Loading...
Loading...
Compare original and translation side by side
[0–0.5秒]: [对手建立] + [距离/武器] + [光照强度]
[0.5–1秒]: [初始动作/转向] + [速度提示]
[1–2秒]: [冲击或动作转向] + [音频/视觉反应][0–0.5s]: [Opponent Establishment] + [Distance/Weapon] + [Lighting Intensity]
[0.5–1s]: [Initial Movement/Feint] + [Speed Cue]
[1–2s]: [Impact or Action Shift] + [Audio/Visual Reaction]0–0.5秒:两个对手,拳击姿态,面对面。白色擂台灯光。高对比度阴影。
0.5–1秒:一个对手快速出拳。相机锐利地关注。运动模糊。
1–2秒:冲击。对手头向后闪。出汗喷溅。冲击闪光。0–0.5s: Two opponents, boxing stances, face-to-face. White ring lighting. High contrast shadows.
0.5–1s: One opponent throws a quick jab. Camera locks sharply. Motion blur.
1–2s: Impact. Opponent's head snaps back. Sweat spray. Impact flash.0–1秒:两个战士,剑拔,对峙。城堡背景。戏剧性的侧光。
1–2秒:缓慢、意图的剑对。击打声。火花。叮当声。0–1s: Two warriors, swords drawn, standing off. Castle background. Dramatic side lighting.
1–2s: Slow, intentional sword clash. Clang sound. Sparks. Ringing tone.0–1秒:打手,宽站立,准备。中国建筑。日光。
1–2秒:闪电式旋转踢。速度线。功夫音效(哈!)。气旋效果。0–1s: Fighter, wide stance, ready. Chinese architecture. Daylight.
1–2s: Lightning-fast spinning kick. Speed lines. Kung fu sound effect (Ha!). Cyclone effect.| 战斗类型 | 特征 | 视觉承诺 | 音效 |
|---|---|---|---|
| 拳击/MMA | 快速,爆炸性,力量驱动 | 模糊运动,冲击闪光 | 打击声,呼吸,垫子碰撞 |
| 武术(功夫/空手道) | 流动,精确,线性 | 速度线,旋转,踢腿延伸 | "哈!"音效,击中声,吸入 |
| 剑术(刀/剑) | 意图,重量,碰撞 | 缓慢而强大的弧线,火花 | 叮当声,切割声,金属摩擦 |
| 枪战 | 快速,爆炸性,远程 | 枪口闪光,子弹轨迹,烟雾 | 枪声,壳弹落下,嗖声 |
| 赤手空拳/街头战斗 | 混乱,激烈,肮脏 | 笨拙,绝望的能量 | 粗暴的打击,痛苦的叫声,摔跤 |
| 体操/特技战斗 | 浮华,高飞,精准 | 翻滚,技巧,轻盈的着陆 | 垫子碰撞,呼吸,空中嗖声 |
| 超级英雄动作 | 过度夸大,力量驱动,VFX重型 | 能量爆炸,闪光,故事板风格 | 低频爆炸,能量嗡鸣,撞击 |
| Fight Type | Characteristics | Visual Promise | Sound Effects |
|---|---|---|---|
| Boxing/MMA | Fast, explosive, power-driven | Blurred motion, impact flashes | Strike sounds, heavy breathing, mat impacts |
| Martial Arts (Kung Fu/Karate) | Flowing, precise, linear | Speed lines, spins, extended kicks | "Ha!" sound effects, strike thuds, sharp inhales |
| Swordplay (Blades/Swords) | Intentional, weighty, collision-based | Slow, powerful arcs, sparks | Clangs, slicing sounds, metal friction |
| Gunfights | Fast, explosive, long-range | Muzzle flashes, bullet tracers, smoke | Gunshots, shell casings falling, whooshes |
| Hand-to-Hand/Street Fights | Chaotic, intense, gritty | Clumsy, desperate energy | Grunt strikes, pain cries, wrestling sounds |
| Gymnastics/Stunt Combat | Flashy, acrobatic, precise | Rolls, tricks, light landings | Mat impacts, heavy breathing, air whooshes |
| Superhero Action | Over-the-top, power-driven, VFX-heavy | Energy blasts, flashes, storyboard-style | Low-frequency explosions, energy hums, crumpling impacts |
直接/刺击 →
- 视觉:线性加速,尖锐的加速和停止
- 运动:无弧形,完全力量到目标
- 音频:清晰的冲击;可能的击穿声
挥动/扫动 →
