成片拆解
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管道女孩 · 浮空王国跑酷
15 秒游戏CG风短片,怎么做出来的?

红帽背带裤女孩从绿管冲出,踩管子、弹蘑菇、蹬砖墙一路收金币,15 秒一镜到底跑酷。

套路 · 角色表演套路 · 电影叙事15秒 · 跑酷16:9 横屏(另有 9:16 竖版)一镜到底Seedance 2.5马里奥风浮空岛

钩子在哪

时间为抽帧估计

结构:冲出管道 → 管子/蘑菇/砖墙连跳 → 空中收金币 → 翻滚落地 → 胜利姿势

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。

开场钩子

第 0 秒她从躺倒的绿色大管口里冲出来,身后一圈蓝色闪光,镜头贴着草地往后退。

过程怎么推进

约 2s 单手撑竖管翻越;约 3s 跑过横躺的长管;约 4–5s 跳到红蘑菇上方;约 8–10s 在两堵砖墙间蹬墙跑。

空中收金币

约 11–12s 她在空中伸手扫过一串金币,背景是草地浮岛和远处城堡。

结尾怎么收

约 12.3s 落地前滚翻,约 13s 滑铲扬起尘土,约 14–15s 在城堡前举拳定格。

跟做照抄这一点

每个动作段都配一句 SFX(金币一声 chime、蘑菇一声闷响),并写一条 coin_rule:碰到的金币当场变成金色火花消失,没碰到的留在空中。

三步搞懂

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 1 个镜头。

1

第一步:准备两张参考图

@Image1 世界参考(浮空岛、绿管、红蘑菇、砖块、金币、城堡),@Image2 女主角三视图(红帽、奶白背心、牛仔背带裤、白手套、棕靴)。作者回复里写的工具是 Seedance 2.5、Gpt 2、Astra,没说具体哪一步用哪个;出图提示词没公开。两张图都已收录(原图 1672x941,压到 1600px)。

2

第二步:写 REFS / GLOBAL STYLE NOTES / SHOT

REFS 写清每张图只管什么、权重多少(人物 100%、世界和画风 90%),参考图本身不能进画面;GLOBAL 用 medium_lock 锁定「游戏 CG 画风 + 脸接近照片质感」,再写光线、配色比例、场景、角色服装、金币规则、物理和配乐;SHOT 规定 114° 超广角、贴地低机位、全程后退跟拍、第一帧就是满速。

3

第三步:按 12 段写动作和音效

0–1.8s 冲出管道 → 撑竖管翻越 → 跑横管 → 弹第一个蘑菇 → 弹第二个蘑菇 → 最高点收金币 → 蹬砖墙 → 对面砖墙再蹬一次 → 空中收三枚金币 → 翻滚落地 → 滑到平台边 → 13.5–15s 胜利姿势。每段写 dynamic_framing、visual_action、SFX 三行。

4

竖版 9:16(同一条提示词,作者发的第 1 段)

作者同帖还发了一个 720x1280 竖版,用的是同一条游戏 CG 风提示词。竖版原片就没有声音,不是文件坏了。

步骤一 · 做出这 2 张参考图

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。

1

@Image1 · 浮空岛世界主视觉

作者回复区图片原件 HRtzI--WcAArnjm(1600px 压缩)· 画面里女主从绿管口飞出

第 1 步
@Image1 · 浮空岛世界主视觉
▸查看完整出图提示词(点击复制区)
复制
作者未公开出图提示词。视频提示词中的用法:@Image1 = world reference. Controls the floating-island geography, green pipes, red mushroom caps, brick blocks, coin trails, waterfalls, castle; render style 90%.
2

@Image2 · 女主三视图

作者回复区图片原件 HRtzI-6XYAAHlom(1600px 压缩)· AI 角色设定图

第 2 步
@Image2 · 女主三视图
▸查看完整出图提示词(点击复制区)
复制
作者未公开出图提示词。视频提示词中的用法:@Image2 = the Woman. Controls face, body proportions and wardrobe only (identity 100%).

步骤二 · 1 镜头故事板(人话版)

