut 18 | 23.2–25.6s | F557–F613 | AとBの挟み込み]Initial state:Cは東屋右外周を左へ走る。Aは右後方の中央道、Bはさらに外側の池側。 Primary event:AとBが短く目を合わせる。Aは東屋内側、Bは外側へ分かれ、Cの後方左右から距離を詰める。Cは肩越しに二人を確認し、東屋の柱間へ進路を変更する。AとBはCの前方へ瞬間移動せず、後方から追いつく動線を維持する。 End state:Cは東屋左出口。Aは柱間の右後方。Bは東屋外周の右後方。三人とも左向き。 [Cut 19 | 25.6–27.8s | F614–F666 | 最終流体加速]Initial state:Cは東屋左出口。AとBが左右後方から距離を詰める。 Primary event:F614–F618でCが赤い下駄を地面へ強く踏み締める。脚、腰、肩の圧縮から伸展が連動し、短いカメラシェイクと同時にCが青、暗赤、黒、金色の3~5本の液体筆線へ変わる。 CはAとBの間へ向かわず、二人の前方にある左手前の遊歩道へ一気に逃げる。AとBもそれぞれ黄色系、黄緑系の筆線群へ崩れて追う。Cの筆線群が常に先頭を維持する。 End state:Cは左手前のベンチへ続く道。Aは中央後方。Bは外側後方。全員左向き。 [Cut 20 | 27.8–30.0s | F667–F719 | 未決着の高速終止]Initial state:Cが左手前の道を走る。AとBは後方から追う。 Primary event:Cはベンチの背へ片手を置いて低く跳び越える。Aは座面を踏んで追い、Bはベンチ外側から距離を詰める。Cが肩越しに二人を見て得意そうに笑い、さらに画面左奥へ加速する。 三人とも停止しない。決めポーズを取らない。速度を落とさない。 End state:Cが最も左側の先頭を維持したまま画面左奥へ走り続ける。AとBは数歩後方から追跡中。鬼ごっこは未決着で、次の動作へ継続できる動的なフレームで終了する。 [Camera Treatment]速度感は、低い横トラッキング、前景を横切る柱、柵、枝、ブランコの鎖、橋の手すりによって作る。 人物の正面だけを長時間追わない。横位置、斜め後方、低い追跡位置を中心にする。ワイドまたはフルショットで、常にCが先頭、AとBが後方であることを読める構図にする。 眼、足、手の接写は0.2~0.5秒の短い切り返しだけに限定する。接写の後は、同じ動作を継続するワイドへ直結する。無関係な角度へ切り替えない。 カメラシェイクはCが踏み締めて流体移動へ入る瞬間だけに使用する。長時間揺らさない。通常走行中は追跡対象が読める安定したトラッキングを維持する。 [Expression Direction]Character A:Cの背中を狙う集中した目線、距離が縮まったときの得意そうな笑み、Cに引き離された一瞬の驚き、再び追いつこうとする楽しそうな高揚。 Chara38:T1895,Task: Dreamina Seedance 2.5 — Omni ReferenceDuration: 30 secondsAspect ratio: 16:9Editorial target: 24fps, F000-F719 [Generation Goal] A high-speed parkour tag game featuring only three characters from @Image1, @Image2, and @Image3. Blue Character C is the 'it' and the target fleeing. Character A and Character B chase Character C. Never use a composition where C chases A and B. Throughout the entire video, C must lead while A and B chase from behind. Use sharp movements like martial arts positioning, feints, and evasion, but no physical attacks like punching, kicking, grabbing, or body slamming. Characters never make physical contact. No slow motion, freeze frames, long pauses, or static poses. Maintain normal or high speed throughout. Place rapid accelerations and direction changes (~0.2s / 5 frames) at key moments. Connect these directly to running, landing, and the next step without stopping. When C stomps, the compression to extension of legs, hips, and shoulders links up, and C immediately dissolves into a group of liquid brushstrokes to move instantly. Generate a short camera shake of 6-8 frames or less only at the stomp point. Do not make muscles, joints, feet, ground, or points of force glow. Do not generate internal light, glowing muscles, auras, electricity, magic circles, or glowing footprints. Do not destroy the ground or equipment. [Material Roles] @Image1 = Character A (Chaser). Maintains yellow bob hair, cat ears, green eyes, light blue/white clothes with yellow trim, triangle tie ornament, pink backpack, pink boots, light blue tail with yellow triangle tip. Agile and bold. Chases while watching C's back and landing points. Expressions: smug smile, surprise, focus, and excitement when catching up. @Image2 = Character B (Chaser). Maintains lime green round bob, two leaf-like ears, golden eyes, white puff sleeves, pink bowtie, dark green shorts with suspenders, green boots, and a long lime green tuft from the back of the head with a round tip. Predicts C's escape route and flanks from the outside. Expressions: observation, discovery, focus, surprise, and competitive fun. @Image3 = Character C (Blue 'It' / Escaper). Maintains vivid blue long hair in a ponytail, two white horns, pointed ears, golden eyes, star earrings, dark red Japanese attire, black skirt, black belt/back ribbon, black knee-highs, and red geta. Always runs ahead of A and B. Checks chasers over the shoulder and uses obstacles to escape. Expressions: relaxed smile, surprise when almost caught, and smug smile when escaping. Do