- 视觉:圆弧运动,延伸,跟进
- 运动:旋转肩膀或臀部;生成力量
- 音频:弧线,沉闷的冲击
切割/切割 →
- 视觉:锐利的角度,清晰的刀锋,可能的出血或切割效果
- 运动:刀锋优先,边缘对目标
- 音频:切割声或金属声
冲击/尖刺 →
- 视觉:肩膀优先,腰部扭转,目标吸收冲击
- 运动:身体对线,全重
- 音频:深沉的低频冲击Direct/Thrust →
- Visual: Linear acceleration, sharp start and stop
- Motion: No arc, full power to target
- Audio: Crisp impact; possible puncture sound
Swing/Sweep →
- Visual: Circular motion, extension, follow-through
- Motion: Rotating shoulder or hip; generating power
- Audio: Whoosh, dull impact
Slash/Cut →
- Visual: Sharp angles, clear blade edge, possible blood or cutting effects
- Motion: Blade-first, edge to target
- Audio: Slicing sound or metallic shriek
Impact/Spike →
- Visual: Shoulder-first, hip twist, target absorbs impact
- Motion: Body aligned, full weight behind strike
- Audio: Deep low-frequency impact硬碰撞(金属对金属)→
火花、反弹、可能的武器弹开
声音:叮当声、铃声
柔软碰撞(拳头对身体)→
肉体吸收打击;身体反应向后或向侧面
声音:沉闷的打击声、可能的呼吸出去
部分碰撞(打击但被阻挡)→
两个武器碰撞;可能的火花或紧张
声音:冲击加上金属声Hard Collision (Metal-on-Metal) →
Sparks, rebound, possible weapon deflection
Sound: Clang, ringing tone
Soft Collision (Fist-to-Body) →
Flesh absorbs strike; body reacts backward or sideways
Sound: Dull thud, possible exhale
Partial Collision (Strike but Blocked) →
Two weapons collide; possible sparks or tension
Sound: Impact plus metallic grind1. 设置和缓冲(0.2秒):
攻击者准备,肌肉拉紧,体重转移
2. 执行和延伸(0.3秒):
全力打击;运动弧;速度达到峰值
3. 冲击(0.1秒):
目标接触;可能的闪光或效果
4. 反应(0.2秒):
防守者向后闪;可能的防御;可能的反击
5. 恢复(0.2秒):
两个对手都重新定位;呼吸;准备下一轮1. Setup & Buffer (0.2s):
Attacker prepares, muscles tense, weight shifts
2. Execution & Extension (0.3s):
Full-force strike; motion arc; speed peaks
3. Impact (0.1s):
Target contact; possible flash or effect
4. Reaction (0.2s):
Defender snaps back; possible block; possible counterattack
5. Recovery (0.2s):
Both opponents reposition; breathe; prepare for next exchange"三个对手混乱:
- 对手A攻击对手B的左侧
- 对手B防守A同时攻击对手C
- 对手C闪避B同时攻击A
所有动作应该显示互动和间距意识。""Three opponents in chaos:
- Opponent A attacks Opponent B's left side
- Opponent B defends A while attacking Opponent C
- Opponent C dodges B while attacking A
All movements should show interaction and spatial awareness."剑设计:
- 刀锋宽度:刀锋应该清晰可见
- 动作弧:挥动刀剑应该有圆形,从肩膀到手腕
- 转向和位置:刀应该在每次打击前进行位置调整
- 火花和冲击:金属碰撞时产生火花
- 旗帜:重的剑在快速交换中不会那么快(物理权重)
提示词:
"剑看起来有重量。挥动是有力但不是即时的。
碰撞时的金属火花。叮当声。刀片清晰可见。"Sword Design:
- Blade Width: Blade should be clearly visible
- Motion Arc: Sword swings should have a circular path, from shoulder to wrist
- Feinting & Positioning: Blade should reposition before each strike
- Sparks & Impact: Sparks on metal-to-metal collision
- Weight: Heavy swords won't move as fast in rapid exchanges (physical weight)
Prompt:
"Sword looks heavy. Swings are powerful but not instant.
