
《THE TURN》|回合
【生成内容】 ACTIVE REFERENCES — THE TURN POST-CREDIT FULL V8, EXACT ORDER @Image1 = {{Node 959e57a5-469d-4be1-a270-bdbee546d7a7}} — living-room architecture, round table, materials and pre-trip color only. @Image2 = {{Node 3f9ab023-8941-43d6-9fd4-7710d4ae1209}} — non-mirrored table, doors, staircase and routes only; no overhead shot. @Image3 = {{Node e7f429cb-8cd2-4c0b-a2e7-a26d6023d91c}} — EVAN identity, age, hair, proportions and navy/brown civilian wardrobe only. @Image4 = {{Node 0c23d228-3010-49dd-82c7-8c14f54f7f66}} — LENA identity, age, red bob, freckles, proportions and cream/rust civilian wardrobe only. @Image5 = {{Node 147e769b-9d75-43d7-8f1f-9df65a7e5f05}} — EVAN's completed city drawing on its own separate sheet; untouched. @Image6 = {{Node 151a44a8-a46f-431a-a080-2f829ee988e5}} — LENA's active garden drawing on a separate sheet; the only paper drawn on. @Image7 = {{Node b880cd4f-c7a3-4b64-97c3-8c8f5af20e15}} — exactly one matte-black marker; cap, tip and scale only. @Image8 = {{Node 6502e992-eb84-46d2-ad05-1ec28cfaed93}} — Habitat-42 tunnel geometry, pipes, ribs and depth planes only. @Image9 = {{Node 5872e7b8-a973-47ca-a40c-c4daccc768fa}} — Habitat-42, one upright `42`, fleet and cloud-planet endpoint. @Video1 = {{Node db7e22c5-6379-44ec-8872-88a026889747}} — FRAME PROPORTION ONLY: 2558×1080, approximately 2.37:1. Read only envelope, headroom, side-room and crop. Inherit nothing else. @Audio1 = {{Node ec9f5df5-3675-4a35-a079-3fedb7d61914}} — station PA voice/timbre only; exact words, cadence and sound field are locked below. PURPOSE / OUTPUT A private moment between trained young Majors is interrupted by a familiar summons; the camera leaves their simulated home, traverses Habitat-42 and reveals a colonization fleet. Their ranks are new only to the audience. V7 supplies no acting/motion authority. Exactly 30.0s, 21:9, 720p, 24fps, sound on. Cuts only at 3.4, 6.0, 8.2, 11.5 and 12.3s. Room shots are close/medium-close. From 12.3–30.0 use one unbroken tunnel-to-space trajectory. No child dialogue, notice, subtitle, UI or music. PA — EXACTLY ONCE “Youth Strategy Unit Seven. Majors Evan and Lena Reyes, report to the War Room immediately.” Brisk cadence: phrase 1 at 6.6–8.4; phrase 2 at 8.4–11.0; phrase 3 at 11.0–14.6 across the alarm/tunnel hard cut. No repeat, extra words or child lip sync. ROOM / LIGHT / BLOCKING EVAN sits left on the table's near arc; LENA right, 55cm apart. Image5 rests left/far, 15cm from EVAN's still hands. Image6 lies right/near and alone is active. LENA owns Image7, cap posted. EVAN only watches. No KAI or box. Image1 daylight/garden is a Habitat simulation. At 6.0s all simulated light dies in one frame and glazing turns black. Hold 4–6 near-black frames without auto-exposure; then only deep-red alarm practicals and dim neutral emergency strips relight the room. Normal light never returns; red remains directional, not a flat overlay. ACTING — TRAINED MAJORS, NOT FRIGHTENED CHILDREN EVAN wants to preserve the quiet moment but stays duty-ready. At the familiar relay his eyes reach the speaker first, breath pauses under half a second, jaw firms and spine gains only 1–2cm. Mouth closed, he checks LENA once and contains disappointment. End alert, competent, mildly weary; never frightened or heroic. LENA wants to finish the line and hold their repaired connection. The relay stops her marker before contact; fingers stay controlled, eyes move to speaker then EVAN, mouth closed. One nasal exhale and small shoulder settling mean “again,” then she is ready. End composed, reluctant, professionally familiar; no tears, gasp, grimace or sadness display. Stagger reactions by several frames. No widened-eye hold, raised brows, open mouths, recoil, terror freeze, lens gaze or childlike mugging. SHOT 1 — 0.0–3.4 — WARM DRAWING DETAIL 75–85mm close on LENA's garden drawing and natural writing hand. EVAN's separate city sheet stays left/far; his soft watching eyes/lower face remain upper-left. LENA fills one existing irrigation gap with one 1.5–2cm stroke: touch, stroke, lift. No retrace, circle, scribble or second line. Focus transfers once to EVAN's approval. SHOT 2 — 3.4–6.0 — PRIVATE TWO-SHOT Cut on marker lift to chest-up siblings. LENA checks the line and notices EVAN. He gives one tiny approving nod; she answers with the smallest mouth-corner lift. Easy unsynchronized breath; props stay fixed. This is rare off-duty warmth between young officers. SHOT 3 — 6.0–8.2 — POWER TRIP / TRAINED INTERRUPTION Cut as LENA looks down. Relay snaps; simulated light vanishes. Neither recoils. EVAN's eyes move first; LENA's marker stops second. After 4–6 frames emergency circuits seat and red practicals relight them. Mouths stay closed. PA begins after light is visible. End with both already listening. SHOT 4 — 8.2–11.5 — RANK REVEAL / RECOGNITION Tight chest-up pair, never separate portraits. Speaker above/right. On “Majors Evan and Lena Reyes,” EVAN checks LENA with a 5-degree eye-led turn; she meets him half a beat later. They know their ranks. EVAN firms posture; LENA lowers the marker without dropping it. No prolonged upward stare, wonder, open mouth, comedy or speech. SHOT 5 — 11.5–12.3 — HARD MATCH CUT During a fast 35-degree upward tilt, cut to one red ceiling alarm for at most 8 frames. On a relay tick, hard cut to Image8's collar on the same center/vector. No morph, dissolve, bloom, zoom-through, concentric rings or ceiling penetration. SHOT 6 — 12.3–30.0 — RAPID TRANSIT / HABITAT-42 / FLEET 12.3–13.5 — Begin inside Image8 already moving backward at 20m/s; accelerate to 80m/s. Near ribs, middle pipes and distant machinery form three readable speed planes under restrained directional blur. No shake or lead-in. 13.5–15.4 — Cross multiple aligned collars and pressure seals without slowing. Every iris is fully open before arrival. No closed bulkhead, stop, hover, collision, end-wall stare or black teleport. Successive PA speakers swell ahead, pass beside camera and recede with short metal reflections and mild Doppler while words remain clear. 15.4–16.4 — Cross the final open pressure ring and hull lip at speed. PA ends at 14.6s; alarm becomes hull vibration as air falls away. Stars and cloud-planet rim enter continuously through the opening. No cut or flash. 16.4–20.0 — Continue backward along Habitat-42's connected spine. Parallax reveals ring, hub, habitation cylinders and industrial structure as one vessel. Ease only after the near ring clears. 20.0–24.8 — Track laterally to present the single painted upright `42` on the near ring/primary hull. Both digits are complete, front-facing, high-contrast, unobscured and at least 15% of frame height. Hold readable `42` continuously at least 2.5s. No other number. 24.8–30.0 — Pull back only enough to reveal the colonization fleet and opaque cloud world while Habitat-42 stays dominant left. Keep `42` visible through final frame and above 8% frame height. Show habitat, colony, agriculture/water, construction and resource ships with restrained escorts. Leading hulls enter cloud; rear ranks stay in space. Hold the final `42`/fleet/planet composition 1.5s. No surface/alien reveal. CAMERA / AUDIO / PHYSICS Room uses weighted shoulder mass, 3–5% reframing and eye-led turns, no axis flip. The hard alarm/tunnel cut keeps direction. Tunnel speed uses multi-plane parallax and threshold crossings, not shake. Habitat and ships retain mass and safe irregular spacing. Room PA is above/right with short reflections; tunnel speakers add distance, metal reflection and mild Doppler, never dry narration. Exterior has hull vibration, low engines and sparse thrusters. Also hear marker friction, room air, relay, power decay, emergency circuit and restrained alarm. Ignore Video1 audio. ZERO MUSIC. ACCEPTANCE Photoreal CGI; preserve room, identities, civilian wardrobe, separate drawings and one marker. Reject malformed hands, merged drawing, EVAN drawing, surviving daylight, flat red wash, fear acting, open mouths, upward stare, lamp morph, concentric rings, slow tunnel, closed-door pause, melt, teleport, small/multiple `42`, battle parade, weapon fire, UI or watermark. PASS only if actual frames show: warm drawing -> instant power trip -> trained Major-level interruption without fear -> exact spatial PA -> hard directional lamp/collar cut -> rapid continuous axial crossing -> connected hull exit -> large held physical `42` -> colonization fleet entering cloud while `42` remains readable in the final frame.
视频截图ACTIVE ASSETS — EXACT ORDER; 28 IMAGES, THEN 3 AUDIOS; NO VIDEO @Image1 = {{Mixed 1}} — OPEN_BOX: sole open-box/tray/layout master. @Image2 = {{Mixed 2}} — EVAN_NORMAL: identity; navy top, brown trousers, white shoes. @Image3 = {{Mixed 3}} — LENA_NORMAL: identity; cream cardigan, gray striped shirt, rust trousers, dark shoes. @Image4 = {{Mixed 4}} — KAI_NORMAL: identity; forest-green sweater, pale-blue collar/cuff, khaki trousers, dark shoes. @Image5 = {{Mixed 5}} — BOARDWORLD_TOP_USER_LOCKED: sole final scene/blocking master; exact dark room, rectangular terrain table, EVAN-left/KAI-top/LENA-right. @Image6 = {{Mixed 6}} — EVAN_GAME: exact blue final uniform only. @Image7 = {{Mixed 7}} — KAI_GAME: exact red final uniform only. @Image8 = {{Mixed 8}} — LENA_GAME: exact ivory final uniform only. @Image9 = {{Mixed 9}} — LIVINGROOM_TOPOLOGY only; never its camera. @Image10 = — LIVINGROOM_BLOCKING: EVAN-left/KAI-center/LENA-right; KAI empty-handed. @Image11 = {{Mixed 10}} — CLOSED_BOX: sole exterior/cover master. @Image12 = {{Mixed 11}} — COMPONENTS: cities, figures, flags, roads, tanks, farms, mines, factories, voyage ship. @Image13 = {{Mixed 12}} — HEX_TILES. @Image14 = {{Mixed 13}} — FACTION_PIECES: blue/ivory/red/neutral; prop colors only. @Image15 = {{Mixed 14}} — CARD_BACK. @Image16 = {{Mixed 15}} — FIRST_PLAYER_CARD: FIRST PLAYER / PASS CLOCKWISE. @Image17 = {{Mixed 16}} — MAP_GUIDE_CARD. @Image18 = {{Mixed 17}} — ENERGY_CARD. @Image19 = {{Mixed 18}} — FOOD_CARD. @Image20 = {{Mixed 19}} — METAL_CARD. @Image21 = {{Mixed 20}} — AGRICULTURE_CARD. @Image22 = {{Mixed 21}} — COMBUSTION_CARD. @Image23 = {{Mixed 22}} — ENGINEERING_CARD. @Image24 = {{Mixed 23}} — INDUSTRY_CARD. @Image25 = {{Mixed 24}} — VOYAGE_CARD. @Image26 = {{Mixed 25}} — TEMPORARY_RULE_CARD. @Image27 = {{Mixed 26}} — TURN_ORDER_CARD. @Image28 = {{Mixed 27}} — COMPASS: sole physical navy/brass FIRST PLAYER / PASS CLOCKWISE dial; solid pivot, movable outer ring. @Audio1 = {{Mixed 28}} — KAI timbre only. @Audio2 = {{Mixed 29}} — EVAN timbre only. @Audio3 = {{Mixed 30}} — LENA timbre only. OUTPUT Seedance 2.5; exactly 20.0s; 21:9; 480p; 24fps; real-time motion; sound on. All close-ups before transition stay physically inside Image1 or across its tray. Images9–10 supply topology/blocking only, never camera. Image5 is the only game-stage scene; Images2–4 control identity, Images6–8 control final uniforms. Exactly two motivated cuts inside the box; from 11.5s through BOARDWORLD keep one continuous carrier centered on Image28. No lip-sync: all five exact lines are voiceover in screenplay order. WARDROBE PHASE LOCK 0.0–15.2s: daily clothes only—EVAN Image2 navy/brown/white; KAI Image4 forest-green with pale-blue collar/cuff and khaki; LENA Image3 cream/gray/rust. Images6–8 cannot influence this phase. KAI red in the living room is a hard failure. 15.2–18.5s: no person or wardrobe visible. 18.5–20.0s: BOARDWORLD only—EVAN-left exact Image6 blue; KAI-top exact Image7 red; LENA-right exact Image8 ivory. No color swap or averaged outfit. TIMED ACTION / EXACT VOICEOVER 0.0–1.5s — Camera is inside lower tray, about 18cm above components, rectilinear 20–24mm, aimed upward. One rear hinge opens the rigid lid to about 105°. No hand holds a lid edge. EVAN-left, KAI-center, LENA-right appear only along the upper rim; nobody looks into camera. WARDROBE TAG 0.0–1.5s — EVAN Image2 navy; KAI Image4 green/pale-blue; LENA Image3 cream/gray. No game uniform. 1.5–7.0s — Macro glide inside tray across Images12–14, then Images15–17. Pieces stay in compartments; no hands enter. KAI V.O. exactly: "Build a city. Collect food, metal, and energy. Play tech cards. First civilization to build the voyage ship wins." WARDROBE TAG 1.5–7.0s — Any rim-visible clothing remains Image2/Image3/Image4 daily clothing; no red KAI or commander fabric. 7.0–11.5s — First cut, still inside box, to Images18–25 and small city/road/figure details. No card is removed and no gameplay is invented. LENA V.O. exactly: "Can more than one civilization win?" KAI V.O. exactly: "Not according to the box." WARDROBE TAG 7.0–11.5s — Daily clothes only. Red/blue/ivory miniature colors never transfer to clothing. 11.5–15.2s — Second cut to Image16 and Image28 inside tray. EVAN V.O. exactly: "Who goes first?" Only KAI's one complete hand enters, grips Image28 outer edge and lifts it slightly. KAI V.O. exactly: "Clockwise. The box likes order." His thumb turns the separate outer ring clockwise; solid center pivot stays fixed. WARDROBE TAG 11.5–15.2s — KAI wrist/sleeve only from Image4: forest-green sweater plus small pale-blue cuff. Never red, white, ivory, blue or gray commander sleeve; no armor, glove, epaulet or uniform trim. EVAN/LENA hands remain out. 15.2–18.5s — As clockwise direction becomes readable, camera locks square to Image28 and moves directly into its printed face, with no cut or reaction shot. Brass/ink becomes roads; paper fibers become terrain; hex structure expands continuously into Image5 table geography. Compass remains intact: never screen, hole, iris, hatch or portal. WARDROBE TAG 15.2–18.5s — ZERO WARDROBE ON SCREEN: no person, face, body, hand, sleeve, clothing, reflection or human silhouette; no visible costume change. 18.5–20.0s — Land in Image5 exact top view. Reveal EVAN-left Image6 blue, KAI-top Image7 red, LENA-right Image8 ivory; hold correct endpoint for final 1.0s. WARDROBE TAG 18.5–20.0s — BOARDWORLD UNIFORMS ONLY. No daily clothes, blend or swap; KAI white/ivory and EVAN gray/ivory are hard failures. PHYSICS / CONTINUITY Image1 and Image11 are one box across open/closed states. Components/cards are physical, toy-scale, stationary, non-floating; cards never become UI. Only KAI's compass hand enters; no map pickup. One hand, five stable fingers, one wrist, one continuous grip. Image28 stays rigid while only its ring rotates clockwise. Transition directly through its printed face—no placing it back, cutaway, flash, dissolve, hidden reset or second room. Warm living-room light changes to Image5 dark neutral light only while no person is visible. Image5 controls scene/blocking only; never replace identities or uniforms. AUDIO AUDIO OUTPUT = CHARACTER DIALOGUE/VOICEOVER + DIEGETIC SFX ONLY. Use Audio1/2/3 only for KAI/EVAN/LENA timbre; each exact line occurs once; add no words. SFX only: hinge/latches, tray weight, card/hex/cardboard friction, fingertip on compass ring and neutral room tone. MUSIC TRACK MUST BE ABSENT. No music, score, melody, harmony, beat, rhythm, percussion, bass, drone, pad, sting, tonal bed, ambience bed or transition cue. HARD FAILURES Any exterior living-room close-up; overhead living-room shot; face portrait; visible lip-sync; third cut; extra person/hand/finger; lid-edge hand; floating/fused prop; card removal; invented gameplay; floating UI/subtitle/caption/watermark/generated text; duplicate box; costume morph; wardrobe mixing; miniature colors bleeding into clothes; wrong endpoint position/color; compass as portal/screen/hole; wormhole, crater, vortex, smoke, explosion or game-engine gloss. Preserve exact dialogue, physical causality and final one-second hold.
【生成内容】 # 完整提示词 ACTIVE ASSETS — THE TURN END_MERGED V6 30S, COMPLETE CHARACTER ASSETS, IMAGES ONLY, EXACT ORDER @Image1 = {{Node a54d07aa-aa40-4721-9ff9-98204970c627}} — exact living-room front architecture, materials, daylight, door and staircase. @Image2 = {{Node b8450e08-2bed-44a2-9aea-29cf6cab22eb}} — exact room plan: door upper-left, sofa left, round table centre, staircase right. @Image3 = {{Node b8ffe9a9-f4e3-46b1-a861-59e82ef452d4}} — photoreal doorway three-person identity/blocking bridge only. @Image4 = {{Node 60fe999b-4491-46c9-84db-159f3e260b62}} — exact KAI doorway close-up face, green wardrobe, crop and look-back angle. @Image5 = {{Node 862c4de6-8498-4400-9541-0e3b0ba4eea9}} — exact EVAN-left/LENA-right frontal seated positions, faces, drawings and single marker placement. @Image6 = {{Node 773e0e67-bccd-4b1e-9289-e5976c3f7735}} — exact closed FARTHER box. @Image7 = {{Node e7f429cb-8cd2-4c0b-a2e7-a26d6023d91c}} — EVAN independent identity authority: exact face, age, brown hair, body proportions, navy top and brown trousers. @Image8 = {{Node 0c23d228-3010-49dd-82c7-8c14f54f7f66}} — LENA independent identity authority: exact face, age, red hair, body proportions, cream cardigan and rust trousers. @Image9 = {{Node 58b92bb0-67fd-4fe5-845b-f633d6de5129}} — KAI independent identity authority: exact face, age, short black curls, body proportions, green sweater and khaki trousers. @Audio1 = {{Node af02d1c3-a319-412f-936c-8927821867dc}} — EVAN voice only. @Audio2 = {{Node 472bae62-1862-4e2d-9ae9-770ff6acd620}} — LENA voice only. @Audio3 = {{Node b2f85740-3f87-469c-a2f3-9f26793bb226}} — KAI voice only. @Audio4 = {{Node ec9f5df5-3675-4a35-a079-3fedb7d61914}} — PUBLIC ADDRESS, exact same timbre previously heard as WORLD VOICE. No video references. Images lock scene, identities, wardrobe, positions and objects; prompt alone controls action, timing, camera and sound. CHARACTER IDENTITY PRIORITY Images7–9 are the exclusive authorities for face, age, hair, skin, body proportions and ordinary wardrobe: Image7=EVAN, Image8=LENA, Image9=KAI. Images3–5 control only shared scene continuity, crop and staging; they must not replace or average the independent identities. Keep each child recognizable in every cut and shot size. No face swap, sibling blending, age drift, hairstyle change, wardrobe change or generic replacement child. OUTPUT CONTRACT 30.0s, 21:9, 480p, 24fps. One merged ending-room sequence: KAI doorway close-up dialogue -> EVAN/LENA frontal dialogue and marker handoff -> same procedural voice becomes real PA -> shared resigned reaction -> camera begins ceiling pullout. Seven exact spoken lines, each once. No subtitles, UI, game world, commander wardrobe or music. LOCKED DIALOGUE — EXACT ORDER KAI: “Tomorrow?” LENA: “Same game. New rules.” KAI: “Buy another marker.” EVAN: “You first.” LENA: “I'll give it back.” EVAN: “I know.” PUBLIC ADDRESS (V.O.): “Youth Strategy Unit Seven. Majors Evan and Lena Reyes, report to the War Room immediately.” IDENTITY / POSITION LOCK KAI appears only in Image4-style doorway close-ups; closed box partly visible, no KAI wide, no full departure path. EVAN and LENA use Image5's exact frontal seated relationship: EVAN left, LENA right, same table, same two drawings, one marker between them. Faces, hair, age and ordinary wardrobe never drift. They never look into lens. Scene architecture follows Images1–2; staircase stays on right, door on upper-left wall, never mirrored. Image3 is only the continuity bridge between door and room. CAUSAL SPINE KAI pauses at door -> asks tomorrow -> LENA reframes game -> KAI jokes about marker and leaves -> siblings remain at exact table positions -> EVAN offers one marker -> LENA accepts but DOES NOT DRAW -> she returns same marker untouched -> EVAN acknowledges trust -> alert interrupts marker contact -> same voice once believed to be game system speaks through real room PA -> children realize institutional reality -> camera starts physical ceiling pullout. CAMERA GRAMMAR Purposeful handheld with shoulder mass, breathing and micro-settling while people remain in frame. KAI only 85–100mm doorway close-ups. EVAN/LENA primarily one frontal 85mm two-shot matching Image5; use matching frontal reverses only when required, with listener shoulder edge. A 135mm marker insert may last under 1.2s. Optical tightening 2–4% only on a new decision or alert. No digital jitter, decorative zoom, random angle, direct-camera address or reaction montage. At 27.5s camera transitions from handheld to a stable vertical mechanical rise. TIMED ACTION 0.0–3.5 exact Image4 KAI doorway close-up. Closed box edge visible low frame. KAI looks back toward siblings, Audio3: `Tomorrow?` Natural lip sync; no smile held for camera. 3.5–6.5 hard cut to exact Image5 frontal EVAN/LENA two-shot. LENA looks toward offscreen KAI, Audio2: `Same game. New rules.` EVAN listens; marker remains lying between drawings. 6.5–9.5 return to matching KAI doorway close-up. His eyes flick once toward the marker/table, Audio3: `Buy another marker.` He turns and clears the doorframe; only hinge, box shift and receding footstep sound continue. No KAI wide or re-entry. 9.5–12.5 Image5 frontal siblings hold. Door latch clicks offscreen. Their attention returns to the table; marker still exactly between papers. No dialogue. 12.5–15.0 frontal two-shot with restrained push. EVAN picks up the single marker with complete hand, offers it horizontally across centreline before speaking. Audio1: `You first.` He keeps contact until LENA grips. 15.0–17.0 frontal LENA emphasis within same axis. She takes marker only after EVAN releases. Audio2: `I'll give it back.` She does not touch either drawing, does not make a line, and does not move the papers. 17.0–19.2 frontal EVAN emphasis. Audio1: `I know.` LENA pauses with marker in hand, then returns the same marker directly to EVAN without drawing. EVAN's complete hand closes before she releases. No duplicate marker. 19.2–20.3 135mm insert under 1.1s: EVAN lowers returned marker tip to his existing drawing; tip physically contacts paper but makes no visible new stroke yet. 20.3–20.9 restrained two-tone institutional alert from real room speaker. EVAN's hand stops instantly with tip touching paper. Hard cut back to Image5-style frontal two-shot; both children remain on exact marks. 20.9–25.8 Audio4 speaks exact PA line once through real ventilation/public speaker. The timbre is identical to prior WORLD VOICE: this is the voice reversal. EVAN freezes first; LENA's ease disappears before her eyes move left. Camera stays in shared frontal two-shot and slowly tightens 4%; no separate reaction montage, alarm light, screen or robot. 25.8–27.5 PA ends. EVAN and LENA look at each other, tired `of course` resignation rather than fear or heroism. No dialogue. Marker remains stopped; paper unchanged. 27.5–30.0 camera becomes mechanically stable and begins a vertical rise from drawings/marker. Keep children, table, sofa, correct right-wall staircase and upper-left door visible while shrinking. Reach ordinary white ceiling and reveal a real maintenance grille/hatch; end just as camera enters the dark material layer, ready for END_FLEET. PHYSICS / MATERIAL RESPONSE — HAND / PAPER / PROP LOCK Exactly one closed box with KAI, exactly one marker at table, exactly two existing drawings. LENA never draws, never writes, never creates a line; she only receives, pauses and returns. Marker transfer is continuous and complete. No paper spawn, duplicate marker, extra fingers, card, game piece or readable generated text. VOICE ROUTING / AUDIO Audio1 EVAN only; Audio2 LENA only; Audio3 KAI only; Audio4 PA only. Exact words once, no filler, names, overlap, paraphrase or source-demo wording. Visible speakers lip-sync only their line. PA is disembodied. Sounds: room tone, box, footsteps, door latch, clothing, marker/paper, two-tone alert, ventilation and ceiling grille. ZERO MUSIC. ACCEPTANCE KAI only close-up; EVAN/LENA exact frontal positions; all six character lines plus exact PA once; LENA draws nothing; one marker returned; voice reversal occurs in shared frontal shot; ceiling pullout starts physically. No video references, identity drift, extra dialogue, UI or music.
【生成内容】 # 【历史错误|勿用】THE TURN|C07–C14 游戏世界 B-roll+WORLD VOICE 自动衔接表 v1 > 本表错误地把综合 W01–W07 的内部秒段当作已独立对齐的 B-roll。AKINO 已拒绝。当前权威改用 `THE_TURN_C07_C14_EXACT_GAMEWORLD_BROLL_SHOTLIST_V2.md`;本表只保留审计,不得进入自动剪辑。 权威剧本:`outputs/compact8_v2/THE_TURN_COMPACT8_SCREENPLAY_V2_WORLD_CLEAN.md` 用途:按每条 30 秒成片时间轴自动放置游戏世界 B-roll、WORLD VOICE 与作战室切换。 声音总锁:WORLD VOICE 只出现在游戏世界;作战室全部禁用。音色节点:`5b69d8e9-0cf1-4b95-bdc3-78e2954f492b`。 音乐总锁:全片 ZERO MUSIC,只有对白、WORLD VOICE、作战室环境声和游戏世界物理音效。 ## 先回答你刚才指出的两段 1. `C07 00:20–00:24|中央能源盆地` 主 B-roll:`C07_00m20-00m24_中央盆地三方战略抽取_4S_未生成` 节点:`35361ee9-ec33-4fd7-8077-7a900f2db015` 源段:`00:00–00:04` 全段。 WORLD VOICE:无。 画面:蓝方整列能源车、红方重载车队、象牙白管线/渠道同时抽取;战略高斜俯,全程无人。旧 W01 的“三个人围泵”尾段不再用于这里。 2. `C09 00:19–00:25|蓝方战略侵略与资源接管` 主 B-roll:`C09_00m19-00m25_三轴战略侵略大景_6S_未生成` 节点:`863aa896-ef11-4bbe-9053-be42eb37f8e4` 源段:`00:00–00:06` 全段。 WORLD VOICE:无。 画面:三轴越界、铁路/管线/变电/仓储接管,能源/矿石/粮食三路持续外运;全程无人。旧 `WORLD_V2_WX_PLUNDER` 标为小尺度失败参考,不再进入主剪辑。 --- # C07|三方发展,中央盆地被三套系统包围 主作战室对白源:`ROOM_V2_R01`,节点 `fbc3f0b7-9d0f-41f3-b356-5dba246bebd0`。 | 成片时间 | 游戏世界内容 | B-roll/源段 | WORLD VOICE 自动落点 | |---|---|---|---| | 00:03–00:06 | 蓝方工业启动 | `W01` 节点 `fc00f84a-1fd1-4627-859d-1c01390ca678`,取源 `00:00–00:03` | 约 00:05.1,输送带/铁路/能源筒已实际运动后:`Blue industry deployed.`/`蓝方工业科技已部署。` | | 00:10–00:13 | 红方物流启动 | `W01`,取源 `00:04.5–00:07.5` | 约 00:12.1,仓门打开且车辆驶出后:`Red logistics deployed.`/`红方物流科技已部署。` | | 00:17–00:20 | 象牙白灌溉启动 | `W01`,取源 `00:09–00:12` | 约 00:19.0,泵先转、水流稳定后:`Ivory irrigation deployed.`/`象牙白灌溉科技已部署。` | | 00:20–00:24 | 中央盆地三方同时抽取 | 新 `C07_BASIN_STRATEGIC_4S` 节点 `35361ee9-ec33-4fd7-8077-7a900f2db015`,取源 `00:00–00:04` | 无 WORLD;三方战略资源流与被包围定居区只用物理声表达 | | 00:27–00:30 | EVAN 回答后切回被包围盆地 | 作战室保留到约 00:29.2;最后 0.8 秒使用 `C07_BASIN_STRATEGIC_4S` 的终帧/尾部,红旗仍悬空未入地 | 无 WORLD;EVAN 的 `Whoever reaches it first.` 以 L-cut 压入终帧 | 可选过程插镜:`WX_BUILD` 节点 `eea30fa9-d520-46db-b638-30b40b7c631d`,只在 C07 三次部署之间各取 0.5–1.0 秒,不替代上述主 B-roll。 --- # C08|确认有人居住,红方控制物理完成 主作战室对白源:`ROOM_V2_R02`,节点 `5e61f7b2-c55f-47cf-b797-8d2c6805c66f`。 主世界源改用无人物 V3:`WORLD_V3_W02_红方无人占领_16S_未生成`,节点 `4083555b-f222-4804-a2ab-d926830cc5c2`。 | 成片时间 | 游戏世界内容 | B-roll/源段 | WORLD VOICE 自动落点 | |---|---|---|---| | 00:00–00:04 | 物证证明有人居住,红方测量车进入 | `W02 V3` 源 `00:00–00:03.5`,最后约 0.5 秒切 LENA 反应 | 无 WORLD;只用泵、灯、蒸汽、脚印、布包、灰帽与测量机械 | | 00:07–00:14 | `empty` 从作战室切到居民物证/未结盟确认 | 00:07–约 00:09.5 留作战室;随后接 `W02 V3` 源 `00:00–00:04.5` | 约 00:12.0,物证与测量桩已可读后:`Unaligned population. No treaty protection.`/`未结盟人口。无条约保护。` | | 00:20–00:28 | 夹泵阀、抬走泵柄工具箱、锁粮仓、关门、白方车被挡 | `W02 V3` 源 `00:03.5–00:11.5` | 暂不播确认;先让控制动作全部完成 | | 00:28–00:30 | 旗杆底座入地、钢索松弛、门闩落位,空宅与物件分离 | `W02 V3` 源 `00:14–00:16` | 约 00:28.8:`Red control confirmed.`/`确认红方控制。` | --- # C09|军工转换,三轴战略侵略,蓝方控制 主作战室对白源:`ROOM_V2_R03`,节点 `14bf1464-b428-4d52-833a-eb1d8d994e7e`。 | 成片时间 | 游戏世界内容 | B-roll/源段 | WORLD VOICE 自动落点 | |---|---|---|---| | 00:12–00:16 | 民用发动机进入坦克,象牙白泵压下降 | `W03A` 节点 `a0a4ebbf-3566-4425-99c7-edea5a07efc2`;00:12–14.5 取源 `00:00–00:07`,00:14.5–16 取源 `00:07–00:10` | 约 00:15.1,第一辆坦克完成后:`Combustion deployed.`/`内燃科技已部署。` | | 00:19–00:25 | 蓝方成建制越界、节点接管、三路资源外运 | 新 `C09_STRATEGIC_INVASION_6S` 节点 `863aa896-ef11-4bbe-9053-be42eb37f8e4`,取源 `00:00–00:06` | 无 WORLD;KAI、LENA 台词以 J/L-cut 压在战略侵略画面上 | | 00:27–00:30 | 红旗降、蓝旗升、仓门关闭、白方援助被挡 | `W03B` 节点 `c778d3b8-3ad6-4ebb-8609-11321650e73e`,取源 `00:08–00:12` 中最完整 3 秒 | 约 00:29.0,旗/仓/门全部完成后:`Blue control confirmed.`/`确认蓝方控制。` | 旧 `WORLD_V2_WX_PLUNDER` 节点 `5030a219-d517-47b4-90b7-c874c3f21bc1`:`REJECTED_SMALL_SCALE`,只保留诊断,不进入自动主时间线。 --- # C10|迁离、死亡、红城接收与白方援助 主作战室对白源:`ROOM_V2_R04`,节点 `776b3dff-ca6f-499f-b8a2-3f25a2da6aa3`。 | 成片时间 | 游戏世界内容 | B-roll/源段 | WORLD VOICE 自动落点 | |---|---|---|---| | 00:00–00:04 | 蓝锁封住房门,资源北运,居民开始迁离 | `W04A` 节点 `0bc4153d-af28-453a-8eb8-4c79e5b30d4a`,取源 `00:00–00:03.5`,必要时尾帧延 0.5 秒 | 约 00:00.5:`Blue control confirmed. Red authority revoked. Unaligned residents must relocate.`/`确认蓝方控制。红方管辖权撤销。未结盟居民必须迁离。` | | 00:07–00:13 | 家庭南迁、资源反向北运、老人失足、男人接住 | `W04A`,取源 `00:03.5–00:09.5` | 无 WORLD;只保留脚步、呼吸、货运与医护接近声 | | 00:16–00:18 | 无标志岔路、老人被覆盖、幸存者停留 | `W04A`,取源 `00:11.5–00:13.5` | 约 00:16.4:`Outside controlled territory.`/`移出受控领土。` | | 00:24–00:30 | 红城开门、仓库改床位厨房、白方水车医护进入 | `W04B` 节点 `3aa9fd6c-d599-45fc-8a0c-2c0b43b04af9`;按动作选取/压缩源 `00:00–00:09` 为 6 秒 | 约 00:29.1,路线、城门、接待区全部工作后:`Red resettlement route deployed.`/`红方安置路线已部署。` | --- # C11|最后能源、无人裂变部署、撤离失败 主作战室对白源:`ROOM_V2_R05`,节点 `bb5d9138-7221-4fda-8334-dc28e5b706e0`。 | 成片时间 | 游戏世界内容 | B-roll/源段 | WORLD VOICE 自动落点 | |---|---|---|---| | 00:00–00:04 | 最后能源模块驶向象牙白,泵/温室/诊所低能 | `W05` 节点 `f0c4f963-0133-4233-a728-21c87684d2cb`,取源 `00:00–00:04` | 无 WORLD | | 00:10–00:13 | 蓝方无人裂变设施冷却、供电、联锁依次完成 | `W05`,取源 `00:04–00:08` 中最完整 3 秒 | 约 00:12.0,设备完成后:`Fission technology deployed.`/`裂变科技已部署。` | | 00:20–00:23 | 白方巴士、担架、家庭挤在狭门,撤离无法完成 | `W05`,取源 `00:08–00:14` 中最完整 3 秒 | 约 00:21.2:`Evacuation window insufficient.`/`撤离时间不足。` | --- # C12|蓝方导弹、核爆、蘑菇云与爆后谴责 主作战室对白源:`ROOM_V2_R06`,节点 `dc3033d6-064f-41de-828a-44768f931bcb`。 | 成片时间 | 游戏世界内容 | B-roll/源段 | WORLD VOICE 自动落点 | |---|---|---|---| | 00:00–00:06 | 无人发射设施夹具释放、深蓝导弹点火 | `W06A` 节点 `b8a9a79b-3b51-4acc-be42-b249f85aa51c`,取源 `00:00–00:05`;余约 1 秒短切作战室阻止姿态 | 无 WORLD | | 00:06–00:15 | 同一枚导弹侧面加速、俯转、弹鼻 POV 接近盆地 | `W06A`,取源 `00:05–00:15`,压缩约 1 秒 | 无 WORLD | | 00:15–00:19 | 两帧接触、闪光、冲击波、结构/水面/火灾响应 | `W06A`,取源 `00:15–00:21` 中因果完整 4 秒 | 无 WORLD | | 00:19–00:23 | 蘑菇云连接地面火灾,切爆后救援与仍运行能源设备 | 00:19–21 取 `W06A 00:21–00:24`;00:21–23 取 `W06B` 节点 `faf20ff7-dafe-4b00-9b14-981faa9eb9a8` 的 `00:09–00:14` | 约 00:22.0,运行能源设备进入画面后:`Blue control confirmed. Population displaced. Energy output available.`/`确认蓝方控制。人口已迁离。能源输出可用。` | | 00:23–00:26 | 被毁诊所与救援,LENA 声音先入再回作战室 | `W06B`,取源 `00:04–00:09` 中约 2 秒,然后切 R06 LENA 近景 | 无 WORLD;LENA J-cut:`You burned a city for a meter reading.` | | 00:28–00:30 | 返回蘑菇云阴影下持续救援 | `W06B`,取源 `00:04–00:09` 的另一段 2 秒 | 无 WORLD | --- # C13|悲伤、醒悟与旧协议仍存 主作战室对白源:`ROOM_V2_R07`,节点 `56ec90e2-f7e3-499f-b865-fc6e97e310c4`。 | 成片时间 | 游戏世界内容 | B-roll/源段 | WORLD VOICE 自动落点 | |---|---|---|---| | 00:00–00:05 | 蘑菇云、火灾、抬伤者、灰帽与蓝布包、遗体覆盖 | `W06B`,取源 `00:00–00:09`,按救援动作压缩为 5 秒 | 无 WORLD;只保留风、火、咳嗽和救援声 | | 00:19–00:23 | 无人蓝方战略设施、三个旧协议继电器仍亮 | `W06B`,取源 `00:14–00:18` | 约 00:20.0,三个继电器可读后:`Existing strategic protocols cannot be deleted.`/`现有战略协议不可删除。` | --- # C14|停火、共享资源、共同飞船与协议确认 主作战室对白源:`ROOM_V2_R08`,节点 `8d790a2f-4801-4207-ae25-7a986b26caaf`。 | 成片时间 | 游戏世界内容 | B-roll/源段 | WORLD VOICE 自动落点 | |---|---|---|---| | 00:04–00:09 | `armor` 时蓝方装甲熄火;`strategic weapons` 时联锁断电 | `W07` 节点 `8efff77a-e00f-4f0d-b742-86ad3f3b17fb`,取源 `00:00–00:04`;其余时间保留 LENA 作战室镜头 | 无 WORLD;LENA 台词跨切 | | 00:09–00:13 | 红仓开放、物资流向收容区、船体第一环落位 | `W07`,从源 `00:04–00:14` 选取仓门/物资/船环三个动作压缩为约 3 秒,其余保留 KAI 作战室镜头 | 无 WORLD;KAI 台词跨切 | | 00:24–00:28 | 无人装甲后退、供水接通、共享馈线与船环扣合 | `W07`,取源 `00:08–00:16.5` 中因果完整 4 秒 | 约 00:27.0,停火/援助/船体动作全部完成后:`Three-party accord recognized. Temporary emergency law active.`/`确认三方协议。临时紧急法令生效。` | --- ## WORLD VOICE 精确清单|共15句 1. `Blue industry deployed.`|蓝方工业科技已部署。 2. `Red logistics deployed.`|红方物流科技已部署。 3. `Ivory irrigation deployed.`|象牙白灌溉科技已部署。 4. `Unaligned population. No treaty protection.`|未结盟人口。无条约保护。 5. `Red control confirmed.`|确认红方控制。 6. `Combustion deployed.`|内燃科技已部署。 7. `Blue control confirmed.`|确认蓝方控制。 8. `Blue control confirmed. Red authority revoked. Unaligned residents must relocate.`|确认蓝方控制。红方管辖权撤销。未结盟居民必须迁离。 9. `Outside controlled territory.`|移出受控领土。 10. `Red resettlement route deployed.`|红方安置路线已部署。 11. `Fission technology deployed.`|裂变科技已部署。 12. `Evacuation window insufficient.`|撤离时间不足。 13. `Blue control confirmed. Population displaced. Energy output available.`|确认蓝方控制。人口已迁离。能源输出可用。 14. `Existing strategic protocols cannot be deleted.`|现有战略协议不可删除。 15. `Three-party accord recognized. Temporary emergency law active.`|确认三方协议。临时紧急法令生效。 ## 自动化硬规则 - WORLD VOICE 只允许在上述世界画面时间窗触发;任何作战室帧出现时立即静音 WORLD。 - 所有 `deployed / confirmed / recognized` 必须在物理动作完成后触发,不能提前报结果。 - WORLD 音色节点固定为 `5b69d8e9-0cf1-4b95-bdc3-78e2954f492b`,不得接 EVAN/KAI/LENA 音色。 - 无 WORLD 的世界段只使用物理环境声;不得自动补播报。 - 每句只播一次,不重叠、不改写、不增加 TURN/PHASE/NEXT TURN。 - 作战室与世界切换使用 4–10 帧环境声交叉接管;人物对白可做 J-cut/L-cut,但 WORLD 不进入作战室空间混响。 - 全片禁止音乐。
【生成内容】 # THE TURN|C07–C14 精确游戏世界 B-roll 分段表 v2 权威:`THE_TURN_COMPACT8_SCREENPLAY_V2_WORLD_CLEAN.md` 原则:一段剧本世界动作对应一个明确 B-roll ID;只有连续且共享同一动作向量的相邻段才允许合并。综合 W01/W02/W05/W06 等旧片只作素材源或诊断,不再冒充逐段成片节点。 WORLD 音色:`5b69d8e9-0cf1-4b95-bdc3-78e2954f492b`;仅进入游戏世界。 状态:`READY_NO_RUN` 表示已有独立画布节点;`PENDING_STANDALONE` 表示还没有独立逐段节点,不能对外称已对齐。 ## C07|5段游戏世界 B-roll | ID | 剧本时间 | 独立 B-roll 内容 | 时长 | 状态/节点 | WORLD VOICE | |---|---|---|---:|---|---| | C07_G01 | 00:03–00:06 | 蓝方工业输送带、铁路、能源筒实际启动 | 3s | `PENDING_STANDALONE`;旧 W01 仅作参考 | 动作完成后:`Blue industry deployed.`/蓝方工业科技已部署。 | | C07_G02 | 00:10–00:13 | 红方仓门、粮食装车、南方公路接通 | 3s | `PENDING_STANDALONE`;旧 W01 仅作参考 | 车辆驶出后:`Red logistics deployed.`/红方物流科技已部署。 | | C07_G03 | 00:17–00:20 | 象牙白泵站、渠道、温室、诊所系统启动 | 3s | `PENDING_STANDALONE`;旧 W01 仅作参考 | 水流稳定后:`Ivory irrigation deployed.`/象牙白灌溉科技已部署。 | | C07_G04 | 00:20–00:24 | 中央盆地三方战略抽取,完整定居区被三条走廊包围,全程无人 | 4s | `READY_NO_RUN`:`35361ee9-ec33-4fd7-8077-7a900f2db015` | 无 | | C07_G05 | 00:27–00:30 | EVAN 回答压入战略盆地终景;道路合围,小红旗仍悬空 | 3s | `PENDING_STANDALONE`;不能重复使用 C07_G04 全片冒充 | 无;EVAN 台词 L-cut | ## C08|5段游戏世界 B-roll | ID | 剧本时间 | 独立 B-roll 内容 | 时长 | 状态/节点 | WORLD VOICE | |---|---|---|---:|---|---| | C08_G01 | 00:00–00:04 | 低侧长焦观察中立家庭劳动;红方测量车进背景;测量桩落在围栏外 | 4s | `READY_NO_RUN`:`0eb89456-cba4-47ee-b9c9-69dfd4a0e405` | 无;桩落地声硬切 LENA | | C08_G02 | 00:07–00:11 | `empty` 从作战室切到工作水泵、亮灯住宅、粮仓与生活物证 | 4s | `PENDING_STANDALONE` | 无;LENA 台词 L-cut | | C08_G03 | 00:11–00:14 | 红方测量人口、房屋与水井;无 UI | 3s | `PENDING_STANDALONE` | 物证/测量可读后:`Unaligned population. No treaty protection.`/未结盟人口。无条约保护。 | | C08_G04 | 00:20–00:28 | 夹泵阀、抬工具箱、锁粮仓、关检查门、旗杆底座入地 | 8s | `PENDING_STANDALONE`;W02 V3 只作提示词来源 | 动作全部完成后:`Red control confirmed.`/确认红方控制。 | | C08_G05 | 00:28–00:30 | 稳定后拉:家庭/物件被门分开,象牙白供水车停在门外 | 2s | `PENDING_STANDALONE` | 无 | ## C09|3段游戏世界 B-roll | ID | 剧本时间 | 独立 B-roll 内容 | 时长 | 状态/节点 | WORLD VOICE | |---|---|---|---:|---|---| | C09_G01 | 00:12–00:16 | 民用发动机进入装甲;象牙白泵压下降 | 4s | `PENDING_STANDALONE`;旧 W03A 仅作参考 | 第一辆坦克完成后:`Combustion deployed.`/内燃科技已部署。 | | C09_G02 | 00:19–00:25 | KAI/LENA 台词覆盖三轴战略侵略:越界、节点接管、能源/矿石/粮食三路外运 | 6s | `READY_NO_RUN`:`863aa896-ef11-4bbe-9053-be42eb37f8e4` | 无;人物台词 J/L-cut | | C09_G03 | 00:27–00:30 | 红旗降、蓝旗升、仓门关闭、白方医护车被挡 | 3s | `PENDING_STANDALONE`;旧 W03B 仅作参考 | 控制物理完成后:`Blue control confirmed.`/确认蓝方控制。 | 旧 `WORLD_V2_WX_PLUNDER` 节点 `5030a219-d517-47b4-90b7-c874c3f21bc1`:`REJECTED_SMALL_SCALE`,不得进入主剪辑。 ## C10|4段游戏世界 B-roll | ID | 剧本时间 | 独立 B-roll 内容 | 时长 | 状态/节点 | WORLD VOICE | |---|---|---|---:|---|---| | C10_G01 | 00:00–00:04 | 蓝锁封门、能源北运、居民收拾行李 | 4s | `READY_NO_RUN`:`a033c2fb-92be-4aa1-859c-d248999549fb` | `Blue control confirmed. Red authority revoked. Unaligned residents must relocate.`/确认蓝方控制。红方管辖权撤销。未结盟居民必须迁离。 | | C10_G02 | 00:07–00:11 | 家庭沿干河道南迁;能源反向北运;老人失足、男人接住、白方医护从远处跑来 | 4s | `READY_NO_RUN`:`194cd211-9712-4c83-a6a6-32e1d950c5ce` | 无 | | C10_G03 | 00:16–00:18 | 无标志岔路,老人被覆盖,幸存者停留 | 2s | `PENDING_STANDALONE` | `Outside controlled territory.`/移出受控领土。 | | C10_G04 | 00:24–00:30 | 红城路线开关、城门、巴士、仓库床位厨房、白方援助 | 6s | `PENDING_STANDALONE`;旧 W04B 仅作参考 | 全部接待设施工作后:`Red resettlement route deployed.`/红方安置路线已部署。 | ## C11|3段游戏世界 B-roll | ID | 剧本时间 | 独立 B-roll 内容 | 时长 | 状态/节点 | WORLD VOICE | |---|---|---|---:|---|---| | C11_G01_INTRO | 战略掠夺尾帧 → C11 00:00–00:04 | 继承 C09 战略侵略成片尾帧;最后象牙白能源模块分流向东;象牙白泵、温室、诊所低能;幸存两人在诊所外等待 | 10s源片 | `READY_NO_RUN`:`9358c663-8e38-42b2-874f-51ec607507f6`;前序视频参考 `c2d7d07b-50d0-41f3-9c67-8ec527660694` | 无;末尾机械低鸣切作战室 KAI | | C11_G02 | 00:10–00:13 | 无人裂变设施冷却、供电、联锁依次完成 | 3s | `PENDING_STANDALONE` | `Fission technology deployed.`/裂变科技已部署。 | | C11_G03 | 00:20–00:26 扩展源片 | 至少十二辆白方巴士、百名以上成年人/老人、四组担架流压入唯一窄门;家庭被交叉流线冲散;战略后拉显示队尾延伸 | 6s | `READY_NO_RUN`:`2282352b-7a27-43cc-bdea-156a9a4a7433` | 宏观堵塞完整可见后:`Evacuation window insufficient.`/撤离时间不足。 | ## C12|6段游戏世界 B-roll | ID | 剧本时间 | 独立 B-roll 内容 | 时长 | 状态/节点 | WORLD VOICE | |---|---|---|---:|---|---| | C12_G01 | 00:00–00:06 | 无人发射设施夹具释放、深蓝导弹点火;末尾短切作战室阻止姿态 | 5s世界+1s作战室 | `PENDING_STANDALONE`;旧 W06A 仅作参考 | 无 | | C12_G02 | 00:06–00:15 | 同一枚导弹侧面加速、俯转、弹鼻 POV 接近 | 9s | `PENDING_STANDALONE` | 无 | | C12_G03 | 00:15–00:19 | 两帧接触、闪光、冲击波、结构/水面/火灾响应 | 4s | `PENDING_STANDALONE` | 无 | | C12_G04 | 00:19–00:23 | 蘑菇云连接地火;伤亡救援;能源设备仍运行 | 4s | `PENDING_STANDALONE`;旧 W06A/W06B 仅作参考 | 能源设备进入后:`Blue control confirmed. Population displaced. Energy output available.`/确认蓝方控制。人口已迁离。能源输出可用。 | | C12_G05 | 00:23–00:26 | 被毁诊所和救援;LENA 声音先入后切近景 | 2s世界+1s作战室 | `PENDING_STANDALONE` | 无;LENA J-cut | | C12_G06 | 00:28–00:30 | 返回蘑菇云阴影下持续救援 | 2s | `PENDING_STANDALONE` | 无 | ## C13|2段游戏世界 B-roll | ID | 剧本时间 | 独立 B-roll 内容 | 时长 | 状态/节点 | WORLD VOICE | |---|---|---|---:|---|---| | C13_G01 | 00:00–00:05 | 蘑菇云、火灾、抬伤者、灰帽/蓝布包、遗体覆盖 | 5s | `PENDING_STANDALONE`;旧 W06B 仅作参考 | 无 | | C13_G02 | 00:19–00:23 | 无人战略设施,三个旧协议继电器仍亮 | 4s | `PENDING_STANDALONE` | 继电器可读后:`Existing strategic protocols cannot be deleted.`/现有战略协议不可删除。 | ## C14|3段游戏世界 B-roll | ID | 剧本时间 | 独立 B-roll 内容 | 时长 | 状态/节点 | WORLD VOICE | |---|---|---|---:|---|---| | C14_G01 | 00:04–00:09 | `armor` 时坦克熄火;`strategic weapons` 时联锁断电 | 约3s世界+2s作战室 | `PENDING_STANDALONE`;旧 W07 仅作参考 | 无;LENA 台词跨切 | | C14_G02 | 00:09–00:13 | 红仓开放、物资流向收容区、共同船体第一环落位 | 约3s世界+1s作战室 | `PENDING_STANDALONE` | 无;KAI 台词跨切 | | C14_G03 | 00:24–00:28 | 装甲后退、供水接通、共享馈线、船环扣合 | 4s | `PENDING_STANDALONE` | 全部物理完成后:`Three-party accord recognized. Temporary emergency law active.`/确认三方协议。临时紧急法令生效。 | ## 对账 - 精确目标游戏世界 B-roll:31 段。 - 已有独立逐段节点:7 段——C07_G04、C08_G01、C09_G02、C10_G01、C10_G02、C11_G01_INTRO、C11_G03。 - 尚缺独立逐段节点:24 段。 - WORLD VOICE:15 句,顺序与 V2 权威剧本一致;不得进入作战室。 - 下一步应按此表逐段写提示词/部署节点,而不是继续拿综合 W01–W07 切片冒充完成。
【生成内容】 ACTIVE ASSETS — B01/C07 FARTHER INTRO V1, EXACT ORDER @Image1 = {{Node 6827487e-bf5e-42a8-9848-892fac3fbad1}} — exact opening cover, gold compass, city, ship and exact `FARTHER / BUILD A WORLD. REACH THE NEXT.` text; sole title and frame-one authority. @Image2 = {{Node e62b097d-1e43-4c76-8e6c-a7983563a5d4}} — three-faction game-world macro geography and central basin. @Image3 = {{Node 1490cc4e-ed93-4572-bdc7-862872a4fb20}} — Blue industrial realm only. @Image4 = {{Node 4a5c8c02-73a5-437b-bcb6-aa06bab17596}} — Blue game-world command annex only. @Image5 = {{Node c75c4323-dfac-4df1-9f0b-d25cbd807e29}} — adult Blue Strategic Commander identity and wardrobe. @Image6 = {{Node be020091-3863-446a-90a2-715736c8c10e}} — EVAN identity and blue symbolic war-room uniform. @Image7 = {{Node 17c54ebe-13d0-424d-ba2c-a4ee56e558c3}} — Red logistics/shipyard realm only. @Image8 = {{Node be0708e6-62be-40aa-bb1b-e6371cdb7461}} — Red game-world logistics room only. @Image9 = {{Node 77b4b472-dfc6-43a9-9c37-1e902d23a2cd}} — adult Red Logistics Commander identity and wardrobe. @Image10 = {{Node 0e988ad5-811e-4e9d-93fd-d3be5f5b5caa}} — KAI identity and red symbolic war-room uniform. @Image11 = {{Node 0e655a33-1a35-4eef-8448-b3f11baf4b5d}} — Ivory agricultural/civil realm only. @Image12 = {{Node 9066642b-31fd-4b36-83fa-6f8b01dc12da}} — Ivory game-world civic response room v02 only. @Image13 = {{Node bebb4626-d1d3-4604-8ad8-df4a9102b9dd}} — adult Ivory Civil Commander identity and wardrobe. @Image14 = {{Node cbdb7ae4-f26d-4fd5-a4cf-05b970afea70}} — LENA identity, red hair and ivory symbolic war-room uniform. @Image15 = {{Node 753f107b-c8a9-494f-ac8f-d70564411d2a}} — symbolic child war-room relationship: EVAN left, KAI far-center, LENA right; wardrobe, distances and eyelines. @Image16 = {{Node 7979e50c-34a8-48f6-ae19-7046bfb05635}} — symbolic war-room table/geography only; never use its overhead framing. @Video1 = {{Node db7e22c5-6379-44ec-8872-88a026889747}} — FRAME PROPORTION ONLY: 2558×1080, about 2.37:1. Read only envelope, headroom, side-room and crop. Inherit nothing else. OUTPUT CONTRACT 19.0s, 21:9, 720p, 24fps feel, sound on; controlled montage with motivated hard cuts. Exact timing: 0.0–3.5 title; 3.5–6.0 compass into game world; 6.0–8.0 three-faction world; 8.0–9.3 Blue Commander; 9.3–10.5 EVAN; 10.5–11.8 Red Commander; 11.8–13.0 KAI; 13.0–14.3 Ivory Commander; 14.3–15.5 LENA; 15.5–18.5 three children together; 18.5–19.0 unchanged edit handle. No dialogue, WORLD VOICE, narration, subtitles, added titles, UI or music. REALITY / PAIRING LOCK The children remain beside the living-room sofa playing outside this montage. Their war room only visualizes strategic thought: no arrival, door, clothing change, transformation or teleport. The adults are unrelated game-world commanders, never older children or avatars. Pair only Blue Commander→EVAN, Red Commander→KAI, Ivory Commander→LENA through cuts, faction color, gaze and behavior; never face-morph or explain the mechanism. CAUSAL SPINE title activates -> compass reveals one inhabited three-faction world -> each adult commander appears -> matched child decision persona -> three child roles combine in the symbolic war room -> silent KAI is ready for C07. WORLD / AXIS / CAMERA Frame one preserves Image1 spelling, letters, subtitle and layout. Image2 is one world: Blue industry, Red logistics and Ivory civil/agriculture around the basin, without glowing borders. Adult rooms are separate game-world locations. Child montage stays south of the table axis: EVAN left, KAI far-center, LENA right. No lens gaze. Title/world are stabilized; adult/child portraits use 65–85mm medium-close three-quarter coverage. Pair cuts preserve scale and eyeline, never location continuity. TIMED ACTION 0.0–3.5 — FARTHER TITLE. Exact Image1 plate. A narrow warm-gold reflection crosses embossed city, title and ship; leather stays still. Slow 3% push. Text stays sharp, complete and motionless. At 2.2s outer compass ring turns clockwise 4–6 degrees, inner ring counters 2–3 degrees; needle stays centered. End with compass dominant and title recognizable. 3.5–6.0 — COMPASS TO WORLD. Push into compass; letters leave only by crop. Needle turns to twelve. At 5.70s rings seat; at 5.82s needle locks with a brass click; at 5.88s hard match cut from compass center to Image2 basin at identical center, scale and inward vector. No dissolve, morph or text tunnel. World reads by 6.0s. 6.0–8.0 — THREE-FACTION WORLD. Stabilized high-oblique basin view, then 8% pullback revealing Blue industry, Red roads/port and Ivory farms/water. Machinery, one freight vehicle and water move at different rhythms. Inhabited systems, not board zones; no order executes. End toward Blue. 8.0–9.3 — BLUE COMMANDER. Match Blue flywheel to Image4 selector, then focus medium-close on her verifying a dormant relay. Eyes check selector; breath contained, chin level, hand near but inactive. Gaze leads screen-right. No smile, salute, speech or centered portrait. 9.3–10.5 — EVAN. Cut on her gaze to matching EVAN in his left zone. Eyes continue toward the shared table; jaw set, posture precise, mouth closed. No morph. Blue color and tempo establish correspondence. 10.5–11.8 — RED COMMANDER. Match a freight-wheel sound into Image8. He checks a waiting route lever, shifts forward and stops before moving it. Practical, quick, grounded; eyes lead screen-left. No speech or lens gaze. 11.8–13.0 — KAI. Cut on gaze to matching KAI far-center. He leans slightly, checks EVAN, LENA and the table, then settles on the next decision. Alert, socially intelligent and competitive; never cold or posed. Mouth closed. 13.0–14.3 — IVORY COMMANDER. Match water sound into Image12. She checks capacity modules before touching, listens, then looks screen-left. Quiet attention to people and capacity, never saintly or fearful. No speech or lens gaze. 14.3–15.5 — LENA. Cut on gaze to matching LENA in the right zone. She studies the shared world, then the boys; one breath settles. Observant and ready to question consequences, never passive or sentimental. Mouth closed. 15.5–18.5 — THREE CHILDREN. Cut along LENA's gaze to Image15 relationship master, 50mm. EVAN left, KAI far-center, LENA right with unequal depth and shared eyelines. A 5% pullback reveals all roles around the table without hands or readable controls. EVAN studies center; LENA studies both boys; KAI takes initiative through one inhale and forward readiness. Reactions stay asynchronous; no literal arrival. 18.5–19.0 — HANDLE. Hold relationship and axis. KAI is ready but mouth closed; eyelines persist. No action or reset. Handoff to C07 OTS over EVAN toward KAI. PHYSICS / LIGHT / AUDIO Smoothness comes from compass/basin geometry, circular machinery, gaze and sound—not dissolves or morphs. Eyes lead heads; controls remain supported. Preserve navy/gold title, natural world, restrained faction colors, cool Blue, brick/steel Red, clean ivory/sage, and dark neutral war room. Use leather contact, brass ticks and compass detent; then low Blue machinery, Red freight and Ivory water. Carry one physical sound 4–6 frames across each pair cut. A faint board-game spindle tick recalls unseen living-room play, then becomes war-room hum. No literal phone line, voices, UI beeps or music. ACCEPTANCE LOCKS Keep exact readable FARTHER text; compass cuts into one coherent world. Each adult appears once in their own room. Pair only Blue→EVAN, Red→KAI, Ivory→LENA without morphs. Children never enter the war room literally. End EVAN-left/KAI-far-center/LENA-right with silent KAI ready. Reject tabletop spinner/cards/rules, repeated title, teleport, older-child lookalikes, wrong pairing, passport portraits, lens gaze, extra people, dialogue, subtitles, UI, music or watermark.
【生成内容】 THE TURN ACTIVE-ASSET POLICY v1 ACTIVE VISUAL INPUT CLASSES: SCENE | CHARACTER | PROP PROMPT-DRIVEN ONLY: camera, lens, framing changes, body action, acting, timing, transition, world transformation, VFX, physics, lighting change, audio behavior and all generated outputs. NON-INPUT TYPES: video, audio, text and generated outputs are PROMPT_ONLY_OR_OUTPUT unless AKINO explicitly authorizes a specific exception. C05 LOCK: STB_06_FARTHER_BOX_INTERIOR_POV_v1 is excluded from C05; C05 uses text-only blocking EVAN left / KAI center / LENA right. NO RUN / NO GENERATION / NO EDGE CHANGE performed by this marking pass. SOURCE CANVAS: 014c3b4b8fa3489f88993da7853463c9 MARKED AT: 2026-08-30T15:53:20.2837384+08:00
【生成内容】 CATEGORY=SCENE COUNT=38 ACTIVE_VISUAL_CANDIDATE|1654b90f-303a-4128-a442-a60f0cd00110|BOARD_PHYSICAL_FARTHER_G1_PHYSICAL_TABLETOP_v03_PARTIAL_COUNTS|| ACTIVE_VISUAL_CANDIDATE|e8d58a5f-f6fc-4901-a488-01ba9afb9d31|BOARD_PHYSICAL_FARTHER_G2_PHYSICAL_TABLETOP_v03_PARTIAL_STATE|| HISTORICAL_OR_EXCLUDED|68a47065-f5f2-4130-b815-18101c6cbffe|BOARD_PHYSICAL_FARTHER_G3_PHYSICAL_TABLETOP_v03_PARTIAL_DUPLICATE_PIECES|| ACTIVE_VISUAL_CANDIDATE|769e01f9-eeec-432e-82fc-9c92bf980c39|BOARD_PHYSICAL_FARTHER_G4_PHYSICAL_TABLETOP_v03_PARTIAL_CONTROL_FLAG_FAIL|| ACTIVE_VISUAL_CANDIDATE|7077726a-5f99-44b3-8df7-85cfe84b245a|BOARD_PHYSICAL_FARTHER_G5_PHYSICAL_TABLETOP_v03_PASS_PHYSICALITY_PARTIAL_STATE|| ACTIVE_VISUAL_CANDIDATE|d86ca9c6-d41f-4913-9a8e-85f2bcdf61c1|BOARD_PHYSICAL_FARTHER_G6_PHYSICAL_TABLETOP_v03_PASS_HERO_PARTIAL_COUNTS|| ACTIVE_VISUAL_CANDIDATE|3eae07a3-9bb7-468e-85db-767b1a6b5679|BOARD_STATE_FARTHER_STATE_G0_OPEN_BOX_v02|| ACTIVE_VISUAL_CANDIDATE|a5a3d346-29e5-4ee7-bf10-bfd4a21bbae6|BOARD_STATE_FARTHER_STATE_G7_CLOSED_BOX_v02|| ACTIVE_VISUAL_CANDIDATE|64fa4c6a-67b5-4d55-b6fb-7b2b08801777|BW_CMD_01_FRONT_MASTER_v2|| ACTIVE_VISUAL_CANDIDATE|a2a5b3fa-6728-491f-aef5-73a7c00a8d16|BW_CMD_02_OBLIQUE45_MASTER_v2|| ACTIVE_VISUAL_CANDIDATE|cdae9e97-9a09-4b0b-98cf-dc8eba380e8a|BW_CMD_03_GOD90_MASTER_v2|| ACTIVE_VISUAL_CANDIDATE|4b2987eb-a0c7-439b-9a8e-6b07e1676416|BW_REALM_01_BLUE_INDUSTRIAL_v1|| ACTIVE_VISUAL_CANDIDATE|5e60362d-599c-4cff-bcdd-54fdac0bd7a8|BW_REALM_02_BLUE_FISSION_SILO_v1|| ACTIVE_VISUAL_CANDIDATE|9545774c-fcf2-4f33-be33-2c5fa40d6015|BW_REALM_03_RED_LOGISTICS_SHIPYARD_v1|| ACTIVE_VISUAL_CANDIDATE|8c93a63e-53e6-4172-8cb0-63353d6fa13a|BW_REALM_04_IVORY_ECONOMY_AGRICULTURE_v1|| ACTIVE_VISUAL_CANDIDATE|3fd982c7-377a-44ac-84be-5c8039f30549|BW_REALM_05_NEUTRAL_TREATY_ROOM_v1|| ACTIVE_VISUAL_CANDIDATE|ea1d48f6-0279-4633-92e2-d8f8737e972a|C03_C04_FRONT_MASTER_16X9_WITH_FARTHER_BOX_v2|| ACTIVE_VISUAL_CANDIDATE|216219b5-064b-4fd8-abc5-547ac91b681d|C03_C04_FRONT_MASTER_21X9_WITH_FARTHER_BOX_v3|| ACTIVE_VISUAL_CANDIDATE|0e3e94d7-0337-490a-90bb-4d288fb5bc17|C03_KAI_BOX_ON_LAP_STATE_CROP_v1|| ACTIVE_VISUAL_CANDIDATE|5872e7b8-a973-47ca-a40c-c4daccc768fa|END_FLEET42_CLOUD_APPROACH_MASTER_v1|| ACTIVE_VISUAL_CANDIDATE|6502e992-eb84-46d2-ad05-1ec28cfaed93|INT_HABITAT42_AXIAL_SERVICE_TUNNEL_v1|| ACTIVE_VISUAL_CANDIDATE|9f749eb0-6ac1-458b-9dbd-785fd5114c6e|INT_HABITAT42_RADIAL_SPOKE_INTERIOR_v1|| ACTIVE_VISUAL_CANDIDATE|1490cc4e-ed93-4572-bdc7-862872a4fb20|PKG03_09_LOC_BLUE_INDUSTRIAL_REALM|| ACTIVE_VISUAL_CANDIDATE|17c54ebe-13d0-424d-ba2c-a4ee56e558c3|PKG03_10_LOC_RED_SHIPYARD_REALM|| ACTIVE_VISUAL_CANDIDATE|0e655a33-1a35-4eef-8448-b3f11baf4b5d|PKG03_11_LOC_IVORY_ECONOMY_REALM|| ACTIVE_VISUAL_CANDIDATE|1e6810d7-7fb7-4b93-88ca-ec6ade2224da|PKG03_12_LOC_BLUE_FISSION_FACILITY|| ACTIVE_VISUAL_CANDIDATE|71e8ced9-7b81-40a7-8d56-650a195ec72c|PKG03_13_LOC_NEUTRAL_TREATY_ROOM|| ACTIVE_VISUAL_CANDIDATE|4e192b63-db86-458e-b451-31e559c95876|PKG03_14_LOC_COMMON_VOYAGE_DOCK|| ACTIVE_VISUAL_CANDIDATE|35ed9567-1c25-4425-9a0c-cd0e0708a507|PKG03_15_LOC_LIVING_ROOM_ENDPOINT_PARTIAL_TOPOLOGY|| ACTIVE_VISUAL_CANDIDATE|26ae50eb-507b-40af-97fe-fe5409d0d63a|SC01_G01_01_LOC_FRONT|| ACTIVE_VISUAL_CANDIDATE|fda5fb40-43c6-4224-8025-3bccb815eaf6|SC01_G01_06_COMP_WIDE|| ACTIVE_VISUAL_CANDIDATE|e4e065c6-2023-41ec-a247-d1745eadab38|SC01_G02_04_COMP_MARKER_CONFLICT|| ACTIVE_VISUAL_CANDIDATE|d0022ff3-4d06-4634-ba84-20a053120ed5|SC01_G05_03_COMP_DOOR_BOX_REVEAL|| ACTIVE_VISUAL_CANDIDATE|0b539794-5f99-4124-8a6b-90592a96b858|SC01_G05_11_SCENE_DOOR_THRESHOLD_EMPTY_V2|| ACTIVE_VISUAL_CANDIDATE|bfca1ef1-5e05-49dc-bf6f-d39abde9017c|SC01_G05_14_SCENE_INTERIOR_REVERSE|| ACTIVE_VISUAL_CANDIDATE|23981e71-d1b1-4e40-8f45-82f4252a7f66|SCN_LR_05_TOP_MASTER_v1|| ACTIVE_VISUAL_CANDIDATE|6d2a0858-4cc7-4f4e-a2c6-7e97b2ddfdb4|SCN_LR_06_KNOCK_REACTION_COMP_v1|| EXCLUDED_FROM_C05_USER_LOCK|98e21af1-41af-4093-802e-8f1c9da7a6c0|STB_06_FARTHER_BOX_INTERIOR_POV_v1||
【生成内容】 CATEGORY=CHARACTER COUNT=7 ACTIVE_VISUAL_CANDIDATE|be020091-3863-446a-90a2-715736c8c10e|BW_CHAR_01_EVAN_BLUE_COMMANDER_v1|| ACTIVE_VISUAL_CANDIDATE|0e988ad5-811e-4e9d-93fd-d3be5f5b5caa|BW_CHAR_02_KAI_RED_COMMANDER_v1|| ACTIVE_VISUAL_CANDIDATE|cbdb7ae4-f26d-4fd5-a4cf-05b970afea70|BW_CHAR_03_LENA_IVORY_COMMANDER_v1|| ACTIVE_VISUAL_CANDIDATE|e7f429cb-8cd2-4c0b-a2e7-a26d6023d91c|SC01_G01_02_CHAR_EVAN|| ACTIVE_VISUAL_CANDIDATE|0c23d228-3010-49dd-82c7-8c14f54f7f66|SC01_G01_03_CHAR_LENA|| ACTIVE_VISUAL_CANDIDATE|58b92bb0-67fd-4fe5-845b-f633d6de5129|SC01_G05_01_CHAR_KAI|| HISTORICAL_OR_EXCLUDED|bf8b466d-4fd6-4157-93bd-e4274dcd431a|SHARED_TAVI_01_BODY||
【生成内容】 CATEGORY=PROP COUNT=33 ACTIVE_VISUAL_CANDIDATE|b0b994c9-9ca0-4705-b067-ac537eee4f8e|CARD_PRINT_CARD_BACK_FARTHER_FINAL_v02_TRANSPARENT|| ACTIVE_VISUAL_CANDIDATE|670db996-555d-4385-9cd9-9e755f889abe|CARD_PRINT_CARD_FIRST_PLAYER_FINAL_v02_TRANSPARENT|| ACTIVE_VISUAL_CANDIDATE|ef8bd8e7-242f-4c84-b05e-84e76daa6d9d|CARD_PRINT_CARD_MAP_GUIDE_FINAL_v03_TRANSPARENT|| ACTIVE_VISUAL_CANDIDATE|2b7b8b01-7bd9-4c59-90d0-78055f3fbca4|CARD_PRINT_CARD_RESOURCE_ENERGY_FINAL_v02_TRANSPARENT|| ACTIVE_VISUAL_CANDIDATE|d8c9e628-218f-47a7-8ad1-9b9c2a916ec2|CARD_PRINT_CARD_RESOURCE_FOOD_FINAL_v02_TRANSPARENT|| ACTIVE_VISUAL_CANDIDATE|0f110472-a5d6-49ef-a0d4-43126c6adf48|CARD_PRINT_CARD_RESOURCE_METAL_FINAL_v02_TRANSPARENT|| ACTIVE_VISUAL_CANDIDATE|e35f988e-5553-4d7c-b5c0-efc1f90c3b3f|CARD_PRINT_CARD_TECH_AGRICULTURE_FINAL_v02_TRANSPARENT|| ACTIVE_VISUAL_CANDIDATE|5dbea127-45e4-4c86-8024-f91f45446148|CARD_PRINT_CARD_TECH_COMBUSTION_FINAL_v02_TRANSPARENT|| ACTIVE_VISUAL_CANDIDATE|c128b27e-d76f-423b-908d-790da0fd8adb|CARD_PRINT_CARD_TECH_ENGINEERING_FINAL_v02_TRANSPARENT|| ACTIVE_VISUAL_CANDIDATE|2f0768f2-533a-41cf-90fe-2b12fa830ec2|CARD_PRINT_CARD_TECH_INDUSTRY_FINAL_v02_TRANSPARENT|| ACTIVE_VISUAL_CANDIDATE|cfe36e4d-aaec-4ff2-b0d6-1a417da4c9fe|CARD_PRINT_CARD_TECH_VOYAGE_FINAL_v02_TRANSPARENT|| ACTIVE_VISUAL_CANDIDATE|cca9ae4a-8a13-401e-ac5c-393f6ed92e19|CARD_PRINT_CARD_TEMPORARY_RULE_FINAL_v02_TRANSPARENT|| ACTIVE_VISUAL_CANDIDATE|e4d3a9c4-d85a-46f5-8df8-f4e75ec18495|CARD_PRINT_CARD_TURN_ORDER_FINAL_v02_TRANSPARENT|| ACTIVE_VISUAL_CANDIDATE|a5999d0b-8c3c-4f95-8375-4c51f6bfa11e|CARD_TREATY_THREE_PARTY_EMERGENCY_ACCORD_SIGNED_v1|| ACTIVE_VISUAL_CANDIDATE|73bac2fc-4129-4f4a-ae93-1536bafd0bb8|PKG03_04_PROP_BLUE_INDUSTRIAL_HARDWARE|| ACTIVE_VISUAL_CANDIDATE|91d2fa41-030f-49a5-bc12-87661420b6bc|PKG03_05_PROP_RED_LOGISTICS_ENERGY|| ACTIVE_VISUAL_CANDIDATE|5ec64357-df52-4759-8205-736bf4e399f4|PKG03_06_PROP_IVORY_ECONOMY_WATER|| ACTIVE_VISUAL_CANDIDATE|91745cc3-4c50-4765-9662-bac31719d7a7|PKG03_07_PROP_BLUE_FISSION_SYSTEMS|| ACTIVE_VISUAL_CANDIDATE|e24aae2c-812a-4ab3-9a04-538a8c647c29|PKG03_08_PROP_SHARED_TREATY_VOYAGE|| ACTIVE_VISUAL_CANDIDATE|2653d2f2-e700-4014-8f4b-a21eb67e79d1|PROP_05_FARTHER_OPEN_BOX_LAYOUT_v1|| ACTIVE_VISUAL_CANDIDATE|ff87ebe0-b476-44b4-b793-061bfe639703|SC01_G01_04_DRAW_EVAN|| ACTIVE_VISUAL_CANDIDATE|213f0def-0372-477a-b5b3-ac8d7d5197be|SC01_G01_05_DRAW_LENA|| ACTIVE_VISUAL_CANDIDATE|b880cd4f-c7a3-4b64-97c3-8c8f5af20e15|SC01_G02_05_PROP_MARKER_FINAL|| ACTIVE_VISUAL_CANDIDATE|147e769b-9d75-43d7-8f1f-9df65a7e5f05|SC01_G02_06_DRAW_EVAN_FINAL|| ACTIVE_VISUAL_CANDIDATE|151a44a8-a46f-431a-a080-2f829ee988e5|SC01_G02_07_DRAW_LENA_FINAL|| ACTIVE_VISUAL_CANDIDATE|de44d8ac-c286-4c07-9947-9daca4cb44bf|SC01_G05_02_PROP_FARTHER_BOX_CLOSED|| ACTIVE_VISUAL_CANDIDATE|2814fd0c-5f8b-4168-b2d8-148140223507|SC01_G05_17_KAI_LOWBOX_AWKWARD_SELECTED|| ACTIVE_VISUAL_CANDIDATE|4133bdc4-5013-4bb4-b69d-691addcb0753|VEH_01_COMMON_VOYAGE_SHIP_3VIEW_v1|| ACTIVE_VISUAL_CANDIDATE|ea63876f-fcf1-4f08-8ee0-e01a6bd8c110|VEH_02_COMMON_VOYAGE_SHIP_MODULAR_BUILD_v1|| ACTIVE_VISUAL_CANDIDATE|b1619379-d1dd-425e-8ebd-5ab13ed0ecfe|VEH_03_BLUE_ARMORED_CARRIER_3VIEW_v1|| ACTIVE_VISUAL_CANDIDATE|c2ae0a24-60b9-4dd1-9e46-c04781d606e2|VEH_04_RED_LOGISTICS_TRUCK_3VIEW_v1|| ACTIVE_VISUAL_CANDIDATE|2f441d83-c099-48e3-9d18-2df3215486db|VEH_05_IVORY_WATER_TANKER_3VIEW_v1|| ACTIVE_VISUAL_CANDIDATE|337e5b66-b94a-4828-8b5a-1523f9a65448|VEH_06_NEUTRAL_REFUGEE_BUS_3VIEW_v1||
【生成内容】 CATEGORY=PROMPT_ONLY_OR_OUTPUT COUNT=63 PROMPT_ONLY_OR_OUTPUT|i-Bz1isV3VVW|尾帧|| PROMPT_ONLY_OR_OUTPUT|a-RToYhk6EGn|智能切分 1_VOICE_LENA|| PROMPT_ONLY_OR_OUTPUT|a-ugzjTBxR1M|智能切分 1VOICE_EVAN|| PROMPT_ONLY_OR_OUTPUT|a-mXiqQqqkpv|智能切分 2_VOICE_LENA|| PROMPT_ONLY_OR_OUTPUT|a-5Zfhscozlx|智能切分 2VOICE_EVAN|| PROMPT_ONLY_OR_OUTPUT|b09da844-be9d-4382-b102-25b1729fc0d7|ATTEMPT1_C03_V6_LOOSE_WIDE_BOX_WRONG|| PROMPT_ONLY_OR_OUTPUT|daa8e485-f244-4d3c-9767-0df582eaa809|ATTEMPT1_C04_V6_BOX_DUPLICATED_WIDE_TAIL|| PROMPT_ONLY_OR_OUTPUT|2356b705-e99d-45a9-92a4-09a62959e975|ATTEMPT2_C03_V7_HOSTILE_EMOTION_NOT_MEDIATION|| PROMPT_ONLY_OR_OUTPUT|7f322db5-90e0-4b9c-90d4-4ee79a71617a|ATTEMPT2_C04_V7_KAI_NOT_MEDIATOR|| PROMPT_ONLY_OR_OUTPUT|af02d1c3-a319-412f-936c-8927821867dc|AUD_SHORT_EVAN_TIMBRE_2P22S|| PROMPT_ONLY_OR_OUTPUT|2b29c075-f742-4477-ae0e-55191e2315fd|AUD_SHORT_KAI_TIMBRE_2P14S|| PROMPT_ONLY_OR_OUTPUT|472bae62-1862-4e2d-9ae9-770ff6acd620|AUD_SHORT_LENA_TIMBRE_2P08S|| PROMPT_ONLY_OR_OUTPUT|ec9f5df5-3675-4a35-a079-3fedb7d61914|AUD_SHORT_WORLD_TIMBRE_2P06S|| PROMPT_ONLY_OR_OUTPUT|d680521a-7862-4d13-bfc7-fe5156bb4cfd|FAILED_REF_DURATION_20260829_SHOT_003_C03_DOOR_OPEN_KAI_REVEAL|| PROMPT_ONLY_OR_OUTPUT|c5dd4737-c923-40cd-a017-1ca1d6dc7ec1|FAILED_REF_DURATION_20260829_SHOT_004_C04_TABLE_BOX_INTRO|| PROMPT_ONLY_OR_OUTPUT|2d29f59f-d39b-4ebe-93b8-1f170a3f5565|FAILED_REF_DURATION_20260829_SHOT_005_C05_BOX_POV_ENTER_GAMEWORLD|| PROMPT_ONLY_OR_OUTPUT|b52e7a12-ebe4-461f-82a7-fee363e2579f|FAILED_REF_DURATION_20260829_SHOT_007_C07_UNALIGNED_POPULATION|| PROMPT_ONLY_OR_OUTPUT|i-1YIF0ojmHu|img_v3_02150_f7d3d1ec-a274-4438-9ce6-6bc2fe975efg (1)|| PROMPT_ONLY_OR_OUTPUT|c43865cd-cd28-483b-903b-0fdf050a9bdb|SC01_G01_07_VOICE_EVAN|| PROMPT_ONLY_OR_OUTPUT|5dcd0e9e-e859-42bb-9a20-dac51f1fcdc5|SC01_G01_09_VIDEO_PREP|| PROMPT_ONLY_OR_OUTPUT|0788f033-9c45-4432-8fb4-422e3ded198c|SC01_G01_10_VIDEO_PREP_SD25|| PROMPT_ONLY_OR_OUTPUT|fe8d0824-b5c8-4506-bdb5-d6005457d990|SC01_G01_11_VIDEO_PREP_SD25_V11|| PROMPT_ONLY_OR_OUTPUT|29d60b53-7f4f-47d1-be6d-ee8e507a723e|SC01_G01_12_VOICE_LENA|| PROMPT_ONLY_OR_OUTPUT|4a689b4f-b83f-4135-8320-e5c8ddd38c4d|SC01_G01_13_VIDEO_PREP_SD25_V12_ZOOM|| PROMPT_ONLY_OR_OUTPUT|996e5cee-d93c-484a-96e9-02f8bf55f647|SC01_G02_10_PROMPT_V11_DESIGN|| PROMPT_ONLY_OR_OUTPUT|15157395-409f-4331-a489-b3dd48b6dd0c|SC01_G02_11_VIDEO_A01_ARCHIVE_DO_NOT_RUN|| PROMPT_ONLY_OR_OUTPUT|8970ad3a-4a28-4bd7-9364-93474a90b162|SC01_G02_12_VIDEO_PREP_SD25_V11_DESIGN|| PROMPT_ONLY_OR_OUTPUT|e0a17ff8-5b2d-4373-9baa-c69bea9b4bc9|SC01_G03_01_VIDEO_A01_ARCHIVE_DO_NOT_RUN|| PROMPT_ONLY_OR_OUTPUT|cc56f18d-23dd-4724-99fc-52b437afe2f3|SC01_G03_02_VIDEO_A01_SINGLE_STAGE_ARCHIVE_DO_NOT_RUN|| PROMPT_ONLY_OR_OUTPUT|71795ec7-950d-4ca3-a9c5-e8f0444bf1a3|SC01_G03_03_VIDEO_PREP_SD25_V20_RESTRUCTURED|| PROMPT_ONLY_OR_OUTPUT|8a5688b7-be68-4405-9ac7-498ddbbdcc79|SC01_G04_00_SFX_DOORBELL|| PROMPT_ONLY_OR_OUTPUT|26383a84-fb19-4a8f-bfed-933882dae7e0|SC01_G04_00_SFX_DOORBELL_2S|| PROMPT_ONLY_OR_OUTPUT|f9268b51-bd03-48dc-ae38-7b82cf9ee2f0|SC01_G04_01_VIDEO_PREP_SD25_20S_V10_TIGHT_FASTCUT_DOORBELL|| PROMPT_ONLY_OR_OUTPUT|02417c3a-7447-4155-9146-f6d804be5588|SC01_G04_02_VIDEO_PREP_SD25_15S_V20_FASTCUT_RETIGHTENED|| PROMPT_ONLY_OR_OUTPUT|e27247fb-ea8b-4cb8-abdc-15186b91cc27|SC01_G05_04_VOICE_KAI_14P8|| PROMPT_ONLY_OR_OUTPUT|68649942-90cf-45cb-9284-0abe071b1300|SC01_G05_06_VIDEO_PREP_SD25_15S_V11_OPEN_PUSH_LINE_REVERSE|| PROMPT_ONLY_OR_OUTPUT|v-kI5MiWn8YZ|SC01_G05_06_VIDEO_PREP_SD25_15S_V11_OPEN_PUSH_LINE_REVERSE - 副本|| PROMPT_ONLY_OR_OUTPUT|v-Kwr8yXRaO6|SC01_G05_06_VIDEO_PREP_SD25_15S_V11_OPEN_PUSH_LINE_REVERSE - 副本|| PROMPT_ONLY_OR_OUTPUT|b698f529-21ae-43fa-b90c-225b5be09f3c|SC01_G05_12_VOICE_KAI_12P5|| PROMPT_ONLY_OR_OUTPUT|22012b3e-eb1d-4fb9-b6c4-3ad6b7c1f416|SC01_G05_15_ASSET_MAP_V19|| PROMPT_ONLY_OR_OUTPUT|4e0ad005-4d9a-44e3-8683-771fe69a48cc|SC01_G05_19_VIDEO_PREP_SD25_15S_V19_DIALOGUE_BOX_BROLL_REACTION_CU|| PROMPT_ONLY_OR_OUTPUT|v-2FCCPZVXJM|SC01_G05_19_VIDEO_PREP_SD25_15S_V19_DIALOGUE_BOX_BROLL_REACTION_CU - 副本|| PROMPT_ONLY_OR_OUTPUT|a-adxyzc25trp5|Segment 1 I just need || PROMPT_ONLY_OR_OUTPUT|a-v4jvmwbgm244|Segment 1 I'm still us|| PROMPT_ONLY_OR_OUTPUT|a-t74x666bv5dg|Segment 2 What kind of|| PROMPT_ONLY_OR_OUTPUT|a-6wdyr69gxvub|Segment 2 Where does t|| PROMPT_ONLY_OR_OUTPUT|40cd4f3b-be4b-4d35-bff4-18c5de2745ba|SHARED_TAVI_02_VOICE_MASTER_43S_DO_NOT_ATTACH_DIRECTLY|| PROMPT_ONLY_OR_OUTPUT|bbadc7da-4bfb-4c19-b531-04e95433414f|SHOT_003_004_MERGED_KAI_MEDIATOR_15S_V10_READY_NO_RUN|| PROMPT_ONLY_OR_OUTPUT|8cc5251a-1907-4fd3-83da-b1d71c96a331|SHOT_006_C06_THREE_COMMANDERS_OPENING|| PROMPT_ONLY_OR_OUTPUT|bdf2ece9-7cbf-4b8b-aa47-564ff48b02de|SHOT_008_C08_TRADE_TO_ARMOR|| PROMPT_ONLY_OR_OUTPUT|bf94d67e-931e-4027-b708-62d48eb800fe|SHOT_009_C09_OCCUPATION_RELOCATION|| PROMPT_ONLY_OR_OUTPUT|ef647e5c-f792-430d-9f38-5ade8d059923|SHOT_010_C10_REFUGE_IVORY_EXTRACTION|| PROMPT_ONLY_OR_OUTPUT|d7615466-297d-4955-836c-44233e1a0c74|SHOT_011_C11_FISSION_AUTHORIZATION|| PROMPT_ONLY_OR_OUTPUT|403821c5-5173-4223-a907-d987d7383a95|SHOT_012_C12_STRIKE_AFTERMATH|| PROMPT_ONLY_OR_OUTPUT|3534f077-65db-4938-8d0a-2e12b11e8884|SHOT_013_C13_THREE_PARTY_ACCORD|| PROMPT_ONLY_OR_OUTPUT|7c928b32-95e7-4d4e-a84a-8e4e941bafad|SHOT_014_C14_COMMON_SHIP_PULLBACK|| PROMPT_ONLY_OR_OUTPUT|48b58a2d-29f6-44e7-ab9a-cce7a34c0f95|SHOT_015_C15_CLEANUP_MARKER_PEACE|| PROMPT_ONLY_OR_OUTPUT|894dc06b-cddc-4b20-9e18-92b7d10e7d83|SHOT_016_C16_PA_REVEAL_CEILING|| PROMPT_ONLY_OR_OUTPUT|b1d0d4e1-91ec-4c02-aa3e-328daae4b865|SHOT_017_C17_HABITAT_STRUCTURE_PULLBACK|| PROMPT_ONLY_OR_OUTPUT|f3330e32-7e38-4ca2-abf6-6d1aa30d7173|SHOT_018_C18_FLEET42_CLOUD_CUT|| PROMPT_ONLY_OR_OUTPUT|d2383fc6-112f-4da1-99b2-8c49275878c0|SHOT_TITLE_THE_TURN_SD25_4S_READY_NO_RUN_v1|| PROMPT_ONLY_OR_OUTPUT|96de4052-7a44-4ba1-a25c-3970f67cc56d|TITLE_FIRST_FRAME_SOLID_BLACK_21X9_480P_RGB_v1|| PROMPT_ONLY_OR_OUTPUT|805732db-dbcc-4406-8852-e5867dcbe1cf|TITLE_THE_TURN_21X9_480P_OPAQUE_RGB_v3||
【生成内容】 Use case: stylized-concept. Asset type: continuity-locked empty location plate for THE TURN, Blue Strategic Commander command annex. Primary request: Create one original, empty near-future strategic command room belonging to the Blue faction. It must feel designed for a precise adult strategist who receives deployment reports, weighs consequences, and later faces a dual-key strategic protocol. This is an architectural environment asset only, with no people. Scene/backdrop: a compact, functional command annex built from smooth blue-grey painted concrete, dark steel, restrained walnut and charcoal rubber flooring. One reinforced observation window or deep slit gives indirect daylight but reveals no readable exterior event. The operational station includes one heavy desk, one clean wired field telephone, an engraved physical relief-route board with abstract geography but no readable labels, a protected two-key mechanical interlock, analog indicator lamps and a narrow archive shelf. Everything is practical and physically connected; no decorative futurism. Style/medium: high-end cinematic CG with physically based materials, believable construction and subtly lived-in surfaces; polished enough for a film asset, not concept-art brushwork, not a photograph of a real branded facility. Composition/framing: very wide 21:9 horizontal environmental plate, eye-level three-quarter view, approximately 38mm lens feel, medium-wide rather than a huge establishing shot. The principal operational station sits in the left-middle third and leaves a clean standing zone in the right-middle third for later medium-close character coverage. Natural headroom and side-room; no fisheye, no extreme perspective. Lighting/mood: restrained neutral-cool practical ceiling light plus soft indirect window light; readable facial exposure where a person would stand; calm procedural atmosphere with latent pressure, no alarm state. Color/materials: slate blue, blue-grey, charcoal, small amounts of warm dark wood; clean matte paint, brushed metal, black bakelite switches, thick telephone cable. Very light honest wear only—no dirt crust, grime, rust overload or abandoned-room look. Constraints: exactly one empty room, no human, no mannequin, no silhouette, no flags, no logos, no readable writing, no numbers, no captions, no watermark. No screens, monitors, HUD, holograms, neon, glowing maps, floating UI, weapons on display, starship bridge, fantasy technology, messy cables, duplicated furniture or impossible geometry. Preserve a coherent floor, walls, ceiling, doorway and practical access routes.
【生成内容】 Use case: stylized-concept. Asset type: continuity-locked empty location plate for THE TURN, Red Logistics Commander dispatch room. Primary request: Create one original, empty near-future logistics command room belonging to the Red faction. It must feel operated by a practical adult dispatcher who thinks in food, fuel, roads, warehouses and receiving capacity, and who can later redirect the same machinery toward shelter. This is an architectural environment asset only, with no people. Scene/backdrop: a compact dispatch room physically attached to a freight warehouse and rail switching network. The room contains one rugged worktable, one copper-wire field telephone, paper route ledgers with no legible text, a wall-mounted physical route board made from slots, pins and mechanical sliders, a restrained row of analog counters, a key-ring hook, a warehouse-status lamp bank and a frosted interior window suggesting loading activity beyond without showing people. Functional brick-red painted steel accents identify the faction, while most construction remains dark neutral concrete and metal. Style/medium: high-end cinematic CG with physically based materials, believable industrial construction and clean used surfaces; grounded film production design, not videogame UI and not painterly concept art. Composition/framing: very wide 21:9 horizontal environmental plate, eye-level three-quarter view, approximately 38mm lens feel, medium-wide rather than cavernous. Keep the route board and telephone in the right-middle third and leave a clear standing/sitting zone in the left-middle third for later medium-close character coverage. Straight verticals, natural headroom, no fisheye. Lighting/mood: neutral practical overheads with one warmer warehouse spill through frosted glass; operational, busy and human-scaled, no emergency red wash and no alarm state. Color/materials: muted brick red, charcoal, gunmetal, worn brown leather, off-white paper; light scuffs and hand contact only. Clean and maintained—no greasy grime, heavy rust, soot, debris or post-apocalyptic decay. Constraints: exactly one empty room, no human, no mannequin, no silhouette, no flags, no logos, no readable writing, no numbers, no captions, no watermark. No digital screens, HUD, holograms, neon, glowing route overlays, weapons, starship bridge, fantasy technology, chaotic cable nests, duplicated phones/counters or impossible geometry. All doors, floor lines and work surfaces remain physically plausible.
【生成内容】 Use case: stylized-concept. Asset type: continuity-locked empty location plate for THE TURN, Ivory Civil Commander civic emergency coordination room, redesigned v02. Primary request: Create one original, empty near-future civilian emergency coordination room for the Ivory faction. This space manages shelter intake, available beds, buses, water distribution and family reunification. It must read immediately as humane civic infrastructure, never as a military headquarters, warehouse office, rail dispatch room or industrial plant. Scene/backdrop: a compact but open civic coordination suite with rounded architectural corners, pale lime-plaster walls, light oak built-ins, frosted-glass sliding doors leading toward a clean clinic-and-shelter corridor, and soft acoustic fabric panels. A gently curved central coordination desk holds exactly one cream wired telephone, one radio handset and several blank paper intake cards. Behind it is a tactile modular capacity wall made from removable ivory and muted-sage tiles representing shelters, buses and bed availability; there are no tracks, route lines, gauges, labels or text. A low open shelf contains neatly folded neutral emergency blankets and a few sealed water canisters, suggesting civilian care rather than logistics spectacle. Clear walking routes and a waiting bench make the room human-scaled. Style/medium: high-end cinematic CG with physically based materials, believable near-future public architecture and restrained film production design; clean, tactile and emotionally humane, not a glossy hospital advertisement, not painterly concept art. Composition/framing: very wide 21:9 horizontal environmental plate, eye-level three-quarter view, approximately 40mm lens feel, medium-wide rather than cavernous. Keep the curved coordination desk and tactile capacity wall in the left-middle third. Leave a clean standing and listening zone in the right-middle third for later medium-close coverage of the Ivory Civil Commander. Straight verticals, natural headroom and side-room, no fisheye. Lighting/mood: soft neutral daylight filtered through frosted glass plus warm indirect wall practicals; bright enough for faces, calm but carrying quiet workload. No emergency state, no sentimental glow, no dark bunker atmosphere. Color/materials: ivory, warm white, pale sage, light oak, soft warm grey, brushed aluminum and off-white textiles. Clean maintained surfaces with only subtle hand contact and light edge wear. Hard distinction: no exposed pipes, no pressure-gauge wall, no rail or freight route board, no key rack, no red accents, no warehouse window, no heavy industrial steel desk, no riveted machinery, no map covered in routes. Constraints: exactly one empty room, no person, mannequin or silhouette; no flags, logos, readable writing, numbers, captions or watermark. No digital screens, monitor wall, HUD, holograms, neon, glowing maps, weapons, starship bridge, fantasy medical devices, decorative plants, duplicated phones, duplicated furniture or impossible geometry.
【生成内容】 # R04 完整剧本/B-roll设计 # R04|迁离、目的地与红城决定|纯作战室30秒 目的:abstract control becomes visible displacement; KAI stops citing rules and chooses responsibility。 ## 精确对白 **LENA** No. Call it security. It’s still theft. **EVAN** Where do they go? **LENA** That's not a place. **KAI** No destination is listed. **KAI** Send them south. My city has room. ## 时间设计 - 0.0–4.0 LENA true OTS Audio1 line1, reacting to offscreen displacement; no WORLD audio. - 4.0–9.0 silent listening interval reserved for later WORLD relocation line; all mouths closed, reactions staggered. - 9.0–12.5 EVAN Audio2 line2; first genuine uncertainty, shoulders lower. - 12.5–15.0 silent listening interval reserved for later WORLD answer; mouths closed. - 15.0–18.0 LENA Audio1 line3, no shouting. - 18.0–21.0 KAI checks unseen documents, Audio3 line4. - 21.0–24.5 KAI changes tactic and Audio3 line5; decision, not triumph. - 24.5–30.0 room-only reaction B-roll: LENA meets KAI's eyes, EVAN looks down, empty fourth seat/table edge. --- # R04 完整提示词 ACTIVE ASSETS — ROOM ONLY R04 迁离、目的地与红城决定, EXACT ORDER @Image1 = {{Node 753f107b-c8a9-494f-ac8f-d70564411d2a}} — sole command-room architecture and physical relief-map-table authority: exact wall, right-rear black door, left-rear black filing cabinet, chairs, table dimensions/rim/topography, fixed seating, wardrobe and eyelines. @Image2 = {{Node be020091-3863-446a-90a2-715736c8c10e}} — EVAN identity/blue command-room wardrobe. @Image3 = {{Node 0e988ad5-811e-4e9d-93fd-d3be5f5b5caa}} — KAI identity/red command-room wardrobe. @Image4 = {{Node cbdb7ae4-f26d-4fd5-a4cf-05b970afea70}} — LENA identity/Ivory command-room wardrobe. @Audio1 = {{Node 2236b908-fb34-4af0-9f53-efc8d535657d}} — LENA timbre only. @Audio2 = {{Node a34f2d2a-8c35-42c6-8771-8d21b88846f9}} — EVAN timbre only. @Audio3 = {{Node b2f85740-3f87-469c-a2f3-9f26793bb226}} — KAI timbre only. OUTPUT CONTRACT 30.0s, 21:9, 480p, 24fps. Pure command-room dialogue source plate with internal cuts allowed. Exact character dialogue only. No WORLD VOICE, game-world sound, music, subtitles, UI or additional speech. COMMAND-ROOM GEOGRAPHY HARD LOCK Preserve Image1's command room exactly in every shot and reverse: medium-grey rear wall with EMPTY center; one black filing cabinet with stacked folders at rear-left behind EVAN; one black door with silver handle at rear-right behind LENA; no wall sconces, flags, windows, screens or added architecture. Preserve the same huge rectangular physical relief-map table with thick dark raised rim, exact dimensions, height, sculpted mountains, lake, roads and coastline as a permanently inert practical model. Never replace it with a plain grey/black table, conference table, desk, screen or different map. Camera stays on the south side of the table axis and may shift only slightly along that side. EVAN remains screen-left/west; KAI remains far-center/north; LENA remains screen-right/east. Nobody changes seats, crosses the table, looks into camera or becomes a centered passport portrait. True OTS shots retain a soft listener shoulder/edge. Every close/reverse must preserve at least one source-room anchor: relief-table rim/topography, right-rear door edge, left-rear filing cabinet edge or empty central grey wall. Do not invent unseen reverse-wall architecture. NO WORLD CONTAMINATION The sculpted terrain already present on Image1's physical table is REQUIRED room geometry and remains unchanged, matte and non-animated. It is not a screen and never becomes a living world. Do not add moving vehicles, growing buildings, changing faction colors, glowing paths, territory washes, locks, icons, floating text, data panels, HUD, holograms, monitor images, projections, explosions, refugees or outdoor cutaways. No world assets are active. CAUSAL SPINE offscreen information reaches the room -> eyes and breath register it -> the named speaker chooses a tactic and speaks -> listeners react at different speeds -> the next line answers that changed relationship -> posture and eyelines persist into the edit handle. No visual world event is recreated inside the room. ROOM B-ROLL ONLY Use relationship masters, true over-shoulders, profiles, two-shots, focus transfers, delayed reactions, breathing, clothing/chair movement, empty fourth-side composition, the unchanged empty central grey wall, right-door edge, left filing-cabinet edge and shallow-focus physical relief-table rim/topography. No added wall light. No hand closeups, no fingers manipulating controls, no readable paper except the distant blank treaty page where specified. CAMERA / PERFORMANCE Weighted shoulder camera, 5–8% eased pushes, short pullbacks and imperfect micro-settling. No digital jitter, random orbit or axis crossing. Eyes lead heads; interrupted breath and stillness mark new information. Preserve reaction inertia across cuts. PHYSICS Bodies remain fully supported by the same chairs; feet stay grounded; chairs settle after weight shifts; clothing reacts after torso motion; breath precedes speech; gaze leads head turns. The physical relief-map table, thick rim, sculpted terrain, rear-left filing cabinet, rear-right black door, empty center wall, ceiling light direction and all room objects remain fixed across every cut. AUDIO MASTER LOCK Exact character voices, continuous HVAC/electrical hum, breath, chair and clothing only. ZERO MUSIC: no score, melody, chord, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM or theme. No WORLD VOICE in this source. ACCEPTANCE Same room and seats for all 30 seconds. Exact speaker/voice mapping and line order. No world contamination, screens, UI, map animation, extra people, seat swap, direct-to-camera gaze, music or WORLD voice. DRAMATIC PURPOSE abstract control becomes visible displacement; KAI stops citing rules and chooses responsibility. LOCKED DIALOGUE — EXACT ORDER, ONCE EACH LENA: “No. Call it security. It’s still theft.” EVAN: “Where do they go?” LENA: “That's not a place.” KAI: “No destination is listed.” KAI: “Send them south. My city has room.” SPEAKER / AUDIO HARD LOCK Audio1=LENA only; Audio2=EVAN only; Audio3=KAI only. No swap, repeat, overlap, paraphrase or extra words. Unused characters keep mouths closed. TIMED ROOM SHOTS 0.0–4.0 LENA true OTS Audio1 line1, reacting to offscreen displacement; no WORLD audio. 4.0–9.0 silent listening interval reserved for later WORLD relocation line; all mouths closed, reactions staggered. 9.0–12.5 EVAN Audio2 line2; first genuine uncertainty, shoulders lower. 12.5–15.0 silent listening interval reserved for later WORLD answer; mouths closed. 15.0–18.0 LENA Audio1 line3, no shouting. 18.0–21.0 KAI checks unseen documents, Audio3 line4. 21.0–24.5 KAI changes tactic and Audio3 line5; decision, not triumph. 24.5–30.0 room-only reaction B-roll: LENA meets KAI's eyes, EVAN looks down, empty fourth seat/table edge.
ACTIVE ASSETS — ROOM ONLY R04 迁离、目的地与红城决定, EXACT ORDER @Image1 = {{Mixed 1}} — sole command-room architecture and physical relief-map-table authority: exact wall, right-rear black door, left-rear black filing cabinet, chairs, table dimensions/rim/topography, fixed seating, wardrobe and eyelines. @Image2 = {{Mixed 2}} — EVAN identity/blue command-room wardrobe. @Image3 = {{Mixed 3}} — KAI identity/red command-room wardrobe. @Image4 = {{Mixed 4}} — LENA identity/Ivory command-room wardrobe. @Audio1 = {{Mixed 5}} — LENA timbre only. @Audio2 = {{Mixed 6}} — EVAN timbre only. @Audio3 = {{Mixed 7}} — KAI timbre only. OUTPUT CONTRACT 30.0s, 21:9, 480p, 24fps. Pure command-room dialogue source plate with internal cuts allowed. Exact character dialogue only. No WORLD VOICE, game-world sound, music, subtitles, UI or additional speech. COMMAND-ROOM GEOGRAPHY HARD LOCK Preserve Image1's command room exactly in every shot and reverse: medium-grey rear wall with EMPTY center; one black filing cabinet with stacked folders at rear-left behind EVAN; one black door with silver handle at rear-right behind LENA; no wall sconces, flags, windows, screens or added architecture. Preserve the same huge rectangular physical relief-map table with thick dark raised rim, exact dimensions, height, sculpted mountains, lake, roads and coastline as a permanently inert practical model. Never replace it with a plain grey/black table, conference table, desk, screen or different map. Camera stays on the south side of the table axis and may shift only slightly along that side. EVAN remains screen-left/west; KAI remains far-center/north; LENA remains screen-right/east. Nobody changes seats, crosses the table, looks into camera or becomes a centered passport portrait. True OTS shots retain a soft listener shoulder/edge. Every close/reverse must preserve at least one source-room anchor: relief-table rim/topography, right-rear door edge, left-rear filing cabinet edge or empty central grey wall. Do not invent unseen reverse-wall architecture. NO WORLD CONTAMINATION The sculpted terrain already present on Image1's physical table is REQUIRED room geometry and remains unchanged, matte and non-animated. It is not a screen and never becomes a living world. Do not add moving vehicles, growing buildings, changing faction colors, glowing paths, territory washes, locks, icons, floating text, data panels, HUD, holograms, monitor images, projections, explosions, refugees or outdoor cutaways. No world assets are active. CAUSAL SPINE offscreen information reaches the room -> eyes and breath register it -> the named speaker chooses a tactic and speaks -> listeners react at different speeds -> the next line answers that changed relationship -> posture and eyelines persist into the edit handle. No visual world event is recreated inside the room. ROOM B-ROLL ONLY Use relationship masters, true over-shoulders, profiles, two-shots, focus transfers, delayed reactions, breathing, clothing/chair movement, empty fourth-side composition, the unchanged empty central grey wall, right-door edge, left filing-cabinet edge and shallow-focus physical relief-table rim/topography. No added wall light. No hand closeups, no fingers manipulating controls, no readable paper except the distant blank treaty page where specified. CAMERA / PERFORMANCE Weighted shoulder camera, 5–8% eased pushes, short pullbacks and imperfect micro-settling. No digital jitter, random orbit or axis crossing. Eyes lead heads; interrupted breath and stillness mark new information. Preserve reaction inertia across cuts. PHYSICS Bodies remain fully supported by the same chairs; feet stay grounded; chairs settle after weight shifts; clothing reacts after torso motion; breath precedes speech; gaze leads head turns. The physical relief-map table, thick rim, sculpted terrain, rear-left filing cabinet, rear-right black door, empty center wall, ceiling light direction and all room objects remain fixed across every cut. AUDIO MASTER LOCK Exact character voices, continuous HVAC/electrical hum, breath, chair and clothing only. ZERO MUSIC: no score, melody, chord, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM or theme. No WORLD VOICE in this source. ACCEPTANCE Same room and seats for all 30 seconds. Exact speaker/voice mapping and line order. No world contamination, screens, UI, map animation, extra people, seat swap, direct-to-camera gaze, music or WORLD voice. DRAMATIC PURPOSE abstract control becomes visible displacement; KAI stops citing rules and chooses responsibility. LOCKED DIALOGUE — EXACT ORDER, ONCE EACH LENA: “No. Call it security. It’s still theft.” EVAN: “Where do they go?” LENA: “That's not a place.” KAI: “No destination is listed.” KAI: “Send them south. My city has room.” SPEAKER / AUDIO HARD LOCK Audio1=LENA only; Audio2=EVAN only; Audio3=KAI only. No swap, repeat, overlap, paraphrase or extra words. Unused characters keep mouths closed. TIMED ROOM SHOTS 0.0–4.0 LENA true OTS Audio1 line1, reacting to offscreen displacement; no WORLD audio. 4.0–9.0 silent listening interval reserved for later WORLD relocation line; all mouths closed, reactions staggered. 9.0–12.5 EVAN Audio2 line2; first genuine uncertainty, shoulders lower. 12.5–15.0 silent listening interval reserved for later WORLD answer; mouths closed. 15.0–18.0 LENA Audio1 line3, no shouting. 18.0–21.0 KAI checks unseen documents, Audio3 line4. 21.0–24.5 KAI changes tactic and Audio3 line5; decision, not triumph. 24.5–30.0 room-only reaction B-roll: LENA meets KAI's eyes, EVAN looks down, empty fourth seat/table edge.
【生成内容】 # R05 完整剧本/B-roll设计 # R05|最后能源、裂变决定与阻止|纯作战室30秒 目的:resource logic escalates into strategic violence while LENA and KAI physically oppose EVAN。 ## 精确对白 **KAI** Ivory drained the last energy field. **LENA** We reached it first. **EVAN** That's what every border says. **EVAN** Authorize a strategic strike. Clear the basin. **LENA** Civilians are still inside. **EVAN** Evacuate the marked sectors. **KAI** Then don't launch. **EVAN** If I wait, Ivory launches first. ## 时间设计 - 0.0–3.5 KAI far-center Audio2 line1, factual but disturbed. - 3.5–6.5 LENA Audio3 line2, defensive then uncertain. - 6.5–9.5 EVAN Audio1 line3, cold mirror of earlier border logic. - 9.5–12.5 silent listening gap reserved for later FISSION deployment audio; mouths closed. - 12.5–16.0 EVAN Audio1 line4; no smile, gaze fixed below eyelines. - 16.0–19.0 LENA half-rises right, body blocks EVAN's sightline, Audio3 line5. - 19.0–21.5 EVAN Audio1 line6, clipped. - 21.5–24.0 silent listening gap reserved for evacuation-window WORLD line; mouths closed. - 24.0–26.5 KAI leans forward, Audio2 line7, still camera. - 26.5–30.0 one full second silence, then EVAN Audio1 line8; LENA/KAI remain opposed. --- # R05 完整提示词 ACTIVE ASSETS — ROOM ONLY R05 最后能源、裂变决定与阻止, EXACT ORDER @Image1 = {{Node 753f107b-c8a9-494f-ac8f-d70564411d2a}} — sole command-room architecture and physical relief-map-table authority: exact wall, right-rear black door, left-rear black filing cabinet, chairs, table dimensions/rim/topography, fixed seating, wardrobe and eyelines. @Image2 = {{Node be020091-3863-446a-90a2-715736c8c10e}} — EVAN identity/blue command-room wardrobe. @Image3 = {{Node 0e988ad5-811e-4e9d-93fd-d3be5f5b5caa}} — KAI identity/red command-room wardrobe. @Image4 = {{Node cbdb7ae4-f26d-4fd5-a4cf-05b970afea70}} — LENA identity/Ivory command-room wardrobe. @Audio1 = {{Node a34f2d2a-8c35-42c6-8771-8d21b88846f9}} — EVAN timbre only. @Audio2 = {{Node b2f85740-3f87-469c-a2f3-9f26793bb226}} — KAI timbre only. @Audio3 = {{Node 2236b908-fb34-4af0-9f53-efc8d535657d}} — LENA timbre only. OUTPUT CONTRACT 30.0s, 21:9, 480p, 24fps. Pure command-room dialogue source plate with internal cuts allowed. Exact character dialogue only. No WORLD VOICE, game-world sound, music, subtitles, UI or additional speech. COMMAND-ROOM GEOGRAPHY HARD LOCK Preserve Image1's command room exactly in every shot and reverse: medium-grey rear wall with EMPTY center; one black filing cabinet with stacked folders at rear-left behind EVAN; one black door with silver handle at rear-right behind LENA; no wall sconces, flags, windows, screens or added architecture. Preserve the same huge rectangular physical relief-map table with thick dark raised rim, exact dimensions, height, sculpted mountains, lake, roads and coastline as a permanently inert practical model. Never replace it with a plain grey/black table, conference table, desk, screen or different map. Camera stays on the south side of the table axis and may shift only slightly along that side. EVAN remains screen-left/west; KAI remains far-center/north; LENA remains screen-right/east. Nobody changes seats, crosses the table, looks into camera or becomes a centered passport portrait. True OTS shots retain a soft listener shoulder/edge. Every close/reverse must preserve at least one source-room anchor: relief-table rim/topography, right-rear door edge, left-rear filing cabinet edge or empty central grey wall. Do not invent unseen reverse-wall architecture. NO WORLD CONTAMINATION The sculpted terrain already present on Image1's physical table is REQUIRED room geometry and remains unchanged, matte and non-animated. It is not a screen and never becomes a living world. Do not add moving vehicles, growing buildings, changing faction colors, glowing paths, territory washes, locks, icons, floating text, data panels, HUD, holograms, monitor images, projections, explosions, refugees or outdoor cutaways. No world assets are active. CAUSAL SPINE offscreen information reaches the room -> eyes and breath register it -> the named speaker chooses a tactic and speaks -> listeners react at different speeds -> the next line answers that changed relationship -> posture and eyelines persist into the edit handle. No visual world event is recreated inside the room. ROOM B-ROLL ONLY Use relationship masters, true over-shoulders, profiles, two-shots, focus transfers, delayed reactions, breathing, clothing/chair movement, empty fourth-side composition, the unchanged empty central grey wall, right-door edge, left filing-cabinet edge and shallow-focus physical relief-table rim/topography. No added wall light. No hand closeups, no fingers manipulating controls, no readable paper except the distant blank treaty page where specified. CAMERA / PERFORMANCE Weighted shoulder camera, 5–8% eased pushes, short pullbacks and imperfect micro-settling. No digital jitter, random orbit or axis crossing. Eyes lead heads; interrupted breath and stillness mark new information. Preserve reaction inertia across cuts. PHYSICS Bodies remain fully supported by the same chairs; feet stay grounded; chairs settle after weight shifts; clothing reacts after torso motion; breath precedes speech; gaze leads head turns. The physical relief-map table, thick rim, sculpted terrain, rear-left filing cabinet, rear-right black door, empty center wall, ceiling light direction and all room objects remain fixed across every cut. AUDIO MASTER LOCK Exact character voices, continuous HVAC/electrical hum, breath, chair and clothing only. ZERO MUSIC: no score, melody, chord, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM or theme. No WORLD VOICE in this source. ACCEPTANCE Same room and seats for all 30 seconds. Exact speaker/voice mapping and line order. No world contamination, screens, UI, map animation, extra people, seat swap, direct-to-camera gaze, music or WORLD voice. DRAMATIC PURPOSE resource logic escalates into strategic violence while LENA and KAI physically oppose EVAN. LOCKED DIALOGUE — EXACT ORDER, ONCE EACH KAI: “Ivory drained the last energy field.” LENA: “We reached it first.” EVAN: “That's what every border says.” EVAN: “Authorize a strategic strike. Clear the basin.” LENA: “Civilians are still inside.” EVAN: “Evacuate the marked sectors.” KAI: “Then don't launch.” EVAN: “If I wait, Ivory launches first.” SPEAKER / AUDIO HARD LOCK Audio1=EVAN only; Audio2=KAI only; Audio3=LENA only. No swap, repeat, overlap, paraphrase or extra words. Unused characters keep mouths closed. TIMED ROOM SHOTS 0.0–3.5 KAI far-center Audio2 line1, factual but disturbed. 3.5–6.5 LENA Audio3 line2, defensive then uncertain. 6.5–9.5 EVAN Audio1 line3, cold mirror of earlier border logic. 9.5–12.5 silent listening gap reserved for later FISSION deployment audio; mouths closed. 12.5–16.0 EVAN Audio1 line4; no smile, gaze fixed below eyelines. 16.0–19.0 LENA half-rises right, body blocks EVAN's sightline, Audio3 line5. 19.0–21.5 EVAN Audio1 line6, clipped. 21.5–24.0 silent listening gap reserved for evacuation-window WORLD line; mouths closed. 24.0–26.5 KAI leans forward, Audio2 line7, still camera. 26.5–30.0 one full second silence, then EVAN Audio1 line8; LENA/KAI remain opposed.