not treat three-view diagrams as clones. Only three people total. Do not swap faces, hair, costumes, ears, horns, tails, backpacks, shoes, or color schemes. Do not generate weapons. @Image4 = Park background. Use only the structure, equipment, color tone, depth, and spatial relationships. Do not reference people. [Environment Layout] Maintain the @Image4 park as a single continuous space. Features: wooden bench at front-left; large tree, sign, and streetlight on left; gazebo with green roof and branching path in center; wooden arched bridge, pond, rocks, lilies, and rope fence at center-right; swings, slide playground set, sign, and weeping willow on right. Path order: Bench -> Tree/Sign -> Streetlight -> Gazebo -> Arched Bridge -> Pond/Stones -> Swings -> Slide set -> Weeping Willow -> U-turn -> Far side of pond -> Front of gazebo -> Front-left walkway. Do not change this order. Do not move equipment between cuts. Do not teleport characters. Carry over the end position of each cut as the start position for the next. [Chase Direction Lock] F000-F440: All three move from screen left to right. Character C leads at the far right. F441-F460: C performs a hairpin turn using the weeping willow as a pivot. Reverse direction only within this cut. F461-F719: All three move from screen right to left. Character C leads at the far left. Do not reverse left/right without reason. Do not cross the imaginary line. [Continuous Action Rule] Do not have characters waiting at the start of a cut. Start from the middle of the action from the previous cut. A landing foot connects to the next step. A hand placed on the environment connects to pushing the body off. Direction changes happen immediately after eye movement. Maintain these movements even in close-ups. Do not switch obstacles mid-action. Inherit running speed, horizontal/vertical positions, and body orientation between cuts. [Unstable Line Rule] Render the entire video as 'continuously generated lines and watercolor'. Redraw each frame as a new rough sketch. Do not create a stable outline. Leave 30-60% of the body perimeter as white paper gaps. Lines should be thin/broken, suddenly thicken, shake, branch out, or vanish. Watercolors should bleed outside outlines, leave white spots, show dry brush marks, or be misaligned. Body movement leads, pencil lines lag by ~1-2 frames, and watercolor surfaces lag further behind. In slow movement, draw ~60% of the body. At medium speed, draw ~30-40%. At high speed, draw ~10-20%. At max speed (~0.2s), represent characters with only 3-5 brushstrokes and 2-3 rough watercolor planes. Speed forms: A = Yellow/Light Blue/White/Pink; B = Lime/Dark Green/White/Pink; C = Blue/Dark Red/Black/Gold. Do not just add speed lines to a finished body; treat the liquid brushstroke groups themselves as the moving character. [Cuts 1-20] (Details the specific choreography through the park from Cut 1 starting at the bench through Cut 20 ending in a dynamic, unresolved high-speed chase in the front-left walkway, following the established environment sequence and fluid movement rules). [Camera Treatment] Create a sense of speed with low horizontal tracking and foreground objects (pillars, fences, branches, swing chains, bridge rails) passing the camera. Do not follow character fronts for long. Focus on side views, diagonal rears, and low tracking. Use wide or full shots to clearly show the C-in-lead / A/B-behind composition. Limit close-ups of eyes/feet/hands to 0.2-0.5s cutaways that connect directly back to the same action in wide shots. Camera shake only on C's acceleration stomps. [Expression Direction] Character A: Focused eyes targeting C's back, smug smile when close, surprise when C pulls away, high excitement. 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@user_monom