方便你对照成片理解每一镜在干什么。

  1. Shot 1 — 0–1s 从绿管口冲出,拖着蓝色闪光冲向镜头。
  2. Shot 2 — 2s 单手撑竖管翻越。
  3. Shot 3 — 3s 在横躺的长绿管上奔跑。
  4. Shot 4 — 4–5s 腾空,跳向红蘑菇。
  5. Shot 5 — 5.5–7.5s 从闪光管口前飞过,两侧是红蘑菇,远处城堡。
  6. Shot 6 — 8–10s 在两堵砖墙之间蹬墙跑,砖屑飞溅。
  7. Shot 7 — 11–12s 空中伸手收一串金币。
  8. Shot 8 — 12.3–13s 前滚翻落地,滑铲扬尘。
  9. Shot 9 — 14–15s 城堡前举拳定格。
关键约束:人物长相、发色、服装全程一致;参考图的姿势和三视图面板不能进画面;一镜到底,镜头始终在她前方后退。碰到的金币必须消失,没碰到的留在空中。与成片不符:约 5.5–7.5s 她几乎定格在「从闪光管口飞出、两侧红蘑菇」的同一个姿势,和作者贴出的第一张横版图构图几乎一样,提示词写的第二次弹蘑菇、蘑菇压扁回弹看不清;两次蹬墙之间的过渡不明显;成片约 15.1 秒。缺口:作者没说 Seedance 2.5、Gpt 2、Astra 各用在哪一步;参考图出图提示词没公开;音频只量了音量,没有逐段核对音效。

步骤三 · 完整视频提示词

直接全选复制到 Seedance。@Image 1–2 必须对应上面 REF 编号。

GEN 01

Floating Kingdom Pipe Run(游戏 CG 风版)

Seedance 2.5 · 16:9 主成片 + 9:16 竖版共用 · 英文完整提示词(作者回复里的提示词截图,逐字转录)

复制
REFS:
@Image1 = world reference. Controls the floating-island geography, green pipes, red mushroom caps with cream spots, brick island undersides and brick blocks, suspended coin trails, waterfalls, pastel capsule hills, white castle with red turrets, cloud sea and sky only.
@Image2 = the Woman. Controls face, body proportions and wardrobe only.
Both references stay out of the composition: fresh framing built from scratch, reference poses and character-sheet panels excluded.
ACTIVE REFERENCES: @Image2 (identity) 100%; @Image1 (world and render style) 90%

GLOBAL STYLE NOTES:
- medium_lock: stylised game-cinematic render matching @Image1 exactly — painterly surfaces, high saturation, soft airbrushed gradients, glossy specular highlights on pipes and mushroom caps, clean bright air with no haze. Her face alone carries near-photographic fidelity against the painted world: real skin texture, individual eyelashes, fine flyaway hairs. Denim reads as painted fabric with hand-drawn seam lines.
- lighting_philosophy: high open daylight as the single source; the blue sky bounces cool fill into her shadow side, white cloud tops kick soft light up under her jaw
- color_grade: ~50% sky blue and cloud white (air, background) + ~30% denim indigo and grass green (her overalls, island tops) + ~20% saturated red and gold (cap, mushroom caps, coins). Highlights stay clean and unclipped.
- setting: a kingdom of floating islands over a cloud sea — grass-topped chunks with brick and dirt undersides, thick green pipes standing and lying between them, giant red mushroom caps with cream spots, suspended brick blocks, waterfalls pouring off the island edges into open air, pastel capsule hills behind, a white castle with red conical turrets far on the horizon
- atmosphere: fine sparkle motes drift near the pipe mouths and hang in the still air; steady wind runs against her direction of travel and drags her hair and overall straps backward. Every footfall kicks a burst of grass blades, brick dust or grit that arcs out and falls away between the islands
- characters: <Woman> corresponds to @Image2 — soft red cabbie cap pulled low, long wavy honey-blonde hair loose beneath it, cream ribbed sleeveless top with bare shoulders and bare arms, blue denim overalls with gold buckle clasps and cuffed hems, white gloves on both hands, scuffed brown lace-up boots, a small red pendant at her throat, a gold bracelet on her RIGHT wrist, gold hoop earrings. Keep identical throughout.
- coin_rule: palm-sized gold coins hang rotating in vertical and arcing trails along her reachable path. Each pickup reads as approach, visible glove contact, then the coin disappears instantly into a short gold spark with one crisp chime. Touched coins vanish, untouched coins stay suspended, her gloves stay empty afterwards, the spark lights the glove for one frame and her face stays readable
- camera_character: one continuous backward tracking move ahead of her from first frame to last; fine high-frequency vibration from the rig's own speed, never an operator's hand tremor
- physics: real ground contact, momentum conservation, authentic weight and balance. Mushroom caps compress under her weight and rebound at takeoff; brick holds firm under her wall-run steps; airborne travel follows clean ballistic arcs; her anatomy stays coherent and her joints stay in human range while perspective does the stretching
- ambience: thunderous orchestral score with accelerating percussion under constant rushing wind, chimes sitting above the score

SHOT:
- first_frame: full body, Woman x 30%–70%, y 10%–95%; cloud layer x 0%–100%, y 55%–100%
- camera_angle: low, inches above the grass, rising continuously across the take and never jumping
- azimuth: frontal 0°, her face held near frame centre in every phase
- lens: 114° rectilinear ultra-wide. Whatever comes nearest the lens enlarges hard — reaching gloves and driving boots read stretched and enormous while her face keeps natural proportions and straight verticals hold; deep separation between islands; no focal drift mid-shot
- camera_motion: continuous backward track, always ahead of her, clearing every solid obstacle through open air with a metre of margin
- speed_timing: 100% real time from first frame to last, already at maximum speed on frame one. Short shutter keeps her face and torso crisp; only the limbs crossing the near lens smear into directional blur