ACTIVE ASSETS — ROOM ONLY R05 最后能源、裂变决定与阻止, EXACT ORDER @Image1 = {{Mixed 1}} — sole command-room architecture and physical relief-map-table authority: exact wall, right-rear black door, left-rear black filing cabinet, chairs, table dimensions/rim/topography, fixed seating, wardrobe and eyelines. @Image2 = {{Mixed 2}} — EVAN identity/blue command-room wardrobe. @Image3 = {{Mixed 3}} — KAI identity/red command-room wardrobe. @Image4 = {{Mixed 4}} — LENA identity/Ivory command-room wardrobe. @Audio1 = {{Mixed 5}} — EVAN timbre only. @Audio2 = {{Mixed 6}} — KAI timbre only. @Audio3 = {{Mixed 7}} — LENA timbre only. OUTPUT CONTRACT 30.0s, 21:9, 480p, 24fps. Pure command-room dialogue source plate with internal cuts allowed. Exact character dialogue only. No WORLD VOICE, game-world sound, music, subtitles, UI or additional speech. COMMAND-ROOM GEOGRAPHY HARD LOCK Preserve Image1's command room exactly in every shot and reverse: medium-grey rear wall with EMPTY center; one black filing cabinet with stacked folders at rear-left behind EVAN; one black door with silver handle at rear-right behind LENA; no wall sconces, flags, windows, screens or added architecture. Preserve the same huge rectangular physical relief-map table with thick dark raised rim, exact dimensions, height, sculpted mountains, lake, roads and coastline as a permanently inert practical model. Never replace it with a plain grey/black table, conference table, desk, screen or different map. Camera stays on the south side of the table axis and may shift only slightly along that side. EVAN remains screen-left/west; KAI remains far-center/north; LENA remains screen-right/east. Nobody changes seats, crosses the table, looks into camera or becomes a centered passport portrait. True OTS shots retain a soft listener shoulder/edge. Every close/reverse must preserve at least one source-room anchor: relief-table rim/topography, right-rear door edge, left-rear filing cabinet edge or empty central grey wall. Do not invent unseen reverse-wall architecture. NO WORLD CONTAMINATION The sculpted terrain already present on Image1's physical table is REQUIRED room geometry and remains unchanged, matte and non-animated. It is not a screen and never becomes a living world. Do not add moving vehicles, growing buildings, changing faction colors, glowing paths, territory washes, locks, icons, floating text, data panels, HUD, holograms, monitor images, projections, explosions, refugees or outdoor cutaways. No world assets are active. CAUSAL SPINE offscreen information reaches the room -> eyes and breath register it -> the named speaker chooses a tactic and speaks -> listeners react at different speeds -> the next line answers that changed relationship -> posture and eyelines persist into the edit handle. No visual world event is recreated inside the room. ROOM B-ROLL ONLY Use relationship masters, true over-shoulders, profiles, two-shots, focus transfers, delayed reactions, breathing, clothing/chair movement, empty fourth-side composition, the unchanged empty central grey wall, right-door edge, left filing-cabinet edge and shallow-focus physical relief-table rim/topography. No added wall light. No hand closeups, no fingers manipulating controls, no readable paper except the distant blank treaty page where specified. CAMERA / PERFORMANCE Weighted shoulder camera, 5–8% eased pushes, short pullbacks and imperfect micro-settling. No digital jitter, random orbit or axis crossing. Eyes lead heads; interrupted breath and stillness mark new information. Preserve reaction inertia across cuts. PHYSICS Bodies remain fully supported by the same chairs; feet stay grounded; chairs settle after weight shifts; clothing reacts after torso motion; breath precedes speech; gaze leads head turns. The physical relief-map table, thick rim, sculpted terrain, rear-left filing cabinet, rear-right black door, empty center wall, ceiling light direction and all room objects remain fixed across every cut. AUDIO MASTER LOCK Exact character voices, continuous HVAC/electrical hum, breath, chair and clothing only. ZERO MUSIC: no score, melody, chord, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM or theme. No WORLD VOICE in this source. ACCEPTANCE Same room and seats for all 30 seconds. Exact speaker/voice mapping and line order. No world contamination, screens, UI, map animation, extra people, seat swap, direct-to-camera gaze, music or WORLD voice. DRAMATIC PURPOSE resource logic escalates into strategic violence while LENA and KAI physically oppose EVAN. LOCKED DIALOGUE — EXACT ORDER, ONCE EACH KAI: “Ivory drained the last energy field.” LENA: “We reached it first.” EVAN: “That's what every border says.” EVAN: “Authorize a strategic strike. Clear the basin.” LENA: “Civilians are still inside.” EVAN: “Evacuate the marked sectors.” KAI: “Then don't launch.” EVAN: “If I wait, Ivory launches first.” SPEAKER / AUDIO HARD LOCK Audio1=EVAN only; Audio2=KAI only; Audio3=LENA only. No swap, repeat, overlap, paraphrase or extra words. Unused characters keep mouths closed. TIMED ROOM SHOTS 0.0–3.5 KAI far-center Audio2 line1, factual but disturbed. 3.5–6.5 LENA Audio3 line2, defensive then uncertain. 6.5–9.5 EVAN Audio1 line3, cold mirror of earlier border logic. 9.5–12.5 silent listening gap reserved for later FISSION deployment audio; mouths closed. 12.5–16.0 EVAN Audio1 line4; no smile, gaze fixed below eyelines. 16.0–19.0 LENA half-rises right, body blocks EVAN's sightline, Audio3 line5. 19.0–21.5 EVAN Audio1 line6, clipped. 21.5–24.0 silent listening gap reserved for evacuation-window WORLD line; mouths closed. 24.0–26.5 KAI leans forward, Audio2 line7, still camera. 26.5–30.0 one full second silence, then EVAN Audio1 line8; LENA/KAI remain opposed.
【生成内容】 # GEN_BUILD_01|三方基础设施并行建设|6秒|通用游戏世界大景 - 0.0–2.0 strict 84-degree god's-eye over blue sector: autonomous cranes lower steel frames onto prepared foundations; bolts seat, rail sleepers align, tracks connect, conveyor starts only after power cable locks; a maintenance locomotive rolls after rails settle. - 2.0–4.0 overhead match cut on locomotive vector to red sector, camera still 84-degree downward: warehouse columns stand on footings, roof trusses lower, wall panels close, heavy doors test; roadbed compacts and a freight spur joins the yard before empty cargo wagons move. - 4.0–6.0 overhead cut on road vector to Ivory sector: pump housing couples to main pipe, impeller rotates, water advances through several canals; greenhouse frames and vents lock, clinic practical lamps activate; final vertical pullback shows all three sectors working separately. 声音:只保留与画面因果一致的物理音效;无人物声、无 WORLD VOICE、无音乐。 --- # 完整提示词 ACTIVE ASSETS — GENERIC GAME-WORLD B-ROLL GEN_BUILD_01 三方基础设施并行建设, EXACT ORDER @Image1 = {{Node fb6c976c-caed-45dd-b0e2-aef3027a96ae}} — sole world topology. @Image2 = {{Node e62b097d-1e43-4c76-8e6c-a7983563a5d4}} — three-realm macro scale. @Image3 = {{Node 1490cc4e-ed93-4572-bdc7-862872a4fb20}} — blue industrial materials. @Image4 = {{Node 17c54ebe-13d0-424d-ba2c-a4ee56e558c3}} — red warehouse, rail and logistics materials. @Image5 = {{Node 0e655a33-1a35-4eef-8448-b3f11baf4b5d}} — Ivory water, greenhouse and clinic materials. OUTPUT CONTRACT 6.0s, 21:9, 480p, 24fps. Reusable pure game-world strategic B-roll with three motivated strict god's-eye shots. ABSOLUTE ZERO VISIBLE PEOPLE: no human, body, face, hand, worker, driver, operator, soldier, resident, silhouette, reflection, portrait or human-like form; no EVAN/KAI/LENA. No command room, dialogue, WORLD VOICE, subtitles, logos, readable text, UI or music. WORLD / GEOGRAPHY LOCK Image1 is the sole topology. Central basin, ring road, mountains, coast, rivers, cities and faction approach directions never rotate, mirror, merge or reset. Assets lock materials and scale, not action or endpoint cleanliness. Faction color remains on vehicles, roofs, pipes and small equipment only; no terrain, sky or water tint. CAUSAL SPINE show three civilizations expanding through physically caused construction at regional scale, providing a reusable progress montage without people or magical building growth. TIMED STRATEGIC SHOTS 0.0–2.0 strict 84-degree god's-eye over blue sector: autonomous cranes lower steel frames onto prepared foundations; bolts seat, rail sleepers align, tracks connect, conveyor starts only after power cable locks; a maintenance locomotive rolls after rails settle. 2.0–4.0 overhead match cut on locomotive vector to red sector, camera still 84-degree downward: warehouse columns stand on footings, roof trusses lower, wall panels close, heavy doors test; roadbed compacts and a freight spur joins the yard before empty cargo wagons move. 4.0–6.0 overhead cut on road vector to Ivory sector: pump housing couples to main pipe, impeller rotates, water advances through several canals; greenhouse frames and vents lock, clinic practical lamps activate; final vertical pullback shows all three sectors working separately. CAMERA / SCALE — STRICT GOD'S-EYE Every shot is near-nadir god's-eye: camera 80–90 degrees downward at 120–260 metres altitude. No horizon and no ground-level or eye-level shot. Motion is limited to slow vertical rise, short planar drift, restrained overhead push or overhead match cut; no handheld, jitter, POV, orbit, whip-pan, macro, hero angle, product shot or full-frame occlusion over six frames. Preserve basin, ridge, pipe tower, rail or main road as orientation anchors. Maintain real parallax, shadows, material scale and vehicle mass so the world never becomes a tabletop miniature or RTS interface. No single vehicle or building dominates. PHYSICS / PERSISTENCE foundation before frame, contact before bolts, sleepers before rails, cable before conveyor, columns before roof, pipe coupling before pump pressure, pump rotation before water; loads carry inertia and settle. Every completed structure, opened route, captured node, moving load, stalled system, damage and resource flow persists through the final frame. No teleport, instant growth, magical assembly, spawned cargo or clean reset. AUDIO — SFX ONLY Physical sound effects only, matched to visible causes: cranes, steel contact, bolts, rails, train traction, diesel/electric vehicles, brakes, couplers, gate deformation, switch motors, pipeline pressure, pumps, water, substations and wind as relevant. No speech, human vocalization, crowd, WORLD VOICE, alarm voice or radio. ZERO MUSIC: no score, melody, harmony, drone/pad, beat, percussion, pulse, riser, whoosh, stinger, BRAAM, victory horn or theme. NO GAME / PROP-SCALE CONTAMINATION No glowing route or border, territory wash, lock icon, HUD, hologram, floating label, map overlay, card, tabletop miniature, tilt-shift, toy vehicle, readable faction symbol, parade spacing, synchronized formation or beautiful-disaster advertising. ACCEPTANCE LOCKS all three sectors receive distinct completed systems by the end; at least four large machines remain visible in each sector view; no person, one-building hero, instant growth, UI or clean topology reset. All sound is physical SFX only. If people, text, UI, music, magical growth, one-worker construction or one-object theft appears, the shot fails.
ACTIVE ASSETS — GENERIC GAME-WORLD B-ROLL GEN_BUILD_01 三方基础设施并行建设, EXACT ORDER @Image1 = {{Mixed 1}} — sole world topology. @Image2 = {{Mixed 2}} — three-realm macro scale. @Image3 = {{Mixed 3}} — blue industrial materials. @Image4 = {{Mixed 4}} — red warehouse, rail and logistics materials. @Image5 = {{Mixed 5}} — Ivory water, greenhouse and clinic materials. OUTPUT CONTRACT 6.0s, 21:9, 480p, 24fps. Reusable pure game-world strategic B-roll with three motivated strict god's-eye shots. ABSOLUTE ZERO VISIBLE PEOPLE: no human, body, face, hand, worker, driver, operator, soldier, resident, silhouette, reflection, portrait or human-like form; no EVAN/KAI/LENA. No command room, dialogue, WORLD VOICE, subtitles, logos, readable text, UI or music. WORLD / GEOGRAPHY LOCK Image1 is the sole topology. Central basin, ring road, mountains, coast, rivers, cities and faction approach directions never rotate, mirror, merge or reset. Assets lock materials and scale, not action or endpoint cleanliness. Faction color remains on vehicles, roofs, pipes and small equipment only; no terrain, sky or water tint. CAUSAL SPINE show three civilizations expanding through physically caused construction at regional scale, providing a reusable progress montage without people or magical building growth. TIMED STRATEGIC SHOTS 0.0–2.0 strict 84-degree god's-eye over blue sector: autonomous cranes lower steel frames onto prepared foundations; bolts seat, rail sleepers align, tracks connect, conveyor starts only after power cable locks; a maintenance locomotive rolls after rails settle. 2.0–4.0 overhead match cut on locomotive vector to red sector, camera still 84-degree downward: warehouse columns stand on footings, roof trusses lower, wall panels close, heavy doors test; roadbed compacts and a freight spur joins the yard before empty cargo wagons move. 4.0–6.0 overhead cut on road vector to Ivory sector: pump housing couples to main pipe, impeller rotates, water advances through several canals; greenhouse frames and vents lock, clinic practical lamps activate; final vertical pullback shows all three sectors working separately. CAMERA / SCALE — STRICT GOD'S-EYE Every shot is near-nadir god's-eye: camera 80–90 degrees downward at 120–260 metres altitude. No horizon and no ground-level or eye-level shot. Motion is limited to slow vertical rise, short planar drift, restrained overhead push or overhead match cut; no handheld, jitter, POV, orbit, whip-pan, macro, hero angle, product shot or full-frame occlusion over six frames. Preserve basin, ridge, pipe tower, rail or main road as orientation anchors. Maintain real parallax, shadows, material scale and vehicle mass so the world never becomes a tabletop miniature or RTS interface. No single vehicle or building dominates. PHYSICS / PERSISTENCE foundation before frame, contact before bolts, sleepers before rails, cable before conveyor, columns before roof, pipe coupling before pump pressure, pump rotation before water; loads carry inertia and settle. Every completed structure, opened route, captured node, moving load, stalled system, damage and resource flow persists through the final frame. No teleport, instant growth, magical assembly, spawned cargo or clean reset. AUDIO — SFX ONLY Physical sound effects only, matched to visible causes: cranes, steel contact, bolts, rails, train traction, diesel/electric vehicles, brakes, couplers, gate deformation, switch motors, pipeline pressure, pumps, water, substations and wind as relevant. No speech, human vocalization, crowd, WORLD VOICE, alarm voice or radio. ZERO MUSIC: no score, melody, harmony, drone/pad, beat, percussion, pulse, riser, whoosh, stinger, BRAAM, victory horn or theme. NO GAME / PROP-SCALE CONTAMINATION No glowing route or border, territory wash, lock icon, HUD, hologram, floating label, map overlay, card, tabletop miniature, tilt-shift, toy vehicle, readable faction symbol, parade spacing, synchronized formation or beautiful-disaster advertising. ACCEPTANCE LOCKS all three sectors receive distinct completed systems by the end; at least four large machines remain visible in each sector view; no person, one-building hero, instant growth, UI or clean topology reset. All sound is physical SFX only. If people, text, UI, music, magical growth, one-worker construction or one-object theft appears, the shot fails.
【生成内容】 # R07 V3|悲伤、醒悟与提出条约|无凭空纸张/结尾EVAN特写|纯作战室30秒 目的:grief breaks all three strategic postures; solution emerges only after a protected silence。 ## 精确对白 **KAI** The system survived. That's the problem. **LENA** What kind of future only has room for one of us? **EVAN** Then we write a treaty. **KAI** Can a treaty supersede them? ## 时间设计 - 0.0–5.0 clean room silence, no WORLD, no screen; shoulders and eyelines carry aftermath. - 5.0–9.0 KAI Audio1 line1, slow, eyes lowered. - 9.0–14.0 LENA Audio2 line2, quiet, hold one second after 'us'. - 14.0–19.0 protected five-second silence; no dialogue, no music, no prop action. - 19.0–23.0 三人中景;实体浮雕地图中心始终裸露。EVAN 先看 KAI,再看 LENA,停一口气后说 `Then we write a treaty.`。所有人座位边原有夹板和纸张保持原位,没有任何道具移动。 - 23.0–25.5 静默,预留后期插入协议 WORLD 画面的空间;作战室源片本身没有 WORLD、没有纸张动作。 - 25.5–28.5 从 EVAN 虚焦肩后看 KAI,KAI 说 `Can a treaty supersede them?`,语气谨慎而非乐观;LENA 在右侧虚焦倾听。 - 28.5–30.0 切 EVAN 18度短长焦面部特写。EVAN 视线从 KAI 移向 LENA,不看镜头;克制呼气,下颌略微松开,肩膀下降一点。无台词、无微笑、无眼泪、无手和纸入镜。最后停在他决定让出书写权的表情,直接衔接 R08 `You write.`。 ## 纸张连续性锁 R07 不新增、不移动、不翻动、不书写任何纸张。EVAN、KAI、LENA 各自座位边原有夹板/纸张从头到尾保持原位置;实体地形桌中央绝不出现空白页、条约页、机械送纸口、托盘或画外手。R08 才使用 LENA 座位边原有纸张开始写条约。 --- # 完整提示词 ACTIVE ASSETS — ROOM ONLY R07 V3 悲伤、醒悟与提出条约/NO PAPER SPAWN/EVAN END CLOSE-UP, EXACT ORDER @Image1 = {{Node 753f107b-c8a9-494f-ac8f-d70564411d2a}} — sole command-room architecture and physical relief-map-table authority: exact wall, right-rear black door, left-rear black filing cabinet, chairs, table dimensions/rim/topography, fixed seating, wardrobe and eyelines. @Image2 = {{Node be020091-3863-446a-90a2-715736c8c10e}} — EVAN identity/blue command-room wardrobe. @Image3 = {{Node 0e988ad5-811e-4e9d-93fd-d3be5f5b5caa}} — KAI identity/red command-room wardrobe. @Image4 = {{Node cbdb7ae4-f26d-4fd5-a4cf-05b970afea70}} — LENA identity/Ivory command-room wardrobe. @Audio1 = {{Node b2f85740-3f87-469c-a2f3-9f26793bb226}} — KAI timbre only. @Audio2 = {{Node 2236b908-fb34-4af0-9f53-efc8d535657d}} — LENA timbre only. @Audio3 = {{Node a34f2d2a-8c35-42c6-8771-8d21b88846f9}} — EVAN timbre only. OUTPUT CONTRACT 30.0s, 21:9, 480p, 24fps. Pure command-room dialogue source plate with internal cuts allowed. Exact character dialogue only. No WORLD VOICE, game-world sound, music, subtitles, UI or additional speech. COMMAND-ROOM GEOGRAPHY HARD LOCK Preserve Image1's command room exactly in every shot and reverse: medium-grey rear wall with EMPTY center; one black filing cabinet with stacked folders at rear-left behind EVAN; one black door with silver handle at rear-right behind LENA; no wall sconces, flags, windows, screens or added architecture. Preserve the same huge rectangular physical relief-map table with thick dark raised rim, exact dimensions, height, sculpted mountains, lake, roads and coastline as a permanently inert practical model. Never replace it with a plain grey/black table, conference table, desk, screen or different map. Camera stays on the south side of the table axis and may shift only slightly along that side. EVAN remains screen-left/west; KAI remains far-center/north; LENA remains screen-right/east. Nobody changes seats, crosses the table, looks into camera or becomes a centered passport portrait. True OTS shots retain a soft listener shoulder/edge. Every close/reverse must preserve at least one source-room anchor: relief-table rim/topography, right-rear door edge, left-rear filing cabinet edge or empty central grey wall. Do not invent unseen reverse-wall architecture. NO WORLD CONTAMINATION The sculpted terrain already present on Image1's physical table is REQUIRED room geometry and remains unchanged, matte and non-animated. It is not a screen and never becomes a living world. Do not add moving vehicles, growing buildings, changing faction colors, glowing paths, territory washes, locks, icons, floating text, data panels, HUD, holograms, monitor images, projections, explosions, refugees or outdoor cutaways. No world assets are active. PAPER / PROP CAUSALITY HARD LOCK Image1 already contains one personal clipboard or writing board at each character's own seat edge. Those existing boards and their existing sheets are the only paper objects in R07. They remain continuously visible or spatially accounted for from frame one to frame last: EVAN's paper stays at the left/west edge, KAI's stays at the far/north edge, LENA's stays at the right/east edge. Nobody lifts, slides, flips, duplicates, replaces or writes on any sheet in this source. ABSOLUTELY NO new blank page, treaty page, central sheet, mechanical paper feeder, slot, tray or unseen hand may appear. The relief-map centre remains uncovered sculpted terrain for all 30 seconds. A treaty is proposed only in dialogue; the writing action begins later in R08 using LENA's already-existing seat-side sheet. CAUSAL SPINE offscreen information reaches the room -> eyes and breath register it -> the named speaker chooses a tactic and speaks -> listeners react at different speeds -> the next line answers that changed relationship -> posture and eyelines persist into the edit handle. No visual world event is recreated inside the room. ROOM B-ROLL ONLY Use relationship masters, true over-shoulders, profiles, two-shots, focus transfers, delayed reactions, breathing, clothing/chair movement, empty fourth-side composition, the unchanged empty central grey wall, right-door edge, left filing-cabinet edge and shallow-focus physical relief-table rim/topography. No added wall light. No hand closeups, no fingers manipulating controls, no readable paper and no paper movement. CAMERA / PERFORMANCE Weighted shoulder camera, 5–8% eased pushes, short pullbacks and imperfect micro-settling. No digital jitter, random orbit or axis crossing. Eyes lead heads; interrupted breath and stillness mark new information. Preserve reaction inertia across cuts. PHYSICS Bodies remain fully supported by the same chairs; feet stay grounded; chairs settle after weight shifts; clothing reacts after torso motion; breath precedes speech; gaze leads head turns. The physical relief-map table, thick rim, sculpted terrain, rear-left filing cabinet, rear-right black door, empty center wall, ceiling light direction and all room objects remain fixed across every cut. AUDIO MASTER LOCK Exact character voices, continuous HVAC/electrical hum, breath, chair and clothing only. ZERO MUSIC: no score, melody, chord, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM or theme. No WORLD VOICE in this source. ACCEPTANCE Same room and seats for all 30 seconds. Exact speaker/voice mapping and line order. No world contamination, screens, UI, map animation, extra people, seat swap, direct-to-camera gaze, music or WORLD voice. No new paper appears; relief-map centre stays uncovered. Final 1.5 seconds are a motivated EVAN facial close-up, not a page or three-shot. DRAMATIC PURPOSE grief breaks all three strategic postures; solution emerges only after a protected silence. LOCKED DIALOGUE — EXACT ORDER, ONCE EACH KAI: “The system survived. That's the problem.” LENA: “What kind of future only has room for one of us?” EVAN: “Then we write a treaty.” KAI: “Can a treaty supersede them?” SPEAKER / AUDIO HARD LOCK Audio1=KAI only; Audio2=LENA only; Audio3=EVAN only. No swap, repeat, overlap, paraphrase or extra words. Unused characters keep mouths closed. TIMED ROOM SHOTS 0.0–5.0 clean room silence, no WORLD, no screen; shoulders and eyelines carry aftermath. 5.0–9.0 KAI Audio1 line1, slow, eyes lowered. 9.0–14.0 LENA Audio2 line2, quiet, hold one second after 'us'. 14.0–19.0 protected five-second silence; no dialogue, no music, no prop action. 19.0–23.0 medium relationship shot, relief-map centre fully visible and uncovered. EVAN looks first to KAI, then LENA, takes one assessment breath and Audio3 line3. No prop moves; all three seat-side clipboards remain where they began. 23.0–25.5 silent listening gap reserved for later protocol WORLD intercut; all mouths closed. Room source itself contains no WORLD audio and no paper action. 25.5–28.5 true OTS from a soft EVAN shoulder toward KAI far-centre; Audio1 line4, cautious rather than optimistic. LENA remains soft-right, listening; exact room axis persists. 28.5–30.0 motivated cut to an 18-degree short-telephoto close-up of EVAN at screen-left, camera still on the south side. Keep one soft room anchor at frame edge: KAI shoulder or relief-table rim, plus grey wall behind. EVAN's eyes move from KAI to LENA without looking into lens; one restrained exhale, jaw tension releases slightly, shoulders lower a fraction. No speech, no smile, no tear, no hand or paper visible. End on EVAN deciding to yield authorship, directly motivating R08 `You write.` --- # 成片诊断清单 { "version": 3, "shot": "ROOM_R07", "status": "PATCH_READY_NO_RUN", "render_attempt": { "file": "D:/下载/ROOM_V2_R07_悲伤醒悟与提出条约_场景锁_未生成 (1).mp4", "sha256": "600A1E39F19088FB3DCA1E25895821DEA7681747922AC4B788139B3B8410A459", "duration_seconds": 30.08, "contact_sheet": "outputs/diagnostics/ROOM_R07_V2_PAPER_BUG_AUDIT/CONTACT.jpg", "gates": { "room_geometry": "PASS", "character_positions": "PASS", "dialogue_order": "UNVERIFIED_AUDIO", "paper_causality": "FAIL", "ending_closeup": "FAIL", "music": "UNVERIFIED_AUDIO" }, "diagnosis": "The V2 prompt explicitly commanded a blank page to slide mechanically into the table centre even though no paper source or feeder exists and the centre is sculpted relief terrain. The render therefore spawned an unexplained central sheet. The final one-second blank-page three-shot also omitted the requested emotional close-up.", "patch_scope": "Preserve room, identities, positions, exact dialogue, voice mapping, first 19 seconds and silence. Replace only paper/prop causality and the 19-30 second camera/action module." }, "v3_locks": { "new_paper_count": 0, "paper_movement": "NONE_IN_R07", "relief_map_centre": "UNCOVERED_ALL_30S", "ending": "EVAN_FACE_CLOSEUP_28.5_TO_30.0", "next_handoff": "R08_YOU_WRITE", "media_execution": "NO_RUN_DEPLOYMENT_ONLY" } }
ACTIVE ASSETS — ROOM ONLY R07 V3 悲伤、醒悟与提出条约/NO PAPER SPAWN/EVAN END CLOSE-UP, EXACT ORDER @Image1 = {{Mixed 1}} — sole command-room architecture and physical relief-map-table authority: exact wall, right-rear black door, left-rear black filing cabinet, chairs, table dimensions/rim/topography, fixed seating, wardrobe and eyelines. @Image2 = {{Mixed 2}} — EVAN identity/blue command-room wardrobe. @Image3 = {{Mixed 3}} — KAI identity/red command-room wardrobe. @Image4 = {{Mixed 4}} — LENA identity/Ivory command-room wardrobe. @Audio1 = {{Mixed 5}} — KAI timbre only. @Audio2 = {{Mixed 6}} — LENA timbre only. @Audio3 = {{Mixed 7}} — EVAN timbre only. OUTPUT CONTRACT 30.0s, 21:9, 480p, 24fps. Pure command-room dialogue source plate with internal cuts allowed. Exact character dialogue only. No WORLD VOICE, game-world sound, music, subtitles, UI or additional speech. COMMAND-ROOM GEOGRAPHY HARD LOCK Preserve Image1's command room exactly in every shot and reverse: medium-grey rear wall with EMPTY center; one black filing cabinet with stacked folders at rear-left behind EVAN; one black door with silver handle at rear-right behind LENA; no wall sconces, flags, windows, screens or added architecture. Preserve the same huge rectangular physical relief-map table with thick dark raised rim, exact dimensions, height, sculpted mountains, lake, roads and coastline as a permanently inert practical model. Never replace it with a plain grey/black table, conference table, desk, screen or different map. Camera stays on the south side of the table axis and may shift only slightly along that side. EVAN remains screen-left/west; KAI remains far-center/north; LENA remains screen-right/east. Nobody changes seats, crosses the table, looks into camera or becomes a centered passport portrait. True OTS shots retain a soft listener shoulder/edge. Every close/reverse must preserve at least one source-room anchor: relief-table rim/topography, right-rear door edge, left-rear filing cabinet edge or empty central grey wall. Do not invent unseen reverse-wall architecture. NO WORLD CONTAMINATION The sculpted terrain already present on Image1's physical table is REQUIRED room geometry and remains unchanged, matte and non-animated. It is not a screen and never becomes a living world. Do not add moving vehicles, growing buildings, changing faction colors, glowing paths, territory washes, locks, icons, floating text, data panels, HUD, holograms, monitor images, projections, explosions, refugees or outdoor cutaways. No world assets are active. PAPER / PROP CAUSALITY HARD LOCK Image1 already contains one personal clipboard or writing board at each character's own seat edge. Those existing boards and their existing sheets are the only paper objects in R07. They remain continuously visible or spatially accounted for from frame one to frame last: EVAN's paper stays at the left/west edge, KAI's stays at the far/north edge, LENA's stays at the right/east edge. Nobody lifts, slides, flips, duplicates, replaces or writes on any sheet in this source. ABSOLUTELY NO new blank page, treaty page, central sheet, mechanical paper feeder, slot, tray or unseen hand may appear. The relief-map centre remains uncovered sculpted terrain for all 30 seconds. A treaty is proposed only in dialogue; the writing action begins later in R08 using LENA's already-existing seat-side sheet. CAUSAL SPINE offscreen information reaches the room -> eyes and breath register it -> the named speaker chooses a tactic and speaks -> listeners react at different speeds -> the next line answers that changed relationship -> posture and eyelines persist into the edit handle. No visual world event is recreated inside the room. ROOM B-ROLL ONLY Use relationship masters, true over-shoulders, profiles, two-shots, focus transfers, delayed reactions, breathing, clothing/chair movement, empty fourth-side composition, the unchanged empty central grey wall, right-door edge, left filing-cabinet edge and shallow-focus physical relief-table rim/topography. No added wall light. No hand closeups, no fingers manipulating controls, no readable paper and no paper movement. CAMERA / PERFORMANCE Weighted shoulder camera, 5–8% eased pushes, short pullbacks and imperfect micro-settling. No digital jitter, random orbit or axis crossing. Eyes lead heads; interrupted breath and stillness mark new information. Preserve reaction inertia across cuts. PHYSICS Bodies remain fully supported by the same chairs; feet stay grounded; chairs settle after weight shifts; clothing reacts after torso motion; breath precedes speech; gaze leads head turns. The physical relief-map table, thick rim, sculpted terrain, rear-left filing cabinet, rear-right black door, empty center wall, ceiling light direction and all room objects remain fixed across every cut. AUDIO MASTER LOCK Exact character voices, continuous HVAC/electrical hum, breath, chair and clothing only. ZERO MUSIC: no score, melody, chord, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM or theme. No WORLD VOICE in this source. ACCEPTANCE Same room and seats for all 30 seconds. Exact speaker/voice mapping and line order. No world contamination, screens, UI, map animation, extra people, seat swap, direct-to-camera gaze, music or WORLD voice. No new paper appears; relief-map centre stays uncovered. Final 1.5 seconds are a motivated EVAN facial close-up, not a page or three-shot. DRAMATIC PURPOSE grief breaks all three strategic postures; solution emerges only after a protected silence. LOCKED DIALOGUE — EXACT ORDER, ONCE EACH KAI: “The system survived. That's the problem.” LENA: “What kind of future only has room for one of us?” EVAN: “Then we write a treaty.” KAI: “Can a treaty supersede them?” SPEAKER / AUDIO HARD LOCK Audio1=KAI only; Audio2=LENA only; Audio3=EVAN only. No swap, repeat, overlap, paraphrase or extra words. Unused characters keep mouths closed. TIMED ROOM SHOTS 0.0–5.0 clean room silence, no WORLD, no screen; shoulders and eyelines carry aftermath. 5.0–9.0 KAI Audio1 line1, slow, eyes lowered. 9.0–14.0 LENA Audio2 line2, quiet, hold one second after 'us'. 14.0–19.0 protected five-second silence; no dialogue, no music, no prop action. 19.0–23.0 medium relationship shot, relief-map centre fully visible and uncovered. EVAN looks first to KAI, then LENA, takes one assessment breath and Audio3 line3. No prop moves; all three seat-side clipboards remain where they began. 23.0–25.5 silent listening gap reserved for later protocol WORLD intercut; all mouths closed. Room source itself contains no WORLD audio and no paper action. 25.5–28.5 true OTS from a soft EVAN shoulder toward KAI far-centre; Audio1 line4, cautious rather than optimistic. LENA remains soft-right, listening; exact room axis persists. 28.5–30.0 motivated cut to an 18-degree short-telephoto close-up of EVAN at screen-left, camera still on the south side. Keep one soft room anchor at frame edge: KAI shoulder or relief-table rim, plus grey wall behind. EVAN's eyes move from KAI to LENA without looking into lens; one restrained exhale, jaw tension releases slightly, shoulders lower a fraction. No speech, no smile, no tear, no hand or paper visible. End on EVAN deciding to yield authorship, directly motivating R08 `You write.`
【生成内容】 # C13_G02|蓝方战略协议设施群仍在运行|导演合同 - 目的:把“现有战略协议不可删除”从一个小控制柜升级为覆盖整条山脊、具有三重备援的国家级战略系统。 - 因果:无人停用序列发出 → 普通阀门/断路器依次关闭 → 三个分散协议中继站的机械锁扣拒绝释放 → 三座状态灯持续亮 → 战略后拉证明系统跨区域互相备援 → WORLD 确认不可删除。 - 尺度:全程80–90°上帝视角,最低150米高;三个中继站、发射井群、变电区、管线和控制掩体必须同时可读。 - 地理:蓝方山脊复合体、盆地、道路与管线不旋转、不镜像;三个中继分置山脊西/中/东,不融合成一个小盒子。 - 人物:绝对无人;三名主角只在作战室。 - 视觉:用实体机械锁扣、断路器、阀门、装甲管线和琥珀塔灯表达,不出现 HUD、屏幕、代码或发光网络图。 - 出口:普通系统部分熄灭,但三座中继与连接主干仍工作;损坏盆地在远方存在,不因悔悟重置。 - 拒绝:小桌面继电器特写、单个按钮、一个房间、微缩模型、科幻界面、英雄导弹、漂亮军事广告。 - Gate:`PASS_DIRECTOR_CONTRACT`。 --- # C13_G02|蓝方战略协议设施群仍在运行|6秒 ## 00:00–00:02|整条山脊开始停用 190米高、82度上帝视角一次看清蓝方整条山脊复合体:多座发射井、控制掩体、雷达、变电区、管线、冷却设备、铁路和分布在西/中/东三处的大型协议中继站。无人停用序列从西侧变电站开始,普通断路器由西向东机械打开,普通管线阀门开始关闭,工业区灯光分段熄灭。 ## 00:02–00:04.2|三个中继拒绝释放 150米高俯拍同时保留三座中继站。每座中继的外部复位执行器都拉动机械锁扣;连杆绷紧、外壳震动,但锁爪拒绝脱开。周边普通灯光熄灭,三座中继各自的大型琥珀塔灯仍持续亮;三座设施不合并成一个小控制柜。 ## 00:04.2–00:06|战略后拉确认系统仍活着 摄影机垂直升到280米、90度俯视,显示三座中继、装甲管线、地下控制掩体和发射井群构成跨整条山脊的互相备援系统。大部分普通工业区已暗,三座中继与连接节点仍保持供电;远处被毁盆地没有重置。 **WORLD VOICE (V.O.)** Existing strategic protocols cannot be deleted. (现有战略协议不可删除。) WORLD 只在停用失败和三座中继同时可见后播一次。全程无人、无UI、无音乐;只保留断路器、液压阀、电机减速、金属锁扣受力、变电低鸣和山风。 --- # 完整提示词 ACTIVE ASSETS — C13 G02 MACRO STRATEGIC PROTOCOL FACILITY 6S, EXACT ORDER @Image1 = {{Node fb6c976c-caed-45dd-b0e2-aef3027a96ae}} — sole world topology and blue mountain-ridge geography. @Image2 = {{Node e5f26b08-4ca2-4cf6-88ac-ed5a12d28035}} — blue mountain launch facility, silo, concrete and radar material authority. @Image3 = {{Node 1e6810d7-7fb7-4b93-88ca-ec6ade2224da}} — blue fission-facility, hardened conduit and strategic-complex scale. @Image4 = {{Node 1490cc4e-ed93-4572-bdc7-862872a4fb20}} — blue substation, industrial pipe, rail and power-distribution materials. @Image5 = {{Node e62b097d-1e43-4c76-8e6c-a7983563a5d4}} — three-realm macro geography and regional scale. @Audio1 = {{Node 5b69d8e9-0cf1-4b95-bdc3-78e2954f492b}} — WORLD VOICE timbre only. Assets lock topology, strategic-facility materials and regional scale—not framing, action or endpoint shutdown. OUTPUT CONTRACT 6.0s, 21:9, 480p, 24fps. Three strict god's-eye shots proving that an entire distributed strategic protocol network remains active after an attempted shutdown. ABSOLUTE ZERO VISIBLE PEOPLE: no human, body, face, hand, worker, soldier, guard, operator, silhouette, reflection, portrait or human-like form; no EVAN/KAI/LENA. No command room, character dialogue, subtitle, readable text, logo, UI or music. CAUSAL SPINE the blue mountain strategic complex is already active -> one unmanned shutdown pulse travels through substations and hydraulic control loops -> ordinary breakers open and ordinary valves close -> three geographically separated legacy protocol relay stations receive the same shutdown command -> each relay's physical locking pawl refuses to release and its large amber tower beacon remains lit -> armored interconnect conduits keep all three relays mutually alive -> only after the regional failure is visible, WORLD confirms `Existing strategic protocols cannot be deleted.` WORLD / GEOGRAPHY LOCK Image1 is sole topology. Blue strategic complex occupies one long mountain ridge with western, central and eastern hardened zones; central basin and distant damaged region remain geographically consistent below. Three protocol relay stations are separate full-size concrete/steel compounds, not small boxes: Relay West near the rail/substation yard, Relay Central beside the buried control bunker, Relay East near the launch-silo/radar sector. Heavy armored conduits and service roads connect them without glowing graphics. Geography never rotates, mirrors, merges or resets. FIRST FRAME / GOD'S-EYE SCALE Begin 190 metres above the ridge at an 82-degree downward angle. Entire strategic complex fills the 21:9 frame: multiple launch silos, concrete bunkers, radar structure, substation field, pipe manifolds, cooling units, rail spur and all three relay compounds simultaneously readable. Each relay compound has one large physical amber tower beacon and exterior mechanical latching assembly visible from altitude. No single relay, missile or building dominates. Distant basin damage and smoke remain small but persistent beyond the ridge. TIMED SHOTS 0.0–2.0 — Slow overhead drift along the ridge. An unmanned shutdown sequence begins at the western substation: feeder breakers mechanically open in a visible west-to-east chain; power-yard lamps extinguish section by section; hydraulic actuators rotate ordinary pipe valves toward closed; pump vibration diminishes. Camera keeps all three relay compounds in frame. Shutdown movement travels physically through cables, conduits and actuators rather than as a glowing pulse or UI effect. 2.0–4.2 — Overhead match cut closer but still 150 metres high and 85 degrees downward, centred on all three relay compounds as a triangle across the ridge. At each compound, a large exterior reset actuator pulls against a mechanical locking pawl; metal linkages tension, housings shudder and the pawl refuses to disengage. Ordinary nearby lamps go dark, but all three amber tower beacons remain steadily lit—never blinking in synchronization. Armored conduit junctions retain low practical service lights. Relay West, Central and East remain distinct and active despite the same shutdown attempt. 4.2–6.0 — Camera rises vertically to 280 metres, 90-degree nadir. Reveal the full mutual-backup network spanning the mountain ridge: three relay compounds, hardened conduits, buried control bunker, launch-silo field and remaining service power form one strategic system. Most ordinary industrial zones are now dark, making the three persistent relay beacons and active conduit junctions legible at regional scale. Only after the failed shutdown and all three active relays are simultaneously visible, Audio1 speaks once: `Existing strategic protocols cannot be deleted.` End with the network still powered, the relays still latched and distant basin damage unchanged. MECHANICAL PHYSICS / PERSISTENCE Breakers move before lights extinguish; valve actuators rotate before pump pressure falls; reset actuators pull before housings shudder; linkages take tension before locking pawls resist. Relay compounds are building-scale with real foundations and conduits. No magical energy beam, instant blackout, self-repair, teleport, duplicated relay, exploding console or clean reset. Ordinary dark zones, three lit relays, active conduit junctions and distant damage persist through final frame. CAMERA / SCALE — STRICT GOD'S-EYE All shots are 82–90 degrees downward at 150–280 metres. No horizon, ground-level view, interior room, close-up button, handheld, jitter, POV, orbit, whip-pan, macro, missile hero angle or full-frame occlusion. Use slow planar drift, overhead match cut and vertical rise only. Preserve ridge spine, central bunker and three-relay triangle as orientation anchors. Maintain real building scale, shadows, parallax and atmospheric depth; never resemble a tabletop miniature, circuit board or RTS interface. WORLD VOICE / AUDIO Exact line once, no additions: WORLD VOICE (V.O.): “Existing strategic protocols cannot be deleted.” WORLD begins only after 4.2 seconds when the failed mechanical shutdown, three lit relays and regional backup network are all visible. No visible source lip-syncs it. Physical sound remains primary: distant breakers, hydraulic valve motors, pump wind-down, strained metal latches, conduit vibration, substation hum and mountain wind. ZERO MUSIC: no score, melody, harmony, drone/pad, beat, percussion, pulse, riser, whoosh, stinger or BRAAM. NO UI / SMALL-SCALE CONTAMINATION No computer screen, code, floating data, hologram, HUD, glowing network line, map overlay, deletion icon, countdown, readable sign, card, miniature, tilt-shift, toy silo, one desk relay, hand pressing a button or person at a console. No triumphant military advertisement. ACCEPTANCE LOCKS First frame shows the entire blue ridge complex and all three geographically separate relay compounds. By 2.0 seconds the ordinary shutdown sequence is visibly propagating; by 4.2 seconds each of three mechanical locks has resisted while ordinary zones go dark. Final 90-degree pullback shows three active relays and their armored backup network spanning the ridge, not one small device. WORLD line occurs once after failure is proven. No protagonist, person, UI or music. If the result looks like one relay cabinet, one room or one button, it fails.
ACTIVE ASSETS — C13 G02 MACRO STRATEGIC PROTOCOL FACILITY 6S, EXACT ORDER @Image1 = {{Mixed 1}} — sole world topology and blue mountain-ridge geography. @Image2 = {{Mixed 2}} — blue mountain launch facility, silo, concrete and radar material authority. @Image3 = {{Mixed 3}} — blue fission-facility, hardened conduit and strategic-complex scale. @Image4 = {{Mixed 4}} — blue substation, industrial pipe, rail and power-distribution materials. @Image5 = {{Mixed 5}} — three-realm macro geography and regional scale. @Audio1 = {{Mixed 6}} — WORLD VOICE timbre only. Assets lock topology, strategic-facility materials and regional scale—not framing, action or endpoint shutdown. OUTPUT CONTRACT 6.0s, 21:9, 480p, 24fps. Three strict god's-eye shots proving that an entire distributed strategic protocol network remains active after an attempted shutdown. ABSOLUTE ZERO VISIBLE PEOPLE: no human, body, face, hand, worker, soldier, guard, operator, silhouette, reflection, portrait or human-like form; no EVAN/KAI/LENA. No command room, character dialogue, subtitle, readable text, logo, UI or music. CAUSAL SPINE the blue mountain strategic complex is already active -> one unmanned shutdown pulse travels through substations and hydraulic control loops -> ordinary breakers open and ordinary valves close -> three geographically separated legacy protocol relay stations receive the same shutdown command -> each relay's physical locking pawl refuses to release and its large amber tower beacon remains lit -> armored interconnect conduits keep all three relays mutually alive -> only after the regional failure is visible, WORLD confirms `Existing strategic protocols cannot be deleted.` WORLD / GEOGRAPHY LOCK Image1 is sole topology. Blue strategic complex occupies one long mountain ridge with western, central and eastern hardened zones; central basin and distant damaged region remain geographically consistent below. Three protocol relay stations are separate full-size concrete/steel compounds, not small boxes: Relay West near the rail/substation yard, Relay Central beside the buried control bunker, Relay East near the launch-silo/radar sector. Heavy armored conduits and service roads connect them without glowing graphics. Geography never rotates, mirrors, merges or resets. FIRST FRAME / GOD'S-EYE SCALE Begin 190 metres above the ridge at an 82-degree downward angle. Entire strategic complex fills the 21:9 frame: multiple launch silos, concrete bunkers, radar structure, substation field, pipe manifolds, cooling units, rail spur and all three relay compounds simultaneously readable. Each relay compound has one large physical amber tower beacon and exterior mechanical latching assembly visible from altitude. No single relay, missile or building dominates. Distant basin damage and smoke remain small but persistent beyond the ridge. TIMED SHOTS 0.0–2.0 — Slow overhead drift along the ridge. An unmanned shutdown sequence begins at the western substation: feeder breakers mechanically open in a visible west-to-east chain; power-yard lamps extinguish section by section; hydraulic actuators rotate ordinary pipe valves toward closed; pump vibration diminishes. Camera keeps all three relay compounds in frame. Shutdown movement travels physically through cables, conduits and actuators rather than as a glowing pulse or UI effect. 2.0–4.2 — Overhead match cut closer but still 150 metres high and 85 degrees downward, centred on all three relay compounds as a triangle across the ridge. At each compound, a large exterior reset actuator pulls against a mechanical locking pawl; metal linkages tension, housings shudder and the pawl refuses to disengage. Ordinary nearby lamps go dark, but all three amber tower beacons remain steadily lit—never blinking in synchronization. Armored conduit junctions retain low practical service lights. Relay West, Central and East remain distinct and active despite the same shutdown attempt. 4.2–6.0 — Camera rises vertically to 280 metres, 90-degree nadir. Reveal the full mutual-backup network spanning the mountain ridge: three relay compounds, hardened conduits, buried control bunker, launch-silo field and remaining service power form one strategic system. Most ordinary industrial zones are now dark, making the three persistent relay beacons and active conduit junctions legible at regional scale. Only after the failed shutdown and all three active relays are simultaneously visible, Audio1 speaks once: `Existing strategic protocols cannot be deleted.` End with the network still powered, the relays still latched and distant basin damage unchanged. MECHANICAL PHYSICS / PERSISTENCE Breakers move before lights extinguish; valve actuators rotate before pump pressure falls; reset actuators pull before housings shudder; linkages take tension before locking pawls resist. Relay compounds are building-scale with real foundations and conduits. No magical energy beam, instant blackout, self-repair, teleport, duplicated relay, exploding console or clean reset. Ordinary dark zones, three lit relays, active conduit junctions and distant damage persist through final frame. CAMERA / SCALE — STRICT GOD'S-EYE All shots are 82–90 degrees downward at 150–280 metres. No horizon, ground-level view, interior room, close-up button, handheld, jitter, POV, orbit, whip-pan, macro, missile hero angle or full-frame occlusion. Use slow planar drift, overhead match cut and vertical rise only. Preserve ridge spine, central bunker and three-relay triangle as orientation anchors. Maintain real building scale, shadows, parallax and atmospheric depth; never resemble a tabletop miniature, circuit board or RTS interface. WORLD VOICE / AUDIO Exact line once, no additions: WORLD VOICE (V.O.): “Existing strategic protocols cannot be deleted.” WORLD begins only after 4.2 seconds when the failed mechanical shutdown, three lit relays and regional backup network are all visible. No visible source lip-syncs it. Physical sound remains primary: distant breakers, hydraulic valve motors, pump wind-down, strained metal latches, conduit vibration, substation hum and mountain wind. ZERO MUSIC: no score, melody, harmony, drone/pad, beat, percussion, pulse, riser, whoosh, stinger or BRAAM. NO UI / SMALL-SCALE CONTAMINATION No computer screen, code, floating data, hologram, HUD, glowing network line, map overlay, deletion icon, countdown, readable sign, card, miniature, tilt-shift, toy silo, one desk relay, hand pressing a button or person at a console. No triumphant military advertisement. ACCEPTANCE LOCKS First frame shows the entire blue ridge complex and all three geographically separate relay compounds. By 2.0 seconds the ordinary shutdown sequence is visibly propagating; by 4.2 seconds each of three mechanical locks has resisted while ordinary zones go dark. Final 90-degree pullback shows three active relays and their armored backup network spanning the ridge, not one small device. WORLD line occurs once after failure is proven. No protagonist, person, UI or music. If the result looks like one relay cabinet, one room or one button, it fails.
【生成内容】 # C12_G04|核爆卫星上帝视角与系统确认|导演合同 - 目的:从局部撞击转到整片区域的不可逆后果,让 WORLD 冷静确认“控制/迁离/能源可用”时产生道德反差。 - 前置:同一枚深蓝导弹已完成接触;本镜开场闪光已经过去,不重放导弹、不二次引爆。 - 因果:撞击后压力环扩散 → 结构、道路、水体和田地按距离响应 → 火灾与烟尘从同一撞击点形成蘑菇云 → 撤离通道向外、街区变空 → 盆地边缘能源设备仍运行并北运 → WORLD 才确认结果。 - 尺度:全程82–90°卫星/上帝视角,3–9公里高度;地形、环路、城市和三方区域同时可读。 - 人物:不拍人物近景;卫星尺度只允许极小疏散车辆/人流痕迹,三名主角绝不出现。 - 反浪漫:冷、临床、克制;无金色壮观火球、英雄镜头、慢动作、胜利构图或漂亮灾难。 - 持续状态:蘑菇云连接地面火灾,水体扰动、道路破坏、空置区、撤离流和能源机器持续到尾帧。 - 拒绝:全屏白闪、独立球形火球、云与地面脱离、地图HUD、领土染色、重置干净城市、看不见能源仍运行。 - Gate:`PASS_DIRECTOR_CONTRACT`。 --- # C12_G04|核爆卫星上帝视角与系统确认|6秒 ## 00:00–00:02|冲击环从中央盆地向外传播 开场闪光已经过去。摄影机位于3.5公里高空、82度俯视,中央盆地、象牙白城市、诊所、农田、渠道、水库和环路同时入画。压力环从同一撞击点扩散:近处屋顶先剥离,管架随后屈曲,外围玻璃更晚破碎;水库表面下陷后回弹,压力抵达后渠道才短暂倒流。地形始终可见,不全屏白闪。 ## 00:02–00:04.4|蘑菇云与区域迁离 6.5公里高、88度俯视。尘土、蒸汽、烟尘和燃烧碎片从同一撞击点形成巨大、不对称黑灰蘑菇云,云柱始终连接地面火灾。诊所、住房和干燥田地在冲击后才陆续燃烧。三条撤离道路上出现向外移动的微小巴士/车辆流,城市内部道路与住宅区逐渐空置。 ## 00:04.4–00:06|卫星全景确认控制与仍有能源输出 摄影机垂直升到9公里、90度俯视。蘑菇云阴影覆盖受损象牙白区域,三条外迁流延伸到城市外,中心街区空置,渠道受损、火灾持续。盆地蓝方控制边缘的一套能源提取与管线/铁路设备虽受损仍在循环,蒸汽有节奏排出,短列蓝方货车把能源筒向北运走。 **WORLD VOICE (V.O.)** Blue control confirmed. Population displaced. Energy output available. (确认蓝方控制。人口已迁离。能源输出可用。) WORLD 只在“城市外迁+能源设备仍运行”同时可见后播一次。无人物近景、无UI、无音乐;只保留延迟爆鸣、结构冲击、水体压力、火灾、风、能源机器和货列声。 --- # 完整提示词 ACTIVE ASSETS — C12 G04 SATELLITE GOD'S-EYE NUCLEAR AFTERMATH 6S, EXACT ORDER @Image1 = {{Node fb6c976c-caed-45dd-b0e2-aef3027a96ae}} — sole world topology, central-basin impact location and regional geography. @Image2 = {{Node c774a776-c0a4-4711-afef-03849bf37b6d}} — charred post-blast basin, persistent damage and smoke-state authority. @Image3 = {{Node 0e655a33-1a35-4eef-8448-b3f11baf4b5d}} — Ivory city, clinic, farms, canals and target-region materials. @Image4 = {{Node e62b097d-1e43-4c76-8e6c-a7983563a5d4}} — three-realm macro geography and satellite scale. @Image5 = {{Node 417c69fd-8060-426c-94c6-556a5543c9da}} — surviving blue-controlled energy machinery, freight and extraction scale. @Audio1 = {{Node 5b69d8e9-0cf1-4b95-bdc3-78e2954f492b}} — WORLD VOICE timbre only. Assets lock topology, impact point, damage state, regional materials and surviving energy equipment—not a clean endpoint or a replayed detonation. OUTPUT CONTRACT 6.0s, 21:9, 480p, 24fps. Three strict satellite/god's-eye shots continuing after the same nuclear contact. Flash is already spent at frame one; do not show missile release, flight, second impact or second detonation. No EVAN/KAI/LENA body, face, wardrobe, voice or likeness. No character dialogue, command room, subtitle, readable text, logo, UI or music. No human close-up; only tiny evacuation traces may exist at satellite scale. CAUSAL SPINE same impact point with spent flash -> pressure ring travels outward through real terrain -> structures, roads, canals, reservoir and dry fields respond in distance order -> dust, steam, soot and fire rise from the same point into a dirty asymmetric mushroom cloud connected to ground fires -> evacuation streams move outward and inner streets empty -> surviving basin-edge energy machinery keeps operating and blue freight carries output north -> only then WORLD confirms control, displacement and available energy. WORLD / GEOGRAPHY LOCK Image1 is sole topology. Central crater basin, ring road, mountains, lake, coast, rivers, Ivory city/clinic/farms and blue extraction route never rotate, mirror, merge or reset. Impact remains at the established clinic/pipeline junction in the Ivory-side basin. One declared wind carries smoke toward the same downwind sector. Blue color stays on physical machinery/vehicles only; no territory tint, glowing boundary or colored landscape. FIRST FRAME / SATELLITE SCALE Begin 3.5 kilometres above terrain at an 82-degree downward angle, no horizon. Entire central basin, Ivory city, clinic district, reservoir/canals, farms, ring road and blue-controlled extraction edge share frame. Near-white flash is already gone; terrain remains visible. A bright but localized impact core sits at the known junction and a pressure ring is already beginning to expand. Keep lake shoreline, mountain rim and ring-road arc as permanent orientation anchors. TIMED SATELLITE SHOTS 0.0–2.0 — Slow vertical rise from 3.5 to 5 kilometres while maintaining near-nadir view. The pressure ring expands from the single impact point, not as a glowing UI circle but as moving dust, collapsing roofs, bending trees, rolling vehicle silhouettes and water-surface compression. Effects arrive by distance: nearest roofs peel first; pipe racks buckle next; outer glass bands fail later; reservoir surface depresses then rebounds; canal water briefly reverses only after the pressure front reaches it. No full-frame whiteout. The same impact core remains traceable. 2.0–4.4 — Overhead match cut at 6.5 kilometres, 88-degree downward. Dust, steam, soot and burning debris rise from the same core into one massive asymmetric dirty mushroom cloud; stem remains visibly connected to ground fire and destroyed blocks. Thermal fires ignite after pressure damage across clinic roofs, housing and dry fields; multiple fires differ in size and timing. Outbound evacuation traces become visible on three roads: tiny buses and civilian vehicle lines move away while inner streets and residential blocks become visibly empty. Camera drifts only enough to keep impact, city and exit routes in one frame. 4.4–6.0 — Camera rises vertically to 9 kilometres, 90-degree nadir. Full regional consequence is readable: mushroom cloud shadow covers damaged Ivory districts, three outward evacuation streams extend beyond the city, roads near the core are empty, canals remain disrupted and fires persist. At the basin's blue-controlled outer edge, a hardened energy extractor and connected pipe/rail machinery are damaged but still cycling; steam vents rhythmically and a short blue freight consist carries loaded energy cylinders north. Only after displaced-city evidence and continuing output are simultaneously visible, Audio1 speaks once: `Blue control confirmed. Population displaced. Energy output available.` End with cloud, fires, empty inner district, outward flows and operating extractor all persistent. DESTRUCTION PHYSICS / PERSISTENCE Continue the already-spent blast chain; do not replay flash. Pressure travels at finite speed; structures respond after arrival; fragments/dust move outward then follow one wind; reservoir/canals react after pressure contact; thermal fire follows blast damage. Mushroom stem and cap grow from the impact source and remain connected to ground smoke. Energy machinery may be damaged but its rotating/venting cycle precedes freight movement. No instant total vaporization, spherical fireball, detached cloud, reverse shockwave, magically safe city, extinguished aftermath or healed infrastructure. CAMERA / SCALE — SATELLITE GOD'S-EYE All views are 82–90 degrees downward at 3.5–9 kilometres altitude. No horizon, ground camera, handheld, orbit, whip-pan, missile POV, close-up victim, hero vehicle, product shot or full-frame occlusion over six frames. Motion is vertical rise plus minimal planar drift. Preserve lake shoreline, mountain rim, ring road, impact core and northbound extraction route. Maintain atmospheric depth and real terrain scale; never resemble a tabletop board, weather app, thermal screen or RTS map. WORLD VOICE / AUDIO Exact line once, no additions: WORLD VOICE (V.O.): “Blue control confirmed. Population displaced. Energy output available.” WORLD begins only after 4.4 seconds when empty inner districts, outward evacuation streams and operating energy machinery are simultaneously visible. No visible source lip-syncs it. Physical audio remains restrained at satellite distance: deep delayed blast rumble, structural wave, reservoir pressure, distant fires, wind, low industrial cycling and freight traction. ZERO MUSIC: no score, melody, harmony, drone/pad, beat, percussion, pulse, riser, whoosh, stinger or BRAAM. NO UI / SPECTACLE CONTAMINATION No HUD, crosshair, coordinates, countdown, satellite labels, glowing pressure ring, territory wash, hologram, floating text, map overlay, card, miniature, tilt-shift, toy city, beautiful golden fireball, symmetrical mushroom cloud, triumphant blue flag or military advertisement. ACCEPTANCE LOCKS Frame one preserves terrain with flash already spent and one traceable impact point. By 2.0 seconds the pressure front has produced distance-ordered land/water/structure response. By 4.4 seconds one dirty asymmetric mushroom cloud remains physically connected to ground fires and outward evacuation traces are readable. Final 90-degree satellite view simultaneously proves population displacement and surviving blue-controlled energy output. WORLD line occurs once after proof. No protagonist, close victim, UI or music. If the shot looks like a clean map, detached cloud, second explosion or pretty spectacle, it fails.
ACTIVE ASSETS — C12 G04 SATELLITE GOD'S-EYE NUCLEAR AFTERMATH 6S, EXACT ORDER @Image1 = {{Mixed 1}} — sole world topology, central-basin impact location and regional geography. @Image2 = {{Mixed 2}} — charred post-blast basin, persistent damage and smoke-state authority. @Image3 = {{Mixed 3}} — Ivory city, clinic, farms, canals and target-region materials. @Image4 = {{Mixed 4}} — three-realm macro geography and satellite scale. @Image5 = {{Mixed 5}} — surviving blue-controlled energy machinery, freight and extraction scale. @Audio1 = {{Mixed 6}} — WORLD VOICE timbre only. Assets lock topology, impact point, damage state, regional materials and surviving energy equipment—not a clean endpoint or a replayed detonation. OUTPUT CONTRACT 6.0s, 21:9, 480p, 24fps. Three strict satellite/god's-eye shots continuing after the same nuclear contact. Flash is already spent at frame one; do not show missile release, flight, second impact or second detonation. No EVAN/KAI/LENA body, face, wardrobe, voice or likeness. No character dialogue, command room, subtitle, readable text, logo, UI or music. No human close-up; only tiny evacuation traces may exist at satellite scale. CAUSAL SPINE same impact point with spent flash -> pressure ring travels outward through real terrain -> structures, roads, canals, reservoir and dry fields respond in distance order -> dust, steam, soot and fire rise from the same point into a dirty asymmetric mushroom cloud connected to ground fires -> evacuation streams move outward and inner streets empty -> surviving basin-edge energy machinery keeps operating and blue freight carries output north -> only then WORLD confirms control, displacement and available energy. WORLD / GEOGRAPHY LOCK Image1 is sole topology. Central crater basin, ring road, mountains, lake, coast, rivers, Ivory city/clinic/farms and blue extraction route never rotate, mirror, merge or reset. Impact remains at the established clinic/pipeline junction in the Ivory-side basin. One declared wind carries smoke toward the same downwind sector. Blue color stays on physical machinery/vehicles only; no territory tint, glowing boundary or colored landscape. FIRST FRAME / SATELLITE SCALE Begin 3.5 kilometres above terrain at an 82-degree downward angle, no horizon. Entire central basin, Ivory city, clinic district, reservoir/canals, farms, ring road and blue-controlled extraction edge share frame. Near-white flash is already gone; terrain remains visible. A bright but localized impact core sits at the known junction and a pressure ring is already beginning to expand. Keep lake shoreline, mountain rim and ring-road arc as permanent orientation anchors. TIMED SATELLITE SHOTS 0.0–2.0 — Slow vertical rise from 3.5 to 5 kilometres while maintaining near-nadir view. The pressure ring expands from the single impact point, not as a glowing UI circle but as moving dust, collapsing roofs, bending trees, rolling vehicle silhouettes and water-surface compression. Effects arrive by distance: nearest roofs peel first; pipe racks buckle next; outer glass bands fail later; reservoir surface depresses then rebounds; canal water briefly reverses only after the pressure front reaches it. No full-frame whiteout. The same impact core remains traceable. 2.0–4.4 — Overhead match cut at 6.5 kilometres, 88-degree downward. Dust, steam, soot and burning debris rise from the same core into one massive asymmetric dirty mushroom cloud; stem remains visibly connected to ground fire and destroyed blocks. Thermal fires ignite after pressure damage across clinic roofs, housing and dry fields; multiple fires differ in size and timing. Outbound evacuation traces become visible on three roads: tiny buses and civilian vehicle lines move away while inner streets and residential blocks become visibly empty. Camera drifts only enough to keep impact, city and exit routes in one frame. 4.4–6.0 — Camera rises vertically to 9 kilometres, 90-degree nadir. Full regional consequence is readable: mushroom cloud shadow covers damaged Ivory districts, three outward evacuation streams extend beyond the city, roads near the core are empty, canals remain disrupted and fires persist. At the basin's blue-controlled outer edge, a hardened energy extractor and connected pipe/rail machinery are damaged but still cycling; steam vents rhythmically and a short blue freight consist carries loaded energy cylinders north. Only after displaced-city evidence and continuing output are simultaneously visible, Audio1 speaks once: `Blue control confirmed. Population displaced. Energy output available.` End with cloud, fires, empty inner district, outward flows and operating extractor all persistent. DESTRUCTION PHYSICS / PERSISTENCE Continue the already-spent blast chain; do not replay flash. Pressure travels at finite speed; structures respond after arrival; fragments/dust move outward then follow one wind; reservoir/canals react after pressure contact; thermal fire follows blast damage. Mushroom stem and cap grow from the impact source and remain connected to ground smoke. Energy machinery may be damaged but its rotating/venting cycle precedes freight movement. No instant total vaporization, spherical fireball, detached cloud, reverse shockwave, magically safe city, extinguished aftermath or healed infrastructure. CAMERA / SCALE — SATELLITE GOD'S-EYE All views are 82–90 degrees downward at 3.5–9 kilometres altitude. No horizon, ground camera, handheld, orbit, whip-pan, missile POV, close-up victim, hero vehicle, product shot or full-frame occlusion over six frames. Motion is vertical rise plus minimal planar drift. Preserve lake shoreline, mountain rim, ring road, impact core and northbound extraction route. Maintain atmospheric depth and real terrain scale; never resemble a tabletop board, weather app, thermal screen or RTS map. WORLD VOICE / AUDIO Exact line once, no additions: WORLD VOICE (V.O.): “Blue control confirmed. Population displaced. Energy output available.” WORLD begins only after 4.4 seconds when empty inner districts, outward evacuation streams and operating energy machinery are simultaneously visible. No visible source lip-syncs it. Physical audio remains restrained at satellite distance: deep delayed blast rumble, structural wave, reservoir pressure, distant fires, wind, low industrial cycling and freight traction. ZERO MUSIC: no score, melody, harmony, drone/pad, beat, percussion, pulse, riser, whoosh, stinger or BRAAM. NO UI / SPECTACLE CONTAMINATION No HUD, crosshair, coordinates, countdown, satellite labels, glowing pressure ring, territory wash, hologram, floating text, map overlay, card, miniature, tilt-shift, toy city, beautiful golden fireball, symmetrical mushroom cloud, triumphant blue flag or military advertisement. ACCEPTANCE LOCKS Frame one preserves terrain with flash already spent and one traceable impact point. By 2.0 seconds the pressure front has produced distance-ordered land/water/structure response. By 4.4 seconds one dirty asymmetric mushroom cloud remains physically connected to ground fires and outward evacuation traces are readable. Final 90-degree satellite view simultaneously proves population displacement and surviving blue-controlled energy output. WORLD line occurs once after proof. No protagonist, close victim, UI or music. If the shot looks like a clean map, detached cloud, second explosion or pretty spectacle, it fails.
【生成内容】 # R03 完整剧本/B-roll设计 # R03|交易破裂与越界争执|纯作战室30秒 目的:bargaining turns into explicit coercion, then both opponents identify the moral boundary EVAN crosses。 ## 精确对白 **EVAN** So—one metal shipment for an energy allocation. **KAI** Two shipments. **EVAN** Huh. Then taking the field costs less. **KAI** That’s not trade. **LENA** Wait—you built engines. The first ones went into tanks. **KAI** You asked for energy, not territory. **LENA** Evan—you’re taking his energy field. **EVAN** I’m securing my supply. ## 时间设计 - 0.0–3.5 OTS KAI shoulder to EVAN left; Audio1 line1, faint bargaining ease. - 3.5–5.5 KAI Audio2 line2, immediate and flat. - 5.5–9.0 EVAN Audio1 line3; humor drains by 'less'. - 9.0–11.5 KAI Audio2 line4; stillness marks the break. - 11.5–15.5 room B-roll: LENA looks from EVAN to unseen offscreen consequence, focus rack to her. - 15.5–19.0 LENA Audio3 line5, breath catches before 'tanks'. - 19.0–22.0 KAI Audio2 line6, anger held low. - 22.0–25.5 LENA Audio3 line7, direct eyeline to EVAN. - 25.5–28.0 EVAN Audio1 line8, avoids both eyelines. - 28.0–30.0 three-shot fracture hold. --- # R03 完整提示词 ACTIVE ASSETS — ROOM ONLY R03 交易破裂与越界争执, EXACT ORDER @Image1 = {{Node 753f107b-c8a9-494f-ac8f-d70564411d2a}} — sole command-room architecture and physical relief-map-table authority: exact wall, right-rear black door, left-rear black filing cabinet, chairs, table dimensions/rim/topography, fixed seating, wardrobe and eyelines. @Image2 = {{Node be020091-3863-446a-90a2-715736c8c10e}} — EVAN identity/blue command-room wardrobe. @Image3 = {{Node 0e988ad5-811e-4e9d-93fd-d3be5f5b5caa}} — KAI identity/red command-room wardrobe. @Image4 = {{Node cbdb7ae4-f26d-4fd5-a4cf-05b970afea70}} — LENA identity/Ivory command-room wardrobe. @Audio1 = {{Node a34f2d2a-8c35-42c6-8771-8d21b88846f9}} — EVAN timbre only. @Audio2 = {{Node b2f85740-3f87-469c-a2f3-9f26793bb226}} — KAI timbre only. @Audio3 = {{Node 2236b908-fb34-4af0-9f53-efc8d535657d}} — LENA timbre only. OUTPUT CONTRACT 30.0s, 21:9, 480p, 24fps. Pure command-room dialogue source plate with internal cuts allowed. Exact character dialogue only. No WORLD VOICE, game-world sound, music, subtitles, UI or additional speech. COMMAND-ROOM GEOGRAPHY HARD LOCK Preserve Image1's command room exactly in every shot and reverse: medium-grey rear wall with EMPTY center; one black filing cabinet with stacked folders at rear-left behind EVAN; one black door with silver handle at rear-right behind LENA; no wall sconces, flags, windows, screens or added architecture. Preserve the same huge rectangular physical relief-map table with thick dark raised rim, exact dimensions, height, sculpted mountains, lake, roads and coastline as a permanently inert practical model. Never replace it with a plain grey/black table, conference table, desk, screen or different map. Camera stays on the south side of the table axis and may shift only slightly along that side. EVAN remains screen-left/west; KAI remains far-center/north; LENA remains screen-right/east. Nobody changes seats, crosses the table, looks into camera or becomes a centered passport portrait. True OTS shots retain a soft listener shoulder/edge. Every close/reverse must preserve at least one source-room anchor: relief-table rim/topography, right-rear door edge, left-rear filing cabinet edge or empty central grey wall. Do not invent unseen reverse-wall architecture. NO WORLD CONTAMINATION The sculpted terrain already present on Image1's physical table is REQUIRED room geometry and remains unchanged, matte and non-animated. It is not a screen and never becomes a living world. Do not add moving vehicles, growing buildings, changing faction colors, glowing paths, territory washes, locks, icons, floating text, data panels, HUD, holograms, monitor images, projections, explosions, refugees or outdoor cutaways. No world assets are active. CAUSAL SPINE offscreen information reaches the room -> eyes and breath register it -> the named speaker chooses a tactic and speaks -> listeners react at different speeds -> the next line answers that changed relationship -> posture and eyelines persist into the edit handle. No visual world event is recreated inside the room. ROOM B-ROLL ONLY Use relationship masters, true over-shoulders, profiles, two-shots, focus transfers, delayed reactions, breathing, clothing/chair movement, empty fourth-side composition, the unchanged empty central grey wall, right-door edge, left filing-cabinet edge and shallow-focus physical relief-table rim/topography. No added wall light. No hand closeups, no fingers manipulating controls, no readable paper except the distant blank treaty page where specified. CAMERA / PERFORMANCE Weighted shoulder camera, 5–8% eased pushes, short pullbacks and imperfect micro-settling. No digital jitter, random orbit or axis crossing. Eyes lead heads; interrupted breath and stillness mark new information. Preserve reaction inertia across cuts. PHYSICS Bodies remain fully supported by the same chairs; feet stay grounded; chairs settle after weight shifts; clothing reacts after torso motion; breath precedes speech; gaze leads head turns. The physical relief-map table, thick rim, sculpted terrain, rear-left filing cabinet, rear-right black door, empty center wall, ceiling light direction and all room objects remain fixed across every cut. AUDIO MASTER LOCK Exact character voices, continuous HVAC/electrical hum, breath, chair and clothing only. ZERO MUSIC: no score, melody, chord, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM or theme. No WORLD VOICE in this source. ACCEPTANCE Same room and seats for all 30 seconds. Exact speaker/voice mapping and line order. No world contamination, screens, UI, map animation, extra people, seat swap, direct-to-camera gaze, music or WORLD voice. DRAMATIC PURPOSE bargaining turns into explicit coercion, then both opponents identify the moral boundary EVAN crosses. LOCKED DIALOGUE — EXACT ORDER, ONCE EACH EVAN: “So—one metal shipment for an energy allocation.” KAI: “Two shipments.” EVAN: “Huh. Then taking the field costs less.” KAI: “That’s not trade.” LENA: “Wait—you built engines. The first ones went into tanks.” KAI: “You asked for energy, not territory.” LENA: “Evan—you’re taking his energy field.” EVAN: “I’m securing my supply.” SPEAKER / AUDIO HARD LOCK Audio1=EVAN only; Audio2=KAI only; Audio3=LENA only. No swap, repeat, overlap, paraphrase or extra words. Unused characters keep mouths closed. TIMED ROOM SHOTS 0.0–3.5 OTS KAI shoulder to EVAN left; Audio1 line1, faint bargaining ease. 3.5–5.5 KAI Audio2 line2, immediate and flat. 5.5–9.0 EVAN Audio1 line3; humor drains by 'less'. 9.0–11.5 KAI Audio2 line4; stillness marks the break. 11.5–15.5 room B-roll: LENA looks from EVAN to unseen offscreen consequence, focus rack to her. 15.5–19.0 LENA Audio3 line5, breath catches before 'tanks'. 19.0–22.0 KAI Audio2 line6, anger held low. 22.0–25.5 LENA Audio3 line7, direct eyeline to EVAN. 25.5–28.0 EVAN Audio1 line8, avoids both eyelines. 28.0–30.0 three-shot fracture hold.
ACTIVE ASSETS — ROOM ONLY R03 交易破裂与越界争执, EXACT ORDER @Image1 = {{Mixed 1}} — sole command-room architecture and physical relief-map-table authority: exact wall, right-rear black door, left-rear black filing cabinet, chairs, table dimensions/rim/topography, fixed seating, wardrobe and eyelines. @Image2 = {{Mixed 2}} — EVAN identity/blue command-room wardrobe. @Image3 = {{Mixed 3}} — KAI identity/red command-room wardrobe. @Image4 = {{Mixed 4}} — LENA identity/Ivory command-room wardrobe. @Audio1 = {{Mixed 5}} — EVAN timbre only. @Audio2 = {{Mixed 6}} — KAI timbre only. @Audio3 = {{Mixed 7}} — LENA timbre only. OUTPUT CONTRACT 30.0s, 21:9, 480p, 24fps. Pure command-room dialogue source plate with internal cuts allowed. Exact character dialogue only. No WORLD VOICE, game-world sound, music, subtitles, UI or additional speech. COMMAND-ROOM GEOGRAPHY HARD LOCK Preserve Image1's command room exactly in every shot and reverse: medium-grey rear wall with EMPTY center; one black filing cabinet with stacked folders at rear-left behind EVAN; one black door with silver handle at rear-right behind LENA; no wall sconces, flags, windows, screens or added architecture. Preserve the same huge rectangular physical relief-map table with thick dark raised rim, exact dimensions, height, sculpted mountains, lake, roads and coastline as a permanently inert practical model. Never replace it with a plain grey/black table, conference table, desk, screen or different map. Camera stays on the south side of the table axis and may shift only slightly along that side. EVAN remains screen-left/west; KAI remains far-center/north; LENA remains screen-right/east. Nobody changes seats, crosses the table, looks into camera or becomes a centered passport portrait. True OTS shots retain a soft listener shoulder/edge. Every close/reverse must preserve at least one source-room anchor: relief-table rim/topography, right-rear door edge, left-rear filing cabinet edge or empty central grey wall. Do not invent unseen reverse-wall architecture. NO WORLD CONTAMINATION The sculpted terrain already present on Image1's physical table is REQUIRED room geometry and remains unchanged, matte and non-animated. It is not a screen and never becomes a living world. Do not add moving vehicles, growing buildings, changing faction colors, glowing paths, territory washes, locks, icons, floating text, data panels, HUD, holograms, monitor images, projections, explosions, refugees or outdoor cutaways. No world assets are active. CAUSAL SPINE offscreen information reaches the room -> eyes and breath register it -> the named speaker chooses a tactic and speaks -> listeners react at different speeds -> the next line answers that changed relationship -> posture and eyelines persist into the edit handle. No visual world event is recreated inside the room. ROOM B-ROLL ONLY Use relationship masters, true over-shoulders, profiles, two-shots, focus transfers, delayed reactions, breathing, clothing/chair movement, empty fourth-side composition, the unchanged empty central grey wall, right-door edge, left filing-cabinet edge and shallow-focus physical relief-table rim/topography. No added wall light. No hand closeups, no fingers manipulating controls, no readable paper except the distant blank treaty page where specified. CAMERA / PERFORMANCE Weighted shoulder camera, 5–8% eased pushes, short pullbacks and imperfect micro-settling. No digital jitter, random orbit or axis crossing. Eyes lead heads; interrupted breath and stillness mark new information. Preserve reaction inertia across cuts. PHYSICS Bodies remain fully supported by the same chairs; feet stay grounded; chairs settle after weight shifts; clothing reacts after torso motion; breath precedes speech; gaze leads head turns. The physical relief-map table, thick rim, sculpted terrain, rear-left filing cabinet, rear-right black door, empty center wall, ceiling light direction and all room objects remain fixed across every cut. AUDIO MASTER LOCK Exact character voices, continuous HVAC/electrical hum, breath, chair and clothing only. ZERO MUSIC: no score, melody, chord, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM or theme. No WORLD VOICE in this source. ACCEPTANCE Same room and seats for all 30 seconds. Exact speaker/voice mapping and line order. No world contamination, screens, UI, map animation, extra people, seat swap, direct-to-camera gaze, music or WORLD voice. DRAMATIC PURPOSE bargaining turns into explicit coercion, then both opponents identify the moral boundary EVAN crosses. LOCKED DIALOGUE — EXACT ORDER, ONCE EACH EVAN: “So—one metal shipment for an energy allocation.” KAI: “Two shipments.” EVAN: “Huh. Then taking the field costs less.” KAI: “That’s not trade.” LENA: “Wait—you built engines. The first ones went into tanks.” KAI: “You asked for energy, not territory.” LENA: “Evan—you’re taking his energy field.” EVAN: “I’m securing my supply.” SPEAKER / AUDIO HARD LOCK Audio1=EVAN only; Audio2=KAI only; Audio3=LENA only. No swap, repeat, overlap, paraphrase or extra words. Unused characters keep mouths closed. TIMED ROOM SHOTS 0.0–3.5 OTS KAI shoulder to EVAN left; Audio1 line1, faint bargaining ease. 3.5–5.5 KAI Audio2 line2, immediate and flat. 5.5–9.0 EVAN Audio1 line3; humor drains by 'less'. 9.0–11.5 KAI Audio2 line4; stillness marks the break. 11.5–15.5 room B-roll: LENA looks from EVAN to unseen offscreen consequence, focus rack to her. 15.5–19.0 LENA Audio3 line5, breath catches before 'tanks'. 19.0–22.0 KAI Audio2 line6, anger held low. 22.0–25.5 LENA Audio3 line7, direct eyeline to EVAN. 25.5–28.0 EVAN Audio1 line8, avoids both eyelines. 28.0–30.0 three-shot fracture hold.
【生成内容】 # BR03 完整剧本/B-roll设计 # BR03|争执升级关系|12秒|纯作战室B-roll 目的:supply silent tension beats between trade, occupation and strategic dialogue。 - 0.0–3.0 OTS KAI shoulder to EVAN; EVAN holds gaze below KAI and tightens jaw. - 3.0–6.0 reverse KAI; he stops writing and becomes still. - 6.0–9.0 OTS to LENA; she looks from KAI to EVAN, breath shortens. - 9.0–12.0 relationship master; EVAN withdraws eyeline, KAI leans forward one centimetre, LENA squares shoulders. --- # BR03 完整提示词 ACTIVE ASSETS — ROOM TIME B-ROLL BR03 争执升级关系, EXACT ORDER @Image1 = {{Node 753f107b-c8a9-494f-ac8f-d70564411d2a}} — sole exact command-room architecture, physical relief-map table and fixed three-person blocking authority. @Image2 = {{Node be020091-3863-446a-90a2-715736c8c10e}} — EVAN identity/blue wardrobe. @Image3 = {{Node 0e988ad5-811e-4e9d-93fd-d3be5f5b5caa}} — KAI identity/red wardrobe. @Image4 = {{Node cbdb7ae4-f26d-4fd5-a4cf-05b970afea70}} — LENA identity/Ivory wardrobe. OUTPUT CONTRACT 12.0s, 21:9, 480p, 24fps. Pure command-room non-dialogue B-roll with internal hard cuts allowed. No character speech, WORLD VOICE, game-world sound, music, subtitles or UI. SCENE / BLOCKING HARD LOCK Preserve Image1 exactly: huge rectangular physical relief-map table with thick dark rim and unchanged sculpted mountains/lake/roads/coast; medium-grey rear wall with empty center; black filing cabinet and stacked folders rear-left behind EVAN; black door with silver handle rear-right behind LENA; no wall sconces, flags, windows, screens or new architecture. EVAN stays left/west, KAI far-center/north, LENA right/east. Camera remains on south side and never crosses axis. NO CONTAMINATION The physical tabletop terrain is inert room geometry. No moving/growing cities, vehicles, flags, explosions, glowing paths, territory washes, HUD, hologram, lock icon, text, data panel, projection, monitor or outdoor image. Never replace the relief table with a plain table. CAUSAL SPINE supply silent tension beats between trade, occupation and strategic dialogue. TIMED ROOM B-ROLL 0.0–3.0 OTS KAI shoulder to EVAN; EVAN holds gaze below KAI and tightens jaw. 3.0–6.0 reverse KAI; he stops writing and becomes still. 6.0–9.0 OTS to LENA; she looks from KAI to EVAN, breath shortens. 9.0–12.0 relationship master; EVAN withdraws eyeline, KAI leans forward one centimetre, LENA squares shoulders. CAMERA / PHYSICS Weighted shoulder camera or locked match-cut master as specified; no digital jitter or random orbit. Bodies stay in the same chairs; feet remain grounded; chairs settle after weight shifts; clothing follows torso motion; gaze leads head turns. Relief table, door, cabinet, wall and light remain unchanged. AUDIO Continuous HVAC/electrical hum, breath, chair/clothing, paper/folder and one dry physical relay click where specified. ZERO MUSIC. No voices of any kind. ACCEPTANCE Exact room, table and positions persist. No dialogue, WORLD, world imagery, UI, added lamp, scene redesign, seat swap, direct-camera gaze, hand macro or music.
ACTIVE ASSETS — ROOM TIME B-ROLL BR03 争执升级关系, EXACT ORDER @Image1 = {{Mixed 1}} — sole exact command-room architecture, physical relief-map table and fixed three-person blocking authority. @Image2 = {{Mixed 2}} — EVAN identity/blue wardrobe. @Image3 = {{Mixed 3}} — KAI identity/red wardrobe. @Image4 = {{Mixed 4}} — LENA identity/Ivory wardrobe. OUTPUT CONTRACT 12.0s, 21:9, 480p, 24fps. Pure command-room non-dialogue B-roll with internal hard cuts allowed. No character speech, WORLD VOICE, game-world sound, music, subtitles or UI. SCENE / BLOCKING HARD LOCK Preserve Image1 exactly: huge rectangular physical relief-map table with thick dark rim and unchanged sculpted mountains/lake/roads/coast; medium-grey rear wall with empty center; black filing cabinet and stacked folders rear-left behind EVAN; black door with silver handle rear-right behind LENA; no wall sconces, flags, windows, screens or new architecture. EVAN stays left/west, KAI far-center/north, LENA right/east. Camera remains on south side and never crosses axis. NO CONTAMINATION The physical tabletop terrain is inert room geometry. No moving/growing cities, vehicles, flags, explosions, glowing paths, territory washes, HUD, hologram, lock icon, text, data panel, projection, monitor or outdoor image. Never replace the relief table with a plain table. CAUSAL SPINE supply silent tension beats between trade, occupation and strategic dialogue. TIMED ROOM B-ROLL 0.0–3.0 OTS KAI shoulder to EVAN; EVAN holds gaze below KAI and tightens jaw. 3.0–6.0 reverse KAI; he stops writing and becomes still. 6.0–9.0 OTS to LENA; she looks from KAI to EVAN, breath shortens. 9.0–12.0 relationship master; EVAN withdraws eyeline, KAI leans forward one centimetre, LENA squares shoulders. CAMERA / PHYSICS Weighted shoulder camera or locked match-cut master as specified; no digital jitter or random orbit. Bodies stay in the same chairs; feet remain grounded; chairs settle after weight shifts; clothing follows torso motion; gaze leads head turns. Relief table, door, cabinet, wall and light remain unchanged. AUDIO Continuous HVAC/electrical hum, breath, chair/clothing, paper/folder and one dry physical relay click where specified. ZERO MUSIC. No voices of any kind. ACCEPTANCE Exact room, table and positions persist. No dialogue, WORLD, world imagery, UI, added lamp, scene redesign, seat swap, direct-camera gaze, hand macro or music.
【生成内容】 # R03 完整剧本 # R03|交易破裂与越界争执|纯作战室30秒 目的:bargaining turns into explicit coercion, then both opponents identify the moral boundary EVAN crosses。 ## 精确对白 **EVAN** So—one metal shipment for an energy allocation. **KAI** Two shipments. **EVAN** Huh. Then taking the field costs less. **KAI** That’s not trade. **LENA** Wait—you built engines. The first ones went into tanks. **KAI** You asked for energy, not territory. **LENA** Evan—you’re taking his energy field. **EVAN** I’m securing my supply. ## 时间设计 - 0.0–3.5 OTS KAI shoulder to EVAN left; Audio1 line1, faint bargaining ease. - 3.5–5.5 KAI Audio2 line2, immediate and flat. - 5.5–9.0 EVAN Audio1 line3; humor drains by 'less'. - 9.0–11.5 KAI Audio2 line4; stillness marks the break. - 11.5–15.5 room B-roll: LENA looks from EVAN to unseen offscreen consequence, focus rack to her. - 15.5–19.0 LENA Audio3 line5, breath catches before 'tanks'. - 19.0–22.0 KAI Audio2 line6, anger held low. - 22.0–25.5 LENA Audio3 line7, direct eyeline to EVAN. - 25.5–28.0 EVAN Audio1 line8, avoids both eyelines. - 28.0–30.0 three-shot fracture hold. --- # R03 完整提示词 ACTIVE ASSETS — ROOM ONLY R03 交易破裂与越界争执, EXACT ORDER @Image1 = {{Node 753f107b-c8a9-494f-ac8f-d70564411d2a}} — sole command-room architecture, fixed seating, wardrobe and eyeline authority. @Image2 = {{Node be020091-3863-446a-90a2-715736c8c10e}} — EVAN identity/blue command-room wardrobe. @Image3 = {{Node 0e988ad5-811e-4e9d-93fd-d3be5f5b5caa}} — KAI identity/red command-room wardrobe. @Image4 = {{Node cbdb7ae4-f26d-4fd5-a4cf-05b970afea70}} — LENA identity/Ivory command-room wardrobe. @Audio1 = {{Node a34f2d2a-8c35-42c6-8771-8d21b88846f9}} — EVAN timbre only. @Audio2 = {{Node b2f85740-3f87-469c-a2f3-9f26793bb226}} — KAI timbre only. @Audio3 = {{Node 2236b908-fb34-4af0-9f53-efc8d535657d}} — LENA timbre only. OUTPUT CONTRACT 30.0s, 21:9, 480p, 24fps. Pure command-room dialogue source plate with internal cuts allowed. Exact character dialogue only. No WORLD VOICE, game-world sound, music, subtitles, UI or additional speech. COMMAND-ROOM GEOGRAPHY HARD LOCK One unchanged dark command room. Camera stays on the south side of the table axis. EVAN remains screen-left/west; KAI remains far-center/north; LENA remains screen-right/east. Nobody changes seats, crosses the table, looks into camera or becomes a centered passport portrait. True OTS shots retain a soft listener shoulder/edge. All eyelines target another character or the unseen inert tabletop. NO WORLD CONTAMINATION Do not show or invent any city, landscape, lake, road, farm, factory, tank, missile, refugee, explosion, flag, game-world footage or outdoor view. No screen, monitor, window projection, HUD, hologram, glowing route, lock icon, floating text, data panel, map animation, miniature growth or moving tabletop terrain. The table stays a dark, inert, shallow-focus physical surface with no readable detail. No world assets are active. CAUSAL SPINE offscreen information reaches the room -> eyes and breath register it -> the named speaker chooses a tactic and speaks -> listeners react at different speeds -> the next line answers that changed relationship -> posture and eyelines persist into the edit handle. No visual world event is recreated inside the room. ROOM B-ROLL ONLY Use relationship masters, true over-shoulders, profiles, two-shots, focus transfers, delayed reactions, breathing, clothing/chair movement, empty fourth-side composition, practical wall light and shallow-focus table edge. No hand closeups, no fingers manipulating controls, no readable paper except the distant blank treaty page where specified. CAMERA / PERFORMANCE Weighted shoulder camera, 5–8% eased pushes, short pullbacks and imperfect micro-settling. No digital jitter, random orbit or axis crossing. Eyes lead heads; interrupted breath and stillness mark new information. Preserve reaction inertia across cuts. PHYSICS Bodies remain fully supported by the same chairs; feet stay grounded; chairs settle after weight shifts; clothing reacts after torso motion; breath precedes speech; gaze leads head turns. The inert table, walls, door, practical lights and all room objects remain fixed across every cut. AUDIO MASTER LOCK Exact character voices, continuous HVAC/electrical hum, breath, chair and clothing only. ZERO MUSIC: no score, melody, chord, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM or theme. No WORLD VOICE in this source. ACCEPTANCE Same room and seats for all 30 seconds. Exact speaker/voice mapping and line order. No world contamination, screens, UI, map animation, extra people, seat swap, direct-to-camera gaze, music or WORLD voice. DRAMATIC PURPOSE bargaining turns into explicit coercion, then both opponents identify the moral boundary EVAN crosses. LOCKED DIALOGUE — EXACT ORDER, ONCE EACH EVAN: “So—one metal shipment for an energy allocation.” KAI: “Two shipments.” EVAN: “Huh. Then taking the field costs less.” KAI: “That’s not trade.” LENA: “Wait—you built engines. The first ones went into tanks.” KAI: “You asked for energy, not territory.” LENA: “Evan—you’re taking his energy field.” EVAN: “I’m securing my supply.” SPEAKER / AUDIO HARD LOCK Audio1=EVAN only; Audio2=KAI only; Audio3=LENA only. No swap, repeat, overlap, paraphrase or extra words. Unused characters keep mouths closed. TIMED ROOM SHOTS 0.0–3.5 OTS KAI shoulder to EVAN left; Audio1 line1, faint bargaining ease. 3.5–5.5 KAI Audio2 line2, immediate and flat. 5.5–9.0 EVAN Audio1 line3; humor drains by 'less'. 9.0–11.5 KAI Audio2 line4; stillness marks the break. 11.5–15.5 room B-roll: LENA looks from EVAN to unseen offscreen consequence, focus rack to her. 15.5–19.0 LENA Audio3 line5, breath catches before 'tanks'. 19.0–22.0 KAI Audio2 line6, anger held low. 22.0–25.5 LENA Audio3 line7, direct eyeline to EVAN. 25.5–28.0 EVAN Audio1 line8, avoids both eyelines. 28.0–30.0 three-shot fracture hold.
ACTIVE ASSETS — ROOM ONLY R03 交易破裂与越界争执, EXACT ORDER @Image1 = {{Mixed 1}} — sole command-room architecture, fixed seating, wardrobe and eyeline authority. @Image2 = {{Mixed 2}} — EVAN identity/blue command-room wardrobe. @Image3 = {{Mixed 3}} — KAI identity/red command-room wardrobe. @Image4 = {{Mixed 4}} — LENA identity/Ivory command-room wardrobe. @Audio1 = {{Mixed 5}} — EVAN timbre only. @Audio2 = {{Mixed 6}} — KAI timbre only. @Audio3 = {{Mixed 7}} — LENA timbre only. OUTPUT CONTRACT 30.0s, 21:9, 480p, 24fps. Pure command-room dialogue source plate with internal cuts allowed. Exact character dialogue only. No WORLD VOICE, game-world sound, music, subtitles, UI or additional speech. COMMAND-ROOM GEOGRAPHY HARD LOCK One unchanged dark command room. Camera stays on the south side of the table axis. EVAN remains screen-left/west; KAI remains far-center/north; LENA remains screen-right/east. Nobody changes seats, crosses the table, looks into camera or becomes a centered passport portrait. True OTS shots retain a soft listener shoulder/edge. All eyelines target another character or the unseen inert tabletop. NO WORLD CONTAMINATION Do not show or invent any city, landscape, lake, road, farm, factory, tank, missile, refugee, explosion, flag, game-world footage or outdoor view. No screen, monitor, window projection, HUD, hologram, glowing route, lock icon, floating text, data panel, map animation, miniature growth or moving tabletop terrain. The table stays a dark, inert, shallow-focus physical surface with no readable detail. No world assets are active. CAUSAL SPINE offscreen information reaches the room -> eyes and breath register it -> the named speaker chooses a tactic and speaks -> listeners react at different speeds -> the next line answers that changed relationship -> posture and eyelines persist into the edit handle. No visual world event is recreated inside the room. ROOM B-ROLL ONLY Use relationship masters, true over-shoulders, profiles, two-shots, focus transfers, delayed reactions, breathing, clothing/chair movement, empty fourth-side composition, practical wall light and shallow-focus table edge. No hand closeups, no fingers manipulating controls, no readable paper except the distant blank treaty page where specified. CAMERA / PERFORMANCE Weighted shoulder camera, 5–8% eased pushes, short pullbacks and imperfect micro-settling. No digital jitter, random orbit or axis crossing. Eyes lead heads; interrupted breath and stillness mark new information. Preserve reaction inertia across cuts. PHYSICS Bodies remain fully supported by the same chairs; feet stay grounded; chairs settle after weight shifts; clothing reacts after torso motion; breath precedes speech; gaze leads head turns. The inert table, walls, door, practical lights and all room objects remain fixed across every cut. AUDIO MASTER LOCK Exact character voices, continuous HVAC/electrical hum, breath, chair and clothing only. ZERO MUSIC: no score, melody, chord, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM or theme. No WORLD VOICE in this source. ACCEPTANCE Same room and seats for all 30 seconds. Exact speaker/voice mapping and line order. No world contamination, screens, UI, map animation, extra people, seat swap, direct-to-camera gaze, music or WORLD voice. DRAMATIC PURPOSE bargaining turns into explicit coercion, then both opponents identify the moral boundary EVAN crosses. LOCKED DIALOGUE — EXACT ORDER, ONCE EACH EVAN: “So—one metal shipment for an energy allocation.” KAI: “Two shipments.” EVAN: “Huh. Then taking the field costs less.” KAI: “That’s not trade.” LENA: “Wait—you built engines. The first ones went into tanks.” KAI: “You asked for energy, not territory.” LENA: “Evan—you’re taking his energy field.” EVAN: “I’m securing my supply.” SPEAKER / AUDIO HARD LOCK Audio1=EVAN only; Audio2=KAI only; Audio3=LENA only. No swap, repeat, overlap, paraphrase or extra words. Unused characters keep mouths closed. TIMED ROOM SHOTS 0.0–3.5 OTS KAI shoulder to EVAN left; Audio1 line1, faint bargaining ease. 3.5–5.5 KAI Audio2 line2, immediate and flat. 5.5–9.0 EVAN Audio1 line3; humor drains by 'less'. 9.0–11.5 KAI Audio2 line4; stillness marks the break. 11.5–15.5 room B-roll: LENA looks from EVAN to unseen offscreen consequence, focus rack to her. 15.5–19.0 LENA Audio3 line5, breath catches before 'tanks'. 19.0–22.0 KAI Audio2 line6, anger held low. 22.0–25.5 LENA Audio3 line7, direct eyeline to EVAN. 25.5–28.0 EVAN Audio1 line8, avoids both eyelines. 28.0–30.0 three-shot fracture hold.
【生成内容】 ACTIVE REFERENCES — THE TURN POST-CREDIT FULL V7, EXACT ORDER @Image1 = {{Node 959e57a5-469d-4be1-a270-bdbee546d7a7}} — living room, round table, materials and pre-trip color only; no camera/people authority. @Image2 = {{Node 3f9ab023-8941-43d6-9fd4-7710d4ae1209}} — non-mirrored table, doors, staircase and routes only; never render overhead. @Image3 = {{Node e7f429cb-8cd2-4c0b-a2e7-a26d6023d91c}} — EVAN identity, age, hair, proportions and navy/brown civilian wardrobe only. @Image4 = {{Node 0c23d228-3010-49dd-82c7-8c14f54f7f66}} — LENA identity, age, red bob, freckles, proportions and cream/rust civilian wardrobe only. @Image5 = {{Node 147e769b-9d75-43d7-8f1f-9df65a7e5f05}} — EVAN's completed city drawing on its own sheet; aside and untouched. @Image6 = {{Node 151a44a8-a46f-431a-a080-2f829ee988e5}} — LENA's active garden drawing on a separate sheet; only paper drawn on. @Image7 = {{Node b880cd4f-c7a3-4b64-97c3-8c8f5af20e15}} — one matte-black marker, cap, seam and hand scale. @Image8 = {{Node 6502e992-eb84-46d2-ad05-1ec28cfaed93}} — Habitat-42 axial tunnel, collar, pipes, ribs, trays, worn metal and depth planes only. @Image9 = {{Node 5872e7b8-a973-47ca-a40c-c4daccc768fa}} — endpoint: complete Habitat-42, upright physical `42`, vast fleet and cloud-planet limb. @Video1 = {{Node db7e22c5-6379-44ec-8872-88a026889747}} — FRAME PROPORTION ONLY: 2558×1080, approximately 2.37:1. Read only horizontal framing envelope, headroom, side-room and edge/crop proportions. Inherit none of its content, people, objects, location, action, motion, camera path, cuts, timing, lighting, grade, audio or endpoint. @Audio1 = {{Node ec9f5df5-3675-4a35-a079-3fedb7d61914}} — station PA voice/timbre only; exact words and sound-field behavior below. PURPOSE / OUTPUT Warm siblings -> military summons -> simulated home inside Habitat-42 -> colonization fleet approaching an unknown cloud world. Re-anchor from assets; A V4 is not a parent. Exactly 30.0s, 21:9, 720p, sound on. Seven shots; cuts at 3.5, 6.0, 8.0, 12.0, 16.0 and 18.5s. Room shots close/medium-close; final exterior wide. No child dialogue, visible notice, subtitle, UI or music. From 18.5–30.0 use one tunnel-to-fleet trajectory without cut/teleport. PA — EXACTLY ONCE “Youth Strategy Unit Seven. Majors Evan and Lena Reyes, report to the War Room immediately.” Measured cadence: phrase 1, 8.0–11.0; phrase 2, 11.0–15.0; phrase 3, 15.0–21.2. The final phrase crosses the room/tunnel cut. No repeat or extra words. ROOM STATE / LIGHT / EMOTION EVAN sits at the round table's left near arc; LENA right, 55cm apart. EVAN's finished Image5 sheet rests left/far, 15cm from still hands. LENA's Image6 sheet lies right/near and alone is active. She owns Image7 marker, cap posted. EVAN only watches: no drawing, pointing or touch. No KAI/box. Image1's daylight/garden is Habitat simulation. At 6.0s window image/daylight, ceiling fill, practicals and ambient light die in one frame; glazing becomes black. Hold 8–10 near-black frames without auto-exposure. Then only deep-red alarm lamps and dim neutral emergency strips illuminate the room; normal light never returns. Before trip: genuinely warm, safe companionship—soft eyes, relaxed breath, tiny approving nod. At blackout: one real startle—brief widened eyes, caught breath, 1–2cm shoulder lift—never panic. As ranks/War Room are named, shock resolves into familiar resignation: mouths close, breathing lowers, shoulders settle, then an “again” look. SHOT 1 — 0.0–3.5 — WARM DRAWING CLOSE 75–85mm on LENA's garden drawing and natural writing hand. EVAN's city sheet is separate left/far; his watching eyes/lower face remain soft upper-left. LENA uses a normal tripod grip with visible cream cuff. She fills one existing irrigation gap: one touch, one controlled 1.5–2cm stroke, one lift. No retrace, wave, circle, scribble or second line. Focus transfers to EVAN's affectionate approval. SHOT 2 — 3.5–6.0 — WARM TWO-SHOT Cut on marker lift to chest-up siblings. LENA checks her line, notices EVAN watching. EVAN gives one tiny friendly nod, hands still; LENA answers with the smallest relaxed mouth-corner lift. Hold safe room/garden ambience. Papers and marker stay fixed. SHOT 3 — 6.0–8.0 — TOTAL TRIP / STARTLE Cut as LENA looks back down. Relay snaps; all simulated light vanishes. Both startle once in near-darkness. After 8–10 frames a capacitor clicks; red alarm and emergency strips relight skin, paper, table and wall. LENA freezes marker above paper; EVAN's eyes reach the unseen speaker first. PA waits until emergency light is visible. SHOT 4 — 8.0–12.0 — EVAN: SHOCK -> RECOGNITION First red pulse cuts to 80–85mm EVAN true OTS, LENA's soft hair edge right. Audio1 delivers PA phrases 1 and starts 2 from above/right. EVAN briefly inhales wide-eyed, then recognizes the routine: mouth closes, nose exhale, lower eyelids settle. He looks to speaker then LENA. No lip sync, persistent fear, blank stare or lens gaze. SHOT 5 — 12.0–16.0 — LENA: SHOCK -> RESIGNATION Cut on EVAN's sideways eyeline to matching LENA close, his soft cheek edge left. PA finishes phrase 2 and begins 3. Her delayed surprise lasts one beat; slow blink, lips press briefly, shoulders drop. She looks left to EVAN with tired “of course” recognition. Marker remains low. No panic, tears, open mouth, comedy or speech. SHOT 6 — 16.0–18.5 — SHARED LOOK / MATCH CUT Tight chest-up two-shot while PA phrase 3 continues. EVAN gives a tiny one-sided eyebrow response; LENA answers with a nasal exhale and slight head tilt. At 17.2s both look upward. Camera tilts/rises toward one circular red ceiling alarm; its circle expands to centre. At 18.5s match-cut shape/upward vector to Image8's circular collar. No ceiling penetration or morph. SHOT 7 — 18.5–30.0 — SPATIAL PA / PIPE ACCELERATION / COLONIZATION FLEET Begin inside Image8 already moving backward along axis, facing inward; no static lead-in. 18.5–22.8 — Accelerate 4m/s -> 25m/s. Near pipe clamps/ribs/trays pass fastest, middle structures slower, distant machinery slowest. Three depth planes stay readable; no collision or smear. PA phrase 3 remains a real broadcast from successive tunnel speakers: next source swells ahead, passes beside camera, recedes behind with longer metal reflection and mild Doppler. Voice remains intelligible, never dry narration/music, and ends at 21.2s. 22.8–24.5 — Cross complete pressure seals, rings and outer hull lip. PA has ended; alarm compresses into hull vibration as airflow falls away. Stars/planet rim light appear; no teleport. 24.5–27.0 — Pull into space facing complete Habitat-42. Ring, hub and spine resolve; one painted upright `42` becomes unmistakable on the left ring. Station rotates with mass. 27.0–30.0 — Pull through fleet layers. Emphasize habitation modules, colony carriers, agriculture/water-processing ships, construction yards and resource transports, with restrained escorts. Near ships pass safely; distant hundreds approach opaque cloud. Leading hulls begin cloud entry while rear ranks and `42` remain visible. No surface/alien reveal. CAMERA / SOUND / PHYSICS Room uses drawing detail, true OTS, matching close-ups and tight two-shot; weighted shoulder, 5% moves, eye-led reactions, no axis flip/jump. Tunnel speed comes from parallax, not shake. Props stay separate; camera crosses every collar; ships keep mass and safe irregular spacing. Room PA is a point source above/right with short reflections. Tunnel PA is relayed by physical speakers with distance falloff and longer metal reverb. It ends inside pressure boundary; exterior carries hull vibration, low engines and sparse thrusters. Other audio: marker friction, room air, relay, decay, capacitor and alarm. Ignore Video1 audio. ZERO MUSIC. QUALITY / ACCEPTANCE Photoreal CGI; warm Image1 materials before trip, red/emergency light after, crisp tunnel parallax and large fleet. No malformed hand, wrong drawing, random line, EVAN drawing, surviving daylight, prolonged panic, child lip sync, flat red overlay, room wide, ceiling pass-through, tunnel melt, speed-smear veil, wrong/multiple `42`, battle parade, weapon fire, UI or watermark. Pass only on: warm drawing/approval -> real startle -> shock becomes shared resignation -> exact spatial PA continues into accelerating pipe tunnel -> hull crossing -> physical Habitat `42` -> unmistakable colonization fleet entering cloud. Fail on cold opening, persistent fear, non-spatial PA, missing pipes, teleport, unreadable `42`, generic war fleet or music.
ACTIVE REFERENCES — THE TURN POST-CREDIT FULL V7, EXACT ORDER @Image1 = {{Mixed 1}} — living room, round table, materials and pre-trip color only; no camera/people authority. @Image2 = {{Mixed 2}} — non-mirrored table, doors, staircase and routes only; never render overhead. @Image3 = {{Mixed 3}} — EVAN identity, age, hair, proportions and navy/brown civilian wardrobe only. @Image4 = {{Mixed 4}} — LENA identity, age, red bob, freckles, proportions and cream/rust civilian wardrobe only. @Image5 = {{Mixed 5}} — EVAN's completed city drawing on its own sheet; aside and untouched. @Image6 = {{Mixed 6}} — LENA's active garden drawing on a separate sheet; only paper drawn on. @Image7 = {{Mixed 7}} — one matte-black marker, cap, seam and hand scale. @Image8 = {{Mixed 8}} — Habitat-42 axial tunnel, collar, pipes, ribs, trays, worn metal and depth planes only. @Image9 = {{Mixed 9}} — endpoint: complete Habitat-42, upright physical `42`, vast fleet and cloud-planet limb. @Video1 = {{Mixed 10}} — FRAME PROPORTION ONLY: 2558×1080, approximately 2.37:1. Read only horizontal framing envelope, headroom, side-room and edge/crop proportions. Inherit none of its content, people, objects, location, action, motion, camera path, cuts, timing, lighting, grade, audio or endpoint. @Audio1 = {{Mixed 11}} — station PA voice/timbre only; exact words and sound-field behavior below. PURPOSE / OUTPUT Warm siblings -> military summons -> simulated home inside Habitat-42 -> colonization fleet approaching an unknown cloud world. Re-anchor from assets; A V4 is not a parent. Exactly 30.0s, 21:9, 720p, sound on. Seven shots; cuts at 3.5, 6.0, 8.0, 12.0, 16.0 and 18.5s. Room shots close/medium-close; final exterior wide. No child dialogue, visible notice, subtitle, UI or music. From 18.5–30.0 use one tunnel-to-fleet trajectory without cut/teleport. PA — EXACTLY ONCE “Youth Strategy Unit Seven. Majors Evan and Lena Reyes, report to the War Room immediately.” Measured cadence: phrase 1, 8.0–11.0; phrase 2, 11.0–15.0; phrase 3, 15.0–21.2. The final phrase crosses the room/tunnel cut. No repeat or extra words. ROOM STATE / LIGHT / EMOTION EVAN sits at the round table's left near arc; LENA right, 55cm apart. EVAN's finished Image5 sheet rests left/far, 15cm from still hands. LENA's Image6 sheet lies right/near and alone is active. She owns Image7 marker, cap posted. EVAN only watches: no drawing, pointing or touch. No KAI/box. Image1's daylight/garden is Habitat simulation. At 6.0s window image/daylight, ceiling fill, practicals and ambient light die in one frame; glazing becomes black. Hold 8–10 near-black frames without auto-exposure. Then only deep-red alarm lamps and dim neutral emergency strips illuminate the room; normal light never returns. Before trip: genuinely warm, safe companionship—soft eyes, relaxed breath, tiny approving nod. At blackout: one real startle—brief widened eyes, caught breath, 1–2cm shoulder lift—never panic. As ranks/War Room are named, shock resolves into familiar resignation: mouths close, breathing lowers, shoulders settle, then an “again” look. SHOT 1 — 0.0–3.5 — WARM DRAWING CLOSE 75–85mm on LENA's garden drawing and natural writing hand. EVAN's city sheet is separate left/far; his watching eyes/lower face remain soft upper-left. LENA uses a normal tripod grip with visible cream cuff. She fills one existing irrigation gap: one touch, one controlled 1.5–2cm stroke, one lift. No retrace, wave, circle, scribble or second line. Focus transfers to EVAN's affectionate approval. SHOT 2 — 3.5–6.0 — WARM TWO-SHOT Cut on marker lift to chest-up siblings. LENA checks her line, notices EVAN watching. EVAN gives one tiny friendly nod, hands still; LENA answers with the smallest relaxed mouth-corner lift. Hold safe room/garden ambience. Papers and marker stay fixed. SHOT 3 — 6.0–8.0 — TOTAL TRIP / STARTLE Cut as LENA looks back down. Relay snaps; all simulated light vanishes. Both startle once in near-darkness. After 8–10 frames a capacitor clicks; red alarm and emergency strips relight skin, paper, table and wall. LENA freezes marker above paper; EVAN's eyes reach the unseen speaker first. PA waits until emergency light is visible. SHOT 4 — 8.0–12.0 — EVAN: SHOCK -> RECOGNITION First red pulse cuts to 80–85mm EVAN true OTS, LENA's soft hair edge right. Audio1 delivers PA phrases 1 and starts 2 from above/right. EVAN briefly inhales wide-eyed, then recognizes the routine: mouth closes, nose exhale, lower eyelids settle. He looks to speaker then LENA. No lip sync, persistent fear, blank stare or lens gaze. SHOT 5 — 12.0–16.0 — LENA: SHOCK -> RESIGNATION Cut on EVAN's sideways eyeline to matching LENA close, his soft cheek edge left. PA finishes phrase 2 and begins 3. Her delayed surprise lasts one beat; slow blink, lips press briefly, shoulders drop. She looks left to EVAN with tired “of course” recognition. Marker remains low. No panic, tears, open mouth, comedy or speech. SHOT 6 — 16.0–18.5 — SHARED LOOK / MATCH CUT Tight chest-up two-shot while PA phrase 3 continues. EVAN gives a tiny one-sided eyebrow response; LENA answers with a nasal exhale and slight head tilt. At 17.2s both look upward. Camera tilts/rises toward one circular red ceiling alarm; its circle expands to centre. At 18.5s match-cut shape/upward vector to Image8's circular collar. No ceiling penetration or morph. SHOT 7 — 18.5–30.0 — SPATIAL PA / PIPE ACCELERATION / COLONIZATION FLEET Begin inside Image8 already moving backward along axis, facing inward; no static lead-in. 18.5–22.8 — Accelerate 4m/s -> 25m/s. Near pipe clamps/ribs/trays pass fastest, middle structures slower, distant machinery slowest. Three depth planes stay readable; no collision or smear. PA phrase 3 remains a real broadcast from successive tunnel speakers: next source swells ahead, passes beside camera, recedes behind with longer metal reflection and mild Doppler. Voice remains intelligible, never dry narration/music, and ends at 21.2s. 22.8–24.5 — Cross complete pressure seals, rings and outer hull lip. PA has ended; alarm compresses into hull vibration as airflow falls away. Stars/planet rim light appear; no teleport. 24.5–27.0 — Pull into space facing complete Habitat-42. Ring, hub and spine resolve; one painted upright `42` becomes unmistakable on the left ring. Station rotates with mass. 27.0–30.0 — Pull through fleet layers. Emphasize habitation modules, colony carriers, agriculture/water-processing ships, construction yards and resource transports, with restrained escorts. Near ships pass safely; distant hundreds approach opaque cloud. Leading hulls begin cloud entry while rear ranks and `42` remain visible. No surface/alien reveal. CAMERA / SOUND / PHYSICS Room uses drawing detail, true OTS, matching close-ups and tight two-shot; weighted shoulder, 5% moves, eye-led reactions, no axis flip/jump. Tunnel speed comes from parallax, not shake. Props stay separate; camera crosses every collar; ships keep mass and safe irregular spacing. Room PA is a point source above/right with short reflections. Tunnel PA is relayed by physical speakers with distance falloff and longer metal reverb. It ends inside pressure boundary; exterior carries hull vibration, low engines and sparse thrusters. Other audio: marker friction, room air, relay, decay, capacitor and alarm. Ignore Video1 audio. ZERO MUSIC. QUALITY / ACCEPTANCE Photoreal CGI; warm Image1 materials before trip, red/emergency light after, crisp tunnel parallax and large fleet. No malformed hand, wrong drawing, random line, EVAN drawing, surviving daylight, prolonged panic, child lip sync, flat red overlay, room wide, ceiling pass-through, tunnel melt, speed-smear veil, wrong/multiple `42`, battle parade, weapon fire, UI or watermark. Pass only on: warm drawing/approval -> real startle -> shock becomes shared resignation -> exact spatial PA continues into accelerating pipe tunnel -> hull crossing -> physical Habitat `42` -> unmistakable colonization fleet entering cloud. Fail on cold opening, persistent fear, non-spatial PA, missing pipes, teleport, unreadable `42`, generic war fleet or music.
【生成内容】 # R06 完整剧本/B-roll设计 # R06|核爆后谴责|纯作战室30秒 目的:the room absorbs an unseen catastrophe; LENA names human cost, EVAN exposes his remaining logic。 ## 精确对白 **LENA** You burned a city for a meter reading. **EVAN** The resource survived. **LENA** That's your defense? ## 时间设计 - 0.0–6.0 post-event room silence. Same clean room, no screen, no blast image, no UI. LENA seated again, breath uneven; KAI silent; EVAN rigid. - 6.0–12.0 LENA true OTS Audio1 line1, eyes wet but controlled. - 12.0–17.0 EVAN Audio2 line2, avoids both children; no insert or monitor. - 17.0–22.0 LENA/KAI two-shot; Audio1 line3, KAI's jaw locks. - 22.0–30.0 room-only aftermath B-roll: breath, gaze breaks, empty wall practical, chair settling, no speech. --- # R06 完整提示词 ACTIVE ASSETS — ROOM ONLY R06 核爆后谴责, EXACT ORDER @Image1 = {{Node 753f107b-c8a9-494f-ac8f-d70564411d2a}} — sole command-room architecture and physical relief-map-table authority: exact wall, right-rear black door, left-rear black filing cabinet, chairs, table dimensions/rim/topography, fixed seating, wardrobe and eyelines. @Image2 = {{Node be020091-3863-446a-90a2-715736c8c10e}} — EVAN identity/blue command-room wardrobe. @Image3 = {{Node 0e988ad5-811e-4e9d-93fd-d3be5f5b5caa}} — KAI identity/red command-room wardrobe. @Image4 = {{Node cbdb7ae4-f26d-4fd5-a4cf-05b970afea70}} — LENA identity/Ivory command-room wardrobe. @Audio1 = {{Node 2236b908-fb34-4af0-9f53-efc8d535657d}} — LENA timbre only. @Audio2 = {{Node a34f2d2a-8c35-42c6-8771-8d21b88846f9}} — EVAN timbre only. OUTPUT CONTRACT 30.0s, 21:9, 480p, 24fps. Pure command-room dialogue source plate with internal cuts allowed. Exact character dialogue only. No WORLD VOICE, game-world sound, music, subtitles, UI or additional speech. COMMAND-ROOM GEOGRAPHY HARD LOCK Preserve Image1's command room exactly in every shot and reverse: medium-grey rear wall with EMPTY center; one black filing cabinet with stacked folders at rear-left behind EVAN; one black door with silver handle at rear-right behind LENA; no wall sconces, flags, windows, screens or added architecture. Preserve the same huge rectangular physical relief-map table with thick dark raised rim, exact dimensions, height, sculpted mountains, lake, roads and coastline as a permanently inert practical model. Never replace it with a plain grey/black table, conference table, desk, screen or different map. Camera stays on the south side of the table axis and may shift only slightly along that side. EVAN remains screen-left/west; KAI remains far-center/north; LENA remains screen-right/east. Nobody changes seats, crosses the table, looks into camera or becomes a centered passport portrait. True OTS shots retain a soft listener shoulder/edge. Every close/reverse must preserve at least one source-room anchor: relief-table rim/topography, right-rear door edge, left-rear filing cabinet edge or empty central grey wall. Do not invent unseen reverse-wall architecture. NO WORLD CONTAMINATION The sculpted terrain already present on Image1's physical table is REQUIRED room geometry and remains unchanged, matte and non-animated. It is not a screen and never becomes a living world. Do not add moving vehicles, growing buildings, changing faction colors, glowing paths, territory washes, locks, icons, floating text, data panels, HUD, holograms, monitor images, projections, explosions, refugees or outdoor cutaways. No world assets are active. CAUSAL SPINE offscreen information reaches the room -> eyes and breath register it -> the named speaker chooses a tactic and speaks -> listeners react at different speeds -> the next line answers that changed relationship -> posture and eyelines persist into the edit handle. No visual world event is recreated inside the room. ROOM B-ROLL ONLY Use relationship masters, true over-shoulders, profiles, two-shots, focus transfers, delayed reactions, breathing, clothing/chair movement, empty fourth-side composition, the unchanged empty central grey wall, right-door edge, left filing-cabinet edge and shallow-focus physical relief-table rim/topography. No added wall light. No hand closeups, no fingers manipulating controls, no readable paper except the distant blank treaty page where specified. CAMERA / PERFORMANCE Weighted shoulder camera, 5–8% eased pushes, short pullbacks and imperfect micro-settling. No digital jitter, random orbit or axis crossing. Eyes lead heads; interrupted breath and stillness mark new information. Preserve reaction inertia across cuts. PHYSICS Bodies remain fully supported by the same chairs; feet stay grounded; chairs settle after weight shifts; clothing reacts after torso motion; breath precedes speech; gaze leads head turns. The physical relief-map table, thick rim, sculpted terrain, rear-left filing cabinet, rear-right black door, empty center wall, ceiling light direction and all room objects remain fixed across every cut. AUDIO MASTER LOCK Exact character voices, continuous HVAC/electrical hum, breath, chair and clothing only. ZERO MUSIC: no score, melody, chord, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM or theme. No WORLD VOICE in this source. ACCEPTANCE Same room and seats for all 30 seconds. Exact speaker/voice mapping and line order. No world contamination, screens, UI, map animation, extra people, seat swap, direct-to-camera gaze, music or WORLD voice. DRAMATIC PURPOSE the room absorbs an unseen catastrophe; LENA names human cost, EVAN exposes his remaining logic. LOCKED DIALOGUE — EXACT ORDER, ONCE EACH LENA: “You burned a city for a meter reading.” EVAN: “The resource survived.” LENA: “That's your defense?” SPEAKER / AUDIO HARD LOCK Audio1=LENA only; Audio2=EVAN only. No swap, repeat, overlap, paraphrase or extra words. Unused characters keep mouths closed. TIMED ROOM SHOTS 0.0–6.0 post-event room silence. Same clean room, no screen, no blast image, no UI. LENA seated again, breath uneven; KAI silent; EVAN rigid. 6.0–12.0 LENA true OTS Audio1 line1, eyes wet but controlled. 12.0–17.0 EVAN Audio2 line2, avoids both children; no insert or monitor. 17.0–22.0 LENA/KAI two-shot; Audio1 line3, KAI's jaw locks. 22.0–30.0 room-only aftermath B-roll: breath, gaze breaks, empty wall practical, chair settling, no speech.