Metal sparks on collision. Clang sound. Blade is clearly visible."员工/长武器:
- 旋转和花式动作
- 广泛的范围
- 需要身体动力(核心、肩膀、腿)
- 运动应该是流体的
提示词:
"员工使用流体旋转。宽泛的范围。
很少的暂停;运动是连续的。
击中所有目标,旋转的冲量很好。"Staff/Long Weapons:
- Spinning & Flourishes
- Wide range
- Requires body momentum (core, shoulders, legs)
- Movement should be fluid
Prompt:
"Staff uses fluid spins. Wide range of motion.
Few pauses; movement is continuous.
Hits all targets, with good rotational momentum."拳头和拳打:
- 快速组合(3-5连击无暂停)
- 脚工作很关键(前后摇晃、枢轴)
- 变化:直拳、钩拳、上勾拳
- 防守:躲闪、滑步、格挡
提示词:
"拳击组合:直拳、右钩、左上勾。
脚步工作在地板上。躲闪对手的计数器。
全力拳击;可见的冲击。呼吸困难。"Fists & Punches:
- Quick combos (3-5 strikes without pause)
- Footwork is critical (shuffling back and forth, pivoting)
- Variety: Jabs, hooks, uppercuts
- Defense: Dodging, slipping, blocking
Prompt:
"Boxing combo: Jab, right hook, left uppercut.
Footwork shuffles on the floor. Dodges opponent's counter.
Full-force punches; visible impact. Labored breathing."枪火指南:
- 枪口闪光(来自枪的亮光爆发)
- 子弹和烟雾(可见或暗示)
- 后坐力和肩膀反冲
- 声音延迟(大枪声;可能的回声)
- 射弹命中(冲击、火花、穿孔)
提示词:
"枪口闪光在每次射击时。枪后坐力,肩膀反冲。
烟雾滞后,吹过风景。
目标被命中;冲击反应。"Gunfire Guidelines:
- Muzzle Flashes (Bright bursts from the gun)
- Bullets & Smoke (Visible or implied)
- Recoil & Shoulder Snap
- Sound Delay (Loud gunshot; possible echo)
- Projectile Hits (Impact, sparks, punctures)
Prompt:
"Muzzle flash on every shot. Gun recoil, shoulder snap.
Smoke lingers, blowing across the landscape.