Found-Footage POV Forest Horror

Seedance 2.5· Video
POV found-footage horror scene in an original forest-lost-survival horror aesthetic. The entire scene is from first-person perspective, as if filmed on an old handheld consumer camera. Low-quality image, unstable autofocus, dirty digital grain, compression artifacts, low dynamic range, weak exposure, occasional glitch flicker, raw amateur camera texture. Deep forest at night, wet ground, dead branches, distant wind, then inside a decaying abandoned wooden house hidden in the trees. Mood: extreme tension, suffocating dread, oppressive silence broken by panicked breathing and quiet sobbing. 0–5s: shaky POV moving through dense dark forest with flashlight beam trembling. Heavy breathing close to the microphone. The person whispers through tears: "I don’t know where I am… please… please..." Branches scrape the lens, footsteps crunch on wet leaves. 5–10s: the camera stumbles toward the old house. Fast unstable push through the doorway into a rotten interior. Floorboards creak. The breathing becomes more frantic. The person starts crying harder and says: "Someone is in here… I heard it…" 10–15s: slow pan across the dark room, filthy walls, broken furniture, hanging fabric moving slightly. The camera catches a childlike bundle of sticks hanging in a corner. A faint noise comes from upstairs. The person gasps, starts trembling, and whispers: "No… no… don’t do this..." 15–20s: the POV turns toward a doorway. In the far corner of the room, a motionless human figure stands facing the wall. The camera freezes, breathing turns into sobbing. The person whispers: "Why are you standing there?" The figure slowly tilts its head without turning around. Hard camera glitch, violent drop in the frame, instant blackout. Authentic raw POV horror, realistic panic breathing, crying voice, unstable handheld motion, oppressive forest and house atmosphere, no cinematic polish, viral terrifying payoff, normal proportions without stretch.3f:T7b3,POV found-footag
@CharaspowerAI

Bigfoot Forest Found Footage

Seedance 2.5· Video
Ultra-realistic amateur cryptid sighting footage. Cheap handheld camcorder look, low-quality image, unstable zoom, bad autofocus, heavy digital grain, compression artifacts, shaky framing, harsh breathing close to the microphone, accidental overexposure through the trees, raw found-footage realism. No polished cinema look. One unseen camera operator only, frightened adult hiker breathing heavily behind the camera. One massive Bigfoot-like forest creature: tall, broad, covered in dark matted hair, humanlike posture, heavy natural movement, never cartoonish. Dense forest in daylight, uneven ground, wet leaves, tree trunks, foggy depth, broken branches, deep natural shadows. Authentic low-grade camcorder texture, believable forest sound, realistic creature anatomy, limited but clear reveal, unstable autofocus, strong viral payoff, natural movement, terrifying realism, no comedy, no clean digital polish. 0-5s: Shaky handheld POV - The camera moves through the forest, breathing loud, branches hitting the lens. The operator whispers in French: “Attends… attends… c’est quoi ça là-bas ?” The image struggles to focus between trees. 5-10s: Messy zoom-in - Through the trees, a huge hairy figure is barely visible in the distance, half-hidden behind a trunk. The operator mutters: “Non… non… c’est pas possible…” The creature slowly steps forward into a small patch of light. 10-15s: Unstable push and panic reframing - The Bigfoot-like creature turns its head toward the camera. Clear view for only a second: massive shoulders, long arms, wet dark fur, heavy breathing. The operator gasps and whispers: “Oh mon Dieu…” 15-20s: Violent shake, partial loss of frame - The creature suddenly lets out a deep roar and takes two fast steps toward camera. The operator panics, stumbles backward, drops the camera toward the ground. The last image catches the creature rushing closer through the trees before the footage cuts to black.79:T7b3,Ultra-realistic amateu
@CharaspowerAI

Boy Saves Puppy From Speeding Car Time Freeze

Seedance 2.0· Video
A boy and his puppy are playing by the street. The puppy suddenly runs into the road. In the distance, a car speeds toward them. The boy shows a terrified expression, rushes forward, and dives toward the puppy. The moment he catches the puppy midair, time seems to freeze. They land safely by the roadside as the car drives past. The boy hugs the puppy, showing a relieved smile.
@0xbisc