ACTIVE ASSETS — ROOM ONLY R06 核爆后谴责, EXACT ORDER @Image1 = {{Mixed 1}} — sole command-room architecture and physical relief-map-table authority: exact wall, right-rear black door, left-rear black filing cabinet, chairs, table dimensions/rim/topography, fixed seating, wardrobe and eyelines. @Image2 = {{Mixed 2}} — EVAN identity/blue command-room wardrobe. @Image3 = {{Mixed 3}} — KAI identity/red command-room wardrobe. @Image4 = {{Mixed 4}} — LENA identity/Ivory command-room wardrobe. @Audio1 = {{Mixed 5}} — LENA timbre only. @Audio2 = {{Mixed 6}} — EVAN timbre only. OUTPUT CONTRACT 30.0s, 21:9, 480p, 24fps. Pure command-room dialogue source plate with internal cuts allowed. Exact character dialogue only. No WORLD VOICE, game-world sound, music, subtitles, UI or additional speech. COMMAND-ROOM GEOGRAPHY HARD LOCK Preserve Image1's command room exactly in every shot and reverse: medium-grey rear wall with EMPTY center; one black filing cabinet with stacked folders at rear-left behind EVAN; one black door with silver handle at rear-right behind LENA; no wall sconces, flags, windows, screens or added architecture. Preserve the same huge rectangular physical relief-map table with thick dark raised rim, exact dimensions, height, sculpted mountains, lake, roads and coastline as a permanently inert practical model. Never replace it with a plain grey/black table, conference table, desk, screen or different map. Camera stays on the south side of the table axis and may shift only slightly along that side. EVAN remains screen-left/west; KAI remains far-center/north; LENA remains screen-right/east. Nobody changes seats, crosses the table, looks into camera or becomes a centered passport portrait. True OTS shots retain a soft listener shoulder/edge. Every close/reverse must preserve at least one source-room anchor: relief-table rim/topography, right-rear door edge, left-rear filing cabinet edge or empty central grey wall. Do not invent unseen reverse-wall architecture. NO WORLD CONTAMINATION The sculpted terrain already present on Image1's physical table is REQUIRED room geometry and remains unchanged, matte and non-animated. It is not a screen and never becomes a living world. Do not add moving vehicles, growing buildings, changing faction colors, glowing paths, territory washes, locks, icons, floating text, data panels, HUD, holograms, monitor images, projections, explosions, refugees or outdoor cutaways. No world assets are active. CAUSAL SPINE offscreen information reaches the room -> eyes and breath register it -> the named speaker chooses a tactic and speaks -> listeners react at different speeds -> the next line answers that changed relationship -> posture and eyelines persist into the edit handle. No visual world event is recreated inside the room. ROOM B-ROLL ONLY Use relationship masters, true over-shoulders, profiles, two-shots, focus transfers, delayed reactions, breathing, clothing/chair movement, empty fourth-side composition, the unchanged empty central grey wall, right-door edge, left filing-cabinet edge and shallow-focus physical relief-table rim/topography. No added wall light. No hand closeups, no fingers manipulating controls, no readable paper except the distant blank treaty page where specified. CAMERA / PERFORMANCE Weighted shoulder camera, 5–8% eased pushes, short pullbacks and imperfect micro-settling. No digital jitter, random orbit or axis crossing. Eyes lead heads; interrupted breath and stillness mark new information. Preserve reaction inertia across cuts. PHYSICS Bodies remain fully supported by the same chairs; feet stay grounded; chairs settle after weight shifts; clothing reacts after torso motion; breath precedes speech; gaze leads head turns. The physical relief-map table, thick rim, sculpted terrain, rear-left filing cabinet, rear-right black door, empty center wall, ceiling light direction and all room objects remain fixed across every cut. AUDIO MASTER LOCK Exact character voices, continuous HVAC/electrical hum, breath, chair and clothing only. ZERO MUSIC: no score, melody, chord, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM or theme. No WORLD VOICE in this source. ACCEPTANCE Same room and seats for all 30 seconds. Exact speaker/voice mapping and line order. No world contamination, screens, UI, map animation, extra people, seat swap, direct-to-camera gaze, music or WORLD voice. DRAMATIC PURPOSE the room absorbs an unseen catastrophe; LENA names human cost, EVAN exposes his remaining logic. LOCKED DIALOGUE — EXACT ORDER, ONCE EACH LENA: “You burned a city for a meter reading.” EVAN: “The resource survived.” LENA: “That's your defense?” SPEAKER / AUDIO HARD LOCK Audio1=LENA only; Audio2=EVAN only. No swap, repeat, overlap, paraphrase or extra words. Unused characters keep mouths closed. TIMED ROOM SHOTS 0.0–6.0 post-event room silence. Same clean room, no screen, no blast image, no UI. LENA seated again, breath uneven; KAI silent; EVAN rigid. 6.0–12.0 LENA true OTS Audio1 line1, eyes wet but controlled. 12.0–17.0 EVAN Audio2 line2, avoids both children; no insert or monitor. 17.0–22.0 LENA/KAI two-shot; Audio1 line3, KAI's jaw locks. 22.0–30.0 room-only aftermath B-roll: breath, gaze breaks, empty wall practical, chair settling, no speech.
【生成内容】 # R07 完整剧本/B-roll设计 # R07|悲伤、醒悟与提出条约|纯作战室30秒 目的:grief breaks all three strategic postures; solution emerges only after a protected silence。 ## 精确对白 **KAI** The system survived. That's the problem. **LENA** What kind of future only has room for one of us? **EVAN** Then we write a treaty. **KAI** Can a treaty supersede them? ## 时间设计 - 0.0–5.0 clean room silence, no WORLD, no screen; shoulders and eyelines carry aftermath. - 5.0–9.0 KAI Audio1 line1, slow, eyes lowered. - 9.0–14.0 LENA Audio2 line2, quiet, hold one second after 'us'. - 14.0–19.0 protected five-second silence; no dialogue, no music, no prop action. - 19.0–23.0 blank off-white page slides mechanically into table center; EVAN looks to both and Audio3 line3. - 23.0–26.0 silent listening gap reserved for later protocol WORLD line; mouths closed. - 26.0–29.0 KAI Audio1 line4, cautious hope. - 29.0–30.0 blank-page three-shot, nobody writes. --- # R07 完整提示词 ACTIVE ASSETS — ROOM ONLY R07 悲伤、醒悟与提出条约, EXACT ORDER @Image1 = {{Node 753f107b-c8a9-494f-ac8f-d70564411d2a}} — sole command-room architecture and physical relief-map-table authority: exact wall, right-rear black door, left-rear black filing cabinet, chairs, table dimensions/rim/topography, fixed seating, wardrobe and eyelines. @Image2 = {{Node be020091-3863-446a-90a2-715736c8c10e}} — EVAN identity/blue command-room wardrobe. @Image3 = {{Node 0e988ad5-811e-4e9d-93fd-d3be5f5b5caa}} — KAI identity/red command-room wardrobe. @Image4 = {{Node cbdb7ae4-f26d-4fd5-a4cf-05b970afea70}} — LENA identity/Ivory command-room wardrobe. @Audio1 = {{Node b2f85740-3f87-469c-a2f3-9f26793bb226}} — KAI timbre only. @Audio2 = {{Node 2236b908-fb34-4af0-9f53-efc8d535657d}} — LENA timbre only. @Audio3 = {{Node a34f2d2a-8c35-42c6-8771-8d21b88846f9}} — EVAN timbre only. OUTPUT CONTRACT 30.0s, 21:9, 480p, 24fps. Pure command-room dialogue source plate with internal cuts allowed. Exact character dialogue only. No WORLD VOICE, game-world sound, music, subtitles, UI or additional speech. COMMAND-ROOM GEOGRAPHY HARD LOCK Preserve Image1's command room exactly in every shot and reverse: medium-grey rear wall with EMPTY center; one black filing cabinet with stacked folders at rear-left behind EVAN; one black door with silver handle at rear-right behind LENA; no wall sconces, flags, windows, screens or added architecture. Preserve the same huge rectangular physical relief-map table with thick dark raised rim, exact dimensions, height, sculpted mountains, lake, roads and coastline as a permanently inert practical model. Never replace it with a plain grey/black table, conference table, desk, screen or different map. Camera stays on the south side of the table axis and may shift only slightly along that side. EVAN remains screen-left/west; KAI remains far-center/north; LENA remains screen-right/east. Nobody changes seats, crosses the table, looks into camera or becomes a centered passport portrait. True OTS shots retain a soft listener shoulder/edge. Every close/reverse must preserve at least one source-room anchor: relief-table rim/topography, right-rear door edge, left-rear filing cabinet edge or empty central grey wall. Do not invent unseen reverse-wall architecture. NO WORLD CONTAMINATION The sculpted terrain already present on Image1's physical table is REQUIRED room geometry and remains unchanged, matte and non-animated. It is not a screen and never becomes a living world. Do not add moving vehicles, growing buildings, changing faction colors, glowing paths, territory washes, locks, icons, floating text, data panels, HUD, holograms, monitor images, projections, explosions, refugees or outdoor cutaways. No world assets are active. CAUSAL SPINE offscreen information reaches the room -> eyes and breath register it -> the named speaker chooses a tactic and speaks -> listeners react at different speeds -> the next line answers that changed relationship -> posture and eyelines persist into the edit handle. No visual world event is recreated inside the room. ROOM B-ROLL ONLY Use relationship masters, true over-shoulders, profiles, two-shots, focus transfers, delayed reactions, breathing, clothing/chair movement, empty fourth-side composition, the unchanged empty central grey wall, right-door edge, left filing-cabinet edge and shallow-focus physical relief-table rim/topography. No added wall light. No hand closeups, no fingers manipulating controls, no readable paper except the distant blank treaty page where specified. CAMERA / PERFORMANCE Weighted shoulder camera, 5–8% eased pushes, short pullbacks and imperfect micro-settling. No digital jitter, random orbit or axis crossing. Eyes lead heads; interrupted breath and stillness mark new information. Preserve reaction inertia across cuts. PHYSICS Bodies remain fully supported by the same chairs; feet stay grounded; chairs settle after weight shifts; clothing reacts after torso motion; breath precedes speech; gaze leads head turns. The physical relief-map table, thick rim, sculpted terrain, rear-left filing cabinet, rear-right black door, empty center wall, ceiling light direction and all room objects remain fixed across every cut. AUDIO MASTER LOCK Exact character voices, continuous HVAC/electrical hum, breath, chair and clothing only. ZERO MUSIC: no score, melody, chord, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM or theme. No WORLD VOICE in this source. ACCEPTANCE Same room and seats for all 30 seconds. Exact speaker/voice mapping and line order. No world contamination, screens, UI, map animation, extra people, seat swap, direct-to-camera gaze, music or WORLD voice. DRAMATIC PURPOSE grief breaks all three strategic postures; solution emerges only after a protected silence. LOCKED DIALOGUE — EXACT ORDER, ONCE EACH KAI: “The system survived. That's the problem.” LENA: “What kind of future only has room for one of us?” EVAN: “Then we write a treaty.” KAI: “Can a treaty supersede them?” SPEAKER / AUDIO HARD LOCK Audio1=KAI only; Audio2=LENA only; Audio3=EVAN only. No swap, repeat, overlap, paraphrase or extra words. Unused characters keep mouths closed. TIMED ROOM SHOTS 0.0–5.0 clean room silence, no WORLD, no screen; shoulders and eyelines carry aftermath. 5.0–9.0 KAI Audio1 line1, slow, eyes lowered. 9.0–14.0 LENA Audio2 line2, quiet, hold one second after 'us'. 14.0–19.0 protected five-second silence; no dialogue, no music, no prop action. 19.0–23.0 blank off-white page slides mechanically into table center; EVAN looks to both and Audio3 line3. 23.0–26.0 silent listening gap reserved for later protocol WORLD line; mouths closed. 26.0–29.0 KAI Audio1 line4, cautious hope. 29.0–30.0 blank-page three-shot, nobody writes.
ACTIVE ASSETS — ROOM ONLY R07 悲伤、醒悟与提出条约, EXACT ORDER @Image1 = {{Mixed 1}} — sole command-room architecture and physical relief-map-table authority: exact wall, right-rear black door, left-rear black filing cabinet, chairs, table dimensions/rim/topography, fixed seating, wardrobe and eyelines. @Image2 = {{Mixed 2}} — EVAN identity/blue command-room wardrobe. @Image3 = {{Mixed 3}} — KAI identity/red command-room wardrobe. @Image4 = {{Mixed 4}} — LENA identity/Ivory command-room wardrobe. @Audio1 = {{Mixed 5}} — KAI timbre only. @Audio2 = {{Mixed 6}} — LENA timbre only. @Audio3 = {{Mixed 7}} — EVAN timbre only. OUTPUT CONTRACT 30.0s, 21:9, 480p, 24fps. Pure command-room dialogue source plate with internal cuts allowed. Exact character dialogue only. No WORLD VOICE, game-world sound, music, subtitles, UI or additional speech. COMMAND-ROOM GEOGRAPHY HARD LOCK Preserve Image1's command room exactly in every shot and reverse: medium-grey rear wall with EMPTY center; one black filing cabinet with stacked folders at rear-left behind EVAN; one black door with silver handle at rear-right behind LENA; no wall sconces, flags, windows, screens or added architecture. Preserve the same huge rectangular physical relief-map table with thick dark raised rim, exact dimensions, height, sculpted mountains, lake, roads and coastline as a permanently inert practical model. Never replace it with a plain grey/black table, conference table, desk, screen or different map. Camera stays on the south side of the table axis and may shift only slightly along that side. EVAN remains screen-left/west; KAI remains far-center/north; LENA remains screen-right/east. Nobody changes seats, crosses the table, looks into camera or becomes a centered passport portrait. True OTS shots retain a soft listener shoulder/edge. Every close/reverse must preserve at least one source-room anchor: relief-table rim/topography, right-rear door edge, left-rear filing cabinet edge or empty central grey wall. Do not invent unseen reverse-wall architecture. NO WORLD CONTAMINATION The sculpted terrain already present on Image1's physical table is REQUIRED room geometry and remains unchanged, matte and non-animated. It is not a screen and never becomes a living world. Do not add moving vehicles, growing buildings, changing faction colors, glowing paths, territory washes, locks, icons, floating text, data panels, HUD, holograms, monitor images, projections, explosions, refugees or outdoor cutaways. No world assets are active. CAUSAL SPINE offscreen information reaches the room -> eyes and breath register it -> the named speaker chooses a tactic and speaks -> listeners react at different speeds -> the next line answers that changed relationship -> posture and eyelines persist into the edit handle. No visual world event is recreated inside the room. ROOM B-ROLL ONLY Use relationship masters, true over-shoulders, profiles, two-shots, focus transfers, delayed reactions, breathing, clothing/chair movement, empty fourth-side composition, the unchanged empty central grey wall, right-door edge, left filing-cabinet edge and shallow-focus physical relief-table rim/topography. No added wall light. No hand closeups, no fingers manipulating controls, no readable paper except the distant blank treaty page where specified. CAMERA / PERFORMANCE Weighted shoulder camera, 5–8% eased pushes, short pullbacks and imperfect micro-settling. No digital jitter, random orbit or axis crossing. Eyes lead heads; interrupted breath and stillness mark new information. Preserve reaction inertia across cuts. PHYSICS Bodies remain fully supported by the same chairs; feet stay grounded; chairs settle after weight shifts; clothing reacts after torso motion; breath precedes speech; gaze leads head turns. The physical relief-map table, thick rim, sculpted terrain, rear-left filing cabinet, rear-right black door, empty center wall, ceiling light direction and all room objects remain fixed across every cut. AUDIO MASTER LOCK Exact character voices, continuous HVAC/electrical hum, breath, chair and clothing only. ZERO MUSIC: no score, melody, chord, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM or theme. No WORLD VOICE in this source. ACCEPTANCE Same room and seats for all 30 seconds. Exact speaker/voice mapping and line order. No world contamination, screens, UI, map animation, extra people, seat swap, direct-to-camera gaze, music or WORLD voice. DRAMATIC PURPOSE grief breaks all three strategic postures; solution emerges only after a protected silence. LOCKED DIALOGUE — EXACT ORDER, ONCE EACH KAI: “The system survived. That's the problem.” LENA: “What kind of future only has room for one of us?” EVAN: “Then we write a treaty.” KAI: “Can a treaty supersede them?” SPEAKER / AUDIO HARD LOCK Audio1=KAI only; Audio2=LENA only; Audio3=EVAN only. No swap, repeat, overlap, paraphrase or extra words. Unused characters keep mouths closed. TIMED ROOM SHOTS 0.0–5.0 clean room silence, no WORLD, no screen; shoulders and eyelines carry aftermath. 5.0–9.0 KAI Audio1 line1, slow, eyes lowered. 9.0–14.0 LENA Audio2 line2, quiet, hold one second after 'us'. 14.0–19.0 protected five-second silence; no dialogue, no music, no prop action. 19.0–23.0 blank off-white page slides mechanically into table center; EVAN looks to both and Audio3 line3. 23.0–26.0 silent listening gap reserved for later protocol WORLD line; mouths closed. 26.0–29.0 KAI Audio1 line4, cautious hope. 29.0–30.0 blank-page three-shot, nobody writes.
【生成内容】 # BR04 完整剧本/B-roll设计 # BR04|爆后室内静默|12秒|纯作战室B-roll 目的:hold emotional aftermath entirely through bodies, breath and negative space before condemnation and grief dialogue。 - 0.0–4.0 three-shot in unchanged room; EVAN rigid left, KAI bowed center, LENA seated right with uneven breath; no screen or flash. - 4.0–7.0 slow push to LENA, eyes wet but no cry. - 7.0–9.5 focus transfer to EVAN avoiding both eyelines. - 9.5–12.0 KAI raises eyes toward EVAN, jaw tight; HVAC and breathing only. --- # BR04 完整提示词 ACTIVE ASSETS — ROOM TIME B-ROLL BR04 爆后室内静默, EXACT ORDER @Image1 = {{Node 753f107b-c8a9-494f-ac8f-d70564411d2a}} — sole exact command-room architecture, physical relief-map table and fixed three-person blocking authority. @Image2 = {{Node be020091-3863-446a-90a2-715736c8c10e}} — EVAN identity/blue wardrobe. @Image3 = {{Node 0e988ad5-811e-4e9d-93fd-d3be5f5b5caa}} — KAI identity/red wardrobe. @Image4 = {{Node cbdb7ae4-f26d-4fd5-a4cf-05b970afea70}} — LENA identity/Ivory wardrobe. OUTPUT CONTRACT 12.0s, 21:9, 480p, 24fps. Pure command-room non-dialogue B-roll with internal hard cuts allowed. No character speech, WORLD VOICE, game-world sound, music, subtitles or UI. SCENE / BLOCKING HARD LOCK Preserve Image1 exactly: huge rectangular physical relief-map table with thick dark rim and unchanged sculpted mountains/lake/roads/coast; medium-grey rear wall with empty center; black filing cabinet and stacked folders rear-left behind EVAN; black door with silver handle rear-right behind LENA; no wall sconces, flags, windows, screens or new architecture. EVAN stays left/west, KAI far-center/north, LENA right/east. Camera remains on south side and never crosses axis. NO CONTAMINATION The physical tabletop terrain is inert room geometry. No moving/growing cities, vehicles, flags, explosions, glowing paths, territory washes, HUD, hologram, lock icon, text, data panel, projection, monitor or outdoor image. Never replace the relief table with a plain table. CAUSAL SPINE hold emotional aftermath entirely through bodies, breath and negative space before condemnation and grief dialogue. TIMED ROOM B-ROLL 0.0–4.0 three-shot in unchanged room; EVAN rigid left, KAI bowed center, LENA seated right with uneven breath; no screen or flash. 4.0–7.0 slow push to LENA, eyes wet but no cry. 7.0–9.5 focus transfer to EVAN avoiding both eyelines. 9.5–12.0 KAI raises eyes toward EVAN, jaw tight; HVAC and breathing only. CAMERA / PHYSICS Weighted shoulder camera or locked match-cut master as specified; no digital jitter or random orbit. Bodies stay in the same chairs; feet remain grounded; chairs settle after weight shifts; clothing follows torso motion; gaze leads head turns. Relief table, door, cabinet, wall and light remain unchanged. AUDIO Continuous HVAC/electrical hum, breath, chair/clothing, paper/folder and one dry physical relay click where specified. ZERO MUSIC. No voices of any kind. ACCEPTANCE Exact room, table and positions persist. No dialogue, WORLD, world imagery, UI, added lamp, scene redesign, seat swap, direct-camera gaze, hand macro or music.
ACTIVE ASSETS — ROOM TIME B-ROLL BR04 爆后室内静默, EXACT ORDER @Image1 = {{Mixed 1}} — sole exact command-room architecture, physical relief-map table and fixed three-person blocking authority. @Image2 = {{Mixed 2}} — EVAN identity/blue wardrobe. @Image3 = {{Mixed 3}} — KAI identity/red wardrobe. @Image4 = {{Mixed 4}} — LENA identity/Ivory wardrobe. OUTPUT CONTRACT 12.0s, 21:9, 480p, 24fps. Pure command-room non-dialogue B-roll with internal hard cuts allowed. No character speech, WORLD VOICE, game-world sound, music, subtitles or UI. SCENE / BLOCKING HARD LOCK Preserve Image1 exactly: huge rectangular physical relief-map table with thick dark rim and unchanged sculpted mountains/lake/roads/coast; medium-grey rear wall with empty center; black filing cabinet and stacked folders rear-left behind EVAN; black door with silver handle rear-right behind LENA; no wall sconces, flags, windows, screens or new architecture. EVAN stays left/west, KAI far-center/north, LENA right/east. Camera remains on south side and never crosses axis. NO CONTAMINATION The physical tabletop terrain is inert room geometry. No moving/growing cities, vehicles, flags, explosions, glowing paths, territory washes, HUD, hologram, lock icon, text, data panel, projection, monitor or outdoor image. Never replace the relief table with a plain table. CAUSAL SPINE hold emotional aftermath entirely through bodies, breath and negative space before condemnation and grief dialogue. TIMED ROOM B-ROLL 0.0–4.0 three-shot in unchanged room; EVAN rigid left, KAI bowed center, LENA seated right with uneven breath; no screen or flash. 4.0–7.0 slow push to LENA, eyes wet but no cry. 7.0–9.5 focus transfer to EVAN avoiding both eyelines. 9.5–12.0 KAI raises eyes toward EVAN, jaw tight; HVAC and breathing only. CAMERA / PHYSICS Weighted shoulder camera or locked match-cut master as specified; no digital jitter or random orbit. Bodies stay in the same chairs; feet remain grounded; chairs settle after weight shifts; clothing follows torso motion; gaze leads head turns. Relief table, door, cabinet, wall and light remain unchanged. AUDIO Continuous HVAC/electrical hum, breath, chair/clothing, paper/folder and one dry physical relay click where specified. ZERO MUSIC. No voices of any kind. ACCEPTANCE Exact room, table and positions persist. No dialogue, WORLD, world imagery, UI, added lamp, scene redesign, seat swap, direct-camera gaze, hand macro or music.
【生成内容】 # WX_PLUNDER V3|战略侵略导演合同 ## Authority - Source facts:V2 为 8 秒资源掠夺快切,无 WORLD VOICE,接在三方扩张/越界战争段落中。 - Render evidence:V2 成片主要是单人打桩、两人拧阀、剪锁链和一辆卡车,缺少区域控制、成建制越界和持续资源外运。 - User lock:资源掠夺必须升级为战略侵略,不能继续显得小气。 - Execution lock:只写完整提示词并部署 NO_RUN 节点,不运行媒体生成。 ## Shot purpose 这一镜存在,因为观众必须从“局部人员拿走几件东西”转到“一个国家用装甲、工程和物流体系接管另一方的交通、能源与仓储命脉”。 ## Audience and viewpoint - Knows before:蓝方已经具有装甲工业,红方和象牙白依赖中央运输与能源网络。 - Does not know:掠夺不是单点偷取,而是多轴越界、节点夺取和持续外运。 - Viewpoint:稳定的远距离战略观察者;不进入士兵、驾驶员或居民身体。 - New knowledge after:蓝方控制的是整条能源与物流系统,不只是一口泵或一个仓库。 - Handoff carrier:被压毁的实体边界杆 → 被扳转的铁路道岔 → 被重接的管线 → 连续北运的能源/矿石/粮食流。 ## Causal spine 蓝方多轴装甲越界 → 工程车辆突破边界并夺取铁路/管线/变电节点 → 红方物流被迫制动与退出 → 蓝方起重与运输系统接管仓储 → 三条资源流持续北运 → 白方援助在外围被截断 → 被占区域保持破损、停摆与外流状态。 ## Scale and camera meaning - Beat 1:高斜俯区域大全景,至少三条进攻/运输走廊同时可读,证明这是成建制入侵。 - Beat 2:远距离长焦关键节点,看到履带压坏门杆、道岔扳转和管线重接的物理门槛。 - Beat 3:起重/铁路/公路同时外运,资源吞吐量替代单个工具箱特写。 - Beat 4:后拉至战略全景,保留破口、停驶红方列车、受阻白方援助与连续北运资源。 - 物理桥:同一蓝方先头纵队和同一中央管线节点跨切保留,镜头不凭空跳到新地图。 ## Spatial truth - 地图拓扑、中央盆地、环路、山脉、海岸和三方既有方向不旋转、不镜像。 - 蓝方车辆沿既有蓝方道路进入并保持同一屏幕方向;资源外运沿既有北向干线离开。 - 前景:被压坏的实体边界杆或铁轨;中景:铁路道岔、管线总阀、变电节点;背景:多轴装甲与后续物流纵队。 - 红方退让车辆与蓝方前进方向相反,但不穿越彼此或瞬移。 ## Behavior and human stakes - 本镜是战略系统层,全程不出现近景人物、士兵、工人、驾驶员、居民或人形剪影。 - 人类代价通过被封锁的空仓、停驶列车、关闭诊所支路、受阻白方援助和持续资源外流表达;具体迁徙与救援留给后续情绪镜头。 ## Chaos hierarchy - 前景:边界杆受履带接触后弯折,碎石和尘土有重量。 - 中景:工程车辆夺取道岔、总阀和变电节点。 - 背景:装甲先头、油料车、货运列车和重型装载机异步运行。 - 密度曲线:区域定向 → 边界突破 → 节点接管 → 大规模外运 → 冷静后拉看清后果。 ## Exit and next-shot handoff - Exit image:三条连续资源流北运,红方物流停在断开的支线上,白方援助停在实体路障外。 - Exit sound:多层柴油、履带、铁路制动、管线压力和起重机负载声;无胜利号角。 - Persistent state:边界破口、扳转道岔、重接管线、被清空仓储、外运纵队和受阻援助都不复原。 - Boundary:冷硬切入下一段作战室谴责或居民迁离。 ## Rejection test - 若主要画面仍是一两个人拧阀、打桩、交钥匙或剪锁:拒绝。 - 若全片只有一辆卡车或一个储罐:拒绝。 - 若用发光国界、HUD、地图染色表达控制:拒绝。 - 若装甲纵队整齐阅兵、低角度英雄化或出现胜利旗帜广告:拒绝。 - 若资源外运没有在结尾持续存在:拒绝。 ## Gate `PASS_DIRECTOR_CONTRACT`:战略尺度、因果门槛、地理与出口状态已锁;进入完整提示词构建。 --- # C09|00:19–00:25|WX_PLUNDER V4|战略侵略大景|6秒 ## 00:00–00:02|三路越界 区域高斜俯大全景:蓝方装甲先头、工程车辆、油料和货运后队沿三条实体走廊同时越界。履带接触后压毁两处门杆,蓝方机车穿过第三处铁路检查点。始终至少可见八辆蓝方车辆,纵队继续延伸到画外。 ## 00:02–00:04|关键节点被接管 同一地理的远距离设施大全景:工程车辆同时撞开仓储门、扳转铁路道岔、接通管线总阀并切断红方变电馈线;红方货列制动在断开的支线上。蓝方龙门吊和重载车开始接管能源筒与矿石箱。 ## 00:04–00:06|战略外运后果 切到更高战略后拉:整列能源车、矿石车队和粮食列车沿三条走廊持续北运;数十辆蓝方装甲与物流车辆控制路口。红方仓库被清空、机车停摆;无人象牙白供水/医护车队被混凝土路障挡住。边境破口、扳转道岔与重接管线不复原。 全程零人物、零主角、零 WORLD VOICE、零音乐;只保留履带、柴油、铁路制动、金属变形、道岔、管线压力和起重负载声。 --- # 完整提示词 ACTIVE ASSETS — C09 WX_PLUNDER V4 6S STRATEGIC INVASION WIDE, EXACT ORDER @Image1 = {{Node fb6c976c-caed-45dd-b0e2-aef3027a96ae}} — sole world topology and central-basin geography. @Image2 = {{Node 417c69fd-8060-426c-94c6-556a5543c9da}} — seized-resource corridor and occupied industrial endpoint. @Image3 = {{Node ba405cac-f0c0-4c18-b692-e51bc981e7ec}} — blue armor and heavy engineering scale. @Image4 = {{Node 17c54ebe-13d0-424d-ba2c-a4ee56e558c3}} — red warehouse, railway and freight materials. @Image5 = {{Node 0e655a33-1a35-4eef-8448-b3f11baf4b5d}} — Ivory water, clinic and blocked-aid materials. @Image6 = {{Node 85379bc0-3466-4222-ae03-486375d46e63}} — occupied transport-corridor geography only. Assets lock topology, faction materials, vehicle class and industrial scale—not action, framing or endpoint state. OUTPUT CONTRACT 6.0s, 21:9, 480p, 24fps. Three fast strategic-wide shots. This is a coordinated state-scale invasion and extraction campaign, never a local robbery. ABSOLUTE ZERO VISIBLE PEOPLE: no body, face, hand, soldier, worker, driver, operator, resident, silhouette, reflection, portrait or human-like form; no EVAN/KAI/LENA. No command room, dialogue, WORLD VOICE, text, logo, UI or music. CAUSAL SPINE three blue mechanized axes cross the physical border -> heavy engineering vehicles seize railway, pipeline, substation and depot nodes -> red logistics are disconnected -> blue rail, road and pipeline systems extract energy, ore and grain simultaneously -> Ivory aid is physically blocked -> the final regional master preserves occupation and continuous northbound resource flow. WORLD / SCALE LOCK Image1 is the sole topology. Basin, ring road, mountains, coast, rivers and approach directions never rotate, mirror or reset. Blue advances along existing approaches, consistently screen-left to screen-right; seized freight leaves north. Red retreat faces the opposite direction without crossing blue traffic. Ivory aid stays outside the occupied corridor. Faction color remains on vehicle paint and small physical flags, never terrain, sky or water. Every frame is regional or infrastructure scale. At least three invasion corridors and multiple vehicle echelons must be readable. No isolated pump, toolbox, key, chain, household gate, single worker, single truck or personal transaction. No vehicle may dominate as a product hero. TIMED STRATEGIC SHOTS 0.0–2.0 — Start already from a 140-metre-high, 400-metre-distant high-oblique master. The physical border and central logistics junction share one frame. Three blue columns advance asynchronously across foreground, midground and background: armored spearhead, engineering vehicles, then fuel/freight support. At least eight blue vehicles remain visible with more beyond frame. Lead tracks contact then crush two low barriers; a blue locomotive crosses the third rail checkpoint. Barriers bend, gravel shifts and dust trails lag behind vehicles. All three breaches stay open. 2.0–4.0 — Motivated hard cut to a 90-metre-high long-lens infrastructure master of the same junction. Three heavy engineering vehicles act simultaneously: reinforced blade folds the depot gate after contact; mechanical clamp turns the railway switch; coupling rig locks onto the pipeline manifold while the substation disconnects red feeders. Red freight brakes on the severed spur with couplers compressing and brief wheel sparks. Behind it, blue gantries begin lifting groups of energy cylinders and loaders take ore containers. Rail, pipeline, power and depot access now feed blue routes. 4.0–6.0 — Cut on the first northbound freight train to a 220-metre-high strategic pullback. A full energy train, ore-hauler column and grain consist move north along three distinct corridors; dozens of blue armored/logistics vehicles hold junctions and side roads. Red warehouses stand open and partly emptied, red locomotives remain stranded, and an unoccupied Ivory water/medical convoy brakes behind a concrete roadblock. Broken gates, switched rails, coupled pipeline and extraction traffic persist. End on the whole occupied network—not a flag, hero tank or single truck. PHYSICS / CAMERA Acceleration precedes motion; tracks/tires keep contact; barriers deform only after impact; dust follows vehicles. Blades, clamps and couplers contact before gates, rails or manifolds move. Crane cables tension before lifting; suspension compresses; train couplers tighten sequentially; hoses lock before pressure rises. Use only high-oblique, distant long lens and strategic pullback. No handheld, jitter, POV, orbit, whip-pan, macro, hero angle, teleport, spawned cargo, fireball, clean reset or full-frame occlusion over six frames. Preserve border ridge, central pipe tower or northbound rail through every cut. AUDIO No speech or WORLD VOICE. Physical sound only: layered tracks, diesel convoys, rail brakes/couplers, barrier deformation, switch motor, pipeline pressure, cranes and blocked Ivory vehicles. ZERO MUSIC: no score, melody, drone, beat, pulse, riser, stinger, BRAAM or victory horn. NO GAME / PROP-SCALE CONTAMINATION No glowing border/route, territory tint, HUD, hologram, map overlay, card, miniature, tilt-shift, toy vehicle, readable faction symbol, parade or synchronized formation. ACCEPTANCE LOCKS By 2.0 seconds, three mechanized axes and three physical breaches are readable. By 4.0 seconds, rail, pipeline, substation and depot are seized. At 6.0 seconds, energy, ore and grain move in three continuous extraction streams while red logistics are stranded and Ivory aid is blocked. Zero people, close-up theft, UI, music, heroic advertisement or clean endpoint. If the result still looks like one truck or several workers stealing individual objects, it fails.
ACTIVE ASSETS — C09 WX_PLUNDER V4 6S STRATEGIC INVASION WIDE, EXACT ORDER @Image1 = {{Mixed 1}} — sole world topology and central-basin geography. @Image2 = {{Mixed 2}} — seized-resource corridor and occupied industrial endpoint. @Image3 = {{Mixed 3}} — blue armor and heavy engineering scale. @Image4 = {{Mixed 4}} — red warehouse, railway and freight materials. @Image5 = {{Mixed 5}} — Ivory water, clinic and blocked-aid materials. @Image6 = {{Mixed 6}} — occupied transport-corridor geography only. Assets lock topology, faction materials, vehicle class and industrial scale—not action, framing or endpoint state. OUTPUT CONTRACT 6.0s, 21:9, 480p, 24fps. Three fast strategic-wide shots. This is a coordinated state-scale invasion and extraction campaign, never a local robbery. ABSOLUTE ZERO VISIBLE PEOPLE: no body, face, hand, soldier, worker, driver, operator, resident, silhouette, reflection, portrait or human-like form; no EVAN/KAI/LENA. No command room, dialogue, WORLD VOICE, text, logo, UI or music. CAUSAL SPINE three blue mechanized axes cross the physical border -> heavy engineering vehicles seize railway, pipeline, substation and depot nodes -> red logistics are disconnected -> blue rail, road and pipeline systems extract energy, ore and grain simultaneously -> Ivory aid is physically blocked -> the final regional master preserves occupation and continuous northbound resource flow. WORLD / SCALE LOCK Image1 is the sole topology. Basin, ring road, mountains, coast, rivers and approach directions never rotate, mirror or reset. Blue advances along existing approaches, consistently screen-left to screen-right; seized freight leaves north. Red retreat faces the opposite direction without crossing blue traffic. Ivory aid stays outside the occupied corridor. Faction color remains on vehicle paint and small physical flags, never terrain, sky or water. Every frame is regional or infrastructure scale. At least three invasion corridors and multiple vehicle echelons must be readable. No isolated pump, toolbox, key, chain, household gate, single worker, single truck or personal transaction. No vehicle may dominate as a product hero. TIMED STRATEGIC SHOTS 0.0–2.0 — Start already from a 140-metre-high, 400-metre-distant high-oblique master. The physical border and central logistics junction share one frame. Three blue columns advance asynchronously across foreground, midground and background: armored spearhead, engineering vehicles, then fuel/freight support. At least eight blue vehicles remain visible with more beyond frame. Lead tracks contact then crush two low barriers; a blue locomotive crosses the third rail checkpoint. Barriers bend, gravel shifts and dust trails lag behind vehicles. All three breaches stay open. 2.0–4.0 — Motivated hard cut to a 90-metre-high long-lens infrastructure master of the same junction. Three heavy engineering vehicles act simultaneously: reinforced blade folds the depot gate after contact; mechanical clamp turns the railway switch; coupling rig locks onto the pipeline manifold while the substation disconnects red feeders. Red freight brakes on the severed spur with couplers compressing and brief wheel sparks. Behind it, blue gantries begin lifting groups of energy cylinders and loaders take ore containers. Rail, pipeline, power and depot access now feed blue routes. 4.0–6.0 — Cut on the first northbound freight train to a 220-metre-high strategic pullback. A full energy train, ore-hauler column and grain consist move north along three distinct corridors; dozens of blue armored/logistics vehicles hold junctions and side roads. Red warehouses stand open and partly emptied, red locomotives remain stranded, and an unoccupied Ivory water/medical convoy brakes behind a concrete roadblock. Broken gates, switched rails, coupled pipeline and extraction traffic persist. End on the whole occupied network—not a flag, hero tank or single truck. PHYSICS / CAMERA Acceleration precedes motion; tracks/tires keep contact; barriers deform only after impact; dust follows vehicles. Blades, clamps and couplers contact before gates, rails or manifolds move. Crane cables tension before lifting; suspension compresses; train couplers tighten sequentially; hoses lock before pressure rises. Use only high-oblique, distant long lens and strategic pullback. No handheld, jitter, POV, orbit, whip-pan, macro, hero angle, teleport, spawned cargo, fireball, clean reset or full-frame occlusion over six frames. Preserve border ridge, central pipe tower or northbound rail through every cut. AUDIO No speech or WORLD VOICE. Physical sound only: layered tracks, diesel convoys, rail brakes/couplers, barrier deformation, switch motor, pipeline pressure, cranes and blocked Ivory vehicles. ZERO MUSIC: no score, melody, drone, beat, pulse, riser, stinger, BRAAM or victory horn. NO GAME / PROP-SCALE CONTAMINATION No glowing border/route, territory tint, HUD, hologram, map overlay, card, miniature, tilt-shift, toy vehicle, readable faction symbol, parade or synchronized formation. ACCEPTANCE LOCKS By 2.0 seconds, three mechanized axes and three physical breaches are readable. By 4.0 seconds, rail, pipeline, substation and depot are seized. At 6.0 seconds, energy, ore and grain move in three continuous extraction streams while red logistics are stranded and Ivory aid is blocked. Zero people, close-up theft, UI, music, heroic advertisement or clean endpoint. If the result still looks like one truck or several workers stealing individual objects, it fails.
【生成内容】 ACTIVE ASSETS — THE TURN END_MERGED V7, EXISTING CANVAS ASSETS + TWO HIGH-RES SHOT MASTERS, EXACT ORDER @Image1 = {{Node a54d07aa-aa40-4721-9ff9-98204970c627}} — exact empty living-room front architecture, materials, daylight, doors and staircase. @Image2 = {{Node b8450e08-2bed-44a2-9aea-29cf6cab22eb}} — exact room plan and non-mirrored geography. @Image3 = {{Node b8ffe9a9-f4e3-46b1-a861-59e82ef452d4}} — three-person doorway relationship and spatial bridge only. @Image4 = {{Node 3f191201-a5ab-41f2-b599-d81da4566553}} — new high-resolution KAI doorway close-up master; crop, civilian wardrobe and look-back angle. @Image5 = {{Node 673160c2-5da6-4bf6-94df-3a0d399c076a}} — new high-resolution EVAN-left / LENA-right frontal master; table, maps and one capped marker. @Image6 = {{Node 773e0e67-bccd-4b1e-9289-e5976c3f7735}} — exact closed FARTHER box. @Image7 = {{Node e7f429cb-8cd2-4c0b-a2e7-a26d6023d91c}} — EVAN identity authority: face, age, brown hair and proportions. @Image8 = {{Node 0c23d228-3010-49dd-82c7-8c14f54f7f66}} — LENA identity authority: face, age, red hair, freckles and proportions. @Image9 = {{Node 58b92bb0-67fd-4fe5-845b-f633d6de5129}} — KAI identity authority: face, age, skin tone, short black curls and proportions. @Audio1 = {{Node af02d1c3-a319-412f-936c-8927821867dc}} — EVAN voice only. @Audio2 = {{Node 472bae62-1862-4e2d-9ae9-770ff6acd620}} — LENA voice only. @Audio3 = {{Node b2f85740-3f87-469c-a2f3-9f26793bb226}} — KAI voice only. @Audio4 = {{Node ec9f5df5-3675-4a35-a079-3fedb7d61914}} — PA voice, exactly the same timbre previously heard as WORLD VOICE. ASSET AUTHORITY Use these nine existing canvas images in this order. Images1–2 lock architecture and geography. Image3 locks only the three-person doorway relationship. Images4–5 are the exclusive high-resolution shot-composition and civilian-wardrobe carriers. Images7–9 lock identity only and must not overwrite the civilian clothing or framing in Images4–5. Image6 locks the single closed box. Do not average faces, swap children, mirror the room or import any other visual source. No video references. The marker close-up, lighting trip and reaction are generated by the timed prompt, not by another asset. OUTPUT 30.0s, 21:9, 720p, 24fps, realistic live-action. KAI doorway close-up -> siblings frontal dialogue -> prompt-generated marker handoff close-up -> abrupt breaker-trip darkness and flashing red emergency light -> exact PA reversal -> siblings look at each other. End on both faces together. No ceiling pullout, no empty-room ending, no exterior, no subtitles, UI or music. EXACT DIALOGUE — EACH ONCE, THIS ORDER KAI: “Tomorrow?” LENA: “Same game. New rules.” KAI: “Buy another marker.” EVAN: “You first.” LENA: “I'll give it back.” EVAN: “I know.” PA (V.O.): “Youth Strategy Unit Seven. Majors Evan and Lena Reyes, report to the War Room immediately.” IDENTITY / POSITION LOCK KAI is the Black preteen in Images4 and 9, short curls, dark green sweater over pale-blue collar. KAI appears only in doorway close-ups; no wide departure. EVAN is always frame-left, brown-haired, navy civilian top. LENA is always frame-right, short red hair, freckles, cream cardigan. Preserve Image5 positions, faces, hands and staircase. No age drift, uniform change, face blend, position swap, mirror or direct-camera look. TIMELINE 0.0–3.2 — IMAGE4 KAI CLOSE-UP. Restrained handheld 85–100mm. Body angled toward exit, eyes turn back to siblings. Audio3, exact natural lip sync: `Tomorrow?` No pose or smile. 3.2–6.2 — HARD CUT IMAGE5 FRONTAL TWO-SHOT. EVAN left, LENA right, both looking toward doorway axis. Audio2: `Same game. New rules.` EVAN listens. One capped black marker remains in EVAN's right hand above the table; it never touches a map. 6.2–9.0 — RETURN IMAGE4 KAI CLOSE-UP. One dry glance toward the table. Audio3: `Buy another marker.` KAI turns out of the tight frame. Do not widen. Closed Image6 box may show only as a small low-frame edge; never duplicate it. Offscreen footsteps and wooden latch. 9.0–11.0 — IMAGE5 TWO-SHOT HOLD. The room settles after the latch. Same positions and normal daylight. No dialogue, no drawing. 11.0–13.5 — EVAN OFFERS MARKER. Same frontal axis, 3% optical push. EVAN extends the single capped marker horizontally above the gap between maps. Audio1: `You first.` Full hand, marker never approaches paper. 13.5–15.8 — LENA ACCEPTS. Stay on the same axis. LENA takes it only after her complete hand has a secure grip. Audio2: `I'll give it back.` She keeps the cap on and never lowers it toward either map. 15.8–17.7 — EVAN RESPONSE. Audio1: `I know.` Restrained trust, not heroism. LENA begins returning the same marker directly to him. 17.7–20.2 — REQUIRED PROMPT-GENERATED MARKER CLOSE-UP. Hard cut to 100–135mm close-up derived from Image5 continuity: exactly one capped thick black marker held horizontally over the center gap between the two maps. EVAN's navy-sleeved hand enters frame-left and closes securely around it. LENA's cream-sleeved hand enters frame-right and releases only after EVAN has control. Both complete hands visible. The marker stays several centimeters above paper. No face, second tool, loose cap, ink line or drawing. 20.2–20.8 — BREAKER TRIP / RED ALERT. At the instant EVAN secures the marker, a heavy electrical relay snaps like a household breaker. Normal practical lights die abruptly. Hold 3–4 frames near-black, then offscreen emergency lamps take over: deep red practical light flashes across walls, staircase, table and faces in a steady approximately 0.8-second pulse. A restrained two-tone alarm begins. No fantasy glow, neon look, invented control panel, visible siren or explosion shake. 20.8–26.9 — PA REVERSAL. Hard cut to exact Image5 frontal two-shot, now dim under intermittent red emergency pulses with faint window fill. EVAN left and LENA right freeze. Marker stays motionless in EVAN's hand above table. Audio4 speaks the exact PA line once through a real room speaker. Its timbre is unmistakably identical to earlier WORLD VOICE. Neither child lip-syncs PA. No added words or paraphrase. 26.9–30.0 — FINAL BROTHER/SISTER LOOK. PA stops; red practical pulse continues. Hold shared frontal 70–85mm two-shot, no montage. Both briefly glance toward the offscreen speaker, then slowly turn their eyes toward each other. EVAN moves first by a fraction; LENA meets him. Emotion: tired, helpless `of course` recognition with affection underneath—not fear, triumph, shock or comedy. No dialogue. End on both faces together with a slow 4% push. Never tilt up, reveal ceiling, leave them out of frame or cut to empty room. PROP / HAND LOCK Exactly one closed box, one capped black marker and two existing map sheets. Cap stays on throughout. LENA never draws, writes, signs, doodles, traces or touches a map with marker. EVAN never draws. No paper spawn, paper motion, duplicate tool, readable generated text, extra finger, fused hand, card or game piece. CAMERA / QUALITY Purposeful shoulder mass and subtle breathing, with motivated hard cuts. KAI 85–100mm; siblings 70–85mm shared frontal; marker 100–135mm. Keep eyes, freckles, curls, hands, knit fibers, wood grain and marker sharply resolved. Natural skin pores; warm-neutral grade before alarm; physically plausible exposure collapse and red practical pulses after alarm. No wax skin, beauty smoothing, painterly texture, CGI sheen, excessive grain, oversharpening, digital jitter, motion blur, random angle or decorative zoom. AUDIO Audio1 EVAN only; Audio2 LENA only; Audio3 KAI only; Audio4 PA only. Visible speakers lip-sync only their own exact line. PA remains offscreen. Sound: quiet room, clothing, marker transfer, latch, breaker snap, two-tone warning, ventilation and PA speaker coloration. ZERO MUSIC, ZERO SCORE, ZERO SONG. ACCEPTANCE Nine images in stated order, four audios in stated order, zero video references. KAI only close-up; EVAN always left and LENA right; exact seven lines once; clear prompt-generated marker close-up; marker never touches paper; room trips near-black then red emergency light flashes; exact PA follows; siblings finally look at each other in one shared frame; no ceiling ending, identity drift, extra dialogue, UI, subtitles or music.
ACTIVE ASSETS — THE TURN END_MERGED V7, EXISTING CANVAS ASSETS + TWO HIGH-RES SHOT MASTERS, EXACT ORDER @Image1 = {{Mixed 7}} — exact empty living-room front architecture, materials, daylight, doors and staircase. @Image2 = {{Mixed 8}} — exact room plan and non-mirrored geography. @Image3 = {{Mixed 9}} — three-person doorway relationship and spatial bridge only. @Image4 = {{Mixed 1}} — new high-resolution KAI doorway close-up master; crop, civilian wardrobe and look-back angle. @Image5 = {{Mixed 2}} — new high-resolution EVAN-left / LENA-right frontal master; table, maps and one capped marker. @Image6 = {{Mixed 10}} — exact closed FARTHER box. @Image7 = {{Mixed 11}} — EVAN identity authority: face, age, brown hair and proportions. @Image8 = {{Mixed 12}} — LENA identity authority: face, age, red hair, freckles and proportions. @Image9 = {{Mixed 13}} — KAI identity authority: face, age, skin tone, short black curls and proportions. @Audio1 = {{Mixed 3}} — EVAN voice only. @Audio2 = {{Mixed 4}} — LENA voice only. @Audio3 = {{Mixed 5}} — KAI voice only. @Audio4 = {{Mixed 6}} — PA voice, exactly the same timbre previously heard as WORLD VOICE. ASSET AUTHORITY Use these nine existing canvas images in this order. Images1–2 lock architecture and geography. Image3 locks only the three-person doorway relationship. Images4–5 are the exclusive high-resolution shot-composition and civilian-wardrobe carriers. Images7–9 lock identity only and must not overwrite the civilian clothing or framing in Images4–5. Image6 locks the single closed box. Do not average faces, swap children, mirror the room or import any other visual source. No video references. The marker close-up, lighting trip and reaction are generated by the timed prompt, not by another asset. OUTPUT 30.0s, 21:9, 720p, 24fps, realistic live-action. KAI doorway close-up -> siblings frontal dialogue -> prompt-generated marker handoff close-up -> abrupt breaker-trip darkness and flashing red emergency light -> exact PA reversal -> siblings look at each other. End on both faces together. No ceiling pullout, no empty-room ending, no exterior, no subtitles, UI or music. EXACT DIALOGUE — EACH ONCE, THIS ORDER KAI: “Tomorrow?” LENA: “Same game. New rules.” KAI: “Buy another marker.” EVAN: “You first.” LENA: “I'll give it back.” EVAN: “I know.” PA (V.O.): “Youth Strategy Unit Seven. Majors Evan and Lena Reyes, report to the War Room immediately.” IDENTITY / POSITION LOCK KAI is the Black preteen in Images4 and 9, short curls, dark green sweater over pale-blue collar. KAI appears only in doorway close-ups; no wide departure. EVAN is always frame-left, brown-haired, navy civilian top. LENA is always frame-right, short red hair, freckles, cream cardigan. Preserve Image5 positions, faces, hands and staircase. No age drift, uniform change, face blend, position swap, mirror or direct-camera look. TIMELINE 0.0–3.2 — IMAGE4 KAI CLOSE-UP. Restrained handheld 85–100mm. Body angled toward exit, eyes turn back to siblings. Audio3, exact natural lip sync: `Tomorrow?` No pose or smile. 3.2–6.2 — HARD CUT IMAGE5 FRONTAL TWO-SHOT. EVAN left, LENA right, both looking toward doorway axis. Audio2: `Same game. New rules.` EVAN listens. One capped black marker remains in EVAN's right hand above the table; it never touches a map. 6.2–9.0 — RETURN IMAGE4 KAI CLOSE-UP. One dry glance toward the table. Audio3: `Buy another marker.` KAI turns out of the tight frame. Do not widen. Closed Image6 box may show only as a small low-frame edge; never duplicate it. Offscreen footsteps and wooden latch. 9.0–11.0 — IMAGE5 TWO-SHOT HOLD. The room settles after the latch. Same positions and normal daylight. No dialogue, no drawing. 11.0–13.5 — EVAN OFFERS MARKER. Same frontal axis, 3% optical push. EVAN extends the single capped marker horizontally above the gap between maps. Audio1: `You first.` Full hand, marker never approaches paper. 13.5–15.8 — LENA ACCEPTS. Stay on the same axis. LENA takes it only after her complete hand has a secure grip. Audio2: `I'll give it back.` She keeps the cap on and never lowers it toward either map. 15.8–17.7 — EVAN RESPONSE. Audio1: `I know.` Restrained trust, not heroism. LENA begins returning the same marker directly to him. 17.7–20.2 — REQUIRED PROMPT-GENERATED MARKER CLOSE-UP. Hard cut to 100–135mm close-up derived from Image5 continuity: exactly one capped thick black marker held horizontally over the center gap between the two maps. EVAN's navy-sleeved hand enters frame-left and closes securely around it. LENA's cream-sleeved hand enters frame-right and releases only after EVAN has control. Both complete hands visible. The marker stays several centimeters above paper. No face, second tool, loose cap, ink line or drawing. 20.2–20.8 — BREAKER TRIP / RED ALERT. At the instant EVAN secures the marker, a heavy electrical relay snaps like a household breaker. Normal practical lights die abruptly. Hold 3–4 frames near-black, then offscreen emergency lamps take over: deep red practical light flashes across walls, staircase, table and faces in a steady approximately 0.8-second pulse. A restrained two-tone alarm begins. No fantasy glow, neon look, invented control panel, visible siren or explosion shake. 20.8–26.9 — PA REVERSAL. Hard cut to exact Image5 frontal two-shot, now dim under intermittent red emergency pulses with faint window fill. EVAN left and LENA right freeze. Marker stays motionless in EVAN's hand above table. Audio4 speaks the exact PA line once through a real room speaker. Its timbre is unmistakably identical to earlier WORLD VOICE. Neither child lip-syncs PA. No added words or paraphrase. 26.9–30.0 — FINAL BROTHER/SISTER LOOK. PA stops; red practical pulse continues. Hold shared frontal 70–85mm two-shot, no montage. Both briefly glance toward the offscreen speaker, then slowly turn their eyes toward each other. EVAN moves first by a fraction; LENA meets him. Emotion: tired, helpless `of course` recognition with affection underneath—not fear, triumph, shock or comedy. No dialogue. End on both faces together with a slow 4% push. Never tilt up, reveal ceiling, leave them out of frame or cut to empty room. PROP / HAND LOCK Exactly one closed box, one capped black marker and two existing map sheets. Cap stays on throughout. LENA never draws, writes, signs, doodles, traces or touches a map with marker. EVAN never draws. No paper spawn, paper motion, duplicate tool, readable generated text, extra finger, fused hand, card or game piece. CAMERA / QUALITY Purposeful shoulder mass and subtle breathing, with motivated hard cuts. KAI 85–100mm; siblings 70–85mm shared frontal; marker 100–135mm. Keep eyes, freckles, curls, hands, knit fibers, wood grain and marker sharply resolved. Natural skin pores; warm-neutral grade before alarm; physically plausible exposure collapse and red practical pulses after alarm. No wax skin, beauty smoothing, painterly texture, CGI sheen, excessive grain, oversharpening, digital jitter, motion blur, random angle or decorative zoom. AUDIO Audio1 EVAN only; Audio2 LENA only; Audio3 KAI only; Audio4 PA only. Visible speakers lip-sync only their own exact line. PA remains offscreen. Sound: quiet room, clothing, marker transfer, latch, breaker snap, two-tone warning, ventilation and PA speaker coloration. ZERO MUSIC, ZERO SCORE, ZERO SONG. ACCEPTANCE Nine images in stated order, four audios in stated order, zero video references. KAI only close-up; EVAN always left and LENA right; exact seven lines once; clear prompt-generated marker close-up; marker never touches paper; room trips near-black then red emergency light flashes; exact PA follows; siblings finally look at each other in one shared frame; no ceiling ending, identity drift, extra dialogue, UI, subtitles or music.
【生成内容】 ACTIVE ASSETS — THE TURN END V8, COMPLETE AUTHORITIES, ONE DOORWAY COMPOSITION, ONE TAKE @Image1 = {{Node b8ffe9a9-f4e3-46b1-a861-59e82ef452d4}} — exclusive frame-one composition and blocking authority: EVAN left with marker, KAI centre at open door with box, LENA right beside staircase. @Image2 = {{Node b8450e08-2bed-44a2-9aea-29cf6cab22eb}} — exact room plan and non-mirrored geography. @Image3 = {{Node e7f429cb-8cd2-4c0b-a2e7-a26d6023d91c}} — EVAN identity authority: face, age, brown hair and proportions. @Image4 = {{Node 773e0e67-bccd-4b1e-9289-e5976c3f7735}} — closed FARTHER box. @Image5 = {{Node a54d07aa-aa40-4721-9ff9-98204970c627}} — exact living-room front architecture, materials, daylight, exterior door and staircase. @Image6 = {{Node 58b92bb0-67fd-4fe5-845b-f633d6de5129}} — KAI identity authority: face, age, skin tone, short black curls and proportions. @Image7 = {{Node 0c23d228-3010-49dd-82c7-8c14f54f7f66}} — LENA identity authority: face, age, red hair, freckles and proportions. @Video1 = {{Node db7e22c5-6379-44ec-8872-88a026889747}} — FRAME PROPORTION ONLY: 2558×1080, approximately 2.37:1. Read only horizontal framing envelope, headroom, side-room and edge/crop proportions. Inherit none of its content, people, objects, location, action, motion, camera path, cuts, timing, lighting, grade, audio or endpoint. @Audio1 = {{Node af02d1c3-a319-412f-936c-8927821867dc}} — EVAN voice only. @Audio2 = {{Node 472bae62-1862-4e2d-9ae9-770ff6acd620}} — LENA voice only. @Audio3 = {{Node b2f85740-3f87-469c-a2f3-9f26793bb226}} — KAI voice only. @Audio4 = {{Node ec9f5df5-3675-4a35-a079-3fedb7d61914}} — PUBLIC ADDRESS voice, identical to earlier WORLD VOICE timbre. ASSET AUTHORITY Images2/5 lock room geometry. Images3/6/7 lock identity; Image1 controls civilian wardrobe, frame-one crop, positions and starting props. Image4 locks one box. Video1 is a non-content framing ruler only and cannot change story, timing or camera path. No other shot master, drawing, hand insert or prior motion authority. OUTPUT 30.0s, 21:9, 720p, 24fps; Video1 does not change the selected 21:9 output. ONE UNBROKEN CONTINUOUS HANDHELD TAKE. ZERO CUTS, inserts, montage, hidden cuts, jumps or framing resets. Entire scene stays at the doorway. No table scene, drawing, paper, ceiling pullout, exterior cutaway, subtitles, UI or music. EXACT DIALOGUE — ONCE EACH, THIS ORDER KAI: “Tomorrow?” LENA: “Same game. New rules.” KAI: “Buy another marker.” EVAN: “You first.” LENA: “I'll give it back.” EVAN: “I know.” PA (V.O.): “Youth Strategy Unit Seven. Majors Evan and Lena Reyes, report to the War Room immediately.” EMOTIONAL CAUSAL SPINE KAI offers tomorrow from the threshold -> LENA answers with a gentler rule -> KAI releases tension with a joke and leaves -> EVAN approaches LENA and offers the marker as an apology and surrender of control -> LENA accepts as restored trust -> a breaker and PA interrupt their new peace -> they look at each other as reconciled siblings who learned that winning alone was the mistake. GEOGRAPHY / BLOCKING Images2/5 preserve the room; Image1 preserves positions: sofa/table left, console/art rear, open door centre, staircase right. Never mirror. KAI starts centre with one box; EVAN left with one capped marker; LENA right. Civilian identities, wardrobe and sides stay fixed. No duplicate person, box or marker. ONE PHYSICAL CAMERA PATH Start at Image1's wide composition, inside at child upper-chest height about 3.5 metres from the door. Real shoulder mass, no digital jitter. One shallow S-path: advance 45 centimetres toward KAI; after he exits track beside EVAN toward LENA; dip 15 centimetres for the handoff with both faces visible; rise to a shared two-shot at the alarm. Stay inside; no pass-through, whip, zoom, cut or reset. TIMED CONTINUOUS ACTION 0.0–3.2 — Exact Image1 wide. KAI stays half-turned toward exit, box supported by both arms. Camera advances. He looks back at both siblings, waiting rather than retreating. Audio3: `Tomorrow?` A quiet offer to keep the friendship, never lens. 3.2–6.3 — Same movement. Focus transfers to LENA while KAI remains readable. Her guarded posture softens; eyes include KAI then EVAN. Audio2: `Same game. New rules.` A promise to change, not a challenge. EVAN listens; marker stays low. 6.3–9.4 — Focus returns to KAI. He sees the tension easing and allows one restrained half-smile. Audio3: `Buy another marker.` The dry joke gives them permission to start over. He turns outward and walks through the threshold with the one closed box, real weight and heel contact. He clears the doorway, never returns; door stays open. 9.4–12.8 — Camera stays inside and travels beside EVAN. His shoulders lower first; he takes two unhurried diagonal steps toward LENA, stopping about 0.8 metres away beside the doorway. He approaches to repair the argument, not dominate. LENA remains right and turns openly toward him. Doorway anchors them. 12.8–15.7 — EVAN raises the one capped marker between them, offering control rather than a drawing task. Camera lowers 15 centimetres; marker reads below both faces. He meets LENA's eyes only after extending it. Audio1: `You first.` His understated apology. Marker points at no surface. 15.7–18.2 — LENA hesitates for one breath, then secures the same marker before EVAN releases. Audio2: `I'll give it back.` Lightly warm but sincere. Brief dual contact -> LENA gains control -> EVAN opens fingers. Exactly one marker; no paper or drawing. 18.2–20.3 — Camera rises to both faces. EVAN looks at marker, then LENA. Audio1: `I know.` Restored trust, not superiority. LENA holds the capped marker low. A tiny shared release in breath confirms they are making peace. 20.3–21.1 — POWER TRIP, SAME TAKE. A heavy relay snaps. Warm interior practical light and powered fill die in one frame. Exterior daylight remains through the open door, so no impossible full black. Exposure drops about 1.5 stops and does not auto-brighten. Hold six cold underexposed frames. Offscreen emergency lamps energize with a capacitor click and produce deep red pulses about every 0.8 seconds. Red light physically changes skin, clothing, wood, wall and staircase shadows; never a flat overlay. 21.1–27.2 — Restrained two-tone alarm. Camera stops and settles on EVAN left / LENA right. Both freeze because ordinary business was interrupted. LENA owns the capped marker at her side. Audio4 speaks the exact PA line once through an offscreen room speaker; neither child lip-syncs. Red pulses continue while cold doorway daylight preserves depth. 27.2–30.0 — PA ends; alarm/red pulses continue. Both glance toward the speaker, then each other. EVAN returns first; LENA meets him a fraction later. Their look carries what the game taught them: winning alone was the mistake, and now they face the next demand together. Sober, reconciled and quietly united—not afraid, triumphant or heroic. Camera creeps 25 centimetres and settles on both faces; no cut or ceiling. PERFORMANCE / PHYSICS Arc: guarded friendship -> reassurance -> dry release -> wordless apology -> accepted trust -> shared understanding. KAI shields care with a joke; EVAN yields control through the marker; LENA accepts without victory. Eyes and breath lead. Preserve ground contact, box mass, real steps and one marker owner. Warm lights stay off; red pulses persist. AUDIO Audio1 EVAN only; Audio2 LENA only; Audio3 KAI only; Audio4 PA only. Exact lines once, no additions or paraphrase. Quiet house air, garden, clothing, footsteps, box, marker, breaker, alarm, ventilation and PA coloration. Ignore Video1 audio completely. ZERO MUSIC: no score, drone, beat, riser or song. ACCEPTANCE Seven images, one framing-only video, four audios. Only Image1 controls scene composition; Video1 controls frame proportions only. One unbroken 30-second take. KAI exits with one box; EVAN approaches LENA and hands her one capped marker; no paper/drawing. Power trips, red practical light pulses, exact PA follows, and reconciled siblings share the final frame. Any inherited Video1 content/motion/audio, table scene, cut, duplicate prop, flat red overlay, ceiling, UI, subtitles or music fails.
【生成内容】 # R04 完整剧本 # R04|迁离、目的地与红城决定|纯作战室30秒 目的:abstract control becomes visible displacement; KAI stops citing rules and chooses responsibility。 ## 精确对白 **LENA** No. Call it security. It’s still theft. **EVAN** Where do they go? **LENA** That's not a place. **KAI** No destination is listed. **KAI** Send them south. My city has room. ## 时间设计 - 0.0–4.0 LENA true OTS Audio1 line1, reacting to offscreen displacement; no WORLD audio. - 4.0–9.0 silent listening interval reserved for later WORLD relocation line; all mouths closed, reactions staggered. - 9.0–12.5 EVAN Audio2 line2; first genuine uncertainty, shoulders lower. - 12.5–15.0 silent listening interval reserved for later WORLD answer; mouths closed. - 15.0–18.0 LENA Audio1 line3, no shouting. - 18.0–21.0 KAI checks unseen documents, Audio3 line4. - 21.0–24.5 KAI changes tactic and Audio3 line5; decision, not triumph. - 24.5–30.0 room-only reaction B-roll: LENA meets KAI's eyes, EVAN looks down, empty fourth seat/table edge. --- # R04 完整提示词 ACTIVE ASSETS — ROOM ONLY R04 迁离、目的地与红城决定, EXACT ORDER @Image1 = {{Node 753f107b-c8a9-494f-ac8f-d70564411d2a}} — sole command-room architecture, fixed seating, wardrobe and eyeline authority. @Image2 = {{Node be020091-3863-446a-90a2-715736c8c10e}} — EVAN identity/blue command-room wardrobe. @Image3 = {{Node 0e988ad5-811e-4e9d-93fd-d3be5f5b5caa}} — KAI identity/red command-room wardrobe. @Image4 = {{Node cbdb7ae4-f26d-4fd5-a4cf-05b970afea70}} — LENA identity/Ivory command-room wardrobe. @Audio1 = {{Node 2236b908-fb34-4af0-9f53-efc8d535657d}} — LENA timbre only. @Audio2 = {{Node a34f2d2a-8c35-42c6-8771-8d21b88846f9}} — EVAN timbre only. @Audio3 = {{Node b2f85740-3f87-469c-a2f3-9f26793bb226}} — KAI timbre only. OUTPUT CONTRACT 30.0s, 21:9, 480p, 24fps. Pure command-room dialogue source plate with internal cuts allowed. Exact character dialogue only. No WORLD VOICE, game-world sound, music, subtitles, UI or additional speech. COMMAND-ROOM GEOGRAPHY HARD LOCK One unchanged dark command room. Camera stays on the south side of the table axis. EVAN remains screen-left/west; KAI remains far-center/north; LENA remains screen-right/east. Nobody changes seats, crosses the table, looks into camera or becomes a centered passport portrait. True OTS shots retain a soft listener shoulder/edge. All eyelines target another character or the unseen inert tabletop. NO WORLD CONTAMINATION Do not show or invent any city, landscape, lake, road, farm, factory, tank, missile, refugee, explosion, flag, game-world footage or outdoor view. No screen, monitor, window projection, HUD, hologram, glowing route, lock icon, floating text, data panel, map animation, miniature growth or moving tabletop terrain. The table stays a dark, inert, shallow-focus physical surface with no readable detail. No world assets are active. CAUSAL SPINE offscreen information reaches the room -> eyes and breath register it -> the named speaker chooses a tactic and speaks -> listeners react at different speeds -> the next line answers that changed relationship -> posture and eyelines persist into the edit handle. No visual world event is recreated inside the room. ROOM B-ROLL ONLY Use relationship masters, true over-shoulders, profiles, two-shots, focus transfers, delayed reactions, breathing, clothing/chair movement, empty fourth-side composition, practical wall light and shallow-focus table edge. No hand closeups, no fingers manipulating controls, no readable paper except the distant blank treaty page where specified. CAMERA / PERFORMANCE Weighted shoulder camera, 5–8% eased pushes, short pullbacks and imperfect micro-settling. No digital jitter, random orbit or axis crossing. Eyes lead heads; interrupted breath and stillness mark new information. Preserve reaction inertia across cuts. PHYSICS Bodies remain fully supported by the same chairs; feet stay grounded; chairs settle after weight shifts; clothing reacts after torso motion; breath precedes speech; gaze leads head turns. The inert table, walls, door, practical lights and all room objects remain fixed across every cut. AUDIO MASTER LOCK Exact character voices, continuous HVAC/electrical hum, breath, chair and clothing only. ZERO MUSIC: no score, melody, chord, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM or theme. No WORLD VOICE in this source. ACCEPTANCE Same room and seats for all 30 seconds. Exact speaker/voice mapping and line order. No world contamination, screens, UI, map animation, extra people, seat swap, direct-to-camera gaze, music or WORLD voice. DRAMATIC PURPOSE abstract control becomes visible displacement; KAI stops citing rules and chooses responsibility. LOCKED DIALOGUE — EXACT ORDER, ONCE EACH LENA: “No. Call it security. It’s still theft.” EVAN: “Where do they go?” LENA: “That's not a place.” KAI: “No destination is listed.” KAI: “Send them south. My city has room.” SPEAKER / AUDIO HARD LOCK Audio1=LENA only; Audio2=EVAN only; Audio3=KAI only. No swap, repeat, overlap, paraphrase or extra words. Unused characters keep mouths closed. TIMED ROOM SHOTS 0.0–4.0 LENA true OTS Audio1 line1, reacting to offscreen displacement; no WORLD audio. 4.0–9.0 silent listening interval reserved for later WORLD relocation line; all mouths closed, reactions staggered. 9.0–12.5 EVAN Audio2 line2; first genuine uncertainty, shoulders lower. 12.5–15.0 silent listening interval reserved for later WORLD answer; mouths closed. 15.0–18.0 LENA Audio1 line3, no shouting. 18.0–21.0 KAI checks unseen documents, Audio3 line4. 21.0–24.5 KAI changes tactic and Audio3 line5; decision, not triumph. 24.5–30.0 room-only reaction B-roll: LENA meets KAI's eyes, EVAN looks down, empty fourth seat/table edge.
ACTIVE ASSETS — ROOM ONLY R04 迁离、目的地与红城决定, EXACT ORDER @Image1 = {{Mixed 1}} — sole command-room architecture, fixed seating, wardrobe and eyeline authority. @Image2 = {{Mixed 2}} — EVAN identity/blue command-room wardrobe. @Image3 = {{Mixed 3}} — KAI identity/red command-room wardrobe. @Image4 = {{Mixed 4}} — LENA identity/Ivory command-room wardrobe. @Audio1 = {{Mixed 5}} — LENA timbre only. @Audio2 = {{Mixed 6}} — EVAN timbre only. @Audio3 = {{Mixed 7}} — KAI timbre only. OUTPUT CONTRACT 30.0s, 21:9, 480p, 24fps. Pure command-room dialogue source plate with internal cuts allowed. Exact character dialogue only. No WORLD VOICE, game-world sound, music, subtitles, UI or additional speech. COMMAND-ROOM GEOGRAPHY HARD LOCK One unchanged dark command room. Camera stays on the south side of the table axis. EVAN remains screen-left/west; KAI remains far-center/north; LENA remains screen-right/east. Nobody changes seats, crosses the table, looks into camera or becomes a centered passport portrait. True OTS shots retain a soft listener shoulder/edge. All eyelines target another character or the unseen inert tabletop. NO WORLD CONTAMINATION Do not show or invent any city, landscape, lake, road, farm, factory, tank, missile, refugee, explosion, flag, game-world footage or outdoor view. No screen, monitor, window projection, HUD, hologram, glowing route, lock icon, floating text, data panel, map animation, miniature growth or moving tabletop terrain. The table stays a dark, inert, shallow-focus physical surface with no readable detail. No world assets are active. CAUSAL SPINE offscreen information reaches the room -> eyes and breath register it -> the named speaker chooses a tactic and speaks -> listeners react at different speeds -> the next line answers that changed relationship -> posture and eyelines persist into the edit handle. No visual world event is recreated inside the room. ROOM B-ROLL ONLY Use relationship masters, true over-shoulders, profiles, two-shots, focus transfers, delayed reactions, breathing, clothing/chair movement, empty fourth-side composition, practical wall light and shallow-focus table edge. No hand closeups, no fingers manipulating controls, no readable paper except the distant blank treaty page where specified. CAMERA / PERFORMANCE Weighted shoulder camera, 5–8% eased pushes, short pullbacks and imperfect micro-settling. No digital jitter, random orbit or axis crossing. Eyes lead heads; interrupted breath and stillness mark new information. Preserve reaction inertia across cuts. PHYSICS Bodies remain fully supported by the same chairs; feet stay grounded; chairs settle after weight shifts; clothing reacts after torso motion; breath precedes speech; gaze leads head turns. The inert table, walls, door, practical lights and all room objects remain fixed across every cut. AUDIO MASTER LOCK Exact character voices, continuous HVAC/electrical hum, breath, chair and clothing only. ZERO MUSIC: no score, melody, chord, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM or theme. No WORLD VOICE in this source. ACCEPTANCE Same room and seats for all 30 seconds. Exact speaker/voice mapping and line order. No world contamination, screens, UI, map animation, extra people, seat swap, direct-to-camera gaze, music or WORLD voice. DRAMATIC PURPOSE abstract control becomes visible displacement; KAI stops citing rules and chooses responsibility. LOCKED DIALOGUE — EXACT ORDER, ONCE EACH LENA: “No. Call it security. It’s still theft.” EVAN: “Where do they go?” LENA: “That's not a place.” KAI: “No destination is listed.” KAI: “Send them south. My city has room.” SPEAKER / AUDIO HARD LOCK Audio1=LENA only; Audio2=EVAN only; Audio3=KAI only. No swap, repeat, overlap, paraphrase or extra words. Unused characters keep mouths closed. TIMED ROOM SHOTS 0.0–4.0 LENA true OTS Audio1 line1, reacting to offscreen displacement; no WORLD audio. 4.0–9.0 silent listening interval reserved for later WORLD relocation line; all mouths closed, reactions staggered. 9.0–12.5 EVAN Audio2 line2; first genuine uncertainty, shoulders lower. 12.5–15.0 silent listening interval reserved for later WORLD answer; mouths closed. 15.0–18.0 LENA Audio1 line3, no shouting. 18.0–21.0 KAI checks unseen documents, Audio3 line4. 21.0–24.5 KAI changes tactic and Audio3 line5; decision, not triumph. 24.5–30.0 room-only reaction B-roll: LENA meets KAI's eyes, EVAN looks down, empty fourth seat/table edge.
【生成内容】 # R05 完整剧本 # R05|最后能源、裂变决定与阻止|纯作战室30秒 目的:resource logic escalates into strategic violence while LENA and KAI physically oppose EVAN。 ## 精确对白 **KAI** Ivory drained the last energy field. **LENA** We reached it first. **EVAN** That's what every border says. **EVAN** Authorize a strategic strike. Clear the basin. **LENA** Civilians are still inside. **EVAN** Evacuate the marked sectors. **KAI** Then don't launch. **EVAN** If I wait, Ivory launches first. ## 时间设计 - 0.0–3.5 KAI far-center Audio2 line1, factual but disturbed. - 3.5–6.5 LENA Audio3 line2, defensive then uncertain. - 6.5–9.5 EVAN Audio1 line3, cold mirror of earlier border logic. - 9.5–12.5 silent listening gap reserved for later FISSION deployment audio; mouths closed. - 12.5–16.0 EVAN Audio1 line4; no smile, gaze fixed below eyelines. - 16.0–19.0 LENA half-rises right, body blocks EVAN's sightline, Audio3 line5. - 19.0–21.5 EVAN Audio1 line6, clipped. - 21.5–24.0 silent listening gap reserved for evacuation-window WORLD line; mouths closed. - 24.0–26.5 KAI leans forward, Audio2 line7, still camera. - 26.5–30.0 one full second silence, then EVAN Audio1 line8; LENA/KAI remain opposed. --- # R05 完整提示词 ACTIVE ASSETS — ROOM ONLY R05 最后能源、裂变决定与阻止, EXACT ORDER @Image1 = {{Node 753f107b-c8a9-494f-ac8f-d70564411d2a}} — sole command-room architecture, fixed seating, wardrobe and eyeline authority. @Image2 = {{Node be020091-3863-446a-90a2-715736c8c10e}} — EVAN identity/blue command-room wardrobe. @Image3 = {{Node 0e988ad5-811e-4e9d-93fd-d3be5f5b5caa}} — KAI identity/red command-room wardrobe. @Image4 = {{Node cbdb7ae4-f26d-4fd5-a4cf-05b970afea70}} — LENA identity/Ivory command-room wardrobe. @Audio1 = {{Node a34f2d2a-8c35-42c6-8771-8d21b88846f9}} — EVAN timbre only. @Audio2 = {{Node b2f85740-3f87-469c-a2f3-9f26793bb226}} — KAI timbre only. @Audio3 = {{Node 2236b908-fb34-4af0-9f53-efc8d535657d}} — LENA timbre only. OUTPUT CONTRACT 30.0s, 21:9, 480p, 24fps. Pure command-room dialogue source plate with internal cuts allowed. Exact character dialogue only. No WORLD VOICE, game-world sound, music, subtitles, UI or additional speech. COMMAND-ROOM GEOGRAPHY HARD LOCK One unchanged dark command room. Camera stays on the south side of the table axis. EVAN remains screen-left/west; KAI remains far-center/north; LENA remains screen-right/east. Nobody changes seats, crosses the table, looks into camera or becomes a centered passport portrait. True OTS shots retain a soft listener shoulder/edge. All eyelines target another character or the unseen inert tabletop. NO WORLD CONTAMINATION Do not show or invent any city, landscape, lake, road, farm, factory, tank, missile, refugee, explosion, flag, game-world footage or outdoor view. No screen, monitor, window projection, HUD, hologram, glowing route, lock icon, floating text, data panel, map animation, miniature growth or moving tabletop terrain. The table stays a dark, inert, shallow-focus physical surface with no readable detail. No world assets are active. CAUSAL SPINE offscreen information reaches the room -> eyes and breath register it -> the named speaker chooses a tactic and speaks -> listeners react at different speeds -> the next line answers that changed relationship -> posture and eyelines persist into the edit handle. No visual world event is recreated inside the room. ROOM B-ROLL ONLY Use relationship masters, true over-shoulders, profiles, two-shots, focus transfers, delayed reactions, breathing, clothing/chair movement, empty fourth-side composition, practical wall light and shallow-focus table edge. No hand closeups, no fingers manipulating controls, no readable paper except the distant blank treaty page where specified. CAMERA / PERFORMANCE Weighted shoulder camera, 5–8% eased pushes, short pullbacks and imperfect micro-settling. No digital jitter, random orbit or axis crossing. Eyes lead heads; interrupted breath and stillness mark new information. Preserve reaction inertia across cuts. PHYSICS Bodies remain fully supported by the same chairs; feet stay grounded; chairs settle after weight shifts; clothing reacts after torso motion; breath precedes speech; gaze leads head turns. The inert table, walls, door, practical lights and all room objects remain fixed across every cut. AUDIO MASTER LOCK Exact character voices, continuous HVAC/electrical hum, breath, chair and clothing only. ZERO MUSIC: no score, melody, chord, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM or theme. No WORLD VOICE in this source. ACCEPTANCE Same room and seats for all 30 seconds. Exact speaker/voice mapping and line order. No world contamination, screens, UI, map animation, extra people, seat swap, direct-to-camera gaze, music or WORLD voice. DRAMATIC PURPOSE resource logic escalates into strategic violence while LENA and KAI physically oppose EVAN. LOCKED DIALOGUE — EXACT ORDER, ONCE EACH KAI: “Ivory drained the last energy field.” LENA: “We reached it first.” EVAN: “That's what every border says.” EVAN: “Authorize a strategic strike. Clear the basin.” LENA: “Civilians are still inside.” EVAN: “Evacuate the marked sectors.” KAI: “Then don't launch.” EVAN: “If I wait, Ivory launches first.” SPEAKER / AUDIO HARD LOCK Audio1=EVAN only; Audio2=KAI only; Audio3=LENA only. No swap, repeat, overlap, paraphrase or extra words. Unused characters keep mouths closed. TIMED ROOM SHOTS 0.0–3.5 KAI far-center Audio2 line1, factual but disturbed. 3.5–6.5 LENA Audio3 line2, defensive then uncertain. 6.5–9.5 EVAN Audio1 line3, cold mirror of earlier border logic. 9.5–12.5 silent listening gap reserved for later FISSION deployment audio; mouths closed. 12.5–16.0 EVAN Audio1 line4; no smile, gaze fixed below eyelines. 16.0–19.0 LENA half-rises right, body blocks EVAN's sightline, Audio3 line5. 19.0–21.5 EVAN Audio1 line6, clipped. 21.5–24.0 silent listening gap reserved for evacuation-window WORLD line; mouths closed. 24.0–26.5 KAI leans forward, Audio2 line7, still camera. 26.5–30.0 one full second silence, then EVAN Audio1 line8; LENA/KAI remain opposed.
ACTIVE ASSETS — ROOM ONLY R05 最后能源、裂变决定与阻止, EXACT ORDER @Image1 = {{Mixed 1}} — sole command-room architecture, fixed seating, wardrobe and eyeline authority. @Image2 = {{Mixed 2}} — EVAN identity/blue command-room wardrobe. @Image3 = {{Mixed 3}} — KAI identity/red command-room wardrobe. @Image4 = {{Mixed 4}} — LENA identity/Ivory command-room wardrobe. @Audio1 = {{Mixed 5}} — EVAN timbre only. @Audio2 = {{Mixed 6}} — KAI timbre only. @Audio3 = {{Mixed 7}} — LENA timbre only. OUTPUT CONTRACT 30.0s, 21:9, 480p, 24fps. Pure command-room dialogue source plate with internal cuts allowed. Exact character dialogue only. No WORLD VOICE, game-world sound, music, subtitles, UI or additional speech. COMMAND-ROOM GEOGRAPHY HARD LOCK One unchanged dark command room. Camera stays on the south side of the table axis. EVAN remains screen-left/west; KAI remains far-center/north; LENA remains screen-right/east. Nobody changes seats, crosses the table, looks into camera or becomes a centered passport portrait. True OTS shots retain a soft listener shoulder/edge. All eyelines target another character or the unseen inert tabletop. NO WORLD CONTAMINATION Do not show or invent any city, landscape, lake, road, farm, factory, tank, missile, refugee, explosion, flag, game-world footage or outdoor view. No screen, monitor, window projection, HUD, hologram, glowing route, lock icon, floating text, data panel, map animation, miniature growth or moving tabletop terrain. The table stays a dark, inert, shallow-focus physical surface with no readable detail. No world assets are active. CAUSAL SPINE offscreen information reaches the room -> eyes and breath register it -> the named speaker chooses a tactic and speaks -> listeners react at different speeds -> the next line answers that changed relationship -> posture and eyelines persist into the edit handle. No visual world event is recreated inside the room. ROOM B-ROLL ONLY Use relationship masters, true over-shoulders, profiles, two-shots, focus transfers, delayed reactions, breathing, clothing/chair movement, empty fourth-side composition, practical wall light and shallow-focus table edge. No hand closeups, no fingers manipulating controls, no readable paper except the distant blank treaty page where specified. CAMERA / PERFORMANCE Weighted shoulder camera, 5–8% eased pushes, short pullbacks and imperfect micro-settling. No digital jitter, random orbit or axis crossing. Eyes lead heads; interrupted breath and stillness mark new information. Preserve reaction inertia across cuts. PHYSICS Bodies remain fully supported by the same chairs; feet stay grounded; chairs settle after weight shifts; clothing reacts after torso motion; breath precedes speech; gaze leads head turns. The inert table, walls, door, practical lights and all room objects remain fixed across every cut. AUDIO MASTER LOCK Exact character voices, continuous HVAC/electrical hum, breath, chair and clothing only. ZERO MUSIC: no score, melody, chord, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM or theme. No WORLD VOICE in this source. ACCEPTANCE Same room and seats for all 30 seconds. Exact speaker/voice mapping and line order. No world contamination, screens, UI, map animation, extra people, seat swap, direct-to-camera gaze, music or WORLD voice. DRAMATIC PURPOSE resource logic escalates into strategic violence while LENA and KAI physically oppose EVAN. LOCKED DIALOGUE — EXACT ORDER, ONCE EACH KAI: “Ivory drained the last energy field.” LENA: “We reached it first.” EVAN: “That's what every border says.” EVAN: “Authorize a strategic strike. Clear the basin.” LENA: “Civilians are still inside.” EVAN: “Evacuate the marked sectors.” KAI: “Then don't launch.” EVAN: “If I wait, Ivory launches first.” SPEAKER / AUDIO HARD LOCK Audio1=EVAN only; Audio2=KAI only; Audio3=LENA only. No swap, repeat, overlap, paraphrase or extra words. Unused characters keep mouths closed. TIMED ROOM SHOTS 0.0–3.5 KAI far-center Audio2 line1, factual but disturbed. 3.5–6.5 LENA Audio3 line2, defensive then uncertain. 6.5–9.5 EVAN Audio1 line3, cold mirror of earlier border logic. 9.5–12.5 silent listening gap reserved for later FISSION deployment audio; mouths closed. 12.5–16.0 EVAN Audio1 line4; no smile, gaze fixed below eyelines. 16.0–19.0 LENA half-rises right, body blocks EVAN's sightline, Audio3 line5. 19.0–21.5 EVAN Audio1 line6, clipped. 21.5–24.0 silent listening gap reserved for evacuation-window WORLD line; mouths closed. 24.0–26.5 KAI leans forward, Audio2 line7, still camera. 26.5–30.0 one full second silence, then EVAN Audio1 line8; LENA/KAI remain opposed.
【生成内容】 # C11_G03|宏观撤离失败|导演合同 - 目的:让观众从“一辆巴士和几个人被卡住”转到“整个象牙白地区的撤离能力被唯一窄门系统性压垮”。 - 前置事实:裂变技术已经部署,平民仍在标记区域内,撤离命令已下达。 - 因果:多路巴士/人群/担架流同时到达 → 三条通道压入唯一窄门 → 巴士转弯半径与横向医护通道互相阻塞 → 队列完全停止 → 人群仍从远方继续涌入 → WORLD 才确认时间不足。 - 尺度:先区域高斜俯,再门口长焦压缩,最后升高显示队伍延伸到远方;不做单人英雄特写。 - 人群:大量无关成年人和老人,异步移动;象牙白医护与中立居民服装清楚区分;三名主角绝不进入游戏世界。 - 空间:象牙白诊所/交通集结区在内侧,唯一窄门在中央,外部撤离道路在远端;所有人和车辆朝同一出口,但担架横向通道造成真实交叉流。 - 人类代价:家庭在拥堵中被物理流线切开、行李掉落、老人被搀扶、担架被迫停下;无血腥、无灾难奇观。 - 出口:门仍窄、巴士仍停、人群队尾仍延伸,WORLD 结束后立即切作战室 KAI;拥堵不能自动清空。 - 拒绝:一辆车、十几个人、阅兵式队伍、整齐奔跑、英雄医护、HUD、倒计时、漂亮灾难、群众瞬移。 - Gate:`PASS_DIRECTOR_CONTRACT`。 --- # C11_G03|宏观人群撤离失败|6秒 ## 00:00–00:02.2|区域拥堵建立 45米高斜俯同时看见象牙白诊所、唯一窄门和远处撤离道路。至少十二辆完整巴士沿两列汇入窄门,百名以上成年人与老人分布在前中后景;四组医护担架横向穿过车辆流。领头巴士因转弯半径无法避开第二辆巴士而制动,后方刹车灯依次传递,人群仍继续向前。 ## 00:02.2–00:04.4|门口压缩与家庭被冲散 门外远距离长焦压缩纵深:担架流横穿车道,另一辆巴士被迫停止;一只行李箱滚入护栏下,堵住步行通道。家庭不是站着表演,而是被交叉流线物理切散;成年人伸手寻找彼此却被医护通道带到两侧,老人由同伴托住手肘。有人停、有人侧身、远处仍有人抵达,反应不同步。 ## 00:04.4–00:06|战略后拉确认撤离失败 摄影机升到75米并后拉,揭示巴士队列沿山谷延伸,步行人群越过远端山脊继续涌来;唯一窄门没有扩大,领头车辆没有前进。近处停驶巴士、担架和掉落行李仍可追踪。 **WORLD VOICE (V.O.)** Evacuation window insufficient. (撤离时间不足。) WORLD 只在宏观堵塞已经可见后播一次。全片无主角、无儿童、无音乐;结尾人群仍在抵达、队列仍停,立即硬切作战室 KAI。 --- # 完整提示词 ACTIVE ASSETS — C11 G03 MACRO EVACUATION FAILURE 6S, EXACT ORDER @Image1 = {{Node 0e655a33-1a35-4eef-8448-b3f11baf4b5d}} — Ivory clinic, transport, water and medical material authority. @Image2 = {{Node 85379bc0-3466-4222-ae03-486375d46e63}} — evacuation corridor, dry valley, civilian flow and narrow-gate geography. @Image3 = {{Node fb6c976c-caed-45dd-b0e2-aef3027a96ae}} — sole world topology and faction-direction authority. @Image4 = {{Node e62b097d-1e43-4c76-8e6c-a7983563a5d4}} — regional three-realm scale and deep-background population density. @Audio1 = {{Node 5b69d8e9-0cf1-4b95-bdc3-78e2954f492b}} — WORLD VOICE timbre only. Assets lock topology, Ivory materials, corridor geometry and regional scale—not framing, crowd choreography or endpoint emptiness. OUTPUT CONTRACT 6.0s, 21:9, 480p, 24fps. Three motivated shots showing a system-scale evacuation failure, not a small group at one bus. Only unrelated adult and elderly civilians plus adult Ivory medics may appear; no children. No EVAN/KAI/LENA body, face, hair, commander wardrobe, voice or likeness. No command room, character dialogue, subtitle, logo, readable text, UI or music. CAUSAL SPINE multiple bus columns, walking families and stretcher teams converge from separate approach lanes -> all lanes must compress through one unchanged narrow physical gate -> bus turning radii, dropped luggage and a protected cross-flow for stretchers reduce throughput -> forward vehicle movement reaches zero while people still arrive from far depth -> crowd density and separation increase -> only after the stopped queue and distant tail are visible, WORLD states `Evacuation window insufficient.` -> congestion persists into the command-room cut. WORLD / SPATIAL LOCK Image3 is sole topology. Ivory clinic and staging plaza stay inside/screen-left; one stone-and-steel gate remains centre; evacuation road exits screen-right and bends into the far valley. Three incoming lanes—bus lane, walking-civilian lane and lateral medical lane—remain physically distinct until they collide at the gate. No extra exit appears. Vehicles never pass through people or walls. Faction color stays on Ivory bus/medical paint and clothing accents; no terrain wash, colored sky or water. FIRST FRAME / MACRO SCALE Begin from a 45-metre-high, 140-metre-distant high-oblique view. Show at least twelve full-size Ivory buses across foreground, midground and far background, with several more partially visible beyond frame. Show a broad crowd of at least one hundred unrelated adults/elders distributed across three depth planes, not as one cloned mass. Four stretcher teams and multiple luggage clusters are readable. The narrow gate and the road beyond must share the same frame so throughput failure is immediately legible. TIMED SHOTS 0.0–2.2 — Entry state: buses and civilians are already moving toward the single gate at different speeds. Two bus columns merge where the road narrows; walking adults/elders occupy a fenced side lane; four Ivory stretcher teams move laterally from clinic to the protected gate channel. Camera performs a restrained four-percent high-oblique push while keeping clinic roof, gate arch and far road as anchors. Lead bus brakes because its front corner cannot clear a second bus turning across the merge; following buses compress sequentially, suspension settles and brake lamps propagate backward. Crowd movement continues behind them. 2.2–4.4 — Motivated hard cut to a distant 18-degree telephoto view from outside the gate, compressing depth without becoming a portrait. The gate opening remains fully visible. One stretcher team crosses the stalled vehicle lane, forcing another bus to stop; a dropped suitcase rolls under a barrier and blocks one walking lane. Families are physically separated by flow rather than posing: paired adults reach for each other but the lateral medic stream carries them to opposite sides; elders are supported at elbows; no one looks at camera. The crowd reacts unevenly—some stop, some turn sideways, others keep arriving. No synchronized panic or mass waving. 4.4–6.0 — Cut on the lead bus air-brake release to a 75-metre crane rise and restrained pullback. Reveal that the queue extends far beyond the first gate: multiple buses snake through the valley and the walking column continues over the distant ridge, while the gate remains the only exit and no vehicle has advanced. Keep the lead stalled buses, lateral stretchers and dropped luggage traceable below. After this complete macro failure is visible, Audio1 speaks once: `Evacuation window insufficient.` End with new people still entering frame, the queue stationary and the far tail unresolved; hard cut before WORLD resonance reaches the command room. CROWD BEHAVIOR / HUMAN STAKES Every visible group has a task: adults carry mismatched bags, elders lean on companions, medics bear real stretcher weight, bus passengers crowd doors but do not teleport outside. Reactions travel in waves from the stopped lead bus backward. Foreground: dropped luggage, barrier pressure, one halted stretcher. Midground: two buses locked at incompatible angles and families split by cross-flow. Background: continuing arrivals and distant stopped bus line. No identical faces, repeated clothing tiles, copied poses, parade spacing, synchronized running, cheering or heroic rescue composition. PHYSICS / PERSISTENCE Buses decelerate before stopping; brake response propagates backward; turning vehicles respect wheelbase and gate width; tires remain on road. Stretcher fabric and handles carry visible load; medics lean under weight. Suitcase rolls after impact, loses speed through friction and remains under the barrier. Bodies maintain ground contact and cannot interpenetrate. Gate width, stalled bus positions, crowd density, dropped luggage and blocked medical lane persist through the final frame. No instant clearing, duplicated bus, expanding gate, teleporting crowd or clean reset. CAMERA / DENSITY Use only regional high-oblique, distant telephoto compression and final crane pullback. No handheld, digital jitter, orbit, whip-pan, face close-up, bus product shot, POV, overhead game map or full-frame occlusion over six frames. Preserve clinic roof, gate arch and far road as orientation anchors. Density must remain asynchronous across three depths; never reduce to a dozen foreground extras. WORLD VOICE / AUDIO Exact line once, no additions: WORLD VOICE (V.O.): “Evacuation window insufficient.” WORLD begins only after 4.4 seconds when stopped buses, narrow gate and distant crowd tail are simultaneously visible. No visible person lip-syncs it. Physical sound remains primary: layered bus diesel/electric motors, sequential air brakes, crowd breath/footsteps, luggage wheels and impact, stretcher hardware, gate vibration and distant clinic alarm. ZERO MUSIC: no score, melody, drone, beat, pulse, riser, stinger, BRAAM or countdown. NO GAME / DISASTER-SPECTACLE CONTAMINATION No HUD, evacuation timer, hologram, glowing route, territory tint, floating label, card, miniature, tilt-shift, toy bus, readable faction emblem, aerial infographic, clean crowd grid, beautiful golden-hour disaster or heroic flag. ACCEPTANCE LOCKS First frame proves regional scale with at least twelve buses, a deep adult/elder crowd and one visibly narrow gate. By 2.2 seconds the lead merge is physically blocked; by 4.4 seconds medical cross-flow, dropped luggage and family separation have reduced throughput to zero. Final pullback preserves the same gate and lead buses while revealing the queue extending into far depth. WORLD line occurs once after macro failure is visible. No protagonist, child, UI or music. If the result looks like one bus and several people, it fails.
ACTIVE ASSETS — C11 G03 MACRO EVACUATION FAILURE 6S, EXACT ORDER @Image1 = {{Mixed 1}} — Ivory clinic, transport, water and medical material authority. @Image2 = {{Mixed 2}} — evacuation corridor, dry valley, civilian flow and narrow-gate geography. @Image3 = {{Mixed 3}} — sole world topology and faction-direction authority. @Image4 = {{Mixed 4}} — regional three-realm scale and deep-background population density. @Audio1 = {{Mixed 5}} — WORLD VOICE timbre only. Assets lock topology, Ivory materials, corridor geometry and regional scale—not framing, crowd choreography or endpoint emptiness. OUTPUT CONTRACT 6.0s, 21:9, 480p, 24fps. Three motivated shots showing a system-scale evacuation failure, not a small group at one bus. Only unrelated adult and elderly civilians plus adult Ivory medics may appear; no children. No EVAN/KAI/LENA body, face, hair, commander wardrobe, voice or likeness. No command room, character dialogue, subtitle, logo, readable text, UI or music. CAUSAL SPINE multiple bus columns, walking families and stretcher teams converge from separate approach lanes -> all lanes must compress through one unchanged narrow physical gate -> bus turning radii, dropped luggage and a protected cross-flow for stretchers reduce throughput -> forward vehicle movement reaches zero while people still arrive from far depth -> crowd density and separation increase -> only after the stopped queue and distant tail are visible, WORLD states `Evacuation window insufficient.` -> congestion persists into the command-room cut. WORLD / SPATIAL LOCK Image3 is sole topology. Ivory clinic and staging plaza stay inside/screen-left; one stone-and-steel gate remains centre; evacuation road exits screen-right and bends into the far valley. Three incoming lanes—bus lane, walking-civilian lane and lateral medical lane—remain physically distinct until they collide at the gate. No extra exit appears. Vehicles never pass through people or walls. Faction color stays on Ivory bus/medical paint and clothing accents; no terrain wash, colored sky or water. FIRST FRAME / MACRO SCALE Begin from a 45-metre-high, 140-metre-distant high-oblique view. Show at least twelve full-size Ivory buses across foreground, midground and far background, with several more partially visible beyond frame. Show a broad crowd of at least one hundred unrelated adults/elders distributed across three depth planes, not as one cloned mass. Four stretcher teams and multiple luggage clusters are readable. The narrow gate and the road beyond must share the same frame so throughput failure is immediately legible. TIMED SHOTS 0.0–2.2 — Entry state: buses and civilians are already moving toward the single gate at different speeds. Two bus columns merge where the road narrows; walking adults/elders occupy a fenced side lane; four Ivory stretcher teams move laterally from clinic to the protected gate channel. Camera performs a restrained four-percent high-oblique push while keeping clinic roof, gate arch and far road as anchors. Lead bus brakes because its front corner cannot clear a second bus turning across the merge; following buses compress sequentially, suspension settles and brake lamps propagate backward. Crowd movement continues behind them. 2.2–4.4 — Motivated hard cut to a distant 18-degree telephoto view from outside the gate, compressing depth without becoming a portrait. The gate opening remains fully visible. One stretcher team crosses the stalled vehicle lane, forcing another bus to stop; a dropped suitcase rolls under a barrier and blocks one walking lane. Families are physically separated by flow rather than posing: paired adults reach for each other but the lateral medic stream carries them to opposite sides; elders are supported at elbows; no one looks at camera. The crowd reacts unevenly—some stop, some turn sideways, others keep arriving. No synchronized panic or mass waving. 4.4–6.0 — Cut on the lead bus air-brake release to a 75-metre crane rise and restrained pullback. Reveal that the queue extends far beyond the first gate: multiple buses snake through the valley and the walking column continues over the distant ridge, while the gate remains the only exit and no vehicle has advanced. Keep the lead stalled buses, lateral stretchers and dropped luggage traceable below. After this complete macro failure is visible, Audio1 speaks once: `Evacuation window insufficient.` End with new people still entering frame, the queue stationary and the far tail unresolved; hard cut before WORLD resonance reaches the command room. CROWD BEHAVIOR / HUMAN STAKES Every visible group has a task: adults carry mismatched bags, elders lean on companions, medics bear real stretcher weight, bus passengers crowd doors but do not teleport outside. Reactions travel in waves from the stopped lead bus backward. Foreground: dropped luggage, barrier pressure, one halted stretcher. Midground: two buses locked at incompatible angles and families split by cross-flow. Background: continuing arrivals and distant stopped bus line. No identical faces, repeated clothing tiles, copied poses, parade spacing, synchronized running, cheering or heroic rescue composition. PHYSICS / PERSISTENCE Buses decelerate before stopping; brake response propagates backward; turning vehicles respect wheelbase and gate width; tires remain on road. Stretcher fabric and handles carry visible load; medics lean under weight. Suitcase rolls after impact, loses speed through friction and remains under the barrier. Bodies maintain ground contact and cannot interpenetrate. Gate width, stalled bus positions, crowd density, dropped luggage and blocked medical lane persist through the final frame. No instant clearing, duplicated bus, expanding gate, teleporting crowd or clean reset. CAMERA / DENSITY Use only regional high-oblique, distant telephoto compression and final crane pullback. No handheld, digital jitter, orbit, whip-pan, face close-up, bus product shot, POV, overhead game map or full-frame occlusion over six frames. Preserve clinic roof, gate arch and far road as orientation anchors. Density must remain asynchronous across three depths; never reduce to a dozen foreground extras. WORLD VOICE / AUDIO Exact line once, no additions: WORLD VOICE (V.O.): “Evacuation window insufficient.” WORLD begins only after 4.4 seconds when stopped buses, narrow gate and distant crowd tail are simultaneously visible. No visible person lip-syncs it. Physical sound remains primary: layered bus diesel/electric motors, sequential air brakes, crowd breath/footsteps, luggage wheels and impact, stretcher hardware, gate vibration and distant clinic alarm. ZERO MUSIC: no score, melody, drone, beat, pulse, riser, stinger, BRAAM or countdown. NO GAME / DISASTER-SPECTACLE CONTAMINATION No HUD, evacuation timer, hologram, glowing route, territory tint, floating label, card, miniature, tilt-shift, toy bus, readable faction emblem, aerial infographic, clean crowd grid, beautiful golden-hour disaster or heroic flag. ACCEPTANCE LOCKS First frame proves regional scale with at least twelve buses, a deep adult/elder crowd and one visibly narrow gate. By 2.2 seconds the lead merge is physically blocked; by 4.4 seconds medical cross-flow, dropped luggage and family separation have reduced throughput to zero. Final pullback preserves the same gate and lead buses while revealing the queue extending into far depth. WORLD line occurs once after macro failure is visible. No protagonist, child, UI or music. If the result looks like one bus and several people, it fails.
【生成内容】 # GEN_PLUNDER_02|资源抽空外运与区域后果|6秒|通用游戏世界大景 - 0.0–2.0 120-metre 82-degree god's-eye over captured depot: two gantries lift groups of full energy cylinders, heavy loaders transfer ore containers and grain wagons couple into a full train; red freight remains stalled on disconnected tracks; no isolated tank or toolbox. - 2.0–4.0 overhead cut on first train movement, camera 85 degrees downward: energy train, ore-hauler column and grain consist accelerate onto three separate northbound corridors; tanker hoses lock before valves open, coupler tension travels through the train and loaded suspension compresses. - 4.0–6.0 camera rises to 260-metre 90-degree vertical strategic pullback: warehouses stand open and partly emptied, feeder districts dim, pumps slow, red locomotives stay stranded and unoccupied Ivory water/medical vehicles remain outside barriers; extraction continues and damage does not reset. 声音:只保留与画面因果一致的物理音效;无人物声、无 WORLD VOICE、无音乐。 --- # 完整提示词 ACTIVE ASSETS — GENERIC GAME-WORLD B-ROLL GEN_PLUNDER_02 资源抽空外运与区域后果, EXACT ORDER @Image1 = {{Node fb6c976c-caed-45dd-b0e2-aef3027a96ae}} — sole world topology. @Image2 = {{Node 417c69fd-8060-426c-94c6-556a5543c9da}} — occupied resource-corridor state. @Image3 = {{Node 1490cc4e-ed93-4572-bdc7-862872a4fb20}} — blue industrial materials. @Image4 = {{Node 17c54ebe-13d0-424d-ba2c-a4ee56e558c3}} — red warehouse, rail and logistics materials. @Image5 = {{Node 0e655a33-1a35-4eef-8448-b3f11baf4b5d}} — Ivory water, greenhouse and clinic materials. @Image6 = {{Node 85379bc0-3466-4222-ae03-486375d46e63}} — transport corridor and civilian-consequence geography. OUTPUT CONTRACT 6.0s, 21:9, 480p, 24fps. Reusable pure game-world strategic B-roll with three motivated strict god's-eye shots. ABSOLUTE ZERO VISIBLE PEOPLE: no human, body, face, hand, worker, driver, operator, soldier, resident, silhouette, reflection, portrait or human-like form; no EVAN/KAI/LENA. No command room, dialogue, WORLD VOICE, subtitles, logos, readable text, UI or music. WORLD / GEOGRAPHY LOCK Image1 is the sole topology. Central basin, ring road, mountains, coast, rivers, cities and faction approach directions never rotate, mirror, merge or reset. Assets lock materials and scale, not action or endpoint cleanliness. Faction color remains on vehicles, roofs, pipes and small equipment only; no terrain, sky or water tint. CAUSAL SPINE show captured energy, ore and grain being extracted at industrial throughput while the occupied region loses transport, power and aid access, providing a reusable consequence montage. TIMED STRATEGIC SHOTS 0.0–2.0 120-metre 82-degree god's-eye over captured depot: two gantries lift groups of full energy cylinders, heavy loaders transfer ore containers and grain wagons couple into a full train; red freight remains stalled on disconnected tracks; no isolated tank or toolbox. 2.0–4.0 overhead cut on first train movement, camera 85 degrees downward: energy train, ore-hauler column and grain consist accelerate onto three separate northbound corridors; tanker hoses lock before valves open, coupler tension travels through the train and loaded suspension compresses. 4.0–6.0 camera rises to 260-metre 90-degree vertical strategic pullback: warehouses stand open and partly emptied, feeder districts dim, pumps slow, red locomotives stay stranded and unoccupied Ivory water/medical vehicles remain outside barriers; extraction continues and damage does not reset. CAMERA / SCALE — STRICT GOD'S-EYE Every shot is near-nadir god's-eye: camera 80–90 degrees downward at 120–260 metres altitude. No horizon and no ground-level or eye-level shot. Motion is limited to slow vertical rise, short planar drift, restrained overhead push or overhead match cut; no handheld, jitter, POV, orbit, whip-pan, macro, hero angle, product shot or full-frame occlusion over six frames. Preserve basin, ridge, pipe tower, rail or main road as orientation anchors. Maintain real parallax, shadows, material scale and vehicle mass so the world never becomes a tabletop miniature or RTS interface. No single vehicle or building dominates. PHYSICS / PERSISTENCE cables tension before lift, loads settle, loaders support cargo, couplers tighten sequentially, hoses lock before flow, vehicles accelerate under mass, pump/power loss follows extraction; no spawned cargo or instant emptying. Every completed structure, opened route, captured node, moving load, stalled system, damage and resource flow persists through the final frame. No teleport, instant growth, magical assembly, spawned cargo or clean reset. AUDIO — SFX ONLY Physical sound effects only, matched to visible causes: cranes, steel contact, bolts, rails, train traction, diesel/electric vehicles, brakes, couplers, gate deformation, switch motors, pipeline pressure, pumps, water, substations and wind as relevant. No speech, human vocalization, crowd, WORLD VOICE, alarm voice or radio. ZERO MUSIC: no score, melody, harmony, drone/pad, beat, percussion, pulse, riser, whoosh, stinger, BRAAM, victory horn or theme. NO GAME / PROP-SCALE CONTAMINATION No glowing route or border, territory wash, lock icon, HUD, hologram, floating label, map overlay, card, tabletop miniature, tilt-shift, toy vehicle, readable faction symbol, parade spacing, synchronized formation or beautiful-disaster advertising. ACCEPTANCE LOCKS energy, ore and grain are simultaneously moving in three distinct streams by four seconds; final regional frame preserves emptied warehouses, dim systems, stranded red transport and blocked Ivory aid; zero people, no close theft, UI or celebratory composition. All sound is physical SFX only. If people, text, UI, music, magical growth, one-worker construction or one-object theft appears, the shot fails.
ACTIVE ASSETS — GENERIC GAME-WORLD B-ROLL GEN_PLUNDER_02 资源抽空外运与区域后果, EXACT ORDER @Image1 = {{Mixed 1}} — sole world topology. @Image2 = {{Mixed 2}} — occupied resource-corridor state. @Image3 = {{Mixed 3}} — blue industrial materials. @Image4 = {{Mixed 4}} — red warehouse, rail and logistics materials. @Image5 = {{Mixed 5}} — Ivory water, greenhouse and clinic materials. @Image6 = {{Mixed 6}} — transport corridor and civilian-consequence geography. OUTPUT CONTRACT 6.0s, 21:9, 480p, 24fps. Reusable pure game-world strategic B-roll with three motivated strict god's-eye shots. ABSOLUTE ZERO VISIBLE PEOPLE: no human, body, face, hand, worker, driver, operator, soldier, resident, silhouette, reflection, portrait or human-like form; no EVAN/KAI/LENA. No command room, dialogue, WORLD VOICE, subtitles, logos, readable text, UI or music. WORLD / GEOGRAPHY LOCK Image1 is the sole topology. Central basin, ring road, mountains, coast, rivers, cities and faction approach directions never rotate, mirror, merge or reset. Assets lock materials and scale, not action or endpoint cleanliness. Faction color remains on vehicles, roofs, pipes and small equipment only; no terrain, sky or water tint. CAUSAL SPINE show captured energy, ore and grain being extracted at industrial throughput while the occupied region loses transport, power and aid access, providing a reusable consequence montage. TIMED STRATEGIC SHOTS 0.0–2.0 120-metre 82-degree god's-eye over captured depot: two gantries lift groups of full energy cylinders, heavy loaders transfer ore containers and grain wagons couple into a full train; red freight remains stalled on disconnected tracks; no isolated tank or toolbox. 2.0–4.0 overhead cut on first train movement, camera 85 degrees downward: energy train, ore-hauler column and grain consist accelerate onto three separate northbound corridors; tanker hoses lock before valves open, coupler tension travels through the train and loaded suspension compresses. 4.0–6.0 camera rises to 260-metre 90-degree vertical strategic pullback: warehouses stand open and partly emptied, feeder districts dim, pumps slow, red locomotives stay stranded and unoccupied Ivory water/medical vehicles remain outside barriers; extraction continues and damage does not reset. CAMERA / SCALE — STRICT GOD'S-EYE Every shot is near-nadir god's-eye: camera 80–90 degrees downward at 120–260 metres altitude. No horizon and no ground-level or eye-level shot. Motion is limited to slow vertical rise, short planar drift, restrained overhead push or overhead match cut; no handheld, jitter, POV, orbit, whip-pan, macro, hero angle, product shot or full-frame occlusion over six frames. Preserve basin, ridge, pipe tower, rail or main road as orientation anchors. Maintain real parallax, shadows, material scale and vehicle mass so the world never becomes a tabletop miniature or RTS interface. No single vehicle or building dominates. PHYSICS / PERSISTENCE cables tension before lift, loads settle, loaders support cargo, couplers tighten sequentially, hoses lock before flow, vehicles accelerate under mass, pump/power loss follows extraction; no spawned cargo or instant emptying. Every completed structure, opened route, captured node, moving load, stalled system, damage and resource flow persists through the final frame. No teleport, instant growth, magical assembly, spawned cargo or clean reset. AUDIO — SFX ONLY Physical sound effects only, matched to visible causes: cranes, steel contact, bolts, rails, train traction, diesel/electric vehicles, brakes, couplers, gate deformation, switch motors, pipeline pressure, pumps, water, substations and wind as relevant. No speech, human vocalization, crowd, WORLD VOICE, alarm voice or radio. ZERO MUSIC: no score, melody, harmony, drone/pad, beat, percussion, pulse, riser, whoosh, stinger, BRAAM, victory horn or theme. NO GAME / PROP-SCALE CONTAMINATION No glowing route or border, territory wash, lock icon, HUD, hologram, floating label, map overlay, card, tabletop miniature, tilt-shift, toy vehicle, readable faction symbol, parade spacing, synchronized formation or beautiful-disaster advertising. ACCEPTANCE LOCKS energy, ore and grain are simultaneously moving in three distinct streams by four seconds; final regional frame preserves emptied warehouses, dim systems, stranded red transport and blocked Ivory aid; zero people, no close theft, UI or celebratory composition. All sound is physical SFX only. If people, text, UI, music, magical growth, one-worker construction or one-object theft appears, the shot fails.
【生成内容】 # THE TURN|纯作战室全剧情对白素材|5组8条 v2 场景锁 所有人物对白、争执、阻止、悲伤和条约都只在同一间作战室拍摄。完整保留 Image1 原始实体地形地图桌、后右黑门、后左文件柜和空白中央灰墙;WORLD VOICE 与游戏世界完全分离。 固定位置:EVAN 左、KAI 远端中央、LENA 右;摄影机始终在桌子南侧,不越轴、不换座。禁止把实体地形桌替换成普通灰桌,禁止新增壁灯和把门移到中央。 ## 五个分组 1. ROOM_G1\_发展与居民:R01、R02 2. ROOM_G2\_交易与越界:R03 3. ROOM_G3\_迁离与裂变:R04、R05 4. ROOM_G4\_爆后与醒悟:R06、R07 5. ROOM_G5\_条约:R08 共 43 句人物对白:EVAN 14 句、KAI 13 句、LENA 16 句。每条节点 30 秒,但没有用对白填满;保留可剪的反应、呼吸、静默和 J/L-cut 句柄。 ## WORLD VOICE 分离原则 WORLD VOICE 不挂入任何 ROOM 节点。系统部署、控制、迁离、协议等句子单独生成音频,并只用于世界 B-roll。这样不会再把城市、HUD、监控屏、发光路线或世界画面带进作战室。
【生成内容】 # R01 完整剧本/B-roll设计 # R01|发展选择与盆地控制|纯作战室30秒 目的:three development philosophies become a personal dispute about ownership; start competitive, end morally uneasy。 ## 精确对白 **EVAN** Engineering first. We take the ridge before dusk. **KAI** Hold the road. Fill the granaries. Nothing moves hungry. **LENA** Double the farms. Move workers to the river. **LENA** Wait—who controls the energy basin? **EVAN** Whoever reaches it first. ## 时间设计 - 0.0–3.0 fixed south-side three-shot establishes EVAN left, KAI far-center, LENA right; no speech, only room tone. - 3.0–7.0 eased OTS push to EVAN left; Audio1 line1, controlled confidence, eyes on unseen off-frame table. - 7.0–12.0 reverse OTS to KAI; Audio2 line2, steady practical tempo, no smile. - 12.0–16.0 OTS to LENA right; Audio3 line3, purposeful rather than concerned. - 16.0–20.0 room-only B-roll: eyeline relay EVAN→KAI→LENA, chair cloth, empty fourth side, shallow-focus inert table edge; no dialogue. - 20.0–25.0 LENA receives offscreen information, one assessment breath, Audio3 line4; concern enters only now. - 25.0–28.0 reverse EVAN Audio1 line5; answer too quick, avoids LENA's eyes. - 28.0–30.0 three-shot tension hold; KAI watches both, no speech. --- # R01 完整提示词 ACTIVE ASSETS — ROOM ONLY R01 发展选择与盆地控制, EXACT ORDER @Image1 = {{Node 753f107b-c8a9-494f-ac8f-d70564411d2a}} — sole command-room architecture and physical relief-map-table authority: exact wall, right-rear black door, left-rear black filing cabinet, chairs, table dimensions/rim/topography, fixed seating, wardrobe and eyelines. @Image2 = {{Node be020091-3863-446a-90a2-715736c8c10e}} — EVAN identity/blue command-room wardrobe. @Image3 = {{Node 0e988ad5-811e-4e9d-93fd-d3be5f5b5caa}} — KAI identity/red command-room wardrobe. @Image4 = {{Node cbdb7ae4-f26d-4fd5-a4cf-05b970afea70}} — LENA identity/Ivory command-room wardrobe. @Audio1 = {{Node a34f2d2a-8c35-42c6-8771-8d21b88846f9}} — EVAN timbre only. @Audio2 = {{Node b2f85740-3f87-469c-a2f3-9f26793bb226}} — KAI timbre only. @Audio3 = {{Node 2236b908-fb34-4af0-9f53-efc8d535657d}} — LENA timbre only. OUTPUT CONTRACT 30.0s, 21:9, 480p, 24fps. Pure command-room dialogue source plate with internal cuts allowed. Exact character dialogue only. No WORLD VOICE, game-world sound, music, subtitles, UI or additional speech. COMMAND-ROOM GEOGRAPHY HARD LOCK Preserve Image1's command room exactly in every shot and reverse: medium-grey rear wall with EMPTY center; one black filing cabinet with stacked folders at rear-left behind EVAN; one black door with silver handle at rear-right behind LENA; no wall sconces, flags, windows, screens or added architecture. Preserve the same huge rectangular physical relief-map table with thick dark raised rim, exact dimensions, height, sculpted mountains, lake, roads and coastline as a permanently inert practical model. Never replace it with a plain grey/black table, conference table, desk, screen or different map. Camera stays on the south side of the table axis and may shift only slightly along that side. EVAN remains screen-left/west; KAI remains far-center/north; LENA remains screen-right/east. Nobody changes seats, crosses the table, looks into camera or becomes a centered passport portrait. True OTS shots retain a soft listener shoulder/edge. Every close/reverse must preserve at least one source-room anchor: relief-table rim/topography, right-rear door edge, left-rear filing cabinet edge or empty central grey wall. Do not invent unseen reverse-wall architecture. NO WORLD CONTAMINATION The sculpted terrain already present on Image1's physical table is REQUIRED room geometry and remains unchanged, matte and non-animated. It is not a screen and never becomes a living world. Do not add moving vehicles, growing buildings, changing faction colors, glowing paths, territory washes, locks, icons, floating text, data panels, HUD, holograms, monitor images, projections, explosions, refugees or outdoor cutaways. No world assets are active. CAUSAL SPINE offscreen information reaches the room -> eyes and breath register it -> the named speaker chooses a tactic and speaks -> listeners react at different speeds -> the next line answers that changed relationship -> posture and eyelines persist into the edit handle. No visual world event is recreated inside the room. ROOM B-ROLL ONLY Use relationship masters, true over-shoulders, profiles, two-shots, focus transfers, delayed reactions, breathing, clothing/chair movement, empty fourth-side composition, the unchanged empty central grey wall, right-door edge, left filing-cabinet edge and shallow-focus physical relief-table rim/topography. No added wall light. No hand closeups, no fingers manipulating controls, no readable paper except the distant blank treaty page where specified. CAMERA / PERFORMANCE Weighted shoulder camera, 5–8% eased pushes, short pullbacks and imperfect micro-settling. No digital jitter, random orbit or axis crossing. Eyes lead heads; interrupted breath and stillness mark new information. Preserve reaction inertia across cuts. PHYSICS Bodies remain fully supported by the same chairs; feet stay grounded; chairs settle after weight shifts; clothing reacts after torso motion; breath precedes speech; gaze leads head turns. The physical relief-map table, thick rim, sculpted terrain, rear-left filing cabinet, rear-right black door, empty center wall, ceiling light direction and all room objects remain fixed across every cut. AUDIO MASTER LOCK Exact character voices, continuous HVAC/electrical hum, breath, chair and clothing only. ZERO MUSIC: no score, melody, chord, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM or theme. No WORLD VOICE in this source. ACCEPTANCE Same room and seats for all 30 seconds. Exact speaker/voice mapping and line order. No world contamination, screens, UI, map animation, extra people, seat swap, direct-to-camera gaze, music or WORLD voice. DRAMATIC PURPOSE three development philosophies become a personal dispute about ownership; start competitive, end morally uneasy. LOCKED DIALOGUE — EXACT ORDER, ONCE EACH EVAN: “Engineering first. We take the ridge before dusk.” KAI: “Hold the road. Fill the granaries. Nothing moves hungry.” LENA: “Double the farms. Move workers to the river.” LENA: “Wait—who controls the energy basin?” EVAN: “Whoever reaches it first.” SPEAKER / AUDIO HARD LOCK Audio1=EVAN only; Audio2=KAI only; Audio3=LENA only. No swap, repeat, overlap, paraphrase or extra words. Unused characters keep mouths closed. TIMED ROOM SHOTS 0.0–3.0 fixed south-side three-shot establishes EVAN left, KAI far-center, LENA right; no speech, only room tone. 3.0–7.0 eased OTS push to EVAN left; Audio1 line1, controlled confidence, eyes on unseen off-frame table. 7.0–12.0 reverse OTS to KAI; Audio2 line2, steady practical tempo, no smile. 12.0–16.0 OTS to LENA right; Audio3 line3, purposeful rather than concerned. 16.0–20.0 room-only B-roll: eyeline relay EVAN→KAI→LENA, chair cloth, empty fourth side, shallow-focus inert table edge; no dialogue. 20.0–25.0 LENA receives offscreen information, one assessment breath, Audio3 line4; concern enters only now. 25.0–28.0 reverse EVAN Audio1 line5; answer too quick, avoids LENA's eyes. 28.0–30.0 three-shot tension hold; KAI watches both, no speech.