Target is hit; impact reaction."| 技术 | 效果 | 用途 |
|---|---|---|
| 跟踪 | 相机跟随攻击者 | 让观众与打击者一起 |
| 绕行/圆周运动 | 相机旋转对手周围 | 显示环境和空间 |
| 推进 | 相机靠近冲击 | 增强影响感 |
| 撤回 | 相机拉回以显示整个场景 | 显示规模和对手位置 |
| 快速切割 | 多个角度的快速跳跃 | 上升的紧张和兴奋 |
| 缓慢/快速镜头 | 某些时刻在120fps或250fps | 强调关键冲击或技巧 |
| Technique | Effect | Use Case |
|---|---|---|
| Tracking | Camera follows the attacker | Lets the audience move with the striker |
| Orbiting/Circular Motion | Camera rotates around opponents | Shows environment and space |
| Push-In | Camera zooms in on impact | Enhances sense of impact |
| Pull-Back | Camera pulls back to show the entire scene | Shows scale and opponent positions |
| Quick Cuts | Rapid jumps between multiple angles | Builds tension and excitement |
| Slow-Mo/Fast-Mo | Certain moments at 120fps or 250fps | Emphasizes key impacts or tricks |
开口:宽镜头。两个对手相距远。建立空间。
初始交换:跟踪镜头。相机跟随攻击者的动作。
高峰冲击:推进。超级特写。冲击感。
快速交换:快速切割。多个角度。升级兴奋。
呼吸时刻:撤回。两个对手都看到。沉默。
高潮:缓慢镜头。关键技巧或击倒。冲击放大。Opening: Wide shot. Two opponents far apart. Establishes space.
Initial Exchange: Tracking shot. Camera follows the attacker's movement.
Peak Impact: Push-in. Extreme close-up. Amplifies impact.
Rapid Exchanges: Quick cuts. Multiple angles. Builds excitement.
Breath Moment: Pull-back. Both opponents visible. Silence.
Climax: Slow-mo. Key trick or knockout. Magnifies impact.直接打击 → "噼啪"(轻),"砰"(中),"砰砰"(重)
武器碰撞 → "叮当"(金属),"咔"(木材)
脚步工作 → 地板冲击,脚工作节奏
呼吸和痛苦声 → 吸入,呼吸,呼吸困难
环境 → 风,雨(如果外面),在线程绳上的挂起感Direct Strikes → "Crack" (light), "Thud" (medium), "Crunch" (heavy)
Weapon Collisions → "Clang" (metal), "Crack" (wood)
Footwork → Floor impacts, rhythmic shuffling
Breathing & Pain Sounds → Sharp inhales, heavy breathing, labored gasps
Environment → Wind, rain (if outdoors), tension in the air缓慢配乐(120 BPM)→ 缓慢、意图的打斗。力量。
中等配乐(140 BPM)→ 平衡的速度。打斗和恢复。
快速配乐(180+ BPM)→ 快速组合。能量爆炸。
无配乐 → 所有焦点都放在音效和呼吸上。原始。Slow Soundtrack (120 BPM) → Slow, intentional fights. Power-focused.
Medium Soundtrack (140 BPM) → Balanced speed. Mix of strikes and recovery.
Fast Soundtrack (180+ BPM) → Quick combos. Explosive energy.
No Soundtrack → All focus on sound effects and breathing. Raw.[对手]: [角色名称或类型](例如拳击手、武术大师、剑士)
[战斗类型]: [拳击/武术/剑术/枪战/混合]
[环境]: [位置](擂台、街道、森林、室内)
[打光]: [时间]和[日光或人造光]。打光强度:[高对比度/柔软]
[打斗节奏]:
- 开始:[设置和缓冲时间]
- 第一次交换:[初始打击类型和数量]
- 升级:[变化和强度增加]
- 高峰:[关键冲击或技巧]
- 恢复/结束:[如何打斗结束]
[武器]:
[如果适用] 武器:[类型]。[材质]。[视觉效果]
打击声:[声音描述]。火花:[是/否]。
[相机工作]:
- 开始:[宽角,建立]
- 中间:[跟踪,绕行]
- 高峰:[推进,特写]
- 恢复:[撤回或稳定]
[音频]:
- 配乐:[节奏和强度]
- SFX:[打击声、脚步、呼吸]
- 反应声(可选):[呼吸困难、痛苦]
[VFX]:
- 冲击闪光:[是/否,强度]
- 汗水/血液:[强度]
- 尘埃或碎片:[是/否]
- 能量效果(超级英雄):[描述]
[持续时间]: [秒数,通常2-6秒]
[节奏感]: [快速和令人兴奋 / 缓慢而强大 / 混合][Opponents]: [Character Names or Types] (e.g., boxer, martial arts master, swordsman)
[Fight Type]: [Boxing/Martial Arts/Swordplay/Gunfight/Hybrid]
[Environment]: [Location] (ring, street, forest, indoor)
[Lighting]: [Time of Day] and [Natural or Artificial Light]. Lighting Intensity: [High Contrast/Soft]
[Fight Rhythm]:
- Opening: [Setup & Buffer Duration]
- First Exchange: [Initial Strike Type & Count]
- Escalation: [Variations & Intensity Increase]
- Peak: [Key Impact or Trick]
- Recovery/Ending: [How the Fight Concludes]
[Weapons]:
[If applicable] Weapon: [Type]. [Material]. [Visual Effects]
Strike Sound: [Sound Description]. Sparks: [Yes/No].
