第一张图 · 巨剑剑客(Midjourney v8.2)
作者回复附图原图(1024×1024):关键词 weapon 出的图,提示词里的 @[referenced first image],主风格锁定

▸查看完整出图提示词(点击复制区)
Midjourney v8.2: --sref 1448908625 3123598145 387469134 3207844525 --profile kxxcnp9 --stylize 250
成片拆解Midjourney 出巨剑剑客和橙眼飞怪图,Seedance 2.5 生成厚涂手绘风剑客在草坡上连斩空中怪群。
结构:开场即交手 → 连续偷袭与反击 → 近身刀光特写 → 怪群四面合围 → 多圈旋斩收尾
看完成片再对照:这条片子靠什么在几秒内抓住人。点时间可跳到成片对应位置。
第 0 秒没有铺垫:一只橙眼飞怪从正上方俯冲下来,草坡上的剑客压低身子,巨剑已经划出一道琥珀色刀光。
约 2–9s 飞怪从上方、侧面轮流扑下,剑客转身、背后换手、回身上劈,被砍中的怪碎成墨色碎片;镜头贴着剑刃或跟着怪俯冲。
约 9–19s 刀光越来越密:琥珀色月牙横扫、刀刃撞击迸火星,一只巨大的怪贴地掠过,镜头在低机位和近剑特写之间来回切。
约 20–26s 成群的飞怪从四面八方同时扑向画面中央,剑客在草坡中心旋转,脚下亮起一圈刀光;约 26s 一记多圈旋斩把怪群撕开,最后剑指天空定格。
提示词开头就写「镜头一开始已经在打」,不给站桩亮相;然后反复强调「偷袭—反击」的节奏、镜头要贴着剑刃和怪一起冲,最后用一记多圈旋斩把整群怪一次清掉;声音明确写「不要配乐,只要风声、剑鸣、怪叫和撞击声」。
别急着上视频模型。这个片子的秘密是:先把角色和场景锁死,再一次生成 10 个镜头。
作者说第一张图是用关键词「weapon」加一组风格参数出的:4 个 --sref 风格码、个人风格档 --profile kxxcnp9(这是作者自己的风格档,别人用同一串码出图可能不一样)和 --stylize 250。这张拿巨剑的剑客就是提示词里的「@[referenced first image]」,锁定画风。另外 3 张橙眼飞怪图作者没给关键词(原帖未附提示词),对应提示词里怪物要保持的「provided references」外形。
作者写明用 Midjourney v8.2 + Seedance 2.5。成片为 2560×1440、30fps、30 秒横屏,右下角全程有作者签名水印「Kōda」。声音:没有台词和配乐,只有破风声、刀光呼啸、撞击声和怪物尖叫,和提示词写的「No background music」一致(语音识别、频谱和节拍分析判断,未人工试听)。
把下方英文提示词整段粘贴,第一张剑客图作为主风格参考,3 张飞怪图一起放上。提示词是一整段描述,没有逐镜头时间码:先写开场就被偷袭、连续反击,再写镜头要贴着剑刃和怪一起冲,结尾一记多圈旋斩撕开整群怪;然后规定声音、画风锁定、武器动作、怪物外形(长条蝠鲼/鳗鱼身、角、触须、成簇橙色眼睛)和镜头语言。
推荐用 GPT Image / 同等图模,比例 4:3。每张点开即可复制完整英文提示词。
作者回复附图原图(1024×1024):关键词 weapon 出的图,提示词里的 @[referenced first image],主风格锁定

Midjourney v8.2: --sref 1448908625 3123598145 387469134 3207844525 --profile kxxcnp9 --stylize 250
作者回复附图原图(1024×1024):对应提示词里怪物要保持的 provided references 外形

原帖未附提示词
作者回复附图原图(1024×1024):草坡上方掠过的长条怪,旁边有个小人

原帖未附提示词
作者回复附图原图(1024×1024):展开双翼、头顶一根天线的飞怪

原帖未附提示词
方便你对照成片理解每一镜在干什么。
直接全选复制到 Seedance。@Image 1–4 必须对应上面 REF 编号。
Seedance 2.5 · 作者回复英文完整提示词 · 第一张图 = Midjourney 剑客图
The scene opens already in motion: one of the orange-eyed sky creatures suddenly drops from directly above while another skims in from the blind side, forcing the swordsman into an immediate evasive half-turn and a rising counter-spin that sends the giant blade carving a luminous amber curve across the sky. Before the first body even finishes splitting apart, a second creature lunges low, he snaps the sword behind his back, absorbs the attack with a sliding rotational parry and whips the momentum upward into a reverse overhead strike that catches a third beast diving from the clouds. The fight escalates into a constant exchange of surprise attacks and sharp counter-hits—creatures feint, swarm, dive, overshoot and re-attack while the swordsman keeps the blade in uninterrupted motion, chaining circular guards, pivot slashes, vertical snap-cuts, full-body spin recoveries and giant sweeping finishers. The camera never settles for long, diving with the attackers, circling around the swordsman during sword-flourish transitions and rushing alongside the blade so each counter feels sudden, heavy and dangerously close. The final stretch becomes a storm of overlapping ambushes from multiple directions, ending in a massive multi-rotation finishing arc that tears through the entire formation and leaves the sky briefly sliced open by glowing painted trails. No background music—only wind shear, blade resonance, cloth movement, creature shrieks, magical air displacement and brutal impact sounds. Use @[referenced first image] as the primary style lock and preserve its painterly blue-sky fantasy language, rough brush textures, graphic silhouettes, sparse environmental simplicity and glowing amber blade energy. High-end painterly cinematic 2D action fused with sakuga-grade weapon choreography defines the preset: the colossal enchanted sword is handled with impossible mastery through whipping spins, one-handed momentum redirects, overhead helicopter rotations, behind-the-back grip switches, rising corkscrew slashes, mid-step reversals, airborne recovery arcs and explosive counter-cuts that convert defense into offense in a single motion. The movement language must feel predatory and reactive rather than heroic-and-static: creatures strike in abrupt divebombs, side-blitzes and fake-out lunges, while the swordsman answers with instant angle changes, near-miss evasions, last-second deflections, spinning parries and chained retaliations that cut through multiple targets across different depths of the frame. The visual physics are driven by huge calligraphic blade trails, atmosphere-splitting amber crescents, torn cloud wakes, pressure-ring distortions, flying debris, cloth snap, ember fragments and dark creature remains breaking apart into painterly shreds instead of realistic gore. The airborne monsters should keep the eerie visual logic of the provided references—elongated manta- or eel-like bodies, irregular horns, dangling tendrils and clusters of glowing orange eyes—so every attack wave feels uncanny and visually distinct. Camera language is highly aggressive and unpredictable: low-angle rushes, fast lateral tracking, violent orbital sweeps, sudden push-ins, near-blade passes, upward whip reframes, steep perspective drops and wide resets that briefly re-establish scale before collapsing back into the chaos. Despite the speed, readability stays sharp through clean silhouettes, bold spacing, strong directionality and clear impact poses, making the whole sequence feel like premium feature-animation concept art brought to life at full intensity.
当前是单页静态站:视频 + 指引 + 可复制提示词。后面可以做成多教程列表、账号、收藏提示词、一键复制、手机竖屏版等。