ACTIVE ASSETS — ROOM ONLY R01 发展选择与盆地控制, EXACT ORDER @Image1 = {{Mixed 1}} — sole command-room architecture and physical relief-map-table authority: exact wall, right-rear black door, left-rear black filing cabinet, chairs, table dimensions/rim/topography, fixed seating, wardrobe and eyelines. @Image2 = {{Mixed 2}} — EVAN identity/blue command-room wardrobe. @Image3 = {{Mixed 3}} — KAI identity/red command-room wardrobe. @Image4 = {{Mixed 4}} — LENA identity/Ivory command-room wardrobe. @Audio1 = {{Mixed 5}} — EVAN timbre only. @Audio2 = {{Mixed 6}} — KAI timbre only. @Audio3 = {{Mixed 7}} — LENA timbre only. OUTPUT CONTRACT 30.0s, 21:9, 480p, 24fps. Pure command-room dialogue source plate with internal cuts allowed. Exact character dialogue only. No WORLD VOICE, game-world sound, music, subtitles, UI or additional speech. COMMAND-ROOM GEOGRAPHY HARD LOCK Preserve Image1's command room exactly in every shot and reverse: medium-grey rear wall with EMPTY center; one black filing cabinet with stacked folders at rear-left behind EVAN; one black door with silver handle at rear-right behind LENA; no wall sconces, flags, windows, screens or added architecture. Preserve the same huge rectangular physical relief-map table with thick dark raised rim, exact dimensions, height, sculpted mountains, lake, roads and coastline as a permanently inert practical model. Never replace it with a plain grey/black table, conference table, desk, screen or different map. Camera stays on the south side of the table axis and may shift only slightly along that side. EVAN remains screen-left/west; KAI remains far-center/north; LENA remains screen-right/east. Nobody changes seats, crosses the table, looks into camera or becomes a centered passport portrait. True OTS shots retain a soft listener shoulder/edge. Every close/reverse must preserve at least one source-room anchor: relief-table rim/topography, right-rear door edge, left-rear filing cabinet edge or empty central grey wall. Do not invent unseen reverse-wall architecture. NO WORLD CONTAMINATION The sculpted terrain already present on Image1's physical table is REQUIRED room geometry and remains unchanged, matte and non-animated. It is not a screen and never becomes a living world. Do not add moving vehicles, growing buildings, changing faction colors, glowing paths, territory washes, locks, icons, floating text, data panels, HUD, holograms, monitor images, projections, explosions, refugees or outdoor cutaways. No world assets are active. CAUSAL SPINE offscreen information reaches the room -> eyes and breath register it -> the named speaker chooses a tactic and speaks -> listeners react at different speeds -> the next line answers that changed relationship -> posture and eyelines persist into the edit handle. No visual world event is recreated inside the room. ROOM B-ROLL ONLY Use relationship masters, true over-shoulders, profiles, two-shots, focus transfers, delayed reactions, breathing, clothing/chair movement, empty fourth-side composition, the unchanged empty central grey wall, right-door edge, left filing-cabinet edge and shallow-focus physical relief-table rim/topography. No added wall light. No hand closeups, no fingers manipulating controls, no readable paper except the distant blank treaty page where specified. CAMERA / PERFORMANCE Weighted shoulder camera, 5–8% eased pushes, short pullbacks and imperfect micro-settling. No digital jitter, random orbit or axis crossing. Eyes lead heads; interrupted breath and stillness mark new information. Preserve reaction inertia across cuts. PHYSICS Bodies remain fully supported by the same chairs; feet stay grounded; chairs settle after weight shifts; clothing reacts after torso motion; breath precedes speech; gaze leads head turns. The physical relief-map table, thick rim, sculpted terrain, rear-left filing cabinet, rear-right black door, empty center wall, ceiling light direction and all room objects remain fixed across every cut. AUDIO MASTER LOCK Exact character voices, continuous HVAC/electrical hum, breath, chair and clothing only. ZERO MUSIC: no score, melody, chord, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM or theme. No WORLD VOICE in this source. ACCEPTANCE Same room and seats for all 30 seconds. Exact speaker/voice mapping and line order. No world contamination, screens, UI, map animation, extra people, seat swap, direct-to-camera gaze, music or WORLD voice. DRAMATIC PURPOSE three development philosophies become a personal dispute about ownership; start competitive, end morally uneasy. LOCKED DIALOGUE — EXACT ORDER, ONCE EACH EVAN: “Engineering first. We take the ridge before dusk.” KAI: “Hold the road. Fill the granaries. Nothing moves hungry.” LENA: “Double the farms. Move workers to the river.” LENA: “Wait—who controls the energy basin?” EVAN: “Whoever reaches it first.” SPEAKER / AUDIO HARD LOCK Audio1=EVAN only; Audio2=KAI only; Audio3=LENA only. No swap, repeat, overlap, paraphrase or extra words. Unused characters keep mouths closed. TIMED ROOM SHOTS 0.0–3.0 fixed south-side three-shot establishes EVAN left, KAI far-center, LENA right; no speech, only room tone. 3.0–7.0 eased OTS push to EVAN left; Audio1 line1, controlled confidence, eyes on unseen off-frame table. 7.0–12.0 reverse OTS to KAI; Audio2 line2, steady practical tempo, no smile. 12.0–16.0 OTS to LENA right; Audio3 line3, purposeful rather than concerned. 16.0–20.0 room-only B-roll: eyeline relay EVAN→KAI→LENA, chair cloth, empty fourth side, shallow-focus inert table edge; no dialogue. 20.0–25.0 LENA receives offscreen information, one assessment breath, Audio3 line4; concern enters only now. 25.0–28.0 reverse EVAN Audio1 line5; answer too quick, avoids LENA's eyes. 28.0–30.0 three-shot tension hold; KAI watches both, no speech.
【生成内容】 # R02 完整剧本/B-roll设计 # R02|居民与红方占领争论|纯作战室30秒 目的:LENA sees people before territory; KAI moves from rule citation to a consequential choice。 ## 精确对白 **LENA** Hey—there are people there. **KAI** They don't answer to any state. **LENA** No. That doesn't make the land empty. **LENA** Protection from who? **KAI** Raise the flag. Secure the wells. ## 时间设计 - 0.0–4.0 LENA right in true OTS with KAI shoulder soft-left; eyes stop, breath catches, Audio2 line1. - 4.0–8.0 reverse KAI far-center; Audio1 line2, searching a rule rather than celebrating. - 8.0–13.0 LENA Audio2 line3; she leans forward slightly, no hand gesture. - 13.0–17.0 room B-roll: KAI reads offscreen information, LENA holds him in eyeline, EVAN remains soft-left and silent. - 17.0–21.0 LENA close OTS Audio2 line4, low and precise. - 21.0–25.0 KAI reaction pause, then Audio1 line5 quieter and deliberate. - 25.0–30.0 relationship master; LENA does not accept the answer, EVAN studies KAI, no speech. --- # R02 完整提示词 ACTIVE ASSETS — ROOM ONLY R02 居民与红方占领争论, EXACT ORDER @Image1 = {{Node 753f107b-c8a9-494f-ac8f-d70564411d2a}} — sole command-room architecture and physical relief-map-table authority: exact wall, right-rear black door, left-rear black filing cabinet, chairs, table dimensions/rim/topography, fixed seating, wardrobe and eyelines. @Image2 = {{Node be020091-3863-446a-90a2-715736c8c10e}} — EVAN identity/blue command-room wardrobe. @Image3 = {{Node 0e988ad5-811e-4e9d-93fd-d3be5f5b5caa}} — KAI identity/red command-room wardrobe. @Image4 = {{Node cbdb7ae4-f26d-4fd5-a4cf-05b970afea70}} — LENA identity/Ivory command-room wardrobe. @Audio1 = {{Node b2f85740-3f87-469c-a2f3-9f26793bb226}} — KAI timbre only. @Audio2 = {{Node 2236b908-fb34-4af0-9f53-efc8d535657d}} — LENA timbre only. OUTPUT CONTRACT 30.0s, 21:9, 480p, 24fps. Pure command-room dialogue source plate with internal cuts allowed. Exact character dialogue only. No WORLD VOICE, game-world sound, music, subtitles, UI or additional speech. COMMAND-ROOM GEOGRAPHY HARD LOCK Preserve Image1's command room exactly in every shot and reverse: medium-grey rear wall with EMPTY center; one black filing cabinet with stacked folders at rear-left behind EVAN; one black door with silver handle at rear-right behind LENA; no wall sconces, flags, windows, screens or added architecture. Preserve the same huge rectangular physical relief-map table with thick dark raised rim, exact dimensions, height, sculpted mountains, lake, roads and coastline as a permanently inert practical model. Never replace it with a plain grey/black table, conference table, desk, screen or different map. Camera stays on the south side of the table axis and may shift only slightly along that side. EVAN remains screen-left/west; KAI remains far-center/north; LENA remains screen-right/east. Nobody changes seats, crosses the table, looks into camera or becomes a centered passport portrait. True OTS shots retain a soft listener shoulder/edge. Every close/reverse must preserve at least one source-room anchor: relief-table rim/topography, right-rear door edge, left-rear filing cabinet edge or empty central grey wall. Do not invent unseen reverse-wall architecture. NO WORLD CONTAMINATION The sculpted terrain already present on Image1's physical table is REQUIRED room geometry and remains unchanged, matte and non-animated. It is not a screen and never becomes a living world. Do not add moving vehicles, growing buildings, changing faction colors, glowing paths, territory washes, locks, icons, floating text, data panels, HUD, holograms, monitor images, projections, explosions, refugees or outdoor cutaways. No world assets are active. CAUSAL SPINE offscreen information reaches the room -> eyes and breath register it -> the named speaker chooses a tactic and speaks -> listeners react at different speeds -> the next line answers that changed relationship -> posture and eyelines persist into the edit handle. No visual world event is recreated inside the room. ROOM B-ROLL ONLY Use relationship masters, true over-shoulders, profiles, two-shots, focus transfers, delayed reactions, breathing, clothing/chair movement, empty fourth-side composition, the unchanged empty central grey wall, right-door edge, left filing-cabinet edge and shallow-focus physical relief-table rim/topography. No added wall light. No hand closeups, no fingers manipulating controls, no readable paper except the distant blank treaty page where specified. CAMERA / PERFORMANCE Weighted shoulder camera, 5–8% eased pushes, short pullbacks and imperfect micro-settling. No digital jitter, random orbit or axis crossing. Eyes lead heads; interrupted breath and stillness mark new information. Preserve reaction inertia across cuts. PHYSICS Bodies remain fully supported by the same chairs; feet stay grounded; chairs settle after weight shifts; clothing reacts after torso motion; breath precedes speech; gaze leads head turns. The physical relief-map table, thick rim, sculpted terrain, rear-left filing cabinet, rear-right black door, empty center wall, ceiling light direction and all room objects remain fixed across every cut. AUDIO MASTER LOCK Exact character voices, continuous HVAC/electrical hum, breath, chair and clothing only. ZERO MUSIC: no score, melody, chord, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM or theme. No WORLD VOICE in this source. ACCEPTANCE Same room and seats for all 30 seconds. Exact speaker/voice mapping and line order. No world contamination, screens, UI, map animation, extra people, seat swap, direct-to-camera gaze, music or WORLD voice. DRAMATIC PURPOSE LENA sees people before territory; KAI moves from rule citation to a consequential choice. LOCKED DIALOGUE — EXACT ORDER, ONCE EACH LENA: “Hey—there are people there.” KAI: “They don't answer to any state.” LENA: “No. That doesn't make the land empty.” LENA: “Protection from who?” KAI: “Raise the flag. Secure the wells.” SPEAKER / AUDIO HARD LOCK Audio1=KAI only; Audio2=LENA only. No swap, repeat, overlap, paraphrase or extra words. Unused characters keep mouths closed. TIMED ROOM SHOTS 0.0–4.0 LENA right in true OTS with KAI shoulder soft-left; eyes stop, breath catches, Audio2 line1. 4.0–8.0 reverse KAI far-center; Audio1 line2, searching a rule rather than celebrating. 8.0–13.0 LENA Audio2 line3; she leans forward slightly, no hand gesture. 13.0–17.0 room B-roll: KAI reads offscreen information, LENA holds him in eyeline, EVAN remains soft-left and silent. 17.0–21.0 LENA close OTS Audio2 line4, low and precise. 21.0–25.0 KAI reaction pause, then Audio1 line5 quieter and deliberate. 25.0–30.0 relationship master; LENA does not accept the answer, EVAN studies KAI, no speech.
ACTIVE ASSETS — ROOM ONLY R02 居民与红方占领争论, EXACT ORDER @Image1 = {{Mixed 1}} — sole command-room architecture and physical relief-map-table authority: exact wall, right-rear black door, left-rear black filing cabinet, chairs, table dimensions/rim/topography, fixed seating, wardrobe and eyelines. @Image2 = {{Mixed 2}} — EVAN identity/blue command-room wardrobe. @Image3 = {{Mixed 3}} — KAI identity/red command-room wardrobe. @Image4 = {{Mixed 4}} — LENA identity/Ivory command-room wardrobe. @Audio1 = {{Mixed 5}} — KAI timbre only. @Audio2 = {{Mixed 6}} — LENA timbre only. OUTPUT CONTRACT 30.0s, 21:9, 480p, 24fps. Pure command-room dialogue source plate with internal cuts allowed. Exact character dialogue only. No WORLD VOICE, game-world sound, music, subtitles, UI or additional speech. COMMAND-ROOM GEOGRAPHY HARD LOCK Preserve Image1's command room exactly in every shot and reverse: medium-grey rear wall with EMPTY center; one black filing cabinet with stacked folders at rear-left behind EVAN; one black door with silver handle at rear-right behind LENA; no wall sconces, flags, windows, screens or added architecture. Preserve the same huge rectangular physical relief-map table with thick dark raised rim, exact dimensions, height, sculpted mountains, lake, roads and coastline as a permanently inert practical model. Never replace it with a plain grey/black table, conference table, desk, screen or different map. Camera stays on the south side of the table axis and may shift only slightly along that side. EVAN remains screen-left/west; KAI remains far-center/north; LENA remains screen-right/east. Nobody changes seats, crosses the table, looks into camera or becomes a centered passport portrait. True OTS shots retain a soft listener shoulder/edge. Every close/reverse must preserve at least one source-room anchor: relief-table rim/topography, right-rear door edge, left-rear filing cabinet edge or empty central grey wall. Do not invent unseen reverse-wall architecture. NO WORLD CONTAMINATION The sculpted terrain already present on Image1's physical table is REQUIRED room geometry and remains unchanged, matte and non-animated. It is not a screen and never becomes a living world. Do not add moving vehicles, growing buildings, changing faction colors, glowing paths, territory washes, locks, icons, floating text, data panels, HUD, holograms, monitor images, projections, explosions, refugees or outdoor cutaways. No world assets are active. CAUSAL SPINE offscreen information reaches the room -> eyes and breath register it -> the named speaker chooses a tactic and speaks -> listeners react at different speeds -> the next line answers that changed relationship -> posture and eyelines persist into the edit handle. No visual world event is recreated inside the room. ROOM B-ROLL ONLY Use relationship masters, true over-shoulders, profiles, two-shots, focus transfers, delayed reactions, breathing, clothing/chair movement, empty fourth-side composition, the unchanged empty central grey wall, right-door edge, left filing-cabinet edge and shallow-focus physical relief-table rim/topography. No added wall light. No hand closeups, no fingers manipulating controls, no readable paper except the distant blank treaty page where specified. CAMERA / PERFORMANCE Weighted shoulder camera, 5–8% eased pushes, short pullbacks and imperfect micro-settling. No digital jitter, random orbit or axis crossing. Eyes lead heads; interrupted breath and stillness mark new information. Preserve reaction inertia across cuts. PHYSICS Bodies remain fully supported by the same chairs; feet stay grounded; chairs settle after weight shifts; clothing reacts after torso motion; breath precedes speech; gaze leads head turns. The physical relief-map table, thick rim, sculpted terrain, rear-left filing cabinet, rear-right black door, empty center wall, ceiling light direction and all room objects remain fixed across every cut. AUDIO MASTER LOCK Exact character voices, continuous HVAC/electrical hum, breath, chair and clothing only. ZERO MUSIC: no score, melody, chord, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM or theme. No WORLD VOICE in this source. ACCEPTANCE Same room and seats for all 30 seconds. Exact speaker/voice mapping and line order. No world contamination, screens, UI, map animation, extra people, seat swap, direct-to-camera gaze, music or WORLD voice. DRAMATIC PURPOSE LENA sees people before territory; KAI moves from rule citation to a consequential choice. LOCKED DIALOGUE — EXACT ORDER, ONCE EACH LENA: “Hey—there are people there.” KAI: “They don't answer to any state.” LENA: “No. That doesn't make the land empty.” LENA: “Protection from who?” KAI: “Raise the flag. Secure the wells.” SPEAKER / AUDIO HARD LOCK Audio1=KAI only; Audio2=LENA only. No swap, repeat, overlap, paraphrase or extra words. Unused characters keep mouths closed. TIMED ROOM SHOTS 0.0–4.0 LENA right in true OTS with KAI shoulder soft-left; eyes stop, breath catches, Audio2 line1. 4.0–8.0 reverse KAI far-center; Audio1 line2, searching a rule rather than celebrating. 8.0–13.0 LENA Audio2 line3; she leans forward slightly, no hand gesture. 13.0–17.0 room B-roll: KAI reads offscreen information, LENA holds him in eyeline, EVAN remains soft-left and silent. 17.0–21.0 LENA close OTS Audio2 line4, low and precise. 21.0–25.0 KAI reaction pause, then Audio1 line5 quieter and deliberate. 25.0–30.0 relationship master; LENA does not accept the answer, EVAN studies KAI, no speech.
【生成内容】 # BR00 完整剧本/B-roll设计 # BR00|作战室空间大全景|8秒|纯作战室B-roll 目的:provide one reusable clean spatial anchor proving the exact room, physical relief table and EVAN-left/KAI-center/LENA-right positions。 - 0.0–3.0 exact south-side wide master: full relief table/base, EVAN left, KAI far-center, LENA right, left cabinet and right door all visible; nobody speaks. - 3.0–6.0 camera makes one slow five-percent dolly-in while all three exchange natural eyelines; table and architecture remain unchanged. - 6.0–8.0 camera settles; KAI glances from EVAN to LENA, both remain seated; clean room tone only. --- # BR00 完整提示词 ACTIVE ASSETS — ROOM TIME B-ROLL BR00 作战室空间大全景, EXACT ORDER @Image1 = {{Node 753f107b-c8a9-494f-ac8f-d70564411d2a}} — sole exact command-room architecture, physical relief-map table and fixed three-person blocking authority. @Image2 = {{Node be020091-3863-446a-90a2-715736c8c10e}} — EVAN identity/blue wardrobe. @Image3 = {{Node 0e988ad5-811e-4e9d-93fd-d3be5f5b5caa}} — KAI identity/red wardrobe. @Image4 = {{Node cbdb7ae4-f26d-4fd5-a4cf-05b970afea70}} — LENA identity/Ivory wardrobe. OUTPUT CONTRACT 8.0s, 21:9, 480p, 24fps. Pure command-room non-dialogue B-roll with internal hard cuts allowed. No character speech, WORLD VOICE, game-world sound, music, subtitles or UI. SCENE / BLOCKING HARD LOCK Preserve Image1 exactly: huge rectangular physical relief-map table with thick dark rim and unchanged sculpted mountains/lake/roads/coast; medium-grey rear wall with empty center; black filing cabinet and stacked folders rear-left behind EVAN; black door with silver handle rear-right behind LENA; no wall sconces, flags, windows, screens or new architecture. EVAN stays left/west, KAI far-center/north, LENA right/east. Camera remains on south side and never crosses axis. NO CONTAMINATION The physical tabletop terrain is inert room geometry. No moving/growing cities, vehicles, flags, explosions, glowing paths, territory washes, HUD, hologram, lock icon, text, data panel, projection, monitor or outdoor image. Never replace the relief table with a plain table. CAUSAL SPINE provide one reusable clean spatial anchor proving the exact room, physical relief table and EVAN-left/KAI-center/LENA-right positions. TIMED ROOM B-ROLL 0.0–3.0 exact south-side wide master: full relief table/base, EVAN left, KAI far-center, LENA right, left cabinet and right door all visible; nobody speaks. 3.0–6.0 camera makes one slow five-percent dolly-in while all three exchange natural eyelines; table and architecture remain unchanged. 6.0–8.0 camera settles; KAI glances from EVAN to LENA, both remain seated; clean room tone only. CAMERA / PHYSICS Weighted shoulder camera or locked match-cut master as specified; no digital jitter or random orbit. Bodies stay in the same chairs; feet remain grounded; chairs settle after weight shifts; clothing follows torso motion; gaze leads head turns. Relief table, door, cabinet, wall and light remain unchanged. AUDIO Continuous HVAC/electrical hum, breath, chair/clothing, paper/folder and one dry physical relay click where specified. ZERO MUSIC. No voices of any kind. ACCEPTANCE Exact room, table and positions persist. No dialogue, WORLD, world imagery, UI, added lamp, scene redesign, seat swap, direct-camera gaze, hand macro or music.
ACTIVE ASSETS — ROOM TIME B-ROLL BR00 作战室空间大全景, EXACT ORDER @Image1 = {{Mixed 1}} — sole exact command-room architecture, physical relief-map table and fixed three-person blocking authority. @Image2 = {{Mixed 2}} — EVAN identity/blue wardrobe. @Image3 = {{Mixed 3}} — KAI identity/red wardrobe. @Image4 = {{Mixed 4}} — LENA identity/Ivory wardrobe. OUTPUT CONTRACT 8.0s, 21:9, 480p, 24fps. Pure command-room non-dialogue B-roll with internal hard cuts allowed. No character speech, WORLD VOICE, game-world sound, music, subtitles or UI. SCENE / BLOCKING HARD LOCK Preserve Image1 exactly: huge rectangular physical relief-map table with thick dark rim and unchanged sculpted mountains/lake/roads/coast; medium-grey rear wall with empty center; black filing cabinet and stacked folders rear-left behind EVAN; black door with silver handle rear-right behind LENA; no wall sconces, flags, windows, screens or new architecture. EVAN stays left/west, KAI far-center/north, LENA right/east. Camera remains on south side and never crosses axis. NO CONTAMINATION The physical tabletop terrain is inert room geometry. No moving/growing cities, vehicles, flags, explosions, glowing paths, territory washes, HUD, hologram, lock icon, text, data panel, projection, monitor or outdoor image. Never replace the relief table with a plain table. CAUSAL SPINE provide one reusable clean spatial anchor proving the exact room, physical relief table and EVAN-left/KAI-center/LENA-right positions. TIMED ROOM B-ROLL 0.0–3.0 exact south-side wide master: full relief table/base, EVAN left, KAI far-center, LENA right, left cabinet and right door all visible; nobody speaks. 3.0–6.0 camera makes one slow five-percent dolly-in while all three exchange natural eyelines; table and architecture remain unchanged. 6.0–8.0 camera settles; KAI glances from EVAN to LENA, both remain seated; clean room tone only. CAMERA / PHYSICS Weighted shoulder camera or locked match-cut master as specified; no digital jitter or random orbit. Bodies stay in the same chairs; feet remain grounded; chairs settle after weight shifts; clothing follows torso motion; gaze leads head turns. Relief table, door, cabinet, wall and light remain unchanged. AUDIO Continuous HVAC/electrical hum, breath, chair/clothing, paper/folder and one dry physical relay click where specified. ZERO MUSIC. No voices of any kind. ACCEPTANCE Exact room, table and positions persist. No dialogue, WORLD, world imagery, UI, added lamp, scene redesign, seat swap, direct-camera gaze, hand macro or music.
【生成内容】 # BR01 完整剧本/B-roll设计 # BR01|指挥接力|12秒|纯作战室B-roll 目的:show three distinct command styles and passing initiative without dialogue or animated world imagery。 - 0.0–3.5 south-side master; EVAN leans toward his own clipboard and slides it five centimetres, one complete hand visible only in medium-wide. - 3.5–7.5 hard cut same room axis; KAI checks his own paper, straightens, then looks to LENA; table topography remains identical. - 7.5–10.5 LENA makes one small pencil mark below chest level, closes the pencil against the board and looks to EVAN. - 10.5–12.0 three-shot: initiative has passed around the triangle; all settle. --- # BR01 完整提示词 ACTIVE ASSETS — ROOM TIME B-ROLL BR01 指挥接力, EXACT ORDER @Image1 = {{Node 753f107b-c8a9-494f-ac8f-d70564411d2a}} — sole exact command-room architecture, physical relief-map table and fixed three-person blocking authority. @Image2 = {{Node be020091-3863-446a-90a2-715736c8c10e}} — EVAN identity/blue wardrobe. @Image3 = {{Node 0e988ad5-811e-4e9d-93fd-d3be5f5b5caa}} — KAI identity/red wardrobe. @Image4 = {{Node cbdb7ae4-f26d-4fd5-a4cf-05b970afea70}} — LENA identity/Ivory wardrobe. OUTPUT CONTRACT 12.0s, 21:9, 480p, 24fps. Pure command-room non-dialogue B-roll with internal hard cuts allowed. No character speech, WORLD VOICE, game-world sound, music, subtitles or UI. SCENE / BLOCKING HARD LOCK Preserve Image1 exactly: huge rectangular physical relief-map table with thick dark rim and unchanged sculpted mountains/lake/roads/coast; medium-grey rear wall with empty center; black filing cabinet and stacked folders rear-left behind EVAN; black door with silver handle rear-right behind LENA; no wall sconces, flags, windows, screens or new architecture. EVAN stays left/west, KAI far-center/north, LENA right/east. Camera remains on south side and never crosses axis. NO CONTAMINATION The physical tabletop terrain is inert room geometry. No moving/growing cities, vehicles, flags, explosions, glowing paths, territory washes, HUD, hologram, lock icon, text, data panel, projection, monitor or outdoor image. Never replace the relief table with a plain table. CAUSAL SPINE show three distinct command styles and passing initiative without dialogue or animated world imagery. TIMED ROOM B-ROLL 0.0–3.5 south-side master; EVAN leans toward his own clipboard and slides it five centimetres, one complete hand visible only in medium-wide. 3.5–7.5 hard cut same room axis; KAI checks his own paper, straightens, then looks to LENA; table topography remains identical. 7.5–10.5 LENA makes one small pencil mark below chest level, closes the pencil against the board and looks to EVAN. 10.5–12.0 three-shot: initiative has passed around the triangle; all settle. CAMERA / PHYSICS Weighted shoulder camera or locked match-cut master as specified; no digital jitter or random orbit. Bodies stay in the same chairs; feet remain grounded; chairs settle after weight shifts; clothing follows torso motion; gaze leads head turns. Relief table, door, cabinet, wall and light remain unchanged. AUDIO Continuous HVAC/electrical hum, breath, chair/clothing, paper/folder and one dry physical relay click where specified. ZERO MUSIC. No voices of any kind. ACCEPTANCE Exact room, table and positions persist. No dialogue, WORLD, world imagery, UI, added lamp, scene redesign, seat swap, direct-camera gaze, hand macro or music.
ACTIVE ASSETS — ROOM TIME B-ROLL BR01 指挥接力, EXACT ORDER @Image1 = {{Mixed 1}} — sole exact command-room architecture, physical relief-map table and fixed three-person blocking authority. @Image2 = {{Mixed 2}} — EVAN identity/blue wardrobe. @Image3 = {{Mixed 3}} — KAI identity/red wardrobe. @Image4 = {{Mixed 4}} — LENA identity/Ivory wardrobe. OUTPUT CONTRACT 12.0s, 21:9, 480p, 24fps. Pure command-room non-dialogue B-roll with internal hard cuts allowed. No character speech, WORLD VOICE, game-world sound, music, subtitles or UI. SCENE / BLOCKING HARD LOCK Preserve Image1 exactly: huge rectangular physical relief-map table with thick dark rim and unchanged sculpted mountains/lake/roads/coast; medium-grey rear wall with empty center; black filing cabinet and stacked folders rear-left behind EVAN; black door with silver handle rear-right behind LENA; no wall sconces, flags, windows, screens or new architecture. EVAN stays left/west, KAI far-center/north, LENA right/east. Camera remains on south side and never crosses axis. NO CONTAMINATION The physical tabletop terrain is inert room geometry. No moving/growing cities, vehicles, flags, explosions, glowing paths, territory washes, HUD, hologram, lock icon, text, data panel, projection, monitor or outdoor image. Never replace the relief table with a plain table. CAUSAL SPINE show three distinct command styles and passing initiative without dialogue or animated world imagery. TIMED ROOM B-ROLL 0.0–3.5 south-side master; EVAN leans toward his own clipboard and slides it five centimetres, one complete hand visible only in medium-wide. 3.5–7.5 hard cut same room axis; KAI checks his own paper, straightens, then looks to LENA; table topography remains identical. 7.5–10.5 LENA makes one small pencil mark below chest level, closes the pencil against the board and looks to EVAN. 10.5–12.0 three-shot: initiative has passed around the triangle; all settle. CAMERA / PHYSICS Weighted shoulder camera or locked match-cut master as specified; no digital jitter or random orbit. Bodies stay in the same chairs; feet remain grounded; chairs settle after weight shifts; clothing follows torso motion; gaze leads head turns. Relief table, door, cabinet, wall and light remain unchanged. AUDIO Continuous HVAC/electrical hum, breath, chair/clothing, paper/folder and one dry physical relay click where specified. ZERO MUSIC. No voices of any kind. ACCEPTANCE Exact room, table and positions persist. No dialogue, WORLD, world imagery, UI, added lamp, scene redesign, seat swap, direct-camera gaze, hand macro or music.
【生成内容】 # BR02 完整剧本/B-roll设计 # BR02|回合与时间跳切|10秒|纯作战室B-roll 目的:create time passage through identical-frame match cuts and changed posture rather than TURN text or system graphics。 - 0.0–2.5 exact south master, dry relay click; EVAN active, KAI/LENA listening. - 2.5–5.0 exact same framing after hard cut, dry relay click; KAI active, others listening; only posture/paper angle changes. - 5.0–7.5 exact same framing after hard cut, dry relay click; LENA active, others listening. - 7.5–10.0 same master pullback five percent; all three more tired, papers slightly repositioned, architecture/table identical. --- # BR02 完整提示词 ACTIVE ASSETS — ROOM TIME B-ROLL BR02 回合与时间跳切, EXACT ORDER @Image1 = {{Node 753f107b-c8a9-494f-ac8f-d70564411d2a}} — sole exact command-room architecture, physical relief-map table and fixed three-person blocking authority. @Image2 = {{Node be020091-3863-446a-90a2-715736c8c10e}} — EVAN identity/blue wardrobe. @Image3 = {{Node 0e988ad5-811e-4e9d-93fd-d3be5f5b5caa}} — KAI identity/red wardrobe. @Image4 = {{Node cbdb7ae4-f26d-4fd5-a4cf-05b970afea70}} — LENA identity/Ivory wardrobe. OUTPUT CONTRACT 10.0s, 21:9, 480p, 24fps. Pure command-room non-dialogue B-roll with internal hard cuts allowed. No character speech, WORLD VOICE, game-world sound, music, subtitles or UI. SCENE / BLOCKING HARD LOCK Preserve Image1 exactly: huge rectangular physical relief-map table with thick dark rim and unchanged sculpted mountains/lake/roads/coast; medium-grey rear wall with empty center; black filing cabinet and stacked folders rear-left behind EVAN; black door with silver handle rear-right behind LENA; no wall sconces, flags, windows, screens or new architecture. EVAN stays left/west, KAI far-center/north, LENA right/east. Camera remains on south side and never crosses axis. NO CONTAMINATION The physical tabletop terrain is inert room geometry. No moving/growing cities, vehicles, flags, explosions, glowing paths, territory washes, HUD, hologram, lock icon, text, data panel, projection, monitor or outdoor image. Never replace the relief table with a plain table. CAUSAL SPINE create time passage through identical-frame match cuts and changed posture rather than TURN text or system graphics. TIMED ROOM B-ROLL 0.0–2.5 exact south master, dry relay click; EVAN active, KAI/LENA listening. 2.5–5.0 exact same framing after hard cut, dry relay click; KAI active, others listening; only posture/paper angle changes. 5.0–7.5 exact same framing after hard cut, dry relay click; LENA active, others listening. 7.5–10.0 same master pullback five percent; all three more tired, papers slightly repositioned, architecture/table identical. CAMERA / PHYSICS Weighted shoulder camera or locked match-cut master as specified; no digital jitter or random orbit. Bodies stay in the same chairs; feet remain grounded; chairs settle after weight shifts; clothing follows torso motion; gaze leads head turns. Relief table, door, cabinet, wall and light remain unchanged. AUDIO Continuous HVAC/electrical hum, breath, chair/clothing, paper/folder and one dry physical relay click where specified. ZERO MUSIC. No voices of any kind. ACCEPTANCE Exact room, table and positions persist. No dialogue, WORLD, world imagery, UI, added lamp, scene redesign, seat swap, direct-camera gaze, hand macro or music.
ACTIVE ASSETS — ROOM TIME B-ROLL BR02 回合与时间跳切, EXACT ORDER @Image1 = {{Mixed 1}} — sole exact command-room architecture, physical relief-map table and fixed three-person blocking authority. @Image2 = {{Mixed 2}} — EVAN identity/blue wardrobe. @Image3 = {{Mixed 3}} — KAI identity/red wardrobe. @Image4 = {{Mixed 4}} — LENA identity/Ivory wardrobe. OUTPUT CONTRACT 10.0s, 21:9, 480p, 24fps. Pure command-room non-dialogue B-roll with internal hard cuts allowed. No character speech, WORLD VOICE, game-world sound, music, subtitles or UI. SCENE / BLOCKING HARD LOCK Preserve Image1 exactly: huge rectangular physical relief-map table with thick dark rim and unchanged sculpted mountains/lake/roads/coast; medium-grey rear wall with empty center; black filing cabinet and stacked folders rear-left behind EVAN; black door with silver handle rear-right behind LENA; no wall sconces, flags, windows, screens or new architecture. EVAN stays left/west, KAI far-center/north, LENA right/east. Camera remains on south side and never crosses axis. NO CONTAMINATION The physical tabletop terrain is inert room geometry. No moving/growing cities, vehicles, flags, explosions, glowing paths, territory washes, HUD, hologram, lock icon, text, data panel, projection, monitor or outdoor image. Never replace the relief table with a plain table. CAUSAL SPINE create time passage through identical-frame match cuts and changed posture rather than TURN text or system graphics. TIMED ROOM B-ROLL 0.0–2.5 exact south master, dry relay click; EVAN active, KAI/LENA listening. 2.5–5.0 exact same framing after hard cut, dry relay click; KAI active, others listening; only posture/paper angle changes. 5.0–7.5 exact same framing after hard cut, dry relay click; LENA active, others listening. 7.5–10.0 same master pullback five percent; all three more tired, papers slightly repositioned, architecture/table identical. CAMERA / PHYSICS Weighted shoulder camera or locked match-cut master as specified; no digital jitter or random orbit. Bodies stay in the same chairs; feet remain grounded; chairs settle after weight shifts; clothing follows torso motion; gaze leads head turns. Relief table, door, cabinet, wall and light remain unchanged. AUDIO Continuous HVAC/electrical hum, breath, chair/clothing, paper/folder and one dry physical relay click where specified. ZERO MUSIC. No voices of any kind. ACCEPTANCE Exact room, table and positions persist. No dialogue, WORLD, world imagery, UI, added lamp, scene redesign, seat swap, direct-camera gaze, hand macro or music.
【生成内容】 # GEN_PLUNDER_01|三轴战略侵略与关键节点接管|6秒|通用游戏世界大景 - 0.0–2.0 180-metre 85-degree god's-eye: three blue columns—armor, engineers, fuel/freight support—advance at different speeds; tracks contact then crush two low barriers and a locomotive crosses a rail checkpoint; at least eight vehicles remain visible with more beyond frame. - 2.0–4.0 overhead crop of the same junction, still 82–88 degrees downward: engineering vehicles blade the depot gate, clamp the railway switch, couple to pipeline manifold and disconnect red substation feeders; red freight brakes on the severed spur; no close person or single-object theft. - 4.0–6.0 near-vertical strategic pullback: blue rear echelons seal side roads while occupied rail/pipeline stay active; multiple columns hold three corridors, red locomotives remain stranded and an unoccupied Ivory aid convoy stops behind a physical roadblock; breaches persist. 声音:只保留与画面因果一致的物理音效;无人物声、无 WORLD VOICE、无音乐。 --- # 完整提示词 ACTIVE ASSETS — GENERIC GAME-WORLD B-ROLL GEN_PLUNDER_01 三轴战略侵略与关键节点接管, EXACT ORDER @Image1 = {{Node fb6c976c-caed-45dd-b0e2-aef3027a96ae}} — sole world topology. @Image2 = {{Node 417c69fd-8060-426c-94c6-556a5543c9da}} — occupied resource-corridor state. @Image3 = {{Node ba405cac-f0c0-4c18-b692-e51bc981e7ec}} — blue armor and heavy engineering scale. @Image4 = {{Node 17c54ebe-13d0-424d-ba2c-a4ee56e558c3}} — red warehouse, rail and logistics materials. @Image5 = {{Node 0e655a33-1a35-4eef-8448-b3f11baf4b5d}} — Ivory water, greenhouse and clinic materials. @Image6 = {{Node 85379bc0-3466-4222-ae03-486375d46e63}} — transport corridor and civilian-consequence geography. OUTPUT CONTRACT 6.0s, 21:9, 480p, 24fps. Reusable pure game-world strategic B-roll with three motivated strict god's-eye shots. ABSOLUTE ZERO VISIBLE PEOPLE: no human, body, face, hand, worker, driver, operator, soldier, resident, silhouette, reflection, portrait or human-like form; no EVAN/KAI/LENA. No command room, dialogue, WORLD VOICE, subtitles, logos, readable text, UI or music. WORLD / GEOGRAPHY LOCK Image1 is the sole topology. Central basin, ring road, mountains, coast, rivers, cities and faction approach directions never rotate, mirror, merge or reset. Assets lock materials and scale, not action or endpoint cleanliness. Faction color remains on vehicles, roofs, pipes and small equipment only; no terrain, sky or water tint. CAUSAL SPINE show coordinated strategic invasion through multi-axis border breach and infrastructure-node capture, replacing small personal theft with state-scale military and logistics control. TIMED STRATEGIC SHOTS 0.0–2.0 180-metre 85-degree god's-eye: three blue columns—armor, engineers, fuel/freight support—advance at different speeds; tracks contact then crush two low barriers and a locomotive crosses a rail checkpoint; at least eight vehicles remain visible with more beyond frame. 2.0–4.0 overhead crop of the same junction, still 82–88 degrees downward: engineering vehicles blade the depot gate, clamp the railway switch, couple to pipeline manifold and disconnect red substation feeders; red freight brakes on the severed spur; no close person or single-object theft. 4.0–6.0 near-vertical strategic pullback: blue rear echelons seal side roads while occupied rail/pipeline stay active; multiple columns hold three corridors, red locomotives remain stranded and an unoccupied Ivory aid convoy stops behind a physical roadblock; breaches persist. CAMERA / SCALE — STRICT GOD'S-EYE Every shot is near-nadir god's-eye: camera 80–90 degrees downward at 120–260 metres altitude. No horizon and no ground-level or eye-level shot. Motion is limited to slow vertical rise, short planar drift, restrained overhead push or overhead match cut; no handheld, jitter, POV, orbit, whip-pan, macro, hero angle, product shot or full-frame occlusion over six frames. Preserve basin, ridge, pipe tower, rail or main road as orientation anchors. Maintain real parallax, shadows, material scale and vehicle mass so the world never becomes a tabletop miniature or RTS interface. No single vehicle or building dominates. PHYSICS / PERSISTENCE mass reaches barriers before deformation, brakes propagate backward, blades and clamps contact before nodes move, couplers align before route change; dust follows vehicles; no teleporting formation or decorative explosion. Every completed structure, opened route, captured node, moving load, stalled system, damage and resource flow persists through the final frame. No teleport, instant growth, magical assembly, spawned cargo or clean reset. AUDIO — SFX ONLY Physical sound effects only, matched to visible causes: cranes, steel contact, bolts, rails, train traction, diesel/electric vehicles, brakes, couplers, gate deformation, switch motors, pipeline pressure, pumps, water, substations and wind as relevant. No speech, human vocalization, crowd, WORLD VOICE, alarm voice or radio. ZERO MUSIC: no score, melody, harmony, drone/pad, beat, percussion, pulse, riser, whoosh, stinger, BRAAM, victory horn or theme. NO GAME / PROP-SCALE CONTAMINATION No glowing route or border, territory wash, lock icon, HUD, hologram, floating label, map overlay, card, tabletop miniature, tilt-shift, toy vehicle, readable faction symbol, parade spacing, synchronized formation or beautiful-disaster advertising. ACCEPTANCE LOCKS three invasion axes and three captured infrastructure nodes are readable; final frame contains multiple echelons, stranded red logistics and blocked Ivory aid; zero people, no hero tank, parade, HUD, colored territory or one-truck scale. All sound is physical SFX only. If people, text, UI, music, magical growth, one-worker construction or one-object theft appears, the shot fails.
ACTIVE ASSETS — GENERIC GAME-WORLD B-ROLL GEN_PLUNDER_01 三轴战略侵略与关键节点接管, EXACT ORDER @Image1 = {{Mixed 1}} — sole world topology. @Image2 = {{Mixed 2}} — occupied resource-corridor state. @Image3 = {{Mixed 3}} — blue armor and heavy engineering scale. @Image4 = {{Mixed 4}} — red warehouse, rail and logistics materials. @Image5 = {{Mixed 5}} — Ivory water, greenhouse and clinic materials. @Image6 = {{Mixed 6}} — transport corridor and civilian-consequence geography. OUTPUT CONTRACT 6.0s, 21:9, 480p, 24fps. Reusable pure game-world strategic B-roll with three motivated strict god's-eye shots. ABSOLUTE ZERO VISIBLE PEOPLE: no human, body, face, hand, worker, driver, operator, soldier, resident, silhouette, reflection, portrait or human-like form; no EVAN/KAI/LENA. No command room, dialogue, WORLD VOICE, subtitles, logos, readable text, UI or music. WORLD / GEOGRAPHY LOCK Image1 is the sole topology. Central basin, ring road, mountains, coast, rivers, cities and faction approach directions never rotate, mirror, merge or reset. Assets lock materials and scale, not action or endpoint cleanliness. Faction color remains on vehicles, roofs, pipes and small equipment only; no terrain, sky or water tint. CAUSAL SPINE show coordinated strategic invasion through multi-axis border breach and infrastructure-node capture, replacing small personal theft with state-scale military and logistics control. TIMED STRATEGIC SHOTS 0.0–2.0 180-metre 85-degree god's-eye: three blue columns—armor, engineers, fuel/freight support—advance at different speeds; tracks contact then crush two low barriers and a locomotive crosses a rail checkpoint; at least eight vehicles remain visible with more beyond frame. 2.0–4.0 overhead crop of the same junction, still 82–88 degrees downward: engineering vehicles blade the depot gate, clamp the railway switch, couple to pipeline manifold and disconnect red substation feeders; red freight brakes on the severed spur; no close person or single-object theft. 4.0–6.0 near-vertical strategic pullback: blue rear echelons seal side roads while occupied rail/pipeline stay active; multiple columns hold three corridors, red locomotives remain stranded and an unoccupied Ivory aid convoy stops behind a physical roadblock; breaches persist. CAMERA / SCALE — STRICT GOD'S-EYE Every shot is near-nadir god's-eye: camera 80–90 degrees downward at 120–260 metres altitude. No horizon and no ground-level or eye-level shot. Motion is limited to slow vertical rise, short planar drift, restrained overhead push or overhead match cut; no handheld, jitter, POV, orbit, whip-pan, macro, hero angle, product shot or full-frame occlusion over six frames. Preserve basin, ridge, pipe tower, rail or main road as orientation anchors. Maintain real parallax, shadows, material scale and vehicle mass so the world never becomes a tabletop miniature or RTS interface. No single vehicle or building dominates. PHYSICS / PERSISTENCE mass reaches barriers before deformation, brakes propagate backward, blades and clamps contact before nodes move, couplers align before route change; dust follows vehicles; no teleporting formation or decorative explosion. Every completed structure, opened route, captured node, moving load, stalled system, damage and resource flow persists through the final frame. No teleport, instant growth, magical assembly, spawned cargo or clean reset. AUDIO — SFX ONLY Physical sound effects only, matched to visible causes: cranes, steel contact, bolts, rails, train traction, diesel/electric vehicles, brakes, couplers, gate deformation, switch motors, pipeline pressure, pumps, water, substations and wind as relevant. No speech, human vocalization, crowd, WORLD VOICE, alarm voice or radio. ZERO MUSIC: no score, melody, harmony, drone/pad, beat, percussion, pulse, riser, whoosh, stinger, BRAAM, victory horn or theme. NO GAME / PROP-SCALE CONTAMINATION No glowing route or border, territory wash, lock icon, HUD, hologram, floating label, map overlay, card, tabletop miniature, tilt-shift, toy vehicle, readable faction symbol, parade spacing, synchronized formation or beautiful-disaster advertising. ACCEPTANCE LOCKS three invasion axes and three captured infrastructure nodes are readable; final frame contains multiple echelons, stranded red logistics and blocked Ivory aid; zero people, no hero tank, parade, HUD, colored territory or one-truck scale. All sound is physical SFX only. If people, text, UI, music, magical growth, one-worker construction or one-object theft appears, the shot fails.
【生成内容】 # R08 完整剧本 # R08|写条约与共同指挥|纯作战室30秒 目的:the three children author limits, pool resources, and reject sole command without a celebratory reset。 ## 精确对白 **EVAN** You write. **LENA** Rotate access. No armor. No strategic weapons. **KAI** Pool the reserves. Build one ship. **EVAN** Then who commands it? **LENA** No one alone. ## 时间设计 - 0.0–4.0 medium-wide. EVAN slides marker once toward LENA, withdraws hand fully, Audio1 line1. - 4.0–10.0 OTS to LENA Audio2 line2; writing remains below frame, no readable text. - 10.0–15.0 OTS to KAI Audio3 line3; sober, no mediator smile. - 15.0–19.0 OTS to EVAN Audio1 line4; asks rather than declares. - 19.0–23.0 reverse LENA Audio2 line5; looks to KAI then EVAN. - 23.0–27.0 medium-wide, three sequential signing leans below frame; no hand macro. - 27.0–30.0 silent listening/reaction gap reserved for later accord WORLD line; LENA places marker at center, no celebration. --- # R08 完整提示词 ACTIVE ASSETS — ROOM ONLY R08 写条约与共同指挥, EXACT ORDER @Image1 = {{Node 753f107b-c8a9-494f-ac8f-d70564411d2a}} — sole command-room architecture, fixed seating, wardrobe and eyeline authority. @Image2 = {{Node be020091-3863-446a-90a2-715736c8c10e}} — EVAN identity/blue command-room wardrobe. @Image3 = {{Node 0e988ad5-811e-4e9d-93fd-d3be5f5b5caa}} — KAI identity/red command-room wardrobe. @Image4 = {{Node cbdb7ae4-f26d-4fd5-a4cf-05b970afea70}} — LENA identity/Ivory command-room wardrobe. @Audio1 = {{Node a34f2d2a-8c35-42c6-8771-8d21b88846f9}} — EVAN timbre only. @Audio2 = {{Node 2236b908-fb34-4af0-9f53-efc8d535657d}} — LENA timbre only. @Audio3 = {{Node b2f85740-3f87-469c-a2f3-9f26793bb226}} — KAI timbre only. OUTPUT CONTRACT 30.0s, 21:9, 480p, 24fps. Pure command-room dialogue source plate with internal cuts allowed. Exact character dialogue only. No WORLD VOICE, game-world sound, music, subtitles, UI or additional speech. COMMAND-ROOM GEOGRAPHY HARD LOCK One unchanged dark command room. Camera stays on the south side of the table axis. EVAN remains screen-left/west; KAI remains far-center/north; LENA remains screen-right/east. Nobody changes seats, crosses the table, looks into camera or becomes a centered passport portrait. True OTS shots retain a soft listener shoulder/edge. All eyelines target another character or the unseen inert tabletop. NO WORLD CONTAMINATION Do not show or invent any city, landscape, lake, road, farm, factory, tank, missile, refugee, explosion, flag, game-world footage or outdoor view. No screen, monitor, window projection, HUD, hologram, glowing route, lock icon, floating text, data panel, map animation, miniature growth or moving tabletop terrain. The table stays a dark, inert, shallow-focus physical surface with no readable detail. No world assets are active. CAUSAL SPINE offscreen information reaches the room -> eyes and breath register it -> the named speaker chooses a tactic and speaks -> listeners react at different speeds -> the next line answers that changed relationship -> posture and eyelines persist into the edit handle. No visual world event is recreated inside the room. ROOM B-ROLL ONLY Use relationship masters, true over-shoulders, profiles, two-shots, focus transfers, delayed reactions, breathing, clothing/chair movement, empty fourth-side composition, practical wall light and shallow-focus table edge. No hand closeups, no fingers manipulating controls, no readable paper except the distant blank treaty page where specified. CAMERA / PERFORMANCE Weighted shoulder camera, 5–8% eased pushes, short pullbacks and imperfect micro-settling. No digital jitter, random orbit or axis crossing. Eyes lead heads; interrupted breath and stillness mark new information. Preserve reaction inertia across cuts. PHYSICS Bodies remain fully supported by the same chairs; feet stay grounded; chairs settle after weight shifts; clothing reacts after torso motion; breath precedes speech; gaze leads head turns. The inert table, walls, door, practical lights and all room objects remain fixed across every cut. AUDIO MASTER LOCK Exact character voices, continuous HVAC/electrical hum, breath, chair and clothing only. ZERO MUSIC: no score, melody, chord, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM or theme. No WORLD VOICE in this source. ACCEPTANCE Same room and seats for all 30 seconds. Exact speaker/voice mapping and line order. No world contamination, screens, UI, map animation, extra people, seat swap, direct-to-camera gaze, music or WORLD voice. DRAMATIC PURPOSE the three children author limits, pool resources, and reject sole command without a celebratory reset. LOCKED DIALOGUE — EXACT ORDER, ONCE EACH EVAN: “You write.” LENA: “Rotate access. No armor. No strategic weapons.” KAI: “Pool the reserves. Build one ship.” EVAN: “Then who commands it?” LENA: “No one alone.” SPEAKER / AUDIO HARD LOCK Audio1=EVAN only; Audio2=LENA only; Audio3=KAI only. No swap, repeat, overlap, paraphrase or extra words. Unused characters keep mouths closed. TIMED ROOM SHOTS 0.0–4.0 medium-wide. EVAN slides marker once toward LENA, withdraws hand fully, Audio1 line1. 4.0–10.0 OTS to LENA Audio2 line2; writing remains below frame, no readable text. 10.0–15.0 OTS to KAI Audio3 line3; sober, no mediator smile. 15.0–19.0 OTS to EVAN Audio1 line4; asks rather than declares. 19.0–23.0 reverse LENA Audio2 line5; looks to KAI then EVAN. 23.0–27.0 medium-wide, three sequential signing leans below frame; no hand macro. 27.0–30.0 silent listening/reaction gap reserved for later accord WORLD line; LENA places marker at center, no celebration.
ACTIVE ASSETS — ROOM ONLY R08 写条约与共同指挥, EXACT ORDER @Image1 = {{Mixed 1}} — sole command-room architecture, fixed seating, wardrobe and eyeline authority. @Image2 = {{Mixed 2}} — EVAN identity/blue command-room wardrobe. @Image3 = {{Mixed 3}} — KAI identity/red command-room wardrobe. @Image4 = {{Mixed 4}} — LENA identity/Ivory command-room wardrobe. @Audio1 = {{Mixed 5}} — EVAN timbre only. @Audio2 = {{Mixed 6}} — LENA timbre only. @Audio3 = {{Mixed 7}} — KAI timbre only. OUTPUT CONTRACT 30.0s, 21:9, 480p, 24fps. Pure command-room dialogue source plate with internal cuts allowed. Exact character dialogue only. No WORLD VOICE, game-world sound, music, subtitles, UI or additional speech. COMMAND-ROOM GEOGRAPHY HARD LOCK One unchanged dark command room. Camera stays on the south side of the table axis. EVAN remains screen-left/west; KAI remains far-center/north; LENA remains screen-right/east. Nobody changes seats, crosses the table, looks into camera or becomes a centered passport portrait. True OTS shots retain a soft listener shoulder/edge. All eyelines target another character or the unseen inert tabletop. NO WORLD CONTAMINATION Do not show or invent any city, landscape, lake, road, farm, factory, tank, missile, refugee, explosion, flag, game-world footage or outdoor view. No screen, monitor, window projection, HUD, hologram, glowing route, lock icon, floating text, data panel, map animation, miniature growth or moving tabletop terrain. The table stays a dark, inert, shallow-focus physical surface with no readable detail. No world assets are active. CAUSAL SPINE offscreen information reaches the room -> eyes and breath register it -> the named speaker chooses a tactic and speaks -> listeners react at different speeds -> the next line answers that changed relationship -> posture and eyelines persist into the edit handle. No visual world event is recreated inside the room. ROOM B-ROLL ONLY Use relationship masters, true over-shoulders, profiles, two-shots, focus transfers, delayed reactions, breathing, clothing/chair movement, empty fourth-side composition, practical wall light and shallow-focus table edge. No hand closeups, no fingers manipulating controls, no readable paper except the distant blank treaty page where specified. CAMERA / PERFORMANCE Weighted shoulder camera, 5–8% eased pushes, short pullbacks and imperfect micro-settling. No digital jitter, random orbit or axis crossing. Eyes lead heads; interrupted breath and stillness mark new information. Preserve reaction inertia across cuts. PHYSICS Bodies remain fully supported by the same chairs; feet stay grounded; chairs settle after weight shifts; clothing reacts after torso motion; breath precedes speech; gaze leads head turns. The inert table, walls, door, practical lights and all room objects remain fixed across every cut. AUDIO MASTER LOCK Exact character voices, continuous HVAC/electrical hum, breath, chair and clothing only. ZERO MUSIC: no score, melody, chord, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM or theme. No WORLD VOICE in this source. ACCEPTANCE Same room and seats for all 30 seconds. Exact speaker/voice mapping and line order. No world contamination, screens, UI, map animation, extra people, seat swap, direct-to-camera gaze, music or WORLD voice. DRAMATIC PURPOSE the three children author limits, pool resources, and reject sole command without a celebratory reset. LOCKED DIALOGUE — EXACT ORDER, ONCE EACH EVAN: “You write.” LENA: “Rotate access. No armor. No strategic weapons.” KAI: “Pool the reserves. Build one ship.” EVAN: “Then who commands it?” LENA: “No one alone.” SPEAKER / AUDIO HARD LOCK Audio1=EVAN only; Audio2=LENA only; Audio3=KAI only. No swap, repeat, overlap, paraphrase or extra words. Unused characters keep mouths closed. TIMED ROOM SHOTS 0.0–4.0 medium-wide. EVAN slides marker once toward LENA, withdraws hand fully, Audio1 line1. 4.0–10.0 OTS to LENA Audio2 line2; writing remains below frame, no readable text. 10.0–15.0 OTS to KAI Audio3 line3; sober, no mediator smile. 15.0–19.0 OTS to EVAN Audio1 line4; asks rather than declares. 19.0–23.0 reverse LENA Audio2 line5; looks to KAI then EVAN. 23.0–27.0 medium-wide, three sequential signing leans below frame; no hand macro. 27.0–30.0 silent listening/reaction gap reserved for later accord WORLD line; LENA places marker at center, no celebration.
【生成内容】 # C10_G01|00:00–00:04|蓝方封门与强制迁离|4秒 蓝方叉车托住并绑紧家庭能源筒,沿背景道路向北驶离。灰外套女人抱紧旧蓝布包;深棕工作服男人留在水泵旁;戴灰羊毛帽的老人站在屋门口。 蓝色实体挂锁穿过门扣并落锁。男人走到水泵钥匙挂钩前,只摸到空皮环;他看向锁住房门,再看失去钥匙的泵柄。 女人跪下把食物罐、折叠衣物和金属杯塞进蓝布包;男人用旧外套包住工具和食物;老人抬起一只与另外两件行李完全不匹配的旧箱子。三人动作急促但不同步,不站队、不看镜头。被夺能源继续向北,家庭尚未出发,为 C10_G02 南迁直接接续。 **WORLD VOICE (V.O.)** Blue control confirmed. Red authority revoked. Unaligned residents must relocate. (确认蓝方控制。红方管辖权撤销。未结盟居民必须迁离。) 全片无音乐;WORLD 只使用确认音色节点,四秒内一次播完。 --- # 完整提示词 ACTIVE ASSETS — C10 G01 00:00–00:04 BLUE SEIZURE AND FORCED RELOCATION, EXACT ORDER @Image1 = {{Node 85379bc0-3466-4222-ae03-486375d46e63}} — dry-river migration corridor, neutral homestead and recurring household material continuity. @Image2 = {{Node 417c69fd-8060-426c-94c6-556a5543c9da}} — blue seizure, energy-cylinder, warehouse and forklift scale. @Image3 = {{Node fb6c976c-caed-45dd-b0e2-aef3027a96ae}} — sole world topology and basin geography. @Image4 = {{Node 1490cc4e-ed93-4572-bdc7-862872a4fb20}} — blue industrial vehicle and northbound logistics material language. @Audio1 = {{Node 5b69d8e9-0cf1-4b95-bdc3-78e2954f492b}} — WORLD VOICE timbre only. Assets lock geography, materials, recurring-household continuity and vehicle class—not framing or action. OUTPUT CONTRACT 4.0s, 21:9, 480p, 24fps. Three motivated hard cuts inside one continuous forced-relocation event. No EVAN, KAI or LENA body, face, hair, commander wardrobe, voice or likeness. Only the unrelated recurring neutral household may appear: grey-coated adult woman with old blue cloth bundle, dark-brown-workwear adult man, grey-wool-cap elderly man. No child, crowd, blue personnel portrait, command room, subtitle, logo, readable text, UI or music. CAUSAL SPINE blue forklift physically removes the household energy cylinders north -> blue lock seals the house door -> the man reaches the pump-key hook and finds the physical key missing -> the family understands that water and shelter access are gone -> woman, man and elder urgently pack mismatched luggage -> WORLD confirms blue control, revoked red authority and mandatory relocation -> packed belongings and northbound stolen energy persist into C10_G02. WORLD / SPATIAL LOCK Image3 is sole topology. Keep the same modest stone house, working pump, old grain shed, low fence and northbound road established in C08. The house stays screen-left, pump centre, road screen-right/background. Blue forklift and stolen cylinders move background-to-right and north; family movement begins toward the opposite southbound dry-river route. Geography never rotates, mirrors or resets. Blue remains local paint on lock/forklift/cylinders; no territory wash or blue sky/ground. TIMED SHOTS 0.0–1.25 — Low wide view establishes the household yard. A blue industrial forklift already supports two of the household's energy cylinders; forks remain under load and mast tilts back before the vehicle accelerates north along the background road. Suspension compresses and cylinders stay strapped. In midground, the woman turns from the departing load toward the house while clutching the old blue cloth bundle; the man stands beside the pump, not posing; wool-cap elder is at the doorway. Audio1 begins immediately in a calm, fast official cadence: `Blue control confirmed.` 1.25–2.45 — Hard cut on the forklift passing a fence post to a medium side view of the house door and pump. A heavy blue padlock closes through the door hasp; shackle contacts, rotates and clicks before the door becomes immovable. The man crosses one step to the pump-key hook, reaches once and finds only an empty leather loop where the key hung. He stops, looks at the locked door, then down at the useless pump handle—no speech, no direct-camera gaze. Audio1 continues: `Red authority revoked.` 2.45–4.0 — Hard cut on the lock click to a restrained wide family action. The woman kneels and forces mismatched food tins, folded cloth and a metal cup into the old blue bundle; the man wraps tools and a small food sack inside a dark coat after one last look at the missing-key hook; the elder lifts a scuffed suitcase that does not match either bundle, his grey wool cap fixed. Actions are urgent and unsynchronized; nobody stands in a row or faces camera. The blue forklift and stolen cylinders continue north in the same background direction. Audio1 completes once: `Unaligned residents must relocate.` End with luggage closed but not yet walking, handing directly to C10_G02. WORLD VOICE / AUDIO Exact line once, no additions or paraphrase: WORLD VOICE (V.O.): “Blue control confirmed. Red authority revoked. Unaligned residents must relocate.” WORLD is disembodied; no visible person lip-syncs it. Use clipped administrative pacing that completes inside four seconds without robotic distortion. Physical sounds remain audible: forklift diesel and tires, cylinder restraint rattle, padlock metal click, empty key loop, hurried cloth, tins, tools, suitcase and wind. ZERO MUSIC: no score, melody, drone, beat, pulse, riser, stinger or BRAAM. PERFORMANCE / PHYSICS The family reacts to material losses, not an unseen cue. Woman sees cylinders leave before packing; man touches the empty key loop before stopping; elder sees both adults move before lifting the suitcase. Eyes lead heads; breath changes after the lock click. Forklift carries real mass; straps remain tight; lock must close before door resists; luggage deforms under contents; suitcase weight changes elder posture. No teleporting key, duplicated luggage, hand mutation, synchronized turn, frozen tableau or melodramatic collapse. CAMERA / LOOK Stable game-world camera: low wide, medium side, restrained wide. Cuts are motivated by passing fence post and padlock click. No handheld, digital jitter, orbit, whip-pan, macro hand insert, direct-camera portrait, hero forklift angle or full-frame occlusion. Muted earth and cold practical daylight; no glossy advertisement or beautiful-disaster treatment. NO GAME / STAGING CONTAMINATION No HUD, hologram, glowing border, territory tint, floating relocation text, lock icon, card, miniature, tilt-shift, toy vehicle, readable emblem, blue soldiers, lineup, family portrait pose or people behind bars. ACCEPTANCE LOCKS By 1.25 seconds the strapped energy cylinders are visibly moving north on the blue forklift. By 2.45 seconds the blue padlock is closed and the man has physically found the pump key missing. By 4.0 seconds all three residents are actively packing mismatched luggage while the stolen energy remains visible moving north. WORLD line occurs once and finishes inside the game-world shot. No protagonist, UI or music. Final state is packed-but-not-yet-walking, continuous with C10_G02.
ACTIVE ASSETS — C10 G01 00:00–00:04 BLUE SEIZURE AND FORCED RELOCATION, EXACT ORDER @Image1 = {{Mixed 1}} — dry-river migration corridor, neutral homestead and recurring household material continuity. @Image2 = {{Mixed 2}} — blue seizure, energy-cylinder, warehouse and forklift scale. @Image3 = {{Mixed 3}} — sole world topology and basin geography. @Image4 = {{Mixed 4}} — blue industrial vehicle and northbound logistics material language. @Audio1 = {{Mixed 5}} — WORLD VOICE timbre only. Assets lock geography, materials, recurring-household continuity and vehicle class—not framing or action. OUTPUT CONTRACT 4.0s, 21:9, 480p, 24fps. Three motivated hard cuts inside one continuous forced-relocation event. No EVAN, KAI or LENA body, face, hair, commander wardrobe, voice or likeness. Only the unrelated recurring neutral household may appear: grey-coated adult woman with old blue cloth bundle, dark-brown-workwear adult man, grey-wool-cap elderly man. No child, crowd, blue personnel portrait, command room, subtitle, logo, readable text, UI or music. CAUSAL SPINE blue forklift physically removes the household energy cylinders north -> blue lock seals the house door -> the man reaches the pump-key hook and finds the physical key missing -> the family understands that water and shelter access are gone -> woman, man and elder urgently pack mismatched luggage -> WORLD confirms blue control, revoked red authority and mandatory relocation -> packed belongings and northbound stolen energy persist into C10_G02. WORLD / SPATIAL LOCK Image3 is sole topology. Keep the same modest stone house, working pump, old grain shed, low fence and northbound road established in C08. The house stays screen-left, pump centre, road screen-right/background. Blue forklift and stolen cylinders move background-to-right and north; family movement begins toward the opposite southbound dry-river route. Geography never rotates, mirrors or resets. Blue remains local paint on lock/forklift/cylinders; no territory wash or blue sky/ground. TIMED SHOTS 0.0–1.25 — Low wide view establishes the household yard. A blue industrial forklift already supports two of the household's energy cylinders; forks remain under load and mast tilts back before the vehicle accelerates north along the background road. Suspension compresses and cylinders stay strapped. In midground, the woman turns from the departing load toward the house while clutching the old blue cloth bundle; the man stands beside the pump, not posing; wool-cap elder is at the doorway. Audio1 begins immediately in a calm, fast official cadence: `Blue control confirmed.` 1.25–2.45 — Hard cut on the forklift passing a fence post to a medium side view of the house door and pump. A heavy blue padlock closes through the door hasp; shackle contacts, rotates and clicks before the door becomes immovable. The man crosses one step to the pump-key hook, reaches once and finds only an empty leather loop where the key hung. He stops, looks at the locked door, then down at the useless pump handle—no speech, no direct-camera gaze. Audio1 continues: `Red authority revoked.` 2.45–4.0 — Hard cut on the lock click to a restrained wide family action. The woman kneels and forces mismatched food tins, folded cloth and a metal cup into the old blue bundle; the man wraps tools and a small food sack inside a dark coat after one last look at the missing-key hook; the elder lifts a scuffed suitcase that does not match either bundle, his grey wool cap fixed. Actions are urgent and unsynchronized; nobody stands in a row or faces camera. The blue forklift and stolen cylinders continue north in the same background direction. Audio1 completes once: `Unaligned residents must relocate.` End with luggage closed but not yet walking, handing directly to C10_G02. WORLD VOICE / AUDIO Exact line once, no additions or paraphrase: WORLD VOICE (V.O.): “Blue control confirmed. Red authority revoked. Unaligned residents must relocate.” WORLD is disembodied; no visible person lip-syncs it. Use clipped administrative pacing that completes inside four seconds without robotic distortion. Physical sounds remain audible: forklift diesel and tires, cylinder restraint rattle, padlock metal click, empty key loop, hurried cloth, tins, tools, suitcase and wind. ZERO MUSIC: no score, melody, drone, beat, pulse, riser, stinger or BRAAM. PERFORMANCE / PHYSICS The family reacts to material losses, not an unseen cue. Woman sees cylinders leave before packing; man touches the empty key loop before stopping; elder sees both adults move before lifting the suitcase. Eyes lead heads; breath changes after the lock click. Forklift carries real mass; straps remain tight; lock must close before door resists; luggage deforms under contents; suitcase weight changes elder posture. No teleporting key, duplicated luggage, hand mutation, synchronized turn, frozen tableau or melodramatic collapse. CAMERA / LOOK Stable game-world camera: low wide, medium side, restrained wide. Cuts are motivated by passing fence post and padlock click. No handheld, digital jitter, orbit, whip-pan, macro hand insert, direct-camera portrait, hero forklift angle or full-frame occlusion. Muted earth and cold practical daylight; no glossy advertisement or beautiful-disaster treatment. NO GAME / STAGING CONTAMINATION No HUD, hologram, glowing border, territory tint, floating relocation text, lock icon, card, miniature, tilt-shift, toy vehicle, readable emblem, blue soldiers, lineup, family portrait pose or people behind bars. ACCEPTANCE LOCKS By 1.25 seconds the strapped energy cylinders are visibly moving north on the blue forklift. By 2.45 seconds the blue padlock is closed and the man has physically found the pump key missing. By 4.0 seconds all three residents are actively packing mismatched luggage while the stolen energy remains visible moving north. WORLD line occurs once and finishes inside the game-world shot. No protagonist, UI or music. Final state is packed-but-not-yet-walking, continuous with C10_G02.
【生成内容】 # C10_G02|00:07–00:11|迁徙、失足与白方医护接近|4秒 灰外套女人抱紧旧蓝布包,深棕工作服男人带着工具卷和食物袋,戴灰羊毛帽的老人拖着不匹配的旧箱子;三人沿干涸河道向南。高处平行道路上,蓝方叉车和能源筒车沿相反方向向北,持续把被夺能源带走。 老人一脚踩上松动圆石,石头滚动、脚踝翻转,箱子重量把身体向外拉。男人先丢下食物袋,再跨一步托住老人肩胸,屈膝承受重量,避免老人头和髋部撞地。女人多走半步才回身,放下蓝布包并跪到另一侧。 三人低伏在碎石地上;老人仍被支撑、灰帽没有脱落。一名象牙白成年医护从远处看见失足后跑来,最终仍有几十米距离,没有瞬移到跟前。背景被夺能源继续向北,救援与资源形成相反运动方向。 无 WORLD VOICE、无对白、无音乐;只保留脚步、喘息、箱子拖地、石头滚动、食物袋落地、膝盖触地、远处能源车和医护脚步声。 --- # 完整提示词 ACTIVE ASSETS — C10 G02 00:07–00:11 MIGRATION, ELDER COLLAPSE AND IVORY MEDIC APPROACH, EXACT ORDER @Image1 = {{Node 85379bc0-3466-4222-ae03-486375d46e63}} — dry-river migration corridor, parallel road and civilian scale. @Image2 = {{Node fb6c976c-caed-45dd-b0e2-aef3027a96ae}} — sole world topology and basin geography. @Image3 = {{Node 0e655a33-1a35-4eef-8448-b3f11baf4b5d}} — Ivory medic, aid vehicle and medical material language. @Image4 = {{Node 417c69fd-8060-426c-94c6-556a5543c9da}} — seized energy-cylinder convoy and northbound extraction scale. Assets lock geography, materials, recurring-household continuity and transport scale—not framing or action. OUTPUT CONTRACT 4.0s, 21:9, 480p, 24fps. One continuous low-side tracking shot with one restrained focus transfer. Only the recurring unrelated household and one distant Ivory adult medic may appear: grey-coated woman carrying old blue cloth bundle; dark-brown-workwear man carrying tools and food; grey-wool-cap elderly man with mismatched suitcase; Ivory medic in sand/ivory practical medical workwear. No EVAN/KAI/LENA body, face, hair, commander wardrobe, voice or likeness. No command room, dialogue, WORLD VOICE, subtitle, text, logo, UI or music. CAUSAL SPINE the displaced household walks south under mismatched loads while seized energy moves north on a parallel road -> the elder's overloaded step lands on loose river stone -> ankle slips and centre of gravity falls -> the man releases part of his own load and catches the elder's torso before ground impact -> the woman drops to her knees and braces the elder -> an Ivory medic sees the collapse from far depth and runs toward them -> medic remains approaching at the cut, preserving urgency for the next segment. WORLD / SPATIAL LOCK Image2 is sole topology. Dry riverbed runs foreground-left to background-right toward the south; raised parallel road remains above it in mid-background and carries seized blue energy north in the exact opposite screen direction. Camera tracks beside the riverbed at 1.15 metres height, 16 metres from the family, never crossing either travel axis. Family moves screen-left to screen-right/south; blue energy convoy moves screen-right to screen-left/north. Ivory medic enters from deep south background on the riverbed, moving toward camera/family. Mountains, road, riverbed and basin never rotate, mirror or reset. TIMED CONTINUOUS ACTION 0.0–1.5 — Low-side 29-degree short-telephoto tracking. Woman leads by half a step, old blue cloth bundle tight against ribs. Man follows carrying a wrapped tool roll over one shoulder and a small food sack in the opposite hand. Wool-cap elder trails with a scuffed suitcase, breath shorter and stride uneven but still moving. On the raised parallel road, a blue forklift and two strapped energy-cylinder carriers move north in the opposite direction; stolen energy remains clearly visible. Nobody looks at camera or stands in a row. 1.5–2.8 — Elder's front boot lands on one loose rounded river stone; stone rolls under weight, ankle turns and suitcase pulls his body outward. The man hears the scrape, drops the food sack, pivots one grounded step and catches the elder under shoulder and across chest before head or hip contacts ground. The man's knees bend under transferred mass; tool roll swings with delayed inertia. Woman stops after one extra step, turns and lowers the blue bundle without throwing it. 2.8–4.0 — Man controls the descent until both knees contact gravel; elder remains supported and breathing, grey wool cap still on. Woman kneels on the other side and braces elder's forearm, all three low to ground rather than posed. Camera stops tracking and performs a restrained focus transfer past them to one Ivory medic in far depth, who has already broken into a run after seeing the fall; medic remains several dozen metres away at final frame and does not teleport. The northbound energy convoy continues behind them without stopping. End on opposing vectors: aid running south-to-north toward family, stolen energy still moving north away from them. PERFORMANCE / PHYSICS Loads visibly affect posture and pace. Foot contact precedes stone roll; ankle slip precedes body fall; suitcase angular momentum pulls outward; man releases food before catching; catch transfers mass through shoulders, knees and boots; tool roll and clothing react after torso motion. Woman takes one delayed step before kneeling. Medic reaction begins only after line of sight to collapse, then accelerates over real distance. No levitation, instant kneel, repeated fall, missing load, fused bodies, hand mutation, cap disappearance, teleporting medic or melodramatic pose. CAMERA / LOOK Stable restrained tracking with operator mass but no handheld shake. Keep family full bodies and parallel road in one readable composition; no face close-up, orbit, whip-pan, overhead map, slow-motion glamour or full-frame occlusion. Muted dry earth, cold daylight, dust only from foot contact and vehicles. The scene is vulnerable and anti-romantic, not heroic. AUDIO No speech and no WORLD VOICE. Physical sound only: gravel steps, breath, suitcase drag, loose stone roll, dropped food sack, tool-roll swing, knees on gravel, distant blue forklift/convoy and approaching medic footfalls. ZERO MUSIC: no score, melody, drone, beat, pulse, riser, stinger or BRAAM. NO GAME / STAGING CONTAMINATION No HUD, hologram, glowing route, territory tint, floating text, card, miniature, tilt-shift, toy vehicle, direct-camera gaze, family portrait pose, synchronized fall, cheering rescue or visible protagonist. ACCEPTANCE LOCKS By 1.5 seconds all three household members are moving south with exact recurring objects while stolen energy moves north on the parallel road. Elder physically slips after 1.5 seconds; man catches him before ground impact by 2.8 seconds. By 4.0 seconds all three are kneeling and one Ivory medic is visibly running from far depth but has not arrived. Energy convoy continues away. No WORLD VOICE, protagonist, UI or music. Final state hands directly to the next consequence shot.
ACTIVE ASSETS — C10 G02 00:07–00:11 MIGRATION, ELDER COLLAPSE AND IVORY MEDIC APPROACH, EXACT ORDER @Image1 = {{Mixed 1}} — dry-river migration corridor, parallel road and civilian scale. @Image2 = {{Mixed 2}} — sole world topology and basin geography. @Image3 = {{Mixed 3}} — Ivory medic, aid vehicle and medical material language. @Image4 = {{Mixed 4}} — seized energy-cylinder convoy and northbound extraction scale. Assets lock geography, materials, recurring-household continuity and transport scale—not framing or action. OUTPUT CONTRACT 4.0s, 21:9, 480p, 24fps. One continuous low-side tracking shot with one restrained focus transfer. Only the recurring unrelated household and one distant Ivory adult medic may appear: grey-coated woman carrying old blue cloth bundle; dark-brown-workwear man carrying tools and food; grey-wool-cap elderly man with mismatched suitcase; Ivory medic in sand/ivory practical medical workwear. No EVAN/KAI/LENA body, face, hair, commander wardrobe, voice or likeness. No command room, dialogue, WORLD VOICE, subtitle, text, logo, UI or music. CAUSAL SPINE the displaced household walks south under mismatched loads while seized energy moves north on a parallel road -> the elder's overloaded step lands on loose river stone -> ankle slips and centre of gravity falls -> the man releases part of his own load and catches the elder's torso before ground impact -> the woman drops to her knees and braces the elder -> an Ivory medic sees the collapse from far depth and runs toward them -> medic remains approaching at the cut, preserving urgency for the next segment. WORLD / SPATIAL LOCK Image2 is sole topology. Dry riverbed runs foreground-left to background-right toward the south; raised parallel road remains above it in mid-background and carries seized blue energy north in the exact opposite screen direction. Camera tracks beside the riverbed at 1.15 metres height, 16 metres from the family, never crossing either travel axis. Family moves screen-left to screen-right/south; blue energy convoy moves screen-right to screen-left/north. Ivory medic enters from deep south background on the riverbed, moving toward camera/family. Mountains, road, riverbed and basin never rotate, mirror or reset. TIMED CONTINUOUS ACTION 0.0–1.5 — Low-side 29-degree short-telephoto tracking. Woman leads by half a step, old blue cloth bundle tight against ribs. Man follows carrying a wrapped tool roll over one shoulder and a small food sack in the opposite hand. Wool-cap elder trails with a scuffed suitcase, breath shorter and stride uneven but still moving. On the raised parallel road, a blue forklift and two strapped energy-cylinder carriers move north in the opposite direction; stolen energy remains clearly visible. Nobody looks at camera or stands in a row. 1.5–2.8 — Elder's front boot lands on one loose rounded river stone; stone rolls under weight, ankle turns and suitcase pulls his body outward. The man hears the scrape, drops the food sack, pivots one grounded step and catches the elder under shoulder and across chest before head or hip contacts ground. The man's knees bend under transferred mass; tool roll swings with delayed inertia. Woman stops after one extra step, turns and lowers the blue bundle without throwing it. 2.8–4.0 — Man controls the descent until both knees contact gravel; elder remains supported and breathing, grey wool cap still on. Woman kneels on the other side and braces elder's forearm, all three low to ground rather than posed. Camera stops tracking and performs a restrained focus transfer past them to one Ivory medic in far depth, who has already broken into a run after seeing the fall; medic remains several dozen metres away at final frame and does not teleport. The northbound energy convoy continues behind them without stopping. End on opposing vectors: aid running south-to-north toward family, stolen energy still moving north away from them. PERFORMANCE / PHYSICS Loads visibly affect posture and pace. Foot contact precedes stone roll; ankle slip precedes body fall; suitcase angular momentum pulls outward; man releases food before catching; catch transfers mass through shoulders, knees and boots; tool roll and clothing react after torso motion. Woman takes one delayed step before kneeling. Medic reaction begins only after line of sight to collapse, then accelerates over real distance. No levitation, instant kneel, repeated fall, missing load, fused bodies, hand mutation, cap disappearance, teleporting medic or melodramatic pose. CAMERA / LOOK Stable restrained tracking with operator mass but no handheld shake. Keep family full bodies and parallel road in one readable composition; no face close-up, orbit, whip-pan, overhead map, slow-motion glamour or full-frame occlusion. Muted dry earth, cold daylight, dust only from foot contact and vehicles. The scene is vulnerable and anti-romantic, not heroic. AUDIO No speech and no WORLD VOICE. Physical sound only: gravel steps, breath, suitcase drag, loose stone roll, dropped food sack, tool-roll swing, knees on gravel, distant blue forklift/convoy and approaching medic footfalls. ZERO MUSIC: no score, melody, drone, beat, pulse, riser, stinger or BRAAM. NO GAME / STAGING CONTAMINATION No HUD, hologram, glowing route, territory tint, floating text, card, miniature, tilt-shift, toy vehicle, direct-camera gaze, family portrait pose, synchronized fall, cheering rescue or visible protagonist. ACCEPTANCE LOCKS By 1.5 seconds all three household members are moving south with exact recurring objects while stolen energy moves north on the parallel road. Elder physically slips after 1.5 seconds; man catches him before ground impact by 2.8 seconds. By 4.0 seconds all three are kneeling and one Ivory medic is visibly running from far depth but has not arrived. Energy convoy continues away. No WORLD VOICE, protagonist, UI or music. Final state hands directly to the next consequence shot.
【生成内容】 # C18 SCRIPT # C18|30S|共同远航船与Game over 三方协议生效后,装甲撤退、资源汇流,共同远航船完成。前三名主角只用画外音,不出现在全尺寸游戏世界。 **WORLD VOICE** — No sole sovereign. Victory condition unresolved. **EVAN (V.O.)** — So the war has no winner. **KAI (V.O.)** — All three states remain. **LENA (V.O.)** — Stand down. 摄影机升到90度,游戏世界连续退回纸板地图与客厅。只有世界完全结束后,普通服装的三个孩子才出现。 **KAI** — Good. We're all still here. **LENA** — Game over. 立刻结束;不进入后续收拾、广播或舰队段落。 --- # C18 COMPLETE VIDEO PROMPT ACTIVE ASSETS — C18 GAME END, EXACT ORDER @Image1 = {{Node ce0d9c6d-d87c-4737-bcc1-859cf6eaaf98}} — re-uploaded post-treaty shared-energy world state, persistent scorch and three flags only. @Image2 = {{Node aa52b000-ae62-4a10-a658-41af1cc717fa}} — Codex-generated clean common-voyage ship construction asset; exact ship/dock geometry only. @Image3 = {{Node 8b05cbe2-b9c0-4d6d-87f0-970b12d44685}} — re-uploaded final three-state world aerial/geography only. @Image4 = {{Node 1249a7b0-8687-4446-b507-b2d745ef2283}} — Codex composite from AKINO's exact living-room base plus exact physical FARTHER hex board; ordinary clothes, EVAN-left/KAI-far-center/LENA-right, KAI holding the closed FARTHER box; final five seconds only. @Audio1 = {{Node ec9f5df5-3675-4a35-a079-3fedb7d61914}} — WORLD VOICE only. @Audio2 = {{Node af02d1c3-a319-412f-936c-8927821867dc}} — EVAN voice only. @Audio3 = {{Node 2b29c075-f742-4477-ae0e-55191e2315fd}} — KAI voice only. @Audio4 = {{Node 472bae62-1862-4e2d-9ae9-770ff6acd620}} — LENA voice only. OUTPUT CONTRACT 30.0s, 21:9, 480p, 24fps. Six exact lines only. C17 ends in treaty room; C18 opens in game-world wide. No protagonist bodies/faces appear while world remains full-scale. At 25.0s the game world has fully collapsed back to physical board scale; only then may ordinary-clothes children from Image4 appear. End exactly on “Game over.” No later cleanup, Tomorrow dialogue, marker exchange, broadcast, fleet reveal, subtitle, logo or music. LOCKED DIALOGUE — EXACT ORDER, EACH LINE ONCE WORLD VOICE (V.O.): “No sole sovereign. Victory condition unresolved.” EVAN (V.O.): “So the war has no winner.” KAI (V.O.): “All three states remain.” LENA (V.O.): “Stand down.” KAI: “Good. We're all still here.” LENA: “Game over.” ASSET PRECONDITION Image2 and Image4 are inspected local Codex bitmaps uploaded as ordinary image assets, never LibTV-generated images. Image2 is the clean readable shared ship construction state, not dirty clutter. Image4 uses AKINO's exact living-room base, exact physical hex board, exact ordinary clothes, EVAN-left/KAI-far-center/LENA-right and the closed FARTHER box held by KAI. Preserve every identity, garment, position and physical tabletop component. ENTRY / EXIT BOUNDARY C17 ends command room. C18 hard-cuts to post-treaty game-world wide. The final scale transition is one physically connected upward camera move from full world -> model world -> paper board -> round living-room table. No teleport or arbitrary dissolve. End at game over. CAUSAL SPINE accord active -> tanks withdraw -> three flags coexist over scarred basin -> blue/red/ivory resources converge -> one common voyage ship completes -> system cannot name a sole winner -> all states remain -> stand-down propagates -> camera rises and world becomes board -> ordinary children reappear -> game over. GAME-WORLD CAST / FACTION CLOTHING No EVAN/KAI/LENA likeness in full-scale game world; their first four lines are V.O. Other adult construction and transport crews may appear: blue-grey industrial workwear, brick-red logistics workwear, ivory/sand utility workwear, none matching protagonist faces or commander uniforms. Displaced neutral civilians stay grey-brown. No protagonist duplicate. CAMERA / CLEAN WORLD Use stabilized high-oblique and extreme aerial views; no handheld until living room after 25s. Preserve scorch damage—it does not heal. Common ship is the main subject and remains readable; avoid dirty microtexture, random scrap, excessive cables and dark underexposure. Final world aerial keeps three cities/geography coherent. TIMED SHOT DESIGN 0.0–5.0 post-treaty world wide. Blue/red armor columns physically reverse away from central basin. Three flags coexist at scorched edge; neutral civilians continue toward red/ivory shelters. [Audio1 V.O.] locked line 1. No protagonist visible. 5.0–12.0 clean cooperative shipyard. Blue trains, red freight and ivory energy modules converge on one shared platform. The ship preserves its short tapered bow, thick cylindrical modular hull, raised round dome, segmented rings and clustered multi-nozzle stern. Three hull modules align; cranes lower final ring; couplings lock and power comes online. Neutral steel carries only narrow blue/red/ivory collaboration bands. [Audio2 V.O.] locked line 2. Never turn it into a missile, fighter, shuttle or generic rocket. 12.0–15.0 stabilized final-world aerial. Blue, red and ivory cities all remain around scarred basin. [Audio3 V.O.] locked line 3. 15.0–18.0 same world; [Audio4 V.O.] locked line 4. Tank engines shut down sequentially, weapon systems lower, rail traffic shifts from military to construction. No triumphant spectacle. 18.0–25.0 camera rotates to exact 90° and rises continuously. Full roads shrink into printed lines, cities into models, vehicles into pieces, basin into board texture, nineteen territories reveal paperboard edges. World wind/factories compress into cardboard, model clicks, clothing and child breathing. No protagonist appears until transformation reaches physical table scale. 25.0–28.0 Image4 living room, ordinary clothes only. EVAN left and LENA right exchange a small relieved look; KAI far-center leans in slightly. [Audio3] locked line 5. No game uniforms or celebration. 28.0–30.0 hold the three-person living-room relationship frame. LENA [Audio4] locked line 6. Cut immediately after “over.” PHYSICS / AUDIO / ACCEPTANCE World machinery, cranes, trains, armor shutdown, wind and ship power-up; then continuous compression to cardboard/model/room tone. No music. Six exact lines. No protagonists in full-scale game world; faction workers use distinct workwear. Ship clean/readable; damage persists. One unbroken scale transition returns to ordinary-clothes living room. End on “Game over,” with no later screenplay material.
ACTIVE ASSETS — C18 GAME END, EXACT ORDER @Image1 = {{Mixed 1}} — re-uploaded post-treaty shared-energy world state, persistent scorch and three flags only. @Image2 = {{Mixed 2}} — Codex-generated clean common-voyage ship construction asset; exact ship/dock geometry only. @Image3 = {{Mixed 3}} — re-uploaded final three-state world aerial/geography only. @Image4 = {{Mixed 4}} — Codex composite from AKINO's exact living-room base plus exact physical FARTHER hex board; ordinary clothes, EVAN-left/KAI-far-center/LENA-right, KAI holding the closed FARTHER box; final five seconds only. @Audio1 = {{Mixed 5}} — WORLD VOICE only. @Audio2 = {{Mixed 6}} — EVAN voice only. @Audio3 = {{Mixed 7}} — KAI voice only. @Audio4 = {{Mixed 8}} — LENA voice only. OUTPUT CONTRACT 30.0s, 21:9, 480p, 24fps. Six exact lines only. C17 ends in treaty room; C18 opens in game-world wide. No protagonist bodies/faces appear while world remains full-scale. At 25.0s the game world has fully collapsed back to physical board scale; only then may ordinary-clothes children from Image4 appear. End exactly on “Game over.” No later cleanup, Tomorrow dialogue, marker exchange, broadcast, fleet reveal, subtitle, logo or music. LOCKED DIALOGUE — EXACT ORDER, EACH LINE ONCE WORLD VOICE (V.O.): “No sole sovereign. Victory condition unresolved.” EVAN (V.O.): “So the war has no winner.” KAI (V.O.): “All three states remain.” LENA (V.O.): “Stand down.” KAI: “Good. We're all still here.” LENA: “Game over.” ASSET PRECONDITION Image2 and Image4 are inspected local Codex bitmaps uploaded as ordinary image assets, never LibTV-generated images. Image2 is the clean readable shared ship construction state, not dirty clutter. Image4 uses AKINO's exact living-room base, exact physical hex board, exact ordinary clothes, EVAN-left/KAI-far-center/LENA-right and the closed FARTHER box held by KAI. Preserve every identity, garment, position and physical tabletop component. ENTRY / EXIT BOUNDARY C17 ends command room. C18 hard-cuts to post-treaty game-world wide. The final scale transition is one physically connected upward camera move from full world -> model world -> paper board -> round living-room table. No teleport or arbitrary dissolve. End at game over. CAUSAL SPINE accord active -> tanks withdraw -> three flags coexist over scarred basin -> blue/red/ivory resources converge -> one common voyage ship completes -> system cannot name a sole winner -> all states remain -> stand-down propagates -> camera rises and world becomes board -> ordinary children reappear -> game over. GAME-WORLD CAST / FACTION CLOTHING No EVAN/KAI/LENA likeness in full-scale game world; their first four lines are V.O. Other adult construction and transport crews may appear: blue-grey industrial workwear, brick-red logistics workwear, ivory/sand utility workwear, none matching protagonist faces or commander uniforms. Displaced neutral civilians stay grey-brown. No protagonist duplicate. CAMERA / CLEAN WORLD Use stabilized high-oblique and extreme aerial views; no handheld until living room after 25s. Preserve scorch damage—it does not heal. Common ship is the main subject and remains readable; avoid dirty microtexture, random scrap, excessive cables and dark underexposure. Final world aerial keeps three cities/geography coherent. TIMED SHOT DESIGN 0.0–5.0 post-treaty world wide. Blue/red armor columns physically reverse away from central basin. Three flags coexist at scorched edge; neutral civilians continue toward red/ivory shelters. [Audio1 V.O.] locked line 1. No protagonist visible. 5.0–12.0 clean cooperative shipyard. Blue trains, red freight and ivory energy modules converge on one shared platform. The ship preserves its short tapered bow, thick cylindrical modular hull, raised round dome, segmented rings and clustered multi-nozzle stern. Three hull modules align; cranes lower final ring; couplings lock and power comes online. Neutral steel carries only narrow blue/red/ivory collaboration bands. [Audio2 V.O.] locked line 2. Never turn it into a missile, fighter, shuttle or generic rocket. 12.0–15.0 stabilized final-world aerial. Blue, red and ivory cities all remain around scarred basin. [Audio3 V.O.] locked line 3. 15.0–18.0 same world; [Audio4 V.O.] locked line 4. Tank engines shut down sequentially, weapon systems lower, rail traffic shifts from military to construction. No triumphant spectacle. 18.0–25.0 camera rotates to exact 90° and rises continuously. Full roads shrink into printed lines, cities into models, vehicles into pieces, basin into board texture, nineteen territories reveal paperboard edges. World wind/factories compress into cardboard, model clicks, clothing and child breathing. No protagonist appears until transformation reaches physical table scale. 25.0–28.0 Image4 living room, ordinary clothes only. EVAN left and LENA right exchange a small relieved look; KAI far-center leans in slightly. [Audio3] locked line 5. No game uniforms or celebration. 28.0–30.0 hold the three-person living-room relationship frame. LENA [Audio4] locked line 6. Cut immediately after “over.” PHYSICS / AUDIO / ACCEPTANCE World machinery, cranes, trains, armor shutdown, wind and ship power-up; then continuous compression to cardboard/model/room tone. No music. Six exact lines. No protagonists in full-scale game world; faction workers use distinct workwear. Ship clean/readable; damage persists. One unbroken scale transition returns to ordinary-clothes living room. End on “Game over,” with no later screenplay material.
【生成内容】 # W03A 完整剧本 # W03A|蓝方民用转军工|10秒 目的:show civilian engines and energy being converted into armor while Ivory life-support loses supply。 ## WORLD VOICE Combustion deployed. ## 人物/战略部署边界 ABSOLUTE ZERO PEOPLE for the full 10 seconds: no workers, drivers, operators or humanoid silhouettes. Engine removal, cranes, armor assembly and Ivory pump response are fully autonomous. ## 时间设计 - 0.0–3.0 autonomous gantry removes freight engine from unmanned civilian chassis; driverless metal train switches toward armor plant. - 3.0–7.0 same engine lowers into hull, armor closes, tracks tension; only after completion Audio1 line1. - 7.0–10.0 match cut to the people-free Ivory system: pump pressure drops, greenhouse vents slow and clinic practical lamps switch to weak emergency power as blue cylinders leave. --- # W03A 完整提示词 ACTIVE ASSETS — WORLD B-ROLL W03A 蓝方民用转军工, EXACT ORDER @Image1 = {{Node 1490cc4e-ed93-4572-bdc7-862872a4fb20}} — blue industrial geography. @Image2 = {{Node ba405cac-f0c0-4c18-b692-e51bc981e7ec}} — blue armor/industrial scale. @Image3 = {{Node 0e655a33-1a35-4eef-8448-b3f11baf4b5d}} — Ivory allocation consequence. @Image4 = {{Node fb6c976c-caed-45dd-b0e2-aef3027a96ae}} — sole topology. @Audio1 = {{Node 5b69d8e9-0cf1-4b95-bdc3-78e2954f492b}} — WORLD VOICE timbre only. OUTPUT CONTRACT 10.0s, 21:9, 480p, 24fps. Pure game-world B-roll with internal motivated cuts. No EVAN/KAI/LENA bodies, faces, ages, hair or commander uniforms. No command room, table, children, character dialogue, subtitles, logos, UI or music. WORLD / CAST HARD LOCK The supplied map is sole topology authority where attached. Central crater basin, faction directions, ring road, mountains, coast and rivers do not rotate, mirror or reset. EVAN, KAI and LENA exist only in the command room and never appear here. When this shot's policy explicitly permits people, they are unrelated adults/elders in active causal behavior only: Blue uses blue-grey industrial utility wear, red dull brick-red logistics wear, Ivory sand/ivory water/medical/agricultural workwear, neutral civilians grey-brown. No staged faction portrait, standing deployment, lineup, formation, presentation row, front-facing display or camera gaze. Faction colors never tint terrain, sky or water. PEOPLE / STRATEGIC-DEPLOYMENT BOUNDARY ABSOLUTE ZERO PEOPLE for the full 10 seconds: no workers, drivers, operators or humanoid silhouettes. Engine removal, cranes, armor assembly and Ivory pump response are fully autonomous. NO GAME-UI CONTAMINATION No glowing routes, territory washes, lock icons, HUD, hologram, floating text, data panels, card/tabletop aesthetics, miniature tilt-shift, interface screen or heroic advertisement composition. CAMERA Stable world camera only: crane, rail, dolly, high-oblique or restrained long lens. Motion begins on physical cause and eases to the material consequence. No handheld, digital jitter, orbit, teleport or full-frame occlusion over six frames. WORLD VOICE / AUDIO Exact WORLD lines, in order, once each: WORLD VOICE (V.O.): “Combustion deployed.” WORLD is disembodied and exists only over the game world; no visible person lip-syncs it. Physical ambience and action SFX remain primary. ZERO MUSIC: no score, melody, chord, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM or theme. CAUSAL SPINE show civilian engines and energy being converted into armor while Ivory life-support loses supply. TIMED WORLD SHOTS 0.0–3.0 autonomous gantry removes freight engine from unmanned civilian chassis; driverless metal train switches toward armor plant. 3.0–7.0 same engine lowers into hull, armor closes, tracks tension; only after completion Audio1 line1. 7.0–10.0 match cut to the people-free Ivory system: pump pressure drops, greenhouse vents slow and clinic practical lamps switch to weak emergency power as blue cylinders leave. PHYSICS / PERSISTENCE crane load swings with inertia; engine contacts cradle before armor closes; track tension precedes vehicle movement; energy removal precedes pump drop. Damage, population, object possession, smoke, fire, water and control state persist through the final frame. ACCEPTANCE Exact duration and world-only cast. People appear only inside the explicitly permitted time windows and only in active causal behavior; all strategic-deployment windows obey their zero-people lock. Every WORLD confirmation follows the completed visible state; no system line overlaps another. No protagonist, command room, character dialogue, UI, music or clean endpoint reset.
ACTIVE ASSETS — WORLD B-ROLL W03A 蓝方民用转军工, EXACT ORDER @Image1 = {{Mixed 1}} — blue industrial geography. @Image2 = {{Mixed 2}} — blue armor/industrial scale. @Image3 = {{Mixed 3}} — Ivory allocation consequence. @Image4 = {{Mixed 4}} — sole topology. @Audio1 = {{Mixed 5}} — WORLD VOICE timbre only. OUTPUT CONTRACT 10.0s, 21:9, 480p, 24fps. Pure game-world B-roll with internal motivated cuts. No EVAN/KAI/LENA bodies, faces, ages, hair or commander uniforms. No command room, table, children, character dialogue, subtitles, logos, UI or music. WORLD / CAST HARD LOCK The supplied map is sole topology authority where attached. Central crater basin, faction directions, ring road, mountains, coast and rivers do not rotate, mirror or reset. EVAN, KAI and LENA exist only in the command room and never appear here. When this shot's policy explicitly permits people, they are unrelated adults/elders in active causal behavior only: Blue uses blue-grey industrial utility wear, red dull brick-red logistics wear, Ivory sand/ivory water/medical/agricultural workwear, neutral civilians grey-brown. No staged faction portrait, standing deployment, lineup, formation, presentation row, front-facing display or camera gaze. Faction colors never tint terrain, sky or water. PEOPLE / STRATEGIC-DEPLOYMENT BOUNDARY ABSOLUTE ZERO PEOPLE for the full 10 seconds: no workers, drivers, operators or humanoid silhouettes. Engine removal, cranes, armor assembly and Ivory pump response are fully autonomous. NO GAME-UI CONTAMINATION No glowing routes, territory washes, lock icons, HUD, hologram, floating text, data panels, card/tabletop aesthetics, miniature tilt-shift, interface screen or heroic advertisement composition. CAMERA Stable world camera only: crane, rail, dolly, high-oblique or restrained long lens. Motion begins on physical cause and eases to the material consequence. No handheld, digital jitter, orbit, teleport or full-frame occlusion over six frames. WORLD VOICE / AUDIO Exact WORLD lines, in order, once each: WORLD VOICE (V.O.): “Combustion deployed.” WORLD is disembodied and exists only over the game world; no visible person lip-syncs it. Physical ambience and action SFX remain primary. ZERO MUSIC: no score, melody, chord, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM or theme. CAUSAL SPINE show civilian engines and energy being converted into armor while Ivory life-support loses supply. TIMED WORLD SHOTS 0.0–3.0 autonomous gantry removes freight engine from unmanned civilian chassis; driverless metal train switches toward armor plant. 3.0–7.0 same engine lowers into hull, armor closes, tracks tension; only after completion Audio1 line1. 7.0–10.0 match cut to the people-free Ivory system: pump pressure drops, greenhouse vents slow and clinic practical lamps switch to weak emergency power as blue cylinders leave. PHYSICS / PERSISTENCE crane load swings with inertia; engine contacts cradle before armor closes; track tension precedes vehicle movement; energy removal precedes pump drop. Damage, population, object possession, smoke, fire, water and control state persist through the final frame. ACCEPTANCE Exact duration and world-only cast. People appear only inside the explicitly permitted time windows and only in active causal behavior; all strategic-deployment windows obey their zero-people lock. Every WORLD confirmation follows the completed visible state; no system line overlaps another. No protagonist, command room, character dialogue, UI, music or clean endpoint reset.
【生成内容】 # W03B 完整剧本 # W03B|蓝方越界与资源夺取|12秒 目的:make territorial theft legible through border contact, keys, chains, valves, warehouse and family access。 ## WORLD VOICE Blue control confirmed. ## 人物/战略部署边界 People are permitted only during active seizure and family consequence. Blue adults cut, take, redirect and load; red workers withdraw under pressure; the recurring household reacts to the closing gate. No standing deployment, formation, posed faction portrait, camera gaze, child, teen or protagonist likeness. ## 时间设计 - 0.0–3.0 blue tracks cross matte border and bend low gate after contact. - 3.0–8.0 adult crews cut chain, take keys, redirect valve and load cylinders; red workers leave; Ivory aid barrier lowers. - 8.0–10.5 red flag lowers, blue flag rises, warehouse closes, family splits by gate. - 10.5–12.0 only after all control changes Audio1 line1; blue freight exits north. --- # W03B 完整提示词 ACTIVE ASSETS — WORLD B-ROLL W03B 蓝方越界与资源夺取, EXACT ORDER @Image1 = {{Node 417c69fd-8060-426c-94c6-556a5543c9da}} — blue seizure endpoint/scale. @Image2 = {{Node fb6c976c-caed-45dd-b0e2-aef3027a96ae}} — sole topology. @Image3 = {{Node 0e655a33-1a35-4eef-8448-b3f11baf4b5d}} — Ivory blocked relief. @Audio1 = {{Node 5b69d8e9-0cf1-4b95-bdc3-78e2954f492b}} — WORLD VOICE timbre only. OUTPUT CONTRACT 12.0s, 21:9, 480p, 24fps. Pure game-world B-roll with internal motivated cuts. No EVAN/KAI/LENA bodies, faces, ages, hair or commander uniforms. No command room, table, children, character dialogue, subtitles, logos, UI or music. WORLD / CAST HARD LOCK The supplied map is sole topology authority where attached. Central crater basin, faction directions, ring road, mountains, coast and rivers do not rotate, mirror or reset. EVAN, KAI and LENA exist only in the command room and never appear here. When this shot's policy explicitly permits people, they are unrelated adults/elders in active causal behavior only: Blue uses blue-grey industrial utility wear, red dull brick-red logistics wear, Ivory sand/ivory water/medical/agricultural workwear, neutral civilians grey-brown. No staged faction portrait, standing deployment, lineup, formation, presentation row, front-facing display or camera gaze. Faction colors never tint terrain, sky or water. PEOPLE / STRATEGIC-DEPLOYMENT BOUNDARY People are permitted only during active seizure and family consequence. Blue adults cut, take, redirect and load; red workers withdraw under pressure; the recurring household reacts to the closing gate. No standing deployment, formation, posed faction portrait, camera gaze, child, teen or protagonist likeness. NO GAME-UI CONTAMINATION No glowing routes, territory washes, lock icons, HUD, hologram, floating text, data panels, card/tabletop aesthetics, miniature tilt-shift, interface screen or heroic advertisement composition. CAMERA Stable world camera only: crane, rail, dolly, high-oblique or restrained long lens. Motion begins on physical cause and eases to the material consequence. No handheld, digital jitter, orbit, teleport or full-frame occlusion over six frames. WORLD VOICE / AUDIO Exact WORLD lines, in order, once each: WORLD VOICE (V.O.): “Blue control confirmed.” WORLD is disembodied and exists only over the game world; no visible person lip-syncs it. Physical ambience and action SFX remain primary. ZERO MUSIC: no score, melody, chord, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM or theme. CAUSAL SPINE make territorial theft legible through border contact, keys, chains, valves, warehouse and family access. TIMED WORLD SHOTS 0.0–3.0 blue tracks cross matte border and bend low gate after contact. 3.0–8.0 adult crews cut chain, take keys, redirect valve and load cylinders; red workers leave; Ivory aid barrier lowers. 8.0–10.5 red flag lowers, blue flag rises, warehouse closes, family splits by gate. 10.5–12.0 only after all control changes Audio1 line1; blue freight exits north. PHYSICS / PERSISTENCE tracks deform gate after contact; chain cuts before entry; keys/valves move before flow; forklift suspension compresses under cylinders. Damage, population, object possession, smoke, fire, water and control state persist through the final frame. ACCEPTANCE Exact duration and world-only cast. People appear only inside the explicitly permitted time windows and only in active causal behavior; all strategic-deployment windows obey their zero-people lock. Every WORLD confirmation follows the completed visible state; no system line overlaps another. No protagonist, command room, character dialogue, UI, music or clean endpoint reset.
ACTIVE ASSETS — WORLD B-ROLL W03B 蓝方越界与资源夺取, EXACT ORDER @Image1 = {{Mixed 1}} — blue seizure endpoint/scale. @Image2 = {{Mixed 2}} — sole topology. @Image3 = {{Mixed 3}} — Ivory blocked relief. @Audio1 = {{Mixed 4}} — WORLD VOICE timbre only. OUTPUT CONTRACT 12.0s, 21:9, 480p, 24fps. Pure game-world B-roll with internal motivated cuts. No EVAN/KAI/LENA bodies, faces, ages, hair or commander uniforms. No command room, table, children, character dialogue, subtitles, logos, UI or music. WORLD / CAST HARD LOCK The supplied map is sole topology authority where attached. Central crater basin, faction directions, ring road, mountains, coast and rivers do not rotate, mirror or reset. EVAN, KAI and LENA exist only in the command room and never appear here. When this shot's policy explicitly permits people, they are unrelated adults/elders in active causal behavior only: Blue uses blue-grey industrial utility wear, red dull brick-red logistics wear, Ivory sand/ivory water/medical/agricultural workwear, neutral civilians grey-brown. No staged faction portrait, standing deployment, lineup, formation, presentation row, front-facing display or camera gaze. Faction colors never tint terrain, sky or water. PEOPLE / STRATEGIC-DEPLOYMENT BOUNDARY People are permitted only during active seizure and family consequence. Blue adults cut, take, redirect and load; red workers withdraw under pressure; the recurring household reacts to the closing gate. No standing deployment, formation, posed faction portrait, camera gaze, child, teen or protagonist likeness. NO GAME-UI CONTAMINATION No glowing routes, territory washes, lock icons, HUD, hologram, floating text, data panels, card/tabletop aesthetics, miniature tilt-shift, interface screen or heroic advertisement composition. CAMERA Stable world camera only: crane, rail, dolly, high-oblique or restrained long lens. Motion begins on physical cause and eases to the material consequence. No handheld, digital jitter, orbit, teleport or full-frame occlusion over six frames. WORLD VOICE / AUDIO Exact WORLD lines, in order, once each: WORLD VOICE (V.O.): “Blue control confirmed.” WORLD is disembodied and exists only over the game world; no visible person lip-syncs it. Physical ambience and action SFX remain primary. ZERO MUSIC: no score, melody, chord, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM or theme. CAUSAL SPINE make territorial theft legible through border contact, keys, chains, valves, warehouse and family access. TIMED WORLD SHOTS 0.0–3.0 blue tracks cross matte border and bend low gate after contact. 3.0–8.0 adult crews cut chain, take keys, redirect valve and load cylinders; red workers leave; Ivory aid barrier lowers. 8.0–10.5 red flag lowers, blue flag rises, warehouse closes, family splits by gate. 10.5–12.0 only after all control changes Audio1 line1; blue freight exits north. PHYSICS / PERSISTENCE tracks deform gate after contact; chain cuts before entry; keys/valves move before flow; forklift suspension compresses under cylinders. Damage, population, object possession, smoke, fire, water and control state persist through the final frame. ACCEPTANCE Exact duration and world-only cast. People appear only inside the explicitly permitted time windows and only in active causal behavior; all strategic-deployment windows obey their zero-people lock. Every WORLD confirmation follows the completed visible state; no system line overlaps another. No protagonist, command room, character dialogue, UI, music or clean endpoint reset.
【生成内容】 # W04A 完整剧本 # W04A|迁离与老人死亡|14秒 目的:track resources north and displaced adults south until one family member dies before aid arrives。 ## WORLD VOICE Blue control confirmed. Red authority revoked. Unaligned residents must relocate. Outside controlled territory. ## 人物/战略部署边界 People are required for displacement, collapse and rescue. Keep the recurring woman, man, wool-cap elder and Ivory medic in continuous physical tasks; nobody stands as a faction display or looks at camera. No child, teen or protagonist likeness. ## 时间设计 - 0.0–3.5 blue lock seals home/pump/grain; adults lift bundles while freight leaves north; Audio1 line1. - 3.5–8.0 low-side tracking: grey-coated woman/blue bundle, dark-workwear man/tools, elderly wool-cap father move south; seized cylinders pass opposite. - 8.0–11.5 elder stumbles, man catches him, Ivory medic runs from depth, checks and lowers gaze; ordinary coat covers body. - 11.5–14.0 unmarked road fork, man holds wool cap beside woman; Audio1 line2; survivors continue. --- # W04A 完整提示词 ACTIVE ASSETS — WORLD B-ROLL W04A 迁离与老人死亡, EXACT ORDER @Image1 = {{Node 85379bc0-3466-4222-ae03-486375d46e63}} — migration corridor geography. @Image2 = {{Node fb6c976c-caed-45dd-b0e2-aef3027a96ae}} — sole topology. @Image3 = {{Node 0e655a33-1a35-4eef-8448-b3f11baf4b5d}} — Ivory relief materials. @Audio1 = {{Node 5b69d8e9-0cf1-4b95-bdc3-78e2954f492b}} — WORLD VOICE timbre only. OUTPUT CONTRACT 14.0s, 21:9, 480p, 24fps. Pure game-world B-roll with internal motivated cuts. No EVAN/KAI/LENA bodies, faces, ages, hair or commander uniforms. No command room, table, children, character dialogue, subtitles, logos, UI or music. WORLD / CAST HARD LOCK The supplied map is sole topology authority where attached. Central crater basin, faction directions, ring road, mountains, coast and rivers do not rotate, mirror or reset. EVAN, KAI and LENA exist only in the command room and never appear here. When this shot's policy explicitly permits people, they are unrelated adults/elders in active causal behavior only: Blue uses blue-grey industrial utility wear, red dull brick-red logistics wear, Ivory sand/ivory water/medical/agricultural workwear, neutral civilians grey-brown. No staged faction portrait, standing deployment, lineup, formation, presentation row, front-facing display or camera gaze. Faction colors never tint terrain, sky or water. PEOPLE / STRATEGIC-DEPLOYMENT BOUNDARY People are required for displacement, collapse and rescue. Keep the recurring woman, man, wool-cap elder and Ivory medic in continuous physical tasks; nobody stands as a faction display or looks at camera. No child, teen or protagonist likeness. NO GAME-UI CONTAMINATION No glowing routes, territory washes, lock icons, HUD, hologram, floating text, data panels, card/tabletop aesthetics, miniature tilt-shift, interface screen or heroic advertisement composition. CAMERA Stable world camera only: crane, rail, dolly, high-oblique or restrained long lens. Motion begins on physical cause and eases to the material consequence. No handheld, digital jitter, orbit, teleport or full-frame occlusion over six frames. WORLD VOICE / AUDIO Exact WORLD lines, in order, once each: WORLD VOICE (V.O.): “Blue control confirmed. Red authority revoked. Unaligned residents must relocate.” WORLD VOICE (V.O.): “Outside controlled territory.” WORLD is disembodied and exists only over the game world; no visible person lip-syncs it. Physical ambience and action SFX remain primary. ZERO MUSIC: no score, melody, chord, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM or theme. CAUSAL SPINE track resources north and displaced adults south until one family member dies before aid arrives. TIMED WORLD SHOTS 0.0–3.5 blue lock seals home/pump/grain; adults lift bundles while freight leaves north; Audio1 line1. 3.5–8.0 low-side tracking: grey-coated woman/blue bundle, dark-workwear man/tools, elderly wool-cap father move south; seized cylinders pass opposite. 8.0–11.5 elder stumbles, man catches him, Ivory medic runs from depth, checks and lowers gaze; ordinary coat covers body. 11.5–14.0 unmarked road fork, man holds wool cap beside woman; Audio1 line2; survivors continue. PHYSICS / PERSISTENCE bundles affect posture; fall has momentum and delayed stillness; medic arrives after visible travel; body and covered state persist. Damage, population, object possession, smoke, fire, water and control state persist through the final frame. ACCEPTANCE Exact duration and world-only cast. People appear only inside the explicitly permitted time windows and only in active causal behavior; all strategic-deployment windows obey their zero-people lock. Every WORLD confirmation follows the completed visible state; no system line overlaps another. No protagonist, command room, character dialogue, UI, music or clean endpoint reset.