Winged Flight Selfie POV

Seedance 2.0· Video
Absolutely no subtitles, no text overlay, no on-screen text of any kind. Bright natural daylight, fantasy flight sequence, dynamic foreground-background parallax, joyful energy. @Image1 is a woman with medieval metal shoulder armor and massive feathered wings. Close-up selfie-style POV — @Image1 flies high above a mountainous green landscape. She looks into the camera with an excited expression, wind tousling her hair violently. Clouds drift past at eye level. Her massive feathered wings beat powerfully behind her, each stroke visible. The green valleys and rivers scroll far below. She laughs and tilts, banking into a dive, the landscape rushing closer. Audio: powerful wind rush, feathered wing beats, her excited laughter, distant eagle cry. No background music.

Anime Pilot First-Person Flight

Seedance 2.0· Video
赤い線と矢印は完成映像に一切表示しない。壮麗な白と金の港湾都市を舞台に、白い飛行機に乗った女性パイロットの一人称POVアニメ映像。高品質アニメ映画のように、シネマティックで美しく、スピード感と没入感のある表現にする。飛行機は遠景の山側から都市へ高速接近。やや高い高度から青い海、白い建築群、港、中央の巨大な塔を見下ろしながら進む。その後、左側の港へ大きく降下し、水面すれすれを低空飛行。海面の反射、波、ヨット、桟橋、船着き場、港の建物の近くをかすめながら、水路に沿って大きく迂回する。迂回後、中央の壮麗な白と金の塔へ向けてさらに加速。建築群の間を抜け、塔を正面に捉えた瞬間、急激に機首を上げて急上昇する。POVのまま塔の尖塔に沿って真横を駆け上がり、塔のディテールが高速で流れ、都市と港の全景が眼下に広がる。そのまま塔の頂上を越え、青空と雲の中へ飛び抜ける。ラストはPOVからコックピット内へカット。女性パイロットが、風になびく髪と青空の光の中で、達成感と高揚感に満ちた美しい笑顔を見せる。高品質アニメ、シネマティック、滑らかなカメラワーク、強いスピード感、自然なモーションブラー、きらめく水面反射、明るい青空、立体的な雲、壮大なスケール感。赤い線、赤い矢印、手描きの印、注釈、文字、UI、オーバーレイは一切なし。
YouMind

Shibuya Street Photography POV

Seedance 2.0· Video
POV: First-person handheld shot of a young adult male street photographer walking casually through the extremely crowded streets of Shibuya, Japan on a sunny daytime, surrounded by hundreds of pedestrians rushing across the famous Shibuya Scramble Crossing, tall buildings with huge digital billboards, neon signs, and busy city atmosphere. @image as the exact character reference for the woman — her full appearance, face, hair, outfit, and style must strictly and perfectly match the uploaded reference image @image . 0-4 seconds: Natural handheld walking motion forward through the crowd. The photographer spots @image standing at the edge of the sidewalk, fully focused and looking down at her smartphone. 4-7 seconds: He gently approaches closer to her. Photographer’s voice (friendly, clear English): “Hey there!” 7-10 seconds: @image looks up from her phone toward him with a warm, confident smile. Photographer: “You look absolutely beautiful in that outfit!” 10-13 seconds: Photographer continues: “I’m a street photographer and I’d really love to take some photos of you if you’re okay with that?” 13-15 seconds: Woman @image nods enthusiastically and replies in clear English: “Sure, that sounds fun! I’d love to pose for you.” She then strikes a graceful pose. Photographer’s hands raise the DSLR camera into the foreground (camera and hands visible in POV), framing her perfectly as if about to shoot. Gentle shutter click sound. Cinematic realistic style, vibrant urban colors of busy Shibuya, bright daytime lighting with natural sunlight, sharp focus on the woman @image , dynamic crowded background with moving pedestrians, smooth natural handheld movement, high detail textures, friendly and positive atmosphere, clear audible English dialogue with natural lip sync, subtle city background sounds with footsteps, crowd chatter and traffic noise, enthusiastic yet respectful mood, 15-second video.
YouMind

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