[Camera Work]:
- Opening: [Wide Angle, Establishing]
- Middle: [Tracking, Orbiting]
- Peak: [Push-In, Close-Up]
- Recovery: [Pull-Back or Stable]
[Audio]:
- Soundtrack: [Rhythm & Intensity]
- SFX: [Strike Sounds, Footwork, Breathing]
- Reaction Sounds (Optional): [Labored Breathing, Pain]
[VFX]:
- Impact Flashes: [Yes/No, Intensity]
- Sweat/Blood: [Intensity]
- Dust or Debris: [Yes/No]
- Energy Effects (Superhero): [Description]
[Duration]: [Number of Seconds, typically 2-6s]
[Rhythm]: [Fast & Exciting / Slow & Powerful / Mixed]两个拳击手,快速组合。
打击:直拳、钩拳、上勾拳。重复。
反应:躲闪、防守、反击。
速度:非常快。运动模糊可见。
音效:打击声、脚步、呼吸困难。
配乐:140+ BPM,鼓声驱动。
持续时间:3-4秒。高能量。Two boxers, quick combo.
Strikes: Jab, hook, uppercut. Repeat.
Reactions: Dodge, block, counter.
Speed: Very fast. Motion blur visible.
Sound Effects: Strike thuds, footwork, labored breathing.
Soundtrack: 140+ BPM, drum-driven.
Duration: 3-4s. High energy.两个剑士,中等距离。
第一次交换:缓慢的试探性打击。评估。
升级:更快的打击。打击率增加。
高峰:快速的击打序列。火花。
音效:金属叮当声、沉重呼吸。
配乐:戏剧性、意图、建设。
持续时间:4-6秒。权力和精准。Two swordsmen, medium distance.
First Exchange: Slow, tentative strikes. Assessing.
Escalation: Faster strikes. Increased strike rate.
Peak: Rapid clash sequence. Sparks.
Sound Effects: Metal clangs, heavy breathing.
Soundtrack: Dramatic, intentional, building.
Duration: 4-6s. Power and precision.三个战士,自由格斗。
对手A vs B,C想加入。
动作:快速、混乱、交叉打击。
相机:快速切割多个角度。
音效:同时的打击,脚步混乱。
配乐:快速,兴奋,无秩序感。
持续时间:3-5秒。高能量混乱。Three warriors, free-for-all.
Opponent A vs B, C tries to join.
Action: Fast, chaotic, cross-strikes.
Camera: Quick cuts across multiple angles.
Sound Effects: Simultaneous strikes, chaotic footwork.
Soundtrack: Fast, exciting, sense of disorder.