ACTIVE ASSETS — WORLD B-ROLL W04A 迁离与老人死亡, EXACT ORDER @Image1 = {{Mixed 1}} — migration corridor geography. @Image2 = {{Mixed 2}} — sole topology. @Image3 = {{Mixed 3}} — Ivory relief materials. @Audio1 = {{Mixed 4}} — WORLD VOICE timbre only. OUTPUT CONTRACT 14.0s, 21:9, 480p, 24fps. Pure game-world B-roll with internal motivated cuts. No EVAN/KAI/LENA bodies, faces, ages, hair or commander uniforms. No command room, table, children, character dialogue, subtitles, logos, UI or music. WORLD / CAST HARD LOCK The supplied map is sole topology authority where attached. Central crater basin, faction directions, ring road, mountains, coast and rivers do not rotate, mirror or reset. EVAN, KAI and LENA exist only in the command room and never appear here. When this shot's policy explicitly permits people, they are unrelated adults/elders in active causal behavior only: Blue uses blue-grey industrial utility wear, red dull brick-red logistics wear, Ivory sand/ivory water/medical/agricultural workwear, neutral civilians grey-brown. No staged faction portrait, standing deployment, lineup, formation, presentation row, front-facing display or camera gaze. Faction colors never tint terrain, sky or water. PEOPLE / STRATEGIC-DEPLOYMENT BOUNDARY People are required for displacement, collapse and rescue. Keep the recurring woman, man, wool-cap elder and Ivory medic in continuous physical tasks; nobody stands as a faction display or looks at camera. No child, teen or protagonist likeness. NO GAME-UI CONTAMINATION No glowing routes, territory washes, lock icons, HUD, hologram, floating text, data panels, card/tabletop aesthetics, miniature tilt-shift, interface screen or heroic advertisement composition. CAMERA Stable world camera only: crane, rail, dolly, high-oblique or restrained long lens. Motion begins on physical cause and eases to the material consequence. No handheld, digital jitter, orbit, teleport or full-frame occlusion over six frames. WORLD VOICE / AUDIO Exact WORLD lines, in order, once each: WORLD VOICE (V.O.): “Blue control confirmed. Red authority revoked. Unaligned residents must relocate.” WORLD VOICE (V.O.): “Outside controlled territory.” WORLD is disembodied and exists only over the game world; no visible person lip-syncs it. Physical ambience and action SFX remain primary. ZERO MUSIC: no score, melody, chord, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM or theme. CAUSAL SPINE track resources north and displaced adults south until one family member dies before aid arrives. TIMED WORLD SHOTS 0.0–3.5 blue lock seals home/pump/grain; adults lift bundles while freight leaves north; Audio1 line1. 3.5–8.0 low-side tracking: grey-coated woman/blue bundle, dark-workwear man/tools, elderly wool-cap father move south; seized cylinders pass opposite. 8.0–11.5 elder stumbles, man catches him, Ivory medic runs from depth, checks and lowers gaze; ordinary coat covers body. 11.5–14.0 unmarked road fork, man holds wool cap beside woman; Audio1 line2; survivors continue. PHYSICS / PERSISTENCE bundles affect posture; fall has momentum and delayed stillness; medic arrives after visible travel; body and covered state persist. Damage, population, object possession, smoke, fire, water and control state persist through the final frame. ACCEPTANCE Exact duration and world-only cast. People appear only inside the explicitly permitted time windows and only in active causal behavior; all strategic-deployment windows obey their zero-people lock. Every WORLD confirmation follows the completed visible state; no system line overlaps another. No protagonist, command room, character dialogue, UI, music or clean endpoint reset.
【生成内容】 # W04B 完整剧本 # W04B|红城接收与象牙白援助|10秒 目的:show the red command decision becoming a physical route, strained red shelter and cross-faction Ivory aid without celebration。 ## WORLD VOICE Red resettlement route deployed. ## 人物/战略部署边界 People are permitted only as strained arrivals, unloading staff and active medics. Every adult carries, unloads, opens, guides, treats or searches; no standing reception line, faction portrait, cheering, camera gaze, child, teen or protagonist likeness. ## 时间设计 - 0.0–3.0 red route switch turns south, heavy gate opens and buses brake. - 3.0–7.0 warehouse becomes cots/kitchen; red adults unload food; Ivory water/medical truck enters separate lane. - 7.0–9.0 recurring woman/blue bundle and man/wool cap arrive without elder; crowd remains strained. - 9.0–10.0 after route and shelter operate Audio1 line1. --- # W04B 完整提示词 ACTIVE ASSETS — WORLD B-ROLL W04B 红城接收与象牙白援助, EXACT ORDER @Image1 = {{Node 59f9094e-0186-4c23-9d68-9b43ddc72c65}} — red city reception geography. @Image2 = {{Node 17c54ebe-13d0-424d-ba2c-a4ee56e558c3}} — red logistics materials. @Image3 = {{Node 0e655a33-1a35-4eef-8448-b3f11baf4b5d}} — Ivory aid/civilization. @Image4 = {{Node fb6c976c-caed-45dd-b0e2-aef3027a96ae}} — sole topology. @Audio1 = {{Node 5b69d8e9-0cf1-4b95-bdc3-78e2954f492b}} — WORLD VOICE timbre only. OUTPUT CONTRACT 10.0s, 21:9, 480p, 24fps. Pure game-world B-roll with internal motivated cuts. No EVAN/KAI/LENA bodies, faces, ages, hair or commander uniforms. No command room, table, children, character dialogue, subtitles, logos, UI or music. WORLD / CAST HARD LOCK The supplied map is sole topology authority where attached. Central crater basin, faction directions, ring road, mountains, coast and rivers do not rotate, mirror or reset. EVAN, KAI and LENA exist only in the command room and never appear here. When this shot's policy explicitly permits people, they are unrelated adults/elders in active causal behavior only: Blue uses blue-grey industrial utility wear, red dull brick-red logistics wear, Ivory sand/ivory water/medical/agricultural workwear, neutral civilians grey-brown. No staged faction portrait, standing deployment, lineup, formation, presentation row, front-facing display or camera gaze. Faction colors never tint terrain, sky or water. PEOPLE / STRATEGIC-DEPLOYMENT BOUNDARY People are permitted only as strained arrivals, unloading staff and active medics. Every adult carries, unloads, opens, guides, treats or searches; no standing reception line, faction portrait, cheering, camera gaze, child, teen or protagonist likeness. NO GAME-UI CONTAMINATION No glowing routes, territory washes, lock icons, HUD, hologram, floating text, data panels, card/tabletop aesthetics, miniature tilt-shift, interface screen or heroic advertisement composition. CAMERA Stable world camera only: crane, rail, dolly, high-oblique or restrained long lens. Motion begins on physical cause and eases to the material consequence. No handheld, digital jitter, orbit, teleport or full-frame occlusion over six frames. WORLD VOICE / AUDIO Exact WORLD lines, in order, once each: WORLD VOICE (V.O.): “Red resettlement route deployed.” WORLD is disembodied and exists only over the game world; no visible person lip-syncs it. Physical ambience and action SFX remain primary. ZERO MUSIC: no score, melody, chord, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM or theme. CAUSAL SPINE show the red command decision becoming a physical route, strained red shelter and cross-faction Ivory aid without celebration. TIMED WORLD SHOTS 0.0–3.0 red route switch turns south, heavy gate opens and buses brake. 3.0–7.0 warehouse becomes cots/kitchen; red adults unload food; Ivory water/medical truck enters separate lane. 7.0–9.0 recurring woman/blue bundle and man/wool cap arrive without elder; crowd remains strained. 9.0–10.0 after route and shelter operate Audio1 line1. PHYSICS / PERSISTENCE gate swings with mass; buses decelerate; cots unfold before use; hose connects before water flows; carried crates affect posture. Damage, population, object possession, smoke, fire, water and control state persist through the final frame. ACCEPTANCE Exact duration and world-only cast. People appear only inside the explicitly permitted time windows and only in active causal behavior; all strategic-deployment windows obey their zero-people lock. Every WORLD confirmation follows the completed visible state; no system line overlaps another. No protagonist, command room, character dialogue, UI, music or clean endpoint reset.
ACTIVE ASSETS — WORLD B-ROLL W04B 红城接收与象牙白援助, EXACT ORDER @Image1 = {{Mixed 1}} — red city reception geography. @Image2 = {{Mixed 2}} — red logistics materials. @Image3 = {{Mixed 3}} — Ivory aid/civilization. @Image4 = {{Mixed 4}} — sole topology. @Audio1 = {{Mixed 5}} — WORLD VOICE timbre only. OUTPUT CONTRACT 10.0s, 21:9, 480p, 24fps. Pure game-world B-roll with internal motivated cuts. No EVAN/KAI/LENA bodies, faces, ages, hair or commander uniforms. No command room, table, children, character dialogue, subtitles, logos, UI or music. WORLD / CAST HARD LOCK The supplied map is sole topology authority where attached. Central crater basin, faction directions, ring road, mountains, coast and rivers do not rotate, mirror or reset. EVAN, KAI and LENA exist only in the command room and never appear here. When this shot's policy explicitly permits people, they are unrelated adults/elders in active causal behavior only: Blue uses blue-grey industrial utility wear, red dull brick-red logistics wear, Ivory sand/ivory water/medical/agricultural workwear, neutral civilians grey-brown. No staged faction portrait, standing deployment, lineup, formation, presentation row, front-facing display or camera gaze. Faction colors never tint terrain, sky or water. PEOPLE / STRATEGIC-DEPLOYMENT BOUNDARY People are permitted only as strained arrivals, unloading staff and active medics. Every adult carries, unloads, opens, guides, treats or searches; no standing reception line, faction portrait, cheering, camera gaze, child, teen or protagonist likeness. NO GAME-UI CONTAMINATION No glowing routes, territory washes, lock icons, HUD, hologram, floating text, data panels, card/tabletop aesthetics, miniature tilt-shift, interface screen or heroic advertisement composition. CAMERA Stable world camera only: crane, rail, dolly, high-oblique or restrained long lens. Motion begins on physical cause and eases to the material consequence. No handheld, digital jitter, orbit, teleport or full-frame occlusion over six frames. WORLD VOICE / AUDIO Exact WORLD lines, in order, once each: WORLD VOICE (V.O.): “Red resettlement route deployed.” WORLD is disembodied and exists only over the game world; no visible person lip-syncs it. Physical ambience and action SFX remain primary. ZERO MUSIC: no score, melody, chord, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM or theme. CAUSAL SPINE show the red command decision becoming a physical route, strained red shelter and cross-faction Ivory aid without celebration. TIMED WORLD SHOTS 0.0–3.0 red route switch turns south, heavy gate opens and buses brake. 3.0–7.0 warehouse becomes cots/kitchen; red adults unload food; Ivory water/medical truck enters separate lane. 7.0–9.0 recurring woman/blue bundle and man/wool cap arrive without elder; crowd remains strained. 9.0–10.0 after route and shelter operate Audio1 line1. PHYSICS / PERSISTENCE gate swings with mass; buses decelerate; cots unfold before use; hose connects before water flows; carried crates affect posture. Damage, population, object possession, smoke, fire, water and control state persist through the final frame. ACCEPTANCE Exact duration and world-only cast. People appear only inside the explicitly permitted time windows and only in active causal behavior; all strategic-deployment windows obey their zero-people lock. Every WORLD confirmation follows the completed visible state; no system line overlaps another. No protagonist, command room, character dialogue, UI, music or clean endpoint reset.
【生成内容】 # THE TURN|纯作战室全剧情对白素材|5组8条 v1 所有人物对白、争执、阻止、悲伤和条约都只在同一间作战室/条约室拍摄。WORLD VOICE 与游戏世界完全分离,后期只压在世界 B-roll 上。 固定位置:EVAN 左、KAI 远端中央、LENA 右;摄影机始终在桌子南侧,不越轴、不换座。 ## 五个分组 1. ROOM_G1_发展与居民:R01、R02 2. ROOM_G2_交易与越界:R03 3. ROOM_G3_迁离与裂变:R04、R05 4. ROOM_G4_爆后与醒悟:R06、R07 5. ROOM_G5_条约:R08 共 44 句人物对白。每条节点 30 秒,但没有用对白填满;保留可剪的反应、呼吸、静默和 J/L-cut 句柄。 ## WORLD VOICE 分离原则 WORLD VOICE 不挂入任何 ROOM 节点。系统部署、控制、迁离、协议等句子单独生成音频,并只用于世界 B-roll。这样不会再把城市、HUD、监控屏、发光路线或世界画面带进作战室。
【生成内容】 # R01 完整剧本 # R01|发展选择与盆地控制|纯作战室30秒 目的:three development philosophies become a personal dispute about ownership; start competitive, end morally uneasy。 ## 精确对白 **EVAN** Engineering first. We take the ridge before dusk. **KAI** Hold the road. Fill the granaries. Nothing moves hungry. **LENA** Double the farms. Move workers to the river. **LENA** Wait—who controls the energy basin? **EVAN** Whoever reaches it first. ## 时间设计 - 0.0–3.0 fixed south-side three-shot establishes EVAN left, KAI far-center, LENA right; no speech, only room tone. - 3.0–7.0 eased OTS push to EVAN left; Audio1 line1, controlled confidence, eyes on unseen off-frame table. - 7.0–12.0 reverse OTS to KAI; Audio2 line2, steady practical tempo, no smile. - 12.0–16.0 OTS to LENA right; Audio3 line3, purposeful rather than concerned. - 16.0–20.0 room-only B-roll: eyeline relay EVAN→KAI→LENA, chair cloth, empty fourth side, shallow-focus inert table edge; no dialogue. - 20.0–25.0 LENA receives offscreen information, one assessment breath, Audio3 line4; concern enters only now. - 25.0–28.0 reverse EVAN Audio1 line5; answer too quick, avoids LENA's eyes. - 28.0–30.0 three-shot tension hold; KAI watches both, no speech. --- # R01 完整提示词 ACTIVE ASSETS — ROOM ONLY R01 发展选择与盆地控制, EXACT ORDER @Image1 = {{Node 753f107b-c8a9-494f-ac8f-d70564411d2a}} — sole command-room architecture, fixed seating, wardrobe and eyeline authority. @Image2 = {{Node be020091-3863-446a-90a2-715736c8c10e}} — EVAN identity/blue command-room wardrobe. @Image3 = {{Node 0e988ad5-811e-4e9d-93fd-d3be5f5b5caa}} — KAI identity/red command-room wardrobe. @Image4 = {{Node cbdb7ae4-f26d-4fd5-a4cf-05b970afea70}} — LENA identity/Ivory command-room wardrobe. @Audio1 = {{Node a34f2d2a-8c35-42c6-8771-8d21b88846f9}} — EVAN timbre only. @Audio2 = {{Node b2f85740-3f87-469c-a2f3-9f26793bb226}} — KAI timbre only. @Audio3 = {{Node 2236b908-fb34-4af0-9f53-efc8d535657d}} — LENA timbre only. OUTPUT CONTRACT 30.0s, 21:9, 480p, 24fps. Pure command-room dialogue source plate with internal cuts allowed. Exact character dialogue only. No WORLD VOICE, game-world sound, music, subtitles, UI or additional speech. COMMAND-ROOM GEOGRAPHY HARD LOCK One unchanged dark command room. Camera stays on the south side of the table axis. EVAN remains screen-left/west; KAI remains far-center/north; LENA remains screen-right/east. Nobody changes seats, crosses the table, looks into camera or becomes a centered passport portrait. True OTS shots retain a soft listener shoulder/edge. All eyelines target another character or the unseen inert tabletop. NO WORLD CONTAMINATION Do not show or invent any city, landscape, lake, road, farm, factory, tank, missile, refugee, explosion, flag, game-world footage or outdoor view. No screen, monitor, window projection, HUD, hologram, glowing route, lock icon, floating text, data panel, map animation, miniature growth or moving tabletop terrain. The table stays a dark, inert, shallow-focus physical surface with no readable detail. No world assets are active. CAUSAL SPINE offscreen information reaches the room -> eyes and breath register it -> the named speaker chooses a tactic and speaks -> listeners react at different speeds -> the next line answers that changed relationship -> posture and eyelines persist into the edit handle. No visual world event is recreated inside the room. ROOM B-ROLL ONLY Use relationship masters, true over-shoulders, profiles, two-shots, focus transfers, delayed reactions, breathing, clothing/chair movement, empty fourth-side composition, practical wall light and shallow-focus table edge. No hand closeups, no fingers manipulating controls, no readable paper except the distant blank treaty page where specified. CAMERA / PERFORMANCE Weighted shoulder camera, 5–8% eased pushes, short pullbacks and imperfect micro-settling. No digital jitter, random orbit or axis crossing. Eyes lead heads; interrupted breath and stillness mark new information. Preserve reaction inertia across cuts. PHYSICS Bodies remain fully supported by the same chairs; feet stay grounded; chairs settle after weight shifts; clothing reacts after torso motion; breath precedes speech; gaze leads head turns. The inert table, walls, door, practical lights and all room objects remain fixed across every cut. AUDIO MASTER LOCK Exact character voices, continuous HVAC/electrical hum, breath, chair and clothing only. ZERO MUSIC: no score, melody, chord, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM or theme. No WORLD VOICE in this source. ACCEPTANCE Same room and seats for all 30 seconds. Exact speaker/voice mapping and line order. No world contamination, screens, UI, map animation, extra people, seat swap, direct-to-camera gaze, music or WORLD voice. DRAMATIC PURPOSE three development philosophies become a personal dispute about ownership; start competitive, end morally uneasy. LOCKED DIALOGUE — EXACT ORDER, ONCE EACH EVAN: “Engineering first. We take the ridge before dusk.” KAI: “Hold the road. Fill the granaries. Nothing moves hungry.” LENA: “Double the farms. Move workers to the river.” LENA: “Wait—who controls the energy basin?” EVAN: “Whoever reaches it first.” SPEAKER / AUDIO HARD LOCK Audio1=EVAN only; Audio2=KAI only; Audio3=LENA only. No swap, repeat, overlap, paraphrase or extra words. Unused characters keep mouths closed. TIMED ROOM SHOTS 0.0–3.0 fixed south-side three-shot establishes EVAN left, KAI far-center, LENA right; no speech, only room tone. 3.0–7.0 eased OTS push to EVAN left; Audio1 line1, controlled confidence, eyes on unseen off-frame table. 7.0–12.0 reverse OTS to KAI; Audio2 line2, steady practical tempo, no smile. 12.0–16.0 OTS to LENA right; Audio3 line3, purposeful rather than concerned. 16.0–20.0 room-only B-roll: eyeline relay EVAN→KAI→LENA, chair cloth, empty fourth side, shallow-focus inert table edge; no dialogue. 20.0–25.0 LENA receives offscreen information, one assessment breath, Audio3 line4; concern enters only now. 25.0–28.0 reverse EVAN Audio1 line5; answer too quick, avoids LENA's eyes. 28.0–30.0 three-shot tension hold; KAI watches both, no speech.
ACTIVE ASSETS — ROOM ONLY R01 发展选择与盆地控制, EXACT ORDER @Image1 = {{Mixed 1}} — sole command-room architecture, fixed seating, wardrobe and eyeline authority. @Image2 = {{Mixed 2}} — EVAN identity/blue command-room wardrobe. @Image3 = {{Mixed 3}} — KAI identity/red command-room wardrobe. @Image4 = {{Mixed 4}} — LENA identity/Ivory command-room wardrobe. @Audio1 = {{Mixed 5}} — EVAN timbre only. @Audio2 = {{Mixed 6}} — KAI timbre only. @Audio3 = {{Mixed 7}} — LENA timbre only. OUTPUT CONTRACT 30.0s, 21:9, 480p, 24fps. Pure command-room dialogue source plate with internal cuts allowed. Exact character dialogue only. No WORLD VOICE, game-world sound, music, subtitles, UI or additional speech. COMMAND-ROOM GEOGRAPHY HARD LOCK One unchanged dark command room. Camera stays on the south side of the table axis. EVAN remains screen-left/west; KAI remains far-center/north; LENA remains screen-right/east. Nobody changes seats, crosses the table, looks into camera or becomes a centered passport portrait. True OTS shots retain a soft listener shoulder/edge. All eyelines target another character or the unseen inert tabletop. NO WORLD CONTAMINATION Do not show or invent any city, landscape, lake, road, farm, factory, tank, missile, refugee, explosion, flag, game-world footage or outdoor view. No screen, monitor, window projection, HUD, hologram, glowing route, lock icon, floating text, data panel, map animation, miniature growth or moving tabletop terrain. The table stays a dark, inert, shallow-focus physical surface with no readable detail. No world assets are active. CAUSAL SPINE offscreen information reaches the room -> eyes and breath register it -> the named speaker chooses a tactic and speaks -> listeners react at different speeds -> the next line answers that changed relationship -> posture and eyelines persist into the edit handle. No visual world event is recreated inside the room. ROOM B-ROLL ONLY Use relationship masters, true over-shoulders, profiles, two-shots, focus transfers, delayed reactions, breathing, clothing/chair movement, empty fourth-side composition, practical wall light and shallow-focus table edge. No hand closeups, no fingers manipulating controls, no readable paper except the distant blank treaty page where specified. CAMERA / PERFORMANCE Weighted shoulder camera, 5–8% eased pushes, short pullbacks and imperfect micro-settling. No digital jitter, random orbit or axis crossing. Eyes lead heads; interrupted breath and stillness mark new information. Preserve reaction inertia across cuts. PHYSICS Bodies remain fully supported by the same chairs; feet stay grounded; chairs settle after weight shifts; clothing reacts after torso motion; breath precedes speech; gaze leads head turns. The inert table, walls, door, practical lights and all room objects remain fixed across every cut. AUDIO MASTER LOCK Exact character voices, continuous HVAC/electrical hum, breath, chair and clothing only. ZERO MUSIC: no score, melody, chord, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM or theme. No WORLD VOICE in this source. ACCEPTANCE Same room and seats for all 30 seconds. Exact speaker/voice mapping and line order. No world contamination, screens, UI, map animation, extra people, seat swap, direct-to-camera gaze, music or WORLD voice. DRAMATIC PURPOSE three development philosophies become a personal dispute about ownership; start competitive, end morally uneasy. LOCKED DIALOGUE — EXACT ORDER, ONCE EACH EVAN: “Engineering first. We take the ridge before dusk.” KAI: “Hold the road. Fill the granaries. Nothing moves hungry.” LENA: “Double the farms. Move workers to the river.” LENA: “Wait—who controls the energy basin?” EVAN: “Whoever reaches it first.” SPEAKER / AUDIO HARD LOCK Audio1=EVAN only; Audio2=KAI only; Audio3=LENA only. No swap, repeat, overlap, paraphrase or extra words. Unused characters keep mouths closed. TIMED ROOM SHOTS 0.0–3.0 fixed south-side three-shot establishes EVAN left, KAI far-center, LENA right; no speech, only room tone. 3.0–7.0 eased OTS push to EVAN left; Audio1 line1, controlled confidence, eyes on unseen off-frame table. 7.0–12.0 reverse OTS to KAI; Audio2 line2, steady practical tempo, no smile. 12.0–16.0 OTS to LENA right; Audio3 line3, purposeful rather than concerned. 16.0–20.0 room-only B-roll: eyeline relay EVAN→KAI→LENA, chair cloth, empty fourth side, shallow-focus inert table edge; no dialogue. 20.0–25.0 LENA receives offscreen information, one assessment breath, Audio3 line4; concern enters only now. 25.0–28.0 reverse EVAN Audio1 line5; answer too quick, avoids LENA's eyes. 28.0–30.0 three-shot tension hold; KAI watches both, no speech.
【生成内容】 # R02 完整剧本 # R02|居民与红方占领争论|纯作战室30秒 目的:LENA sees people before territory; KAI moves from rule citation to a consequential choice。 ## 精确对白 **LENA** Hey—there are people there. **KAI** They don't answer to any state. **LENA** No. That doesn't make the land empty. **LENA** Protection from who? **KAI** Raise the flag. Secure the wells. ## 时间设计 - 0.0–4.0 LENA right in true OTS with KAI shoulder soft-left; eyes stop, breath catches, Audio2 line1. - 4.0–8.0 reverse KAI far-center; Audio1 line2, searching a rule rather than celebrating. - 8.0–13.0 LENA Audio2 line3; she leans forward slightly, no hand gesture. - 13.0–17.0 room B-roll: KAI reads offscreen information, LENA holds him in eyeline, EVAN remains soft-left and silent. - 17.0–21.0 LENA close OTS Audio2 line4, low and precise. - 21.0–25.0 KAI reaction pause, then Audio1 line5 quieter and deliberate. - 25.0–30.0 relationship master; LENA does not accept the answer, EVAN studies KAI, no speech. --- # R02 完整提示词 ACTIVE ASSETS — ROOM ONLY R02 居民与红方占领争论, EXACT ORDER @Image1 = {{Node 753f107b-c8a9-494f-ac8f-d70564411d2a}} — sole command-room architecture, fixed seating, wardrobe and eyeline authority. @Image2 = {{Node be020091-3863-446a-90a2-715736c8c10e}} — EVAN identity/blue command-room wardrobe. @Image3 = {{Node 0e988ad5-811e-4e9d-93fd-d3be5f5b5caa}} — KAI identity/red command-room wardrobe. @Image4 = {{Node cbdb7ae4-f26d-4fd5-a4cf-05b970afea70}} — LENA identity/Ivory command-room wardrobe. @Audio1 = {{Node b2f85740-3f87-469c-a2f3-9f26793bb226}} — KAI timbre only. @Audio2 = {{Node 2236b908-fb34-4af0-9f53-efc8d535657d}} — LENA timbre only. OUTPUT CONTRACT 30.0s, 21:9, 480p, 24fps. Pure command-room dialogue source plate with internal cuts allowed. Exact character dialogue only. No WORLD VOICE, game-world sound, music, subtitles, UI or additional speech. COMMAND-ROOM GEOGRAPHY HARD LOCK One unchanged dark command room. Camera stays on the south side of the table axis. EVAN remains screen-left/west; KAI remains far-center/north; LENA remains screen-right/east. Nobody changes seats, crosses the table, looks into camera or becomes a centered passport portrait. True OTS shots retain a soft listener shoulder/edge. All eyelines target another character or the unseen inert tabletop. NO WORLD CONTAMINATION Do not show or invent any city, landscape, lake, road, farm, factory, tank, missile, refugee, explosion, flag, game-world footage or outdoor view. No screen, monitor, window projection, HUD, hologram, glowing route, lock icon, floating text, data panel, map animation, miniature growth or moving tabletop terrain. The table stays a dark, inert, shallow-focus physical surface with no readable detail. No world assets are active. CAUSAL SPINE offscreen information reaches the room -> eyes and breath register it -> the named speaker chooses a tactic and speaks -> listeners react at different speeds -> the next line answers that changed relationship -> posture and eyelines persist into the edit handle. No visual world event is recreated inside the room. ROOM B-ROLL ONLY Use relationship masters, true over-shoulders, profiles, two-shots, focus transfers, delayed reactions, breathing, clothing/chair movement, empty fourth-side composition, practical wall light and shallow-focus table edge. No hand closeups, no fingers manipulating controls, no readable paper except the distant blank treaty page where specified. CAMERA / PERFORMANCE Weighted shoulder camera, 5–8% eased pushes, short pullbacks and imperfect micro-settling. No digital jitter, random orbit or axis crossing. Eyes lead heads; interrupted breath and stillness mark new information. Preserve reaction inertia across cuts. PHYSICS Bodies remain fully supported by the same chairs; feet stay grounded; chairs settle after weight shifts; clothing reacts after torso motion; breath precedes speech; gaze leads head turns. The inert table, walls, door, practical lights and all room objects remain fixed across every cut. AUDIO MASTER LOCK Exact character voices, continuous HVAC/electrical hum, breath, chair and clothing only. ZERO MUSIC: no score, melody, chord, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM or theme. No WORLD VOICE in this source. ACCEPTANCE Same room and seats for all 30 seconds. Exact speaker/voice mapping and line order. No world contamination, screens, UI, map animation, extra people, seat swap, direct-to-camera gaze, music or WORLD voice. DRAMATIC PURPOSE LENA sees people before territory; KAI moves from rule citation to a consequential choice. LOCKED DIALOGUE — EXACT ORDER, ONCE EACH LENA: “Hey—there are people there.” KAI: “They don't answer to any state.” LENA: “No. That doesn't make the land empty.” LENA: “Protection from who?” KAI: “Raise the flag. Secure the wells.” SPEAKER / AUDIO HARD LOCK Audio1=KAI only; Audio2=LENA only. No swap, repeat, overlap, paraphrase or extra words. Unused characters keep mouths closed. TIMED ROOM SHOTS 0.0–4.0 LENA right in true OTS with KAI shoulder soft-left; eyes stop, breath catches, Audio2 line1. 4.0–8.0 reverse KAI far-center; Audio1 line2, searching a rule rather than celebrating. 8.0–13.0 LENA Audio2 line3; she leans forward slightly, no hand gesture. 13.0–17.0 room B-roll: KAI reads offscreen information, LENA holds him in eyeline, EVAN remains soft-left and silent. 17.0–21.0 LENA close OTS Audio2 line4, low and precise. 21.0–25.0 KAI reaction pause, then Audio1 line5 quieter and deliberate. 25.0–30.0 relationship master; LENA does not accept the answer, EVAN studies KAI, no speech.
视频截图ACTIVE ASSETS — ROOM ONLY R02 居民与红方占领争论, EXACT ORDER @Image1 = {{Mixed 1}} — sole command-room architecture, fixed seating, wardrobe and eyeline authority. @Image2 = {{Mixed 2}} — EVAN identity/blue command-room wardrobe. @Image3 = {{Mixed 3}} — KAI identity/red command-room wardrobe. @Image4 = {{Mixed 4}} — LENA identity/Ivory command-room wardrobe. @Audio1 = {{Mixed 5}} — KAI timbre only. @Audio2 = {{Mixed 6}} — LENA timbre only. OUTPUT CONTRACT 30.0s, 21:9, 480p, 24fps. Pure command-room dialogue source plate with internal cuts allowed. Exact character dialogue only. No WORLD VOICE, game-world sound, music, subtitles, UI or additional speech. COMMAND-ROOM GEOGRAPHY HARD LOCK One unchanged dark command room. Camera stays on the south side of the table axis. EVAN remains screen-left/west; KAI remains far-center/north; LENA remains screen-right/east. Nobody changes seats, crosses the table, looks into camera or becomes a centered passport portrait. True OTS shots retain a soft listener shoulder/edge. All eyelines target another character or the unseen inert tabletop. NO WORLD CONTAMINATION Do not show or invent any city, landscape, lake, road, farm, factory, tank, missile, refugee, explosion, flag, game-world footage or outdoor view. No screen, monitor, window projection, HUD, hologram, glowing route, lock icon, floating text, data panel, map animation, miniature growth or moving tabletop terrain. The table stays a dark, inert, shallow-focus physical surface with no readable detail. No world assets are active. CAUSAL SPINE offscreen information reaches the room -> eyes and breath register it -> the named speaker chooses a tactic and speaks -> listeners react at different speeds -> the next line answers that changed relationship -> posture and eyelines persist into the edit handle. No visual world event is recreated inside the room. ROOM B-ROLL ONLY Use relationship masters, true over-shoulders, profiles, two-shots, focus transfers, delayed reactions, breathing, clothing/chair movement, empty fourth-side composition, practical wall light and shallow-focus table edge. No hand closeups, no fingers manipulating controls, no readable paper except the distant blank treaty page where specified. CAMERA / PERFORMANCE Weighted shoulder camera, 5–8% eased pushes, short pullbacks and imperfect micro-settling. No digital jitter, random orbit or axis crossing. Eyes lead heads; interrupted breath and stillness mark new information. Preserve reaction inertia across cuts. PHYSICS Bodies remain fully supported by the same chairs; feet stay grounded; chairs settle after weight shifts; clothing reacts after torso motion; breath precedes speech; gaze leads head turns. The inert table, walls, door, practical lights and all room objects remain fixed across every cut. AUDIO MASTER LOCK Exact character voices, continuous HVAC/electrical hum, breath, chair and clothing only. ZERO MUSIC: no score, melody, chord, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM or theme. No WORLD VOICE in this source. ACCEPTANCE Same room and seats for all 30 seconds. Exact speaker/voice mapping and line order. No world contamination, screens, UI, map animation, extra people, seat swap, direct-to-camera gaze, music or WORLD voice. DRAMATIC PURPOSE LENA sees people before territory; KAI moves from rule citation to a consequential choice. LOCKED DIALOGUE — EXACT ORDER, ONCE EACH LENA: “Hey—there are people there.” KAI: “They don't answer to any state.” LENA: “No. That doesn't make the land empty.” LENA: “Protection from who?” KAI: “Raise the flag. Secure the wells.” SPEAKER / AUDIO HARD LOCK Audio1=KAI only; Audio2=LENA only. No swap, repeat, overlap, paraphrase or extra words. Unused characters keep mouths closed. TIMED ROOM SHOTS 0.0–4.0 LENA right in true OTS with KAI shoulder soft-left; eyes stop, breath catches, Audio2 line1. 4.0–8.0 reverse KAI far-center; Audio1 line2, searching a rule rather than celebrating. 8.0–13.0 LENA Audio2 line3; she leans forward slightly, no hand gesture. 13.0–17.0 room B-roll: KAI reads offscreen information, LENA holds him in eyeline, EVAN remains soft-left and silent. 17.0–21.0 LENA close OTS Audio2 line4, low and precise. 21.0–25.0 KAI reaction pause, then Audio1 line5 quieter and deliberate. 25.0–30.0 relationship master; LENA does not accept the answer, EVAN studies KAI, no speech.
【生成内容】 # 最终审核版完整提示词 ACTIVE ASSETS — THE TURN END_FLEET V5 30S, IMAGES ONLY, EXACT ORDER @Image1 = {{Node b8450e08-2bed-44a2-9aea-29cf6cab22eb}} — living-room top plan and exact ceiling/staircase/door geometry for opening orientation. @Image2 = {{Node 9f749eb0-6ac1-458b-9dbd-785fd5114c6e}} — Habitat42 radial-spoke interior topology/materials. @Image3 = {{Node 6502e992-eb84-46d2-ad05-1ec28cfaed93}} — Habitat42 axial service-tunnel topology/materials. @Image4 = {{Node 5872e7b8-a973-47ca-a40c-c4daccc768fa}} — exact Habitat42, physical 42 marking, Fleet42 and opaque cloud-planet final composition. No video or audio references. Images lock topology and endpoint; prompt alone controls camera travel and physical sound. OUTPUT CONTRACT 30.0s, 21:9, 480p, 24fps. Prompt-generated rapid continuous spacecraft fly-through: living-room ceiling layer -> Habitat42 radial spoke -> accelerating axial service tunnel -> forward hull/engine spine -> exterior skim past large readable 42 -> enormous Fleet42 and opaque cloud planet -> hard black. No video references. No people, dialogue, PA, subtitles, UI, weapon fire or music. TEXT-PROMPT MOTION AUTHORITY All movement must be synthesized from this written camera path and Images1–4 only. Do not imitate, recreate or infer any source video edit. Speed grows through physical travel, increasing structure spacing, parallax, peripheral motion blur and airflow; the central route and structural anchors remain sharp. Never use warp tunnel, hyperspace streaks, teleport, dissolve, time jump or an exterior spacecraft flying through solid walls. ENTRY STATE Begin inside the real ceiling maintenance layer reached by END_MERGED. Camera faces away from living room; faint warm room light recedes through one grille below. Image1 controls where ceiling, staircase and door lie beneath; do not re-enter or show children again. CAUSAL SPINE / CAMERA PATH maintenance cavity physically opens into radial utility structure -> camera follows real pipes/cables along one Habitat42 spoke -> curved junction redirects motion onto ship axis -> camera enters axial tunnel -> forward maintenance port opens -> camera exits beside physical hull marking 42 -> continued pullback reveals the full ring/spine as Habitat42 -> Fleet42 extends toward opaque cloud planet -> black. TIMED CONTINUOUS SHOT 0.0–4.0 stable mechanical camera pulls backward through ceiling cavity. Plaster back, joists, insulation, bundled cables, ventilation pipe and grille pass with real clearances; warm living-room light shrinks below. Follow one main ventilation pipe toward a larger circular service opening. Acceleration begins gently; no dissolve or wall penetration. 4.0–10.0 enter Image2 radial-spoke interior at increasing speed. Maintain continuous direction along the enormous spoke: pipes, trusses, bearings, cable trays, maintenance platforms and pressure doors sweep past in layered depth. Residential beige light transitions to amber service light. Peripheral structure develops restrained directional motion blur while the circular hub and one central pipe stay sharp. Camera never clips a truss or pipe. 10.0–18.5 a banked curved pipe and structural junction physically redirect the fast camera from radial motion onto Habitat42's longitudinal axis. Enter Image3 axial service tunnel and accelerate hard but continuously. Ring frames, pressure bulkheads, conduit clusters, maintenance bays and white service lights whip past with rapidly increasing spacing; the large central pipe remains a sharp side anchor before falling behind. Cross at least four distinct ship compartments through real open pressure doors, never through closed walls. Tunnel does not loop, mirror or reset. Airflow and hull resonance rise without musical pitch. 18.5–23.5 forward pressure port appears far ahead, grows rapidly and mechanically opens before arrival. Camera decelerates enough to clear the real aperture, exits into space, then skims backward along Habitat42's immense outer engine/spine structure. Hull ribs, radiator panels, docking clamps and engine modules pass close in foreground, proving spacecraft scale. The physical painted digits `42` enter frame huge and remain complete, upright, high contrast, undistorted and readable for at least 2.0 seconds. No 24, 4Z, 42A, duplicate number or random typography. Continue outward until ring and long spine read as one Habitat42. 23.5–29.7 rapid exterior pullback eases into Image4. Habitat42 occupies left foreground with the same single `42` still readable as primary scale anchor. Hundreds of mixed ships emerge across multiple depths around it; no other ship carries a larger competing number. Fleet movement is massive and slow relative to the fast camera, all ships approaching the bright opaque cloud planet/arc asynchronously. No surface visible through clouds, no weapons, parade, salute or victory. Camera fully stabilizes by 27.8s and holds the final fleet composition to 29.7s. 29.7–30.0 hard cut full black. Let only 0.3 seconds of non-musical hull vibration decay, then silence. PHYSICS / CONTINUITY Camera follows solid openings, pipe curves, pressure doors and structural axes; no teleport, warp, dissolve, impossible wall crossing or full occlusion over six frames. Acceleration and deceleration are smooth and inertial. Near structure creates stronger parallax and limited peripheral motion blur; centreline remains readable. Structures have real thickness and shadows. Exterior ships drift with mass and asynchronous vectors. Habitat42 ring/spine, 42 marking, Fleet42 density and cloud planet remain consistent. AUDIO — SFX ONLY Ventilation, cable vibration, metal bearings, tunnel airflow, hatch motor, hull resonance and distant mechanical fleet ambience only. No human voice, PA, WORLD VOICE, alarm, radio or music. ZERO score, drone, melody, beat, riser, BRAAM or choir. ACCEPTANCE Continuous prompt-generated high-speed carrier through ceiling, radial spoke, at least four axial compartments, hull port and close exterior spine skim; physical 42 huge/readable for at least 2.0s and retained in final fleet frame; vast asymmetrical Fleet42; opaque cloud planet; hard black at30s. No video reference, warp, people, UI, weapons, triumph or music.
ACTIVE ASSETS — THE TURN END_FLEET V5 30S, IMAGES ONLY, EXACT ORDER @Image1 = {{Mixed 1}} — living-room top plan and exact ceiling/staircase/door geometry for opening orientation. @Image2 = {{Mixed 2}} — Habitat42 radial-spoke interior topology/materials. @Image3 = {{Mixed 3}} — Habitat42 axial service-tunnel topology/materials. @Image4 = {{Mixed 4}} — exact Habitat42, physical 42 marking, Fleet42 and opaque cloud-planet final composition. No video or audio references. Images lock topology and endpoint; prompt alone controls camera travel and physical sound. OUTPUT CONTRACT 30.0s, 21:9, 480p, 24fps. Prompt-generated rapid continuous spacecraft fly-through: living-room ceiling layer -> Habitat42 radial spoke -> accelerating axial service tunnel -> forward hull/engine spine -> exterior skim past large readable 42 -> enormous Fleet42 and opaque cloud planet -> hard black. No video references. No people, dialogue, PA, subtitles, UI, weapon fire or music. TEXT-PROMPT MOTION AUTHORITY All movement must be synthesized from this written camera path and Images1–4 only. Do not imitate, recreate or infer any source video edit. Speed grows through physical travel, increasing structure spacing, parallax, peripheral motion blur and airflow; the central route and structural anchors remain sharp. Never use warp tunnel, hyperspace streaks, teleport, dissolve, time jump or an exterior spacecraft flying through solid walls. ENTRY STATE Begin inside the real ceiling maintenance layer reached by END_MERGED. Camera faces away from living room; faint warm room light recedes through one grille below. Image1 controls where ceiling, staircase and door lie beneath; do not re-enter or show children again. CAUSAL SPINE / CAMERA PATH maintenance cavity physically opens into radial utility structure -> camera follows real pipes/cables along one Habitat42 spoke -> curved junction redirects motion onto ship axis -> camera enters axial tunnel -> forward maintenance port opens -> camera exits beside physical hull marking 42 -> continued pullback reveals the full ring/spine as Habitat42 -> Fleet42 extends toward opaque cloud planet -> black. TIMED CONTINUOUS SHOT 0.0–4.0 stable mechanical camera pulls backward through ceiling cavity. Plaster back, joists, insulation, bundled cables, ventilation pipe and grille pass with real clearances; warm living-room light shrinks below. Follow one main ventilation pipe toward a larger circular service opening. Acceleration begins gently; no dissolve or wall penetration. 4.0–10.0 enter Image2 radial-spoke interior at increasing speed. Maintain continuous direction along the enormous spoke: pipes, trusses, bearings, cable trays, maintenance platforms and pressure doors sweep past in layered depth. Residential beige light transitions to amber service light. Peripheral structure develops restrained directional motion blur while the circular hub and one central pipe stay sharp. Camera never clips a truss or pipe. 10.0–18.5 a banked curved pipe and structural junction physically redirect the fast camera from radial motion onto Habitat42's longitudinal axis. Enter Image3 axial service tunnel and accelerate hard but continuously. Ring frames, pressure bulkheads, conduit clusters, maintenance bays and white service lights whip past with rapidly increasing spacing; the large central pipe remains a sharp side anchor before falling behind. Cross at least four distinct ship compartments through real open pressure doors, never through closed walls. Tunnel does not loop, mirror or reset. Airflow and hull resonance rise without musical pitch. 18.5–23.5 forward pressure port appears far ahead, grows rapidly and mechanically opens before arrival. Camera decelerates enough to clear the real aperture, exits into space, then skims backward along Habitat42's immense outer engine/spine structure. Hull ribs, radiator panels, docking clamps and engine modules pass close in foreground, proving spacecraft scale. The physical painted digits `42` enter frame huge and remain complete, upright, high contrast, undistorted and readable for at least 2.0 seconds. No 24, 4Z, 42A, duplicate number or random typography. Continue outward until ring and long spine read as one Habitat42. 23.5–29.7 rapid exterior pullback eases into Image4. Habitat42 occupies left foreground with the same single `42` still readable as primary scale anchor. Hundreds of mixed ships emerge across multiple depths around it; no other ship carries a larger competing number. Fleet movement is massive and slow relative to the fast camera, all ships approaching the bright opaque cloud planet/arc asynchronously. No surface visible through clouds, no weapons, parade, salute or victory. Camera fully stabilizes by 27.8s and holds the final fleet composition to 29.7s. 29.7–30.0 hard cut full black. Let only 0.3 seconds of non-musical hull vibration decay, then silence. PHYSICS / CONTINUITY Camera follows solid openings, pipe curves, pressure doors and structural axes; no teleport, warp, dissolve, impossible wall crossing or full occlusion over six frames. Acceleration and deceleration are smooth and inertial. Near structure creates stronger parallax and limited peripheral motion blur; centreline remains readable. Structures have real thickness and shadows. Exterior ships drift with mass and asynchronous vectors. Habitat42 ring/spine, 42 marking, Fleet42 density and cloud planet remain consistent. AUDIO — SFX ONLY Ventilation, cable vibration, metal bearings, tunnel airflow, hatch motor, hull resonance and distant mechanical fleet ambience only. No human voice, PA, WORLD VOICE, alarm, radio or music. ZERO score, drone, melody, beat, riser, BRAAM or choir. ACCEPTANCE Continuous prompt-generated high-speed carrier through ceiling, radial spoke, at least four axial compartments, hull port and close exterior spine skim; physical 42 huge/readable for at least 2.0s and retained in final fleet frame; vast asymmetrical Fleet42; opaque cloud planet; hard black at30s. No video reference, warp, people, UI, weapons, triumph or music.
【生成内容】 ACTIVE ASSETS — THE TURN END V9, COMPLETE AUTHORITIES, ONE DOORWAY COMPOSITION, ONE TAKE @Image1 = {{Node b8ffe9a9-f4e3-46b1-a861-59e82ef452d4}} — exclusive frame-one composition and blocking authority: EVAN left with marker, KAI centre at open door with box, LENA right beside staircase. @Image2 = {{Node b8450e08-2bed-44a2-9aea-29cf6cab22eb}} — exact room plan and non-mirrored geography. @Image3 = {{Node e7f429cb-8cd2-4c0b-a2e7-a26d6023d91c}} — EVAN identity authority: face, age, brown hair and proportions. @Image4 = {{Node 773e0e67-bccd-4b1e-9289-e5976c3f7735}} — closed FARTHER box. @Image5 = {{Node a54d07aa-aa40-4721-9ff9-98204970c627}} — exact living-room front architecture, materials, daylight, exterior door and staircase. @Image6 = {{Node 58b92bb0-67fd-4fe5-845b-f633d6de5129}} — KAI identity authority: face, age, skin tone, short black curls and proportions. @Image7 = {{Node 0c23d228-3010-49dd-82c7-8c14f54f7f66}} — LENA identity authority: face, age, red hair, freckles and proportions. @Video1 = {{Node db7e22c5-6379-44ec-8872-88a026889747}} — FRAME PROPORTION ONLY: 2558×1080, approximately 2.37:1. Read only horizontal framing envelope, headroom, side-room and edge/crop proportions. Inherit none of its content, people, objects, location, action, motion, camera path, cuts, timing, lighting, grade, audio or endpoint. @Audio1 = {{Node af02d1c3-a319-412f-936c-8927821867dc}} — EVAN voice only. @Audio2 = {{Node 472bae62-1862-4e2d-9ae9-770ff6acd620}} — LENA voice only. @Audio3 = {{Node b2f85740-3f87-469c-a2f3-9f26793bb226}} — KAI voice only. @Audio4 = {{Node ec9f5df5-3675-4a35-a079-3fedb7d61914}} — PUBLIC ADDRESS voice, identical to earlier WORLD VOICE timbre. ASSET AUTHORITY Images2/5 lock room geometry. Images3/6/7 lock identity; Image1 controls civilian wardrobe, frame-one crop, positions and starting props. Image4 locks one box. Video1 is a non-content framing ruler only and cannot change story, timing or camera path. No other shot master, drawing, hand insert or prior motion authority. OUTPUT 30.0s, 21:9, 720p, 24fps; Video1 does not change the selected 21:9 output. ONE UNBROKEN CONTINUOUS HANDHELD TAKE. ZERO CUTS, inserts, montage, hidden cuts, jumps or framing resets. Entire scene stays at the doorway. No table scene, drawing, paper, ceiling pullout, exterior cutaway, subtitles, UI or music. EXACT DIALOGUE — ONCE EACH, THIS ORDER KAI: “Tomorrow?” LENA: “Same game. New rules.” KAI: “Buy another marker.” EVAN: “You first.” LENA: “I'll give it back.” EVAN: “I know.” PA (V.O.): “Youth Strategy Unit Seven. Majors Evan and Lena Reyes, report to the War Room immediately.” EMOTIONAL CAUSAL SPINE KAI offers tomorrow from the threshold -> LENA answers with a gentler rule -> KAI releases tension with a joke and leaves -> EVAN approaches LENA and offers the marker as an apology and surrender of control -> LENA accepts as restored trust -> a breaker and PA interrupt their new peace -> they look at each other as reconciled siblings who learned that winning alone was the mistake. GEOGRAPHY / BLOCKING Images2/5 preserve the room; Image1 preserves positions: sofa/table left, console/art rear, open door centre, staircase right. Never mirror. KAI starts centre with one box; EVAN left with one capped marker; LENA right. Civilian identities, wardrobe and sides stay fixed. No duplicate person, box or marker. ONE PHYSICAL CAMERA PATH Start at Image1's wide composition, inside at child upper-chest height about 3.5 metres from the door. Real shoulder mass, no digital jitter. One shallow S-path: advance 45 centimetres toward KAI; after he exits track beside EVAN toward LENA; dip 15 centimetres for the handoff with both faces visible; rise to a shared two-shot at the alarm. Stay inside; no pass-through, whip, zoom, cut or reset. TIMED CONTINUOUS ACTION 0.0–3.2 — Exact Image1 wide. KAI stays half-turned toward exit, box supported by both arms. Camera advances. He looks back at both siblings, waiting rather than retreating. Audio3: `Tomorrow?` A quiet offer to keep the friendship, never lens. 3.2–6.3 — Same movement. Focus transfers to LENA while KAI remains readable. Her guarded posture softens; eyes include KAI then EVAN. Audio2: `Same game. New rules.` A promise to change, not a challenge. EVAN listens; marker stays low. 6.3–9.4 — Focus returns to KAI. He sees the tension easing and allows one restrained half-smile. Audio3: `Buy another marker.` The dry joke gives them permission to start over. He turns outward and walks through the threshold with the one closed box, real weight and heel contact. He clears the doorway, never returns; door stays open. 9.4–12.8 — Camera stays inside and travels beside EVAN. His shoulders lower first; he takes two unhurried diagonal steps toward LENA, stopping about 0.8 metres away beside the doorway. He approaches to repair the argument, not dominate. LENA remains right and turns openly toward him. Doorway anchors them. 12.8–15.7 — EVAN raises the one capped marker between them, offering control rather than a drawing task. Camera lowers 15 centimetres; marker reads below both faces. He meets LENA's eyes only after extending it. Audio1: `You first.` His understated apology. Marker points at no surface. 15.7–18.2 — LENA hesitates for one breath, then secures the same marker before EVAN releases. Audio2: `I'll give it back.` Lightly warm but sincere. Brief dual contact -> LENA gains control -> EVAN opens fingers. Exactly one marker; no paper or drawing. 18.2–20.3 — Camera rises to both faces. EVAN looks at marker, then LENA. Audio1: `I know.` Restored trust, not superiority. LENA holds the capped marker low. A tiny shared release in breath confirms they are making peace. 20.3–21.1 — POWER TRIP, SAME TAKE. A heavy relay snaps. Warm interior practical light and powered fill die in one frame. Exterior daylight remains through the open door, so no impossible full black. Exposure drops about 1.5 stops and does not auto-brighten. Hold six cold underexposed frames. Offscreen emergency lamps energize with a capacitor click and produce deep red pulses about every 0.8 seconds. Red light physically changes skin, clothing, wood, wall and staircase shadows; never a flat overlay. 21.1–27.2 — Restrained two-tone alarm. Camera stops and settles on EVAN left / LENA right. Both freeze because ordinary business was interrupted. LENA owns the capped marker at her side. Audio4 speaks the exact PA line once through an offscreen room speaker; neither child lip-syncs. Red pulses continue while cold doorway daylight preserves depth. 27.2–30.0 — PA ends; alarm/red pulses continue. Both glance toward the speaker, then each other. EVAN returns first; LENA meets him a fraction later. Their look carries what the game taught them: winning alone was the mistake, and now they face the next demand together. Sober, reconciled and quietly united—not afraid, triumphant or heroic. Camera creeps 25 centimetres and settles on both faces; no cut or ceiling. PERFORMANCE / PHYSICS Arc: guarded friendship -> reassurance -> dry release -> wordless apology -> accepted trust -> shared understanding. KAI shields care with a joke; EVAN yields control through the marker; LENA accepts without victory. Eyes and breath lead. Preserve ground contact, box mass, real steps and one marker owner. Warm lights stay off; red pulses persist. AUDIO Audio1 EVAN only; Audio2 LENA only; Audio3 KAI only; Audio4 PA only. Exact lines once, no additions or paraphrase. Quiet house air, garden, clothing, footsteps, box, marker, breaker, alarm, ventilation and PA coloration. Ignore Video1 audio completely. ZERO MUSIC: no score, drone, beat, riser or song. ACCEPTANCE Seven images, one framing-only video, four audios. Only Image1 controls scene composition; Video1 controls frame proportions only. One unbroken 30-second take. KAI exits with one box; EVAN approaches LENA and hands her one capped marker; no paper/drawing. Power trips, red practical light pulses, exact PA follows, and reconciled siblings share the final frame. Any inherited Video1 content/motion/audio, table scene, cut, duplicate prop, flat red overlay, ceiling, UI, subtitles or music fails.
ACTIVE ASSETS — THE TURN END V9, COMPLETE AUTHORITIES, ONE DOORWAY COMPOSITION, ONE TAKE @Image1 = {{Mixed 1}} — exclusive frame-one composition and blocking authority: EVAN left with marker, KAI centre at open door with box, LENA right beside staircase. @Image2 = {{Mixed 2}} — exact room plan and non-mirrored geography. @Image3 = {{Mixed 3}} — EVAN identity authority: face, age, brown hair and proportions. @Image4 = {{Mixed 4}} — closed FARTHER box. @Image5 = {{Mixed 5}} — exact living-room front architecture, materials, daylight, exterior door and staircase. @Image6 = {{Mixed 6}} — KAI identity authority: face, age, skin tone, short black curls and proportions. @Image7 = {{Mixed 7}} — LENA identity authority: face, age, red hair, freckles and proportions. @Video1 = {{Mixed 8}} — FRAME PROPORTION ONLY: 2558×1080, approximately 2.37:1. Read only horizontal framing envelope, headroom, side-room and edge/crop proportions. Inherit none of its content, people, objects, location, action, motion, camera path, cuts, timing, lighting, grade, audio or endpoint. @Audio1 = {{Mixed 9}} — EVAN voice only. @Audio2 = {{Mixed 10}} — LENA voice only. @Audio3 = {{Mixed 11}} — KAI voice only. @Audio4 = {{Mixed 12}} — PUBLIC ADDRESS voice, identical to earlier WORLD VOICE timbre. ASSET AUTHORITY Images2/5 lock room geometry. Images3/6/7 lock identity; Image1 controls civilian wardrobe, frame-one crop, positions and starting props. Image4 locks one box. Video1 is a non-content framing ruler only and cannot change story, timing or camera path. No other shot master, drawing, hand insert or prior motion authority. OUTPUT 30.0s, 21:9, 720p, 24fps; Video1 does not change the selected 21:9 output. ONE UNBROKEN CONTINUOUS HANDHELD TAKE. ZERO CUTS, inserts, montage, hidden cuts, jumps or framing resets. Entire scene stays at the doorway. No table scene, drawing, paper, ceiling pullout, exterior cutaway, subtitles, UI or music. EXACT DIALOGUE — ONCE EACH, THIS ORDER KAI: “Tomorrow?” LENA: “Same game. New rules.” KAI: “Buy another marker.” EVAN: “You first.” LENA: “I'll give it back.” EVAN: “I know.” PA (V.O.): “Youth Strategy Unit Seven. Majors Evan and Lena Reyes, report to the War Room immediately.” EMOTIONAL CAUSAL SPINE KAI offers tomorrow from the threshold -> LENA answers with a gentler rule -> KAI releases tension with a joke and leaves -> EVAN approaches LENA and offers the marker as an apology and surrender of control -> LENA accepts as restored trust -> a breaker and PA interrupt their new peace -> they look at each other as reconciled siblings who learned that winning alone was the mistake. GEOGRAPHY / BLOCKING Images2/5 preserve the room; Image1 preserves positions: sofa/table left, console/art rear, open door centre, staircase right. Never mirror. KAI starts centre with one box; EVAN left with one capped marker; LENA right. Civilian identities, wardrobe and sides stay fixed. No duplicate person, box or marker. ONE PHYSICAL CAMERA PATH Start at Image1's wide composition, inside at child upper-chest height about 3.5 metres from the door. Real shoulder mass, no digital jitter. One shallow S-path: advance 45 centimetres toward KAI; after he exits track beside EVAN toward LENA; dip 15 centimetres for the handoff with both faces visible; rise to a shared two-shot at the alarm. Stay inside; no pass-through, whip, zoom, cut or reset. TIMED CONTINUOUS ACTION 0.0–3.2 — Exact Image1 wide. KAI stays half-turned toward exit, box supported by both arms. Camera advances. He looks back at both siblings, waiting rather than retreating. Audio3: `Tomorrow?` A quiet offer to keep the friendship, never lens. 3.2–6.3 — Same movement. Focus transfers to LENA while KAI remains readable. Her guarded posture softens; eyes include KAI then EVAN. Audio2: `Same game. New rules.` A promise to change, not a challenge. EVAN listens; marker stays low. 6.3–9.4 — Focus returns to KAI. He sees the tension easing and allows one restrained half-smile. Audio3: `Buy another marker.` The dry joke gives them permission to start over. He turns outward and walks through the threshold with the one closed box, real weight and heel contact. He clears the doorway, never returns; door stays open. 9.4–12.8 — Camera stays inside and travels beside EVAN. His shoulders lower first; he takes two unhurried diagonal steps toward LENA, stopping about 0.8 metres away beside the doorway. He approaches to repair the argument, not dominate. LENA remains right and turns openly toward him. Doorway anchors them. 12.8–15.7 — EVAN raises the one capped marker between them, offering control rather than a drawing task. Camera lowers 15 centimetres; marker reads below both faces. He meets LENA's eyes only after extending it. Audio1: `You first.` His understated apology. Marker points at no surface. 15.7–18.2 — LENA hesitates for one breath, then secures the same marker before EVAN releases. Audio2: `I'll give it back.` Lightly warm but sincere. Brief dual contact -> LENA gains control -> EVAN opens fingers. Exactly one marker; no paper or drawing. 18.2–20.3 — Camera rises to both faces. EVAN looks at marker, then LENA. Audio1: `I know.` Restored trust, not superiority. LENA holds the capped marker low. A tiny shared release in breath confirms they are making peace. 20.3–21.1 — POWER TRIP, SAME TAKE. A heavy relay snaps. Warm interior practical light and powered fill die in one frame. Exterior daylight remains through the open door, so no impossible full black. Exposure drops about 1.5 stops and does not auto-brighten. Hold six cold underexposed frames. Offscreen emergency lamps energize with a capacitor click and produce deep red pulses about every 0.8 seconds. Red light physically changes skin, clothing, wood, wall and staircase shadows; never a flat overlay. 21.1–27.2 — Restrained two-tone alarm. Camera stops and settles on EVAN left / LENA right. Both freeze because ordinary business was interrupted. LENA owns the capped marker at her side. Audio4 speaks the exact PA line once through an offscreen room speaker; neither child lip-syncs. Red pulses continue while cold doorway daylight preserves depth. 27.2–30.0 — PA ends; alarm/red pulses continue. Both glance toward the speaker, then each other. EVAN returns first; LENA meets him a fraction later. Their look carries what the game taught them: winning alone was the mistake, and now they face the next demand together. Sober, reconciled and quietly united—not afraid, triumphant or heroic. Camera creeps 25 centimetres and settles on both faces; no cut or ceiling. PERFORMANCE / PHYSICS Arc: guarded friendship -> reassurance -> dry release -> wordless apology -> accepted trust -> shared understanding. KAI shields care with a joke; EVAN yields control through the marker; LENA accepts without victory. Eyes and breath lead. Preserve ground contact, box mass, real steps and one marker owner. Warm lights stay off; red pulses persist. AUDIO Audio1 EVAN only; Audio2 LENA only; Audio3 KAI only; Audio4 PA only. Exact lines once, no additions or paraphrase. Quiet house air, garden, clothing, footsteps, box, marker, breaker, alarm, ventilation and PA coloration. Ignore Video1 audio completely. ZERO MUSIC: no score, drone, beat, riser or song. ACCEPTANCE Seven images, one framing-only video, four audios. Only Image1 controls scene composition; Video1 controls frame proportions only. One unbroken 30-second take. KAI exits with one box; EVAN approaches LENA and hands her one capped marker; no paper/drawing. Power trips, red practical light pulses, exact PA follows, and reconciled siblings share the final frame. Any inherited Video1 content/motion/audio, table scene, cut, duplicate prop, flat red overlay, ceiling, UI, subtitles or music fails.
【生成内容】 # THE TURN|游戏世界紧凑主版剧本 v3|战略部署无人化/情绪人物保留 结构:8×30 秒 范围:C07–C14 状态:SCRIPT_PRIORITY_CANDIDATE_V3 本版核心修正:删除所有 TURN / PHASE / NEXT TURN 播报;WORLD VOICE 不进入作战室,只在游戏世界里确认已经发生的部署、控制变化或规则结果。战略建设、科技启用、军工装配与共同飞船建造全部无人化;掠夺、迁徙、阻挠、伤亡和救援保留真实人物行为。 ## 全局声音与场景规则 - 作战室只有 EVAN、KAI、LENA 的对白、呼吸、衣料、椅子、HVAC、电气低鸣和真实空间反射。 - 作战室不出现 WORLD VOICE、系统提示音、回合播报、HUD、全息地图、发光线路、字幕或科技文字。 - WORLD VOICE 只能出现在游戏世界画面中;它不解释人物动机、情绪或道德,只确认已经发生的客观状态。 - 每次科技部署必须先被看见实际启动,WORLD 才能说 deployed。 - 在 C07–C14 内,EVAN、KAI、LENA 的身体、脸、年龄、发型和指挥官服装只能出现在同一间作战室;不得进入游戏世界,也不得把签署场面另生成成第二个房间。 - 游戏世界只有在居民劳动、实体占领、资源掠夺、迁徙、阻挠、伤亡与救援需要时,才允许出现与三名主角完全无关的成年人和老人;所有人必须正在完成具体动作或承受直接后果,不得列队、正面站立展示、摆阵营造型、看镜头或充当战略部署说明牌。 - 战略建设、科技部署、军工装配、裂变设施启用、运输系统启用、停火联锁与共同飞船装配镜头禁止任何人物、人形、工人、驾驶员或操作员;只由机械、车辆、阀门、继电器、起重机和物理结果表达部署。 - 游戏世界的次要人物服装只作阵营辨识:蓝方蓝灰工业服,红方暗砖红物流服,象牙白沙白水利/医护服,中立居民灰棕旧衣;颜色不得染满地形、天空或水面。 - 象牙白是完整文明:农田、水利、温室、住宅、诊所、能源工坊、运输和成年人口持续存在。 - 全片 ZERO MUSIC:禁止配乐、旋律、和弦、氛围音乐垫、持续音色、节拍、鼓点、低频脉冲、riser、whoosh、stinger、trailer BRAAM 和主题音乐。 --- # C07|30S|三方发展,中央盆地出现居民 ## 00:00–00:03|作战室 南侧关系镜头。EVAN 在左,KAI 在远端中央,LENA 在右。房间里只有低沉 HVAC、电气声和三个人的呼吸。 摄影机缓慢推进 EVAN。他盯着蓝方工业区,不看另外两人。 **EVAN** Engineering first. We take the ridge before dusk. (工程优先。天黑前拿下山脊。) ## 00:03–00:06|游戏世界:蓝方 稳定高斜俯镜头。画面绝对无人:蓝方输送带先启动,铁路道床自动接通,无人能源列车把能源筒送入工厂。中立家庭通往盆地的旧路被新路基压窄。 机器已经实际运转后: **WORLD VOICE (V.O.)** Blue industry deployed. (蓝方工业科技已部署。) ## 00:06–00:10|作战室 反打 KAI。他看见蓝方速度增加,先扫一眼红方道路和粮仓,再开口。 **KAI** Hold the road. Fill the granaries. Nothing moves hungry. (守住道路,填满粮仓。饿着肚子什么都动不了。) ## 00:10–00:13|游戏世界:红方 画面绝对无人:红方仓门自动打开,输送带把粮食装入无人运输车,南方公路的实体道闸接通。两座旧中立粮仓被新轨道与红方物流系统物理连接。 车辆真正驶出后: **WORLD VOICE (V.O.)** Red logistics deployed. (红方物流科技已部署。) ## 00:13–00:17|作战室 焦点转向 LENA。她先看诊所和河流,再看中央盆地。 **LENA** Double the farms. Move workers to the river. (农场加倍。把工人调到河边。) ## 00:17–00:20|游戏世界:象牙白 画面绝对无人:象牙白泵站先转动,渠道里真正出现水流,温室通风窗开启,诊所实用灯点亮;无人供水车与粮食拖车沿实体道路驶向边缘居民区。 水流稳定后: **WORLD VOICE (V.O.)** Ivory irrigation deployed. (象牙白灌溉科技已部署。) ## 00:20–00:24|游戏世界:中央能源盆地 蓝方能源列车、红方运输车和象牙白水利系统同时从中央抽取能源。 镜头沿环路推进盆地。灰外套女人把晒干的衣物收入旧蓝布包;深棕工作服男人蹲在泵边拧紧松动接头;戴灰羊毛帽的老人倚门分拣一小袋粮食。三人互相递物、继续日常劳动,不站成展示位,也不看镜头;他们已经生活在那里。 ## 00:24–00:27|作战室 过肩到 LENA。她看的不是资源读数,而是盆地里的居民。 **LENA** Wait—who controls the energy basin? (等等——能源盆地由谁控制?) ## 00:27–00:30|作战室 → 游戏世界 反打 EVAN。他回答得太快,没有与 LENA 对视。 **EVAN** Whoever reaches it first. (谁先到,谁控制。) 最后一个词 L-cut 到游戏世界:红、蓝道路围住仍在工作的家庭;一面小型红旗仍悬在吊索上,尚未落地。 --- # C08|30S|发现居民,红方建立控制 ## 00:00–00:04|游戏世界 → 作战室 低侧长焦观察中立家庭。红方测量车沿新路进入背景,金属测量桩落在家庭围栏外。 硬切 LENA 过肩。她的眼睛先停住,呼吸随后中断。 **LENA** Hey—there are people there. (嘿——那里有人。) ## 00:04–00:07|作战室 反打 KAI。他不是庆祝,而是在寻找现有规则。 **KAI** They don't answer to any state. (他们不隶属于任何国家。) ## 00:07–00:11|作战室 → 游戏世界 LENA 看向 KAI。 **LENA** No. That doesn't make the land empty. (不。那也不代表这片土地是空的。) “empty”切到游戏世界:水泵正在工作,屋里有人,旧粮仓里有粮食。 ## 00:11–00:14|游戏世界 两名红方测量人员始终在工作,不列队、不看镜头:一人蹲下把金属桩锤进围栏外,一人拉紧卷尺测量水井与房屋距离;镜头只跟随桩、卷尺和被测物的因果关系。画面没有文字界面。 **WORLD VOICE (V.O.)** Unaligned population. No treaty protection. (未结盟人口。无条约保护。) ## 00:14–00:17|作战室 缓慢推进 LENA。她的语气不是惊讶,而是追问规则究竟在保护谁。 **LENA** Protection from who? (需要防谁?) ## 00:17–00:20|作战室 KAI 看见红方道路已经抵达水井。他停半拍,仍然作出选择。 **KAI** Raise the flag. Secure the wells. (升旗,控制水井。) ## 00:20–00:28|游戏世界 红方成年人夹住水泵阀门,抬走工具箱,锁上旧粮仓,关闭低矮实体检查门。女人把蓝布包抱紧;男人失去泵柄;老人短暂被隔在门外。 小型红旗沿钢索下降。旗杆底座真正插入地面、钢索松弛、检查门锁住后: **WORLD VOICE (V.O.)** Red control confirmed. (确认红方控制。) ## 00:28–00:30|出口 稳定后拉。家庭被实体门分开,象牙白供水车停在门外。镜头不拍英雄式旗帜。 --- # C09|30S|交易破裂,内燃军工,蓝方越界夺取 ## 00:00–00:04|作战室 KAI 肩后看 EVAN。没有系统声,只有房间环境。 **EVAN** So—one metal shipment for an energy allocation. (那么——一批金属,换一份能源配额。) ## 00:04–00:06|作战室 **KAI** Two shipments. (两批。) ## 00:06–00:10|作战室 EVAN 的轻微笑意消失。他已经不再谈交换,而是在计算夺取成本。 **EVAN** Huh. Then taking the field costs less. (嗯。那直接拿下能源地反而更便宜。) ## 00:10–00:12|作战室 **KAI** That’s not trade. (那不是交易。) ## 00:12–00:16|游戏世界:蓝方军工 画面绝对无人:自动吊架从无人货运底盘拆下民用发动机,把同一台发动机装入装甲车体;装甲板闭合,履带张紧。与此同时,无人的象牙白泵压下降,诊所实用灯切换为应急灯。没有工人、驾驶员、操作员或人物剪影。 第一辆坦克真正完成后: **WORLD VOICE (V.O.)** Combustion deployed. (内燃科技已部署。) ## 00:16–00:19|作战室 LENA 看见发动机进入坦克后的完整结果才开口。 **LENA** Wait—you built engines. The first ones went into tanks. (等等——你造出了发动机。第一批却全装进了坦克。) ## 00:19–00:22|游戏世界 → 作战室 蓝色装甲纵队越过实体红色边界,履带压弯低矮门杆。 KAI 的声音从越界画面开始,落回他的脸。 **KAI** You asked for energy, not territory. (你要的是能源,不是领土。) ## 00:22–00:25|游戏世界 → 作战室 蓝方成年人剪断红色仓锁、拿走钥匙、转动阀门、装走能源筒。 **LENA** Evan—you’re taking his energy field. (埃文——你在夺他的能源区。) ## 00:25–00:27|作战室 EVAN 避开两人的视线。 **EVAN** I’m securing my supply. (我是在确保自己的供应。) ## 00:27–00:30|游戏世界 红旗降下,蓝旗升起,仓门关闭,家庭再次被门分开。象牙白医护车被挡在外侧。 控制已经物理完成后: **WORLD VOICE (V.O.)** Blue control confirmed. (确认蓝方控制。) --- # C10|30S|居民迁离,家庭死亡,红城与象牙白救援 ## 00:00–00:04|游戏世界 蓝方叉车把家庭能源筒运向北方。蓝锁锁住房门,男人失去水泵钥匙,居民开始收拾不匹配的行李。 **WORLD VOICE (V.O.)** Blue control confirmed. Red authority revoked. Unaligned residents must relocate. (确认蓝方控制。红方管辖权撤销。未结盟居民必须迁离。) ## 00:04–00:07|作战室 LENA 看着被封住房和北运资源。 **LENA** No. Call it security. It’s still theft. (不。你把它叫安全,也还是抢夺。) ## 00:07–00:13|游戏世界 女人抱着蓝布包,男人带工具和食物,老人戴上灰羊毛帽。三人沿干涸河道向南;被夺能源在平行道路上向北。 老人失足。男人接住他,三人跪下。象牙白医护从远处跑来。 ## 00:13–00:16|作战室 EVAN 第一次离开能源读数,看见医护把老人盖住。 **EVAN** Where do they go? (他们去哪里?) ## 00:16–00:18|游戏世界 无标志的岔路口。幸存两人站在被覆盖的老人旁。 **WORLD VOICE (V.O.)** Outside controlled territory. (移出受控领土。) ## 00:18–00:20|作战室 **LENA** That's not a place. (那不是一个地方。) ## 00:20–00:22|作战室 KAI 翻完安置档案。 **KAI** No destination is listed. (档案里没有安置地点。) ## 00:22–00:24|作战室 他不再等待系统给答案。 **KAI** Send them south. My city has room. (送他们往南。我的城市有位置。) ## 00:24–00:30|游戏世界 红方实体路线开关转向南方,重门打开,巴士减速,仓库被改成床位和厨房。象牙白水车、粮食箱和成年医护从另一条车道进入。 路线、城门和接待区全部真正打开后: **WORLD VOICE (V.O.)** Red resettlement route deployed. (红方安置路线已部署。) 女人带着蓝布包、男人拿着灰羊毛帽抵达;老人缺席。没有庆祝。 --- # C11|30S|象牙白最后能源,裂变决策,两人阻止 ## 00:00–00:04|游戏世界 象牙白最后一批能源模块从中央盆地驶向东部。泵站、温室和诊所同时处于低能状态;C10 的幸存者正在诊所外等待。 ## 00:04–00:06|作战室 **KAI** Ivory drained the last energy field. (象牙白方抽走了最后一块能源地。) ## 00:06–00:08|作战室 LENA 先看诊所,再回答。 **LENA** We reached it first. (是我们先到的。) ## 00:08–00:10|作战室 **EVAN** That's what every border says. (每一条边界都是这么说的。) ## 00:10–00:13|游戏世界:蓝方 蓝方山地设施内绝对无人:裂变组件由机械臂完成连接,冷却、供电和发射联锁依次亮起。没有站立操作员、检阅队伍或人物展示。只有设备真正完成后: **WORLD VOICE (V.O.)** Fission technology deployed. (裂变科技已部署。) ## 00:13–00:16|作战室 EVAN 不看另外两人。 **EVAN** Authorize a strategic strike. Clear the basin. (批准战略打击。清空盆地。) ## 00:16–00:18|作战室 LENA 半站起,身体挡住 EVAN 的直接视线。 **LENA** Civilians are still inside. (平民还在里面。) ## 00:18–00:20|作战室 **EVAN** Evacuate the marked sectors. (撤离标记区域。) ## 00:20–00:23|游戏世界 象牙白巴士堵在狭窄门口,医护抬着担架,幸存家庭在人群中被挤散。 **WORLD VOICE (V.O.)** Evacuation window insufficient. (撤离时间不足。) ## 00:23–00:25|作战室 KAI 前倾,完全停止其他动作。 **KAI** Then don't launch. (那就别发射。) ## 00:25–00:30|作战室 一秒完整静默。EVAN 看过仍在撤离的人群,又看向隐藏在桌边的实体继电器。 **EVAN** If I wait, Ivory launches first. (如果我等,象牙白方会先发射。) 继电器发出机械接合声。没有 WORLD VOICE,没有发射画面;LENA 与 KAI 仍保持阻止姿态。 --- # C12|30S|核打击,蘑菇云,爆后谴责 ## 00:00–00:06|游戏世界:发射 绝对无人的蓝方山地发射设施。夹具释放,深蓝导弹点火;推力出现后尘土才向外卷动。设施内没有操作员、士兵、列队或人物剪影。 短切作战室:LENA 仍半站着,KAI 前倾,EVAN 僵硬。没有人说话。 ## 00:06–00:15|游戏世界:飞行 长焦侧面看同一枚导弹加速、俯转。切入弹鼻视角,深蓝弹鼻边缘持续可见;盆地、诊所和管线交点不断放大。 最后两秒不切走。 ## 00:15–00:19|接触与破坏 弹鼻与屋顶/管线交点发生两帧可见接触。四帧近白闪后,冲击波依距离传播:玻璃先碎,车辆翻滚,屋顶剥离,管架依次屈曲,水库表面下陷后回弹,灌溉渠短暂倒流。热脉冲随后点燃诊所屋顶、住房和干燥田地。 ## 00:19–00:23|蘑菇云与伤亡 尘土、蒸汽、烟尘和燃烧碎片从同一撞击点上升,形成与地面火灾持续相连的巨大、不对称黑灰蘑菇云。 象牙白医护逆着逃离人群跑回去;成年人抬走伤者,一具遗体被覆盖。灰外套女人和拿羊毛帽的男人在尘土中寻找彼此。 仍在运行的能源设备进入画面后: **WORLD VOICE (V.O.)** Blue control confirmed. Population displaced. Energy output available. (确认蓝方控制。人口已迁离。能源输出可用。) ## 00:23–00:26|游戏世界 → 作战室 LENA 的声音先压在被毁诊所和救援上,再切回她的近景。 **LENA** You burned a city for a meter reading. (你为了一个表上的数字烧掉了一座城。) ## 00:26–00:28|作战室 幸存能源机器切回 EVAN。他不看受害者画面。 **EVAN** The resource survived. (资源还在。) ## 00:28–00:30|作战室 → 游戏世界 LENA 与沉默的 KAI 同框。 **LENA** That's your defense? (这就是你的辩解?) 最后一秒返回蘑菇云阴影下的救援。土地、火灾和死伤不重置。 --- # C13|30S|悲伤,沉默,醒悟,提出条约 ## 00:00–00:05|游戏世界 蘑菇云仍与燃烧盆地相连。象牙白医护和中立成年人抬伤者;男人握着父亲留下的灰羊毛帽,女人抱着蓝布包,一具遗体仍被覆盖。 没有系统声。只有风、火、咳嗽和救援动作。 ## 00:05–00:08|作战室 KAI 的肩膀慢慢放下。他看的是仍在运转的能源机器,而不是规则。 **KAI** The system survived. That's the problem. (系统活下来了。这才是问题。) ## 00:08–00:12|作战室 过肩到 LENA。她坐回去,呼吸不稳,但没有哭喊。 **LENA** What kind of future only has room for one of us? (只容得下我们一个人的未来,算什么未来?) ## 00:12–00:16|沉默 三人关系大全景。EVAN 第一次不看资源;KAI 不再护着红方;LENA 低头。完整四秒没有台词,没有音乐。 ## 00:16–00:19|作战室 一张空白条约页被机械送到桌面中央。EVAN 抬眼看两人,先停顿,再说。 **EVAN** Then we write a treaty. (那我们写一份条约。) ## 00:19–00:23|游戏世界 绝对无人的蓝方战略设施、旧控制阀和仍亮着的三个协议继电器。没有操作员、士兵或人物剪影;它们没有因为悔悟自动关闭。 **WORLD VOICE (V.O.)** Existing strategic protocols cannot be deleted. (现有战略协议不可删除。) ## 00:23–00:26|作战室 KAI 看空白页,再看 LENA 和受害者画面。 **KAI** Can a treaty supersede them? (条约可以凌驾于它们之上吗?) ## 00:26–00:30|出口 系统不回答。三人保持沉默。空白页在中央,没有人开始写。 EVAN 的手离开自己的控制区,停在笔附近,为下一段让出书写权。 --- # C14|30S|写条约,三方合作,系统确认 ## 00:00–00:04|作战室 承接 C13 的沉默。EVAN 在左,KAI 中央,LENA 右。EVAN 将笔沿桌面滑向 LENA,手先完全撤回。 **EVAN** You write. (你来写。) ## 00:04–00:09|作战室 → 游戏世界 LENA 接笔。写字发生在画框下方,不拍手指、笔尖或可读文字。 **LENA** Rotate access. No armor. No strategic weapons. (轮流使用。禁止装甲部队。禁止战略武器。) 她说到“armor”时,切到绝对无人的蓝方坦克列在道路上依次熄火并解除履带张力;说到“strategic weapons”时,绝对无人的发射设施继电器依次断电。没有士兵、操作员、列队或人物剪影。 ## 00:09–00:13|作战室 → 游戏世界 KAI 接过笔的动作同样在画框下方。 **KAI** Pool the reserves. Build one ship. (合并储备。建造一艘共同的船。) 画面绝对无人:红方仓库自动打开,无人粮食车和能源车驶向红城与象牙白诊所;起重机把共同远航船的第一段船体环放到共享平台,承重点接触后吊索才松弛。没有工人、驾驶员、操作员或阵营列队。 ## 00:13–00:16|作战室 EVAN 仍保留最后一点旧思维,但语气已经从命令变成询问。 **EVAN** Then who commands it? (那由谁指挥?) ## 00:16–00:19|作战室 LENA 先看 KAI,再看 EVAN。 **LENA** No one alone. (不由任何一个人单独指挥。) ## 00:19–00:24|签署 三人依次俯身。签名动作全部在画框下方;只听见三次分开的笔触和呼吸。没有手部特写,没有可读文字。 ## 00:24–00:28|游戏世界 画面绝对无人:蓝方装甲后退,红方仓门开放,无人粮食与能源车驶向收容区;象牙白供水管由自动接头连接红城。蓝、红、象牙白三路实体馈线汇入同一机械耦合器,机械臂接通共享能源线;起重机放下远航船环,承重点接触后环扣才依次锁合。没有工人、驾驶员、操作员、人物剪影或阵营列队。 这些动作真正完成后: **WORLD VOICE (V.O.)** Three-party accord recognized. Temporary emergency law active. (确认三方协议。临时紧急法令生效。) ## 00:28–00:30|作战室 回到三人关系大全景。没有庆祝。LENA 把笔放回桌面中央,没有据为己有。 焦黑盆地和远处烟尘仍然存在,直接衔接 C18 的共同远航船与 Game over。 --- # C18 / C19 后续衔接锁 - C18 保留:共同远航船完成,世界收回实体棋盘,LENA 说 Game over。 - C19 新方向:KAI 离开后,EVAN 与 LENA 坐在同一张长沙发上完成递笔;现实公共广播使用与 WORLD VOICE 完全相同的音色,说出少年战略组军令;两人无奈特写后,镜头沿天花板—维护管线—Habitat-42—舰队—云层星球完成反转。 - C19 的现实广播不是游戏部署,不使用 deployed,不使用 TURN / PHASE。 --- # THE TURN|短时长世界 B-roll|12条 v2|战略部署无人化/情绪人物保留 每条按因果所需时长设计,不统一做 30 秒。战略部署与建设镜头无人化;掠夺、迁徙、伤亡和救援保留行动中的次要人物。只含游戏世界、物理音效和对应 WORLD VOICE;W06A 核弹发射至蘑菇云只保留物理音效。 | ID | 时长 | 内容 | |---|---:|---| | WX_BUILD | 8s | 建设过程快切 | | WX_PLUNDER | 8s | 掠夺过程快切 | | W01 | 18s | 三方科技部署与盆地居民 | | W02 | 16s | 红方物理占领 | | W03A | 10s | 蓝方民用转军工 | | W03B | 12s | 蓝方越界与资源夺取 | | W04A | 14s | 迁离与老人死亡 | | W04B | 10s | 红城接收与象牙白援助 | | W05 | 14s | 象牙白能源危机与裂变设施 | | W06A | 24s | 核弹发射至蘑菇云 | | W06B | 18s | 爆后救援与持续后果 | | W07 | 18s | 条约后合作与共同飞船 | --- # THE TURN|C07–C14 游戏世界人物边界导演合同 v2 ## Authority - Source facts:`THE_TURN_COMPACT8_SCREENPLAY_V2_WORLD_CLEAN.md` 的对白、WORLD VOICE、事件顺序与 8×30 秒结构。 - User locks:EVAN、KAI、LENA 只在作战室;战略部署型人物镜头删除;掠夺、迁徙、阻挠、伤亡、救援等情绪和后果人物保留;不生成媒体,只部署 NO_RUN 节点。 - Inferences:游戏世界次要人物只承担因果和人类代价,不承担阵营介绍;建设、科技、军工、发射设施、停火与共同飞船装配由无人机械表达。 - Pending choices:无。当前修订不改变精确对白和 WORLD VOICE。 ## Shot purpose 这一组镜头存在,因为观众必须从“战略发展像一套干净系统”转到“每次控制变化都会落在真实劳动、家庭分离、迁徙、死亡与救援上”,又不能让阵营人物像游戏单位一样站立展示。 ## Audience and viewpoint - Knows before:蓝、红、象牙白三方都在发展并争夺中央能源。 - Does not know:抽象部署会如何改变普通人的泵、粮仓、门、道路、家庭和生命。 - Viewpoint:游戏世界使用稳定的旁观摄影机;作战室使用三名主角的关系镜头和反应镜头。 - New knowledge after:战略部署本身是无人系统;人物只在系统触及生活时出现,而且每个人都在做事或承受后果。 - Handoff carrier:机器启动声、阀门闭合、钥匙移交、门关闭、旗索松弛、反向运输、失足、担架、蘑菇云、救援声与继电器断电。 ## Causal spine 无人建设/科技启用 → 道路与资源流改变 → 占领人员执行实体控制 → 家庭失去水、工具、门与通行 → 资源北运而居民南迁 → 老人失足、救援来迟 → 裂变设施无人启用 → 打击造成持续伤亡与救援 → 作战室谴责和醒悟 → 无人停火、共享供给与共同飞船装配。 ## Scale and camera meaning - 战略部署:高斜俯、轨道、起重机、阀门、继电器等环境/机械尺度;绝对无人。 - 掠夺:低侧中景和物件近景;人物只围绕泵、钥匙、粮仓、门和行李行动。 - 迁徙/救援:侧向跟拍与克制长焦;保持家庭行进方向、资源反向运输和医护到达路径。 - 核打击:同一导弹从释放到接触,冲击波按距离传播;救援另用后果镜头,不能把爆炸拍成广告。 - 合作:无人车辆、阀门、馈线、起重机与耦合器完成;不出现三方人物列阵庆祝。 ## Spatial truth - 世界地图拓扑唯一:中央盆地、三方方向、环路、山脉、海岸、河流不旋转、不镜像、不重置。 - 家庭与被夺资源形成稳定反向向量:家庭沿干涸河道向南,能源沿平行道路向北。 - 红旗、蓝旗、检查门、粮仓、水泵和象牙白救援道路保持同一地理关系。 - 作战室位置锁:EVAN 左/西,KAI 远端中央/北,LENA 右/东,摄影机南侧;同一物理浮雕地图桌、后左文件柜、后右黑门、中央灰墙。 ## Behavior and human stakes - 允许人物:居民劳动、占领执行、资源掠夺、迁徙、搀扶、医疗、伤者搬运、遗体覆盖、灾后寻找。 - 禁止人物:战略建设、科技启用、军工装配、裂变设施、导弹发射、停火联锁、共享线路和飞船装配中的工人/驾驶员/操作员/列队。 - 统一表演锁:不站成展示位、不正面列队、不看镜头、不摆阵营姿势;每个人都有具体目标、阻力、手上任务和动作后的持续状态。 - 三名主角:只能在作战室,不得以脸、身体、发型、服装、剪影或替身进入游戏世界。 ## Exit and next-shot handoff - 战略部署镜头退出:实际机器状态完成后 WORLD 才确认 deployed。 - 占领镜头退出:旗杆底座入地、钢索松弛、检查门锁住后才确认控制。 - 迁徙镜头退出:灰羊毛帽和蓝布包成为跨镜持续物证。 - 核爆镜头退出:蘑菇云与地面火灾相连,伤亡、救援、损坏和运行中的能源设备不得重置。 - 合作镜头退出:停火、供给和船体耦合均已物理完成,但焦黑盆地仍存在。 ## Rejection test - 若人物可替换成站立阵营单位且剧情不变:拒绝。 - 若建设/科技部署里出现工人、驾驶员、操作员或人形剪影:拒绝。 - 若掠夺、迁徙、伤亡和救援全部被清空,只剩机械展示:拒绝。 - 若 EVAN、KAI、LENA 出现在游戏世界:拒绝。 - 若旗帜、爆炸或飞船成为英雄式广告画面:拒绝。 - 若 WORLD 在物理动作完成前播报结果:拒绝。 ## Gate PASS_SCRIPT_CONTRACT:人物边界和因果已锁;媒体视觉结果仍需用户手动生成后再验收。 --- # THE TURN|世界人物边界验证报告 v2 状态:PASS 通过检查:142 失败检查:0 V3 SHA-256:`5AC0948E6BDFD425CB71474A353D7A064E6EA44843F86B81C6D6E3C18F5A0521` Prompt 数:12 Script 数:12 ## 失败项 - 无 ## 已通过 - V2 authority exists - V3 role-boundary screenplay exists - all 58 speaker/dialogue/subtitle tuples remain byte-identical - C07-C14 uses one command room; no separate treaty-room label - strategic cooperation no longer stages three faction adults - global strategic-deployment zero-people lock exists - emotional/consequence people are explicitly retained - physical red occupation chain is retained - migration collapse and rescue chain is retained - 12 integrated world prompts exist - 12 matching world script cards exist - master index exists - director contract exists - W01 conservative chars 4266 <= 8500 - W01 protagonist location lock - W01 no staged deployment lock - W01 zero-music lock - W01 world-only location lock - W01 contains no turn/phase announcement - W01 purpose does not summon a protagonist - W01 deployment zero people before household reveal - W01 household performs truthful tasks - W01 has no contradictory worker line in strategic window - W01 WORLD line is exact whitelist text: Blue industry deployed. - W01 WORLD line is exact whitelist text: Red logistics deployed. - W01 WORLD line is exact whitelist text: Ivory irrigation deployed. - W02 conservative chars 4275 <= 8500 - W02 protagonist location lock - W02 no staged deployment lock - W02 zero-music lock - W02 world-only location lock - W02 contains no turn/phase announcement - W02 purpose does not summon a protagonist - W02 active people are not staged - W02 has no contradictory worker line in strategic window - W02 WORLD line is exact whitelist text: Unaligned population. No treaty protection. - W02 WORLD line is exact whitelist text: Red control confirmed. - W03A conservative chars 3766 <= 8500 - W03A protagonist location lock - W03A no staged deployment lock - W03A zero-music lock - W03A world-only location lock - W03A contains no turn/phase announcement - W03A purpose does not summon a protagonist - W03A full strategic zero-people lock - W03A has no contradictory worker line in strategic window - W03A WORLD line is exact whitelist text: Combustion deployed. - W03B conservative chars 3739 <= 8500 - W03B protagonist location lock - W03B no staged deployment lock - W03B zero-music lock - W03B world-only location lock - W03B contains no turn/phase announcement - W03B purpose does not summon a protagonist - W03B active people are not staged - W03B has no contradictory worker line in strategic window - W03B WORLD line is exact whitelist text: Blue control confirmed. - W04A conservative chars 3887 <= 8500 - W04A protagonist location lock - W04A no staged deployment lock - W04A zero-music lock - W04A world-only location lock - W04A contains no turn/phase announcement - W04A purpose does not summon a protagonist - W04A active people are not staged - W04A has no contradictory worker line in strategic window - W04A WORLD line is exact whitelist text: Blue control confirmed. Red authority revoked. Unaligned residents must relocate. - W04A WORLD line is exact whitelist text: Outside controlled territory. - W04B conservative chars 3771 <= 8500 - W04B protagonist location lock - W04B no staged deployment lock - W04B zero-music lock - W04B world-only location lock - W04B contains no turn/phase announcement - W04B purpose does not summon a protagonist - W04B active people are not staged - W04B has no contradictory worker line in strategic window - W04B WORLD line is exact whitelist text: Red resettlement route deployed. - W05 conservative chars 4029 <= 8500 - W05 protagonist location lock - W05 no staged deployment lock - W05 zero-music lock - W05 world-only location lock - W05 contains no turn/phase announcement - W05 purpose does not summon a protagonist - W05 active people are not staged - W05 fission deployment zero people - W05 has no contradictory worker line in strategic window - W05 WORLD line is exact whitelist text: Fission technology deployed. - W05 WORLD line is exact whitelist text: Evacuation window insufficient. - W06A conservative chars 4000 <= 8500 - W06A protagonist location lock - W06A no staged deployment lock - W06A zero-music lock - W06A world-only location lock - W06A contains no turn/phase announcement - W06A purpose does not summon a protagonist - W06A full strategic zero-people lock - W06A has no contradictory worker line in strategic window - W06B conservative chars 4236 <= 8500 - W06B protagonist location lock - W06B no staged deployment lock - W06B zero-music lock - W06B world-only location lock - W06B contains no turn/phase announcement - W06B purpose does not summon a protagonist - W06B active people are not staged - W06B protocol facility zero people - W06B has no contradictory worker line in strategic window - W06B WORLD line is exact whitelist text: Blue control confirmed. Population displaced. Energy output available. - W06B WORLD line is exact whitelist text: Existing strategic protocols cannot be deleted. - W07 conservative chars 4207 <= 8500 - W07 protagonist location lock - W07 no staged deployment lock - W07 zero-music lock - W07 world-only location lock - W07 contains no turn/phase announcement - W07 purpose does not summon a protagonist - W07 full strategic zero-people lock - W07 has no contradictory worker line in strategic window - W07 WORLD line is exact whitelist text: Three-party accord recognized. Temporary emergency law active. - WX_BUILD conservative chars 3774 <= 8500 - WX_BUILD protagonist location lock - WX_BUILD no staged deployment lock - WX_BUILD zero-music lock - WX_BUILD world-only location lock - WX_BUILD contains no turn/phase announcement - WX_BUILD purpose does not summon a protagonist - WX_BUILD full strategic zero-people lock - WX_BUILD has no contradictory worker line in strategic window - WX_PLUNDER conservative chars 4258 <= 8500 - WX_PLUNDER protagonist location lock - WX_PLUNDER no staged deployment lock - WX_PLUNDER zero-music lock - WX_PLUNDER world-only location lock - WX_PLUNDER contains no turn/phase announcement - WX_PLUNDER purpose does not summon a protagonist - WX_PLUNDER active people are not staged - WX_PLUNDER has no contradictory worker line in strategic window - all emitted WORLD lines are whitelisted - all 15 required WORLD confirmations are assigned exactly once across prompts - all 15 required WORLD confirmations remain unique exact lines
【生成内容】 # WX_BUILD 完整剧本 # WX_BUILD|建设过程快切|8秒 目的:provide reusable fast process inserts showing how infrastructure is physically built rather than magically appearing。 ## WORLD VOICE 无;只保留物理音效。 ## 人物/战略部署边界 ABSOLUTE ZERO PEOPLE for the full 8 seconds: no human, humanoid, worker, silhouette, face, body, driver or operator at any depth. Every construction process is autonomous machinery. ## 时间设计 - 0.0–1.3 blue foundation footings receive steel frame; bolts/weight settle. - 1.3–2.6 rail sleepers and track align, then first maintenance trolley rolls. - 2.6–3.9 red warehouse frame gains roof and heavy doors; doors test once. - 3.9–5.2 grain conveyor belt starts and first crates enter. - 5.2–6.5 Ivory pump housing connects to pipe, impeller starts and water reaches canal. - 6.5–8.0 greenhouse vents open and clinic practical lamps activate; three systems remain geographically distinct. --- # WX_BUILD 完整提示词 ACTIVE ASSETS — WORLD B-ROLL WX_BUILD 建设过程快切, EXACT ORDER @Image1 = {{Node 1490cc4e-ed93-4572-bdc7-862872a4fb20}} — blue industry materials. @Image2 = {{Node 17c54ebe-13d0-424d-ba2c-a4ee56e558c3}} — red logistics materials. @Image3 = {{Node 0e655a33-1a35-4eef-8448-b3f11baf4b5d}} — Ivory agriculture/water/clinic materials. @Image4 = {{Node fb6c976c-caed-45dd-b0e2-aef3027a96ae}} — sole topology. OUTPUT CONTRACT 8.0s, 21:9, 480p, 24fps. Pure game-world B-roll with internal motivated cuts. No EVAN/KAI/LENA bodies, faces, ages, hair or commander uniforms. No command room, table, children, character dialogue, subtitles, logos, UI or music. WORLD / CAST HARD LOCK The supplied map is sole topology authority where attached. Central crater basin, faction directions, ring road, mountains, coast and rivers do not rotate, mirror or reset. EVAN, KAI and LENA exist only in the command room and never appear here. When this shot's policy explicitly permits people, they are unrelated adults/elders in active causal behavior only: Blue uses blue-grey industrial utility wear, red dull brick-red logistics wear, Ivory sand/ivory water/medical/agricultural workwear, neutral civilians grey-brown. No staged faction portrait, standing deployment, lineup, formation, presentation row, front-facing display or camera gaze. Faction colors never tint terrain, sky or water. PEOPLE / STRATEGIC-DEPLOYMENT BOUNDARY ABSOLUTE ZERO PEOPLE for the full 8 seconds: no human, humanoid, worker, silhouette, face, body, driver or operator at any depth. Every construction process is autonomous machinery. NO GAME-UI CONTAMINATION No glowing routes, territory washes, lock icons, HUD, hologram, floating text, data panels, card/tabletop aesthetics, miniature tilt-shift, interface screen or heroic advertisement composition. CAMERA Stable world camera only: crane, rail, dolly, high-oblique or restrained long lens. Motion begins on physical cause and eases to the material consequence. No handheld, digital jitter, orbit, teleport or full-frame occlusion over six frames. WORLD VOICE / AUDIO No speech and no WORLD VOICE in this shot; physical sound effects only. WORLD is disembodied and exists only over the game world; no visible person lip-syncs it. Physical ambience and action SFX remain primary. ZERO MUSIC: no score, melody, chord, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM or theme. CAUSAL SPINE provide reusable fast process inserts showing how infrastructure is physically built rather than magically appearing. TIMED WORLD SHOTS 0.0–1.3 blue foundation footings receive steel frame; bolts/weight settle. 1.3–2.6 rail sleepers and track align, then first maintenance trolley rolls. 2.6–3.9 red warehouse frame gains roof and heavy doors; doors test once. 3.9–5.2 grain conveyor belt starts and first crates enter. 5.2–6.5 Ivory pump housing connects to pipe, impeller starts and water reaches canal. 6.5–8.0 greenhouse vents open and clinic practical lamps activate; three systems remain geographically distinct. PHYSICS / PERSISTENCE foundation before frame, frame before services; bolts contact before load; track aligns before trolley; pipe connects before water; no instant growth or teleport. Damage, population, object possession, smoke, fire, water and control state persist through the final frame. ACCEPTANCE Exact duration and world-only cast. People appear only inside the explicitly permitted time windows and only in active causal behavior; all strategic-deployment windows obey their zero-people lock. Every WORLD confirmation follows the completed visible state; no system line overlaps another. No protagonist, command room, character dialogue, UI, music or clean endpoint reset.
ACTIVE ASSETS — WORLD B-ROLL WX_BUILD 建设过程快切, EXACT ORDER @Image1 = {{Mixed 1}} — blue industry materials. @Image2 = {{Mixed 2}} — red logistics materials. @Image3 = {{Mixed 3}} — Ivory agriculture/water/clinic materials. @Image4 = {{Mixed 4}} — sole topology. OUTPUT CONTRACT 8.0s, 21:9, 480p, 24fps. Pure game-world B-roll with internal motivated cuts. No EVAN/KAI/LENA bodies, faces, ages, hair or commander uniforms. No command room, table, children, character dialogue, subtitles, logos, UI or music. WORLD / CAST HARD LOCK The supplied map is sole topology authority where attached. Central crater basin, faction directions, ring road, mountains, coast and rivers do not rotate, mirror or reset. EVAN, KAI and LENA exist only in the command room and never appear here. When this shot's policy explicitly permits people, they are unrelated adults/elders in active causal behavior only: Blue uses blue-grey industrial utility wear, red dull brick-red logistics wear, Ivory sand/ivory water/medical/agricultural workwear, neutral civilians grey-brown. No staged faction portrait, standing deployment, lineup, formation, presentation row, front-facing display or camera gaze. Faction colors never tint terrain, sky or water. PEOPLE / STRATEGIC-DEPLOYMENT BOUNDARY ABSOLUTE ZERO PEOPLE for the full 8 seconds: no human, humanoid, worker, silhouette, face, body, driver or operator at any depth. Every construction process is autonomous machinery. NO GAME-UI CONTAMINATION No glowing routes, territory washes, lock icons, HUD, hologram, floating text, data panels, card/tabletop aesthetics, miniature tilt-shift, interface screen or heroic advertisement composition. CAMERA Stable world camera only: crane, rail, dolly, high-oblique or restrained long lens. Motion begins on physical cause and eases to the material consequence. No handheld, digital jitter, orbit, teleport or full-frame occlusion over six frames. WORLD VOICE / AUDIO No speech and no WORLD VOICE in this shot; physical sound effects only. WORLD is disembodied and exists only over the game world; no visible person lip-syncs it. Physical ambience and action SFX remain primary. ZERO MUSIC: no score, melody, chord, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM or theme. CAUSAL SPINE provide reusable fast process inserts showing how infrastructure is physically built rather than magically appearing. TIMED WORLD SHOTS 0.0–1.3 blue foundation footings receive steel frame; bolts/weight settle. 1.3–2.6 rail sleepers and track align, then first maintenance trolley rolls. 2.6–3.9 red warehouse frame gains roof and heavy doors; doors test once. 3.9–5.2 grain conveyor belt starts and first crates enter. 5.2–6.5 Ivory pump housing connects to pipe, impeller starts and water reaches canal. 6.5–8.0 greenhouse vents open and clinic practical lamps activate; three systems remain geographically distinct. PHYSICS / PERSISTENCE foundation before frame, frame before services; bolts contact before load; track aligns before trolley; pipe connects before water; no instant growth or teleport. Damage, population, object possession, smoke, fire, water and control state persist through the final frame. ACCEPTANCE Exact duration and world-only cast. People appear only inside the explicitly permitted time windows and only in active causal behavior; all strategic-deployment windows obey their zero-people lock. Every WORLD confirmation follows the completed visible state; no system line overlaps another. No protagonist, command room, character dialogue, UI, music or clean endpoint reset.
【生成内容】 # W01 完整剧本 # W01|三方科技部署与盆地居民|18秒 目的:establish three equally real civilizations, then reveal that shared growth presses on an inhabited central basin。 ## WORLD VOICE Blue industry deployed. Red logistics deployed. Ivory irrigation deployed. ## 人物/战略部署边界 0.0–13.5 strategic construction/deployment contains ABSOLUTE ZERO PEOPLE or humanoid silhouettes; use autonomous machinery only. At 13.5–18.0 the unrelated adult/elder household may appear only doing ordinary work: packing laundry, repairing the pump and sorting grain. No standing display, lineup, camera gaze or protagonist likeness. ## 时间设计 - 0.0–4.5 blue conveyor and railway accelerate before cylinders move; after visible operation Audio1 line1. - 4.5–9.0 red warehouse doors open, grain loads and road traffic starts; after departure Audio1 line2. - 9.0–13.5 Ivory pump turns, canal water advances, greenhouse/clinic activates; after water movement Audio1 line3. - 13.5–18.0 stabilized pullback links all three demands to the basin: woman packs dry laundry into a blue cloth bundle, man crouches to repair the pump, wool-cap elder sorts grain by the doorway; nobody poses or looks to camera; small red flag remains airborne. --- # W01 完整提示词 ACTIVE ASSETS — WORLD B-ROLL W01 三方科技部署与盆地居民, EXACT ORDER @Image1 = {{Node e62b097d-1e43-4c76-8e6c-a7983563a5d4}} — three-realm macro scale. @Image2 = {{Node 1490cc4e-ed93-4572-bdc7-862872a4fb20}} — blue industry materials. @Image3 = {{Node 17c54ebe-13d0-424d-ba2c-a4ee56e558c3}} — red logistics materials. @Image4 = {{Node 0e655a33-1a35-4eef-8448-b3f11baf4b5d}} — Ivory agriculture/water/clinic materials. @Image5 = {{Node fb6c976c-caed-45dd-b0e2-aef3027a96ae}} — sole world topology. @Audio1 = {{Node 5b69d8e9-0cf1-4b95-bdc3-78e2954f492b}} — WORLD VOICE timbre only. OUTPUT CONTRACT 18.0s, 21:9, 480p, 24fps. Pure game-world B-roll with internal motivated cuts. No EVAN/KAI/LENA bodies, faces, ages, hair or commander uniforms. No command room, table, children, character dialogue, subtitles, logos, UI or music. WORLD / CAST HARD LOCK The supplied map is sole topology authority where attached. Central crater basin, faction directions, ring road, mountains, coast and rivers do not rotate, mirror or reset. EVAN, KAI and LENA exist only in the command room and never appear here. When this shot's policy explicitly permits people, they are unrelated adults/elders in active causal behavior only: Blue uses blue-grey industrial utility wear, red dull brick-red logistics wear, Ivory sand/ivory water/medical/agricultural workwear, neutral civilians grey-brown. No staged faction portrait, standing deployment, lineup, formation, presentation row, front-facing display or camera gaze. Faction colors never tint terrain, sky or water. PEOPLE / STRATEGIC-DEPLOYMENT BOUNDARY 0.0–13.5 strategic construction/deployment contains ABSOLUTE ZERO PEOPLE or humanoid silhouettes; use autonomous machinery only. At 13.5–18.0 the unrelated adult/elder household may appear only doing ordinary work: packing laundry, repairing the pump and sorting grain. No standing display, lineup, camera gaze or protagonist likeness. NO GAME-UI CONTAMINATION No glowing routes, territory washes, lock icons, HUD, hologram, floating text, data panels, card/tabletop aesthetics, miniature tilt-shift, interface screen or heroic advertisement composition. CAMERA Stable world camera only: crane, rail, dolly, high-oblique or restrained long lens. Motion begins on physical cause and eases to the material consequence. No handheld, digital jitter, orbit, teleport or full-frame occlusion over six frames. WORLD VOICE / AUDIO Exact WORLD lines, in order, once each: WORLD VOICE (V.O.): “Blue industry deployed.” WORLD VOICE (V.O.): “Red logistics deployed.” WORLD VOICE (V.O.): “Ivory irrigation deployed.” WORLD is disembodied and exists only over the game world; no visible person lip-syncs it. Physical ambience and action SFX remain primary. ZERO MUSIC: no score, melody, chord, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM or theme. CAUSAL SPINE establish three equally real civilizations, then reveal that shared growth presses on an inhabited central basin. TIMED WORLD SHOTS 0.0–4.5 blue conveyor and railway accelerate before cylinders move; after visible operation Audio1 line1. 4.5–9.0 red warehouse doors open, grain loads and road traffic starts; after departure Audio1 line2. 9.0–13.5 Ivory pump turns, canal water advances, greenhouse/clinic activates; after water movement Audio1 line3. 13.5–18.0 stabilized pullback links all three demands to the basin: woman packs dry laundry into a blue cloth bundle, man crouches to repair the pump, wool-cap elder sorts grain by the doorway; nobody poses or looks to camera; small red flag remains airborne. PHYSICS / PERSISTENCE machines accelerate before output; doors open before freight exits; pump rotation precedes water; loads settle under mass. Damage, population, object possession, smoke, fire, water and control state persist through the final frame. ACCEPTANCE Exact duration and world-only cast. People appear only inside the explicitly permitted time windows and only in active causal behavior; all strategic-deployment windows obey their zero-people lock. Every WORLD confirmation follows the completed visible state; no system line overlaps another. No protagonist, command room, character dialogue, UI, music or clean endpoint reset.
ACTIVE ASSETS — WORLD B-ROLL W01 三方科技部署与盆地居民, EXACT ORDER @Image1 = {{Mixed 1}} — three-realm macro scale. @Image2 = {{Mixed 2}} — blue industry materials. @Image3 = {{Mixed 3}} — red logistics materials. @Image4 = {{Mixed 4}} — Ivory agriculture/water/clinic materials. @Image5 = {{Mixed 5}} — sole world topology. @Audio1 = {{Mixed 6}} — WORLD VOICE timbre only. OUTPUT CONTRACT 18.0s, 21:9, 480p, 24fps. Pure game-world B-roll with internal motivated cuts. No EVAN/KAI/LENA bodies, faces, ages, hair or commander uniforms. No command room, table, children, character dialogue, subtitles, logos, UI or music. WORLD / CAST HARD LOCK The supplied map is sole topology authority where attached. Central crater basin, faction directions, ring road, mountains, coast and rivers do not rotate, mirror or reset. EVAN, KAI and LENA exist only in the command room and never appear here. When this shot's policy explicitly permits people, they are unrelated adults/elders in active causal behavior only: Blue uses blue-grey industrial utility wear, red dull brick-red logistics wear, Ivory sand/ivory water/medical/agricultural workwear, neutral civilians grey-brown. No staged faction portrait, standing deployment, lineup, formation, presentation row, front-facing display or camera gaze. Faction colors never tint terrain, sky or water. PEOPLE / STRATEGIC-DEPLOYMENT BOUNDARY 0.0–13.5 strategic construction/deployment contains ABSOLUTE ZERO PEOPLE or humanoid silhouettes; use autonomous machinery only. At 13.5–18.0 the unrelated adult/elder household may appear only doing ordinary work: packing laundry, repairing the pump and sorting grain. No standing display, lineup, camera gaze or protagonist likeness. NO GAME-UI CONTAMINATION No glowing routes, territory washes, lock icons, HUD, hologram, floating text, data panels, card/tabletop aesthetics, miniature tilt-shift, interface screen or heroic advertisement composition. CAMERA Stable world camera only: crane, rail, dolly, high-oblique or restrained long lens. Motion begins on physical cause and eases to the material consequence. No handheld, digital jitter, orbit, teleport or full-frame occlusion over six frames. WORLD VOICE / AUDIO Exact WORLD lines, in order, once each: WORLD VOICE (V.O.): “Blue industry deployed.” WORLD VOICE (V.O.): “Red logistics deployed.” WORLD VOICE (V.O.): “Ivory irrigation deployed.” WORLD is disembodied and exists only over the game world; no visible person lip-syncs it. Physical ambience and action SFX remain primary. ZERO MUSIC: no score, melody, chord, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM or theme. CAUSAL SPINE establish three equally real civilizations, then reveal that shared growth presses on an inhabited central basin. TIMED WORLD SHOTS 0.0–4.5 blue conveyor and railway accelerate before cylinders move; after visible operation Audio1 line1. 4.5–9.0 red warehouse doors open, grain loads and road traffic starts; after departure Audio1 line2. 9.0–13.5 Ivory pump turns, canal water advances, greenhouse/clinic activates; after water movement Audio1 line3. 13.5–18.0 stabilized pullback links all three demands to the basin: woman packs dry laundry into a blue cloth bundle, man crouches to repair the pump, wool-cap elder sorts grain by the doorway; nobody poses or looks to camera; small red flag remains airborne. PHYSICS / PERSISTENCE machines accelerate before output; doors open before freight exits; pump rotation precedes water; loads settle under mass. Damage, population, object possession, smoke, fire, water and control state persist through the final frame. ACCEPTANCE Exact duration and world-only cast. People appear only inside the explicitly permitted time windows and only in active causal behavior; all strategic-deployment windows obey their zero-people lock. Every WORLD confirmation follows the completed visible state; no system line overlaps another. No protagonist, command room, character dialogue, UI, music or clean endpoint reset.
【生成内容】 # W02 完整剧本 # W02|红方物理占领|16秒 目的:turn abstract unaligned status into physical loss of tools, water, movement and family contact。 ## WORLD VOICE Unaligned population. No treaty protection. Red control confirmed. ## 人物/战略部署边界 People are permitted only for inhabited labor, active occupation and family separation. Red adults must clamp, lift, lock, close, hammer or pull; the recurring neutral household must work or physically react. No standing deployment, lineup, formation, faction portrait, camera gaze, child, teen or protagonist likeness. ## 时间设计 - 0.0–4.0 recurring household stays in truthful tasks—woman packs laundry into the blue cloth bundle, man repairs the pump, wool-cap elder carries grain—while the red survey truck brakes and workers hammer stakes; Audio1 line1 over inhabited evidence. - 4.0–10.5 red adults clamp the pump valve, lift away the tool crate, take the pump handle, chain the old grain shed and close the low physical inspection gate; woman tightens the bundle, man loses the handle, elder is briefly trapped outside; Ivory water vehicle brakes beyond the barrier. - 10.5–14.0 compact red flag descends on cable; only after its base enters soil, cable slackens and the inspection gate locks do the woman/man and wool-cap elder become physically separated. - 14.0–16.0 only after gate/valve/flag complete, Audio1 line2; hold on divided family, not flag hero. --- # W02 完整提示词 ACTIVE ASSETS — WORLD B-ROLL W02 红方物理占领, EXACT ORDER @Image1 = {{Node 17c54ebe-13d0-424d-ba2c-a4ee56e558c3}} — red logistics materials. @Image2 = {{Node fb6c976c-caed-45dd-b0e2-aef3027a96ae}} — sole world topology. @Image3 = {{Node 0e655a33-1a35-4eef-8448-b3f11baf4b5d}} — Ivory blocked-aid materials. @Audio1 = {{Node 5b69d8e9-0cf1-4b95-bdc3-78e2954f492b}} — WORLD VOICE timbre only. OUTPUT CONTRACT 16.0s, 21:9, 480p, 24fps. Pure game-world B-roll with internal motivated cuts. No EVAN/KAI/LENA bodies, faces, ages, hair or commander uniforms. No command room, table, children, character dialogue, subtitles, logos, UI or music. WORLD / CAST HARD LOCK The supplied map is sole topology authority where attached. Central crater basin, faction directions, ring road, mountains, coast and rivers do not rotate, mirror or reset. EVAN, KAI and LENA exist only in the command room and never appear here. When this shot's policy explicitly permits people, they are unrelated adults/elders in active causal behavior only: Blue uses blue-grey industrial utility wear, red dull brick-red logistics wear, Ivory sand/ivory water/medical/agricultural workwear, neutral civilians grey-brown. No staged faction portrait, standing deployment, lineup, formation, presentation row, front-facing display or camera gaze. Faction colors never tint terrain, sky or water. PEOPLE / STRATEGIC-DEPLOYMENT BOUNDARY People are permitted only for inhabited labor, active occupation and family separation. Red adults must clamp, lift, lock, close, hammer or pull; the recurring neutral household must work or physically react. No standing deployment, lineup, formation, faction portrait, camera gaze, child, teen or protagonist likeness. NO GAME-UI CONTAMINATION No glowing routes, territory washes, lock icons, HUD, hologram, floating text, data panels, card/tabletop aesthetics, miniature tilt-shift, interface screen or heroic advertisement composition. CAMERA Stable world camera only: crane, rail, dolly, high-oblique or restrained long lens. Motion begins on physical cause and eases to the material consequence. No handheld, digital jitter, orbit, teleport or full-frame occlusion over six frames. WORLD VOICE / AUDIO Exact WORLD lines, in order, once each: WORLD VOICE (V.O.): “Unaligned population. No treaty protection.” WORLD VOICE (V.O.): “Red control confirmed.” WORLD is disembodied and exists only over the game world; no visible person lip-syncs it. Physical ambience and action SFX remain primary. ZERO MUSIC: no score, melody, chord, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM or theme. CAUSAL SPINE turn abstract unaligned status into physical loss of tools, water, movement and family contact. TIMED WORLD SHOTS 0.0–4.0 recurring household stays in truthful tasks—woman packs laundry into the blue cloth bundle, man repairs the pump, wool-cap elder carries grain—while the red survey truck brakes and workers hammer stakes; Audio1 line1 over inhabited evidence. 4.0–10.5 red adults clamp the pump valve, lift away the tool crate, take the pump handle, chain the old grain shed and close the low physical inspection gate; woman tightens the bundle, man loses the handle, elder is briefly trapped outside; Ivory water vehicle brakes beyond the barrier. 10.5–14.0 compact red flag descends on cable; only after its base enters soil, cable slackens and the inspection gate locks do the woman/man and wool-cap elder become physically separated. 14.0–16.0 only after gate/valve/flag complete, Audio1 line2; hold on divided family, not flag hero. PHYSICS / PERSISTENCE truck brakes; clamps contact before flow stops; chains tighten before doors lock; flag base contacts soil before control confirmation. Damage, population, object possession, smoke, fire, water and control state persist through the final frame. ACCEPTANCE Exact duration and world-only cast. People appear only inside the explicitly permitted time windows and only in active causal behavior; all strategic-deployment windows obey their zero-people lock. Every WORLD confirmation follows the completed visible state; no system line overlaps another. No protagonist, command room, character dialogue, UI, music or clean endpoint reset.