ACTIONS:
- action_sequence:
1. beat (0.0-1.8s):
- dynamic_framing: wide, camera inches above the grass, frontal 0°, violent ground parallax
- visual_action: she bursts out of the mouth of a huge green pipe already at full speed, trailing a spiral of blue sparkle, then sprints at the retreating camera along a narrow grass-topped island path and sweeps her right glove through two coins at chest height. Her lead glove and driving boots swing through the near lens and enlarge enormously, then snap back to normal as they pass.
- SFX: rising sparkle shimmer, wind past the lens, hard boot strikes, two chimes close together
2. beat (1.8-2.9s):
- dynamic_framing: camera dips beneath her, tightening to medium, azimuth swinging to three-quarter 45° with the physical move and easing back to frontal
- visual_action: without slowing she plants her LEFT glove on the rim of a standing green pipe and vaults; her free RIGHT glove clips a coin above the rim; both legs sweep past the lens and fill the near frame.
- SFX: glove slap on hard glossy plastic, hollow pipe clang, one chime
3. beat (2.9-4.2s):
- dynamic_framing: low medium, camera rising
- visual_action: she lands onto a long horizontal green pipe and runs its full length, bare arms out for balance, boots rolling across the curved surface, taking two coins spaced along the pipe line.
- SFX: steps ringing hollow through the pipe, two separate chimes
4. beat (4.2-5.2s):
- dynamic_framing: framing loosens as the camera keeps rising, islands rushing past on both sides
- visual_action: she drops off the pipe end onto a giant red mushroom cap; the cap sinks deep under her and its cream spots stretch with the deformation, then it throws her back up.
- SFX: a deep springy thump with a short tail, percussion stepping up a level
5. beat (5.2-6.5s):
- dynamic_framing: camera climbs with her
- visual_action: she bounds to a second mushroom, taking one coin on the rising arc, and its recoil launches her far higher than the first.
- SFX: second thump pitched lower, one chime, brass swelling
6. beat (6.5-7.6s):
- dynamic_framing: camera holds distance for the first time and drifts slightly above her, waterfalls and pastel capsule hills opening far below
- visual_action: at the top of the arc her body extends, hair and overall straps dragged backward, and she takes a single coin at full stretch.
- SFX: percussion thins to sustained brass, wind takes the foreground, one chime alone in the air
7. beat (7.6-8.9s):
- dynamic_framing: camera presses back in to eye level, the brick underside of a floating island filling frame-right
- visual_action: she lands into three fast wall-run steps along the brick, taking a coin at head height on the second step, boots biting the brick and throwing dust.
- SFX: full percussion back in, three hard scuffs, one chime
8. beat (8.9-10.1s):
- dynamic_framing: camera widens as the gap between two island walls opens up
- visual_action: she kicks off the brick, crosses to the opposite brick wall, takes two more steps along it and kicks away hard across the huge open gap; brick dust bursts off both walls behind her.
- SFX: the heaviest impact of the take on the second kick-off, dust and loose brick falling away
9. beat (10.1-11.5s):
- dynamic_framing: camera retreats faster and tilts up, she passes above it
- visual_action: her outstretched right glove sweeps three spaced coins along the flight path.
- SFX: percussion ducks out, three ascending chimes cut through the wind, then ambience drops to near-silence for one beat
10. beat (11.5-12.6s):
- dynamic_framing: camera settles back to eye level, framing her whole body
- visual_action: she hits the final grass platform in a fast shoulder roll.
- SFX: the landing lands into the silence, one heavy flat impact, wind and score returning underneath
11. beat (12.6-13.5s):
- dynamic_framing: medium, frontal 0°
- visual_action: she springs upright out of the roll and slides the last metre toward the platform edge, boots dragging grass and grit ahead of her.
- SFX: leather scraping earth
12. beat (13.5-15.0s):
- dynamic_framing: camera pulls back fast and cranes upward into a wide, revealing the castle and the whole floating kingdom behind her
- visual_action: she snaps into a victory pose, one boot planted forward, one fist raised, grinning into the lens, chest heaving, and holds it. Sunlight breaks through the clouds behind her as a single soft bloom.
- SFX: one final orchestral hit, then wind alone

TECHNICAL:
- continuous_shot: one continuous shot, single take, camera operates without interruption from 0.0s to 15.0s
- the same woman is in frame from first frame to last, her face, hair colour, proportions and wardrobe identical at 0s, at 8s and at 15s, clean frame

这是 Demo

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