Duration: 3-5s. High-energy chaos.对于长的打斗(6秒以上),创造节奏变化:
- 开始:缓慢建立(1秒)
- 升级1:增加速度(1秒)
- 升级2:打击率增加(1-2秒)
- 高峰:最快速度(1秒)
- 呼吸时刻:暂停,重新设置(0.5秒)
- 最终升级:最后一次交换或结束(1秒)For longer fights (6s+), create rhythm changes:
- Opening: Slow build (1s)
- Escalation 1: Increase speed (1s)
- Escalation 2: Increase strike rate (1-2s)
- Peak: Fastest speed (1s)
- Breath Moment: Pause, reset (0.5s)
- Final Escalation: Last exchange or finish (1s)轻击:对手摇晃头部,回到立场。无真正的影响。
中等打击:对手后退一步或两步。可能会失去焦点。
重打击:对手被击倒或击倒。下降动画。恢复缓慢。
击倒:对手在地上。可能无意识。可能需要帮助起床。Light Strike: Opponent shakes head, returns to stance. No real impact.
Medium Strike: Opponent steps back 1-2 steps. May lose focus.
Heavy Strike: Opponent is staggered or knocked down. Fall animation. Slow recovery.
Knockout: Opponent on the ground. Possibly unconscious. May need help getting up.如果连续生成多个打斗(一个打斗系列):
- 保持相同的角色模型(使用@material参考)
- 保持相同的位置或环境
- 保持相同的打斗风格和技巧
- 在后续打斗中显示进展(疲劳、伤害、学习)If generating multiple consecutive fights (a fight series):
- Keep the same character models (use @material reference)
- Keep the same location or environment
- Keep the same fight style and techniques
- Show progression in subsequent fights (fatigue, injuries, learning)| 问题 | 原因 | 解决方案 |
|---|---|---|
| 打斗看起来缓慢无力 | 缺乏冲击反应;运动太分散 | 添加"可见的冲击";"对手反应" |
| 不清楚谁在赢 | 没有优势或劣势指示 | 显示一个对手压倒或防守另一个 |
| 武器看起来轻或塑料 | 没有重量提示或碰撞反应 | 添加"武器有重量";"碰撞反应" |
| 相机工作令人困惑 | 太多的角度或不连贯的视角 | 简化为跟踪或绕行;避免过度切割 |
| 音效不同步 | 音效和冲击没有很好地对齐 | 指定"冲击同步到音效" |
| 打斗显示过多或过少 | 提示不清楚持续时间或节奏 | 明确指定秒数和节奏变化 |
| Problem | Cause | Solution |
|---|---|---|
| Fight looks slow and weak | Lack of impact reactions; movement too scattered | Add "visible impact"; "opponent reaction" |
| Unclear who is winning | No indication of advantage or disadvantage | Show one opponent overwhelming or outdefending the other |
| Weapons look light or plastic | No weight cues or collision reactions | Add "weapon has weight"; "collision reaction" |
| Camera work is confusing | Too many angles or inconsistent perspective | Simplify to tracking or orbiting; avoid over-cutting |
| Sound effects are out of sync | Sound and impact are not well-aligned | Specify "impact synced to sound effect" |
| Fight shows too much or too little | Prompt is unclear on duration or rhythm | Explicitly specify seconds and rhythm changes |
标准打斗:
两个对手,[战斗风格]。[环境]。
快速交换。冲击可见。反应大。
相机跟踪。配乐[快/慢]。
[3-4秒]。[高/中]能量。
多角色:
三个对手,混乱的自由格斗。
同时的打击。快速切割相机。
高能量。没有休息。[3-5秒]。
高级技巧:
一个角色执行复杂的技巧。
缓慢动作强调精准。
环境反应(尘埃、碎片)。
[2-3秒]。[精准驱动]。Standard Fight:
Two opponents, [Fight Style]. [Environment].
Rapid exchanges. Visible impact. Big reactions.
Camera tracking. Soundtrack [Fast/Slow].
[3-4s]. [High/Medium] energy.
Multi-Character:
Three opponents, chaotic free-for-all.
Simultaneous strikes. Quick-cut camera.
High energy. No breaks. [3-5s].
Advanced Trick:
One character performs complex trick.
Slow motion emphasizes precision.
Environmental reaction (dust, debris).
[2-3s]. [Precision-driven].