ACTIVE ASSETS — WORLD B-ROLL W02 红方物理占领, EXACT ORDER @Image1 = {{Mixed 1}} — red logistics materials. @Image2 = {{Mixed 2}} — sole world topology. @Image3 = {{Mixed 3}} — Ivory blocked-aid materials. @Audio1 = {{Mixed 4}} — WORLD VOICE timbre only. OUTPUT CONTRACT 16.0s, 21:9, 480p, 24fps. Pure game-world B-roll with internal motivated cuts. No EVAN/KAI/LENA bodies, faces, ages, hair or commander uniforms. No command room, table, children, character dialogue, subtitles, logos, UI or music. WORLD / CAST HARD LOCK The supplied map is sole topology authority where attached. Central crater basin, faction directions, ring road, mountains, coast and rivers do not rotate, mirror or reset. EVAN, KAI and LENA exist only in the command room and never appear here. When this shot's policy explicitly permits people, they are unrelated adults/elders in active causal behavior only: Blue uses blue-grey industrial utility wear, red dull brick-red logistics wear, Ivory sand/ivory water/medical/agricultural workwear, neutral civilians grey-brown. No staged faction portrait, standing deployment, lineup, formation, presentation row, front-facing display or camera gaze. Faction colors never tint terrain, sky or water. PEOPLE / STRATEGIC-DEPLOYMENT BOUNDARY People are permitted only for inhabited labor, active occupation and family separation. Red adults must clamp, lift, lock, close, hammer or pull; the recurring neutral household must work or physically react. No standing deployment, lineup, formation, faction portrait, camera gaze, child, teen or protagonist likeness. NO GAME-UI CONTAMINATION No glowing routes, territory washes, lock icons, HUD, hologram, floating text, data panels, card/tabletop aesthetics, miniature tilt-shift, interface screen or heroic advertisement composition. CAMERA Stable world camera only: crane, rail, dolly, high-oblique or restrained long lens. Motion begins on physical cause and eases to the material consequence. No handheld, digital jitter, orbit, teleport or full-frame occlusion over six frames. WORLD VOICE / AUDIO Exact WORLD lines, in order, once each: WORLD VOICE (V.O.): “Unaligned population. No treaty protection.” WORLD VOICE (V.O.): “Red control confirmed.” WORLD is disembodied and exists only over the game world; no visible person lip-syncs it. Physical ambience and action SFX remain primary. ZERO MUSIC: no score, melody, chord, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM or theme. CAUSAL SPINE turn abstract unaligned status into physical loss of tools, water, movement and family contact. TIMED WORLD SHOTS 0.0–4.0 recurring household stays in truthful tasks—woman packs laundry into the blue cloth bundle, man repairs the pump, wool-cap elder carries grain—while the red survey truck brakes and workers hammer stakes; Audio1 line1 over inhabited evidence. 4.0–10.5 red adults clamp the pump valve, lift away the tool crate, take the pump handle, chain the old grain shed and close the low physical inspection gate; woman tightens the bundle, man loses the handle, elder is briefly trapped outside; Ivory water vehicle brakes beyond the barrier. 10.5–14.0 compact red flag descends on cable; only after its base enters soil, cable slackens and the inspection gate locks do the woman/man and wool-cap elder become physically separated. 14.0–16.0 only after gate/valve/flag complete, Audio1 line2; hold on divided family, not flag hero. PHYSICS / PERSISTENCE truck brakes; clamps contact before flow stops; chains tighten before doors lock; flag base contacts soil before control confirmation. Damage, population, object possession, smoke, fire, water and control state persist through the final frame. ACCEPTANCE Exact duration and world-only cast. People appear only inside the explicitly permitted time windows and only in active causal behavior; all strategic-deployment windows obey their zero-people lock. Every WORLD confirmation follows the completed visible state; no system line overlaps another. No protagonist, command room, character dialogue, UI, music or clean endpoint reset.
【生成内容】 # WX_PLUNDER 完整剧本 # WX_PLUNDER|掠夺过程快切|8秒 目的:provide reusable short inserts of administrative and physical resource theft without battle glamour。 ## WORLD VOICE 无;只保留物理音效。 ## 人物/战略部署边界 People are permitted because this is physical plunder and family separation, not strategic deployment. Every visible adult must perform a causal task or react to a direct loss. No standing deployment, lineup, formation, faction portrait, front-facing presentation, camera gaze, child, teen or protagonist likeness. ## 时间设计 - 0.0–1.2 low lateral task shot: one red survey adult kneels and drives a metal stake beside the inhabited fence while a second keeps the tape physically taut; neither faces camera. - 1.2–2.4 one red adult braces body weight against a clamp on the working pump valve; only after contact does water pressure fall while the neutral man reaches for the lost handle. - 2.4–3.6 a red adult uses bolt cutters on the warehouse chain; links drop and settle as the neutral woman pulls the blue cloth bundle closer. - 3.6–4.8 medium two-person action, not a hand insert: a red adult removes the physical pump key from the neutral man's open palm; both immediately turn back toward the locked pump. - 4.8–6.2 forklift lifts energy cylinders and suspension compresses. - 6.2–8.0 low steel gate swings shut between family members while Ivory aid brakes outside. --- # WX_PLUNDER 完整提示词 ACTIVE ASSETS — WORLD B-ROLL WX_PLUNDER 掠夺过程快切, EXACT ORDER @Image1 = {{Node 417c69fd-8060-426c-94c6-556a5543c9da}} — resource-seizure scale. @Image2 = {{Node 85379bc0-3466-4222-ae03-486375d46e63}} — civilian consequence geography. @Image3 = {{Node fb6c976c-caed-45dd-b0e2-aef3027a96ae}} — sole topology. @Image4 = {{Node 0e655a33-1a35-4eef-8448-b3f11baf4b5d}} — Ivory aid materials. OUTPUT CONTRACT 8.0s, 21:9, 480p, 24fps. Pure game-world B-roll with internal motivated cuts. No EVAN/KAI/LENA bodies, faces, ages, hair or commander uniforms. No command room, table, children, character dialogue, subtitles, logos, UI or music. WORLD / CAST HARD LOCK The supplied map is sole topology authority where attached. Central crater basin, faction directions, ring road, mountains, coast and rivers do not rotate, mirror or reset. EVAN, KAI and LENA exist only in the command room and never appear here. When this shot's policy explicitly permits people, they are unrelated adults/elders in active causal behavior only: Blue uses blue-grey industrial utility wear, red dull brick-red logistics wear, Ivory sand/ivory water/medical/agricultural workwear, neutral civilians grey-brown. No staged faction portrait, standing deployment, lineup, formation, presentation row, front-facing display or camera gaze. Faction colors never tint terrain, sky or water. PEOPLE / STRATEGIC-DEPLOYMENT BOUNDARY People are permitted because this is physical plunder and family separation, not strategic deployment. Every visible adult must perform a causal task or react to a direct loss. No standing deployment, lineup, formation, faction portrait, front-facing presentation, camera gaze, child, teen or protagonist likeness. NO GAME-UI CONTAMINATION No glowing routes, territory washes, lock icons, HUD, hologram, floating text, data panels, card/tabletop aesthetics, miniature tilt-shift, interface screen or heroic advertisement composition. CAMERA Stable world camera only: crane, rail, dolly, high-oblique or restrained long lens. Motion begins on physical cause and eases to the material consequence. No handheld, digital jitter, orbit, teleport or full-frame occlusion over six frames. WORLD VOICE / AUDIO No speech and no WORLD VOICE in this shot; physical sound effects only. WORLD is disembodied and exists only over the game world; no visible person lip-syncs it. Physical ambience and action SFX remain primary. ZERO MUSIC: no score, melody, chord, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM or theme. CAUSAL SPINE provide reusable short inserts of administrative and physical resource theft without battle glamour. TIMED WORLD SHOTS 0.0–1.2 low lateral task shot: one red survey adult kneels and drives a metal stake beside the inhabited fence while a second keeps the tape physically taut; neither faces camera. 1.2–2.4 one red adult braces body weight against a clamp on the working pump valve; only after contact does water pressure fall while the neutral man reaches for the lost handle. 2.4–3.6 a red adult uses bolt cutters on the warehouse chain; links drop and settle as the neutral woman pulls the blue cloth bundle closer. 3.6–4.8 medium two-person action, not a hand insert: a red adult removes the physical pump key from the neutral man's open palm; both immediately turn back toward the locked pump. 4.8–6.2 forklift lifts energy cylinders and suspension compresses. 6.2–8.0 low steel gate swings shut between family members while Ivory aid brakes outside. PHYSICS / PERSISTENCE every loss follows visible contact; clamp before pressure drop, chain cut before entry, key transfer before access change, load before suspension compression, gate motion before separation. Damage, population, object possession, smoke, fire, water and control state persist through the final frame. ACCEPTANCE Exact duration and world-only cast. People appear only inside the explicitly permitted time windows and only in active causal behavior; all strategic-deployment windows obey their zero-people lock. Every WORLD confirmation follows the completed visible state; no system line overlaps another. No protagonist, command room, character dialogue, UI, music or clean endpoint reset.
ACTIVE ASSETS — WORLD B-ROLL WX_PLUNDER , EXACT ORDER @Image1 = {{Mixed 1}} — resource-seizure scale. @Image2 = {{Mixed 2}} — civilian consequence geography. @Image3 = {{Mixed 3}} — sole topology. @Image4 = {{Mixed 4}} — Ivory aid materials. OUTPUT CONTRACT 8.0s, 21:9, 480p, 24fps. Pure game-world B-roll with internal motivated cuts. No EVAN/KAI/LENA bodies, faces, ages, hair or commander uniforms. No command room, table, children, character dialogue, subtitles, logos, UI or music. WORLD / CAST HARD LOCK The supplied map is sole topology authority where attached. Central crater basin, faction directions, ring road, mountains, coast and rivers do not rotate, mirror or reset. EVAN, KAI and LENA exist only in the command room and never appear here. When this shot's policy explicitly permits people, they are unrelated adults/elders in active causal behavior only: Blue uses blue-grey industrial utility wear, red dull brick-red logistics wear, Ivory sand/ivory water/medical/agricultural workwear, neutral civilians grey-brown. No staged faction portrait, standing deployment, lineup, formation, presentation row, front-facing display or camera gaze. Faction colors never tint terrain, sky or water. PEOPLE / STRATEGIC-DEPLOYMENT BOUNDARY People are permitted because this is physical plunder and family separation, not strategic deployment. Every visible adult must perform a causal task or react to a direct loss. No standing deployment, lineup, formation, faction portrait, front-facing presentation, camera gaze, child, teen or protagonist likeness. NO GAME-UI CONTAMINATION No glowing routes, territory washes, lock icons, HUD, hologram, floating text, data panels, card/tabletop aesthetics, miniature tilt-shift, interface screen or heroic advertisement composition. CAMERA Stable world camera only: crane, rail, dolly, high-oblique or restrained long lens. Motion begins on physical cause and eases to the material consequence. No handheld, digital jitter, orbit, teleport or full-frame occlusion over six frames. WORLD VOICE / AUDIO No speech and no WORLD VOICE in this shot; physical sound effects only. WORLD is disembodied and exists only over the game world; no visible person lip-syncs it. Physical ambience and action SFX remain primary. ZERO MUSIC: no score, melody, chord, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM or theme. CAUSAL SPINE provide reusable short inserts of administrative and physical resource theft without battle glamour. TIMED WORLD SHOTS 0.0–1.2 low lateral task shot: one red survey adult kneels and drives a metal stake beside the inhabited fence while a second keeps the tape physically taut; neither faces camera. 1.2–2.4 one red adult braces body weight against a clamp on the working pump valve; only after contact does water pressure fall while the neutral man reaches for the lost handle. 2.4–3.6 a red adult uses bolt cutters on the warehouse chain; links drop and settle as the neutral woman pulls the blue cloth bundle closer. 3.6–4.8 medium two-person action, not a hand insert: a red adult removes the physical pump key from the neutral man's open palm; both immediately turn back toward the locked pump. 4.8–6.2 forklift lifts energy cylinders and suspension compresses. 6.2–8.0 low steel gate swings shut between family members while Ivory aid brakes outside. PHYSICS / PERSISTENCE every loss follows visible contact; clamp before pressure drop, chain cut before entry, key transfer before access change, load before suspension compression, gate motion before separation. Damage, population, object possession, smoke, fire, water and control state persist through the final frame. ACCEPTANCE Exact duration and world-only cast. People appear only inside the explicitly permitted time windows and only in active causal behavior; all strategic-deployment windows obey their zero-people lock. Every WORLD confirmation follows the completed visible state; no system line overlaps another. No protagonist, command room, character dialogue, UI, music or clean endpoint reset.
【生成内容】 # W02 V3|红方无人占领|16秒|仅修正这一段 状态:`RETAKE_PROMPT_READY_NO_RUN` ## 修正目标 V2 成片把占领拍成红方人员围泵表演,并以一家人正面站在铁门后收尾,形成摆拍感。本版不改变 W02 的事件、WORLD VOICE、地理、时长或控制结果,只把全片人物改为物件痕迹与无人机械因果。 ## 00:00–00:03.5|无人但有人居住的证据 空镜:石屋门内暖灯、炉灶蒸汽、泥脚印、风吹晾衣、内侧长凳上的旧蓝布包、外侧木钉上的灰羊毛帽、泵旁拆开的工具和已有粮食。无人红方工具车沿背景道路减速,机械臂打入测量桩。 **WORLD VOICE (V.O.)** Unaligned population. No treaty protection. (未结盟人口。无条约保护。) ## 00:03.5–00:07|失去水与工具 机械臂先夹住泵阀,水压随后下降;另一只机械夹爪把泵柄与封闭工具箱放上红方工具车,车体在重量落下后才压低。 ## 00:07–00:10.5|粮仓与门 机械锁链穿过粮仓搭扣并收紧。低矮检查门由电机关闭并落锁;旧蓝布包留在门内,灰羊毛帽留在门外。无人象牙白供水车在外侧刹停,无法通过。 ## 00:10.5–00:14|旗帜物理完成 小型暗红旗沿钢索下降;旗杆底座真正插入土壤、重量沉降、钢索松弛、门闩完全落位。镜头不拍英雄式旗帜。 ## 00:14–00:16|控制结果 轻微后拉:门内蓝布包、门外灰帽、红车上的泵柄与工具箱、锁住的粮仓、停在外侧的白方供水车同时存在。 **WORLD VOICE (V.O.)** Red control confirmed. (确认红方控制。) ## 绝对人物禁令 全 16 秒不得出现任何人物、身体、脸、头、手、手臂、腿、穿在人身上的服装、驾驶员、工人、居民、老人、医护、士兵、人形、剪影、倒影、人影、照片、肖像、人体模型、雕像或玩偶。EVAN、KAI、LENA 只存在于作战室。 --- # 完整提示词 ACTIVE ASSETS — WORLD B-ROLL W02 V3 RED PHYSICAL OCCUPATION, ZERO PEOPLE, EXACT ORDER @Image1 = {{Node 17c54ebe-13d0-424d-ba2c-a4ee56e558c3}} — red logistics materials and unmarked utility-vehicle material authority only. @Image2 = {{Node fb6c976c-caed-45dd-b0e2-aef3027a96ae}} — sole world topology authority. @Image3 = {{Node 0e655a33-1a35-4eef-8448-b3f11baf4b5d}} — Ivory water/aid vehicle and material authority only. @Audio1 = {{Node 5b69d8e9-0cf1-4b95-bdc3-78e2954f492b}} — WORLD VOICE timbre only. OUTPUT CONTRACT 16.0s, 21:9, 480p, 24fps. Pure game-world B-roll with four motivated hard cuts. ABSOLUTE ZERO VISIBLE PEOPLE for the full 16 seconds: no human, humanoid, body, face, head, hand, arm, leg, clothing worn by a body, worker, driver, operator, resident, elder, medic, soldier, silhouette, reflection, human shadow, portrait, photograph, mannequin, statue or doll at any depth. No EVAN, KAI or LENA. No command room, table, dialogue, subtitles, logos, letters, UI or music. WORLD / GEOGRAPHY HARD LOCK The supplied map is sole topology authority. Central basin, faction directions, ring road, mountains, coast and rivers do not rotate, mirror or reset. Keep one modest stone homestead, one working pump, one old grain shed, one low physical inspection gate and one approach road in stable relation through every cut. Red and Ivory colors remain local paint/material accents; never tint terrain, sky or water. All vehicles are unoccupied and unmarked: no letter M, emblem, logo, readable text or face-like graphic. OCCUPANCY WITHOUT PEOPLE The homestead is visibly inhabited only through fixed material traces: warm practical light inside an open doorway, faint stove steam, fresh muddy footprints ending before frame, wind moving plain laundry on a line, an old blue cloth bundle on the inner bench, a grey wool cap on the outer peg, a half-repaired pump with tools laid beside it and grain already stored in the shed. These traces remain objects; they never transform into people and no invisible hand moves them. NO GAME-UI CONTAMINATION No glowing routes, territory wash, lock icon, HUD, hologram, floating text, data panel, card/tabletop aesthetic, miniature tilt-shift, interface screen or heroic flag composition. CAUSAL SPINE inhabited material evidence exists -> an unmanned red utility vehicle arrives -> articulated mechanical tools measure and seize the pump, tools and grain access -> the low gate closes and blocks Ivory aid -> a compact red flag is physically seated -> only then WORLD confirms red control -> the empty locked homestead and divided belongings persist. TIMED WORLD SHOTS 0.0–3.5 — Stable low wide view of the empty inhabited homestead. The working pump cycles, stove steam rises and laundry moves in wind; blue bundle, grey cap, laid-out tools and stored grain prove prior daily life without showing a person. An unmarked red utility vehicle enters from the same background road, decelerates and stops. A roof mast extends and two measuring stakes are driven by articulated arms. After the material evidence is readable, Audio1 line 1. 3.5–7.0 — Motivated hard cut to a medium mechanical task view. One articulated arm braces a clamp around the pump valve; metal contacts before pressure falls. A second gripper lifts the pump handle and closed toolbox onto the red vehicle; suspension compresses only after their weight lands. No hands, limbs or operators. 7.0–10.5 — Hard cut along the same axis to the old grain shed and gate. A mechanical chainer loops and tightens a real chain through the shed hasp; the shed door cannot open afterward. The low inspection gate swings shut under motor torque. The old blue cloth bundle remains just inside the bars while the grey wool cap is left outside; the unoccupied Ivory water vehicle brakes on the far side and cannot pass. No person stands behind either side of the gate. 10.5–14.0 — Hard cut to the flag mechanism, never a heroic flag portrait. A compact dull-red flag descends on a steel cable. The base is driven into soil, weight settles, the cable visibly slackens and the gate latch fully seats. Keep the locked pump, chained shed and blocked Ivory vehicle readable in depth. 14.0–16.0 — Restrained five-percent pullback from the empty locked homestead. Only after clamp, removed handle/toolbox, chain, gate latch and flag base are all physically complete, Audio1 line 2. End on the blue bundle inside, grey cap outside, seized tools on the red vehicle and Ivory water vehicle still blocked—not on people and not on a triumphant flag. WORLD VOICE / AUDIO Exact WORLD lines, once each, no additions: WORLD VOICE (V.O.): “Unaligned population. No treaty protection.” WORLD VOICE (V.O.): “Red control confirmed.” WORLD is disembodied; no source appears. Physical pump, engine, brakes, metal clamp, toolbox weight, chain, gate motor, cable, soil contact, wind and distant water ambience remain primary. ZERO MUSIC: no score, melody, chord, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM or theme. CAMERA / PHYSICS / PERSISTENCE Stable crane/rail/dolly or restrained long-lens world camera only; no handheld, digital jitter, orbit, teleport or full-frame occlusion over six frames. Vehicle decelerates before stopping; mast extends before stakes enter soil; clamp contacts before pressure drops; grippers support objects before lifting; load lands before suspension compression; chain passes through hasp before tightening; gate moves before latch seats; flag base contacts soil before cable slackens. Pump shutdown, removed handle/toolbox, chained shed, closed gate, blocked Ivory vehicle, divided bundle/cap and planted red flag persist through the final frame. ACCEPTANCE LOCKS Full 16 seconds contain zero people and zero human-like forms, including hands, silhouettes, reflections and portraits. Occupation is readable entirely through machinery, household evidence and persistent object loss. Both WORLD confirmations follow—not precede—their visible evidence. No protagonist, staged family tableau, standing faction display, letter M, logo, UI, music, clean reset or triumphant flag ending.
ACTIVE ASSETS — WORLD B-ROLL W02 V3 RED PHYSICAL OCCUPATION, ZERO PEOPLE, EXACT ORDER @Image1 = {{Mixed 1}} — red logistics materials and unmarked utility-vehicle material authority only. @Image2 = {{Mixed 2}} — sole world topology authority. @Image3 = {{Mixed 3}} — Ivory water/aid vehicle and material authority only. @Audio1 = {{Mixed 4}} — WORLD VOICE timbre only. OUTPUT CONTRACT 16.0s, 21:9, 480p, 24fps. Pure game-world B-roll with four motivated hard cuts. ABSOLUTE ZERO VISIBLE PEOPLE for the full 16 seconds: no human, humanoid, body, face, head, hand, arm, leg, clothing worn by a body, worker, driver, operator, resident, elder, medic, soldier, silhouette, reflection, human shadow, portrait, photograph, mannequin, statue or doll at any depth. No EVAN, KAI or LENA. No command room, table, dialogue, subtitles, logos, letters, UI or music. WORLD / GEOGRAPHY HARD LOCK The supplied map is sole topology authority. Central basin, faction directions, ring road, mountains, coast and rivers do not rotate, mirror or reset. Keep one modest stone homestead, one working pump, one old grain shed, one low physical inspection gate and one approach road in stable relation through every cut. Red and Ivory colors remain local paint/material accents; never tint terrain, sky or water. All vehicles are unoccupied and unmarked: no letter M, emblem, logo, readable text or face-like graphic. OCCUPANCY WITHOUT PEOPLE The homestead is visibly inhabited only through fixed material traces: warm practical light inside an open doorway, faint stove steam, fresh muddy footprints ending before frame, wind moving plain laundry on a line, an old blue cloth bundle on the inner bench, a grey wool cap on the outer peg, a half-repaired pump with tools laid beside it and grain already stored in the shed. These traces remain objects; they never transform into people and no invisible hand moves them. NO GAME-UI CONTAMINATION No glowing routes, territory wash, lock icon, HUD, hologram, floating text, data panel, card/tabletop aesthetic, miniature tilt-shift, interface screen or heroic flag composition. CAUSAL SPINE inhabited material evidence exists -> an unmanned red utility vehicle arrives -> articulated mechanical tools measure and seize the pump, tools and grain access -> the low gate closes and blocks Ivory aid -> a compact red flag is physically seated -> only then WORLD confirms red control -> the empty locked homestead and divided belongings persist. TIMED WORLD SHOTS 0.0–3.5 — Stable low wide view of the empty inhabited homestead. The working pump cycles, stove steam rises and laundry moves in wind; blue bundle, grey cap, laid-out tools and stored grain prove prior daily life without showing a person. An unmarked red utility vehicle enters from the same background road, decelerates and stops. A roof mast extends and two measuring stakes are driven by articulated arms. After the material evidence is readable, Audio1 line 1. 3.5–7.0 — Motivated hard cut to a medium mechanical task view. One articulated arm braces a clamp around the pump valve; metal contacts before pressure falls. A second gripper lifts the pump handle and closed toolbox onto the red vehicle; suspension compresses only after their weight lands. No hands, limbs or operators. 7.0–10.5 — Hard cut along the same axis to the old grain shed and gate. A mechanical chainer loops and tightens a real chain through the shed hasp; the shed door cannot open afterward. The low inspection gate swings shut under motor torque. The old blue cloth bundle remains just inside the bars while the grey wool cap is left outside; the unoccupied Ivory water vehicle brakes on the far side and cannot pass. No person stands behind either side of the gate. 10.5–14.0 — Hard cut to the flag mechanism, never a heroic flag portrait. A compact dull-red flag descends on a steel cable. The base is driven into soil, weight settles, the cable visibly slackens and the gate latch fully seats. Keep the locked pump, chained shed and blocked Ivory vehicle readable in depth. 14.0–16.0 — Restrained five-percent pullback from the empty locked homestead. Only after clamp, removed handle/toolbox, chain, gate latch and flag base are all physically complete, Audio1 line 2. End on the blue bundle inside, grey cap outside, seized tools on the red vehicle and Ivory water vehicle still blocked—not on people and not on a triumphant flag. WORLD VOICE / AUDIO Exact WORLD lines, once each, no additions: WORLD VOICE (V.O.): “Unaligned population. No treaty protection.” WORLD VOICE (V.O.): “Red control confirmed.” WORLD is disembodied; no source appears. Physical pump, engine, brakes, metal clamp, toolbox weight, chain, gate motor, cable, soil contact, wind and distant water ambience remain primary. ZERO MUSIC: no score, melody, chord, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM or theme. CAMERA / PHYSICS / PERSISTENCE Stable crane/rail/dolly or restrained long-lens world camera only; no handheld, digital jitter, orbit, teleport or full-frame occlusion over six frames. Vehicle decelerates before stopping; mast extends before stakes enter soil; clamp contacts before pressure drops; grippers support objects before lifting; load lands before suspension compression; chain passes through hasp before tightening; gate moves before latch seats; flag base contacts soil before cable slackens. Pump shutdown, removed handle/toolbox, chained shed, closed gate, blocked Ivory vehicle, divided bundle/cap and planted red flag persist through the final frame. ACCEPTANCE LOCKS Full 16 seconds contain zero people and zero human-like forms, including hands, silhouettes, reflections and portraits. Occupation is readable entirely through machinery, household evidence and persistent object loss. Both WORLD confirmations follow—not precede—their visible evidence. No protagonist, staged family tableau, standing faction display, letter M, logo, UI, music, clean reset or triumphant flag ending.
【生成内容】 # C08_B01|00:00–00:04|中立家庭被红方测量车发现|4秒 低侧长焦隔着一根虚焦围栏柱观察中立家庭:灰外套女人背向镜头收起晾衣并放进旧蓝布包;深棕工作服男人跪在水泵边拧紧漏水接头;戴灰羊毛帽的老人把一小袋粮食从粮仓搬到门口。三个人持续做不同劳动,不列队、不看镜头,也不同时回头。 红方无标志测量车在深背景沿新路由左向右进入,减速并停在围栏线外。车侧机械打桩器伸出,一根普通金属测量桩落在家庭围栏外;金属真正接触土壤后才扬起少量尘土并振动停稳。 最后一声干燥金属落地声作为切点,硬切作战室 LENA 过肩反应。此 B-roll 无 WORLD VOICE、无人物对白、无音乐;三名主角绝不进入游戏世界。 --- # 完整提示词 ACTIVE ASSETS — C08 B01 00:00–00:04 NEUTRAL FAMILY DISCOVERED BY RED SURVEY TRUCK, EXACT ORDER @Image1 = {{Node fb6c976c-caed-45dd-b0e2-aef3027a96ae}} — sole world topology and central-basin geography. @Image2 = {{Node 85379bc0-3466-4222-ae03-486375d46e63}} — inhabited dry-river corridor, modest homestead and civilian-scale material authority. @Image3 = {{Node 17c54ebe-13d0-424d-ba2c-a4ee56e558c3}} — red logistics vehicle, road and survey-equipment material authority only. @Image4 = {{Node 0e655a33-1a35-4eef-8448-b3f11baf4b5d}} — Ivory-adjacent settlement, pump and practical-life material continuity only. Assets lock geography, materials and scale—not framing, action or character identity. OUTPUT CONTRACT 4.0s, 21:9, 480p, 24fps. One continuous low-side restrained-telephoto game-world shot ending on a physical stake impact. No EVAN, KAI or LENA body, face, hair, wardrobe, voice or likeness. No command room, dialogue, WORLD VOICE, subtitle, logo, text, UI or music. SHOT PURPOSE / CAUSAL SPINE ordinary family labor establishes that the basin is inhabited -> a red survey truck enters on the new road behind them -> the family has not yet noticed it -> a mechanical stake driver extends from the truck -> one metal stake lands outside the family fence -> the impact sound motivates an immediate hard cut to LENA in the command room. WORLD / SPATIAL LOCK Image1 is the sole topology. Keep one modest stone homestead, old wooden-and-wire fence, working hand pump, grain shed and new red road in fixed relation. Camera is outside the fence on its low south-west side, 1.25 metres high and 28 metres from the family, looking across foreground fence posts toward the road in deep background. The red truck travels background screen-left to screen-right and never crosses the family or foreground fence. Mountains, lake and basin roads do not rotate, mirror or reset. CHARACTER BOUNDARY Only three unrelated neutral residents appear; they are not protagonists and share no face, age styling, hair or commander wardrobe with EVAN/KAI/LENA. Grey-coated adult woman, dark-brown-workwear adult man, grey-wool-cap elderly man. Nobody stands in a row, faces camera, poses as a faction unit or waits idly. All three remain occupied by truthful domestic work and are never larger than one-quarter frame height. TIMED ACTION 0.0–1.4 — Entry state: low-side 18-degree telephoto view through one soft foreground fence post. The woman is three-quarter back to camera, folding dry plain laundry into an old blue cloth bundle on a bench. The man kneels beside the pump, tightening a leaking joint with both hands. The wool-cap elder carries a small grain sack from shed to doorway with uneven but stable steps. Warm window light, stove steam and pump water prove ongoing life. Nobody looks toward camera or road. 1.4–3.1 — The same camera makes a restrained three-percent push while preserving fence, pump, house and road. An unmarked dull-red survey truck enters only in deep background on the new road, decelerates and stops outside the fence line. Vehicle remains secondary; no driver or red personnel are visible. The family continues its tasks without synchronized reactions: woman closes the blue bundle, man keeps the wrench on the pump joint, elder lowers grain by the door. 3.1–4.0 — A compact mechanical stake driver extends from the truck's side, lowers one plain metal survey stake just outside the family fence and drives it into soil. Metal contacts earth before dust rises; stake vibrates and settles upright. Camera makes a small focus transfer from the man's pump repair to the new stake while the family stays soft and still working in depth. End exactly on the dry metallic impact and settled stake; this sound is the cut carrier into LENA's command-room reaction. PERFORMANCE / PHYSICS Domestic actions are continuous and unsynchronized. Fabric folds under hand pressure; wrench maintains contact; water drips after the joint is tightened; grain sack changes the elder's balance and settles on the ground. Truck decelerates before stopping; suspension settles; mechanism extends before stake descent; stake contacts soil before vibration and dust. No teleport, hand mutation, duplicated person, frozen tableau, direct-camera gaze or sudden group turn. CAMERA / LOOK Restrained distant observation, not handheld. One continuous 18-degree telephoto shot with shallow but readable depth: soft fence foreground, family/pump midground, survey truck/stake background. No orbit, whip-pan, zoom burst, macro, overhead map, hero truck angle or full-frame occlusion. Natural overcast daylight, muted earth, dull brick-red vehicle accent; no cinematic glamour or faction color wash. AUDIO No speech and no WORLD VOICE. Natural pump squeak/water drip, cloth, grain sack, distant truck engine/brakes, mechanism extension and one dry metal stake impact. ZERO MUSIC: no score, melody, drone, beat, pulse, riser, stinger or BRAAM. Stake impact cuts hard into command-room HVAC and LENA's intake of breath in the edit; do not generate command-room audio here. NO GAME / STAGING CONTAMINATION No HUD, hologram, territory tint, glowing line, floating text, card, miniature, tilt-shift, toy vehicle, readable emblem, flag, lineup, presentation row, family portrait pose, red crew around the pump or people behind bars. ACCEPTANCE LOCKS First two seconds clearly establish one working neutral household through three different tasks. Red survey truck appears only in deep background after 1.4 seconds. Exactly one metal stake lands outside—not inside—the family fence after 3.1 seconds. Nobody notices the truck as a synchronized group, nobody looks at camera, and no protagonist appears. No WORLD VOICE. Final frame holds the settled stake, fence relationship and still-inhabited homestead, ready to hard cut to LENA.
ACTIVE ASSETS — C08 B01 00:00–00:04 NEUTRAL FAMILY DISCOVERED BY RED SURVEY TRUCK, EXACT ORDER @Image1 = {{Mixed 1}} — sole world topology and central-basin geography. @Image2 = {{Mixed 2}} — inhabited dry-river corridor, modest homestead and civilian-scale material authority. @Image3 = {{Mixed 3}} — red logistics vehicle, road and survey-equipment material authority only. @Image4 = {{Mixed 4}} — Ivory-adjacent settlement, pump and practical-life material continuity only. Assets lock geography, materials and scale—not framing, action or character identity. OUTPUT CONTRACT 4.0s, 21:9, 480p, 24fps. One continuous low-side restrained-telephoto game-world shot ending on a physical stake impact. No EVAN, KAI or LENA body, face, hair, wardrobe, voice or likeness. No command room, dialogue, WORLD VOICE, subtitle, logo, text, UI or music. SHOT PURPOSE / CAUSAL SPINE ordinary family labor establishes that the basin is inhabited -> a red survey truck enters on the new road behind them -> the family has not yet noticed it -> a mechanical stake driver extends from the truck -> one metal stake lands outside the family fence -> the impact sound motivates an immediate hard cut to LENA in the command room. WORLD / SPATIAL LOCK Image1 is the sole topology. Keep one modest stone homestead, old wooden-and-wire fence, working hand pump, grain shed and new red road in fixed relation. Camera is outside the fence on its low south-west side, 1.25 metres high and 28 metres from the family, looking across foreground fence posts toward the road in deep background. The red truck travels background screen-left to screen-right and never crosses the family or foreground fence. Mountains, lake and basin roads do not rotate, mirror or reset. CHARACTER BOUNDARY Only three unrelated neutral residents appear; they are not protagonists and share no face, age styling, hair or commander wardrobe with EVAN/KAI/LENA. Grey-coated adult woman, dark-brown-workwear adult man, grey-wool-cap elderly man. Nobody stands in a row, faces camera, poses as a faction unit or waits idly. All three remain occupied by truthful domestic work and are never larger than one-quarter frame height. TIMED ACTION 0.0–1.4 — Entry state: low-side 18-degree telephoto view through one soft foreground fence post. The woman is three-quarter back to camera, folding dry plain laundry into an old blue cloth bundle on a bench. The man kneels beside the pump, tightening a leaking joint with both hands. The wool-cap elder carries a small grain sack from shed to doorway with uneven but stable steps. Warm window light, stove steam and pump water prove ongoing life. Nobody looks toward camera or road. 1.4–3.1 — The same camera makes a restrained three-percent push while preserving fence, pump, house and road. An unmarked dull-red survey truck enters only in deep background on the new road, decelerates and stops outside the fence line. Vehicle remains secondary; no driver or red personnel are visible. The family continues its tasks without synchronized reactions: woman closes the blue bundle, man keeps the wrench on the pump joint, elder lowers grain by the door. 3.1–4.0 — A compact mechanical stake driver extends from the truck's side, lowers one plain metal survey stake just outside the family fence and drives it into soil. Metal contacts earth before dust rises; stake vibrates and settles upright. Camera makes a small focus transfer from the man's pump repair to the new stake while the family stays soft and still working in depth. End exactly on the dry metallic impact and settled stake; this sound is the cut carrier into LENA's command-room reaction. PERFORMANCE / PHYSICS Domestic actions are continuous and unsynchronized. Fabric folds under hand pressure; wrench maintains contact; water drips after the joint is tightened; grain sack changes the elder's balance and settles on the ground. Truck decelerates before stopping; suspension settles; mechanism extends before stake descent; stake contacts soil before vibration and dust. No teleport, hand mutation, duplicated person, frozen tableau, direct-camera gaze or sudden group turn. CAMERA / LOOK Restrained distant observation, not handheld. One continuous 18-degree telephoto shot with shallow but readable depth: soft fence foreground, family/pump midground, survey truck/stake background. No orbit, whip-pan, zoom burst, macro, overhead map, hero truck angle or full-frame occlusion. Natural overcast daylight, muted earth, dull brick-red vehicle accent; no cinematic glamour or faction color wash. AUDIO No speech and no WORLD VOICE. Natural pump squeak/water drip, cloth, grain sack, distant truck engine/brakes, mechanism extension and one dry metal stake impact. ZERO MUSIC: no score, melody, drone, beat, pulse, riser, stinger or BRAAM. Stake impact cuts hard into command-room HVAC and LENA's intake of breath in the edit; do not generate command-room audio here. NO GAME / STAGING CONTAMINATION No HUD, hologram, territory tint, glowing line, floating text, card, miniature, tilt-shift, toy vehicle, readable emblem, flag, lineup, presentation row, family portrait pose, red crew around the pump or people behind bars. ACCEPTANCE LOCKS First two seconds clearly establish one working neutral household through three different tasks. Red survey truck appears only in deep background after 1.4 seconds. Exactly one metal stake lands outside—not inside—the family fence after 3.1 seconds. Nobody notices the truck as a synchronized group, nobody looks at camera, and no protagonist appears. No WORLD VOICE. Final frame holds the settled stake, fence relationship and still-inhabited homestead, ready to hard cut to LENA.
【生成内容】 # R06 完整剧本 # R06|核爆后谴责|纯作战室30秒 目的:the room absorbs an unseen catastrophe; LENA names human cost, EVAN exposes his remaining logic。 ## 精确对白 **LENA** You burned a city for a meter reading. **EVAN** The resource survived. **LENA** That's your defense? ## 时间设计 - 0.0–6.0 post-event room silence. Same clean room, no screen, no blast image, no UI. LENA seated again, breath uneven; KAI silent; EVAN rigid. - 6.0–12.0 LENA true OTS Audio1 line1, eyes wet but controlled. - 12.0–17.0 EVAN Audio2 line2, avoids both children; no insert or monitor. - 17.0–22.0 LENA/KAI two-shot; Audio1 line3, KAI's jaw locks. - 22.0–30.0 room-only aftermath B-roll: breath, gaze breaks, empty wall practical, chair settling, no speech. --- # R06 完整提示词 ACTIVE ASSETS — ROOM ONLY R06 核爆后谴责, EXACT ORDER @Image1 = {{Node 753f107b-c8a9-494f-ac8f-d70564411d2a}} — sole command-room architecture, fixed seating, wardrobe and eyeline authority. @Image2 = {{Node be020091-3863-446a-90a2-715736c8c10e}} — EVAN identity/blue command-room wardrobe. @Image3 = {{Node 0e988ad5-811e-4e9d-93fd-d3be5f5b5caa}} — KAI identity/red command-room wardrobe. @Image4 = {{Node cbdb7ae4-f26d-4fd5-a4cf-05b970afea70}} — LENA identity/Ivory command-room wardrobe. @Audio1 = {{Node 2236b908-fb34-4af0-9f53-efc8d535657d}} — LENA timbre only. @Audio2 = {{Node a34f2d2a-8c35-42c6-8771-8d21b88846f9}} — EVAN timbre only. OUTPUT CONTRACT 30.0s, 21:9, 480p, 24fps. Pure command-room dialogue source plate with internal cuts allowed. Exact character dialogue only. No WORLD VOICE, game-world sound, music, subtitles, UI or additional speech. COMMAND-ROOM GEOGRAPHY HARD LOCK One unchanged dark command room. Camera stays on the south side of the table axis. EVAN remains screen-left/west; KAI remains far-center/north; LENA remains screen-right/east. Nobody changes seats, crosses the table, looks into camera or becomes a centered passport portrait. True OTS shots retain a soft listener shoulder/edge. All eyelines target another character or the unseen inert tabletop. NO WORLD CONTAMINATION Do not show or invent any city, landscape, lake, road, farm, factory, tank, missile, refugee, explosion, flag, game-world footage or outdoor view. No screen, monitor, window projection, HUD, hologram, glowing route, lock icon, floating text, data panel, map animation, miniature growth or moving tabletop terrain. The table stays a dark, inert, shallow-focus physical surface with no readable detail. No world assets are active. CAUSAL SPINE offscreen information reaches the room -> eyes and breath register it -> the named speaker chooses a tactic and speaks -> listeners react at different speeds -> the next line answers that changed relationship -> posture and eyelines persist into the edit handle. No visual world event is recreated inside the room. ROOM B-ROLL ONLY Use relationship masters, true over-shoulders, profiles, two-shots, focus transfers, delayed reactions, breathing, clothing/chair movement, empty fourth-side composition, practical wall light and shallow-focus table edge. No hand closeups, no fingers manipulating controls, no readable paper except the distant blank treaty page where specified. CAMERA / PERFORMANCE Weighted shoulder camera, 5–8% eased pushes, short pullbacks and imperfect micro-settling. No digital jitter, random orbit or axis crossing. Eyes lead heads; interrupted breath and stillness mark new information. Preserve reaction inertia across cuts. PHYSICS Bodies remain fully supported by the same chairs; feet stay grounded; chairs settle after weight shifts; clothing reacts after torso motion; breath precedes speech; gaze leads head turns. The inert table, walls, door, practical lights and all room objects remain fixed across every cut. AUDIO MASTER LOCK Exact character voices, continuous HVAC/electrical hum, breath, chair and clothing only. ZERO MUSIC: no score, melody, chord, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM or theme. No WORLD VOICE in this source. ACCEPTANCE Same room and seats for all 30 seconds. Exact speaker/voice mapping and line order. No world contamination, screens, UI, map animation, extra people, seat swap, direct-to-camera gaze, music or WORLD voice. DRAMATIC PURPOSE the room absorbs an unseen catastrophe; LENA names human cost, EVAN exposes his remaining logic. LOCKED DIALOGUE — EXACT ORDER, ONCE EACH LENA: “You burned a city for a meter reading.” EVAN: “The resource survived.” LENA: “That's your defense?” SPEAKER / AUDIO HARD LOCK Audio1=LENA only; Audio2=EVAN only. No swap, repeat, overlap, paraphrase or extra words. Unused characters keep mouths closed. TIMED ROOM SHOTS 0.0–6.0 post-event room silence. Same clean room, no screen, no blast image, no UI. LENA seated again, breath uneven; KAI silent; EVAN rigid. 6.0–12.0 LENA true OTS Audio1 line1, eyes wet but controlled. 12.0–17.0 EVAN Audio2 line2, avoids both children; no insert or monitor. 17.0–22.0 LENA/KAI two-shot; Audio1 line3, KAI's jaw locks. 22.0–30.0 room-only aftermath B-roll: breath, gaze breaks, empty wall practical, chair settling, no speech.
ACTIVE ASSETS — ROOM ONLY R06 核爆后谴责, EXACT ORDER @Image1 = {{Mixed 1}} — sole command-room architecture, fixed seating, wardrobe and eyeline authority. @Image2 = {{Mixed 2}} — EVAN identity/blue command-room wardrobe. @Image3 = {{Mixed 3}} — KAI identity/red command-room wardrobe. @Image4 = {{Mixed 4}} — LENA identity/Ivory command-room wardrobe. @Audio1 = {{Mixed 5}} — LENA timbre only. @Audio2 = {{Mixed 6}} — EVAN timbre only. OUTPUT CONTRACT 30.0s, 21:9, 480p, 24fps. Pure command-room dialogue source plate with internal cuts allowed. Exact character dialogue only. No WORLD VOICE, game-world sound, music, subtitles, UI or additional speech. COMMAND-ROOM GEOGRAPHY HARD LOCK One unchanged dark command room. Camera stays on the south side of the table axis. EVAN remains screen-left/west; KAI remains far-center/north; LENA remains screen-right/east. Nobody changes seats, crosses the table, looks into camera or becomes a centered passport portrait. True OTS shots retain a soft listener shoulder/edge. All eyelines target another character or the unseen inert tabletop. NO WORLD CONTAMINATION Do not show or invent any city, landscape, lake, road, farm, factory, tank, missile, refugee, explosion, flag, game-world footage or outdoor view. No screen, monitor, window projection, HUD, hologram, glowing route, lock icon, floating text, data panel, map animation, miniature growth or moving tabletop terrain. The table stays a dark, inert, shallow-focus physical surface with no readable detail. No world assets are active. CAUSAL SPINE offscreen information reaches the room -> eyes and breath register it -> the named speaker chooses a tactic and speaks -> listeners react at different speeds -> the next line answers that changed relationship -> posture and eyelines persist into the edit handle. No visual world event is recreated inside the room. ROOM B-ROLL ONLY Use relationship masters, true over-shoulders, profiles, two-shots, focus transfers, delayed reactions, breathing, clothing/chair movement, empty fourth-side composition, practical wall light and shallow-focus table edge. No hand closeups, no fingers manipulating controls, no readable paper except the distant blank treaty page where specified. CAMERA / PERFORMANCE Weighted shoulder camera, 5–8% eased pushes, short pullbacks and imperfect micro-settling. No digital jitter, random orbit or axis crossing. Eyes lead heads; interrupted breath and stillness mark new information. Preserve reaction inertia across cuts. PHYSICS Bodies remain fully supported by the same chairs; feet stay grounded; chairs settle after weight shifts; clothing reacts after torso motion; breath precedes speech; gaze leads head turns. The inert table, walls, door, practical lights and all room objects remain fixed across every cut. AUDIO MASTER LOCK Exact character voices, continuous HVAC/electrical hum, breath, chair and clothing only. ZERO MUSIC: no score, melody, chord, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM or theme. No WORLD VOICE in this source. ACCEPTANCE Same room and seats for all 30 seconds. Exact speaker/voice mapping and line order. No world contamination, screens, UI, map animation, extra people, seat swap, direct-to-camera gaze, music or WORLD voice. DRAMATIC PURPOSE the room absorbs an unseen catastrophe; LENA names human cost, EVAN exposes his remaining logic. LOCKED DIALOGUE — EXACT ORDER, ONCE EACH LENA: “You burned a city for a meter reading.” EVAN: “The resource survived.” LENA: “That's your defense?” SPEAKER / AUDIO HARD LOCK Audio1=LENA only; Audio2=EVAN only. No swap, repeat, overlap, paraphrase or extra words. Unused characters keep mouths closed. TIMED ROOM SHOTS 0.0–6.0 post-event room silence. Same clean room, no screen, no blast image, no UI. LENA seated again, breath uneven; KAI silent; EVAN rigid. 6.0–12.0 LENA true OTS Audio1 line1, eyes wet but controlled. 12.0–17.0 EVAN Audio2 line2, avoids both children; no insert or monitor. 17.0–22.0 LENA/KAI two-shot; Audio1 line3, KAI's jaw locks. 22.0–30.0 room-only aftermath B-roll: breath, gaze breaks, empty wall practical, chair settling, no speech.
【生成内容】 # R07 完整剧本 # R07|悲伤、醒悟与提出条约|纯作战室30秒 目的:grief breaks all three strategic postures; solution emerges only after a protected silence。 ## 精确对白 **KAI** The system survived. That's the problem. **LENA** What kind of future only has room for one of us? **EVAN** Then we write a treaty. **KAI** Can a treaty supersede them? ## 时间设计 - 0.0–5.0 clean room silence, no WORLD, no screen; shoulders and eyelines carry aftermath. - 5.0–9.0 KAI Audio1 line1, slow, eyes lowered. - 9.0–14.0 LENA Audio2 line2, quiet, hold one second after 'us'. - 14.0–19.0 protected five-second silence; no dialogue, no music, no prop action. - 19.0–23.0 blank off-white page slides mechanically into table center; EVAN looks to both and Audio3 line3. - 23.0–26.0 silent listening gap reserved for later protocol WORLD line; mouths closed. - 26.0–29.0 KAI Audio1 line4, cautious hope. - 29.0–30.0 blank-page three-shot, nobody writes. --- # R07 完整提示词 ACTIVE ASSETS — ROOM ONLY R07 悲伤、醒悟与提出条约, EXACT ORDER @Image1 = {{Node 753f107b-c8a9-494f-ac8f-d70564411d2a}} — sole command-room architecture, fixed seating, wardrobe and eyeline authority. @Image2 = {{Node be020091-3863-446a-90a2-715736c8c10e}} — EVAN identity/blue command-room wardrobe. @Image3 = {{Node 0e988ad5-811e-4e9d-93fd-d3be5f5b5caa}} — KAI identity/red command-room wardrobe. @Image4 = {{Node cbdb7ae4-f26d-4fd5-a4cf-05b970afea70}} — LENA identity/Ivory command-room wardrobe. @Audio1 = {{Node b2f85740-3f87-469c-a2f3-9f26793bb226}} — KAI timbre only. @Audio2 = {{Node 2236b908-fb34-4af0-9f53-efc8d535657d}} — LENA timbre only. @Audio3 = {{Node a34f2d2a-8c35-42c6-8771-8d21b88846f9}} — EVAN timbre only. OUTPUT CONTRACT 30.0s, 21:9, 480p, 24fps. Pure command-room dialogue source plate with internal cuts allowed. Exact character dialogue only. No WORLD VOICE, game-world sound, music, subtitles, UI or additional speech. COMMAND-ROOM GEOGRAPHY HARD LOCK One unchanged dark command room. Camera stays on the south side of the table axis. EVAN remains screen-left/west; KAI remains far-center/north; LENA remains screen-right/east. Nobody changes seats, crosses the table, looks into camera or becomes a centered passport portrait. True OTS shots retain a soft listener shoulder/edge. All eyelines target another character or the unseen inert tabletop. NO WORLD CONTAMINATION Do not show or invent any city, landscape, lake, road, farm, factory, tank, missile, refugee, explosion, flag, game-world footage or outdoor view. No screen, monitor, window projection, HUD, hologram, glowing route, lock icon, floating text, data panel, map animation, miniature growth or moving tabletop terrain. The table stays a dark, inert, shallow-focus physical surface with no readable detail. No world assets are active. CAUSAL SPINE offscreen information reaches the room -> eyes and breath register it -> the named speaker chooses a tactic and speaks -> listeners react at different speeds -> the next line answers that changed relationship -> posture and eyelines persist into the edit handle. No visual world event is recreated inside the room. ROOM B-ROLL ONLY Use relationship masters, true over-shoulders, profiles, two-shots, focus transfers, delayed reactions, breathing, clothing/chair movement, empty fourth-side composition, practical wall light and shallow-focus table edge. No hand closeups, no fingers manipulating controls, no readable paper except the distant blank treaty page where specified. CAMERA / PERFORMANCE Weighted shoulder camera, 5–8% eased pushes, short pullbacks and imperfect micro-settling. No digital jitter, random orbit or axis crossing. Eyes lead heads; interrupted breath and stillness mark new information. Preserve reaction inertia across cuts. PHYSICS Bodies remain fully supported by the same chairs; feet stay grounded; chairs settle after weight shifts; clothing reacts after torso motion; breath precedes speech; gaze leads head turns. The inert table, walls, door, practical lights and all room objects remain fixed across every cut. AUDIO MASTER LOCK Exact character voices, continuous HVAC/electrical hum, breath, chair and clothing only. ZERO MUSIC: no score, melody, chord, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM or theme. No WORLD VOICE in this source. ACCEPTANCE Same room and seats for all 30 seconds. Exact speaker/voice mapping and line order. No world contamination, screens, UI, map animation, extra people, seat swap, direct-to-camera gaze, music or WORLD voice. DRAMATIC PURPOSE grief breaks all three strategic postures; solution emerges only after a protected silence. LOCKED DIALOGUE — EXACT ORDER, ONCE EACH KAI: “The system survived. That's the problem.” LENA: “What kind of future only has room for one of us?” EVAN: “Then we write a treaty.” KAI: “Can a treaty supersede them?” SPEAKER / AUDIO HARD LOCK Audio1=KAI only; Audio2=LENA only; Audio3=EVAN only. No swap, repeat, overlap, paraphrase or extra words. Unused characters keep mouths closed. TIMED ROOM SHOTS 0.0–5.0 clean room silence, no WORLD, no screen; shoulders and eyelines carry aftermath. 5.0–9.0 KAI Audio1 line1, slow, eyes lowered. 9.0–14.0 LENA Audio2 line2, quiet, hold one second after 'us'. 14.0–19.0 protected five-second silence; no dialogue, no music, no prop action. 19.0–23.0 blank off-white page slides mechanically into table center; EVAN looks to both and Audio3 line3. 23.0–26.0 silent listening gap reserved for later protocol WORLD line; mouths closed. 26.0–29.0 KAI Audio1 line4, cautious hope. 29.0–30.0 blank-page three-shot, nobody writes.
ACTIVE ASSETS — ROOM ONLY R07 悲伤、醒悟与提出条约, EXACT ORDER @Image1 = {{Mixed 1}} — sole command-room architecture, fixed seating, wardrobe and eyeline authority. @Image2 = {{Mixed 2}} — EVAN identity/blue command-room wardrobe. @Image3 = {{Mixed 3}} — KAI identity/red command-room wardrobe. @Image4 = {{Mixed 4}} — LENA identity/Ivory command-room wardrobe. @Audio1 = {{Mixed 5}} — KAI timbre only. @Audio2 = {{Mixed 6}} — LENA timbre only. @Audio3 = {{Mixed 7}} — EVAN timbre only. OUTPUT CONTRACT 30.0s, 21:9, 480p, 24fps. Pure command-room dialogue source plate with internal cuts allowed. Exact character dialogue only. No WORLD VOICE, game-world sound, music, subtitles, UI or additional speech. COMMAND-ROOM GEOGRAPHY HARD LOCK One unchanged dark command room. Camera stays on the south side of the table axis. EVAN remains screen-left/west; KAI remains far-center/north; LENA remains screen-right/east. Nobody changes seats, crosses the table, looks into camera or becomes a centered passport portrait. True OTS shots retain a soft listener shoulder/edge. All eyelines target another character or the unseen inert tabletop. NO WORLD CONTAMINATION Do not show or invent any city, landscape, lake, road, farm, factory, tank, missile, refugee, explosion, flag, game-world footage or outdoor view. No screen, monitor, window projection, HUD, hologram, glowing route, lock icon, floating text, data panel, map animation, miniature growth or moving tabletop terrain. The table stays a dark, inert, shallow-focus physical surface with no readable detail. No world assets are active. CAUSAL SPINE offscreen information reaches the room -> eyes and breath register it -> the named speaker chooses a tactic and speaks -> listeners react at different speeds -> the next line answers that changed relationship -> posture and eyelines persist into the edit handle. No visual world event is recreated inside the room. ROOM B-ROLL ONLY Use relationship masters, true over-shoulders, profiles, two-shots, focus transfers, delayed reactions, breathing, clothing/chair movement, empty fourth-side composition, practical wall light and shallow-focus table edge. No hand closeups, no fingers manipulating controls, no readable paper except the distant blank treaty page where specified. CAMERA / PERFORMANCE Weighted shoulder camera, 5–8% eased pushes, short pullbacks and imperfect micro-settling. No digital jitter, random orbit or axis crossing. Eyes lead heads; interrupted breath and stillness mark new information. Preserve reaction inertia across cuts. PHYSICS Bodies remain fully supported by the same chairs; feet stay grounded; chairs settle after weight shifts; clothing reacts after torso motion; breath precedes speech; gaze leads head turns. The inert table, walls, door, practical lights and all room objects remain fixed across every cut. AUDIO MASTER LOCK Exact character voices, continuous HVAC/electrical hum, breath, chair and clothing only. ZERO MUSIC: no score, melody, chord, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM or theme. No WORLD VOICE in this source. ACCEPTANCE Same room and seats for all 30 seconds. Exact speaker/voice mapping and line order. No world contamination, screens, UI, map animation, extra people, seat swap, direct-to-camera gaze, music or WORLD voice. DRAMATIC PURPOSE grief breaks all three strategic postures; solution emerges only after a protected silence. LOCKED DIALOGUE — EXACT ORDER, ONCE EACH KAI: “The system survived. That's the problem.” LENA: “What kind of future only has room for one of us?” EVAN: “Then we write a treaty.” KAI: “Can a treaty supersede them?” SPEAKER / AUDIO HARD LOCK Audio1=KAI only; Audio2=LENA only; Audio3=EVAN only. No swap, repeat, overlap, paraphrase or extra words. Unused characters keep mouths closed. TIMED ROOM SHOTS 0.0–5.0 clean room silence, no WORLD, no screen; shoulders and eyelines carry aftermath. 5.0–9.0 KAI Audio1 line1, slow, eyes lowered. 9.0–14.0 LENA Audio2 line2, quiet, hold one second after 'us'. 14.0–19.0 protected five-second silence; no dialogue, no music, no prop action. 19.0–23.0 blank off-white page slides mechanically into table center; EVAN looks to both and Audio3 line3. 23.0–26.0 silent listening gap reserved for later protocol WORLD line; mouths closed. 26.0–29.0 KAI Audio1 line4, cautious hope. 29.0–30.0 blank-page three-shot, nobody writes.
【生成内容】 # W07 完整剧本 # W07|条约后合作与共同飞船|18秒 目的:show limits and pooled reserves becoming physical stand-down, aid connection and one shared ship while damage remains。 ## WORLD VOICE Three-party accord recognized. Temporary emergency law active. ## 人物/战略部署边界 ABSOLUTE ZERO PEOPLE for the full 18 seconds. Stand-down, freight routing, water connection, shared-energy coupling and ship construction are strategic deployment actions expressed only through unmanned vehicles, valves, hoses, relays, cranes, cables and couplings. No worker, driver, operator, formation or humanoid silhouette. ## 时间设计 - 0.0–4.0 blue armor powers down and reverses; strategic facility interlocks go dark. - 4.0–8.0 red warehouse opens; food/energy freight moves toward shelters; Ivory water line connects and flows. - 8.0–14.0 unmanned blue/red/Ivory feeder lines converge; autonomous connector arms join one shared cable; ship hull ring lowers, contacts and couplings lock with zero people visible. - 14.0–16.5 stabilized aerial retains scarred basin/smoke and all three cities; no celebration. - 16.5–18.0 after stand-down/aid/ship actions operate Audio1 line1. --- # W07 完整提示词 ACTIVE ASSETS — WORLD B-ROLL W07 条约后合作与共同飞船, EXACT ORDER @Image1 = {{Node ce0d9c6d-d87c-4737-bcc1-859cf6eaaf98}} — post-treaty shared basin/damage state. @Image2 = {{Node aa52b000-ae62-4a10-a658-41af1cc717fa}} — common voyage ship construction geometry. @Image3 = {{Node 8b05cbe2-b9c0-4d6d-87f0-970b12d44685}} — final three-state aerial geography. @Image4 = {{Node fb6c976c-caed-45dd-b0e2-aef3027a96ae}} — sole original topology. @Image5 = {{Node 0e655a33-1a35-4eef-8448-b3f11baf4b5d}} — Ivory aid network. @Audio1 = {{Node 5b69d8e9-0cf1-4b95-bdc3-78e2954f492b}} — WORLD VOICE timbre only. OUTPUT CONTRACT 18.0s, 21:9, 480p, 24fps. Pure game-world B-roll with internal motivated cuts. No EVAN/KAI/LENA bodies, faces, ages, hair or commander uniforms. No command room, table, children, character dialogue, subtitles, logos, UI or music. WORLD / CAST HARD LOCK The supplied map is sole topology authority where attached. Central crater basin, faction directions, ring road, mountains, coast and rivers do not rotate, mirror or reset. EVAN, KAI and LENA exist only in the command room and never appear here. When this shot's policy explicitly permits people, they are unrelated adults/elders in active causal behavior only: Blue uses blue-grey industrial utility wear, red dull brick-red logistics wear, Ivory sand/ivory water/medical/agricultural workwear, neutral civilians grey-brown. No staged faction portrait, standing deployment, lineup, formation, presentation row, front-facing display or camera gaze. Faction colors never tint terrain, sky or water. PEOPLE / STRATEGIC-DEPLOYMENT BOUNDARY ABSOLUTE ZERO PEOPLE for the full 18 seconds. Stand-down, freight routing, water connection, shared-energy coupling and ship construction are strategic deployment actions expressed only through unmanned vehicles, valves, hoses, relays, cranes, cables and couplings. No worker, driver, operator, formation or humanoid silhouette. NO GAME-UI CONTAMINATION No glowing routes, territory washes, lock icons, HUD, hologram, floating text, data panels, card/tabletop aesthetics, miniature tilt-shift, interface screen or heroic advertisement composition. CAMERA Stable world camera only: crane, rail, dolly, high-oblique or restrained long lens. Motion begins on physical cause and eases to the material consequence. No handheld, digital jitter, orbit, teleport or full-frame occlusion over six frames. WORLD VOICE / AUDIO Exact WORLD lines, in order, once each: WORLD VOICE (V.O.): “Three-party accord recognized. Temporary emergency law active.” WORLD is disembodied and exists only over the game world; no visible person lip-syncs it. Physical ambience and action SFX remain primary. ZERO MUSIC: no score, melody, chord, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM or theme. CAUSAL SPINE show limits and pooled reserves becoming physical stand-down, aid connection and one shared ship while damage remains. TIMED WORLD SHOTS 0.0–4.0 blue armor powers down and reverses; strategic facility interlocks go dark. 4.0–8.0 red warehouse opens; food/energy freight moves toward shelters; Ivory water line connects and flows. 8.0–14.0 unmanned blue/red/Ivory feeder lines converge; autonomous connector arms join one shared cable; ship hull ring lowers, contacts and couplings lock with zero people visible. 14.0–16.5 stabilized aerial retains scarred basin/smoke and all three cities; no celebration. 16.5–18.0 after stand-down/aid/ship actions operate Audio1 line1. PHYSICS / PERSISTENCE vehicles decelerate/reverse; gates open before freight; hoses connect before flow; crane load settles before couplings lock; scorch/smoke persist. Damage, population, object possession, smoke, fire, water and control state persist through the final frame. ACCEPTANCE Exact duration and world-only cast. People appear only inside the explicitly permitted time windows and only in active causal behavior; all strategic-deployment windows obey their zero-people lock. Every WORLD confirmation follows the completed visible state; no system line overlaps another. No protagonist, command room, character dialogue, UI, music or clean endpoint reset.
ACTIVE ASSETS — WORLD B-ROLL W07 条约后合作与共同飞船, EXACT ORDER @Image1 = {{Mixed 1}} — post-treaty shared basin/damage state. @Image2 = {{Mixed 2}} — common voyage ship construction geometry. @Image3 = {{Mixed 3}} — final three-state aerial geography. @Image4 = {{Mixed 4}} — sole original topology. @Image5 = {{Mixed 5}} — Ivory aid network. @Audio1 = {{Mixed 6}} — WORLD VOICE timbre only. OUTPUT CONTRACT 18.0s, 21:9, 480p, 24fps. Pure game-world B-roll with internal motivated cuts. No EVAN/KAI/LENA bodies, faces, ages, hair or commander uniforms. No command room, table, children, character dialogue, subtitles, logos, UI or music. WORLD / CAST HARD LOCK The supplied map is sole topology authority where attached. Central crater basin, faction directions, ring road, mountains, coast and rivers do not rotate, mirror or reset. EVAN, KAI and LENA exist only in the command room and never appear here. When this shot's policy explicitly permits people, they are unrelated adults/elders in active causal behavior only: Blue uses blue-grey industrial utility wear, red dull brick-red logistics wear, Ivory sand/ivory water/medical/agricultural workwear, neutral civilians grey-brown. No staged faction portrait, standing deployment, lineup, formation, presentation row, front-facing display or camera gaze. Faction colors never tint terrain, sky or water. PEOPLE / STRATEGIC-DEPLOYMENT BOUNDARY ABSOLUTE ZERO PEOPLE for the full 18 seconds. Stand-down, freight routing, water connection, shared-energy coupling and ship construction are strategic deployment actions expressed only through unmanned vehicles, valves, hoses, relays, cranes, cables and couplings. No worker, driver, operator, formation or humanoid silhouette. NO GAME-UI CONTAMINATION No glowing routes, territory washes, lock icons, HUD, hologram, floating text, data panels, card/tabletop aesthetics, miniature tilt-shift, interface screen or heroic advertisement composition. CAMERA Stable world camera only: crane, rail, dolly, high-oblique or restrained long lens. Motion begins on physical cause and eases to the material consequence. No handheld, digital jitter, orbit, teleport or full-frame occlusion over six frames. WORLD VOICE / AUDIO Exact WORLD lines, in order, once each: WORLD VOICE (V.O.): “Three-party accord recognized. Temporary emergency law active.” WORLD is disembodied and exists only over the game world; no visible person lip-syncs it. Physical ambience and action SFX remain primary. ZERO MUSIC: no score, melody, chord, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM or theme. CAUSAL SPINE show limits and pooled reserves becoming physical stand-down, aid connection and one shared ship while damage remains. TIMED WORLD SHOTS 0.0–4.0 blue armor powers down and reverses; strategic facility interlocks go dark. 4.0–8.0 red warehouse opens; food/energy freight moves toward shelters; Ivory water line connects and flows. 8.0–14.0 unmanned blue/red/Ivory feeder lines converge; autonomous connector arms join one shared cable; ship hull ring lowers, contacts and couplings lock with zero people visible. 14.0–16.5 stabilized aerial retains scarred basin/smoke and all three cities; no celebration. 16.5–18.0 after stand-down/aid/ship actions operate Audio1 line1. PHYSICS / PERSISTENCE vehicles decelerate/reverse; gates open before freight; hoses connect before flow; crane load settles before couplings lock; scorch/smoke persist. Damage, population, object possession, smoke, fire, water and control state persist through the final frame. ACCEPTANCE Exact duration and world-only cast. People appear only inside the explicitly permitted time windows and only in active causal behavior; all strategic-deployment windows obey their zero-people lock. Every WORLD confirmation follows the completed visible state; no system line overlaps another. No protagonist, command room, character dialogue, UI, music or clean endpoint reset.
【生成内容】 # GEN_BUILD_02|中央交通能源水利网络扩张|6秒|通用游戏世界大景 - 0.0–2.0 160-metre 88-degree god's-eye over central valley: bridge piers already cured; autonomous gantries lower two deck sections, bearing pads compress, locking pins enter; rail viaduct and freight road connect opposite ridges without changing basin topology. - 2.0–4.0 motivated overhead cut along bridge vector to the junction: pipeline sections align and flange bolts tighten; substation breakers close sequentially; pump manifold couples; rail switch and road interchange open only after physical completion; test vehicles begin on separate lanes. - 4.0–6.0 camera remains near-nadir and rises to 240-metre vertical strategic pullback: blue rail, red freight road and Ivory water/power lines connect cities and outlying settlements while staying geographically distinct; trains, trucks and canal flow begin asynchronously; unfinished edges remain visible. 声音:只保留与画面因果一致的物理音效;无人物声、无 WORLD VOICE、无音乐。 --- # 完整提示词 ACTIVE ASSETS — GENERIC GAME-WORLD B-ROLL GEN_BUILD_02 中央交通能源水利网络扩张, EXACT ORDER @Image1 = {{Node fb6c976c-caed-45dd-b0e2-aef3027a96ae}} — sole world topology. @Image2 = {{Node e62b097d-1e43-4c76-8e6c-a7983563a5d4}} — three-realm macro scale. @Image3 = {{Node 1490cc4e-ed93-4572-bdc7-862872a4fb20}} — blue industrial materials. @Image4 = {{Node 17c54ebe-13d0-424d-ba2c-a4ee56e558c3}} — red warehouse, rail and logistics materials. @Image5 = {{Node 0e655a33-1a35-4eef-8448-b3f11baf4b5d}} — Ivory water, greenhouse and clinic materials. @Image6 = {{Node 59f9094e-0186-4c23-9d68-9b43ddc72c65}} — red city and regional distribution scale. OUTPUT CONTRACT 6.0s, 21:9, 480p, 24fps. Reusable pure game-world strategic B-roll with three motivated strict god's-eye shots. ABSOLUTE ZERO VISIBLE PEOPLE: no human, body, face, hand, worker, driver, operator, soldier, resident, silhouette, reflection, portrait or human-like form; no EVAN/KAI/LENA. No command room, dialogue, WORLD VOICE, subtitles, logos, readable text, UI or music. WORLD / GEOGRAPHY LOCK Image1 is the sole topology. Central basin, ring road, mountains, coast, rivers, cities and faction approach directions never rotate, mirror, merge or reset. Assets lock materials and scale, not action or endpoint cleanliness. Faction color remains on vehicles, roofs, pipes and small equipment only; no terrain, sky or water tint. CAUSAL SPINE show state-scale roads, rail, bridges, pipelines, substations and water networks physically connecting regional settlements, usable as a time-passage or expansion bridge. TIMED STRATEGIC SHOTS 0.0–2.0 160-metre 88-degree god's-eye over central valley: bridge piers already cured; autonomous gantries lower two deck sections, bearing pads compress, locking pins enter; rail viaduct and freight road connect opposite ridges without changing basin topology. 2.0–4.0 motivated overhead cut along bridge vector to the junction: pipeline sections align and flange bolts tighten; substation breakers close sequentially; pump manifold couples; rail switch and road interchange open only after physical completion; test vehicles begin on separate lanes. 4.0–6.0 camera remains near-nadir and rises to 240-metre vertical strategic pullback: blue rail, red freight road and Ivory water/power lines connect cities and outlying settlements while staying geographically distinct; trains, trucks and canal flow begin asynchronously; unfinished edges remain visible. CAMERA / SCALE — STRICT GOD'S-EYE Every shot is near-nadir god's-eye: camera 80–90 degrees downward at 120–260 metres altitude. No horizon and no ground-level or eye-level shot. Motion is limited to slow vertical rise, short planar drift, restrained overhead push or overhead match cut; no handheld, jitter, POV, orbit, whip-pan, macro, hero angle, product shot or full-frame occlusion over six frames. Preserve basin, ridge, pipe tower, rail or main road as orientation anchors. Maintain real parallax, shadows, material scale and vehicle mass so the world never becomes a tabletop miniature or RTS interface. No single vehicle or building dominates. PHYSICS / PERSISTENCE piers support decks, bearings compress, pins lock, flanges contact before bolts, breakers close before power, manifolds couple before pressure, switches move before trains; no bridge or network appears from empty ground. Every completed structure, opened route, captured node, moving load, stalled system, damage and resource flow persists through the final frame. No teleport, instant growth, magical assembly, spawned cargo or clean reset. AUDIO — SFX ONLY Physical sound effects only, matched to visible causes: cranes, steel contact, bolts, rails, train traction, diesel/electric vehicles, brakes, couplers, gate deformation, switch motors, pipeline pressure, pumps, water, substations and wind as relevant. No speech, human vocalization, crowd, WORLD VOICE, alarm voice or radio. ZERO MUSIC: no score, melody, harmony, drone/pad, beat, percussion, pulse, riser, whoosh, stinger, BRAAM, victory horn or theme. NO GAME / PROP-SCALE CONTAMINATION No glowing route or border, territory wash, lock icon, HUD, hologram, floating label, map overlay, card, tabletop miniature, tilt-shift, toy vehicle, readable faction symbol, parade spacing, synchronized formation or beautiful-disaster advertising. ACCEPTANCE LOCKS first frame is regional; bridge, interchange, pipeline, substation and canal are all readable; final frame shows at least three active network types and multiple settlements, zero people, no map overlay, toy scale or magical growth. All sound is physical SFX only. If people, text, UI, music, magical growth, one-worker construction or one-object theft appears, the shot fails.
ACTIVE ASSETS — GENERIC GAME-WORLD B-ROLL GEN_BUILD_02 中央交通能源水利网络扩张, EXACT ORDER @Image1 = {{Mixed 1}} — sole world topology. @Image2 = {{Mixed 2}} — three-realm macro scale. @Image3 = {{Mixed 3}} — blue industrial materials. @Image4 = {{Mixed 4}} — red warehouse, rail and logistics materials. @Image5 = {{Mixed 5}} — Ivory water, greenhouse and clinic materials. @Image6 = {{Mixed 6}} — red city and regional distribution scale. OUTPUT CONTRACT 6.0s, 21:9, 480p, 24fps. Reusable pure game-world strategic B-roll with three motivated strict god's-eye shots. ABSOLUTE ZERO VISIBLE PEOPLE: no human, body, face, hand, worker, driver, operator, soldier, resident, silhouette, reflection, portrait or human-like form; no EVAN/KAI/LENA. No command room, dialogue, WORLD VOICE, subtitles, logos, readable text, UI or music. WORLD / GEOGRAPHY LOCK Image1 is the sole topology. Central basin, ring road, mountains, coast, rivers, cities and faction approach directions never rotate, mirror, merge or reset. Assets lock materials and scale, not action or endpoint cleanliness. Faction color remains on vehicles, roofs, pipes and small equipment only; no terrain, sky or water tint. CAUSAL SPINE show state-scale roads, rail, bridges, pipelines, substations and water networks physically connecting regional settlements, usable as a time-passage or expansion bridge. TIMED STRATEGIC SHOTS 0.0–2.0 160-metre 88-degree god's-eye over central valley: bridge piers already cured; autonomous gantries lower two deck sections, bearing pads compress, locking pins enter; rail viaduct and freight road connect opposite ridges without changing basin topology. 2.0–4.0 motivated overhead cut along bridge vector to the junction: pipeline sections align and flange bolts tighten; substation breakers close sequentially; pump manifold couples; rail switch and road interchange open only after physical completion; test vehicles begin on separate lanes. 4.0–6.0 camera remains near-nadir and rises to 240-metre vertical strategic pullback: blue rail, red freight road and Ivory water/power lines connect cities and outlying settlements while staying geographically distinct; trains, trucks and canal flow begin asynchronously; unfinished edges remain visible. CAMERA / SCALE — STRICT GOD'S-EYE Every shot is near-nadir god's-eye: camera 80–90 degrees downward at 120–260 metres altitude. No horizon and no ground-level or eye-level shot. Motion is limited to slow vertical rise, short planar drift, restrained overhead push or overhead match cut; no handheld, jitter, POV, orbit, whip-pan, macro, hero angle, product shot or full-frame occlusion over six frames. Preserve basin, ridge, pipe tower, rail or main road as orientation anchors. Maintain real parallax, shadows, material scale and vehicle mass so the world never becomes a tabletop miniature or RTS interface. No single vehicle or building dominates. PHYSICS / PERSISTENCE piers support decks, bearings compress, pins lock, flanges contact before bolts, breakers close before power, manifolds couple before pressure, switches move before trains; no bridge or network appears from empty ground. Every completed structure, opened route, captured node, moving load, stalled system, damage and resource flow persists through the final frame. No teleport, instant growth, magical assembly, spawned cargo or clean reset. AUDIO — SFX ONLY Physical sound effects only, matched to visible causes: cranes, steel contact, bolts, rails, train traction, diesel/electric vehicles, brakes, couplers, gate deformation, switch motors, pipeline pressure, pumps, water, substations and wind as relevant. No speech, human vocalization, crowd, WORLD VOICE, alarm voice or radio. ZERO MUSIC: no score, melody, harmony, drone/pad, beat, percussion, pulse, riser, whoosh, stinger, BRAAM, victory horn or theme. NO GAME / PROP-SCALE CONTAMINATION No glowing route or border, territory wash, lock icon, HUD, hologram, floating label, map overlay, card, tabletop miniature, tilt-shift, toy vehicle, readable faction symbol, parade spacing, synchronized formation or beautiful-disaster advertising. ACCEPTANCE LOCKS first frame is regional; bridge, interchange, pipeline, substation and canal are all readable; final frame shows at least three active network types and multiple settlements, zero people, no map overlay, toy scale or magical growth. All sound is physical SFX only. If people, text, UI, music, magical growth, one-worker construction or one-object theft appears, the shot fails.
【生成内容】 # R08 完整剧本/B-roll设计 # R08|写条约与共同指挥|纯作战室30秒 目的:the three children author limits, pool resources, and reject sole command without a celebratory reset。 ## 精确对白 **EVAN** You write. **LENA** Rotate access. No armor. No strategic weapons. **KAI** Pool the reserves. Build one ship. **EVAN** Then who commands it? **LENA** No one alone. ## 时间设计 - 0.0–4.0 medium-wide. EVAN slides marker once toward LENA, withdraws hand fully, Audio1 line1. - 4.0–10.0 OTS to LENA Audio2 line2; writing remains below frame, no readable text. - 10.0–15.0 OTS to KAI Audio3 line3; sober, no mediator smile. - 15.0–19.0 OTS to EVAN Audio1 line4; asks rather than declares. - 19.0–23.0 reverse LENA Audio2 line5; looks to KAI then EVAN. - 23.0–27.0 medium-wide, three sequential signing leans below frame; no hand macro. - 27.0–30.0 silent listening/reaction gap reserved for later accord WORLD line; LENA places marker at center, no celebration. --- # R08 完整提示词 ACTIVE ASSETS — ROOM ONLY R08 写条约与共同指挥, EXACT ORDER @Image1 = {{Node 753f107b-c8a9-494f-ac8f-d70564411d2a}} — sole command-room architecture and physical relief-map-table authority: exact wall, right-rear black door, left-rear black filing cabinet, chairs, table dimensions/rim/topography, fixed seating, wardrobe and eyelines. @Image2 = {{Node be020091-3863-446a-90a2-715736c8c10e}} — EVAN identity/blue command-room wardrobe. @Image3 = {{Node 0e988ad5-811e-4e9d-93fd-d3be5f5b5caa}} — KAI identity/red command-room wardrobe. @Image4 = {{Node cbdb7ae4-f26d-4fd5-a4cf-05b970afea70}} — LENA identity/Ivory command-room wardrobe. @Audio1 = {{Node a34f2d2a-8c35-42c6-8771-8d21b88846f9}} — EVAN timbre only. @Audio2 = {{Node 2236b908-fb34-4af0-9f53-efc8d535657d}} — LENA timbre only. @Audio3 = {{Node b2f85740-3f87-469c-a2f3-9f26793bb226}} — KAI timbre only. OUTPUT CONTRACT 30.0s, 21:9, 480p, 24fps. Pure command-room dialogue source plate with internal cuts allowed. Exact character dialogue only. No WORLD VOICE, game-world sound, music, subtitles, UI or additional speech. COMMAND-ROOM GEOGRAPHY HARD LOCK Preserve Image1's command room exactly in every shot and reverse: medium-grey rear wall with EMPTY center; one black filing cabinet with stacked folders at rear-left behind EVAN; one black door with silver handle at rear-right behind LENA; no wall sconces, flags, windows, screens or added architecture. Preserve the same huge rectangular physical relief-map table with thick dark raised rim, exact dimensions, height, sculpted mountains, lake, roads and coastline as a permanently inert practical model. Never replace it with a plain grey/black table, conference table, desk, screen or different map. Camera stays on the south side of the table axis and may shift only slightly along that side. EVAN remains screen-left/west; KAI remains far-center/north; LENA remains screen-right/east. Nobody changes seats, crosses the table, looks into camera or becomes a centered passport portrait. True OTS shots retain a soft listener shoulder/edge. Every close/reverse must preserve at least one source-room anchor: relief-table rim/topography, right-rear door edge, left-rear filing cabinet edge or empty central grey wall. Do not invent unseen reverse-wall architecture. NO WORLD CONTAMINATION The sculpted terrain already present on Image1's physical table is REQUIRED room geometry and remains unchanged, matte and non-animated. It is not a screen and never becomes a living world. Do not add moving vehicles, growing buildings, changing faction colors, glowing paths, territory washes, locks, icons, floating text, data panels, HUD, holograms, monitor images, projections, explosions, refugees or outdoor cutaways. No world assets are active. CAUSAL SPINE offscreen information reaches the room -> eyes and breath register it -> the named speaker chooses a tactic and speaks -> listeners react at different speeds -> the next line answers that changed relationship -> posture and eyelines persist into the edit handle. No visual world event is recreated inside the room. ROOM B-ROLL ONLY Use relationship masters, true over-shoulders, profiles, two-shots, focus transfers, delayed reactions, breathing, clothing/chair movement, empty fourth-side composition, the unchanged empty central grey wall, right-door edge, left filing-cabinet edge and shallow-focus physical relief-table rim/topography. No added wall light. No hand closeups, no fingers manipulating controls, no readable paper except the distant blank treaty page where specified. CAMERA / PERFORMANCE Weighted shoulder camera, 5–8% eased pushes, short pullbacks and imperfect micro-settling. No digital jitter, random orbit or axis crossing. Eyes lead heads; interrupted breath and stillness mark new information. Preserve reaction inertia across cuts. PHYSICS Bodies remain fully supported by the same chairs; feet stay grounded; chairs settle after weight shifts; clothing reacts after torso motion; breath precedes speech; gaze leads head turns. The physical relief-map table, thick rim, sculpted terrain, rear-left filing cabinet, rear-right black door, empty center wall, ceiling light direction and all room objects remain fixed across every cut. AUDIO MASTER LOCK Exact character voices, continuous HVAC/electrical hum, breath, chair and clothing only. ZERO MUSIC: no score, melody, chord, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM or theme. No WORLD VOICE in this source. ACCEPTANCE Same room and seats for all 30 seconds. Exact speaker/voice mapping and line order. No world contamination, screens, UI, map animation, extra people, seat swap, direct-to-camera gaze, music or WORLD voice. DRAMATIC PURPOSE the three children author limits, pool resources, and reject sole command without a celebratory reset. LOCKED DIALOGUE — EXACT ORDER, ONCE EACH EVAN: “You write.” LENA: “Rotate access. No armor. No strategic weapons.” KAI: “Pool the reserves. Build one ship.” EVAN: “Then who commands it?” LENA: “No one alone.” SPEAKER / AUDIO HARD LOCK Audio1=EVAN only; Audio2=LENA only; Audio3=KAI only. No swap, repeat, overlap, paraphrase or extra words. Unused characters keep mouths closed. TIMED ROOM SHOTS 0.0–4.0 medium-wide. EVAN slides marker once toward LENA, withdraws hand fully, Audio1 line1. 4.0–10.0 OTS to LENA Audio2 line2; writing remains below frame, no readable text. 10.0–15.0 OTS to KAI Audio3 line3; sober, no mediator smile. 15.0–19.0 OTS to EVAN Audio1 line4; asks rather than declares. 19.0–23.0 reverse LENA Audio2 line5; looks to KAI then EVAN. 23.0–27.0 medium-wide, three sequential signing leans below frame; no hand macro. 27.0–30.0 silent listening/reaction gap reserved for later accord WORLD line; LENA places marker at center, no celebration.
ACTIVE ASSETS — ROOM ONLY R08 写条约与共同指挥, EXACT ORDER @Image1 = {{Mixed 1}} — sole command-room architecture and physical relief-map-table authority: exact wall, right-rear black door, left-rear black filing cabinet, chairs, table dimensions/rim/topography, fixed seating, wardrobe and eyelines. @Image2 = {{Mixed 2}} — EVAN identity/blue command-room wardrobe. @Image3 = {{Mixed 3}} — KAI identity/red command-room wardrobe. @Image4 = {{Mixed 4}} — LENA identity/Ivory command-room wardrobe. @Audio1 = {{Mixed 5}} — EVAN timbre only. @Audio2 = {{Mixed 6}} — LENA timbre only. @Audio3 = {{Mixed 7}} — KAI timbre only. OUTPUT CONTRACT 30.0s, 21:9, 480p, 24fps. Pure command-room dialogue source plate with internal cuts allowed. Exact character dialogue only. No WORLD VOICE, game-world sound, music, subtitles, UI or additional speech. COMMAND-ROOM GEOGRAPHY HARD LOCK Preserve Image1's command room exactly in every shot and reverse: medium-grey rear wall with EMPTY center; one black filing cabinet with stacked folders at rear-left behind EVAN; one black door with silver handle at rear-right behind LENA; no wall sconces, flags, windows, screens or added architecture. Preserve the same huge rectangular physical relief-map table with thick dark raised rim, exact dimensions, height, sculpted mountains, lake, roads and coastline as a permanently inert practical model. Never replace it with a plain grey/black table, conference table, desk, screen or different map. Camera stays on the south side of the table axis and may shift only slightly along that side. EVAN remains screen-left/west; KAI remains far-center/north; LENA remains screen-right/east. Nobody changes seats, crosses the table, looks into camera or becomes a centered passport portrait. True OTS shots retain a soft listener shoulder/edge. Every close/reverse must preserve at least one source-room anchor: relief-table rim/topography, right-rear door edge, left-rear filing cabinet edge or empty central grey wall. Do not invent unseen reverse-wall architecture. NO WORLD CONTAMINATION The sculpted terrain already present on Image1's physical table is REQUIRED room geometry and remains unchanged, matte and non-animated. It is not a screen and never becomes a living world. Do not add moving vehicles, growing buildings, changing faction colors, glowing paths, territory washes, locks, icons, floating text, data panels, HUD, holograms, monitor images, projections, explosions, refugees or outdoor cutaways. No world assets are active. CAUSAL SPINE offscreen information reaches the room -> eyes and breath register it -> the named speaker chooses a tactic and speaks -> listeners react at different speeds -> the next line answers that changed relationship -> posture and eyelines persist into the edit handle. No visual world event is recreated inside the room. ROOM B-ROLL ONLY Use relationship masters, true over-shoulders, profiles, two-shots, focus transfers, delayed reactions, breathing, clothing/chair movement, empty fourth-side composition, the unchanged empty central grey wall, right-door edge, left filing-cabinet edge and shallow-focus physical relief-table rim/topography. No added wall light. No hand closeups, no fingers manipulating controls, no readable paper except the distant blank treaty page where specified. CAMERA / PERFORMANCE Weighted shoulder camera, 5–8% eased pushes, short pullbacks and imperfect micro-settling. No digital jitter, random orbit or axis crossing. Eyes lead heads; interrupted breath and stillness mark new information. Preserve reaction inertia across cuts. PHYSICS Bodies remain fully supported by the same chairs; feet stay grounded; chairs settle after weight shifts; clothing reacts after torso motion; breath precedes speech; gaze leads head turns. The physical relief-map table, thick rim, sculpted terrain, rear-left filing cabinet, rear-right black door, empty center wall, ceiling light direction and all room objects remain fixed across every cut. AUDIO MASTER LOCK Exact character voices, continuous HVAC/electrical hum, breath, chair and clothing only. ZERO MUSIC: no score, melody, chord, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM or theme. No WORLD VOICE in this source. ACCEPTANCE Same room and seats for all 30 seconds. Exact speaker/voice mapping and line order. No world contamination, screens, UI, map animation, extra people, seat swap, direct-to-camera gaze, music or WORLD voice. DRAMATIC PURPOSE the three children author limits, pool resources, and reject sole command without a celebratory reset. LOCKED DIALOGUE — EXACT ORDER, ONCE EACH EVAN: “You write.” LENA: “Rotate access. No armor. No strategic weapons.” KAI: “Pool the reserves. Build one ship.” EVAN: “Then who commands it?” LENA: “No one alone.” SPEAKER / AUDIO HARD LOCK Audio1=EVAN only; Audio2=LENA only; Audio3=KAI only. No swap, repeat, overlap, paraphrase or extra words. Unused characters keep mouths closed. TIMED ROOM SHOTS 0.0–4.0 medium-wide. EVAN slides marker once toward LENA, withdraws hand fully, Audio1 line1. 4.0–10.0 OTS to LENA Audio2 line2; writing remains below frame, no readable text. 10.0–15.0 OTS to KAI Audio3 line3; sober, no mediator smile. 15.0–19.0 OTS to EVAN Audio1 line4; asks rather than declares. 19.0–23.0 reverse LENA Audio2 line5; looks to KAI then EVAN. 23.0–27.0 medium-wide, three sequential signing leans below frame; no hand macro. 27.0–30.0 silent listening/reaction gap reserved for later accord WORLD line; LENA places marker at center, no celebration.
【生成内容】 # BR05 完整剧本/B-roll设计 # BR05|条约准备|10秒|纯作战室B-roll 目的:bridge grief into treaty dialogue with one blank page and marker while preserving room geography and hand safety。 - 0.0–3.0 medium-wide; one blank off-white page slides from below frame to exact table center and stops, no readable text. - 3.0–6.0 EVAN, KAI and LENA look at page at different times; no one reaches yet. - 6.0–8.0 a single dark marker is placed beside page from below frame; complete hand exits before anyone else moves. - 8.0–10.0 relationship master; EVAN releases control posture, LENA prepares to receive authorship, KAI watches both. --- # BR05 完整提示词 ACTIVE ASSETS — ROOM TIME B-ROLL BR05 条约准备, EXACT ORDER @Image1 = {{Node 753f107b-c8a9-494f-ac8f-d70564411d2a}} — sole exact command-room architecture, physical relief-map table and fixed three-person blocking authority. @Image2 = {{Node be020091-3863-446a-90a2-715736c8c10e}} — EVAN identity/blue wardrobe. @Image3 = {{Node 0e988ad5-811e-4e9d-93fd-d3be5f5b5caa}} — KAI identity/red wardrobe. @Image4 = {{Node cbdb7ae4-f26d-4fd5-a4cf-05b970afea70}} — LENA identity/Ivory wardrobe. OUTPUT CONTRACT 10.0s, 21:9, 480p, 24fps. Pure command-room non-dialogue B-roll with internal hard cuts allowed. No character speech, WORLD VOICE, game-world sound, music, subtitles or UI. SCENE / BLOCKING HARD LOCK Preserve Image1 exactly: huge rectangular physical relief-map table with thick dark rim and unchanged sculpted mountains/lake/roads/coast; medium-grey rear wall with empty center; black filing cabinet and stacked folders rear-left behind EVAN; black door with silver handle rear-right behind LENA; no wall sconces, flags, windows, screens or new architecture. EVAN stays left/west, KAI far-center/north, LENA right/east. Camera remains on south side and never crosses axis. NO CONTAMINATION The physical tabletop terrain is inert room geometry. No moving/growing cities, vehicles, flags, explosions, glowing paths, territory washes, HUD, hologram, lock icon, text, data panel, projection, monitor or outdoor image. Never replace the relief table with a plain table. CAUSAL SPINE bridge grief into treaty dialogue with one blank page and marker while preserving room geography and hand safety. TIMED ROOM B-ROLL 0.0–3.0 medium-wide; one blank off-white page slides from below frame to exact table center and stops, no readable text. 3.0–6.0 EVAN, KAI and LENA look at page at different times; no one reaches yet. 6.0–8.0 a single dark marker is placed beside page from below frame; complete hand exits before anyone else moves. 8.0–10.0 relationship master; EVAN releases control posture, LENA prepares to receive authorship, KAI watches both. CAMERA / PHYSICS Weighted shoulder camera or locked match-cut master as specified; no digital jitter or random orbit. Bodies stay in the same chairs; feet remain grounded; chairs settle after weight shifts; clothing follows torso motion; gaze leads head turns. Relief table, door, cabinet, wall and light remain unchanged. AUDIO Continuous HVAC/electrical hum, breath, chair/clothing, paper/folder and one dry physical relay click where specified. ZERO MUSIC. No voices of any kind. ACCEPTANCE Exact room, table and positions persist. No dialogue, WORLD, world imagery, UI, added lamp, scene redesign, seat swap, direct-camera gaze, hand macro or music.
ACTIVE ASSETS — ROOM TIME B-ROLL BR05 条约准备, EXACT ORDER @Image1 = {{Mixed 1}} — sole exact command-room architecture, physical relief-map table and fixed three-person blocking authority. @Image2 = {{Mixed 2}} — EVAN identity/blue wardrobe. @Image3 = {{Mixed 3}} — KAI identity/red wardrobe. @Image4 = {{Mixed 4}} — LENA identity/Ivory wardrobe. OUTPUT CONTRACT 10.0s, 21:9, 480p, 24fps. Pure command-room non-dialogue B-roll with internal hard cuts allowed. No character speech, WORLD VOICE, game-world sound, music, subtitles or UI. SCENE / BLOCKING HARD LOCK Preserve Image1 exactly: huge rectangular physical relief-map table with thick dark rim and unchanged sculpted mountains/lake/roads/coast; medium-grey rear wall with empty center; black filing cabinet and stacked folders rear-left behind EVAN; black door with silver handle rear-right behind LENA; no wall sconces, flags, windows, screens or new architecture. EVAN stays left/west, KAI far-center/north, LENA right/east. Camera remains on south side and never crosses axis. NO CONTAMINATION The physical tabletop terrain is inert room geometry. No moving/growing cities, vehicles, flags, explosions, glowing paths, territory washes, HUD, hologram, lock icon, text, data panel, projection, monitor or outdoor image. Never replace the relief table with a plain table. CAUSAL SPINE bridge grief into treaty dialogue with one blank page and marker while preserving room geography and hand safety. TIMED ROOM B-ROLL 0.0–3.0 medium-wide; one blank off-white page slides from below frame to exact table center and stops, no readable text. 3.0–6.0 EVAN, KAI and LENA look at page at different times; no one reaches yet. 6.0–8.0 a single dark marker is placed beside page from below frame; complete hand exits before anyone else moves. 8.0–10.0 relationship master; EVAN releases control posture, LENA prepares to receive authorship, KAI watches both. CAMERA / PHYSICS Weighted shoulder camera or locked match-cut master as specified; no digital jitter or random orbit. Bodies stay in the same chairs; feet remain grounded; chairs settle after weight shifts; clothing follows torso motion; gaze leads head turns. Relief table, door, cabinet, wall and light remain unchanged. AUDIO Continuous HVAC/electrical hum, breath, chair/clothing, paper/folder and one dry physical relay click where specified. ZERO MUSIC. No voices of any kind. ACCEPTANCE Exact room, table and positions persist. No dialogue, WORLD, world imagery, UI, added lamp, scene redesign, seat swap, direct-camera gaze, hand macro or music.
【生成内容】 # 完整提示词 ACTIVE ASSETS — THE TURN END_MERGED V5 30S, IMAGES ONLY, EXACT ORDER @Image1 = {{Node a54d07aa-aa40-4721-9ff9-98204970c627}} — exact living-room front architecture, materials, daylight, door and staircase. @Image2 = {{Node b8450e08-2bed-44a2-9aea-29cf6cab22eb}} — exact room plan: door upper-left, sofa left, round table centre, staircase right. @Image3 = {{Node b8ffe9a9-f4e3-46b1-a861-59e82ef452d4}} — photoreal doorway three-person identity/blocking bridge only. @Image4 = {{Node 60fe999b-4491-46c9-84db-159f3e260b62}} — exact KAI doorway close-up face, green wardrobe, crop and look-back angle. @Image5 = {{Node 862c4de6-8498-4400-9541-0e3b0ba4eea9}} — exact EVAN-left/LENA-right frontal seated positions, faces, drawings and single marker placement. @Image6 = {{Node 773e0e67-bccd-4b1e-9289-e5976c3f7735}} — exact closed FARTHER box. @Audio1 = {{Node af02d1c3-a319-412f-936c-8927821867dc}} — EVAN voice only. @Audio2 = {{Node 472bae62-1862-4e2d-9ae9-770ff6acd620}} — LENA voice only. @Audio3 = {{Node b2f85740-3f87-469c-a2f3-9f26793bb226}} — KAI voice only. @Audio4 = {{Node ec9f5df5-3675-4a35-a079-3fedb7d61914}} — PUBLIC ADDRESS, exact same timbre previously heard as WORLD VOICE. No video references. Images lock scene, identities, wardrobe, positions and objects; prompt alone controls action, timing, camera and sound. OUTPUT CONTRACT 30.0s, 21:9, 480p, 24fps. One merged ending-room sequence: KAI doorway close-up dialogue -> EVAN/LENA frontal dialogue and marker handoff -> same procedural voice becomes real PA -> shared resigned reaction -> camera begins ceiling pullout. Seven exact spoken lines, each once. No subtitles, UI, game world, commander wardrobe or music. LOCKED DIALOGUE — EXACT ORDER KAI: “Tomorrow?” LENA: “Same game. New rules.” KAI: “Buy another marker.” EVAN: “You first.” LENA: “I'll give it back.” EVAN: “I know.” PUBLIC ADDRESS (V.O.): “Youth Strategy Unit Seven. Majors Evan and Lena Reyes, report to the War Room immediately.” IDENTITY / POSITION LOCK KAI appears only in Image4-style doorway close-ups; closed box partly visible, no KAI wide, no full departure path. EVAN and LENA use Image5's exact frontal seated relationship: EVAN left, LENA right, same table, same two drawings, one marker between them. Faces, hair, age and ordinary wardrobe never drift. They never look into lens. Scene architecture follows Images1–2; staircase stays on right, door on upper-left wall, never mirrored. Image3 is only the continuity bridge between door and room. CAUSAL SPINE KAI pauses at door -> asks tomorrow -> LENA reframes game -> KAI jokes about marker and leaves -> siblings remain at exact table positions -> EVAN offers one marker -> LENA accepts but DOES NOT DRAW -> she returns same marker untouched -> EVAN acknowledges trust -> alert interrupts marker contact -> same voice once believed to be game system speaks through real room PA -> children realize institutional reality -> camera starts physical ceiling pullout. CAMERA GRAMMAR Purposeful handheld with shoulder mass, breathing and micro-settling while people remain in frame. KAI only 85–100mm doorway close-ups. EVAN/LENA primarily one frontal 85mm two-shot matching Image5; use matching frontal reverses only when required, with listener shoulder edge. A 135mm marker insert may last under 1.2s. Optical tightening 2–4% only on a new decision or alert. No digital jitter, decorative zoom, random angle, direct-camera address or reaction montage. At 27.5s camera transitions from handheld to a stable vertical mechanical rise. TIMED ACTION 0.0–3.5 exact Image4 KAI doorway close-up. Closed box edge visible low frame. KAI looks back toward siblings, Audio3: `Tomorrow?` Natural lip sync; no smile held for camera. 3.5–6.5 hard cut to exact Image5 frontal EVAN/LENA two-shot. LENA looks toward offscreen KAI, Audio2: `Same game. New rules.` EVAN listens; marker remains lying between drawings. 6.5–9.5 return to matching KAI doorway close-up. His eyes flick once toward the marker/table, Audio3: `Buy another marker.` He turns and clears the doorframe; only hinge, box shift and receding footstep sound continue. No KAI wide or re-entry. 9.5–12.5 Image5 frontal siblings hold. Door latch clicks offscreen. Their attention returns to the table; marker still exactly between papers. No dialogue. 12.5–15.0 frontal two-shot with restrained push. EVAN picks up the single marker with complete hand, offers it horizontally across centreline before speaking. Audio1: `You first.` He keeps contact until LENA grips. 15.0–17.0 frontal LENA emphasis within same axis. She takes marker only after EVAN releases. Audio2: `I'll give it back.` She does not touch either drawing, does not make a line, and does not move the papers. 17.0–19.2 frontal EVAN emphasis. Audio1: `I know.` LENA pauses with marker in hand, then returns the same marker directly to EVAN without drawing. EVAN's complete hand closes before she releases. No duplicate marker. 19.2–20.3 135mm insert under 1.1s: EVAN lowers returned marker tip to his existing drawing; tip physically contacts paper but makes no visible new stroke yet. 20.3–20.9 restrained two-tone institutional alert from real room speaker. EVAN's hand stops instantly with tip touching paper. Hard cut back to Image5-style frontal two-shot; both children remain on exact marks. 20.9–25.8 Audio4 speaks exact PA line once through real ventilation/public speaker. The timbre is identical to prior WORLD VOICE: this is the voice reversal. EVAN freezes first; LENA's ease disappears before her eyes move left. Camera stays in shared frontal two-shot and slowly tightens 4%; no separate reaction montage, alarm light, screen or robot. 25.8–27.5 PA ends. EVAN and LENA look at each other, tired `of course` resignation rather than fear or heroism. No dialogue. Marker remains stopped; paper unchanged. 27.5–30.0 camera becomes mechanically stable and begins a vertical rise from drawings/marker. Keep children, table, sofa, correct right-wall staircase and upper-left door visible while shrinking. Reach ordinary white ceiling and reveal a real maintenance grille/hatch; end just as camera enters the dark material layer, ready for END_FLEET. PHYSICS / MATERIAL RESPONSE — HAND / PAPER / PROP LOCK Exactly one closed box with KAI, exactly one marker at table, exactly two existing drawings. LENA never draws, never writes, never creates a line; she only receives, pauses and returns. Marker transfer is continuous and complete. No paper spawn, duplicate marker, extra fingers, card, game piece or readable generated text. VOICE ROUTING / AUDIO Audio1 EVAN only; Audio2 LENA only; Audio3 KAI only; Audio4 PA only. Exact words once, no filler, names, overlap, paraphrase or source-demo wording. Visible speakers lip-sync only their line. PA is disembodied. Sounds: room tone, box, footsteps, door latch, clothing, marker/paper, two-tone alert, ventilation and ceiling grille. ZERO MUSIC. ACCEPTANCE KAI only close-up; EVAN/LENA exact frontal positions; all six character lines plus exact PA once; LENA draws nothing; one marker returned; voice reversal occurs in shared frontal shot; ceiling pullout starts physically. No video references, identity drift, extra dialogue, UI or music.
ACTIVE ASSETS — THE TURN END_MERGED V5 30S, IMAGES ONLY, EXACT ORDER @Image1 = {{Mixed 1}} — exact living-room front architecture, materials, daylight, door and staircase. @Image2 = {{Mixed 2}} — exact room plan: door upper-left, sofa left, round table centre, staircase right. @Image3 = {{Mixed 3}} — photoreal doorway three-person identity/blocking bridge only. @Image4 = {{Mixed 4}} — exact KAI doorway close-up face, green wardrobe, crop and look-back angle. @Image5 = {{Mixed 5}} — exact EVAN-left/LENA-right frontal seated positions, faces, drawings and single marker placement. @Image6 = {{Mixed 6}} — exact closed FARTHER box. @Audio1 = {{Mixed 7}} — EVAN voice only. @Audio2 = {{Mixed 8}} — LENA voice only. @Audio3 = {{Mixed 9}} — KAI voice only. @Audio4 = {{Mixed 10}} — PUBLIC ADDRESS, exact same timbre previously heard as WORLD VOICE. No video references. Images lock scene, identities, wardrobe, positions and objects; prompt alone controls action, timing, camera and sound. OUTPUT CONTRACT 30.0s, 21:9, 480p, 24fps. One merged ending-room sequence: KAI doorway close-up dialogue -> EVAN/LENA frontal dialogue and marker handoff -> same procedural voice becomes real PA -> shared resigned reaction -> camera begins ceiling pullout. Seven exact spoken lines, each once. No subtitles, UI, game world, commander wardrobe or music. LOCKED DIALOGUE — EXACT ORDER KAI: “Tomorrow?” LENA: “Same game. New rules.” KAI: “Buy another marker.” EVAN: “You first.” LENA: “I'll give it back.” EVAN: “I know.” PUBLIC ADDRESS (V.O.): “Youth Strategy Unit Seven. Majors Evan and Lena Reyes, report to the War Room immediately.” IDENTITY / POSITION LOCK KAI appears only in Image4-style doorway close-ups; closed box partly visible, no KAI wide, no full departure path. EVAN and LENA use Image5's exact frontal seated relationship: EVAN left, LENA right, same table, same two drawings, one marker between them. Faces, hair, age and ordinary wardrobe never drift. They never look into lens. Scene architecture follows Images1–2; staircase stays on right, door on upper-left wall, never mirrored. Image3 is only the continuity bridge between door and room. CAUSAL SPINE KAI pauses at door -> asks tomorrow -> LENA reframes game -> KAI jokes about marker and leaves -> siblings remain at exact table positions -> EVAN offers one marker -> LENA accepts but DOES NOT DRAW -> she returns same marker untouched -> EVAN acknowledges trust -> alert interrupts marker contact -> same voice once believed to be game system speaks through real room PA -> children realize institutional reality -> camera starts physical ceiling pullout. CAMERA GRAMMAR Purposeful handheld with shoulder mass, breathing and micro-settling while people remain in frame. KAI only 85–100mm doorway close-ups. EVAN/LENA primarily one frontal 85mm two-shot matching Image5; use matching frontal reverses only when required, with listener shoulder edge. A 135mm marker insert may last under 1.2s. Optical tightening 2–4% only on a new decision or alert. No digital jitter, decorative zoom, random angle, direct-camera address or reaction montage. At 27.5s camera transitions from handheld to a stable vertical mechanical rise. TIMED ACTION 0.0–3.5 exact Image4 KAI doorway close-up. Closed box edge visible low frame. KAI looks back toward siblings, Audio3: `Tomorrow?` Natural lip sync; no smile held for camera. 3.5–6.5 hard cut to exact Image5 frontal EVAN/LENA two-shot. LENA looks toward offscreen KAI, Audio2: `Same game. New rules.` EVAN listens; marker remains lying between drawings. 6.5–9.5 return to matching KAI doorway close-up. His eyes flick once toward the marker/table, Audio3: `Buy another marker.` He turns and clears the doorframe; only hinge, box shift and receding footstep sound continue. No KAI wide or re-entry. 9.5–12.5 Image5 frontal siblings hold. Door latch clicks offscreen. Their attention returns to the table; marker still exactly between papers. No dialogue. 12.5–15.0 frontal two-shot with restrained push. EVAN picks up the single marker with complete hand, offers it horizontally across centreline before speaking. Audio1: `You first.` He keeps contact until LENA grips. 15.0–17.0 frontal LENA emphasis within same axis. She takes marker only after EVAN releases. Audio2: `I'll give it back.` She does not touch either drawing, does not make a line, and does not move the papers. 17.0–19.2 frontal EVAN emphasis. Audio1: `I know.` LENA pauses with marker in hand, then returns the same marker directly to EVAN without drawing. EVAN's complete hand closes before she releases. No duplicate marker. 19.2–20.3 135mm insert under 1.1s: EVAN lowers returned marker tip to his existing drawing; tip physically contacts paper but makes no visible new stroke yet. 20.3–20.9 restrained two-tone institutional alert from real room speaker. EVAN's hand stops instantly with tip touching paper. Hard cut back to Image5-style frontal two-shot; both children remain on exact marks. 20.9–25.8 Audio4 speaks exact PA line once through real ventilation/public speaker. The timbre is identical to prior WORLD VOICE: this is the voice reversal. EVAN freezes first; LENA's ease disappears before her eyes move left. Camera stays in shared frontal two-shot and slowly tightens 4%; no separate reaction montage, alarm light, screen or robot. 25.8–27.5 PA ends. EVAN and LENA look at each other, tired `of course` resignation rather than fear or heroism. No dialogue. Marker remains stopped; paper unchanged. 27.5–30.0 camera becomes mechanically stable and begins a vertical rise from drawings/marker. Keep children, table, sofa, correct right-wall staircase and upper-left door visible while shrinking. Reach ordinary white ceiling and reveal a real maintenance grille/hatch; end just as camera enters the dark material layer, ready for END_FLEET. PHYSICS / MATERIAL RESPONSE — HAND / PAPER / PROP LOCK Exactly one closed box with KAI, exactly one marker at table, exactly two existing drawings. LENA never draws, never writes, never creates a line; she only receives, pauses and returns. Marker transfer is continuous and complete. No paper spawn, duplicate marker, extra fingers, card, game piece or readable generated text. VOICE ROUTING / AUDIO Audio1 EVAN only; Audio2 LENA only; Audio3 KAI only; Audio4 PA only. Exact words once, no filler, names, overlap, paraphrase or source-demo wording. Visible speakers lip-sync only their line. PA is disembodied. Sounds: room tone, box, footsteps, door latch, clothing, marker/paper, two-tone alert, ventilation and ceiling grille. ZERO MUSIC. ACCEPTANCE KAI only close-up; EVAN/LENA exact frontal positions; all six character lines plus exact PA once; LENA draws nothing; one marker returned; voice reversal occurs in shared frontal shot; ceiling pullout starts physically. No video references, identity drift, extra dialogue, UI or music.
【生成内容】 # C07 00:20–00:24|中央能源盆地战略抽取|导演合同 - 目的:把“有人住在盆地”从三个人物展示,升级为三方国家系统同时抽取并挤压整片定居区的战略事实。 - 观众此前知道:蓝、红、象牙白分别完成工业、物流和灌溉部署。 - 观众此后知道:三套系统都把中央盆地当资源源头,既有定居区已经被三条走廊包围。 - 因果:三方干线接入 → 列车/车队/管线实际运转 → 能源、粮运和水流同时离开盆地 → 旧居民道路被压窄 → 战略后拉显示定居区被包围。 - 尺度:全程区域高斜俯;不出现人物、手、车辆产品特写或单口水泵。 - 地理:中央盆地、环路、山脉、三方既有方向不旋转、不镜像;三条资源流保持不同物理载体。 - 定居证据:住宅群、暖灯、烟囱蒸汽、旧道路、粮仓和供水设施;不出现居民身体。 - 出口:三条走廊仍在抽取,小红旗悬在钢索上尚未入地,为 C08 的控制行动留下门槛。 - 拒绝:三个人围泵、单辆卡车、单个工人、人物近景、HUD、地图染色、英雄旗帜。 - Gate:`PASS_DIRECTOR_CONTRACT`。 --- # C07|00:20–00:24|中央能源盆地战略抽取|4秒 区域高斜俯一镜:蓝方整列能源车、红方至少六辆重载车、象牙白泵站与多条渠道从三个方向同时接入中央盆地。蓝方列车拉走能源筒,红方车队装载后驶离,象牙白水流进入农田、温室和诊所。 摄影机沿环路缓慢抬升后拉,显示三条国家级资源走廊围住完整定居区;住宅暖灯、烟囱蒸汽、粮仓、旧道路和生活设施证明那里有人居住,但全片不出现任何人物。新铁路、货运公路和渠道分别压窄三条旧居民道路。 小型暗红旗仍悬在钢索上,旗杆底座尚未接触地面,控制尚未物理完成。 无对白、无 WORLD VOICE、无音乐;只保留列车、车钩、重载车、起重机、泵、水流和风声。 --- # 完整提示词 ACTIVE ASSETS — C07 00:20–00:24 CENTRAL ENERGY BASIN STRATEGIC EXTRACTION, EXACT ORDER @Image1 = {{Node fb6c976c-caed-45dd-b0e2-aef3027a96ae}} — sole world topology and central-basin geography. @Image2 = {{Node e62b097d-1e43-4c76-8e6c-a7983563a5d4}} — three-realm macro scale and regional expansion density. @Image3 = {{Node 1490cc4e-ed93-4572-bdc7-862872a4fb20}} — blue industrial railway, energy train and material language. @Image4 = {{Node 17c54ebe-13d0-424d-ba2c-a4ee56e558c3}} — red logistics, warehouse and heavy-convoy material language. @Image5 = {{Node 0e655a33-1a35-4eef-8448-b3f11baf4b5d}} — Ivory pumps, canals, clinic and settlement material language. Assets lock topology, faction materials and strategic scale—not action, framing, population or endpoint state. OUTPUT CONTRACT 4.0s, 21:9, 480p, 24fps. One continuous regional high-oblique strategic shot. ABSOLUTE ZERO VISIBLE PEOPLE: no body, face, hand, resident, worker, driver, operator, silhouette, reflection, portrait or human-like form; no EVAN/KAI/LENA. No command room, dialogue, WORLD VOICE, text, logo, UI or music. SHOT PURPOSE / CAUSAL SPINE three already-built faction systems physically connect to the central basin -> blue rail, red road logistics and Ivory water infrastructure begin extracting simultaneously -> three distinct resource streams leave the basin -> old settlement access roads narrow under the new corridors -> the camera widens to reveal a populated settlement system encircled by state infrastructure before any flag reaches the ground. WORLD / GEOGRAPHY LOCK Image1 is the sole topology. Central crater basin, ring road, mountains, lake, coast, rivers and faction approach directions never rotate, mirror, merge or reset. Blue, red and Ivory remain in their existing geographic sectors. Faction color stays on vehicles, roofs, pipes and small physical equipment only; no territory wash, colored terrain, sky or water. FIRST FRAME / STRATEGIC SCALE Begin from a 180-metre-high, 500-metre-distant high-oblique view with the entire central basin and at least three approach corridors visible at once. The basin settlement is a compact cluster of real houses, grain sheds, warm practical windows, chimney steam, old roads and utility buildings; it is not empty, abandoned or miniature, but no person is visible. A small dull-red flag remains suspended high on a steel cable near the ring road; its base has not contacted soil. TIMED CONTINUOUS ACTION 0.0–1.3 — Camera makes a restrained clockwise rail move along the outer ring while keeping the basin centre fixed. A complete blue energy train with multiple cylinder wagons enters on the blue rail; a red convoy of at least six heavy trucks approaches on a separate road; Ivory pump stations and parallel canals connect from the third sector. All systems are already regional in scale; no single vehicle, pump or house dominates. 1.3–2.8 — Physical extraction begins. Blue wagon couplers tighten sequentially and the train pulls loaded cylinders away from the basin. Red loaders feed several trucks at once and the convoy accelerates only after cargo settles. Ivory pump impellers rotate before canal flow strengthens; water moves through multiple pipes toward farms, greenhouse and clinic. The three resource streams remain separate and simultaneously readable: rail energy, road freight and water infrastructure. 2.8–4.0 — Camera rises and pulls back eight percent, revealing all three corridors bending around the settlement. New rail embankment and freight road physically narrow two older local access roads; the Ivory canal cuts across a third route. Warm windows, chimney steam, grain sheds and utility lights persist inside the encircled settlement, proving habitation without showing people. The small red flag stays airborne, cable taut and base unseated. End on the strategic geometry of three states extracting from one inhabited basin—not on a person, vehicle hero or flag. PHYSICS / CAMERA Train follows rails; coupler tension propagates before the last wagon moves. Trucks accelerate after loads settle; suspension compresses. Pump rotation precedes pressure and canal flow. Water follows channel grade; no backward flow. Camera remains high-oblique with horizon, basin centre and ring road visible; no handheld, jitter, orbit, whip-pan, macro, ground-level angle, teleport or full-frame occlusion. Buildings, roads, train, convoys, canals, settlement lights and airborne flag persist through the final frame. AUDIO No speech or WORLD VOICE. Layered regional physical sound only: distant train traction and couplers, heavy trucks, loading cranes, pumps, water and wind. ZERO MUSIC: no score, melody, drone, beat, pulse, riser, stinger, BRAAM or victory horn. NO SMALL-SCALE / GAME CONTAMINATION No woman, man, elder, family tableau, people around a pump, worker close-up, single truck, toolbox, key, chain or domestic action. No glowing route, territory tint, HUD, hologram, map overlay, card, tabletop miniature, tilt-shift, toy vehicle, readable faction symbol or parade. ACCEPTANCE LOCKS All three extraction systems are visible by 1.3 seconds and physically operating by 2.8 seconds. At 4.0 seconds, the full settlement remains visible and inhabited through architecture/lights/steam while three state corridors encircle it; zero people are visible. The red flag is still suspended and unplanted. If the shot reads as three residents, one pump or one vehicle instead of regional resource extraction, it fails.
ACTIVE ASSETS — C07 00:20–00:24 CENTRAL ENERGY BASIN STRATEGIC EXTRACTION, EXACT ORDER @Image1 = {{Mixed 1}} — sole world topology and central-basin geography. @Image2 = {{Mixed 2}} — three-realm macro scale and regional expansion density. @Image3 = {{Mixed 3}} — blue industrial railway, energy train and material language. @Image4 = {{Mixed 4}} — red logistics, warehouse and heavy-convoy material language. @Image5 = {{Mixed 5}} — Ivory pumps, canals, clinic and settlement material language. Assets lock topology, faction materials and strategic scale—not action, framing, population or endpoint state. OUTPUT CONTRACT 4.0s, 21:9, 480p, 24fps. One continuous regional high-oblique strategic shot. ABSOLUTE ZERO VISIBLE PEOPLE: no body, face, hand, resident, worker, driver, operator, silhouette, reflection, portrait or human-like form; no EVAN/KAI/LENA. No command room, dialogue, WORLD VOICE, text, logo, UI or music. SHOT PURPOSE / CAUSAL SPINE three already-built faction systems physically connect to the central basin -> blue rail, red road logistics and Ivory water infrastructure begin extracting simultaneously -> three distinct resource streams leave the basin -> old settlement access roads narrow under the new corridors -> the camera widens to reveal a populated settlement system encircled by state infrastructure before any flag reaches the ground. WORLD / GEOGRAPHY LOCK Image1 is the sole topology. Central crater basin, ring road, mountains, lake, coast, rivers and faction approach directions never rotate, mirror, merge or reset. Blue, red and Ivory remain in their existing geographic sectors. Faction color stays on vehicles, roofs, pipes and small physical equipment only; no territory wash, colored terrain, sky or water. FIRST FRAME / STRATEGIC SCALE Begin from a 180-metre-high, 500-metre-distant high-oblique view with the entire central basin and at least three approach corridors visible at once. The basin settlement is a compact cluster of real houses, grain sheds, warm practical windows, chimney steam, old roads and utility buildings; it is not empty, abandoned or miniature, but no person is visible. A small dull-red flag remains suspended high on a steel cable near the ring road; its base has not contacted soil. TIMED CONTINUOUS ACTION 0.0–1.3 — Camera makes a restrained clockwise rail move along the outer ring while keeping the basin centre fixed. A complete blue energy train with multiple cylinder wagons enters on the blue rail; a red convoy of at least six heavy trucks approaches on a separate road; Ivory pump stations and parallel canals connect from the third sector. All systems are already regional in scale; no single vehicle, pump or house dominates. 1.3–2.8 — Physical extraction begins. Blue wagon couplers tighten sequentially and the train pulls loaded cylinders away from the basin. Red loaders feed several trucks at once and the convoy accelerates only after cargo settles. Ivory pump impellers rotate before canal flow strengthens; water moves through multiple pipes toward farms, greenhouse and clinic. The three resource streams remain separate and simultaneously readable: rail energy, road freight and water infrastructure. 2.8–4.0 — Camera rises and pulls back eight percent, revealing all three corridors bending around the settlement. New rail embankment and freight road physically narrow two older local access roads; the Ivory canal cuts across a third route. Warm windows, chimney steam, grain sheds and utility lights persist inside the encircled settlement, proving habitation without showing people. The small red flag stays airborne, cable taut and base unseated. End on the strategic geometry of three states extracting from one inhabited basin—not on a person, vehicle hero or flag. PHYSICS / CAMERA Train follows rails; coupler tension propagates before the last wagon moves. Trucks accelerate after loads settle; suspension compresses. Pump rotation precedes pressure and canal flow. Water follows channel grade; no backward flow. Camera remains high-oblique with horizon, basin centre and ring road visible; no handheld, jitter, orbit, whip-pan, macro, ground-level angle, teleport or full-frame occlusion. Buildings, roads, train, convoys, canals, settlement lights and airborne flag persist through the final frame. AUDIO No speech or WORLD VOICE. Layered regional physical sound only: distant train traction and couplers, heavy trucks, loading cranes, pumps, water and wind. ZERO MUSIC: no score, melody, drone, beat, pulse, riser, stinger, BRAAM or victory horn. NO SMALL-SCALE / GAME CONTAMINATION No woman, man, elder, family tableau, people around a pump, worker close-up, single truck, toolbox, key, chain or domestic action. No glowing route, territory tint, HUD, hologram, map overlay, card, tabletop miniature, tilt-shift, toy vehicle, readable faction symbol or parade. ACCEPTANCE LOCKS All three extraction systems are visible by 1.3 seconds and physically operating by 2.8 seconds. At 4.0 seconds, the full settlement remains visible and inhabited through architecture/lights/steam while three state corridors encircle it; zero people are visible. The red flag is still suspended and unplanted. If the shot reads as three residents, one pump or one vehicle instead of regional resource extraction, it fails.
【素材职责】 【道具】用于蓝色装甲运兵车的车轮轮毂、装甲板和灯组几何外观,不采用白底背景或目录视角。用于蓝色轨道车辆的独立导轨轮几何外观,不采用白底背景或目录视角。 【正文】 蓝色装甲运兵车车轮与蓝色导轨轮在证据桌面上以不同焦深叠压——以圆形匹配接入前镜导弹环形。装甲车轮在前景,导轨轮在后景,两者均静止不动。镜头沿导轨向右做4厘米滑动,焦点随之从前景装甲车轮平滑转移至后景导轨轮。两辆车辆全程保持静止。 结束时:导轨轮处于最清晰焦点,装甲车轮软焦在前景,两圆形在不同深度叠压。 【视觉风格】 调查性证据沙盒。石板炭灰桌面,浅标本托盘,烟熏玻璃,拉丝导轨,黑化黄铜,细尘。近乎黑暗,窄束暖白掠射光与冷蓝灰透射扫描光。硬边阴影,克制的黄铜高光,深绿灰黑,微量Blue/Red/Ivory色点,选择性反射。90-135mm微距,T2.0-T2.8质感,1-4cm焦平面。真实游戏渲染材质,受控光线追踪弹射。无广告级抛光。 【镜头】 100mm微距,T2.4,导轨向右滑动4cm,移焦:焦点从前景装甲车轮平滑转移至后景导轨轮。 【声音】 无背景音乐,只保留导轨滑动的细微金属摩擦声<relay tick>。 No BGM
【素材职责】 【场景】用于中央陨石坑盆地、环形公路、山脉和海岸线的地形拓扑几何,作为手工树脂黄铜浮雕标本的造型依据,不采用图中任何航拍或俯瞰视角,不旋转,不镜像,不重绘。 【正文】 地形拓扑浮雕标本在证据桌面上,以圆形匹配接入前镜卡牌纹章圆形。标本以手工树脂和黄铜内嵌线制成,仅作为桌面近距离截面可见,绝不出现俯瞰全景。三个浅标本槽重复中央陨石坑盆地,尺寸各不相同,并排置于浮雕旁。一道冷色扫描线从左至右横穿三个标本槽。镜头以2%缓动推向最大标本槽。 结束时:扫描线已完成,三个标本槽均在画面内,处于不同焦深,最大槽最清晰。 【视觉风格】 调查性证据沙盒。石板炭灰桌面,浅标本托盘,烟熏玻璃,拉丝导轨,黑化黄铜,细尘。近乎黑暗,窄束暖白掠射光与冷蓝灰透射扫描光。硬边阴影,克制的黄铜高光,深绿灰黑,微量Blue/Red/Ivory色点,选择性反射。90-135mm微距,T2.0-T2.8质感,1-4cm焦平面。真实游戏渲染材质,受控光线追踪弹射。无广告级抛光。 【镜头】 120mm微距,T2.2,2%缓动推镜朝最大标本槽,焦平面保持在标本槽边缘。 【声音】 无背景音乐,只保留冷扫描光穿过时的细微金属共鸣<distant metal resonance>。 No BGM
【素材职责】 【道具】用于象牙色拖拉机的车轮轮毂与轮胎几何,不采用白底背景或目录视角。用于象牙色水利设施的水闸轮和透明管道段几何,不采用白底背景或目录视角。 【正文】 象牙色拖拉机车轮在前景,象牙色水闸轮在其后不同焦深处,以圆形匹配接入前镜表压计玻璃面。所有机械静止不动。冷色背光从后方穿透水利设施的一段透明管道截面,短暂显现管道内壁的薄水弯月面光学效果。机械始终保持微缩比例,静止不动。焦点从前景拖拉机车轮平滑移至后景水弯月面。 结束时:水弯月面在冷背光中可见,拖拉机车轮软焦在前景,所有机械静止。 【视觉风格】 调查性证据沙盒。石板炭灰桌面,浅标本托盘,烟熏玻璃,拉丝导轨,黑化黄铜,细尘。近乎黑暗,窄束暖白掠射光与冷蓝灰透射扫描光。硬边阴影,克制的黄铜高光,深绿灰黑,微量Blue/Red/Ivory色点,选择性反射。90-135mm微距,T2.0-T2.8质感,1-4cm焦平面。真实游戏渲染材质,受控光线追踪弹射。无广告级抛光。 【镜头】 120mm微距,T2.2,静止机位,移焦:焦点从前景拖拉机车轮平滑转移至后景水弯月面,前景轮毂逐渐虚化。 【声音】 无背景音乐,只保留冷背光透射时的细微金属共鸣<distant metal resonance>。 No BGM
【素材职责】 【道具】用于EVAN手绘图纸上现有的蓝色铅笔路线、纸张纹理和空白区域,完整保留图纸上每一处笔迹,不添加任何新标记,不采用图纸以外的背景。 【正文】 EVAN手绘图纸平铺在证据桌面上,上方覆盖一层透明地图膜,以线条匹配接入前镜黄铜公路线。图纸上现有的蓝色铅笔路线透过透明膜清晰可见,铅笔槽纹和纸张纹理在暖色掠射光下可辨。图纸上的每一处笔迹完整保留,无任何新增标记。镜头静止,焦点对准蓝色铅笔路线。 结束时:蓝色铅笔路线处于焦点,纸张纹理清晰,透明膜边缘捕捉到侧光,图纸静止无变化。 【视觉风格】 调查性证据沙盒。石板炭灰桌面,浅标本托盘,烟熏玻璃,拉丝导轨,黑化黄铜,细尘。近乎黑暗,窄束暖白掠射光与冷蓝灰透射扫描光。硬边阴影,克制的黄铜高光,深绿灰黑,微量Blue/Red/Ivory色点,选择性反射。90-135mm微距,T2.0-T2.8质感,1-4cm焦平面。真实游戏渲染材质,受控光线追踪弹射。无广告级抛光。 【镜头】 90mm微距,T2.0,静止机位,焦平面对准铅笔路线。 【声音】 无背景音乐,只保留透明膜边缘轻微的纸张声<paper edge>。 No BGM
【素材职责】 【道具】用于红色泵撬装置的表压计玻璃面、阀门轮、压力容器和红色管道弯头的外观几何,不采用白底背景或目录视角。 【正文】 红色泵撬装置零件——表压计玻璃面、阀门轮和红色管道弯头——作为法证标本排列在证据桌面上,各有接触阴影。表压计指针以物理重量感向前沉降一个刻度格,随后停止,不再运动。无液体流动,无任何报警动态。 结束时:指针已停,红色管道弯头被暖色边缘光照亮,表压计玻璃面静止。 【视觉风格】 调查性证据沙盒。石板炭灰桌面,浅标本托盘,烟熏玻璃,拉丝导轨,黑化黄铜,细尘。近乎黑暗,窄束暖白掠射光与冷蓝灰透射扫描光。硬边阴影,克制的黄铜高光,深绿灰黑,微量Blue/Red/Ivory色点,选择性反射。90-135mm微距,T2.0-T2.8质感,1-4cm焦平面。真实游戏渲染材质,受控光线追踪弹射。无广告级抛光。 【镜头】 90mm微距,T2.0,静止机位,焦平面对准表压计表盘面。 【声音】 无背景音乐,只保留指针沉降时的细微继电器滴答声<relay tick>。 No BGM
【素材职责】 【道具】用于海军黄铜罗盘表盘的黄铜边缘环、刻度齿和指针轴毂的外观结构与材质,不采用表盘上的任何文字与数字。 【正文】 一只海军黄铜罗盘表盘在漆黑证据桌面上,窄束暖白侧光从左侧掠入,只照亮黄铜边缘环和指针轴毂。画面开始时几乎全黑,仅黄铜边缘一道弧光可辨。所有表盘文字与刻度数字均裁出画框外,不可见。指针轴毂在侧光中浮现,表盘缓慢旋转一个带有机械阻尼感的定位刻度格,随后以物理重量感停住,不再运动。停止后黄铜边缘弧光持续,周围深绿灰黑暗场不变。 结束时:表盘已停,黄铜边缘在侧光中静止,轴毂清晰,周围全黑。 【视觉风格】 调查性证据沙盒。石板炭灰桌面,浅标本托盘,烟熏玻璃,拉丝导轨,黑化黄铜,细尘。近乎黑暗,窄束暖白掠射光与冷蓝灰透射扫描光。硬边阴影,克制的黄铜高光,深绿灰黑,微量Blue/Red/Ivory色点,选择性反射。90-135mm微距,T2.0-T2.8质感,1-4cm焦平面。真实游戏渲染材质,受控光线追踪弹射。无广告级抛光。 【镜头】 135mm微距,T2.2,极端近摄,1cm焦平面对准黄铜边缘,静止机位,侧光掠射。 【声音】 无背景音乐,只保留表盘定位格的金属卡扣轻响<dial detent click>和细微环境共鸣。 No BGM
【素材职责】 【人物】用于EVAN档案肖像碎片的印刷图像外观,仅作为玻璃下的小型印刷档案照片碎片,不采用任何活体人物或表演。用于KAI档案肖像碎片的印刷图像外观,仅作为玻璃下的小型印刷档案照片碎片,不采用任何活体人物或表演。用于LENA档案肖像碎片的印刷图像外观,仅作为玻璃下的小型印刷档案照片碎片,不采用任何活体人物或表演。 各人物的外貌、服装、动作、站位和台词不互相交换。 【正文】 三张小型印刷档案肖像碎片——EVAN肖像、KAI肖像、LENA肖像——相互叠压置于划痕玻璃板之下,在证据桌面上。每张肖像在玻璃表面各有一次物理反射——不是克隆的活体人物,只是印刷图像的镜面倒影。无任何标签文字。移焦依次穿越:EVAN肖像碎片→KAI肖像碎片→LENA肖像碎片。 结束时:LENA肖像碎片处于最清晰焦点,其余两张软焦,玻璃划痕在侧光中可见。 【视觉风格】 调查性证据沙盒。石板炭灰桌面,浅标本托盘,烟熏玻璃,拉丝导轨,黑化黄铜,细尘。近乎黑暗,窄束暖白掠射光与冷蓝灰透射扫描光。硬边阴影,克制的黄铜高光,深绿灰黑,微量Blue/Red/Ivory色点,选择性反射。90-135mm微距,T2.0-T2.8质感,1-4cm焦平面。真实游戏渲染材质,受控光线追踪弹射。无广告级抛光。 【镜头】 90mm微距,T2.0,静止机位,移焦:焦点依次从EVAN肖像碎片→KAI肖像碎片→LENA肖像碎片平滑转移。 【声音】 无背景音乐,只保留玻璃表面细微的玻璃刮擦声<glass scrape>。 No BGM
【素材职责】 【场景】用于环形公路与河流的拓扑线条几何,作为证据沙盒表面黄铜树脂内嵌线的造型依据,不采用任何俯瞰航拍视角,不旋转,不镜像,不重绘。 【正文】 地形拓扑浮雕标本的环形公路与河流线条以黄铜和树脂内嵌线的形式嵌入证据沙盒表面,仅作为近距离截面可见,绝不出现俯瞰全景。拓扑线条正确但画面内不完整——边缘延伸出框。镜头沿一条精确的公路线做3厘米导轨滑动。 结束时:导轨滑动完成,一条黄铜公路线在焦点中,线条边缘延伸出画框。 【视觉风格】 调查性证据沙盒。石板炭灰桌面,浅标本托盘,烟熏玻璃,拉丝导轨,黑化黄铜,细尘。近乎黑暗,窄束暖白掠射光与冷蓝灰透射扫描光。硬边阴影,克制的黄铜高光,深绿灰黑,微量Blue/Red/Ivory色点,选择性反射。90-135mm微距,T2.0-T2.8质感,1-4cm焦平面。真实游戏渲染材质,受控光线追踪弹射。无广告级抛光。 【镜头】 100mm微距,T2.2,导轨沿公路线方向滑动3cm,焦平面保持在黄铜线条上。 【声音】 无背景音乐,只保留导轨滑动的细微金属摩擦声<relay tick>。 No BGM
【素材职责】 【道具】用于LENA手绘图纸上现有的社区轮廓线、纸张纹理和空白区域,完整保留图纸上每一处笔迹,不采用图纸以外的背景。 【正文】 LENA手绘图纸平铺在证据桌面上,以轮廓线匹配接入前镜铅笔路线。图纸上现有的社区轮廓线清晰可见,图纸本身保持静止。一道来自画框外物体的投射阴影从图纸表面缓慢扫过——是阴影在移动,不是纸张移动。图纸上每一处笔迹完整保留,无任何变化。镜头静止,焦点对准社区轮廓线。 结束时:投射阴影已扫过,图纸上笔迹完整,社区轮廓线清晰,纸张静止。 【视觉风格】 调查性证据沙盒。石板炭灰桌面,浅标本托盘,烟熏玻璃,拉丝导轨,黑化黄铜,细尘。近乎黑暗,窄束暖白掠射光与冷蓝灰透射扫描光。硬边阴影,克制的黄铜高光,深绿灰黑,微量Blue/Red/Ivory色点,选择性反射。90-135mm微距,T2.0-T2.8质感,1-4cm焦平面。真实游戏渲染材质,受控光线追踪弹射。无广告级抛光。 【镜头】 90mm微距,T2.0,静止机位,焦平面对准社区轮廓线。 【声音】 无背景音乐,只保留阴影扫过时的极轻微环境共鸣。 No BGM
【素材职责】 【道具】用于FARTHER卡牌的能量牌、首位玩家牌和回合顺序牌的同心圆纹章图案与卡牌边框几何,不采用视频的时序、暗色背景或居中展示排列。 【正文】 三张FARTHER卡牌的卡角——能量牌、首位玩家牌、回合顺序牌——在证据桌面上相互叠压,置于烟熏玻璃板之下,同心圆纹章图案透过玻璃可见。三张卡牌各有接触阴影与物理重量,边角轻微错位。移焦依次扫过三个同心圆纹章:从能量牌圆形纹章开始,平滑移至首位玩家牌圆形,再移至回合顺序牌圆形。 结束时:回合顺序牌同心圆纹章处于最清晰焦点,其余两牌软焦,烟熏玻璃反射微光。 【视觉风格】 调查性证据沙盒。石板炭灰桌面,浅标本托盘,烟熏玻璃,拉丝导轨,黑化黄铜,细尘。近乎黑暗,窄束暖白掠射光与冷蓝灰透射扫描光。硬边阴影,克制的黄铜高光,深绿灰黑,微量Blue/Red/Ivory色点,选择性反射。90-135mm微距,T2.0-T2.8质感,1-4cm焦平面。真实游戏渲染材质,受控光线追踪弹射。无广告级抛光。 【镜头】 100mm微距,T2.0,静止机位,移焦:焦点依次从能量牌纹章→首位玩家牌纹章→回合顺序牌纹章平滑转移。 【声音】 无背景音乐,只保留卡纸边缘细微摩擦声<paper edge>和玻璃板轻微共鸣。 No BGM
【素材职责】 【道具】用于裂变装置模型的圆形发射井口、导弹摇篮内核和雷达几何体的外观结构,不采用图片白底背景。 【正文】 裂变装置标本的圆形发射井口在证据桌面上,以圆形匹配接入前镜黄铜表盘边缘。冷蓝灰透射背光从井口上方向下扫描,光线穿透发射井圆筒壁,短暂令内部静止的导弹摇篮内核呈现半透明X射线光学效果——这是物理背光事件,非界面或医疗图形,无任何叠加层。扫描完成后,不透明度完全恢复,导弹内核保持静止,无发射,无爆炸,无任何运动。 结束时:发射井口被冷光照亮,内核可见但静止,不透明度已恢复,无任何动态。 【视觉风格】 调查性证据沙盒。石板炭灰桌面,浅标本托盘,烟熏玻璃,拉丝导轨,黑化黄铜,细尘。近乎黑暗,窄束暖白掠射光与冷蓝灰透射扫描光。硬边阴影,克制的黄铜高光,深绿灰黑,微量Blue/Red/Ivory色点,选择性反射。90-135mm微距,T2.0-T2.8质感,1-4cm焦平面。真实游戏渲染材质,受控光线追踪弹射。无广告级抛光。 【镜头】 90mm微距,T2.4,静止机位,移焦:焦点从发射井口边缘平滑移至内部摇篮核心,外缘逐渐虚化,内核由模糊变清晰。 【声音】 无背景音乐,只保留冷背光扫描时的细微金属共鸣<distant metal resonance>和玻璃轻刮声<glass scrape>。 No BGM
【素材职责】 【道具】用于深蓝色战略导弹的表皮纹理、接缝线、磨损蓝漆和外壳比例,作为巨大斜向金属地平线的造型依据,不采用发射、冲击或爆炸。 【正文】 深蓝色战略导弹的外壳在证据桌面上充满画面,呈巨大斜向金属地平线——极端近摄,只见磨损蓝漆与接缝细节。一道暖色边缘光沿接缝线行进。在暖光行进约一半时,一道冷色X射线背光条(约0.5秒)从一侧穿过外壳,短暂令内部环形结构呈现半透明几何,这是物理背光光学事件,非任何界面叠加。X射线条结束,不透明度完全恢复,导弹外壳保持静止,无发射,无爆炸,无运动。 结束时:导弹外壳不透明,暖色边缘光仍在接缝边停留,周围深黑场。 【视觉风格】 调查性证据沙盒。石板炭灰桌面,浅标本托盘,烟熏玻璃,拉丝导轨,黑化黄铜,细尘。近乎黑暗,窄束暖白掠射光与冷蓝灰透射扫描光。硬边阴影,克制的黄铜高光,深绿灰黑,微量Blue/Red/Ivory色点,选择性反射。90-135mm微距,T2.0-T2.8质感,1-4cm焦平面。真实游戏渲染材质,受控光线追踪弹射。无广告级抛光。 【镜头】 135mm微距,T2.2,静止机位,焦平面对准导弹接缝,斜向构图。 【声音】 无背景音乐,只保留X射线扫描时的细微金属共鸣<distant metal resonance>。 No BGM
ACTIVE ASSETS — WORLD B-ROLL W05 象牙白能源危机与裂变设施, EXACT ORDER @Image1 = {{Mixed 1}} — three-realm macro geography. @Image2 = {{Mixed 2}} — blue mountain fission facility. @Image3 = {{Mixed 3}} — Ivory farms/clinic/evacuation. @Image4 = {{Mixed 4}} — sole topology. @Audio1 = {{Mixed 5}} — WORLD VOICE timbre only. OUTPUT CONTRACT 14.0s, 21:9, 480p, 24fps. Pure game-world B-roll with internal motivated cuts. No EVAN/KAI/LENA bodies, faces, ages, hair or commander uniforms. No command room, table, children, character dialogue, subtitles, logos, UI or music. WORLD / CAST HARD LOCK The supplied map is sole topology authority where attached. Central crater basin, faction directions, ring road, mountains, coast and rivers do not rotate, mirror or reset. EVAN, KAI and LENA exist only in the command room and never appear here. When this shot's policy explicitly permits people, they are unrelated adults/elders in active causal behavior only: Blue uses blue-grey industrial utility wear, red dull brick-red logistics wear, Ivory sand/ivory water/medical/agricultural workwear, neutral civilians grey-brown. No staged faction portrait, standing deployment, lineup, formation, presentation row, front-facing display or camera gaze. Faction colors never tint terrain, sky or water. PEOPLE / STRATEGIC-DEPLOYMENT BOUNDARY Blue facility construction/deployment at 4.0–8.0 contains ABSOLUTE ZERO PEOPLE, operators or humanoid silhouettes; autonomous systems only. Unrelated adults/elders may appear only in Ivory life-support and evacuation beats at 0.0–4.0 and 8.0–14.0, always filling containers, moving stretchers, boarding or physically blocking the jam—never standing in formation or looking at camera. NO GAME-UI CONTAMINATION No glowing routes, territory washes, lock icons, HUD, hologram, floating text, data panels, card/tabletop aesthetics, miniature tilt-shift, interface screen or heroic advertisement composition. CAMERA Stable world camera only: crane, rail, dolly, high-oblique or restrained long lens. Motion begins on physical cause and eases to the material consequence. No handheld, digital jitter, orbit, teleport or full-frame occlusion over six frames. WORLD VOICE / AUDIO Exact WORLD lines, in order, once each: WORLD VOICE (V.O.): “Fission technology deployed.” WORLD VOICE (V.O.): “Evacuation window insufficient.” WORLD is disembodied and exists only over the game world; no visible person lip-syncs it. Physical ambience and action SFX remain primary. ZERO MUSIC: no score, melody, chord, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM or theme. CAUSAL SPINE connect Ivory life-support need, completed blue strategic technology and physically impossible evacuation timing. TIMED WORLD SHOTS 0.0–4.0 final energy modules travel east; Ivory pump/greenhouse/clinic remain low; survivors wait. 4.0–8.0 blue facility cooling, power and interlocks engage sequentially; after completion Audio1 line1. 8.0–12.0 Ivory buses load adults/elders, stretchers move, recurring survivors enter queue; narrow gate jams. 12.0–14.0 Audio1 line2 over stalled buses and continuing evacuation; no missile moves. PHYSICS / PERSISTENCE energy modules move on connected route; pump response follows power; interlocks activate in sequence; buses queue with mass and cannot teleport. Damage, population, object possession, smoke, fire, water and control state persist through the final frame. ACCEPTANCE Exact duration and world-only cast. People appear only inside the explicitly permitted time windows and only in active causal behavior; all strategic-deployment windows obey their zero-people lock. Every WORLD confirmation follows the completed visible state; no system line overlaps another. No protagonist, command room, character dialogue, UI, music or clean endpoint reset.
ACTIVE ASSETS — WORLD B-ROLL W06A 核弹发射至蘑菇云, EXACT ORDER @Image1 = {{Mixed 1}} — exact deep-navy missile geometry. @Image2 = {{Mixed 2}} — launch facility. @Image3 = {{Mixed 3}} — sole topology/impact location. @Image4 = {{Mixed 4}} — Ivory target-region geography. OUTPUT CONTRACT 24.0s, 21:9, 480p, 24fps. Pure game-world B-roll with internal motivated cuts. No EVAN/KAI/LENA bodies, faces, ages, hair or commander uniforms. No command room, table, children, character dialogue, subtitles, logos, UI or music. WORLD / CAST HARD LOCK The supplied map is sole topology authority where attached. Central crater basin, faction directions, ring road, mountains, coast and rivers do not rotate, mirror or reset. EVAN, KAI and LENA exist only in the command room and never appear here. When this shot's policy explicitly permits people, they are unrelated adults/elders in active causal behavior only: Blue uses blue-grey industrial utility wear, red dull brick-red logistics wear, Ivory sand/ivory water/medical/agricultural workwear, neutral civilians grey-brown. No staged faction portrait, standing deployment, lineup, formation, presentation row, front-facing display or camera gaze. Faction colors never tint terrain, sky or water. PEOPLE / STRATEGIC-DEPLOYMENT BOUNDARY ABSOLUTE ZERO PEOPLE for the full 24 seconds: no operator, soldier, worker, victim, body or humanoid silhouette. The strategic launch, flight, impact geography and mushroom-cloud formation are expressed only through missile continuity, structures, vehicles, water, pressure, fire, smoke and debris. NO GAME-UI CONTAMINATION No glowing routes, territory washes, lock icons, HUD, hologram, floating text, data panels, card/tabletop aesthetics, miniature tilt-shift, interface screen or heroic advertisement composition. CAMERA Stable world camera only: crane, rail, dolly, high-oblique or restrained long lens. Motion begins on physical cause and eases to the material consequence. No handheld, digital jitter, orbit, teleport or full-frame occlusion over six frames. WORLD VOICE / AUDIO No speech and no WORLD VOICE in this shot; physical sound effects only. WORLD is disembodied and exists only over the game world; no visible person lip-syncs it. Physical ambience and action SFX remain primary. ZERO MUSIC: no score, melody, chord, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM or theme. CAUSAL SPINE preserve one missile through release, flight, contact, blast transfer and dirty mushroom-cloud formation without narration. TIMED WORLD SHOTS 0.0–5.0 clamps release, same missile ignites and clears silo; dust responds after thrust. 5.0–9.0 long-lens side view follows acceleration/pitch; same vector and missile. 9.0–15.0 missile-nose POV, blue nose edge visible; basin/clinic/pipe junction enlarges continuously; no cut final2s. 15.0–18.0 two contact frames then maximum four near-white frames; pressure crosses blocks in arrival order. 18.0–21.0 windows/vehicles/roofs/pipes/water respond, then thermal fires ignite. 21.0–24.0 dust/steam/soot rises from same point into massive asymmetric dirty mushroom connected to burning ground. PHYSICS / PERSISTENCE same missile; thrust before motion; visible contact; flash then pressure then deformation/water then delayed heat/fire; no instant total vaporization. Damage, population, object possession, smoke, fire, water and control state persist through the final frame. ACCEPTANCE Exact duration and world-only cast. People appear only inside the explicitly permitted time windows and only in active causal behavior; all strategic-deployment windows obey their zero-people lock. Every WORLD confirmation follows the completed visible state; no system line overlaps another. No protagonist, command room, character dialogue, UI, music or clean endpoint reset.
ACTIVE ASSETS — WORLD B-ROLL W06B 爆后救援与持续后果, EXACT ORDER @Image1 = {{Mixed 1}} — sole topology and impact point. @Image2 = {{Mixed 2}} — Ivory clinic/farms pre-damage geography. @Image3 = {{Mixed 3}} — unchanged blue strategic-facility/protocol-relay geometry. @Audio1 = {{Mixed 4}} — WORLD VOICE timbre only. OUTPUT CONTRACT 18.0s, 21:9, 480p, 24fps. Pure game-world B-roll with internal motivated cuts. No EVAN/KAI/LENA bodies, faces, ages, hair or commander uniforms. No command room, table, children, character dialogue, subtitles, logos, UI or music. WORLD / CAST HARD LOCK The supplied map is sole topology authority where attached. Central crater basin, faction directions, ring road, mountains, coast and rivers do not rotate, mirror or reset. EVAN, KAI and LENA exist only in the command room and never appear here. When this shot's policy explicitly permits people, they are unrelated adults/elders in active causal behavior only: Blue uses blue-grey industrial utility wear, red dull brick-red logistics wear, Ivory sand/ivory water/medical/agricultural workwear, neutral civilians grey-brown. No staged faction portrait, standing deployment, lineup, formation, presentation row, front-facing display or camera gaze. Faction colors never tint terrain, sky or water. PEOPLE / STRATEGIC-DEPLOYMENT BOUNDARY Unrelated adult/elder victims and rescuers may appear at 0.0–14.0 only while fleeing, searching, carrying, treating or covering the dead; no standing tableau, heroic rescue pose, faction lineup, camera gaze, child, teen or protagonist likeness. The blue strategic-facility beat at 14.0–18.0 contains ABSOLUTE ZERO PEOPLE, operators or humanoid silhouettes. NO GAME-UI CONTAMINATION No glowing routes, territory washes, lock icons, HUD, hologram, floating text, data panels, card/tabletop aesthetics, miniature tilt-shift, interface screen or heroic advertisement composition. CAMERA Stable world camera only: crane, rail, dolly, high-oblique or restrained long lens. Motion begins on physical cause and eases to the material consequence. No handheld, digital jitter, orbit, teleport or full-frame occlusion over six frames. WORLD VOICE / AUDIO Exact WORLD lines, in order, once each: WORLD VOICE (V.O.): “Blue control confirmed. Population displaced. Energy output available.” WORLD VOICE (V.O.): “Existing strategic protocols cannot be deleted.” WORLD is disembodied and exists only over the game world; no visible person lip-syncs it. Physical ambience and action SFX remain primary. ZERO MUSIC: no score, melody, chord, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM or theme. CAUSAL SPINE hold the mushroom cloud, damaged city, adult rescue, family loss and still-running resource machinery in one moral frame. TIMED WORLD SHOTS 0.0–4.0 dirty mushroom stem/cap remains connected to fires; ash/shadow moves; ground visible. 4.0–9.0 Ivory medics run against fleeing adults; injured carried; one body covered; recurring woman/man search, wool cap/blue bundle persist. 9.0–12.0 damaged clinic/farms/canals and buckled pipes; surviving energy machine still operates. 12.0–14.0 Audio1 line1 over resource machinery beside rescue; no mouth; damage persists. 14.0–18.0 honest hard cut to the unmanned blue strategic facility: three old protocol relays remain physically lit and unchanged; Audio1 line2 only after the relays are visible. PHYSICS / PERSISTENCE smoke/fire/ash advect in one wind; injuries and rubble persist; rescue loads affect bodies; machinery remains damaged rather than resetting clean. Damage, population, object possession, smoke, fire, water and control state persist through the final frame. ACCEPTANCE Exact duration and world-only cast. People appear only inside the explicitly permitted time windows and only in active causal behavior; all strategic-deployment windows obey their zero-people lock. Every WORLD confirmation follows the completed visible state; no system line overlaps another. No protagonist, command room, character dialogue, UI, music or clean endpoint reset.
【生成内容】 ACTIVE REFERENCES — THE TURN END MAIN V15, KAI FRIENDSHIP REPAIR, EXACT ORDER @Image1 = {{Node 959e57a5-469d-4be1-a270-bdbee546d7a7}} — environment, materials, neutral daylight, exposure and final color only; no camera or blocking authority. @Image2 = {{Node 96874d74-1598-4755-b352-797cea241319}} — positions and initial prop ownership only: KAI at threshold; EVAN left/centre; LENA right. Ignore its wide camera, foreground table, light, amber/brown cast, materials and faces. @Image3 = {{Node 3f9ab023-8941-43d6-9fd4-7710d4ae1209}} — non-mirrored doors, staircase, routes and collision boundaries only; never render overhead. @Image4 = {{Node e7f429cb-8cd2-4c0b-a2e7-a26d6023d91c}} — EVAN identity, age, hair, proportions and navy/brown wardrobe only. @Image5 = {{Node 0c23d228-3010-49dd-82c7-8c14f54f7f66}} — LENA identity, age, red bob, freckles, proportions and cream/rust wardrobe only. @Image6 = {{Node 58b92bb0-67fd-4fe5-845b-f633d6de5129}} — KAI identity, age, skin, black curls, proportions and green/khaki wardrobe only. @Image7 = {{Node d7e42ec7-bd4f-453e-9781-46a0aa990787}} — exactly one closed FARTHER box: navy/cream finish, title, artwork, latches, handle, scale and weight. @Image8 = {{Node b880cd4f-c7a3-4b64-97c3-8c8f5af20e15}} — exactly one slim matte-black capped marker: cap seam, grey strip and hand scale. No visible nib. @Video1 = {{Node db7e22c5-6379-44ec-8872-88a026889747}} — FRAME PROPORTION ONLY: 2558×1080, approximately 2.37:1. Read only horizontal framing envelope, headroom, side-room and edge/crop proportions. Inherit none of its content, people, objects, location, action, motion, camera path, cuts, timing, lighting, grade, audio or endpoint. @Audio1 = {{Node af02d1c3-a319-412f-936c-8927821867dc}} — EVAN voice only. @Audio2 = {{Node 472bae62-1862-4e2d-9ae9-770ff6acd620}} — LENA voice only. @Audio3 = {{Node b2f85740-3f87-469c-a2f3-9f26793bb226}} — KAI voice only. OUTPUT CONTRACT Exactly 30.0s, 21:9, 720p, sound on. Seven shots; cuts at 4.2, 8.0, 11.2, 15.5, 19.2 and 22.5s. No fake one-take, jump, teleport or extra cut. Only close-up, tight two-shot, true OTS or chest-up medium-close; never wide, full body, empty floor or dominant table. EXACT DIALOGUE — ONCE EACH, IN ORDER 1. KAI: “Tomorrow?” 2. LENA: “Same game. New rules.” 3. KAI: “Buy another marker.” 4. EVAN: “You first.” 5. LENA: “I'll give it back.” 6. EVAN: “I know.” GEOGRAPHY / LOOK / CONTINUITY Image1 controls environment and neutral color. Reject Image2's amber/brown tone; it supplies positions only. Image3 preserves the doorway axis. KAI stays at threshold until exit; EVAN left, LENA right. One box leaves with KAI. One capped marker transfers EVAN right hand -> dual contact -> LENA right hand. No side swap, extra person or prop. CUTTING / CAMERA GRAMMAR Cuts answer changed relationships. Each angle inherits eyeline, posture, prop owner and vector. True OTS keeps a soft listener edge; no passport portrait. Weighted shoulder camera, 5–8% eased moves, focus transfers and micro-settling. Eyes and breath lead; reactions begin before the next line. No orbit, whip, jitter, axis crossing or lens change. SHOT 1 — 0.0–4.2 — KAI RELATION MEDIUM-CLOSE 55–65mm child-eye-level chest-up relation. KAI is off-centre in three-quarter view; the box rests low against his hip/abdomen with its lid angled away from lens, never a product display. EVAN and LENA remain soft profile edges. During a 6% push KAI shifts lightly onto his outside foot and rocks one half-step toward the exit, but his eyes stay with LENA then EVAN. Through Audio3 he speaks line 1 with easy contemporary American-preteen rhythm and a warm upward lilt: a casual “same time tomorrow?” between good friends. Friendly and hopeful, never solemn, worried, blank, boastful or lens-facing. SHOT 2 — 4.2–8.0 — LENA TRUE OTS CLOSE Cut on LENA's eye movement. KAI's soft shoulder/door-edge remains frame-left; LENA is a three-quarter close-up. She first includes KAI, then EVAN, shoulders loosening before speech. Through Audio2 she speaks line 2 as a promise, not a challenge. At her answer KAI's soft edge releases one quick breath and his posture visibly lightens. EVAN remains a soft far edge and silent. SHOT 3 — 8.0–11.2 — KAI REVERSE CLOSE / EXIT Cut on KAI receiving LENA's answer. Matched 65–75mm off-centre three-quarter close; the box stays low at his hip with only handle/lid edge visible. His eyes brighten, shoulders loosen and one mouth corner lifts briefly. Through Audio3 he speaks line 3 with quick friendly timing: lively, teasing American-boy banter between close friends, never sarcasm, smugness, salesmanship or a broad laugh. He gives a small chin-tip “see you tomorrow,” pivots with one light backward step and exits; torso turns first while eyes/head linger on the siblings half a beat. Camera stays inside. Door edge carries the cut; no wide departure. SHOT 4 — 11.2–15.5 — SIBLINGS TIGHT TWO-SHOT / OFFER Cut through door-edge occlusion. EVAN left, LENA right, both chest-up. EVAN lowers shoulders, steps once and extends the capped marker below both faces. A 5% push keeps both faces. After eye contact he speaks line 4 through Audio1. No hand insert. SHOT 5 — 15.5–19.2 — LENA CLOSE OTS / ACCEPT Cut on LENA first touching the marker; EVAN's soft edge remains left. She waits one breath, closes her right hand before EVAN releases and speaks line 5 through Audio2. Marker stays capped below chin. Sincere, not victorious. SHOT 6 — 19.2–22.5 — EVAN REVERSE CLOSE / TRUST Cut on EVAN opening his fingers; LENA's soft edge remains right. He looks at marker, then LENA, and speaks line 6 through Audio1. Quiet trust, no superiority. Hold his small exhale. SHOT 7 — 22.5–30.0 — LENA LOOK -> HUG CLOSE -> MICRO PULLBACK Cut on EVAN's eyeline returning to LENA. Begin as a LENA-dominant tight two-shot: her three-quarter face is sharp on frame-right while a narrow, softly focused edge of EVAN's cheek and eye stays continuously visible frame-left. LENA looks at EVAN several degrees off lens; tension releases through brow, jaw and breath. Slight sadness, no tears or broad smile. 24.8–27.5 — No cut. LENA steps closer and opens her left arm, keeping the marker low in her outer right hand. EVAN remains visible, reacts after a natural delay and returns the brief sibling embrace with one arm around her upper back. Camera yields 10cm as their heads cross; no spatial jump. 27.5–30.0 — Start on a tight head-and-shoulders embrace and slowly pull back only 20–25cm. End chest-up: heads, shoulders and upper torsos still fill most of frame; doorway stays softly behind. Never reveal legs, large floor, coffee table or room-wide geometry. Hold continuous house/garden ambience. PHYSICS / AUDIO / QUALITY Box has mass and leaves with KAI. Marker receiver closes before giver releases; LENA's marker hand stays outside both torsos during hug. Preserve hands, arms, hair and clothing collision. Audio1=EVAN, Audio2=LENA, Audio3=KAI only; ignore Video1 audio. Audio3 stays an original natural American preteen voice: line 1 has an easy upward invitation; line 3 is quick, playful and dry, with no forced slang, regional caricature, adult bravado or laugh. Six lines once, no additions, repeats, swaps or overlap. Continuous room/garden, breath, clothes, steps, box and marker only. ZERO MUSIC. Use Image1's neutral light. No amber wash, identity drift, fused hug, duplicate prop, UI, alarm, PA, title or spacecraft. ACCEPTANCE Seven close/medium-close shots and six motivated cuts. KAI must read as a lively, warm American boy among good friends: casual tomorrow invitation, immediate relief at LENA's answer, playful marker joke, light chin-tip farewell and no presenter pose. Then EVAN offers the marker; LENA accepts; EVAN confirms trust; LENA looks at him, initiates the hug and camera pulls back slightly. Fail on wide shot, KAI blank/sad/smug/hostile, broad comic grin, box display, camera jump, direct gaze, wrong voice/line/prop or music.
ACTIVE REFERENCES — THE TURN END MAIN V15, KAI FRIENDSHIP REPAIR, EXACT ORDER @Image1 = {{Mixed 1}} — environment, materials, neutral daylight, exposure and final color only; no camera or blocking authority. @Image2 = {{Mixed 2}} — positions and initial prop ownership only: KAI at threshold; EVAN left/centre; LENA right. Ignore its wide camera, foreground table, light, amber/brown cast, materials and faces. @Image3 = {{Mixed 3}} — non-mirrored doors, staircase, routes and collision boundaries only; never render overhead. @Image4 = {{Mixed 4}} — EVAN identity, age, hair, proportions and navy/brown wardrobe only. @Image5 = {{Mixed 5}} — LENA identity, age, red bob, freckles, proportions and cream/rust wardrobe only. @Image6 = {{Mixed 6}} — KAI identity, age, skin, black curls, proportions and green/khaki wardrobe only. @Image7 = {{Mixed 7}} — exactly one closed FARTHER box: navy/cream finish, title, artwork, latches, handle, scale and weight. @Image8 = {{Mixed 8}} — exactly one slim matte-black capped marker: cap seam, grey strip and hand scale. No visible nib. @Video1 = {{Mixed 9}} — FRAME PROPORTION ONLY: 2558×1080, approximately 2.37:1. Read only horizontal framing envelope, headroom, side-room and edge/crop proportions. Inherit none of its content, people, objects, location, action, motion, camera path, cuts, timing, lighting, grade, audio or endpoint. @Audio1 = {{Mixed 10}} — EVAN voice only. @Audio2 = {{Mixed 11}} — LENA voice only. @Audio3 = {{Mixed 12}} — KAI voice only. OUTPUT CONTRACT Exactly 30.0s, 21:9, 720p, sound on. Seven shots; cuts at 4.2, 8.0, 11.2, 15.5, 19.2 and 22.5s. No fake one-take, jump, teleport or extra cut. Only close-up, tight two-shot, true OTS or chest-up medium-close; never wide, full body, empty floor or dominant table. EXACT DIALOGUE — ONCE EACH, IN ORDER 1. KAI: “Tomorrow?” 2. LENA: “Same game. New rules.” 3. KAI: “Buy another marker.” 4. EVAN: “You first.” 5. LENA: “I'll give it back.” 6. EVAN: “I know.” GEOGRAPHY / LOOK / CONTINUITY Image1 controls environment and neutral color. Reject Image2's amber/brown tone; it supplies positions only. Image3 preserves the doorway axis. KAI stays at threshold until exit; EVAN left, LENA right. One box leaves with KAI. One capped marker transfers EVAN right hand -> dual contact -> LENA right hand. No side swap, extra person or prop. CUTTING / CAMERA GRAMMAR Cuts answer changed relationships. Each angle inherits eyeline, posture, prop owner and vector. True OTS keeps a soft listener edge; no passport portrait. Weighted shoulder camera, 5–8% eased moves, focus transfers and micro-settling. Eyes and breath lead; reactions begin before the next line. No orbit, whip, jitter, axis crossing or lens change. SHOT 1 — 0.0–4.2 — KAI RELATION MEDIUM-CLOSE 55–65mm child-eye-level chest-up relation. KAI is off-centre in three-quarter view; the box rests low against his hip/abdomen with its lid angled away from lens, never a product display. EVAN and LENA remain soft profile edges. During a 6% push KAI shifts lightly onto his outside foot and rocks one half-step toward the exit, but his eyes stay with LENA then EVAN. Through Audio3 he speaks line 1 with easy contemporary American-preteen rhythm and a warm upward lilt: a casual “same time tomorrow?” between good friends. Friendly and hopeful, never solemn, worried, blank, boastful or lens-facing. SHOT 2 — 4.2–8.0 — LENA TRUE OTS CLOSE Cut on LENA's eye movement. KAI's soft shoulder/door-edge remains frame-left; LENA is a three-quarter close-up. She first includes KAI, then EVAN, shoulders loosening before speech. Through Audio2 she speaks line 2 as a promise, not a challenge. At her answer KAI's soft edge releases one quick breath and his posture visibly lightens. EVAN remains a soft far edge and silent. SHOT 3 — 8.0–11.2 — KAI REVERSE CLOSE / EXIT Cut on KAI receiving LENA's answer. Matched 65–75mm off-centre three-quarter close; the box stays low at his hip with only handle/lid edge visible. His eyes brighten, shoulders loosen and one mouth corner lifts briefly. Through Audio3 he speaks line 3 with quick friendly timing: lively, teasing American-boy banter between close friends, never sarcasm, smugness, salesmanship or a broad laugh. He gives a small chin-tip “see you tomorrow,” pivots with one light backward step and exits; torso turns first while eyes/head linger on the siblings half a beat. Camera stays inside. Door edge carries the cut; no wide departure. SHOT 4 — 11.2–15.5 — SIBLINGS TIGHT TWO-SHOT / OFFER Cut through door-edge occlusion. EVAN left, LENA right, both chest-up. EVAN lowers shoulders, steps once and extends the capped marker below both faces. A 5% push keeps both faces. After eye contact he speaks line 4 through Audio1. No hand insert. SHOT 5 — 15.5–19.2 — LENA CLOSE OTS / ACCEPT Cut on LENA first touching the marker; EVAN's soft edge remains left. She waits one breath, closes her right hand before EVAN releases and speaks line 5 through Audio2. Marker stays capped below chin. Sincere, not victorious. SHOT 6 — 19.2–22.5 — EVAN REVERSE CLOSE / TRUST Cut on EVAN opening his fingers; LENA's soft edge remains right. He looks at marker, then LENA, and speaks line 6 through Audio1. Quiet trust, no superiority. Hold his small exhale. SHOT 7 — 22.5–30.0 — LENA LOOK -> HUG CLOSE -> MICRO PULLBACK Cut on EVAN's eyeline returning to LENA. Begin as a LENA-dominant tight two-shot: her three-quarter face is sharp on frame-right while a narrow, softly focused edge of EVAN's cheek and eye stays continuously visible frame-left. LENA looks at EVAN several degrees off lens; tension releases through brow, jaw and breath. Slight sadness, no tears or broad smile. 24.8–27.5 — No cut. LENA steps closer and opens her left arm, keeping the marker low in her outer right hand. EVAN remains visible, reacts after a natural delay and returns the brief sibling embrace with one arm around her upper back. Camera yields 10cm as their heads cross; no spatial jump. 27.5–30.0 — Start on a tight head-and-shoulders embrace and slowly pull back only 20–25cm. End chest-up: heads, shoulders and upper torsos still fill most of frame; doorway stays softly behind. Never reveal legs, large floor, coffee table or room-wide geometry. Hold continuous house/garden ambience. PHYSICS / AUDIO / QUALITY Box has mass and leaves with KAI. Marker receiver closes before giver releases; LENA's marker hand stays outside both torsos during hug. Preserve hands, arms, hair and clothing collision. Audio1=EVAN, Audio2=LENA, Audio3=KAI only; ignore Video1 audio. Audio3 stays an original natural American preteen voice: line 1 has an easy upward invitation; line 3 is quick, playful and dry, with no forced slang, regional caricature, adult bravado or laugh. Six lines once, no additions, repeats, swaps or overlap. Continuous room/garden, breath, clothes, steps, box and marker only. ZERO MUSIC. Use Image1's neutral light. No amber wash, identity drift, fused hug, duplicate prop, UI, alarm, PA, title or spacecraft. ACCEPTANCE Seven close/medium-close shots and six motivated cuts. KAI must read as a lively, warm American boy among good friends: casual tomorrow invitation, immediate relief at LENA's answer, playful marker joke, light chin-tip farewell and no presenter pose. Then EVAN offers the marker; LENA accepts; EVAN confirms trust; LENA looks at him, initiates the hug and camera pulls back slightly. Fail on wide shot, KAI blank/sad/smug/hostile, broad comic grin, box display, camera jump, direct gaze, wrong voice/line/prop or music.
ACTIVE ASSETS — ATTACH IN THIS ORDER ONLY @Image1 = {{Mixed 1}} — locked empty geography: coastline/basin/ridges/rivers/roads only. @Image2 = {{Mixed 2}} — EVAN identity and exact blue commander uniform. @Image3 = {{Mixed 3}} — blue industrial world/material state. @Image4 = {{Mixed 4}} — exact ENGINEERING card front. @Image5 = {{Mixed 5}} — exact INDUSTRY card front. @Image6 = {{Mixed 6}} — blue command-truck geometry only; no white background/collage. @Image7 = {{Mixed 7}} — blue locomotive geometry only; no white background/collage. @Image8 = {{Mixed 8}} — commander wardrobe/zone support only; no camera authority. @Audio1 = {{Mixed 9}} — EVAN timbre. @Audio2 = {{Mixed 10}} — WORLD VOICE timbre. OUTPUT CONTRACT 10s, 21:9, 480p, 24fps. Game world only. One EVAN portrait, one map state, two dedicated card inserts, one blue realm exit. No music/UI/subtitles. CAUSAL SPINE EVAN challenge -> neutral system state -> ENGINEERING contact -> INDUSTRY contact -> physical tech track advances -> EVAN order -> blue road/rail deployment while city footprint stays fixed. WORLD AND CONTINUITY LOCK Image1 is the only geography: coastline, central basin, ridges, rivers, roads and settlements never move. Image2 locks child identity/blue jacket. No daily sweater. Blue ownership is painted material, never emissive border. FIRST FRAME AND SPATIAL BLOCKING 85–100mm EVAN chest-up CU; camera 1.25m high/2m away, fast 8% optical tighten then sharp stop. He looks toward LENA's offscreen zone, not camera. FORMAT AND CAMERA Hard cuts at 1.2/3.2/4.6/6.0/8.2s. Card inserts are orthogonal 65%+ frame-height macros with zero reframing during holds. Realm exit is high-oblique full scale. TIMED ACTION 0.0–1.2 EVAN [Audio1] on-camera: "Let's fight!" Bright, impatient child rivalry, never violent/trailer-like. 1.2–3.2 locked map; WORLD VOICE [Audio2] V.O. exactly: "Blue research accelerating. Red supply stable. Ivory population rising." No glowing lines. 3.2–4.6 ENGINEERING alone fills frame; exact title/art/border, EVAN's complete hand contacts then releases; hold sharp 1.0s. No generic substitute. 4.6–6.0 INDUSTRY alone fills frame; exact title/art/border, same hand contacts then releases; hold sharp 1.0s. No second card in frame. 6.0–8.2 EVAN CU [Audio1] exactly: "Engineering first. We take the ridge before dusk." Clipped competitive delivery; eyes check LENA's zone then ridge. 8.2–10.0 blue high aerial: command truck uses graded road, locomotive uses rail. Industry grows on serviced flat land; city footprint does not enlarge. ACTING AND REACTION EVAN wants first advantage over LENA; forward weight, quick breath, eyes lead. His confidence tightens after the system report. Natural child speech, no announcer voice. PHYSICS AND MATERIAL RESPONSE Cards remain physical/flat with friction and one-at-a-time contact. Tech track moves two mechanical detents. Truck wheels contact road; locomotive stays on rails. Map never regenerates. No white studio or three-view sheet. LIGHTING AND GRADE / ATMOSPHERE Clean blue-command portrait. Full-scale realm has a breathable Earth-like atmosphere: pale blue horizon, thin volumetric air haze, sunlight scattering, distant contrast falloff and slow cloud shadows crossing terrain. Geography stays readable; no vacuum-flat model, fog wall, dirty wash or fake game haze. Real metal/soil/water. AUDIO Exact EVAN/WORLD voices; card taps, mechanical track clicks, engine/rail sound. MUSIC TRACK ABSENT; no beep, beat, drone or pad. ACCEPTANCE LOCKS Let's fight starts here; exact two card fronts visible and readable; blue city unchanged; no neon route, daily clothes, generic card, extra prop/person/dialogue/UI/music.
视频截图ACTIVE ASSETS — ATTACH IN THIS ORDER ONLY @Image1 = {{Mixed 1}} — locked geography only. @Image2 = {{Mixed 2}} — KAI identity and exact red commander uniform. @Image3 = {{Mixed 3}} — red logistics/shipyard world state. @Image4 = {{Mixed 4}} — red pump-skid geometry only. @Image5 = {{Mixed 5}} — red bus geometry only. @Image6 = {{Mixed 6}} — red cargo-truck geometry only. @Image7 = {{Mixed 7}} — red railcar geometry only. @Image8 = {{Mixed 8}} — wardrobe/zone support only. @Audio1 = {{Mixed 9}} — KAI timbre. OUTPUT CONTRACT 10s, 21:9, 480p, 24fps. KAI decision/placement close-ups then red full-scale logistics. No music/UI/subtitles. CAUSAL SPINE KAI reads rivalry -> farm contact -> mine contact -> road contact -> balanced supply order -> pump/road/rail transport activates -> stable red supply state persists. WORLD AND CONTINUITY LOCK Same Image1 coastline/basin/ridges/rivers/roads as prior clip. Image2 locks KAI/red jacket. No green daily sweater. Red color is paint only, never glowing route. FIRST FRAME AND SPATIAL BLOCKING 50mm hand insert over KAI's red zone; one complete hand already holding one farm marker, mine/road remain separate and stationary. FORMAT AND CAMERA Dedicated contact macros at 0/1.2/2.4s, 85mm KAI CU at 3.6s, then four prop inserts and one high-oblique exit. Each white-background reference becomes one world-integrated object view only. TIMED ACTION 0.0–1.2 farm marker contacts flat arable ground then hand releases. 1.2–2.4 mine contacts exposed rock beside existing road, releases. 2.4–3.6 road segment bridges two existing routes, releases. No simultaneous pop or duplicate hand. 3.6–6.0 KAI CU [Audio1] exactly: "Hold the road. Fill the granaries. Nothing moves hungry." Slow steady tempo; he notices EVAN/LENA rivalry but refuses their rush. 6.0–8.5 rapid geometry inserts: pump skid fixed to piped foundation; cargo truck on pass road; railcar on rails; bus secondary on road. Each object gets one clear 0.6s silhouette, no collage/white field. 8.5–10.0 red high-oblique: road/rail/pump network operates at different speeds; supply stable, no single-track lead, no neon borders. ACTING AND REACTION KAI's tactic is separation and balance. Eyes verify each contact; breath stays low. No anger, hero pose or camera address. PHYSICS AND MATERIAL RESPONSE Markers show friction and support. Wheels remain on roads, railcar on rails, pump on foundation/connected pipes. No teleporting, floating, instant construction or map reset. LIGHTING AND GRADE / ATMOSPHERE Stable dark command room. Red full-scale realm has a breathable Earth-like atmosphere: pale blue horizon, thin volumetric air haze, sunlight scattering, distance falloff and slow cloud shadows. Terrain/routes remain readable; no vacuum-flat model, fog wall, dirty wash or fake game haze. Tactile soil/metal. AUDIO Exact KAI voice; marker taps, truck/rail/pump operation and low room hum. MUSIC TRACK ABSENT; no UI beep/tonal bed. ACCEPTANCE LOCKS Three separate placements; all four props visibly match their geometry; exact red uniform/map; no white background, collage, neon route, extra dialogue, daily clothes or music.
ACTIVE ASSETS — ATTACH IN THIS ORDER ONLY @Image1 = {{Mixed 1}} — locked geography only. @Image2 = {{Mixed 2}} — LENA identity and exact ivory commander uniform. @Image3 = {{Mixed 3}} — ivory agriculture/water world state. @Image4 = {{Mixed 4}} — exact AGRICULTURE card front. @Image5 = {{Mixed 5}} — ivory water-module geometry only. @Image6 = {{Mixed 6}} — ivory canal-lock geometry only. @Image7 = {{Mixed 7}} — ivory greenhouse/silo geometry only. @Image8 = {{Mixed 8}} — ivory tractor/trailer geometry only. @Image9 = {{Mixed 9}} — wardrobe/zone support only. @Audio1 = {{Mixed 10}} — LENA timbre. OUTPUT CONTRACT 10s, 21:9, 480p, 24fps. AGRICULTURE close-up, LENA competitive response, four ivory prop inserts and clean-map end. No music/UI/subtitles. CAUSAL SPINE AGRICULTURE card contact -> LENA order -> workers move -> tractor/greenhouse/canal/water system activate -> farms/population/income rise together -> god map records three persistent strategies. WORLD AND CONTINUITY LOCK Same locked Image1 geography. Image2 locks LENA/ivory jacket; no cardigan/striped daily shirt/rust trousers. Farms follow eastern floodplain, canal follows existing river/gravity. No glowing ownership line. FIRST FRAME AND SPATIAL BLOCKING Orthogonal macro: AGRICULTURE alone, 70% frame height, exact title/art/border; LENA's complete hand touches upper edge, other objects absent. FORMAT AND CAMERA Card hold, 85mm LENA CU, four 0.6s prop close-ups, ivory aerial, final 90° map. Hard cuts preserve river/road orientation; no ground-level heroism. TIMED ACTION 0.0–1.4 AGRICULTURE contact/release; exact front holds sharp 1.0s, no generic card. 1.4–4.0 LENA CU [Audio1] exactly: "Double the farms. Move workers to the river." She answers EVAN with controlled competitive delight; hand moves workers before sentence ends. 4.0–7.0 four clear inserts: tractor on field track; greenhouse/silo on flat arable land; canal lock aligned to existing river/elevation; water module downstream. One selected full-scale view each, no collage/white field. 7.0–9.0 ivory high aerial: farms/population expand in linked stages, transport connects to roads/water, income overtakes without numeric UI. 9.0–10.0 locked god map: blue tech highest/city fixed; red supply balanced; ivory farms/population largest. Same coastline/basin/ridges/rivers; no reset or neon. ACTING AND REACTION LENA has read EVAN's opening rush and counters immediately. Eyes flick toward his zone, then return to river; restrained victorious half-smile, never presenter-like. PHYSICS AND MATERIAL RESPONSE Card/worker contact visible. Tractor tires follow track; structures sit on foundations; canal water follows gravity; no instant pop, floating object or terrain regeneration. LIGHTING AND GRADE / ATMOSPHERE Clean ivory-command portrait. Ivory full-scale realm has a breathable Earth-like atmosphere: pale blue horizon, thin volumetric air haze, sunlight scattering, distance falloff and slow cloud shadows over fields/water. Geography stays readable; no vacuum-flat model, fog wall, dirty wash or fake game haze. Real vegetation/water/materials. AUDIO Exact LENA voice; card/worker taps, tractor, water, greenhouse machinery and low room hum. MUSIC TRACK ABSENT; no UI beep/tonal bed. ACCEPTANCE LOCKS Exact AGRICULTURE card; exact ivory uniform; all four props recognizable; real river/floodplain; final map unchanged. No generic card, white background, collage, neon, daily clothes, extra dialogue or music.
【生成内容】 # WX_PLUNDER V3|战略侵略导演合同 ## Authority - Source facts:V2 为 8 秒资源掠夺快切,无 WORLD VOICE,接在三方扩张/越界战争段落中。 - Render evidence:V2 成片主要是单人打桩、两人拧阀、剪锁链和一辆卡车,缺少区域控制、成建制越界和持续资源外运。 - User lock:资源掠夺必须升级为战略侵略,不能继续显得小气。 - Execution lock:只写完整提示词并部署 NO_RUN 节点,不运行媒体生成。 ## Shot purpose 这一镜存在,因为观众必须从“局部人员拿走几件东西”转到“一个国家用装甲、工程和物流体系接管另一方的交通、能源与仓储命脉”。 ## Audience and viewpoint - Knows before:蓝方已经具有装甲工业,红方和象牙白依赖中央运输与能源网络。 - Does not know:掠夺不是单点偷取,而是多轴越界、节点夺取和持续外运。 - Viewpoint:稳定的远距离战略观察者;不进入士兵、驾驶员或居民身体。 - New knowledge after:蓝方控制的是整条能源与物流系统,不只是一口泵或一个仓库。 - Handoff carrier:被压毁的实体边界杆 → 被扳转的铁路道岔 → 被重接的管线 → 连续北运的能源/矿石/粮食流。 ## Causal spine 蓝方多轴装甲越界 → 工程车辆突破边界并夺取铁路/管线/变电节点 → 红方物流被迫制动与退出 → 蓝方起重与运输系统接管仓储 → 三条资源流持续北运 → 白方援助在外围被截断 → 被占区域保持破损、停摆与外流状态。 ## Scale and camera meaning - Beat 1:高斜俯区域大全景,至少三条进攻/运输走廊同时可读,证明这是成建制入侵。 - Beat 2:远距离长焦关键节点,看到履带压坏门杆、道岔扳转和管线重接的物理门槛。 - Beat 3:起重/铁路/公路同时外运,资源吞吐量替代单个工具箱特写。 - Beat 4:后拉至战略全景,保留破口、停驶红方列车、受阻白方援助与连续北运资源。 - 物理桥:同一蓝方先头纵队和同一中央管线节点跨切保留,镜头不凭空跳到新地图。 ## Spatial truth - 地图拓扑、中央盆地、环路、山脉、海岸和三方既有方向不旋转、不镜像。 - 蓝方车辆沿既有蓝方道路进入并保持同一屏幕方向;资源外运沿既有北向干线离开。 - 前景:被压坏的实体边界杆或铁轨;中景:铁路道岔、管线总阀、变电节点;背景:多轴装甲与后续物流纵队。 - 红方退让车辆与蓝方前进方向相反,但不穿越彼此或瞬移。 ## Behavior and human stakes - 本镜是战略系统层,全程不出现近景人物、士兵、工人、驾驶员、居民或人形剪影。 - 人类代价通过被封锁的空仓、停驶列车、关闭诊所支路、受阻白方援助和持续资源外流表达;具体迁徙与救援留给后续情绪镜头。 ## Chaos hierarchy - 前景:边界杆受履带接触后弯折,碎石和尘土有重量。 - 中景:工程车辆夺取道岔、总阀和变电节点。 - 背景:装甲先头、油料车、货运列车和重型装载机异步运行。 - 密度曲线:区域定向 → 边界突破 → 节点接管 → 大规模外运 → 冷静后拉看清后果。 ## Exit and next-shot handoff - Exit image:三条连续资源流北运,红方物流停在断开的支线上,白方援助停在实体路障外。 - Exit sound:多层柴油、履带、铁路制动、管线压力和起重机负载声;无胜利号角。 - Persistent state:边界破口、扳转道岔、重接管线、被清空仓储、外运纵队和受阻援助都不复原。 - Boundary:冷硬切入下一段作战室谴责或居民迁离。 ## Rejection test - 若主要画面仍是一两个人拧阀、打桩、交钥匙或剪锁:拒绝。 - 若全片只有一辆卡车或一个储罐:拒绝。 - 若用发光国界、HUD、地图染色表达控制:拒绝。 - 若装甲纵队整齐阅兵、低角度英雄化或出现胜利旗帜广告:拒绝。 - 若资源外运没有在结尾持续存在:拒绝。 ## Gate `PASS_DIRECTOR_CONTRACT`:战略尺度、因果门槛、地理与出口状态已锁;进入完整提示词构建。 --- # WX_PLUNDER V3|资源掠夺升级为战略侵略|8秒 状态:`RETAKE_PROMPT_READY_NO_RUN` ## 00:00–00:01.8|三轴越界 120 米高斜俯大全景直接起步:蓝方装甲先头、工程车辆和油料/货运后队沿三条既有道路与铁路同时进入。履带真正接触后才压弯两处实体门杆;蓝方机车穿过第三处铁路检查点。全景里始终至少可读六辆蓝方车辆,纵队延伸到画外。 ## 00:01.8–00:03.6|夺取关键节点 远距离长焦,不给人物近景。重型工程车撞开仓储门,机械夹具扳转铁路道岔并接管管线总阀;红方货运列车紧急制动、车钩受压,退出主干线。目标是铁路、管线、变电和仓储节点,而不是一口水泵或一只工具箱。 ## 00:03.6–00:05.8|成体系外运 70 米起重大全景:两台龙门吊同时吊运多组能源筒,重载车转运矿石箱,整列粮食货车在车钩依次绷紧后向北启动;油罐车软管接合后管线压力才上升。能源、矿石、粮食形成三条并行资源流。 ## 00:05.8–00:08.0|战略后果 以第一列货车掠过镜头作为切点,拉到 180 米战略全景:数十辆蓝方装甲与物流车辆占住三条走廊,资源持续北运;红方仓库被清空、列车困在断开的支线上;无人象牙白供水/医护车队被实体路障挡在外围。边境破口、扳转道岔和重接管线全部保留,不以英雄旗帜或坦克广告收尾。 ## 人物与声音 - 全程零人物、零人形、零驾驶员、零工人、零士兵、零居民、零剪影。 - 无对白、无 WORLD VOICE、无音乐。 - 只保留履带、柴油、铁路制动、车钩、门杆变形、道岔、管线压力、起重负载和远处受阻车队的物理声。 ## 失败判定 如果画面仍然主要是打桩、拧阀、剪锁、交钥匙、搬一个储罐或一辆卡车,就判定失败;必须在第一帧建立区域尺度,并在结尾同时看见三条占领/外运走廊。 --- # 完整提示词 ACTIVE ASSETS — WORLD B-ROLL WX_PLUNDER V3 STRATEGIC INVASION, EXACT ORDER @Image1 = {{Node fb6c976c-caed-45dd-b0e2-aef3027a96ae}} — sole world topology and central-basin geography. @Image2 = {{Node 417c69fd-8060-426c-94c6-556a5543c9da}} — seized-resource corridor, industrial scale and occupied endpoint materials. @Image3 = {{Node ba405cac-f0c0-4c18-b692-e51bc981e7ec}} — blue armor and heavy engineering vehicle scale. @Image4 = {{Node 17c54ebe-13d0-424d-ba2c-a4ee56e558c3}} — red warehouses, rail and freight materials. @Image5 = {{Node 0e655a33-1a35-4eef-8448-b3f11baf4b5d}} — Ivory water, clinic and blocked-aid materials. @Image6 = {{Node 85379bc0-3466-4222-ae03-486375d46e63}} — occupied transport-corridor geography only. Assets lock topology, materials, vehicle class and scale—not action, framing or endpoint state. OUTPUT CONTRACT 8.0s, 21:9, 480p, 24fps. Four stable-camera fast cuts. Read as coordinated state-scale invasion and extraction, never local theft. ABSOLUTE ZERO VISIBLE PEOPLE: no body, face, hand, soldier, worker, driver, operator, resident, silhouette, reflection, portrait or human-like form; no EVAN/KAI/LENA. No command room, dialogue, WORLD VOICE, text, logo, UI or music. CAUSAL SPINE three blue mechanized axes cross the physical border -> the lead vehicles make contact and breach two gates plus one rail checkpoint -> engineering vehicles seize the railway switch, pipeline manifold and power substation -> red freight is forced to brake and withdraw -> blue cranes, loaders, trains and tanker columns redirect energy, ore and grain onto three northbound corridors -> Ivory aid is physically blocked -> the wide endpoint preserves the broken border and continuous extraction. WORLD / CONTINUITY LOCK Image1 is the sole topology; basin, ring road, mountains, coast, rivers and approach directions never rotate, mirror or reset. Blue advances on existing roads, screen-left to screen-right; seized freight exits north. Red retreat faces opposite without crossing blue traffic. Ivory aid remains outside. Faction color stays on vehicles and small physical flags, never terrain, sky or water. FIRST FRAME / SCALE ANCHOR Begin at strategic scale from a 120-metre-high, 350-metre-distant high-oblique camera. Border and central junction share one frame. Three blue columns read across depth: armor, engineers, then fuel/freight support. At least six blue vehicles remain visible in each wide frame, with more beyond frame; no pump, toolbox, key, chain or one-truck action dominates. TIMED STRATEGIC SHOTS 0.0–1.8 — Intact red gates, rail checkpoint and pipe corridor; three blue columns already advance at different speeds. Lead tracked vehicles contact then crush two low barriers; a blue locomotive enters the rail checkpoint. Stable high-oblique five-percent push follows left-to-right. Barriers bend, gravel shifts and dust lags tracks; red signals extinguish. Three breaches remain open. 1.8–3.6 — Distant 18-degree telephoto of the same junction, never close-up. The lead column arrives while red freight occupies the spur. Three engineering vehicles respectively blade the depot gate, clamp the rail switch and couple to the pipeline manifold. Locked lateral lens retains border ridge and pipe tower. Gate folds after contact; rails move under force; red freight brakes with brief wheel sparks. Rail, pipeline and depot now feed blue routes. 3.6–5.8 — Seventy-metre crane-wide master. Junction open; red freight stalled on the disconnected spur. Two gantries lift groups of energy cylinders; loaders transfer ore; a full grain train starts north after couplers tighten; tanker valves open after hoses lock. Slow lateral rail move keeps the pipe tower centred. Cables take load, suspension compresses and train slack runs through the consist. Energy, ore and grain form three continuous streams. 5.8–8.0 — Cut on the first freight train passing camera to a 180-metre strategic pullback. Three extraction streams already move north; blue rear vehicles seal two side roads while rail and pipeline stay active. Horizon and pipe tower remain. Red warehouses are partly emptied, locomotives stranded, unoccupied Ivory aid braked behind a roadblock; haze drifts in one wind. Dozens of blue vehicles occupy three corridors while energy, ore and grain continue north. Broken gates, barriers and switched rails persist. End on the extraction system, not a flag, hero tank or single truck. PHYSICS / MATERIAL RESPONSE Acceleration precedes movement; tracks and tires keep contact; barriers bend only after impact; dust follows vehicles. Blades/clamps contact before gates, rails or manifolds move. Rail brakes spark briefly, never explode. Cables tension before lifting; suspension compresses; couplers tighten sequentially; hoses lock before flow. No teleporting vehicles, spawned cargo, instant emptying, fireball or clean reset. CAMERA / DENSITY Use high-oblique, restrained long lens, crane-wide and strategic pullback only. No handheld, jitter, POV, orbit, whip-pan, hero angle or macro. Foreground breach/freight, midground node capture and background columns remain asynchronous. Every cut retains border ridge, pipe tower or northbound rail; full occlusion never exceeds six frames. AUDIO No speech or WORLD VOICE. Physical sound only: tracks, diesel, rail brakes/couplers, gate deformation, switch motor, pipeline pressure, cranes and blocked Ivory vehicles. ZERO MUSIC: no score, melody, drone, beat, pulse, riser, stinger, BRAAM or victory horn. NO GAME / PROP-SCALE CONTAMINATION No glowing border/route, territory tint, HUD, hologram, map overlay, card, miniature, tilt-shift, toy vehicle, parade or synchronized formation. No isolated pump, toolbox, key handoff, chain-cutting hand, household gate or personal transaction. This is strategic infrastructure seizure and mass extraction. ACCEPTANCE LOCKS The first frame already proves three mechanized axes and regional geography. By 3.6 seconds, border, railway switch, pipeline manifold and depot access have been physically seized. By 5.8 seconds, energy, ore and grain all move in separate continuous extraction streams. The final frame contains at least three occupied corridors, multiple vehicle echelons, a full northbound freight consist, stranded red logistics and blocked Ivory aid, with all breach damage persistent. Zero people, protagonists, close-up theft, UI, music, heroic advertisement or clean endpoint. If the shot could still be summarized as “people take a pump, key, chain or one truck,” it fails.
ACTIVE ASSETS — WORLD B-ROLL WX_PLUNDER V3 STRATEGIC INVASION, EXACT ORDER @Image1 = {{Mixed 1}} — sole world topology and central-basin geography. @Image2 = {{Mixed 2}} — seized-resource corridor, industrial scale and occupied endpoint materials. @Image3 = {{Mixed 3}} — blue armor and heavy engineering vehicle scale. @Image4 = {{Mixed 4}} — red warehouses, rail and freight materials. @Image5 = {{Mixed 5}} — Ivory water, clinic and blocked-aid materials. @Image6 = {{Mixed 6}} — occupied transport-corridor geography only. Assets lock topology, materials, vehicle class and scale—not action, framing or endpoint state. OUTPUT CONTRACT 8.0s, 21:9, 480p, 24fps. Four stable-camera fast cuts. Read as coordinated state-scale invasion and extraction, never local theft. ABSOLUTE ZERO VISIBLE PEOPLE: no body, face, hand, soldier, worker, driver, operator, resident, silhouette, reflection, portrait or human-like form; no EVAN/KAI/LENA. No command room, dialogue, WORLD VOICE, text, logo, UI or music. CAUSAL SPINE three blue mechanized axes cross the physical border -> the lead vehicles make contact and breach two gates plus one rail checkpoint -> engineering vehicles seize the railway switch, pipeline manifold and power substation -> red freight is forced to brake and withdraw -> blue cranes, loaders, trains and tanker columns redirect energy, ore and grain onto three northbound corridors -> Ivory aid is physically blocked -> the wide endpoint preserves the broken border and continuous extraction. WORLD / CONTINUITY LOCK Image1 is the sole topology; basin, ring road, mountains, coast, rivers and approach directions never rotate, mirror or reset. Blue advances on existing roads, screen-left to screen-right; seized freight exits north. Red retreat faces opposite without crossing blue traffic. Ivory aid remains outside. Faction color stays on vehicles and small physical flags, never terrain, sky or water. FIRST FRAME / SCALE ANCHOR Begin at strategic scale from a 120-metre-high, 350-metre-distant high-oblique camera. Border and central junction share one frame. Three blue columns read across depth: armor, engineers, then fuel/freight support. At least six blue vehicles remain visible in each wide frame, with more beyond frame; no pump, toolbox, key, chain or one-truck action dominates. TIMED STRATEGIC SHOTS 0.0–1.8 — Intact red gates, rail checkpoint and pipe corridor; three blue columns already advance at different speeds. Lead tracked vehicles contact then crush two low barriers; a blue locomotive enters the rail checkpoint. Stable high-oblique five-percent push follows left-to-right. Barriers bend, gravel shifts and dust lags tracks; red signals extinguish. Three breaches remain open. 1.8–3.6 — Distant 18-degree telephoto of the same junction, never close-up. The lead column arrives while red freight occupies the spur. Three engineering vehicles respectively blade the depot gate, clamp the rail switch and couple to the pipeline manifold. Locked lateral lens retains border ridge and pipe tower. Gate folds after contact; rails move under force; red freight brakes with brief wheel sparks. Rail, pipeline and depot now feed blue routes. 3.6–5.8 — Seventy-metre crane-wide master. Junction open; red freight stalled on the disconnected spur. Two gantries lift groups of energy cylinders; loaders transfer ore; a full grain train starts north after couplers tighten; tanker valves open after hoses lock. Slow lateral rail move keeps the pipe tower centred. Cables take load, suspension compresses and train slack runs through the consist. Energy, ore and grain form three continuous streams. 5.8–8.0 — Cut on the first freight train passing camera to a 180-metre strategic pullback. Three extraction streams already move north; blue rear vehicles seal two side roads while rail and pipeline stay active. Horizon and pipe tower remain. Red warehouses are partly emptied, locomotives stranded, unoccupied Ivory aid braked behind a roadblock; haze drifts in one wind. Dozens of blue vehicles occupy three corridors while energy, ore and grain continue north. Broken gates, barriers and switched rails persist. End on the extraction system, not a flag, hero tank or single truck. PHYSICS / MATERIAL RESPONSE Acceleration precedes movement; tracks and tires keep contact; barriers bend only after impact; dust follows vehicles. Blades/clamps contact before gates, rails or manifolds move. Rail brakes spark briefly, never explode. Cables tension before lifting; suspension compresses; couplers tighten sequentially; hoses lock before flow. No teleporting vehicles, spawned cargo, instant emptying, fireball or clean reset. CAMERA / DENSITY Use high-oblique, restrained long lens, crane-wide and strategic pullback only. No handheld, jitter, POV, orbit, whip-pan, hero angle or macro. Foreground breach/freight, midground node capture and background columns remain asynchronous. Every cut retains border ridge, pipe tower or northbound rail; full occlusion never exceeds six frames. AUDIO No speech or WORLD VOICE. Physical sound only: tracks, diesel, rail brakes/couplers, gate deformation, switch motor, pipeline pressure, cranes and blocked Ivory vehicles. ZERO MUSIC: no score, melody, drone, beat, pulse, riser, stinger, BRAAM or victory horn. NO GAME / PROP-SCALE CONTAMINATION No glowing border/route, territory tint, HUD, hologram, map overlay, card, miniature, tilt-shift, toy vehicle, parade or synchronized formation. No isolated pump, toolbox, key handoff, chain-cutting hand, household gate or personal transaction. This is strategic infrastructure seizure and mass extraction. ACCEPTANCE LOCKS The first frame already proves three mechanized axes and regional geography. By 3.6 seconds, border, railway switch, pipeline manifold and depot access have been physically seized. By 5.8 seconds, energy, ore and grain all move in separate continuous extraction streams. The final frame contains at least three occupied corridors, multiple vehicle echelons, a full northbound freight consist, stranded red logistics and blocked Ivory aid, with all breach damage persistent. Zero people, protagonists, close-up theft, UI, music, heroic advertisement or clean endpoint. If the shot could still be summarized as “people take a pump, key, chain or one truck,” it fails.
【生成内容】 # THE TURN|最终尾声双30秒导演合同 v3 ## 结构 - END_A 30秒:KAI 门口离开/兄妹目送/同一门口递笔与还笔。情绪是游戏后的短暂松弛与重新学会分享。 - END_B 30秒:笔尖被警报打断/现实广播点名/兄妹无奈特写/沿真实维护结构拉出 Habitat-42/42号舰队与云层星球/黑屏。情绪从普通日常突然翻成制度性命运。 ## 因果与连续性 `KAI跨门离开并带走盒子 → EVAN/LENA留在门内 → EVAN把一直握着的同一支笔递给LENA → LENA在门旁既有纸上画一笔并归还 → EVAN笔尖接触同一张纸 → 双音警报打断 → 广播点名两人少校身份 → 两人分别无奈而非恐惧 → 视线和通风声把摄影机交给天花结构 → 住宅维护层 → 径向辐条 → 轴向隧道 → Habitat-42舰体 → 42号舰队 → 云层星球 → 黑。` ## 核心锁 - 三人都是普通孩子服装;不穿指挥官制服。 - KAI 只在 END_A 开头门口出现,始终向外离开;回头一次,不再进入。 - EVAN 始终门内左,LENA 始终门内右;二人不追出去、不换边。 - 送别和递笔都在同一门口区域;不切地毯、不切沙发、不切另一房间。 - 门旁窄柜上的纸从第一帧已经存在;全程不凭空出现纸。只有一支深色笔,不复制、不变形。 - 广播精确:`Youth Strategy Unit Seven. Majors Evan and Lena Reyes, report to the War Room immediately.` - 广播后无人物对白。EVAN/LENA是熟悉、疲惫、无奈的“又来了”,不是恐惧、英雄决心或惊讶喊叫。 - 拉出必须经过真实固体结构,不能溶解、传送或突然切太空。 - 舰队不鸣炮、不阅兵、不胜利;云层行星表面不可见,最终硬切黑。 - 全片无音乐,只有门、脚步、盒子、笔纸、双音警报、广播、通风、管线、结构、隧道气流与舰体低鸣。 ## Gate `PASS_SEQUENCE_CONTRACT / END_B_PARENT_VISUAL_UNVERIFIED`:双段结构已锁;END_B以现有015源片作门口/笔状态重锚,END_A实际生成后仍应回填其尾帧再做最终连续性复核。 --- # THE TURN|最终尾声双30秒 v3 ## END_A|KAI出门+同门口递笔|30秒 - 0–11秒:KAI抱闭合盒跨门离开,回头一次并继续走远;EVAN门内左、LENA门内右,只目送,不追。 - 11–15秒:兄妹看着空路径;EVAN关门,门闩落锁。 - 15–20.5秒:两人仍在门口。EVAN看见自己一直握着的同一支笔,递给LENA。 - EVAN:`You first.` - LENA:`I'll give it back.` - EVAN:`I know.` - 24.5–28秒:LENA在门旁窄柜上从第一帧就存在的纸上补一笔,把同一支笔还给EVAN。 - 28–30秒:EVAN接回笔,笔尖在29.7秒碰到同一张纸;警报尚未响。 ## END_B|警报广播+Habitat42+舰队反转|30秒 - 0–1秒:同一笔尖状态;0.6秒双音警报打断落笔。 - 1–4.8秒:EVAN无奈近景,广播开始。 - 4.8–8.6秒:LENA无奈近景,广播完成。 - PUBLIC ADDRESS:`Youth Strategy Unit Seven. Majors Evan and Lena Reyes, report to the War Room immediately.` - 8.6–10秒:兄妹互看,不说话。 - 10–16秒:从笔/纸/两人上方持续拉出,穿真实天花维护口进入径向辐条。 - 16–22秒:径向结构经真实弯管/节点转入轴向隧道。 - 22–26.5秒:沿轴向隧道退出前部维护口,显露Habitat42舰体与42编号。 - 26.5–29.7秒:拉到42号舰队与云层星球,舰船缓慢异步前进,无武器、无阅兵。 - 29.7–30秒:硬切黑,舰体低鸣淡出。 全段无音乐。 --- # END_B 完整提示词 ACTIVE ASSETS — THE TURN END_B 30S ALERT + HABITAT42 + FLEET REVEAL, EXACT ORDER @Video1 = {{Node 48b58a2d-29f6-44e7-ab9a-cce7a34c0f95}} — SHOT015 ordinary-room marker state and siblings' naturalism only; ignore source audio/timing. @Video2 = {{Node b1d0d4e1-91ec-4c02-aa3e-328daae4b865}} — SHOT017 residential maintenance and radial-spoke camera path only. @Video3 = {{Node f3330e32-7e38-4ca2-abf6-6d1aa30d7173}} — SHOT018 axial tunnel, hull exit and Fleet42 motion path only. @Image1 = {{Node 2c728f95-9ed5-4922-a120-ca0fba8c1244}} — living-room architecture, ordinary light and doorway-console geography. @Image2 = {{Node e7f429cb-8cd2-4c0b-a2e7-a26d6023d91c}} — ordinary EVAN identity and wardrobe only. @Image3 = {{Node 0c23d228-3010-49dd-82c7-8c14f54f7f66}} — ordinary LENA identity and wardrobe only. @Image4 = {{Node 9f749eb0-6ac1-458b-9dbd-785fd5114c6e}} — Habitat42 radial-spoke topology/materials. @Image5 = {{Node 6502e992-eb84-46d2-ad05-1ec28cfaed93}} — Habitat42 axial service-tunnel topology. @Image6 = {{Node 5872e7b8-a973-47ca-a40c-c4daccc768fa}} — final Habitat42, Fleet42, cloud-planet composition. @Audio1 = {{Node ec9f5df5-3675-4a35-a079-3fedb7d61914}} — PUBLIC ADDRESS voice, same neutral programmatic timbre as WORLD VOICE. Assets lock ordinary identities, room start, maintenance topology, axial route and final fleet composition—not source audio or shortcut transitions. OUTPUT CONTRACT 30.0s, 21:9, 480p, 24fps. Three connected beats only: alert/broadcast with two resigned close-ups -> continuous physical pullback through Habitat42 -> Fleet42/cloud-planet reveal and black. One exact public-address line. No KAI, character dialogue after the alert, War Room view, marching children, subtitles, HUD, weapon fire or music. PUBLIC ADDRESS — EXACT ONCE PUBLIC ADDRESS (V.O.): “Youth Strategy Unit Seven. Majors Evan and Lena Reyes, report to the War Room immediately.” VOICE REVERSAL LOCK Audio1 is deliberately the exact same neutral programmatic timbre previously heard as the game WORLD VOICE. Before this moment the audience understood that voice as belonging to the game; the restrained two-tone alert and room acoustics reveal it now as a real public-address system. Do not alter, warm, dramatize or replace the timbre. No character comments on the reversal. The realization comes only from the same voice sounding physically through the real living-room ventilation/public speaker. HABITAT 42 IDENTITY / NUMBER LOCK The visual reveal is specifically Habitat 42. During 22.0–26.5s, the camera must pass close enough to the real hull marking `42` for both digits to be large, complete, upright and readable on the ring/spine structure; do not show 24, 4Z, 42A, duplicate numbers or random hull typography. During 26.5–30.0s, keep the same single `42` marking visible on Habitat 42 in the left foreground as the scale anchor while Fleet 42 extends behind it. No other ship may carry a larger or competing number. The number is physical painted hull identification, never an editorial title or HUD. ENTRY STATE / CONTINUITY Open at the same doorway console established by END_A: closed entrance door behind, EVAN inside-left, LENA inside-right, one pre-existing off-white sheet flat on the console, one dark marker in EVAN's complete hand, marker tip already touching paper but no new stroke completed. KAI and the game box are gone. This is an intentional next shot re-anchored to Image1/Video1; after END_A is generated, replace/reconfirm the start with its accepted final frame before final production. CAUSAL SPINE marker tip touches paper -> institutional alert interrupts the stroke -> broadcast identifies children as majors -> individual close-ups reveal tired familiarity, not surprise -> their shared eyeline releases the camera -> camera rises from marker/sheet through real ceiling maintenance opening -> radial spoke -> axial service tunnel -> forward hull port -> Habitat42 exterior -> enormous Fleet42 approaching opaque cloud planet -> hard black. TIMED SHOTS 0.0–1.0 tight doorway two-shot on original sides. Marker tip remains in contact with paper; EVAN begins less than one centimetre of a line. At 0.6s one restrained two-tone institutional alert sounds. His hand stops immediately without lifting the marker. LENA's eyes move to him after the sound. No dialogue or panic. 1.0–4.8 cut to 18-degree short-telephoto EVAN close-up, screen-left. Audio1 begins the exact broadcast. One restrained 2% push, one natural blink, small exhale; familiar helpless resignation, not fear, tears, smile or heroic resolve. He does not lip-sync. Keep grey wall/door edge as room anchor. 4.8–8.6 cut to matching LENA close-up, screen-right, while Audio1 completes `report to the War Room immediately.` She holds one breath, blinks once, then glances left toward EVAN with tired `of course` recognition. No gasp, panic, smile, glowing eyes or camera look. 8.6–10.0 short doorway two-shot. They meet each other's eyes without speaking. Marker remains stopped on the same sheet. Broadcast tail reverberates only in room space, then yields to ventilation hum. 10.0–16.0 camera begins one continuous physical rise from marker and paper. Keep marker, sheet and both children visible while they shrink; reach ceiling without crossing a wall. A real maintenance grille/hatch opens into an existing service layer. Camera passes through the opening with edge clearance, then follows bundled cables and ventilation pipes into Image4/Video2 radial-spoke interior. Ordinary room light changes gradually to amber service light. Children remain below; no body follows camera. 16.0–22.0 continue without dissolve through the radial spoke. Curved pipes, structural ribs, bearings and cable trays provide parallax; camera follows one pipe/conduit around a real junction that redirects movement from radial to axial. Enter Image5/Video3 axial tunnel on the ship's longitudinal axis. No warp, impossible wall crossing, full occlusion over six frames or geography reversal. 22.0–26.5 accelerate along axial tunnel; ring frames and maintenance lights pass with increasing spacing while pipe vibration and airflow build. A forward maintenance port opens ahead. Camera exits through that physical aperture into space, revealing Habitat42's long spine and ring from close range; hull number 42 becomes readable as scale expands. 26.5–30.0 continue outward and stabilize into Image6: Habitat42 ring/spine left foreground, enormous mixed Fleet42 extending asymmetrically into depth, opaque bright cloud planet/arc beyond. Fleet movement is slow orbital approach, not parade; no weapon fire, formation salute or triumph. Hold stable final image from 28.6–29.7s. At 29.7s hard cut to full black; retain only 0.3s fading non-musical hull vibration, then silence. PHYSICS / CAMERA Marker contacts paper before stopping; alert causes interruption. Camera path follows solid clearances, pipe curves, radial/axial junction and port; room cannot dissolve into machinery. Speed increases gradually with structural scale. Exterior inertia is slow and massive; fleet ships drift asynchronously with varied depth. No teleport, tunnel reset, repeated room, duplicate children, camera carrying props into space or planet-surface reveal. AUDIO Source-video audio discarded. Use paper/marker friction, restrained two-tone alert, exact PA line in Audio1, room ventilation, grille/hatch, pipes, bearing vibration, tunnel airflow and non-musical hull resonance. No character speech, WORLD deployment line or combat siren. ZERO MUSIC: no score, pad, drone, melody, beat, drums, choir, riser, BRAAM or heroic sting. ACCEPTANCE Alert interrupts the same marker state; exact PA line once; separate EVAN/LENA resigned close-ups; no KAI after frame one; continuous visible carrier from room to maintenance layer, radial spoke, axial tunnel, hull and fleet; Habitat42/Fleet42/cloud planet final; hard black at 30.0. No teleport, UI, subtitle, commander wardrobe, weapon fire, triumph or music. --- { "project_id": "THE_TURN_ENDING_V3", "status": "PROMPTS_READY_NO_RUN", "final_outcome": "ordinary doorway farewell and shared marker are interrupted by institutional recall; camera reveals Habitat42, Fleet42 and an opaque cloud planet, then cuts to black", "clips": [ { "clip_id": "END_A", "scene_id": "LIVINGROOM_DOOR", "sequence_index": 1, "parent_clip_id": "SHOT015_CANONICAL_REANCHOR", "narrative_job": "KAI leaves; siblings remain; sharing replaces conflict at the same doorway", "target_duration_sec": 30, "planned_end_state": "closed door; EVAN inside-left, LENA inside-right; same marker tip touching the pre-existing console sheet; no alert yet", "status": "READY_NO_RUN" }, { "clip_id": "END_B", "scene_id": "LIVINGROOM_TO_FLEET", "sequence_index": 2, "parent_clip_id": "END_A_PENDING_ACCEPTED_FINAL_FRAME", "narrative_job": "institutional recall destroys the moment of peace and reveals the children already live inside Fleet42", "target_duration_sec": 30, "planned_end_state": "Fleet42 approaches opaque cloud planet; hard black", "status": "PROVISIONAL_NO_RUN_REANCHOR_FROM_CANON" } ], "hard_locks": { "music": false, "broadcast_exact": "Youth Strategy Unit Seven. Majors Evan and Lena Reyes, report to the War Room immediately.", "KAI_reentry": false, "marker_count": 1, "paper_spawn": false, "teleport_to_space": false, "fleet_weapons": false, "planet_surface_reveal": false, "media_execution": "NO_RUN_DEPLOYMENT_ONLY" } }
ACTIVE ASSETS — THE TURN END_B 30S ALERT + HABITAT42 + FLEET REVEAL, EXACT ORDER @Video1 = — SHOT015 ordinary-room marker state and siblings' naturalism only; ignore source audio/timing. @Video2 = {{Mixed 7}} — SHOT017 residential maintenance and radial-spoke camera path only. @Video3 = {{Mixed 8}} — SHOT018 axial tunnel, hull exit and Fleet42 motion path only. @Image1 = {{Mixed 1}} — living-room architecture, ordinary light and doorway-console geography. @Image2 = {{Mixed 2}} — ordinary EVAN identity and wardrobe only. @Image3 = {{Mixed 3}} — ordinary LENA identity and wardrobe only. @Image4 = {{Mixed 4}} — Habitat42 radial-spoke topology/materials. @Image5 = {{Mixed 5}} — Habitat42 axial service-tunnel topology. @Image6 = {{Mixed 6}} — final Habitat42, Fleet42, cloud-planet composition. @Audio1 = {{Mixed 9}} — PUBLIC ADDRESS voice, same neutral programmatic timbre as WORLD VOICE. Assets lock ordinary identities, room start, maintenance topology, axial route and final fleet composition—not source audio or shortcut transitions. OUTPUT CONTRACT 30.0s, 21:9, 480p, 24fps. Three connected beats only: alert/broadcast with two resigned close-ups -> continuous physical pullback through Habitat42 -> Fleet42/cloud-planet reveal and black. One exact public-address line. No KAI, character dialogue after the alert, War Room view, marching children, subtitles, HUD, weapon fire or music. PUBLIC ADDRESS — EXACT ONCE PUBLIC ADDRESS (V.O.): “Youth Strategy Unit Seven. Majors Evan and Lena Reyes, report to the War Room immediately.” VOICE REVERSAL LOCK Audio1 is deliberately the exact same neutral programmatic timbre previously heard as the game WORLD VOICE. Before this moment the audience understood that voice as belonging to the game; the restrained two-tone alert and room acoustics reveal it now as a real public-address system. Do not alter, warm, dramatize or replace the timbre. No character comments on the reversal. The realization comes only from the same voice sounding physically through the real living-room ventilation/public speaker. HABITAT 42 IDENTITY / NUMBER LOCK The visual reveal is specifically Habitat 42. During 22.0–26.5s, the camera must pass close enough to the real hull marking `42` for both digits to be large, complete, upright and readable on the ring/spine structure; do not show 24, 4Z, 42A, duplicate numbers or random hull typography. During 26.5–30.0s, keep the same single `42` marking visible on Habitat 42 in the left foreground as the scale anchor while Fleet 42 extends behind it. No other ship may carry a larger or competing number. The number is physical painted hull identification, never an editorial title or HUD. ENTRY STATE / CONTINUITY Open at the same doorway console established by END_A: closed entrance door behind, EVAN inside-left, LENA inside-right, one pre-existing off-white sheet flat on the console, one dark marker in EVAN's complete hand, marker tip already touching paper but no new stroke completed. KAI and the game box are gone. This is an intentional next shot re-anchored to Image1/Video1; after END_A is generated, replace/reconfirm the start with its accepted final frame before final production. CAUSAL SPINE marker tip touches paper -> institutional alert interrupts the stroke -> broadcast identifies children as majors -> individual close-ups reveal tired familiarity, not surprise -> their shared eyeline releases the camera -> camera rises from marker/sheet through real ceiling maintenance opening -> radial spoke -> axial service tunnel -> forward hull port -> Habitat42 exterior -> enormous Fleet42 approaching opaque cloud planet -> hard black. TIMED SHOTS 0.0–1.0 tight doorway two-shot on original sides. Marker tip remains in contact with paper; EVAN begins less than one centimetre of a line. At 0.6s one restrained two-tone institutional alert sounds. His hand stops immediately without lifting the marker. LENA's eyes move to him after the sound. No dialogue or panic. 1.0–4.8 cut to 18-degree short-telephoto EVAN close-up, screen-left. Audio1 begins the exact broadcast. One restrained 2% push, one natural blink, small exhale; familiar helpless resignation, not fear, tears, smile or heroic resolve. He does not lip-sync. Keep grey wall/door edge as room anchor. 4.8–8.6 cut to matching LENA close-up, screen-right, while Audio1 completes `report to the War Room immediately.` She holds one breath, blinks once, then glances left toward EVAN with tired `of course` recognition. No gasp, panic, smile, glowing eyes or camera look. 8.6–10.0 short doorway two-shot. They meet each other's eyes without speaking. Marker remains stopped on the same sheet. Broadcast tail reverberates only in room space, then yields to ventilation hum. 10.0–16.0 camera begins one continuous physical rise from marker and paper. Keep marker, sheet and both children visible while they shrink; reach ceiling without crossing a wall. A real maintenance grille/hatch opens into an existing service layer. Camera passes through the opening with edge clearance, then follows bundled cables and ventilation pipes into Image4/Video2 radial-spoke interior. Ordinary room light changes gradually to amber service light. Children remain below; no body follows camera. 16.0–22.0 continue without dissolve through the radial spoke. Curved pipes, structural ribs, bearings and cable trays provide parallax; camera follows one pipe/conduit around a real junction that redirects movement from radial to axial. Enter Image5/Video3 axial tunnel on the ship's longitudinal axis. No warp, impossible wall crossing, full occlusion over six frames or geography reversal. 22.0–26.5 accelerate along axial tunnel; ring frames and maintenance lights pass with increasing spacing while pipe vibration and airflow build. A forward maintenance port opens ahead. Camera exits through that physical aperture into space, revealing Habitat42's long spine and ring from close range; hull number 42 becomes readable as scale expands. 26.5–30.0 continue outward and stabilize into Image6: Habitat42 ring/spine left foreground, enormous mixed Fleet42 extending asymmetrically into depth, opaque bright cloud planet/arc beyond. Fleet movement is slow orbital approach, not parade; no weapon fire, formation salute or triumph. Hold stable final image from 28.6–29.7s. At 29.7s hard cut to full black; retain only 0.3s fading non-musical hull vibration, then silence. PHYSICS / CAMERA Marker contacts paper before stopping; alert causes interruption. Camera path follows solid clearances, pipe curves, radial/axial junction and port; room cannot dissolve into machinery. Speed increases gradually with structural scale. Exterior inertia is slow and massive; fleet ships drift asynchronously with varied depth. No teleport, tunnel reset, repeated room, duplicate children, camera carrying props into space or planet-surface reveal. AUDIO Source-video audio discarded. Use paper/marker friction, restrained two-tone alert, exact PA line in Audio1, room ventilation, grille/hatch, pipes, bearing vibration, tunnel airflow and non-musical hull resonance. No character speech, WORLD deployment line or combat siren. ZERO MUSIC: no score, pad, drone, melody, beat, drums, choir, riser, BRAAM or heroic sting. ACCEPTANCE Alert interrupts the same marker state; exact PA line once; separate EVAN/LENA resigned close-ups; no KAI after frame one; continuous visible carrier from room to maintenance layer, radial spoke, axial tunnel, hull and fleet; Habitat42/Fleet42/cloud planet final; hard black at 30.0. No teleport, UI, subtitle, commander wardrobe, weapon fire, triumph or music.
【生成内容】 # C11_G01_INTRO|战略掠夺后转入象牙白低能|10秒 00:00–00:03:直接继承上一条战略侵略成片的最终高空工业/港区画面,保持相同机位高度、日光和资源外运动线。蓝方控制下的能源列车与油罐纵队继续运行,红方货运仍停在断开的支线上。摄影机沿原运动方向推进,锁定中央分岔口最后一组象牙白圆柱能源模块;道岔真实扳转后,模块车队分流向东。 00:03–00:06:以领头能源模块经过中央管塔作为切点,运动匹配到东向走廊。同一组模块持续由左向右驶往象牙白区域;中央环路和管塔保持地理锚点。背景中被蓝方接管的北向资源外运仍在继续,证明这是最后分流出来的能源,而不是凭空出现的新资源。 00:06–00:10:摄影机抬升露出完整象牙白区域:泵站持续低速,水压和渠道流量不足;温室通风窗减速停在半开;诊所实用灯变暗后切到稀疏应急灯。最后能源模块从背景驶入但尚未恢复系统。画面下方,灰外套女人抱着旧蓝布包,深棕工作服男人握着老人留下的灰羊毛帽,两人在诊所外等待;老人没有重新出现。 无 WORLD VOICE、无人物对白、无音乐。泵电机与继电器低鸣切到作战室 HVAC,随后由 KAI 说:`Ivory drained the last energy field.` --- # 完整提示词 ACTIVE ASSETS — C11 G01 10S IVORY LAST-ENERGY INTRO AFTER STRATEGIC RESOURCE PLUNDER, EXACT ORDER @Video1 = {{Node c2d7d07b-50d0-41f3-9c67-8ec527660694}} — exact predecessor endpoint, camera height, daylight, occupied industrial/port state and continuing extraction-motion authority. @Image1 = {{Node fb6c976c-caed-45dd-b0e2-aef3027a96ae}} — sole world topology and eastbound route authority. @Image2 = {{Node 0e655a33-1a35-4eef-8448-b3f11baf4b5d}} — Ivory pump, greenhouse, clinic, aid vehicle and eastern-district materials. @Image3 = {{Node e62b097d-1e43-4c76-8e6c-a7983563a5d4}} — three-realm macro geography and strategic transition scale. @Image4 = {{Node 85379bc0-3466-4222-ae03-486375d46e63}} — recurring displaced survivors, luggage and corridor continuity only. Video1 locks the first-frame world state and inherited motion; images lock topology, materials, survivor objects and destination—not new action. OUTPUT CONTRACT 10.0s, 21:9, 480p, 24fps. Three linked shots continuing directly from Video1's strategic resource-plunder endpoint into C11's Ivory energy crisis. No EVAN/KAI/LENA body, face, commander wardrobe, voice or likeness. Only the two recurring neutral survivors may appear at the clinic endpoint: grey-coated woman with old blue cloth bundle and dark-brown-workwear man carrying the absent elder's grey wool cap; no elder reappears. No command room, dialogue, WORLD VOICE, subtitle, text, logo, UI or music. HANDOFF PURPOSE / CAUSAL SPINE Video1's occupied industrial/port network continues extracting energy, ore and grain -> camera isolates the last group of Ivory-bound energy modules leaving the central basin on an eastbound branch -> the same module carriers preserve left-to-right motion across the cut -> camera follows them toward the Ivory district -> pumps, greenhouse and clinic are already low and cannot recover instantly -> the two C10 survivors wait outside the clinic -> low mechanical hum cuts to command-room HVAC before KAI says `Ivory drained the last energy field.` WORLD / SPATIAL LOCK Image1 is sole topology. Video1's occupied industrial/port corridor remains west/screen-left; central basin and its branch junction remain centre; Ivory pump/greenhouse/clinic district remains east/screen-right. Extraction traffic inherited from Video1 continues on its existing routes while only the final Ivory-bound modules peel onto the eastbound branch. Those modules travel left-to-right through all cuts. Camera never reverses direction, rotates the map or teleports between unrelated roads. TIMED INTRO SHOTS 0.0–3.0 — Begin as a true continuation of Video1's last aerial frame: same approximately 180-metre camera height, same daylight, same industrial/port geography and same extraction traffic already in motion. Blue-controlled energy trains and tanker columns continue through captured rail and pipe corridors; red freight remains stranded on disconnected spurs. Camera advances slowly along the inherited vector, then identifies one final group of ivory-colored cylindrical energy modules at the central branch junction. Mechanical switches move under force and route these carriers onto the eastbound branch only after couplers align. No reset, replayed invasion or clean port. 3.0–6.0 — Cut on the leading ivory module carrier passing the central pipe tower to a 70-metre-high eastbound corridor view. The same final module group travels left-to-right from the basin toward the Ivory district; central ring road and pipe tower remain anchors. Camera tracks beside the convoy, then cranes upward enough to reveal the Ivory sector ahead. Loads stay strapped; wheels rotate before travel; suspension reacts to road joints; convoy spacing is irregular and heavy. Behind them, the captured northbound extraction streams continue away in a different corridor, proving these are the last modules not a magically new supply. 6.0–10.0 — Crane rise resolves into the complete Ivory district: pump motors already labor at low speed, pressure remains below normal, canal flow is thin, greenhouse vents coast and stop partly open, clinic practical lights dim then switch to sparse emergency lamps. The final module carriers enter the district in background but unloading has not yet restored the network; no instant recovery. In lower frame outside the clinic, the same woman with blue bundle and man holding the grey wool cap wait among a few unrelated adult survivors; no elder. Hold one assessment beat on weak water and dim clinic, then make a restrained five-percent push. Cut on the fading pump motor/electrical relay to command-room HVAC. Do not show KAI here. PERFORMANCE / PHYSICS Survivors carry forward C10 exhaustion: shoulders low, small weight shifts, attention on clinic door, no direct-camera gaze. Rail switches contact before module route changes; vehicle wheels rotate before travel; suspension reacts; strapped modules stay attached. Pump rotation remains low before thin pressure/water; greenhouse vents coast before stopping; clinic practical lights dim before emergency lamps engage. No instant recovery, energy teleport, duplicated vehicle, resurrected elder, synchronized crowd reaction or dramatic collapse. CAMERA / CONTINUITY Use inherited strategic aerial, motion-matched corridor track and Ivory-district reveal. Preserve Video1's camera height/light at entry, then left-to-right eastbound vector, basin ring, pipe tower and ivory module color as carriers. No handheld, jitter, orbit, whip-pan, macro, overhead game map, direct-camera portrait or full-frame occlusion. Natural cold daylight and practical emergency lamps; no suspense stylization. AUDIO No speech and no WORLD VOICE. Inherit Video1's rail, diesel, pipe and distant crane ambience; carry it into eastbound module tires/couplers, low pump motor, thin water, greenhouse mechanisms and clinic relay. Final low mechanical hum cuts cleanly to command-room HVAC for KAI's next line. ZERO MUSIC: no score, melody, drone, beat, pulse, riser, stinger or BRAAM. NO GAME / EXPOSITION CONTAMINATION No HUD, hologram, energy meter overlay, glowing route, territory tint, floating label, subtitle, card, miniature, tilt-shift, toy vehicle, readable emblem, strategic map or explanatory text. Low-energy state must be proven by machines, water and practical lights. ACCEPTANCE LOCKS First frame visibly matches Video1's industrial/port endpoint, camera height, daylight and ongoing extraction. By 3.0 seconds the final Ivory-bound modules physically split onto the east branch; by 6.0 seconds the same carriers approach the Ivory district. At 10.0 seconds pump, canal, greenhouse and clinic remain in persistent low-energy state, with the two survivors waiting outside and no elder present. No WORLD VOICE, protagonist, UI or music. Final sound/frame cut directly to KAI in the command room.
ACTIVE ASSETS — C11 G01 10S IVORY LAST-ENERGY INTRO AFTER STRATEGIC RESOURCE PLUNDER, EXACT ORDER @Video1 = {{Mixed 5}} — exact predecessor endpoint, camera height, daylight, occupied industrial/port state and continuing extraction-motion authority. @Image1 = {{Mixed 1}} — sole world topology and eastbound route authority. @Image2 = {{Mixed 2}} — Ivory pump, greenhouse, clinic, aid vehicle and eastern-district materials. @Image3 = {{Mixed 3}} — three-realm macro geography and strategic transition scale. @Image4 = {{Mixed 4}} — recurring displaced survivors, luggage and corridor continuity only. Video1 locks the first-frame world state and inherited motion; images lock topology, materials, survivor objects and destination—not new action. OUTPUT CONTRACT 10.0s, 21:9, 480p, 24fps. Three linked shots continuing directly from Video1's strategic resource-plunder endpoint into C11's Ivory energy crisis. No EVAN/KAI/LENA body, face, commander wardrobe, voice or likeness. Only the two recurring neutral survivors may appear at the clinic endpoint: grey-coated woman with old blue cloth bundle and dark-brown-workwear man carrying the absent elder's grey wool cap; no elder reappears. No command room, dialogue, WORLD VOICE, subtitle, text, logo, UI or music. HANDOFF PURPOSE / CAUSAL SPINE Video1's occupied industrial/port network continues extracting energy, ore and grain -> camera isolates the last group of Ivory-bound energy modules leaving the central basin on an eastbound branch -> the same module carriers preserve left-to-right motion across the cut -> camera follows them toward the Ivory district -> pumps, greenhouse and clinic are already low and cannot recover instantly -> the two C10 survivors wait outside the clinic -> low mechanical hum cuts to command-room HVAC before KAI says `Ivory drained the last energy field.` WORLD / SPATIAL LOCK Image1 is sole topology. Video1's occupied industrial/port corridor remains west/screen-left; central basin and its branch junction remain centre; Ivory pump/greenhouse/clinic district remains east/screen-right. Extraction traffic inherited from Video1 continues on its existing routes while only the final Ivory-bound modules peel onto the eastbound branch. Those modules travel left-to-right through all cuts. Camera never reverses direction, rotates the map or teleports between unrelated roads. TIMED INTRO SHOTS 0.0–3.0 — Begin as a true continuation of Video1's last aerial frame: same approximately 180-metre camera height, same daylight, same industrial/port geography and same extraction traffic already in motion. Blue-controlled energy trains and tanker columns continue through captured rail and pipe corridors; red freight remains stranded on disconnected spurs. Camera advances slowly along the inherited vector, then identifies one final group of ivory-colored cylindrical energy modules at the central branch junction. Mechanical switches move under force and route these carriers onto the eastbound branch only after couplers align. No reset, replayed invasion or clean port. 3.0–6.0 — Cut on the leading ivory module carrier passing the central pipe tower to a 70-metre-high eastbound corridor view. The same final module group travels left-to-right from the basin toward the Ivory district; central ring road and pipe tower remain anchors. Camera tracks beside the convoy, then cranes upward enough to reveal the Ivory sector ahead. Loads stay strapped; wheels rotate before travel; suspension reacts to road joints; convoy spacing is irregular and heavy. Behind them, the captured northbound extraction streams continue away in a different corridor, proving these are the last modules not a magically new supply. 6.0–10.0 — Crane rise resolves into the complete Ivory district: pump motors already labor at low speed, pressure remains below normal, canal flow is thin, greenhouse vents coast and stop partly open, clinic practical lights dim then switch to sparse emergency lamps. The final module carriers enter the district in background but unloading has not yet restored the network; no instant recovery. In lower frame outside the clinic, the same woman with blue bundle and man holding the grey wool cap wait among a few unrelated adult survivors; no elder. Hold one assessment beat on weak water and dim clinic, then make a restrained five-percent push. Cut on the fading pump motor/electrical relay to command-room HVAC. Do not show KAI here. PERFORMANCE / PHYSICS Survivors carry forward C10 exhaustion: shoulders low, small weight shifts, attention on clinic door, no direct-camera gaze. Rail switches contact before module route changes; vehicle wheels rotate before travel; suspension reacts; strapped modules stay attached. Pump rotation remains low before thin pressure/water; greenhouse vents coast before stopping; clinic practical lights dim before emergency lamps engage. No instant recovery, energy teleport, duplicated vehicle, resurrected elder, synchronized crowd reaction or dramatic collapse. CAMERA / CONTINUITY Use inherited strategic aerial, motion-matched corridor track and Ivory-district reveal. Preserve Video1's camera height/light at entry, then left-to-right eastbound vector, basin ring, pipe tower and ivory module color as carriers. No handheld, jitter, orbit, whip-pan, macro, overhead game map, direct-camera portrait or full-frame occlusion. Natural cold daylight and practical emergency lamps; no suspense stylization. AUDIO No speech and no WORLD VOICE. Inherit Video1's rail, diesel, pipe and distant crane ambience; carry it into eastbound module tires/couplers, low pump motor, thin water, greenhouse mechanisms and clinic relay. Final low mechanical hum cuts cleanly to command-room HVAC for KAI's next line. ZERO MUSIC: no score, melody, drone, beat, pulse, riser, stinger or BRAAM. NO GAME / EXPOSITION CONTAMINATION No HUD, hologram, energy meter overlay, glowing route, territory tint, floating label, subtitle, card, miniature, tilt-shift, toy vehicle, readable emblem, strategic map or explanatory text. Low-energy state must be proven by machines, water and practical lights. ACCEPTANCE LOCKS First frame visibly matches Video1's industrial/port endpoint, camera height, daylight and ongoing extraction. By 3.0 seconds the final Ivory-bound modules physically split onto the east branch; by 6.0 seconds the same carriers approach the Ivory district. At 10.0 seconds pump, canal, greenhouse and clinic remain in persistent low-energy state, with the two survivors waiting outside and no elder present. No WORLD VOICE, protagonist, UI or music. Final sound/frame cut directly to KAI in the command room.
【生成内容】 # THE TURN|最终尾声双30秒导演合同 v3 ## 结构 - END_A 30秒:KAI 门口离开/兄妹目送/同一门口递笔与还笔。情绪是游戏后的短暂松弛与重新学会分享。 - END_B 30秒:笔尖被警报打断/现实广播点名/兄妹无奈特写/沿真实维护结构拉出 Habitat-42/42号舰队与云层星球/黑屏。情绪从普通日常突然翻成制度性命运。 ## 因果与连续性 `KAI跨门离开并带走盒子 → EVAN/LENA留在门内 → EVAN把一直握着的同一支笔递给LENA → LENA在门旁既有纸上画一笔并归还 → EVAN笔尖接触同一张纸 → 双音警报打断 → 广播点名两人少校身份 → 两人分别无奈而非恐惧 → 视线和通风声把摄影机交给天花结构 → 住宅维护层 → 径向辐条 → 轴向隧道 → Habitat-42舰体 → 42号舰队 → 云层星球 → 黑。` ## 核心锁 - 三人都是普通孩子服装;不穿指挥官制服。 - KAI 只在 END_A 开头门口出现,始终向外离开;回头一次,不再进入。 - EVAN 始终门内左,LENA 始终门内右;二人不追出去、不换边。 - 送别和递笔都在同一门口区域;不切地毯、不切沙发、不切另一房间。 - 门旁窄柜上的纸从第一帧已经存在;全程不凭空出现纸。只有一支深色笔,不复制、不变形。 - 广播精确:`Youth Strategy Unit Seven. Majors Evan and Lena Reyes, report to the War Room immediately.` - 广播后无人物对白。EVAN/LENA是熟悉、疲惫、无奈的“又来了”,不是恐惧、英雄决心或惊讶喊叫。 - 拉出必须经过真实固体结构,不能溶解、传送或突然切太空。 - 舰队不鸣炮、不阅兵、不胜利;云层行星表面不可见,最终硬切黑。 - 全片无音乐,只有门、脚步、盒子、笔纸、双音警报、广播、通风、管线、结构、隧道气流与舰体低鸣。 ## Gate `PASS_SEQUENCE_CONTRACT / END_B_PARENT_VISUAL_UNVERIFIED`:双段结构已锁;END_B以现有015源片作门口/笔状态重锚,END_A实际生成后仍应回填其尾帧再做最终连续性复核。 --- # THE TURN|最终尾声双30秒 v3 ## END_A|KAI出门+同门口递笔|30秒 - 0–11秒:KAI抱闭合盒跨门离开,回头一次并继续走远;EVAN门内左、LENA门内右,只目送,不追。 - 11–15秒:兄妹看着空路径;EVAN关门,门闩落锁。 - 15–20.5秒:两人仍在门口。EVAN看见自己一直握着的同一支笔,递给LENA。 - EVAN:`You first.` - LENA:`I'll give it back.` - EVAN:`I know.` - 24.5–28秒:LENA在门旁窄柜上从第一帧就存在的纸上补一笔,把同一支笔还给EVAN。 - 28–30秒:EVAN接回笔,笔尖在29.7秒碰到同一张纸;警报尚未响。 ## END_B|警报广播+Habitat42+舰队反转|30秒 - 0–1秒:同一笔尖状态;0.6秒双音警报打断落笔。 - 1–4.8秒:EVAN无奈近景,广播开始。 - 4.8–8.6秒:LENA无奈近景,广播完成。 - PUBLIC ADDRESS:`Youth Strategy Unit Seven. Majors Evan and Lena Reyes, report to the War Room immediately.` - 8.6–10秒:兄妹互看,不说话。 - 10–16秒:从笔/纸/两人上方持续拉出,穿真实天花维护口进入径向辐条。 - 16–22秒:径向结构经真实弯管/节点转入轴向隧道。 - 22–26.5秒:沿轴向隧道退出前部维护口,显露Habitat42舰体与42编号。 - 26.5–29.7秒:拉到42号舰队与云层星球,舰船缓慢异步前进,无武器、无阅兵。 - 29.7–30秒:硬切黑,舰体低鸣淡出。 全段无音乐。 --- # END_A 完整提示词 ACTIVE ASSETS — THE TURN END_A 30S KAI EXIT + SAME-DOOR MARKER HANDOFF, EXACT ORDER @Video1 = {{Node 48b58a2d-29f6-44e7-ab9a-cce7a34c0f95}} — SHOT015 doorway departure and marker-action rhythm only; ignore source audio, table blocking and edit timing. @Image1 = {{Node 2c728f95-9ed5-4922-a120-ca0fba8c1244}} — sole living-room architecture, ordinary-light and spatial authority. @Image2 = {{Node e7f429cb-8cd2-4c0b-a2e7-a26d6023d91c}} — ordinary EVAN identity, navy top and brown trousers. @Image3 = {{Node 58b92bb0-67fd-4fe5-845b-f633d6de5129}} — ordinary KAI identity, green sweater and khaki trousers. @Image4 = {{Node 0c23d228-3010-49dd-82c7-8c14f54f7f66}} — ordinary LENA identity, red hair, cream cardigan and rust trousers. @Image5 = {{Node 773e0e67-bccd-4b1e-9289-e5976c3f7735}} — exact closed FARTHER box geometry and scale. @Image6 = {{Node d2bf9e84-462b-450f-a054-8f6b6df5edfe}} — POSITION REFERENCE ONLY for the shared doorway send-off and marker-handoff geometry. @Audio1 = {{Node af02d1c3-a319-412f-936c-8927821867dc}} — EVAN timbre only. @Audio2 = {{Node 472bae62-1862-4e2d-9ae9-770ff6acd620}} — LENA timbre only. Assets lock identities, ordinary wardrobe, living-room architecture, closed box and voice timbres—not source-video audio or source blocking. POSITION REFERENCE BINDING Use Image6 solely to read where each person, door, threshold, console, sheet, box and marker are placed inside Image1's real living room. All photoreal style, light, texture, faces, wardrobe and props come exclusively from Images1–5 and Video1. @A = BLUE figure = Image2 EVAN, inside-left holding marker low. @B = ORANGE figure = Image3 KAI, at threshold leaving with closed Image5 box. @C = YELLOW figure = Image4 LENA, inside-right facing KAI. Everyone stays on these marks until scripted action. Image6 contributes position only. OUTPUT CONTRACT 30.0s, 21:9, 480p, 24fps. One living-room doorway scene only: one KAI doorway close-up -> frontal EVAN/LENA relationship and dialogue -> same-door marker handoff/return. KAI is never shown in a departure wide or long walk. Three exact lines, once each. No alert, broadcast, Habitat structure, fleet, game world, subtitles, UI or music in END_A. LOCKED DIALOGUE EVAN: “You first.” LENA: “I'll give it back.” EVAN: “I know.” DOORWAY / POSITION LOCK KAI is at the threshold in frame one, carrying the closed box; show him only in a doorway three-quarter close-up/tight medium, then he exits and never re-enters. Do not show his full departure path or a KAI wide. EVAN remains inside-left of the door in navy/brown; LENA remains inside-right in cream/rust. Both stay behind the inner threshold and never switch sides. After KAI exits, use frontal two-shots and frontal shot/reverse-shot of EVAN/LENA from just outside or at the threshold, with the doorframe proving location. Their faces are readable but their eyes target each other, never the lens. Marker is visible low in EVAN's right hand from frame one. A narrow existing console beside the door carries one already-present off-white drawing sheet from frame one; no paper appears later. CAUSAL SPINE KAI crosses the threshold with the game box -> looks back once -> continues away -> EVAN/LENA remain and close the door -> silence settles -> EVAN notices the marker he has kept -> offers that same marker to LENA without changing location -> LENA accepts, makes one short line on the already-present console sheet, returns the same marker -> EVAN accepts and touches its tip to the same sheet -> END_A stops before any alert. TIMED SHOTS 0.0–4.5 doorway three-quarter close-up/tight medium on KAI only, framed chest-to-knees with doorframe and a small soft edge of EVAN/LENA proving eyeline. Closed FARTHER box is supported against his torso. KAI transfers weight outward, looks back exactly once around 2.2s, gives no line or wave, then turns away and exits the close-up past the outer door edge. Box remains closed and with him. Never widen to show his full path. 4.5–8.5 hard cut to a frontal EVAN/LENA two-shot from the threshold looking inward. EVAN remains frame-left, LENA frame-right, open space between; both look past camera axis toward the departing KAI, never into lens. KAI is now offscreen and never reappears. Their expressions are quiet and tired, not sentimental. 8.5–12.5 keep the frontal relationship angle. EVAN and LENA hold the empty path for one beat. EVAN reaches left to close the door with real hinge resistance; latch contacts and clicks around 12.0s. Neither changes side. Door becomes the stable background plane; room tone quiets. 12.5–18.5 frontal waist-up two-shot with both faces readable, closed door and adjacent console in frame. Existing off-white sheet is already flat on the console. EVAN looks down at the marker he held since frame one, then to LENA. He extends the same complete marker horizontally across their centreline, cap end toward her. Audio1: `You first.` Cut only if needed to a frontal LENA reverse while preserving EVAN shoulder edge; her complete hand closes around the other end before he releases. Audio2: `I'll give it back.` 18.5–22.5 matching frontal EVAN reverse with LENA shoulder edge. Marker is now fully in LENA's hand, no duplicate. Audio1: `I know.` EVAN gives one small genuine nod. Mouths are visible for every line; no overlap, paraphrase, direct-camera gaze or exaggerated smile. 22.5–27.0 return to frontal two-shot. LENA turns only toward the adjacent console, staying inside-right. She places marker tip on the already-present sheet, draws one short dark line, lifts it, then returns the same marker to EVAN. EVAN stays inside-left and receives it with one complete hand. Paper never moves, duplicates or becomes readable text. 27.0–30.0 tight frontal doorway two-shot, not a hand macro. EVAN turns the returned marker toward the same sheet and lowers the tip until physical contact at 29.7s. LENA watches him; both share one quiet relieved breath. Hold natural stillness to 30.0. No chime or broadcast yet. This exact marker-tip-on-paper state is END_B's entry condition. PERFORMANCE / PHYSICS KAI's objective is to leave without reopening the argument; siblings let him go. Eyes lead heads; reactions are delayed and restrained. Door mass, hinge, latch, box and footsteps behave physically. Marker transfer follows support: EVAN holds until LENA grips; LENA holds until EVAN grips. Tip contacts paper before ink. No hand mutation, duplicate marker, new paper, location jump, person swap, KAI return or camera gaze. AUDIO Exact EVAN/LENA voices, room tone, exterior footsteps, box shift, hinge/latch, clothing, marker and paper only. No KAI line, alert, broadcast, WORLD VOICE or source-video audio. ZERO MUSIC: no score, melody, pad, drone, beat, pulse, riser, stinger or emotional swell. ACCEPTANCE KAI appears only in one doorway close-up/tight medium and leaves frame; no KAI departure wide. EVAN/LENA remain inside and receive frontal two-shot/reverse dialogue coverage; send-off and marker exchange occur at the same doorway; one marker and one pre-existing sheet only; three exact lines use correct voices; door closes physically; END_A ends on EVAN marker tip touching sheet with no alert. No extra location, game world, commander wardrobe, UI or music. --- { "project_id": "THE_TURN_ENDING_V3", "status": "PROMPTS_READY_NO_RUN", "final_outcome": "ordinary doorway farewell and shared marker are interrupted by institutional recall; camera reveals Habitat42, Fleet42 and an opaque cloud planet, then cuts to black", "clips": [ { "clip_id": "END_A", "scene_id": "LIVINGROOM_DOOR", "sequence_index": 1, "parent_clip_id": "SHOT015_CANONICAL_REANCHOR", "narrative_job": "KAI leaves; siblings remain; sharing replaces conflict at the same doorway", "target_duration_sec": 30, "planned_end_state": "closed door; EVAN inside-left, LENA inside-right; same marker tip touching the pre-existing console sheet; no alert yet", "status": "READY_NO_RUN" }, { "clip_id": "END_B", "scene_id": "LIVINGROOM_TO_FLEET", "sequence_index": 2, "parent_clip_id": "END_A_PENDING_ACCEPTED_FINAL_FRAME", "narrative_job": "institutional recall destroys the moment of peace and reveals the children already live inside Fleet42", "target_duration_sec": 30, "planned_end_state": "Fleet42 approaches opaque cloud planet; hard black", "status": "PROVISIONAL_NO_RUN_REANCHOR_FROM_CANON" } ], "hard_locks": { "music": false, "broadcast_exact": "Youth Strategy Unit Seven. Majors Evan and Lena Reyes, report to the War Room immediately.", "KAI_reentry": false, "marker_count": 1, "paper_spawn": false, "teleport_to_space": false, "fleet_weapons": false, "planet_surface_reveal": false, "media_execution": "NO_RUN_DEPLOYMENT_ONLY" } }
ACTIVE ASSETS — THE TURN END_A 30S KAI EXIT + SAME-DOOR MARKER HANDOFF, EXACT ORDER @Video1 = {{Mixed 7}} — SHOT015 doorway departure and marker-action rhythm only; ignore source audio, table blocking and edit timing. @Image1 = {{Mixed 1}} — sole living-room architecture, ordinary-light and spatial authority. @Image2 = {{Mixed 2}} — ordinary EVAN identity, navy top and brown trousers. @Image3 = {{Mixed 3}} — ordinary KAI identity, green sweater and khaki trousers. @Image4 = {{Mixed 4}} — ordinary LENA identity, red hair, cream cardigan and rust trousers. @Image5 = {{Mixed 5}} — exact closed FARTHER box geometry and scale. @Image6 = {{Mixed 6}} — POSITION REFERENCE ONLY for the shared doorway send-off and marker-handoff geometry. @Audio1 = {{Mixed 8}} — EVAN timbre only. @Audio2 = {{Mixed 9}} — LENA timbre only. Assets lock identities, ordinary wardrobe, living-room architecture, closed box and voice timbres—not source-video audio or source blocking. POSITION REFERENCE BINDING Use Image6 solely to read where each person, door, threshold, console, sheet, box and marker are placed inside Image1's real living room. All photoreal style, light, texture, faces, wardrobe and props come exclusively from Images1–5 and Video1. @A = BLUE figure = Image2 EVAN, inside-left holding marker low. @B = ORANGE figure = Image3 KAI, at threshold leaving with closed Image5 box. @C = YELLOW figure = Image4 LENA, inside-right facing KAI. Everyone stays on these marks until scripted action. Image6 contributes position only. OUTPUT CONTRACT 30.0s, 21:9, 480p, 24fps. One living-room doorway scene only: one KAI doorway close-up -> frontal EVAN/LENA relationship and dialogue -> same-door marker handoff/return. KAI is never shown in a departure wide or long walk. Three exact lines, once each. No alert, broadcast, Habitat structure, fleet, game world, subtitles, UI or music in END_A. LOCKED DIALOGUE EVAN: “You first.” LENA: “I'll give it back.” EVAN: “I know.” DOORWAY / POSITION LOCK KAI is at the threshold in frame one, carrying the closed box; show him only in a doorway three-quarter close-up/tight medium, then he exits and never re-enters. Do not show his full departure path or a KAI wide. EVAN remains inside-left of the door in navy/brown; LENA remains inside-right in cream/rust. Both stay behind the inner threshold and never switch sides. After KAI exits, use frontal two-shots and frontal shot/reverse-shot of EVAN/LENA from just outside or at the threshold, with the doorframe proving location. Their faces are readable but their eyes target each other, never the lens. Marker is visible low in EVAN's right hand from frame one. A narrow existing console beside the door carries one already-present off-white drawing sheet from frame one; no paper appears later. CAUSAL SPINE KAI crosses the threshold with the game box -> looks back once -> continues away -> EVAN/LENA remain and close the door -> silence settles -> EVAN notices the marker he has kept -> offers that same marker to LENA without changing location -> LENA accepts, makes one short line on the already-present console sheet, returns the same marker -> EVAN accepts and touches its tip to the same sheet -> END_A stops before any alert. TIMED SHOTS 0.0–4.5 doorway three-quarter close-up/tight medium on KAI only, framed chest-to-knees with doorframe and a small soft edge of EVAN/LENA proving eyeline. Closed FARTHER box is supported against his torso. KAI transfers weight outward, looks back exactly once around 2.2s, gives no line or wave, then turns away and exits the close-up past the outer door edge. Box remains closed and with him. Never widen to show his full path. 4.5–8.5 hard cut to a frontal EVAN/LENA two-shot from the threshold looking inward. EVAN remains frame-left, LENA frame-right, open space between; both look past camera axis toward the departing KAI, never into lens. KAI is now offscreen and never reappears. Their expressions are quiet and tired, not sentimental. 8.5–12.5 keep the frontal relationship angle. EVAN and LENA hold the empty path for one beat. EVAN reaches left to close the door with real hinge resistance; latch contacts and clicks around 12.0s. Neither changes side. Door becomes the stable background plane; room tone quiets. 12.5–18.5 frontal waist-up two-shot with both faces readable, closed door and adjacent console in frame. Existing off-white sheet is already flat on the console. EVAN looks down at the marker he held since frame one, then to LENA. He extends the same complete marker horizontally across their centreline, cap end toward her. Audio1: `You first.` Cut only if needed to a frontal LENA reverse while preserving EVAN shoulder edge; her complete hand closes around the other end before he releases. Audio2: `I'll give it back.` 18.5–22.5 matching frontal EVAN reverse with LENA shoulder edge. Marker is now fully in LENA's hand, no duplicate. Audio1: `I know.` EVAN gives one small genuine nod. Mouths are visible for every line; no overlap, paraphrase, direct-camera gaze or exaggerated smile. 22.5–27.0 return to frontal two-shot. LENA turns only toward the adjacent console, staying inside-right. She places marker tip on the already-present sheet, draws one short dark line, lifts it, then returns the same marker to EVAN. EVAN stays inside-left and receives it with one complete hand. Paper never moves, duplicates or becomes readable text. 27.0–30.0 tight frontal doorway two-shot, not a hand macro. EVAN turns the returned marker toward the same sheet and lowers the tip until physical contact at 29.7s. LENA watches him; both share one quiet relieved breath. Hold natural stillness to 30.0. No chime or broadcast yet. This exact marker-tip-on-paper state is END_B's entry condition. PERFORMANCE / PHYSICS KAI's objective is to leave without reopening the argument; siblings let him go. Eyes lead heads; reactions are delayed and restrained. Door mass, hinge, latch, box and footsteps behave physically. Marker transfer follows support: EVAN holds until LENA grips; LENA holds until EVAN grips. Tip contacts paper before ink. No hand mutation, duplicate marker, new paper, location jump, person swap, KAI return or camera gaze. AUDIO Exact EVAN/LENA voices, room tone, exterior footsteps, box shift, hinge/latch, clothing, marker and paper only. No KAI line, alert, broadcast, WORLD VOICE or source-video audio. ZERO MUSIC: no score, melody, pad, drone, beat, pulse, riser, stinger or emotional swell. ACCEPTANCE KAI appears only in one doorway close-up/tight medium and leaves frame; no KAI departure wide. EVAN/LENA remain inside and receive frontal two-shot/reverse dialogue coverage; send-off and marker exchange occur at the same doorway; one marker and one pre-existing sheet only; three exact lines use correct voices; door closes physically; END_A ends on EVAN marker tip touching sheet with no alert. No extra location, game world, commander wardrobe, UI or music.
【生成内容】 # C09M 完整剧本 # COMPACT C09|30S|交易破裂、内燃军工与蓝方夺取 交易阶段由 WORLD 开启;EVAN 的报价、KAI 的还价和“不是交易”构成完整谈判。蓝方把民用发动机装进坦克后,WORLD 才确认内燃部署,LENA 才发现用途。战斗阶段随后开启;蓝方跨越实体边界并夺取钥匙、阀门、仓库与家庭通路,KAI/LENA 依据可见行为谴责,EVAN辩解;所有控制实际改变后,WORLD 才确认蓝方控制。 全段保留八句人物台词和四句系统语音,系统不解释动机或道德。结尾停在资源北运、象牙白救援被阻、家庭被门分开;不提前下迁离令。只允许对白、环境声和物理动作音效,绝无音乐。 --- # C09M 完整生成提示词 ACTIVE ASSETS — COMPACT C09 V1 TRADE + COMBUSTION + SEIZURE, EXACT ORDER @Image1 = {{Node 753f107b-c8a9-494f-ac8f-d70564411d2a}} — command-room blocking/uniforms. @Image2 = {{Node 7979e50c-34a8-48f6-ae19-7046bfb05635}} — command-room/table geography. @Image3 = {{Node be020091-3863-446a-90a2-715736c8c10e}} — EVAN blue identity. @Image4 = {{Node 0e988ad5-811e-4e9d-93fd-d3be5f5b5caa}} — KAI red identity. @Image5 = {{Node cbdb7ae4-f26d-4fd5-a4cf-05b970afea70}} — LENA Ivory identity. @Image6 = {{Node ba405cac-f0c0-4c18-b692-e51bc981e7ec}} — blue war-industry/armor materials. @Image7 = {{Node 417c69fd-8060-426c-94c6-556a5543c9da}} — physical basin seizure endpoint/scale. @Image8 = {{Node fb6c976c-caed-45dd-b0e2-aef3027a96ae}} — sole map topology authority. @Image9 = {{Node 0e655a33-1a35-4eef-8448-b3f11baf4b5d}} — Ivory civilization/blocked relief authority. @Audio1 = {{Node a34f2d2a-8c35-42c6-8771-8d21b88846f9}} — EVAN only. @Audio2 = {{Node b2f85740-3f87-469c-a2f3-9f26793bb226}} — KAI only. @Audio3 = {{Node 2236b908-fb34-4af0-9f53-efc8d535657d}} — LENA only. @Audio4 = {{Node 5b69d8e9-0cf1-4b95-bdc3-78e2954f492b}} — WORLD only. OUTPUT CONTRACT 30.0s, 21:9, 480p, 24fps. Merge trade breakdown, civilian-to-war conversion, border crossing and physical resource seizure into one accelerating cause chain. Eight exact character lines plus four system cues. No relocation order yet. Main trio only in command room; world adults unrelated. No UI, subtitles, logo, cards or music. CAUSAL SPINE trade phase opens -> EVAN offers one shipment -> KAI demands two -> EVAN finds seizure cheaper -> KAI rejects trade -> blue civilian engines enter armor -> WORLD confirms combustion -> LENA identifies tanks -> combat phase opens -> blue crosses physical border -> KAI names territory -> keys/valves/warehouse change -> LENA accuses -> EVAN rationalizes -> WORLD confirms blue control. LOCKED SPEECH — EXACT ORDER, ONCE EACH WORLD VOICE (V.O.): “TURN FOUR. TRADE PHASE.” EVAN: “So—one metal shipment for an energy allocation.” KAI: “Two shipments.” EVAN: “Huh. Then taking the field costs less.” KAI: “That’s not trade.” WORLD VOICE (V.O.): “COMBUSTION DEPLOYED.” LENA: “Wait—you built engines. The first ones went into tanks.” WORLD VOICE (V.O.): “COMBAT PHASE.” KAI: “You asked for energy, not territory.” LENA: “Evan—you’re taking his energy field.” EVAN: “I’m securing my supply.” WORLD VOICE (V.O.): “BLUE CONTROL DEPLOYED.” SPEAKER / LOGIC HARD LOCK Audio1=EVAN lines2/4/11; Audio2=KAI lines3/5/9; Audio3=LENA lines7/10; Audio4=WORLD lines1/6/8/12. WORLD only opens phases or confirms completed machinery/control, never moral judgment. No overlap or extra dialogue. World adults never lip-sync. WORLD / HUMAN COST LOCK Image8 fixes geography. Blue workers/guards are unrelated adults in blue-grey utility gear; red adults wear dull brick-red; Ivory aid adults wear sand/ivory. Recurring family remains at the seized basin. Show actual keys, chains, valves, warehouse doors, cylinders and home access changing hands. No holographic wall, terrain recolor, hero tank shot or protagonist in world. CAMERA / TIMED SHOTS 0.0–0.8 dry relay/[Audio4] line1 over three-person room master. 0.8–3.5 OTS EVAN [Audio1] line2; metal and energy inserts. 3.5–4.8 reverse KAI [Audio2] line3. 4.8–7.5 EVAN [Audio1] line4; “costs less” cuts to requisition truck. 7.5–9.3 KAI [Audio2] line5; bargaining ends. 9.3–12.8 engine seats into hull, armor closes, tracks tension; only then [Audio4] line6. 12.8–15.8 OTS LENA [Audio3] line7, reacting to completed hull. Ivory pump/clinic allocation drops as blue freight removes cylinders. 15.8–16.7 relay/[Audio4] line8; no character overlaps. 16.7–20.0 physical border: blue tracks cross matte stripe and bend gate; [Audio2] line9 starts in room and L-cuts to crossing. 20.0–23.0 chain cut, keys taken, valves redirected, cylinders loaded; [Audio3] line10 lands on LENA. 23.0–25.2 EVAN [Audio1] line11; he avoids both eyelines while supply locks inside blue freight. 25.2–28.0 red flag lowers, blue flag rises, warehouse closes and family splits by gate; then [Audio4] line12. 28.0–30.0 stabilized pullback: blue resources move north, Ivory aid blocked, family trapped. Gate clang hands off to relocation. PHYSICS Engine seats before armor closes; tracks tension before movement; suspension settles at border. Tracks bend gate only after contact; chain cuts before doors open; keys/valves move before flow/control changes. Loads compress forklifts and vehicles. CAMERA / AUDIO LOCK Command room has weighted handheld pushes/reverses; world uses stable long-lens/rail moves and settles on physical transfer. ZERO MUSIC: only exact voices, room, engines, metal, chain, valves, freight, wind and gate. No score, beat, drone, riser, whoosh, stinger or trailer BRAAM. ACCEPTANCE Trade causes war production; production is visible before COMBUSTION confirmation; crossing and seizure precede BLUE CONTROL confirmation. Eight character lines/four cues once each, no overlap. No protagonist in world, UI, music or relocation order.
【生成内容】 # C14M 完整剧本 # COMPACT C14 V4|30S|带着悲伤开始合作 ## 游戏回合与世界语音层(本版新增权威) - WORLD VOICE (V.O.) — “TREATY ACTION AVAILABLE.” (0.0–1.0 over the grief-held treaty-room wide; EVAN moves only after the cue ends) 全部系统句只使用 Audio4。WORLD 只开放条约动作并在三人签署后确认协议;具体限制、共同储备和拒绝单独指挥都必须由 EVAN、KAI、LENA 自己提出。 ## 镜头动态层 除有意的悲伤停顿外,固定镜头不超过约 3.2 秒。作战室使用有重量的肩扛微移、5–8% 缓入推进、短后拉、焦点转移与被台词触发的一次小甩镜;世界镜头保持物理稳定,但允许轨道、升降、长焦推进/后拉,并在因果结果上缓出停稳。禁止数码抖动、随机环绕、瞬移和无意义漂移。 ## 声音最高禁令 全 30 秒只能有精确对白、WORLD VOICE、空间环境声和物理动作音效。ZERO MUSIC:禁止配乐、旋律、和弦、氛围音乐垫、持续音色、鼓点、节拍、低频脉冲、上升音、转场音响、预告片 BRAAM、胜利主题和悲伤主题。 ## 世界地图与象牙白硬锁 世界拓扑统一服从地图节点 fb6c976c-caed-45dd-b0e2-aef3027a96ae;象牙白必须作为东/东北完整文明出现,具有农业、水利、医疗、住宅、能源科技和成年人口,不得退化为一辆白色救援车。C07–COMPACT C14 的 EVAN、KAI、LENA 只在作战室/条约室出现。 三人仍受核爆影响。EVAN把马克笔让给LENA;LENA提出轮流能源、禁止装甲和战略武器;KAI补充共享储备与共同飞船。条款通过对白和人物反应表达,不拍危险手写特写。世界B-roll交叉展示蓝坦克停机、红仓开放、象牙白供水进入难民区和共同飞船模块锁定。协议生效后也不庆祝,损失和蘑菇云余尘没有消失。 --- # C14M 完整生成提示词 ACTIVE ASSETS — COMPACT C14 V1 GAME TREATY + IVORY COOPERATION + SFX ONLY, EXACT ORDER @Image1 = {{Node 91c925d4-be5d-45d1-b0a8-7df59ada17c1}} — treaty-room identities/uniforms and EVAN-left/KAI-center/LENA-right blocking. @Image2 = {{Node 5e569731-4858-4b34-afd9-394aef9dac97}} — empty treaty-room/table/folders/blank page geography. @Image3 = {{Node fb6c976c-caed-45dd-b0e2-aef3027a96ae}} — sole world-map topology authority for brief cooperation B-roll. @Image4 = {{Node 0e655a33-1a35-4eef-8448-b3f11baf4b5d}} — Ivory civilization and aid-network authority for stand-down B-roll. @Audio1 = {{Node a34f2d2a-8c35-42c6-8771-8d21b88846f9}} — user-confirmed EVAN timbre only. @Audio2 = {{Node 2236b908-fb34-4af0-9f53-efc8d535657d}} — user-confirmed LENA timbre only. @Audio3 = {{Node b2f85740-3f87-469c-a2f3-9f26793bb226}} — user-confirmed KAI timbre only. @Audio4 = {{Node 5b69d8e9-0cf1-4b95-bdc3-78e2954f492b}} — user-confirmed WORLD timbre only. OUTPUT CONTRACT 30.0s, 21:9, 480p, 24fps. Six exact story lines plus one exact WORLD VOICE game cue. Cooperation grows from grief: shared silence -> EVAN yields marker -> LENA sets limits -> KAI pools resources/common ship -> sole command rejected -> signatures below frame -> accord -> brief world stand-down/aid. No celebration, card, subtitle, readable treaty text, UI, logo or music. Main trio physically only in treaty room. WORLD MAP GEOGRAPHY HARD LOCK Image3 is the sole topology authority: central crater lake/energy basin, blue west/northwest, red south/southwest, Ivory east/northeast, ring road, mountains, coast and rivers remain fixed. Regional references control materials/state only. No rotation, mirror, topology reset, city relocation, glowing route, colored terrain wash or UI. IVORY CIVILIZATION HARD LOCK Image4 and the map keep Ivory visible as a full civilization: farms, canals, reservoir, greenhouses, clinic, housing, energy workshops, adult/elder population and sand/ivory workwear. Ivory occupies at least 25% of world B-roll unless a longer explicit Ivory duration is already stated. White is a material accent, never blank terrain; no protagonist appears there. GAME TURN / WORLD VOICE SYSTEM — EXACT, ONCE EACH WORLD VOICE (V.O.) CUE 1: “TREATY ACTION AVAILABLE.” — 0.0–1.0 over the grief-held treaty-room wide; EVAN moves only after the cue ends. All cues use Audio4 after one dry relay, disembodied; no mouth/UI. WORLD only opens a rule state or confirms completed action; it never states motive, emotion or moral judgment. No cue overlaps character speech. Each character line answers the preceding visible/system fact and causes the next action. CAMERA MOTION RHYTHM LOCK Except a motivated grief hold, no locked-off shot exceeds 3.2s. Command-room camera has shoulder mass: slow 5–8% ease-in pushes, short eased pullbacks, small operator corrections, focus transfers and one motivated whip-pan only when a line interrupts another person. World camera remains physically stabilized but alive on crane/rail/dolly or restrained long-lens push/pull; ease in and settle on the material consequence. No digital jitter, random orbit, teleport, constant drift or movement without a causal reveal. AUDIO MASTER LOCK — DIALOGUE AND PHYSICAL SOUND EFFECTS ONLY ZERO MUSIC for the entire 30 seconds: no score, melody, harmony, chord, tonal drone, ambient music bed, choir, vocal pad, beat, percussion, bass pulse, riser, whoosh transition, stinger, trailer BRAAM, victory theme or grief theme. Allowed audio is only exact dialogue, WORLD VOICE cues, spatial room tone, breath, clothing/chair movement and physically caused world SFX. Silence may thin naturally but may never be filled with music. LOCKED DIALOGUE — EXACT ORDER, ONCE EACH EVAN: “You write.” LENA: “Rotate access. No armor. No strategic weapons.” KAI: “Pool the reserves. Build one ship.” EVAN: “Then who commands it?” LENA: “No one alone.” WORLD VOICE (V.O.): “Three-party accord recognized. Temporary emergency law active.” SPEAKER / AUDIO HARD LOCK Audio1=EVAN lines1/4; Audio2=LENA lines2/5; Audio3=KAI line3; Audio4=WORLD treaty cue plus line6/disembodied V.O. No swaps, repeats, overlap or child lip-sync. GRIEF / COOPERATION PERFORMANCE Carry compact C13 sadness: EVAN left shoulders lowered; KAI center no defensive posture; LENA right eyes tired/red but controlled. No cheerful reset. EVAN gives up ownership of marker/page before line1. LENA writes to prevent repeated harm, not win. KAI contributes resources rather than mediates morality. Small relief only after all three agree; no smile until at most a brief softened breath. MARKER / HAND SAFETY No macro hands, marker tip, handwriting, signature or readable clause. In one medium-wide lower-third action, EVAN's one complete hand slides the marker across table and withdraws before LENA's one complete hand receives it; hands never overlap. Subsequent writing/signing occurs below frame with marker friction. Page stays a distant blank/off-white rectangle; dialogue conveys rules. CAUSAL SPINE treaty action available -> EVAN yields the marker -> LENA sets damage-prevention limits -> KAI pools reserves and common ship -> sole command is rejected -> off-frame signatures contact paper -> accord activates -> armor withdraws and Ivory/red/blue aid connects without healing ruins. INTERCUT FLOW / WORLD COOPERATION Face/OTS shots2–3.2s; B-roll1.2–2.5s. No three faces consecutively. Match marker pass -> blue tank barrel lowering; KAI's pooled-reserve line -> red warehouse opening; LENA's “No one alone” -> Ivory water line connecting to red shelter; accord voice -> one common ship module. World adults are unrelated; no protagonist outside room. Damage/mushroom haze persists faintly; cooperation does not heal ruins. TIMED SHOTS 0.0–3.5 wide treaty room, grief carried forward. Dry relay and [Audio4] treaty cue end at1.0; EVAN then chooses to yield authorship, slides marker once, withdraws hand and says [Audio1] line1. No closeup/overlap. 3.5–8.5 OTS EVAN shoulder to LENA right. [Audio2] line2; marker friction below frame. Intercut three1s physical consequences: blue armor powers down; strategic silo relay goes dark; Ivory clinic receives water. Return to LENA on “weapons.” 8.5–12.5 OTS LENA to KAI center. [Audio3] line3; intercut red warehouse doors open and food/energy crates move toward red/Ivory shelters, then one common ship hull ring is set on shared platform. KAI remains sober. 12.5–15.8 OTS KAI to EVAN left. [Audio1] line4. EVAN still thinks in command terms but asks rather than declares; no smile. 15.8–18.8 reverse OTS to LENA right. [Audio2] line5; she looks first to KAI then EVAN. “alone” L-cuts to three differently colored adult crews connecting one shared power cable. 18.8–23.5 medium-wide room. Three sequential body leans and marker contacts happen below frame; no hand/page/text. One signature sound each, separated by breath. They return upright and face the consequence together. 23.5–26.5 [Audio4 V.O.] line6 over physical amber relay under1% frame, then world B-roll: red shelters receive Ivory water, blue tanks reverse, common ship ring locks. Old damage/dirty cloud remains in distance. No child mouth moves. 26.5–30.0 return wide room. All three remain in exact seats; no celebration. LENA keeps marker at table center rather than claiming it. EVAN and KAI release their gaze from control zones. Hold final1.5s on shared page/people, ready for C18 world. PHYSICS / AUDIO / ACCEPTANCE Marker slides with friction/stops; warehouse/crates/cables/ship ring have mass. Sound: room HVAC, hidden marker, doors, motors, water, armor shutdown, relay. No music; enforce the AUDIO MASTER LOCK above through the final frame. PASS requires six correct voices, visible grief-to-cooperation, safe marker transfer without macro text/hands, substantial Ivory aid, no protagonist in world, no readable generated clauses/UI or celebration.
【生成内容】 # W06A 完整剧本 # W06A|核弹发射至蘑菇云|24秒 目的:preserve one missile through release, flight, contact, blast transfer and dirty mushroom-cloud formation without narration。 ## WORLD VOICE 无;只保留物理音效。 ## 人物/战略部署边界 ABSOLUTE ZERO PEOPLE for the full 24 seconds: no operator, soldier, worker, victim, body or humanoid silhouette. The strategic launch, flight, impact geography and mushroom-cloud formation are expressed only through missile continuity, structures, vehicles, water, pressure, fire, smoke and debris. ## 时间设计 - 0.0–5.0 clamps release, same missile ignites and clears silo; dust responds after thrust. - 5.0–9.0 long-lens side view follows acceleration/pitch; same vector and missile. - 9.0–15.0 missile-nose POV, blue nose edge visible; basin/clinic/pipe junction enlarges continuously; no cut final2s. - 15.0–18.0 two contact frames then maximum four near-white frames; pressure crosses blocks in arrival order. - 18.0–21.0 windows/vehicles/roofs/pipes/water respond, then thermal fires ignite. - 21.0–24.0 dust/steam/soot rises from same point into massive asymmetric dirty mushroom connected to burning ground. --- # W06A 完整提示词 ACTIVE ASSETS — WORLD B-ROLL W06A 核弹发射至蘑菇云, EXACT ORDER @Image1 = {{Node 3d7246ae-7a64-48dc-b97e-8de4bb7b24a1}} — exact deep-navy missile geometry. @Image2 = {{Node e5f26b08-4ca2-4cf6-88ac-ed5a12d28035}} — launch facility. @Image3 = {{Node fb6c976c-caed-45dd-b0e2-aef3027a96ae}} — sole topology/impact location. @Image4 = {{Node 0e655a33-1a35-4eef-8448-b3f11baf4b5d}} — Ivory target-region geography. OUTPUT CONTRACT 24.0s, 21:9, 480p, 24fps. Pure game-world B-roll with internal motivated cuts. No EVAN/KAI/LENA bodies, faces, ages, hair or commander uniforms. No command room, table, children, character dialogue, subtitles, logos, UI or music. WORLD / CAST HARD LOCK The supplied map is sole topology authority where attached. Central crater basin, faction directions, ring road, mountains, coast and rivers do not rotate, mirror or reset. EVAN, KAI and LENA exist only in the command room and never appear here. When this shot's policy explicitly permits people, they are unrelated adults/elders in active causal behavior only: Blue uses blue-grey industrial utility wear, red dull brick-red logistics wear, Ivory sand/ivory water/medical/agricultural workwear, neutral civilians grey-brown. No staged faction portrait, standing deployment, lineup, formation, presentation row, front-facing display or camera gaze. Faction colors never tint terrain, sky or water. PEOPLE / STRATEGIC-DEPLOYMENT BOUNDARY ABSOLUTE ZERO PEOPLE for the full 24 seconds: no operator, soldier, worker, victim, body or humanoid silhouette. The strategic launch, flight, impact geography and mushroom-cloud formation are expressed only through missile continuity, structures, vehicles, water, pressure, fire, smoke and debris. NO GAME-UI CONTAMINATION No glowing routes, territory washes, lock icons, HUD, hologram, floating text, data panels, card/tabletop aesthetics, miniature tilt-shift, interface screen or heroic advertisement composition. CAMERA Stable world camera only: crane, rail, dolly, high-oblique or restrained long lens. Motion begins on physical cause and eases to the material consequence. No handheld, digital jitter, orbit, teleport or full-frame occlusion over six frames. WORLD VOICE / AUDIO No speech and no WORLD VOICE in this shot; physical sound effects only. WORLD is disembodied and exists only over the game world; no visible person lip-syncs it. Physical ambience and action SFX remain primary. ZERO MUSIC: no score, melody, chord, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM or theme. CAUSAL SPINE preserve one missile through release, flight, contact, blast transfer and dirty mushroom-cloud formation without narration. TIMED WORLD SHOTS 0.0–5.0 clamps release, same missile ignites and clears silo; dust responds after thrust. 5.0–9.0 long-lens side view follows acceleration/pitch; same vector and missile. 9.0–15.0 missile-nose POV, blue nose edge visible; basin/clinic/pipe junction enlarges continuously; no cut final2s. 15.0–18.0 two contact frames then maximum four near-white frames; pressure crosses blocks in arrival order. 18.0–21.0 windows/vehicles/roofs/pipes/water respond, then thermal fires ignite. 21.0–24.0 dust/steam/soot rises from same point into massive asymmetric dirty mushroom connected to burning ground. PHYSICS / PERSISTENCE same missile; thrust before motion; visible contact; flash then pressure then deformation/water then delayed heat/fire; no instant total vaporization. Damage, population, object possession, smoke, fire, water and control state persist through the final frame. ACCEPTANCE Exact duration and world-only cast. People appear only inside the explicitly permitted time windows and only in active causal behavior; all strategic-deployment windows obey their zero-people lock. Every WORLD confirmation follows the completed visible state; no system line overlaps another. No protagonist, command room, character dialogue, UI, music or clean endpoint reset.
【生成内容】 # C10M 完整剧本 # COMPACT C10|30S|迁离、家庭死亡与红/象牙白救援 WORLD 开启人口阶段;LENA 先根据被夺走的家庭资源称其为抢夺,系统再宣读迁离。居民与能源反向移动,老人途中死亡,象牙白医护赶到但来不及。EVAN 看到被覆盖的老人后才问去向;WORLD 给出“受控领土之外”,LENA指出那不是地点。KAI查到没有目的地后主动开放红城,实体道路和城门真正打开后 WORLD 才确认安置路线。 精确台词: - WORLD: TURN FIVE. POPULATION PHASE. - LENA: No. Call it security. It’s still theft. - WORLD: Blue control confirmed. Red authority revoked. Unaligned residents must relocate. - EVAN: Where do they go? - WORLD: Outside controlled territory. - LENA: That's not a place. - KAI: No destination is listed. - KAI: Send them south. My city has room. - WORLD: RED RESETTLEMENT ROUTE OPEN. 红城提供仓库、床位与厨房;象牙白提供医疗、水和粮食。救援不抹除老人死亡,也不变成胜利画面。绝无音乐。 --- # C10M 完整生成提示词 ACTIVE ASSETS — COMPACT C10 V1 RELOCATION + DEATH + RED/IVORY AID, EXACT ORDER @Image1 = {{Node 753f107b-c8a9-494f-ac8f-d70564411d2a}} — command-room blocking/uniforms. @Image2 = {{Node 7979e50c-34a8-48f6-ae19-7046bfb05635}} — command-room/table geography. @Image3 = {{Node be020091-3863-446a-90a2-715736c8c10e}} — EVAN blue identity. @Image4 = {{Node 0e988ad5-811e-4e9d-93fd-d3be5f5b5caa}} — KAI red identity. @Image5 = {{Node cbdb7ae4-f26d-4fd5-a4cf-05b970afea70}} — LENA Ivory identity. @Image6 = {{Node 85379bc0-3466-4222-ae03-486375d46e63}} — migration corridor geography/scale. @Image7 = {{Node 59f9094e-0186-4c23-9d68-9b43ddc72c65}} — red city reception/shelter geography. @Image8 = {{Node fb6c976c-caed-45dd-b0e2-aef3027a96ae}} — sole map topology authority. @Image9 = {{Node 0e655a33-1a35-4eef-8448-b3f11baf4b5d}} — Ivory relief/civilization authority. @Audio1 = {{Node 2236b908-fb34-4af0-9f53-efc8d535657d}} — LENA only. @Audio2 = {{Node 5b69d8e9-0cf1-4b95-bdc3-78e2954f492b}} — WORLD only. @Audio3 = {{Node a34f2d2a-8c35-42c6-8771-8d21b88846f9}} — EVAN only. @Audio4 = {{Node b2f85740-3f87-469c-a2f3-9f26793bb226}} — KAI only. OUTPUT CONTRACT 30.0s, 21:9, 480p, 24fps. Merge relocation order, household loss, destination argument and red/Ivory reception. Six exact character lines plus three system statements. Human cost remains readable without gore; aid does not erase cause. Main trio only in command room. No UI, subtitles, logo, cards or music. CAUSAL SPINE population phase opens -> LENA names theft -> system orders relocation -> home/pump/grain lock -> residents move opposite seized resources -> elder dies before aid arrives -> EVAN asks destination -> WORLD gives no place -> LENA rejects abstraction -> KAI finds no destination and opens his city -> red route physically opens -> WORLD confirms -> red shelter and Ivory aid receive survivors. LOCKED SPEECH — EXACT ORDER, ONCE EACH WORLD VOICE (V.O.): “TURN FIVE. POPULATION PHASE.” LENA: “No. Call it security. It’s still theft.” WORLD VOICE (V.O.): “Blue control confirmed. Red authority revoked. Unaligned residents must relocate.” EVAN: “Where do they go?” WORLD VOICE (V.O.): “Outside controlled territory.” LENA: “That's not a place.” KAI: “No destination is listed.” KAI: “Send them south. My city has room.” WORLD VOICE (V.O.): “RED RESETTLEMENT ROUTE OPEN.” SPEAKER / LOGIC HARD LOCK Audio1=LENA lines2/6; Audio2=WORLD lines1/3/5/9; Audio3=EVAN line4; Audio4=KAI lines7/8. WORLD only opens phase, states policy or confirms opened route; it never supplies grief or solution. KAI chooses the destination before system confirmation. No overlap, swap or world lip-sync. FAMILY / IVORY LOCK Same grey-coated woman/blue bundle, dark-workwear man and elderly grey-wool-cap father. During migration the elder loses balance, stops breathing and is covered with an ordinary coat; no blood or corpse spectacle. Man carries wool cap afterward. Ivory adult medic/water truck arrives too late for elder, then supports survivors. Red city converts freight space to strained shelter; Ivory aid enters without taking control. CAMERA / TIMED SHOTS 0.0–0.8 seized cylinders move north; dry relay/[Audio2] line1. 0.8–3.0 OTS LENA [Audio1] line2, reacting to family property leaving. 3.0–5.6 locks, keys, sealed home and packing; [Audio2] line3 over consequences. 5.6–8.5 low tracking: people south, energy north. EVAN sees both, [Audio3] line4. 8.5–10.7 road fork without destination; [Audio2] line5. 10.7–12.8 LENA [Audio1] line6; “place” lands on unmarked fork. 12.8–14.8 KAI checks files, [Audio4] line7. 14.8–17.3 KAI chooses responsibility, [Audio4] line8; “south” L-cuts to red route switch. 17.3–22.5 elder stumbles, family catches him, Ivory medic runs in, checks, lowers gaze; body covered, man keeps wool cap. No dialogue or music. 22.5–25.2 red gate and shelter physically open; only then [Audio2] line9. 25.2–28.2 buses brake, cots unfold, red kitchens open; Ivory water/medical trucks enter separate lane. 28.2–30.0 survivors arrive without elder; blue bundle and wool cap remain. Stable pullback shows crowded shelter, not victory. PHYSICS Bundles change posture; vehicles brake with mass; the elder's fall has momentum and delayed stillness; medic arrives after visible travel and cannot reverse death. Gates swing before routes open, cots unfold before use, water moves through connected hose. CAMERA / AUDIO LOCK Room uses restrained handheld push/reverse; migration uses eye-height long-lens tracking; reception uses stable crane pullback. ZERO MUSIC: only voices, locks, packing, freight, gravel, breath, truck, coat, gate, kitchen, water and wind. No drone, beat, riser, whoosh, stinger or trailer BRAAM. ACCEPTANCE Relocation policy causes packing/march; death precedes late aid; KAI chooses red city before route confirmation. Six character lines/three system statements once each, no overlap. Ivory substantial; no protagonist in world, gore, UI or music.
【生成内容】 ACTIVE REFERENCES — THE TURN POST-CREDIT A V4, TEXT-BLOCKED 12S ALERT BRIDGE, EXACT ORDER @Image1 = {{Node 959e57a5-469d-4be1-a270-bdbee546d7a7}} — environment only: living room, round coffee table, sofa, rug, staircase, materials and normal pre-trip color. No camera or people authority. @Image2 = {{Node 3f9ab023-8941-43d6-9fd4-7710d4ae1209}} — non-mirrored topology, round-table location, doors, staircase and routes only. Never render overhead. @Image3 = {{Node e7f429cb-8cd2-4c0b-a2e7-a26d6023d91c}} — EVAN REYES identity, age, brown hair, proportions and navy/brown civilian wardrobe only. @Image4 = {{Node 0c23d228-3010-49dd-82c7-8c14f54f7f66}} — LENA REYES identity, age, copper-red bob, freckles, hair clip, proportions and cream/rust civilian wardrobe only. @Image5 = {{Node 147e769b-9d75-43d7-8f1f-9df65a7e5f05}} — EVAN's completed city drawing on its own sheet; placed aside and untouched. @Image6 = {{Node 151a44a8-a46f-431a-a080-2f829ee988e5}} — LENA's active garden drawing on a separate sheet; the only paper drawn on. @Image7 = {{Node b880cd4f-c7a3-4b64-97c3-8c8f5af20e15}} — exactly one slim matte-black marker, its cap, seam, grey strip and child-hand scale. @Video1 = {{Node db7e22c5-6379-44ec-8872-88a026889747}} — FRAME PROPORTION ONLY: 2558×1080, approximately 2.37:1. Read only horizontal framing envelope, headroom, side-room and edge/crop proportions. Inherit none of its content, people, objects, location, action, motion, camera path, cuts, timing, lighting, grade, audio or endpoint. @Audio1 = {{Node ec9f5df5-3675-4a35-a079-3fedb7d61914}} — PUBLIC ADDRESS voice/timbre only, identical to established WORLD VOICE. Exact words and timing are below. CONTINUATION / PURPOSE Intentional post-credit shot after the edited `404 STUDIO` card. Briefly prove that EVAN can quietly watch LENA work without controlling her; then the Habitat's simulated domestic daylight vanishes under an institutional alert. The ending upward camera vector and alarm hand directly to the axial-tunnel clip. OUTPUT CONTRACT Exactly 12.0s, 21:9, 720p, sound on. Five close/medium-close shots; cuts at 2.2, 3.4, 6.1 and 8.9s. No wide, full body, floor view or furniture showcase. No child dialogue, visible text, UI, music or spacecraft. Final camera move accelerates upward into the cut. PUBLIC ADDRESS — EXACTLY ONCE PA (V.O.): “Youth Strategy Unit Seven. Majors Evan and Lena Reyes, report to the War Room immediately.” TEXT-DEFINED BLOCKING / PROP STATE Keep the round table centred on its rug. Both children sit on the rug along its camera-near arc, shoulders about 55cm apart: EVAN left, LENA right, torsos angled toward her paper. Sides never swap. Exactly two sheets exist. EVAN's finished Image5 drawing rests at the left/far quadrant, at least 15cm from his still hands. LENA's Image6 drawing lies before her at right/near and is the only active paper. LENA alone owns the marker, cap already posted on its rear. EVAN never draws, points, touches the marker or moves either sheet; he only watches. KAI and box never appear. LIGHTING STATE CHANGE — HARD LOCK Image1's apparent daylight is Habitat-42 environmental simulation, not real sunlight. At the relay snap every normal source shuts off in one frame: simulated window daylight and garden image, ceiling fill, warm practicals and ambient environment light. Windows become dead black glazing with no outdoor detail. Hold 8–10 near-black frames; do not auto-expose or preserve daylight. Then only deep red alarm lamps and dim neutral-white emergency strips activate. From activation through frame 12.0, faces, paper, wood, walls and ceiling receive light only from red pulses and low emergency strips. Normal light never returns. CUTTING / CAMERA Begin on drawing detail, then true OTS, matching close-ups and tight two-shot. Weighted shoulder camera, 5% moves, eye-led reactions and micro-settling. Cuts carry marker stop, relay, red pulse or eyeline. EVAN stays left, LENA right. No passport framing, orbit, whip, jitter, axis flip, teleport or invented ceiling opening. SHOT 1 — 0.0–2.2 — LENA DRAWING CLOSE-UP / EVAN WATCHES Open directly on a 75–85mm close detail of LENA's garden drawing and marker tip, not the room. Water channels, solar roofs and planted beds are readable. EVAN's completed city drawing lies separate at left/far as a soft identifiable plane. EVAN's watching eyes or lower face remain in the upper-left shallow-focus layer; his hands stay still. LENA fills one pre-existing irrigation gap between two clear endpoints: tip touches once, travels one controlled 1.5–2cm line, stops and lifts once. No retrace, wave, circle, doodle, random scribble or second stroke. Focus transfers briefly to EVAN's attentive gaze. SHOT 2 — 2.2–3.4 — TOTAL SIMULATION TRIP / ALERT IGNITION Cut exactly on the marker lifting. A heavy relay snaps and every simulated environmental source dies in one frame. Hold 8–10 near-black frames with only faint silhouettes. At about 2.6s a capacitor clicks; red alarm lamps and dim neutral emergency strips energize. Red pulses physically cross skin, hair, paper, table and wall while emergency strips preserve minimal facial form. LENA freezes her hand above her paper. EVAN's eyes lift first. No PA before emergency light is visibly active. SHOT 3 — 3.4–6.1 — EVAN CLOSE / PA BEGINS Cut on the first strong red pulse to an 80–85mm true OTS EVAN close-up, LENA's soft hair edge frame-right. Audio1 begins the exact PA sentence. EVAN looks toward the unseen upper-wall/ceiling speaker, exhales once and recognizes the routine with tired familiarity, not fear. Mouth closed; no lip sync or lens gaze. Only red and emergency light remain. SHOT 4 — 6.1–8.9 — LENA MATCHING CLOSE / PA COMPLETES Cut on EVAN's eyeline to a matching LENA close-up with EVAN's soft cheek edge frame-left. Audio1 continues and completes the exact sentence once. LENA holds one breath, blinks and looks left to EVAN. Her reaction is restrained “of course” resignation, not surprise, panic, tears, comedy or heroism. Marker remains in her right hand; cap state persists. SHOT 5 — 8.9–12.0 — SHARED LOOK -> ACCELERATING UPWARD HANDOFF Cut on LENA meeting EVAN's gaze to a tight chest-up two-shot on original sides. EVAN returns the look first; LENA meets him a fraction later. Neither speaks. Their expression is weary and mildly exasperated but united. At 10.2s both eyes and heads track upward. Camera follows with a continuous tilt-and-rise: slow for the first 0.5s, then gently accelerates upward, leaving their faces at the lower edge and ending on the existing upper wall/ceiling junction, one red alarm lamp and one dim emergency strip. Do not pass through the ceiling or reveal space. End while upward velocity and two-tone alarm remain active. PHYSICS / AUDIO Both sheets stay separate and flat. EVAN's paper never moves. LENA's marker stops before the relay; cap remains posted; no duplicate or disappearance. Eyes lead heads. Audio order: marker friction -> relay snap -> electrical decay -> capacitor -> two-tone alarm -> exact PA once. PA comes from an offscreen speaker with restrained room coloration. Ignore Video1 audio. ZERO MUSIC: no score, drone, pad, beat, riser, whoosh, stinger or song. QUALITY / EXCLUSIONS Photoreal cinematic CGI with Image1 materials before the trip and stable child identities. After 2.2s there is no simulated daylight, garden visibility or warm fill. No rejected positioning image, wide room view, random scribble, EVAN drawing/pointing, sheet merge, third paper, second marker/cap, KAI, box, panic, child lip sync, flat red overlay, exposure pumping, normal-light return, visible UI/text, command room, spacecraft or watermark. ACCEPTANCE Twelve-second bridge generated without the rejected sibling image: drawing close-up; LENA draws one precise short line while EVAN only watches and his finished drawing remains aside; all simulated light dies at 2.2s; 8–10 dark frames; only red alarm and emergency strips activate; exact PA once over EVAN close then LENA close; shared tired look; camera accelerates upward and alarm continues into the cut. Fail on surviving daylight, wide framing, random drawing, wrong sheet/marker ownership, visible notification text, panic, ceiling pass-through or music.
【生成内容】 # W05 完整剧本 # W05|象牙白能源危机与裂变设施|14秒 目的:connect Ivory life-support need, completed blue strategic technology and physically impossible evacuation timing。 ## WORLD VOICE Fission technology deployed. Evacuation window insufficient. ## 人物/战略部署边界 Blue facility construction/deployment at 4.0–8.0 contains ABSOLUTE ZERO PEOPLE, operators or humanoid silhouettes; autonomous systems only. Unrelated adults/elders may appear only in Ivory life-support and evacuation beats at 0.0–4.0 and 8.0–14.0, always filling containers, moving stretchers, boarding or physically blocking the jam—never standing in formation or looking at camera. ## 时间设计 - 0.0–4.0 final energy modules travel east; Ivory pump/greenhouse/clinic remain low; survivors wait. - 4.0–8.0 blue facility cooling, power and interlocks engage sequentially; after completion Audio1 line1. - 8.0–12.0 Ivory buses load adults/elders, stretchers move, recurring survivors enter queue; narrow gate jams. - 12.0–14.0 Audio1 line2 over stalled buses and continuing evacuation; no missile moves. --- # W05 完整提示词 ACTIVE ASSETS — WORLD B-ROLL W05 象牙白能源危机与裂变设施, EXACT ORDER @Image1 = {{Node e62b097d-1e43-4c76-8e6c-a7983563a5d4}} — three-realm macro geography. @Image2 = {{Node e5f26b08-4ca2-4cf6-88ac-ed5a12d28035}} — blue mountain fission facility. @Image3 = {{Node 0e655a33-1a35-4eef-8448-b3f11baf4b5d}} — Ivory farms/clinic/evacuation. @Image4 = {{Node fb6c976c-caed-45dd-b0e2-aef3027a96ae}} — sole topology. @Audio1 = {{Node 5b69d8e9-0cf1-4b95-bdc3-78e2954f492b}} — WORLD VOICE timbre only. OUTPUT CONTRACT 14.0s, 21:9, 480p, 24fps. Pure game-world B-roll with internal motivated cuts. No EVAN/KAI/LENA bodies, faces, ages, hair or commander uniforms. No command room, table, children, character dialogue, subtitles, logos, UI or music. WORLD / CAST HARD LOCK The supplied map is sole topology authority where attached. Central crater basin, faction directions, ring road, mountains, coast and rivers do not rotate, mirror or reset. EVAN, KAI and LENA exist only in the command room and never appear here. When this shot's policy explicitly permits people, they are unrelated adults/elders in active causal behavior only: Blue uses blue-grey industrial utility wear, red dull brick-red logistics wear, Ivory sand/ivory water/medical/agricultural workwear, neutral civilians grey-brown. No staged faction portrait, standing deployment, lineup, formation, presentation row, front-facing display or camera gaze. Faction colors never tint terrain, sky or water. PEOPLE / STRATEGIC-DEPLOYMENT BOUNDARY Blue facility construction/deployment at 4.0–8.0 contains ABSOLUTE ZERO PEOPLE, operators or humanoid silhouettes; autonomous systems only. Unrelated adults/elders may appear only in Ivory life-support and evacuation beats at 0.0–4.0 and 8.0–14.0, always filling containers, moving stretchers, boarding or physically blocking the jam—never standing in formation or looking at camera. NO GAME-UI CONTAMINATION No glowing routes, territory washes, lock icons, HUD, hologram, floating text, data panels, card/tabletop aesthetics, miniature tilt-shift, interface screen or heroic advertisement composition. CAMERA Stable world camera only: crane, rail, dolly, high-oblique or restrained long lens. Motion begins on physical cause and eases to the material consequence. No handheld, digital jitter, orbit, teleport or full-frame occlusion over six frames. WORLD VOICE / AUDIO Exact WORLD lines, in order, once each: WORLD VOICE (V.O.): “Fission technology deployed.” WORLD VOICE (V.O.): “Evacuation window insufficient.” WORLD is disembodied and exists only over the game world; no visible person lip-syncs it. Physical ambience and action SFX remain primary. ZERO MUSIC: no score, melody, chord, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM or theme. CAUSAL SPINE connect Ivory life-support need, completed blue strategic technology and physically impossible evacuation timing. TIMED WORLD SHOTS 0.0–4.0 final energy modules travel east; Ivory pump/greenhouse/clinic remain low; survivors wait. 4.0–8.0 blue facility cooling, power and interlocks engage sequentially; after completion Audio1 line1. 8.0–12.0 Ivory buses load adults/elders, stretchers move, recurring survivors enter queue; narrow gate jams. 12.0–14.0 Audio1 line2 over stalled buses and continuing evacuation; no missile moves. PHYSICS / PERSISTENCE energy modules move on connected route; pump response follows power; interlocks activate in sequence; buses queue with mass and cannot teleport. Damage, population, object possession, smoke, fire, water and control state persist through the final frame. ACCEPTANCE Exact duration and world-only cast. People appear only inside the explicitly permitted time windows and only in active causal behavior; all strategic-deployment windows obey their zero-people lock. Every WORLD confirmation follows the completed visible state; no system line overlaps another. No protagonist, command room, character dialogue, UI, music or clean endpoint reset.
【生成内容】 ACTIVE ASSETS — USE IN THIS ORDER @Image1 = {{Node "SC01_G01_01_LOC_FRONT"}}: shared Reyes living-room geography/material/light authority; sofa/window left, round table behind, stairs/door direction right. @Image2 = {{Node "SC01_G01_02_CHAR_EVAN"}}: shared EVAN identity, proportions and navy/brown wardrobe authority. @Image3 = {{Node "SC01_G01_03_CHAR_LENA"}}: shared LENA identity, proportions and cream/blue/rust wardrobe authority. @Image4 = {{Node "SC01_G02_04_COMP_MARKER_CONFLICT"}}: staging authority — EVAN left, LENA right, both holding one horizontal marker across the rug. @Image5 = {{Node "SC01_G02_05_PROP_MARKER_FINAL"}}: exact matte-black marker geometry/material only; one marker, never duplicate. @Audio1 = {{Node "SC01_G01_07_VOICE_EVAN"}}: shared EVAN vocal identity/timbre authority only. @Audio2 = {{Node "SC01_G01_12_VOICE_LENA"}}: shared LENA vocal identity/timbre authority only. References lock identity/state, not action. Exactly EVAN and LENA. No KAI, robot, adult or third person. OUTPUT CONTRACT 15.0s, 21:9, 24fps, 1080p, real time, six hard-cut shots. Preserve the established 21:9 cinematic frame entirely through this prompt; never crop to 16:9. CUTS at 2.0, 5.0, 8.0, 10.0 and 13.4s. Controlled rug-level handheld/brace; no subtitles, overlays, watermark, title card or music. Dialogue plus diegetic sound effects only. This clip does NOT contain a knock, doorbell, door opening or visitor; those are reserved for G03/later. CAMERA DESIGN — TWO VISIBLE ZOOMS ONLY Shot 1 performs a fast 135→85mm optical zoom-out to reveal both hands and the tug. Shot 5 performs a slow 50→90mm optical zoom-in to turn LENA's final sentence into a principle. These are visible in-shot scale changes, not focal-length metadata. Shots 2, 3, 4 and 6 use fixed focal lengths. No dolly, digital crop or actor movement may fake either zoom. SAME-SCENE B-ROLL LOCK Every shot remains inside the same Reyes living room, same afternoon and same rug/drawing axis, seconds after G01. “B-roll” means close inserts of objects and bodies already present in this room: hands, marker, rug pile, sleeves, paper fibres and the two physical worksheets. Never cut to an exterior, doorway, another room, imagined future city, living community, flashback, montage world or animated drawing. Do not turn worksheet artwork into a real environment. No new furniture, time change or scene reset. CONTINUITY START / REPLACE REJECTED G01 TAIL Previous-clip state is described by prompt only: the accepted prior image ends on a 21:9 EVAN close-up as his eyes and forearm commit downward; its malformed hand tail is discarded. G02 opens with a motivated hard cut to a NEW clean hands insert. FIRST FRAME: the entire horizontal marker is readable; EVAN's complete right hand wraps the left/capped end with thumb and four fingers, LENA's complete right hand wraps the right/barrel end with thumb and four fingers. Both wrists and opposing force directions are visible. No single index finger pressing from above, no fingertip-only contact, no missing second hand, no duplicated marker. DIALOGUE LOCK — VERBATIM / VISIBLE LIP-SYNC 1. LENA / @Audio2 / Shot 2 / 2.7–4.5s: “You've been using it forever.” 2. EVAN / @Audio1 / Shot 3 / 5.8–7.2s: “I got it first.” 3. LENA / @Audio2 / Shot 5 / 10.6–12.3s: “That doesn't make it yours.” Only these words. Voice assets provide timbre only. Never copy WAV demonstration words, swap voices, overlap lines, speak during B-roll, use voice-over or add filler. WORLD / GEOGRAPHY Warm ordinary living room in clean afternoon daylight from left. EVAN always left/west; LENA right/east; their physical worksheets remain on their original sides but never receive a hero insert in this clip. The marker remains horizontal and continuously held by both hands. Preserve the 180-degree line. No science-fiction interface, electronic effect or dramatic lighting change. SHOT 1 — 0.0–2.0s — SNAP REVEAL / CLEAN TWO-HAND TUG Elbows-braced handheld on the rug using @Image4 staging and @Image5 marker geometry. START FRAME S35 135mm macro: only the marker's centre seam, compressed rug pile and opposing fingertip pressure fill the 21:9 frame. 0.0–0.35s: one unmistakable FAST OPTICAL ZOOM-OUT 135→85mm, no cut/dolly/crop, revealing the entire horizontal marker, both complete gripping hands and both wrists. END FRAME of zoom: EVAN hand/wrist left, LENA hand/wrist right, force directions readable. 0.35–0.9s: EVAN drags 2cm left; LENA follows but stays closed. 0.9–1.45s: LENA counter-pulls 2cm right; EVAN yields but holds. 1.45–2.0s: marker settles near centre under load. Show knuckle pressure and rug compression. No speech; no single-finger pin, fingertip-only touch, fused hands or extra digits. HARD CUT on a short marker scrape. SHOT 2 — 2.0–5.0s — LENA THREE-QUARTER / TIME BECOMES PRESSURE Crouched handheld S35 100mm three-quarter CU from east/stairs side, never flat front-on. EVAN's navy shoulder and ear form the only soft foreground carrier at left; LENA's eyes, lips and gripping right hand remain readable on the opposite depth plane. 2.0–2.7s: eyes move from EVAN's grip to his face; breath shortens. 2.7–4.5s: visible lips sync Dialogue Lock line 1 using only @Audio2. Frustration is contained: brow only slightly gathers, no glare, teeth, eye-roll or shout. 4.5–5.0s: fingers tighten before her face changes; she waits. Fixed focal length, living handheld micro-reframe only. HARD CUT on her final breath. SHOT 3 — 5.0–8.0s — EVAN OPPOSING THREE-QUARTER / FIRST POSSESSION Handheld S35 100mm CU from sofa/west side at the opposing three-quarter angle, never matching Shot 2. LENA's cream shoulder/hair is the only soft foreground carrier at right; marker remains low-right foreground. 5.0–5.8s: EVAN confirms she has not released; eyes marker -> LENA. 5.8–7.2s: visible lips sync Dialogue Lock line 2 using only @Audio1; factual and quiet. 7.2–8.0s: he pulls marker 1cm left and waits as if his rule has settled the matter. Fixed focal length; no zoom. HARD CUT on sleeve tension. SHOT 4 — 8.0–10.0s — MATERIAL B-ROLL / FRICTION CONSEQUENCE Crouched handheld S35 135mm macro at rug height, shallow side angle along the marker barrel. No worksheet hero image. 8.0–8.7s: the matte barrel and cap seam scrape 1cm across rug fibres; fibres bend and spring back. 8.7–9.4s: rack focus to EVAN's navy cuff and LENA's cream cuff pulling in opposite directions at the frame edges. 9.4–10.0s: a nearby coloured pencil rolls 2cm from the vibration and stops against the rug pile. No hand points at or touches either drawing. No speech. SFX: marker scrape, knit tension, pencil's soft wooden tick. HARD CUT. SHOT 5 — 10.0–13.4s — LENA / OWNERSHIP PRINCIPLE / VISIBLE ZOOM LENA right-side three-quarter, camera physically fixed. START FRAME S35 50mm MCU: her head, shoulders, gripping hand, black marker and EVAN's soft navy shoulder edge are readable. 10.0–10.6s: eyes see EVAN's city, then his hand. 10.6–12.3s: visible lips sync Dialogue Lock line 3 using only @Audio2. 10.8–12.3s: one UNMISTAKABLE CONTINUOUS OPTICAL ZOOM-IN 50→90mm; her face scale grows about 60%, room/shoulder edges progressively leave frame, no cut/dolly/crop/head advance. END FRAME is a tight face close-up with eyes and lips visible, landing exactly on “yours.” 12.3–13.4s: hold 90mm endpoint, natural blink, no explanation. HARD CUT. SHOT 6 — 13.4–15.0s — B-ROLL / UNRESOLVED HANDOFF S35 135mm macro, fixed focal length, same rug. Begin on the coloured pencil that just stopped; rack focus to the entire marker and both complete gripping hands. 13.4–14.2s: wrists hold opposing force without travel. 14.2–15.0s: living micro-tremor, rug compression and breathing continue; no tug, release, victory, drawing insert or dialogue. End EVAN left/LENA right, marker horizontal, both grips stable for G03. PERFORMANCE / PHYSICS Child-sized conflict: eyes first, head later; breath, fingertips and forearms carry pressure. No adult swagger, scowl, theatrical anger or moral lecture. Marker is rigid, singular and grounded; anatomical hands, no fused fingers. Pulls transmit through wrists/sleeves and dent rug pile. Papers, printed text, artwork, clothes, hair, light and room geography remain unchanged. IMAGE QUALITY Clean natural 1080p detail, clear whites/open midtones, stable skin/hair/knit/paper/rug texture. Controlled low-amplitude handheld only. No dirty yellow/brown wash, heavy grain, haze, crushed blacks, flicker, micro-jitter, focus hunting, rolling-shutter wobble, waxy skin, oversharpening or texture crawl. AUDIO — NO MUSIC Dialogue only in Shots 1/3/5. B-roll is silent except concrete diegetic SFX: marker/rug scrape, paper fibre, sleeves, breath, distant birds and low ventilation. No score, melody, rhythm bed, suspense drone, bass rise, electronic tone, knock or doorbell. FINAL ACCEPTANCE Six authored shots: 135→85mm snap reveal/tug -> LENA three-quarter line -> opposing EVAN three-quarter line -> marker/rug/pencil friction B-roll -> LENA principle with visible 50→90mm zoom -> fixed full-hands handoff. Exactly three spoken lines with @Audio2/@Audio1/@Audio2. No knock or drawing hero insert. Both zooms visibly change scale. At 15.0s both children still hold the marker in left/right order for G03.
【生成内容】 # W06B 完整剧本 # W06B|爆后救援与持续后果|18秒 目的:hold the mushroom cloud, damaged city, adult rescue, family loss and still-running resource machinery in one moral frame。 ## WORLD VOICE Blue control confirmed. Population displaced. Energy output available. Existing strategic protocols cannot be deleted. ## 人物/战略部署边界 Unrelated adult/elder victims and rescuers may appear at 0.0–14.0 only while fleeing, searching, carrying, treating or covering the dead; no standing tableau, heroic rescue pose, faction lineup, camera gaze, child, teen or protagonist likeness. The blue strategic-facility beat at 14.0–18.0 contains ABSOLUTE ZERO PEOPLE, operators or humanoid silhouettes. ## 时间设计 - 0.0–4.0 dirty mushroom stem/cap remains connected to fires; ash/shadow moves; ground visible. - 4.0–9.0 Ivory medics run against fleeing adults; injured carried; one body covered; recurring woman/man search, wool cap/blue bundle persist. - 9.0–12.0 damaged clinic/farms/canals and buckled pipes; surviving energy machine still operates. - 12.0–14.0 Audio1 line1 over resource machinery beside rescue; no mouth; damage persists. - 14.0–18.0 honest hard cut to the unmanned blue strategic facility: three old protocol relays remain physically lit and unchanged; Audio1 line2 only after the relays are visible. --- # W06B 完整提示词 ACTIVE ASSETS — WORLD B-ROLL W06B 爆后救援与持续后果, EXACT ORDER @Image1 = {{Node fb6c976c-caed-45dd-b0e2-aef3027a96ae}} — sole topology and impact point. @Image2 = {{Node 0e655a33-1a35-4eef-8448-b3f11baf4b5d}} — Ivory clinic/farms pre-damage geography. @Image3 = {{Node e5f26b08-4ca2-4cf6-88ac-ed5a12d28035}} — unchanged blue strategic-facility/protocol-relay geometry. @Audio1 = {{Node 5b69d8e9-0cf1-4b95-bdc3-78e2954f492b}} — WORLD VOICE timbre only. OUTPUT CONTRACT 18.0s, 21:9, 480p, 24fps. Pure game-world B-roll with internal motivated cuts. No EVAN/KAI/LENA bodies, faces, ages, hair or commander uniforms. No command room, table, children, character dialogue, subtitles, logos, UI or music. WORLD / CAST HARD LOCK The supplied map is sole topology authority where attached. Central crater basin, faction directions, ring road, mountains, coast and rivers do not rotate, mirror or reset. EVAN, KAI and LENA exist only in the command room and never appear here. When this shot's policy explicitly permits people, they are unrelated adults/elders in active causal behavior only: Blue uses blue-grey industrial utility wear, red dull brick-red logistics wear, Ivory sand/ivory water/medical/agricultural workwear, neutral civilians grey-brown. No staged faction portrait, standing deployment, lineup, formation, presentation row, front-facing display or camera gaze. Faction colors never tint terrain, sky or water. PEOPLE / STRATEGIC-DEPLOYMENT BOUNDARY Unrelated adult/elder victims and rescuers may appear at 0.0–14.0 only while fleeing, searching, carrying, treating or covering the dead; no standing tableau, heroic rescue pose, faction lineup, camera gaze, child, teen or protagonist likeness. The blue strategic-facility beat at 14.0–18.0 contains ABSOLUTE ZERO PEOPLE, operators or humanoid silhouettes. NO GAME-UI CONTAMINATION No glowing routes, territory washes, lock icons, HUD, hologram, floating text, data panels, card/tabletop aesthetics, miniature tilt-shift, interface screen or heroic advertisement composition. CAMERA Stable world camera only: crane, rail, dolly, high-oblique or restrained long lens. Motion begins on physical cause and eases to the material consequence. No handheld, digital jitter, orbit, teleport or full-frame occlusion over six frames. WORLD VOICE / AUDIO Exact WORLD lines, in order, once each: WORLD VOICE (V.O.): “Blue control confirmed. Population displaced. Energy output available.” WORLD VOICE (V.O.): “Existing strategic protocols cannot be deleted.” WORLD is disembodied and exists only over the game world; no visible person lip-syncs it. Physical ambience and action SFX remain primary. ZERO MUSIC: no score, melody, chord, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM or theme. CAUSAL SPINE hold the mushroom cloud, damaged city, adult rescue, family loss and still-running resource machinery in one moral frame. TIMED WORLD SHOTS 0.0–4.0 dirty mushroom stem/cap remains connected to fires; ash/shadow moves; ground visible. 4.0–9.0 Ivory medics run against fleeing adults; injured carried; one body covered; recurring woman/man search, wool cap/blue bundle persist. 9.0–12.0 damaged clinic/farms/canals and buckled pipes; surviving energy machine still operates. 12.0–14.0 Audio1 line1 over resource machinery beside rescue; no mouth; damage persists. 14.0–18.0 honest hard cut to the unmanned blue strategic facility: three old protocol relays remain physically lit and unchanged; Audio1 line2 only after the relays are visible. PHYSICS / PERSISTENCE smoke/fire/ash advect in one wind; injuries and rubble persist; rescue loads affect bodies; machinery remains damaged rather than resetting clean. Damage, population, object possession, smoke, fire, water and control state persist through the final frame. ACCEPTANCE Exact duration and world-only cast. People appear only inside the explicitly permitted time windows and only in active causal behavior; all strategic-deployment windows obey their zero-people lock. Every WORLD confirmation follows the completed visible state; no system line overlaps another. No protagonist, command room, character dialogue, UI, music or clean endpoint reset.
ACTIVE ASSETS — ATTACH IN THIS ORDER ONLY @Image1 = {{Mixed 1}} — FIRST-FRAME AUTHORITY ONLY. A completely opaque, uniform matte-black 21:9 frame. This is real black RGB image data, not transparency. The generated shot must begin from this exact empty black state. @Image2 = {{Mixed 2}} — LAST-FRAME AND GRAPHIC AUTHORITY. Preserve the exact visible title text, typography, spacing, scale, placement, ivory color, muted-red underline, black background, and 21:9 safe margins. The exact only readable text is THE TURN. ASSET AUTHORITY AND NON-TRANSFER RULES Use @Image1 only as the first-frame state and @Image2 only as the exact final graphic state. Do not invent a location, object, person, board game, spacecraft, interface, emblem, subtitle, credit, number, logo, watermark, or additional letter. Do not redraw, respell, replace, bend, stretch, dissolve, liquefy, extrude, rotate, or spatially separate any letter in THE TURN. Do not turn the red line into a loading bar, laser, light beam, UI element, horizon, or glowing energy effect. OUTPUT CONTRACT Seedance 2.5, frames-to-video, 4 seconds, 21:9, 480p, 24fps-feel, one continuous title animation, no generated sound. Fully opaque black background throughout. Clean high-contrast image suitable for direct editorial use. No alpha transparency at any moment. DIRECTOR INTENT This is a restrained moral interruption after an ordinary domestic scene, not a fantasy reveal and not a trailer logo. The movement should feel like a physical edit, an exposure snap, and a fine incision across paper. It must be severe, brief, human, and slightly unsettling. The audience should feel that an apparently harmless argument has been given a name. The effect must remain readable at a small LibTV canvas thumbnail. TIMED ACTION — EXACT CAUSAL ORDER 0.00–0.17 — Hold the exact @Image1 state: uniform solid black. No texture rises out of it. No vignette, smoke, grain cloud, particles, stars, glow, or hidden image. 0.17–0.29 — A very thin, dry, muted-dark-red physical scratch appears at the final underline position and extends quickly outward from its center. It behaves like pigment dragged across matte paper: sharp edges, no bloom, no illumination, no sparks, no floating debris. Keep the rest of the frame fully black. 0.29–0.38 — The exact title THE TURN arrives in a two-frame exposure snap rather than a soft dissolve. One restrained mechanical registration displacement is allowed: first exposure misregistered by no more than four pixels, second exposure by no more than two pixels, then perfectly aligned. No repeated glitch, RGB split, digital interference, scan line, strobe sequence, or typography deformation. 0.38–0.70 — The complete title settles optically from approximately 101.2 percent scale to the exact scale and placement of @Image2. Use a subtle physical camera-gate settle, not a digital zoom effect. The title remains front-facing and flat; the red scratch remains thin and dry. 0.70–4.00 — Hold the exact @Image2 composition completely stable. Preserve every letter and the full red underline. Do not fade out. Do not introduce new effects. End on a clean, still, opaque title frame so the next scene can hard-cut in while LENA's dialogue enters later as a separate editorial J-cut. IMAGE QUALITY Matte near-black must remain truly black without raised smoky blacks. Ivory letters are crisp, hard-edged, and non-luminous. The red accent is subdued, narrow, and non-glowing. Fine analog surface texture may exist only inside the printed ivory letterforms and red pigment; the background itself stays clean. No dirty generated haze, no compression mud, no artificial sharpening halo, no soft focus. CAMERA AND PHYSICS Locked frontal graphic camera. No pan, tilt, orbit, parallax, depth-of-field rack, lens flare, handheld drift, perspective shift, or three-dimensional fly-through. Motion comes only from the center-out red incision, the two-frame title exposure, and the tiny scale/registration settle. All motion must stop by 0.70 seconds. HARD NEGATIVES No transparent layer; no checkerboard; no alpha; no smoke; no fog; no mist; no cloudy oval; no halo; no bloom; no glow; no luminous type; no lens flare; no dust cloud; no starfield; no planet; no ship; no game board; no chess piece; no technology overlay; no HUD; no hologram; no neon; no subtitle; no Chinese text; no credits; no extra words; no extra punctuation; no logo; no watermark; no border; no vignette cloud; no soft fade-out; no morphing letters; no misspelling. FINAL FRAME LOCK The last frame must visually match @Image2: exact text THE TURN, centered aged-ivory title, one thin muted-red underline, opaque matte-black background, nothing else.
美式电影标题 直接砸下来 不要其他元素
【生成内容】 ACTIVE REFERENCES — THE TURN END MAIN V12, FULL 30S PICTURE AND SOUND, EXACT ORDER @Image1 = {{Node 96874d74-1598-4755-b352-797cea241319}} — exclusive first-frame camera and blocking: KAI at the open threshold with box; EVAN centred inside with marker; LENA close at EVAN's screen-right; siblings mostly back to camera. @Image2 = {{Node 94a2305c-eee1-49d8-81d3-62b3facef92c}} — persistent room architecture, materials, furniture, doorway, staircase, television, console, round table and daylight only; it cannot reposition characters. @Image3 = {{Node e7f429cb-8cd2-4c0b-a2e7-a26d6023d91c}} — EVAN REYES identity, age, brown hair, proportions and navy/brown wardrobe only. @Image4 = {{Node 0c23d228-3010-49dd-82c7-8c14f54f7f66}} — LENA REYES identity, age, red bob, freckles, hair clip, proportions and cream/rust wardrobe only. @Image5 = {{Node 58b92bb0-67fd-4fe5-845b-f633d6de5129}} — KAI WILLIAMS identity, age, dark skin, black curls, proportions and green/khaki wardrobe only. @Image6 = {{Node d7e42ec7-bd4f-453e-9781-46a0aa990787}} — exactly one closed FARTHER box: navy/cream finish, title, artwork, brass latches, handle, wear, scale and weight. @Image7 = {{Node b880cd4f-c7a3-4b64-97c3-8c8f5af20e15}} — exactly one slim matte-black marker: cap, seam, grey side strip and hand scale. It stays capped. @Video1 = {{Node db7e22c5-6379-44ec-8872-88a026889747}} — FRAME PROPORTION ONLY: 2558×1080, approximately 2.37:1. Read only horizontal framing envelope, headroom, side-room and edge/crop proportions. Inherit none of its content, people, objects, location, action, motion, camera path, cuts, timing, lighting, grade, audio or endpoint. @Audio1 = {{Node af02d1c3-a319-412f-936c-8927821867dc}} — EVAN voice identity only. @Audio2 = {{Node 472bae62-1862-4e2d-9ae9-770ff6acd620}} — LENA voice identity only. @Audio3 = {{Node b2f85740-3f87-469c-a2f3-9f26793bb226}} — KAI voice identity only. SCENE / AUTHORITY Main-story ending before the separately edited `404 STUDIO` card and post-credit sequence. Image1 locks first frame, screen direction, positions and prop ownership; Image2 the room; Images3–5 identities; Image6 the box; Image7 the marker. Video1 controls framing proportions only and cannot alter 21:9 or story content. Audio1–3 lock voice identity; text locks words and acting. References never appear as overlays, inserts or cutaways. No alarm, PA, red light, drawing, War Room, fleet or title. OUTPUT CONTRACT Exactly 30.0 seconds, 21:9, 720p, sound on. One physical handheld doorway take from first to final frame: no cuts, inserts, montage, jumps, digital zooms, resets or fades. Picture and location sound remain continuous through 30.0. No music. EXACT DIALOGUE — ONCE EACH, THIS ORDER 1. KAI: “Tomorrow?” 2. LENA: “Same game. New rules.” 3. KAI: “Buy another marker.” 4. EVAN: “You first.” 5. LENA: “I'll give it back.” 6. EVAN: “I know.” LOCATION / FIRST FRAME Begin fully settled on exact Image1. Staircase screen-left; open exterior doorway centre-left; one closed interior door behind the siblings; television/console screen-right; round table low foreground. Never mirror or redesign. KAI is farthest at the threshold with one box. EVAN is centred inside with one capped marker low in his right hand. LENA stands close on his right. Feet contact tile; nobody looks into lens. CAMERA Start at Image1's camera at child upper-chest height. Advance 35cm toward KAI. After he exits, follow EVAN and arc enough to reveal both three-quarter faces without crossing axis. Lower 12cm for the transfer, then rise into a clean LENA close-up with EVAN outside frame. When LENA initiates the hug, reverse on the same path and slowly pull back 70cm into a medium two-shot. No whip, pass-through, foreground shoulder, ceiling move or reset. TIMED CONTINUOUS ACTION 0.0–3.2 — Camera advances gently. KAI remains half-turned outward, supporting the box with real weight. Looking at the siblings, never lens, he speaks line 1 through Audio3: a vulnerable offer to remain friends. Hold his response beat rather than rushing the line. 3.2–6.2 — Focus moves to LENA while all three remain geographically readable. Her shoulders soften first. She looks to KAI, briefly includes EVAN, and speaks line 2 through Audio2: a promise, not a challenge. EVAN listens without moving the marker. 6.2–9.4 — KAI recognizes the release, allows one restrained half-smile and speaks line 3 through Audio3. The dry joke lets them begin again. He turns outward and carries the same closed box through the doorway with grounded steps. He clears the threshold and never returns; door stays open. 9.4–13.0 — Camera remains inside. EVAN lowers his shoulders, takes two unhurried steps toward LENA and stops at natural sibling distance. LENA turns toward him without switching sides. Eyes and breath show he is choosing repair rather than victory. No dialogue yet. 13.0–16.4 — EVAN raises the one capped marker between them, below both faces and pointing at no surface. He meets LENA's eyes only after extending it and speaks line 4 through Audio1: an understated apology and surrender of control. 16.4–19.2 — LENA waits one honest breath, closes her right hand around the same marker before EVAN releases, and speaks line 5 through Audio2. Brief dual contact -> LENA owns marker -> EVAN opens fingers. Exactly one marker; no paper, drawing or second prop. 19.2–21.5 — Camera rises. EVAN glances once at the marker, then to LENA, and speaks line 6 through Audio1. It means restored trust, not superiority. He stays still and gives her the decision. LENA watches him absorb the moment. 21.5–24.2 — Camera completes a clean close-up of LENA alone; EVAN is fully off screen. LENA looks several degrees off lens into EVAN's eyes. Both pupils track him, never camera. Guarded tension releases through brow, eyelids, jaw and breath. She is slightly sad from what the game exposed, without tears or broad smile. Her decision to forgive becomes visible before she moves. 24.2–28.5 — LENA takes one small step and opens her left arm first, keeping the capped marker low in her outer right hand. EVAN understands after a short natural delay and returns the embrace with one arm around her upper back. It is a brief, slightly awkward sibling hug—never romantic, posed, crushing or triumphant. As contact closes, camera begins one slow, steady pullback on the same path. Their shoulders settle at different moments. 28.5–30.0 — Camera completes the pullback into a stable medium two-shot with the open doorway behind them. They remain in the gentle embrace, neither facing lens. Hold ordinary room and garden sound; no new event, line, cut, fade or lighting change. End on living stillness, ready for an editorial hard cut to the separate `404 STUDIO` card. PHYSICS / PERFORMANCE Arc: guarded friendship -> permission -> EVAN yields control -> LENA recognizes repair -> LENA initiates contact -> EVAN returns it -> stillness. Eyes and breath lead. Box has mass; feet stay grounded. Marker receiver closes before giver releases. During the hug LENA's marker hand stays outside both torsos; preserve natural hands, arms, hair and clothing collisions. AUDIO / QUALITY Audio1 EVAN only, Audio2 LENA only, Audio3 KAI only. Ignore Video1 audio completely. Exact six lines once; no addition, omission, repetition, paraphrase, swap or overlap. Continuous quiet house air, distant garden, clothes, footsteps, box handle and marker contact. Keep room sound alive to 30.0. ZERO MUSIC: no score, drone, pad, pulse, beat, riser, whoosh, stinger or song. Photoreal cinematic CGI; stable child identities, natural skin, cloth, wood, tile, anatomy and contact; warm-neutral daylight. No face/age/wardrobe drift, duplicate child/box/marker, fused hug, floating feet, jitter, smear, dirty brown wash or soft low-resolution output. ACCEPTANCE One continuous 30s doorway take: KAI speaks lines 1/3 and exits with one box; EVAN delivers one capped marker and speaks lines 4/6; LENA accepts, speaks lines 2/5, looks at off-screen EVAN in clean close-up, initiates a restrained sibling hug; EVAN returns it after a beat; camera slowly pulls out and holds through 30.0 with continuing house/garden sound. Any inherited Video1 content/motion/audio, direct-camera gaze, cut, shoulder in close-up, romantic hug, lost/duplicate prop, extra person, alarm, PA, red light, drawing, title, spacecraft, subtitle, UI or music fails.
【生成内容】 # C11M 完整剧本 # COMPACT C11 V3|30S|象牙白危机与阻止核发射 ## 游戏回合与世界语音层(本版新增权威) - WORLD VOICE (V.O.) — “TURN SIX. FISSION AVAILABLE.” (0.0–0.9 over Ivory energy modules leaving the basin; KAI starts after the cue) 全部系统句只使用 Audio4。WORLD 只开启规则状态或确认已完成行动,不提供动机、情绪或道德判断;人物根据紧邻的可见事实作答并推动下一步。系统句与人物台词绝不重叠。 ## 镜头动态层 除有意的悲伤停顿外,固定镜头不超过约 3.2 秒。作战室使用有重量的肩扛微移、5–8% 缓入推进、短后拉、焦点转移与被台词触发的一次小甩镜;世界镜头保持物理稳定,但允许轨道、升降、长焦推进/后拉,并在因果结果上缓出停稳。禁止数码抖动、随机环绕、瞬移和无意义漂移。 ## 声音最高禁令 全 30 秒只能有精确对白、WORLD VOICE、空间环境声和物理动作音效。ZERO MUSIC:禁止配乐、旋律、和弦、氛围音乐垫、持续音色、鼓点、节拍、低频脉冲、上升音、转场音响、预告片 BRAAM、胜利主题和悲伤主题。 ## 世界地图与象牙白硬锁 世界拓扑统一服从地图节点 fb6c976c-caed-45dd-b0e2-aef3027a96ae;象牙白必须作为东/东北完整文明出现,具有农业、水利、医疗、住宅、能源科技和成年人口,不得退化为一辆白色救援车。C07–C17 的 EVAN、KAI、LENA 只在作战室/条约室出现。 象牙白方抽走最后能源并非空洞抢分:农田灌溉、温室和诊所都在失效,C12幸存者也在等待救援。EVAN批准战略打击时,LENA半站起挡住他的视线,KAI前倾明确说“Then don't launch”。撤离车辆仍塞在门口,WORLD VOICE宣布时间不足。EVAN最后仍让实体继电器进入发射状态;核弹本段不移动。 --- # C11M 完整生成提示词 ACTIVE ASSETS — COMPACT C11 V1 GAME TURN + FISSION + IVORY OBSTRUCTION + SFX ONLY, EXACT ORDER @Image1 = {{Node 753f107b-c8a9-494f-ac8f-d70564411d2a}} — command-room EVAN-left/KAI-far-center/LENA-right/uniforms. @Image2 = {{Node 7979e50c-34a8-48f6-ae19-7046bfb05635}} — command-room/table geography. @Image3 = {{Node be020091-3863-446a-90a2-715736c8c10e}} — EVAN blue identity. @Image4 = {{Node 0e988ad5-811e-4e9d-93fd-d3be5f5b5caa}} — KAI red identity. @Image5 = {{Node cbdb7ae4-f26d-4fd5-a4cf-05b970afea70}} — LENA ivory identity. @Image6 = {{Node e62b097d-1e43-4c76-8e6c-a7983563a5d4}} — three-realm geography; use eastern Ivory farms/clinic/energy network. @Image7 = {{Node fb6c976c-caed-45dd-b0e2-aef3027a96ae}} — sole world-map topology authority. @Image8 = {{Node 0e655a33-1a35-4eef-8448-b3f11baf4b5d}} — Ivory farms, canals, reservoir, clinic, housing and adult civilization-scale authority. @Audio1 = {{Node a34f2d2a-8c35-42c6-8771-8d21b88846f9}} — user-confirmed EVAN timbre only. @Audio2 = {{Node b2f85740-3f87-469c-a2f3-9f26793bb226}} — user-confirmed KAI timbre only. @Audio3 = {{Node 2236b908-fb34-4af0-9f53-efc8d535657d}} — user-confirmed LENA timbre only. @Audio4 = {{Node 5b69d8e9-0cf1-4b95-bdc3-78e2954f492b}} — user-confirmed WORLD timbre only. OUTPUT CONTRACT 30.0s, 21:9, 480p, 24fps. Nine exact story lines plus one exact WORLD VOICE game cue. Fast intercut between Ivory energy crisis, civilians unable to evacuate and command-room obstruction. No missile movement until compact C12. No cards, subtitles, UI, hologram, glowing eyes, logo or music. Main trio only in command room; world adults/elders unrelated. WORLD MAP GEOGRAPHY HARD LOCK Image7 is the sole topology authority: central crater lake/energy basin, blue west/northwest, red south/southwest, Ivory east/northeast, ring road, mountains, coast and rivers remain fixed. Regional references control materials/state only. No rotation, mirror, topology reset, city relocation, glowing route, colored terrain wash or UI. IVORY CIVILIZATION HARD LOCK Image8 and the map keep Ivory visible as a full civilization: farms, canals, reservoir, greenhouses, clinic, housing, energy workshops, adult/elder population and sand/ivory workwear. Ivory occupies at least 25% of world B-roll unless a longer explicit Ivory duration is already stated. White is a material accent, never blank terrain; no protagonist appears there. GAME TURN / WORLD VOICE SYSTEM — EXACT, ONCE EACH WORLD VOICE (V.O.) CUE 1: “TURN SIX. FISSION AVAILABLE.” — 0.0–0.9 over Ivory energy modules leaving the basin; KAI starts after the cue. All cues use Audio4 after one dry relay, disembodied; no mouth/UI. WORLD only opens a rule state or confirms completed action; it never states motive, emotion or moral judgment. No cue overlaps character speech. Each character line answers the preceding visible/system fact and causes the next action. CAMERA MOTION RHYTHM LOCK Except a motivated grief hold, no locked-off shot exceeds 3.2s. Command-room camera has shoulder mass: slow 5–8% ease-in pushes, short eased pullbacks, small operator corrections, focus transfers and one motivated whip-pan only when a line interrupts another person. World camera remains physically stabilized but alive on crane/rail/dolly or restrained long-lens push/pull; ease in and settle on the material consequence. No digital jitter, random orbit, teleport, constant drift or movement without a causal reveal. AUDIO MASTER LOCK — DIALOGUE AND PHYSICAL SOUND EFFECTS ONLY ZERO MUSIC for the entire 30 seconds: no score, melody, harmony, chord, tonal drone, ambient music bed, choir, vocal pad, beat, percussion, bass pulse, riser, whoosh transition, stinger, trailer BRAAM, victory theme or grief theme. Allowed audio is only exact dialogue, WORLD VOICE cues, spatial room tone, breath, clothing/chair movement and physically caused world SFX. Silence may thin naturally but may never be filled with music. LOCKED DIALOGUE — EXACT ORDER, ONCE EACH KAI: “Ivory drained the last energy field.” LENA: “We reached it first.” EVAN: “That's what every border says.” EVAN: “Authorize a strategic strike. Clear the basin.” LENA: “Civilians are still inside.” EVAN: “Evacuate the marked sectors.” WORLD VOICE (V.O.): “Evacuation window insufficient.” KAI: “Then don't launch.” EVAN: “If I wait, Ivory launches first.” SPEAKER / AUDIO HARD LOCK Audio1=EVAN lines3/4/6/9; Audio2=KAI lines1/8; Audio3=LENA lines2/5; Audio4=WORLD turn cue plus line7/disembodied V.O. No swaps, repeats, overlap or world lip-sync. IVORY CRISIS / HUMAN STAKES Ivory east occupies at least9 seconds: sand/ivory adult crews, farms, irrigation, clinic, reservoir and energy convoy. Show why they take last energy: pumps stutter, greenhouse heat drops, clinic backup fails, displaced adults from C12 receive care. This need does not erase consequences. Recurring survivors—woman blue bundle, man wool cap—are at Ivory-supported evacuation corridor. No protagonist appears in world. CAUSAL SPINE FISSION becomes available -> last energy moves toward Ivory life-support systems -> EVAN authorizes strike -> LENA and KAI physically obstruct his eyeline and decision -> evacuation window fails -> EVAN commits the concealed relay -> compact C12 inherits launch. OBSTRUCTION / EMOTION / PHYSICAL RELAY LENA right half-rises, shoulders entering EVAN's sightline; rapid breath interrupts “inside.” KAI far-center leans forward and becomes completely still before “Then don't launch.” Neither touches controls. EVAN left avoids both eyelines, voice quieter/rigid. FISSION is only a small sealed metal relay box at table edge with two dim blue lamps under1% frame; no screen/projection/blue face light. Eyes remain natural. INTERCUT FLOW Face shots1.8–3s; world B-roll1.2–2.5s; no three faces consecutively. Dialogue starts on cause or consequence and finishes on speaker. Match cuts: Ivory pump gauge -> relay lamp; clinic white light -> EVAN's pale face; evacuation bus door -> KAI leaning forward. No hard “world block then room block.” TIMED SHOTS 0.0–3.0 Ivory world: final energy modules leave basin. Dry relay and [Audio4] FISSION cue end at0.9; KAI sees technology become available while energy moves, then [Audio2] line1 begins and lands on him at “field.” 3.0–5.2 LENA OTS right [Audio3] line2; defensive first, then 1s B-roll of clinic/pump failure makes her claim less triumphant. 5.2–7.5 EVAN left [Audio1] line3; “border” L-cuts to red/blue/white physical roads enclosing basin. 7.5–10.5 four quick Ivory B-roll shots: pump sputters; greenhouse workers close vents; clinic moves patient to hand-carried lamp; evacuation buses load adults/elders. No children/protagonists. 10.5–13.2 OTS KAI shoulder to EVAN. Small metal relay low foreground, no screen. [Audio1] line4; EVAN never smiles. LENA begins rising in background. 13.2–15.8 LENA half-standing right, blocking EVAN's direct sightline. [Audio3] line5; cut mid-line to Ivory adults still boarding buses, return on “inside.” 15.8–18.2 EVAN left [Audio1] line6, clipped. He looks around LENA rather than at her; relay remains untouched. 18.2–20.5 world B-roll with [Audio4] line7: buses stuck behind narrow gate, clinic stretchers moving, recurring woman/man separated in crowd. WORLD is cold V.O. 20.5–23.2 KAI far-center leans forward, [Audio2] line8. Nearly still camera; no gesture. LENA remains half-standing right. 23.2–26.5 fast obstruction reaction relay: LENA looks to KAI; KAI holds EVAN; EVAN's eyes drop to relay then to evacuation. One full silent second before answer. 26.5–30.0 EVAN left [Audio1] line9. On “first,” concealed relay clunks; only two tiny lamps steady without lighting faces. LENA/KAI remain visibly opposed. Weapon stays offscreen/stationary. End on their obstructing two-shot, not EVAN hero close-up. PHYSICS / AUDIO / ACCEPTANCE Energy removal precedes pump/clinic failure; buses have queues/mass; body shifts persist. Sound: pumps, clinic, buses, room HVAC, breath and relay. No music; enforce the AUDIO MASTER LOCK above through the final frame. PASS requires nine correct voices, strong Ivory presence, real evacuation failure, LENA/KAI active obstruction, natural eyes, physical relay only, no launch/UI/protagonist in world.
【生成内容】 # THE TURN|游戏世界紧凑主版|8×30 秒导演与台词合同 v1 状态:READY_FOR_CANVAS_NO_RUN。总时长 240 秒。旧 C07–C17 画布视频/文本节点已删除;旧生成视频的本地副本记录在 outputs/C07_C17_OLD_CANVAS_NODE_DELETE_MANIFEST_20260831.json。C18/C19 保留。 ## 为什么是 8 段 6 段会把“核爆后悲伤—醒悟—写条约”硬塞进一段;7 段仍必须合并悲伤与正式条约。8 段只合并属于同一因果动作的内容: 1. 原 C07+C08:发展选择、部署确认、能源临界、盆地居民。 2. 原 C09:发现居民、红方占领。 3. 原 C10+C11:交易破裂、内燃军工、蓝方越界夺取。 4. 原 C12+C13:迁离、家庭死亡、红城与象牙白援助。 5. 原 C14:象牙白最后能源、裂变决策、LENA/KAI 阻止。 6. 原 C15:核打击、蘑菇云、伤亡救援、谴责。 7. 原 C16:悲伤、沉默、醒悟、提出条约。 8. 原 C17:写条约、共同储备、拒绝单独指挥、协议确认。 ## 台词与 WORLD VOICE 的关系 固定语法: WORLD 开启规则状态 → 人物依据可见事实作选择 → 世界发生物理变化 → WORLD 确认已经发生的结果 → 人物承担或质疑后果 WORLD VOICE 只允许: - 开启回合/阶段; - 确认已经完成的科技、控制或协议; - 宣读系统既有政策/限制。 WORLD VOICE 禁止: - 代替人物解释动机; - 说出人物情绪或道德结论; - 在物理动作发生前虚假宣布结果; - 与人物台词重叠; - 被世界居民或主角口型承接。 ## 八段台词因果 | 新段 | 人物逻辑 | WORLD 的辅助作用 | 出口 | |---|---|---|---| | C07 | EVAN选工程、KAI选供应、LENA选农业;LENA看见居民才问控制权 | 开启发展;三项部署完成后分别确认;报告能源临界与盆地未归属 | 家庭被路线包围,旗未落地 | | C08 | LENA发现居民;KAI引用无国家规则;LENA反驳;KAI决定升旗 | 开启领土;说明无条约保护;旗/阀门/门完成后确认红方控制 | 家庭被门分开 | | C09 | EVAN报价、KAI还价;EVAN转向掠夺;LENA/KAI依据坦克与越界行为质疑;EVAN辩解 | 开启交易;装甲完成后确认内燃;开启战斗;控制实际更换后确认蓝方控制 | 资源北运,白方救援被挡 | | C10 | LENA称其为抢夺;EVAN看见死者后问去向;LENA拒绝抽象答案;KAI主动开放红城 | 开启人口;宣读迁离;陈述系统无目的地;红路/城门打开后确认 | 幸存者抵达红城,白方援助进入 | | C11 | KAI指出白方抽干能源;LENA解释先到;EVAN把边界逻辑推到裂变;LENA/KAI阻止 | 宣布裂变可用;测算撤离时间不足 | 战略行动进入提交状态,武器仍未移动 | | C12 | LENA/KAI的阻止被忽视;爆后 LENA依据伤亡谴责;EVAN依据机器存活辩解 | 确认行动提交;爆后冷漠确认资源/控制 | 蘑菇云、死伤、救援和三人关系破裂 | | C13 | KAI指出系统存活才是问题;LENA提出未来问题;EVAN在沉默后提出条约;KAI测试能否覆盖旧协议 | 开启协议复核;陈述旧协议不能删除 | 空白条约页,无人庆祝、尚未写 | | C14 | EVAN让出书写权;LENA写限制;KAI写共同储备;EVAN问指挥;LENA拒绝单独统治 | 开放条约动作;三人完成签署后确认协议 | 装甲撤退、救援联通、损害仍在,交 C18 | ## 镜头节奏 - 作战室:有重量的肩扛微移、5–8% 缓入推进、短后拉、焦点转移;打断/阻止才允许小甩镜。 - 世界:稳定轨道、吊臂、升降、长焦推进/后拉;在原因上启动,在后果上缓出停稳。 - 除 C13 悲伤停顿外,固定镜头不超过约 3.2 秒。 - 用 J/L-cut、动作匹配和持续环境声连接人物与世界,不分成“说话块”和“世界块”。 ## 人物、世界与声音 - EVAN/KAI/LENA 在 C07–C14 主版里只出现在作战室/条约室。 - 世界人物只允许与三人外貌无关的成年人和老人。 - 象牙白始终是完整文明,不是空白背景或单辆救援车。 - 世界地图固定中央盆地、蓝西北、红南/西南、白东/东北。 - ZERO MUSIC:只允许精确对白、WORLD VOICE、空间环境声和物理动作音效;禁止配乐、旋律、和弦、氛围垫、节拍、鼓点、低频脉冲、riser、whoosh、stinger、trailer BRAAM 和主题音乐。 ## 执行边界 所有节点只部署,不运行;Agent 不提交、不重试、不扣费。AKINO 手动点击生成。
【生成内容】 # C12M 完整剧本 # COMPACT C12 V5|30S|被阻止仍发射、真实核爆与爆后谴责 ## 游戏回合与世界语音层(本版新增权威) - WORLD VOICE (V.O.) — “STRATEGIC ACTION COMMITTED.” (0.6–1.7 during the obstructed command-room opening, before launch and before all other speech) 全部系统句只使用 Audio1。WORLD 只确认战略行动已提交与爆后测量结果,不解释 EVAN 动机,也不替 LENA/KAI 作道德判断;谴责必须由人物在看见受害者后说出。 ## 镜头动态层 除有意的悲伤停顿外,固定镜头不超过约 3.2 秒。作战室使用有重量的肩扛微移、5–8% 缓入推进、短后拉、焦点转移与被台词触发的一次小甩镜;世界镜头保持物理稳定,但允许轨道、升降、长焦推进/后拉,并在因果结果上缓出停稳。禁止数码抖动、随机环绕、瞬移和无意义漂移。 ## 声音最高禁令 全 30 秒只能有精确对白、WORLD VOICE、空间环境声和物理动作音效。ZERO MUSIC:禁止配乐、旋律、和弦、氛围音乐垫、持续音色、鼓点、节拍、低频脉冲、上升音、转场音响、预告片 BRAAM、胜利主题和悲伤主题。 ## 世界地图与象牙白硬锁 世界拓扑统一服从地图节点 fb6c976c-caed-45dd-b0e2-aef3027a96ae;象牙白必须作为东/东北完整文明出现,具有农业、水利、医疗、住宅、能源科技和成年人口,不得退化为一辆白色救援车。C07–C17 的 EVAN、KAI、LENA 只在作战室/条约室出现。 LENA和KAI仍在阻止EVAN,但继电器释放。深蓝核弹升空,弹鼻视角直至真实接触。接触后四帧白闪、跨街区冲击波、热脉冲、建筑和灌溉破坏、成人伤亡与救援依次发生;尘土和燃烧物继续上升形成巨大、不对称的黑灰蘑菇云。WORLD VOICE冷静宣读资源仍可用;LENA面对受害者谴责,EVAN冷硬辩解,KAI沉默压怒。无音乐、无漂亮武器广告、无主角进入游戏世界。 --- # C12M 完整生成提示词 ACTIVE ASSETS — COMPACT C12 V1 STRATEGIC GAME ACTION + NUCLEAR FORCE + SFX ONLY, EXACT ORDER @Image1 = {{Node 3d7246ae-7a64-48dc-b97e-8de4bb7b24a1}} — exact deep-navy missile identity/geometry. @Image2 = {{Node e5f26b08-4ca2-4cf6-88ac-ed5a12d28035}} — blue mountain launch facility/start geography. @Image3 = {{Node fb6c976c-caed-45dd-b0e2-aef3027a96ae}} — sole world-map topology and impact-location authority; no blast-shape authority. @Image4 = {{Node 753f107b-c8a9-494f-ac8f-d70564411d2a}} — command-room EVAN-left/KAI-far-center/LENA-right/uniforms. @Image5 = {{Node be020091-3863-446a-90a2-715736c8c10e}} — EVAN blue identity. @Image6 = {{Node 0e988ad5-811e-4e9d-93fd-d3be5f5b5caa}} — KAI red identity. @Image7 = {{Node cbdb7ae4-f26d-4fd5-a4cf-05b970afea70}} — LENA ivory identity. @Image8 = {{Node 0e655a33-1a35-4eef-8448-b3f11baf4b5d}} — Ivory city/farms/clinic geography and victim-scale authority; not explosion staging. @Audio1 = {{Node 5b69d8e9-0cf1-4b95-bdc3-78e2954f492b}} — user-confirmed WORLD timbre only. @Audio2 = {{Node 2236b908-fb34-4af0-9f53-efc8d535657d}} — user-confirmed LENA timbre only. @Audio3 = {{Node a34f2d2a-8c35-42c6-8771-8d21b88846f9}} — user-confirmed EVAN timbre only. OUTPUT CONTRACT 30.0s, 21:9, 480p, 24fps. Four exact story lines plus one exact WORLD VOICE game cue. Continue compact C11 obstruction -> launch -> sustained missile POV -> physical contact -> full nuclear flash/shock/thermal destruction -> dirty mushroom cloud -> civilian death/rescue -> command-room condemnation. No card, subtitle, UI, logo or music. No main protagonist outside command room. Do not use any pressure-ring still/reference; generate force from the written physics below. WORLD MAP GEOGRAPHY HARD LOCK Image3 fixes the central basin, faction directions, ring road, mountains, coast and rivers. Regional images control materials only. No rotation, mirror, relocation, route glow, terrain tint or UI. IVORY CIVILIZATION HARD LOCK Image8 keeps Ivory a full adult civilization of farms, canals, reservoir, clinic, housing and energy works. Ivory occupies at least 25% of world B-roll; white is an accent, never blank terrain. GAME TURN / WORLD VOICE SYSTEM — EXACT, ONCE EACH WORLD VOICE (V.O.) CUE 1: “STRATEGIC ACTION COMMITTED.” — 0.6–1.7 during the obstructed command-room opening, before launch and before all other speech. The cue uses Audio1 after one dry relay; no mouth/UI. WORLD only confirms a committed game action or measured result, never motive, emotion or morality. It cannot overlap character speech; each human line reacts to visible consequence. CAMERA MOTION RHYTHM LOCK Except a grief hold, no locked shot exceeds3.2s. Room: shoulder mass, 5–8% eased push/pull, focus transfer, one interruption-triggered whip. World: stabilized crane/rail/long-lens motion, settling on consequence. No jitter, orbit, teleport or idle drift. AUDIO MASTER LOCK — DIALOGUE AND PHYSICAL SOUND EFFECTS ONLY ZERO MUSIC: no score, melody, chords, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM or theme. Only exact voices, room tone, breath and physically caused launch/blast/rescue SFX; leave silence empty. LOCKED DIALOGUE — EXACT ORDER, ONCE EACH WORLD VOICE (V.O.): “Blue control confirmed. Population displaced. Energy output available.” LENA: “You burned a city for a meter reading.” EVAN: “The resource survived.” LENA: “That's your defense?” SPEAKER / AUDIO HARD LOCK Audio1=WORLD cue plus WORLD story line only/disembodied V.O.; Audio2=LENA lines2/4; Audio3=EVAN line3. KAI stays silent after blast. No swaps, repeats, extra speech or world lip-sync. MAIN-CHARACTER LOCATION / IVORY VICTIM LOCK EVAN/KAI/LENA appear only in command room. World adults/elders are unrelated Ivory clinic/farm crews and neutral families. Preserve grey-coated woman/blue bundle and dark-workwear man/wool cap; the elder died in C12. No child or protagonist duplicate. PRE-LAUNCH OBSTRUCTION / EMOTION First3 seconds continue C14: LENA half-standing right, body across EVAN's eyeline; KAI far-center leaning forward, completely still; EVAN left avoids both and breathes shallowly. No one touches controls. Concealed relay releases despite their opposition. This is moral failure, never a heroic launch. CAUSAL SPINE strategic action committed -> same blue missile launches -> continuous nose POV -> physical contact -> flash, pressure and thermal transfer -> dirty connected mushroom cloud -> death/rescue -> WORLD declares resource success -> LENA condemns EVAN. NUCLEAR FORCE — WRITTEN PHYSICS AUTHORITY Keep one deep-navy missile through launch, POV and two visible contact frames at the roof/pipe junction. After four near-white frames, pressure crosses several blocks in arrival order: dust lifts, windows rupture, light vehicles roll, roofs peel, pipe racks buckle, reservoir depresses/rebounds and channels reverse. Towers bend but persist. Delayed thermal heat chars fields and ignites clinic/homes; adults fall, crawl, shield and carry others. No gore. MUSHROOM CLOUD LOCK Dust, steam, soot and debris rise from the impact into a dirty black-grey stem connected to burning blocks. It entrains air and overturns into a massive asymmetric mushroom cap; ash, moving shadow and fires persist. Never clean, golden, symmetrical or promotional; ground victims remain visible. INTERCUT CAMERA / FLOW Intercut obstruction, launch, embodied POV, ground consequence and reactions. Flash hides orientation at most4 frames; retain shoreline/road. LENA line2 starts over victims and lands on her; EVAN line3 starts on surviving machinery and lands on him; line4 returns from LENA/KAI to rescue. TIMED SHOTS 0.0–3.0 command-room obstruction. LENA right half-standing; KAI far-center forward; EVAN left withdrawn. Relay clunks; [Audio1] system cue; hard sound cut to silo. No character dialogue. 3.0–6.2 launch facility wide. Silo clamps release exact deep-blue missile; ignition pushes dust only after thrust. Intercut one0.8s command-room reaction: LENA flinches, KAI closes eyes briefly, no speech. 6.2–9.0 stabilized side long lens: missile accelerates and pitches. Cut once to Ivory buses still loading adults, then return same missile/vector. 9.0–15.5 sustained missile-mounted nose POV. Deep-blue nose edge remains. Basin grows continuously to district/clinic/pipe junction; wind/ground parallax accelerate. No detour, cutaway in final2s or early aftermath jump. 15.5–18.8 contact/destruction. Two contact frames -> four-frame flash -> ground pressure front -> roofs/vehicles/pipes/water respond in arrival order -> thermal ignitions. External camera high-oblique about600m away; sees flash before delayed pressure/audio. No instant total vaporization. 18.8–21.2 dirty mushroom cloud forms while ground remains visible: clinic/farms/homes burning; recurring woman/man separated in dust; Ivory medic runs back against fleeing adults; one covered body and several injured carried, no gore. 21.2–23.5 [Audio1 V.O.] line1 over cold contrast: energy equipment still operates beneath mushroom cloud while people search rubble. WORLD never gets a mouth. 23.5–26.0 [Audio2] line2 begins over ruined Ivory clinic/family loss, then hard cut to LENA right command-room close-up on “meter reading.” Eyes wet, anger and grief; no glowing eyes/gasp. 26.0–27.8 surviving energy gauge/machine insert; [Audio3] line3 starts, cut to EVAN left on “survived.” He is rigid but avoids victims' image and both children. 27.8–30.0 LENA/KAI two-shot: [Audio2] line4. KAI silent, jaw locked, refuses to look at EVAN. Final1s returns to Ivory/neutral adults lifting injured beneath expanding mushroom shadow. Damage/cloud persist into compact C13. AUDIO / ACCEPTANCE Room breath/relay; hydraulics, ignition, terminal wind, contact thud, four-frame flash silence, delayed pressure roar, glass/metal/water, fires, coughing, rescue and dirty cloud rumble. No music; enforce the AUDIO MASTER LOCK above through the final frame. PASS requires active obstruction, one deep-blue missile, visible contact, multi-block blast physics, large connected mushroom cloud, Ivory/neutral death and rescue, four correctly mapped lines, condemnation faces and no protagonist in world.
SCENE CONTEXT A restrained film-title reveal over a closed antique navy leather strategy-game case. One continuous fixed composition. The entire event is the appearance and mechanical settling of the existing title artwork. ACTIVE REFERENCES, EXACT ORDER First-frame image: {{Mixed 1}} . This defines the empty leather surface, its grain, seam placement, brass corner fitting, framing and low-key lighting. Last-frame image: {{Mixed 2}} . This defines the exact final title artwork and layout: THE above TURN, ivory serif letterforms, horizontal rules, two thin brass arcs and their small index. Reproduce its spelling, kerning, proportions, placement and final arc orientation precisely. These are two still images. No reference video or audio is used. CAMERA AND COMPOSITION Locked frontal graphic view. Keep the leather background registered to the first frame for the entire shot. Fixed lens, scale and focus, no camera movement or cuts. The title is a flat composited graphic over the case, with its center and scale fixed to the last-frame image. ACTION TIMING 0.00-0.20 seconds: show only the empty leather background. 0.20-1.20 seconds: the intact ivory title and brass decoration gradually emerge through a smooth opacity reveal. Reveal the complete words together, without drawing or rebuilding individual letters. The letter outlines, internal spaces and baseline remain geometrically unchanged. 0.55-2.40 seconds: only the two brass arcs and their attached small index rotate clockwise through approximately 11 degrees around the common title center, from a slightly counterclockwise-offset starting position into the exact orientation shown by the last-frame image. Begin gently, then progressively decelerate to a clean mechanical stop. Preserve arc radius, thickness, curvature and rigid shape. The horizontal rules and all lettering stay stationary. 2.40-4.00 seconds: hold the complete final composition motionless and fully readable. End on this held title; no fade-out. LIGHTING AND MATERIALS Retain the subtle cool navy leather and aged warm brass edge lighting already present in the images. Keep ivory letters readable without bloom, glow or sweeping reflections. Leather grain and seams remain static. No extra marks, objects, rings, particles, smoke, scan effects, logos or text. Exact title text is THE TURN. AUDIO Silent output. No speech, music or generated effects.
【生成内容】 # C07M 完整剧本 # COMPACT C07|30S|三方发展、能源临界与盆地居民 WORLD 先开启发展阶段,EVAN/KAI/LENA 分别选择工程、粮食物流、农业水利。每一种世界系统必须先实际运转,WORLD 才确认部署;三方共同抽取能源后,系统才报告临界。地图推进到中央盆地并报告未归属,LENA 看见其中的成年家庭后才问控制权,EVAN 才回答先到先得。 精确台词: - WORLD: TURN TWO. DEVELOPMENT PHASE.(第二回合:发展阶段。) - EVAN: Engineering first. We take the ridge before dusk.(工程优先。天黑前拿下山脊。) - WORLD: BLUE INDUSTRY DEPLOYED.(蓝方工业科技已部署。) - KAI: Hold the road. Fill the granaries. Nothing moves hungry.(守住道路,填满粮仓。饿着肚子什么都动不了。) - WORLD: RED LOGISTICS DEPLOYED.(红方物流科技已部署。) - LENA: Double the farms. Move workers to the river.(农场加倍。把工人调到河边。) - WORLD: IVORY IRRIGATION DEPLOYED.(象牙白灌溉科技已部署。) - WORLD: CENTRAL ENERGY DEMAND: CRITICAL.(中央能源需求:临界。) - WORLD: CENTRAL ENERGY BASIN: UNCLAIMED.(中央能源盆地:未归属。) - LENA: Wait—who controls the energy basin?(等等——能源盆地由谁控制?) - EVAN: Whoever reaches it first.(谁先到,谁控制。) 人物只在作战室;世界里是无关成年人/老人。作战室镜头缓入推进与过肩反打,世界镜头稳定轨道/升降/后拉。只有对白、系统语音和物理音效,绝无音乐。 --- # C07M 完整生成提示词 ACTIVE ASSETS — COMPACT C07 V1 DEVELOPMENT + BASIN, EXACT ORDER @Image1 = {{Node e62b097d-1e43-4c76-8e6c-a7983563a5d4}} — three-realm macro geography and scale. @Image2 = {{Node 1490cc4e-ed93-4572-bdc7-862872a4fb20}} — blue industrial materials and rail. @Image3 = {{Node 17c54ebe-13d0-424d-ba2c-a4ee56e558c3}} — red logistics materials and port. @Image4 = {{Node 0e655a33-1a35-4eef-8448-b3f11baf4b5d}} — Ivory agriculture, water, clinic and civic scale. @Image5 = {{Node 753f107b-c8a9-494f-ac8f-d70564411d2a}} — command-room EVAN-left/KAI-far-center/LENA-right authority. @Image6 = {{Node 7979e50c-34a8-48f6-ae19-7046bfb05635}} — command-room/table geography only. @Image7 = {{Node be020091-3863-446a-90a2-715736c8c10e}} — EVAN blue identity. @Image8 = {{Node 0e988ad5-811e-4e9d-93fd-d3be5f5b5caa}} — KAI red identity. @Image9 = {{Node cbdb7ae4-f26d-4fd5-a4cf-05b970afea70}} — LENA Ivory identity. @Image10 = {{Node fb6c976c-caed-45dd-b0e2-aef3027a96ae}} — sole world-map topology authority. @Audio1 = {{Node 5b69d8e9-0cf1-4b95-bdc3-78e2954f492b}} — WORLD VOICE only. @Audio2 = {{Node a34f2d2a-8c35-42c6-8771-8d21b88846f9}} — EVAN only. @Audio3 = {{Node b2f85740-3f87-469c-a2f3-9f26793bb226}} — KAI only. @Audio4 = {{Node 2236b908-fb34-4af0-9f53-efc8d535657d}} — LENA only. OUTPUT CONTRACT 30.0s, 21:9, 480p, 24fps. Compact development opening: three human choices -> three physical deployments -> shared-energy pressure -> basin revealed inhabited and unclaimed. Five exact character lines and six short system cues. No cards, UI, subtitles, logo or music. Main trio only in command room; world people are unrelated adults/elders. CAUSAL SPINE development phase opens -> EVAN chooses engineering -> blue machinery starts -> WORLD confirms -> KAI chooses food/logistics -> red route engages -> WORLD confirms -> LENA chooses farms/river -> Ivory water moves -> WORLD confirms -> combined demand becomes critical -> basin is named unclaimed -> LENA sees residents and questions control -> EVAN defines first arrival -> family remains exposed. WORLD / IVORY / FAMILY LOCK Image10 fixes central crater lake/basin, blue west/northwest, red south/southwest, Ivory east/northeast, ring road, mountains, rivers and coast. Image4 keeps Ivory a full civilization: farms, canals, reservoir, greenhouses, clinic, housing, energy works and adult population. Recurring household at basin: grey-coated woman/old blue bundle, dark-workwear man, elderly man/grey wool cap. No protagonist likeness in world, no terrain tint, glowing route, hologram or tabletop. LOCKED SPEECH — EXACT ORDER, ONCE EACH WORLD VOICE (V.O.): “TURN TWO. DEVELOPMENT PHASE.” EVAN: “Engineering first. We take the ridge before dusk.” WORLD VOICE (V.O.): “BLUE INDUSTRY DEPLOYED.” KAI: “Hold the road. Fill the granaries. Nothing moves hungry.” WORLD VOICE (V.O.): “RED LOGISTICS DEPLOYED.” LENA: “Double the farms. Move workers to the river.” WORLD VOICE (V.O.): “IVORY IRRIGATION DEPLOYED.” WORLD VOICE (V.O.): “CENTRAL ENERGY DEMAND: CRITICAL.” WORLD VOICE (V.O.): “CENTRAL ENERGY BASIN: UNCLAIMED.” LENA: “Wait—who controls the energy basin?” EVAN: “Whoever reaches it first.” SPEAKER / LOGIC HARD LOCK Audio1=WORLD six cues; Audio2=EVAN lines2/11; Audio3=KAI line4; Audio4=LENA lines6/10. WORLD only opens a rule state or confirms visible completed action; never motive, emotion or morality. No overlap. Every character line reacts to the preceding visible/system fact and causes the next action. World adults never lip-sync. CAMERA / RHYTHM Room: shoulder mass, 5–8% eased pushes, short pullbacks and focus transfer. World: stabilized crane/rail/long-lens motion, settling on material consequence. No shot over3.2s except final1.2s hold; no jitter, orbit, teleport or idle drift. TIMED SHOTS 0.0–0.8 command-room master; dry relay and [Audio1] line1. All listen. 0.8–4.0 eased OTS to EVAN; [Audio2] line2. “ridge” L-cuts to blue route. 4.0–6.0 blue conveyor/rail starts; only after movement [Audio1] line3. Neutral road narrows. 6.0–8.8 reverse OTS KAI; [Audio3] line4 answers blue speed with supply stability. 8.8–11.0 red warehouse/road engages; [Audio1] line5 after doors and freight move. 11.0–13.7 OTS LENA; [Audio4] line6 chooses growth/care, cutting to river intake. 13.7–16.2 Ivory pump turns and canal fills; [Audio1] line7 only after water moves. 16.2–19.5 blue cylinders leave, red stores fill, Ivory pump pressure falls. After visible strain [Audio1] line8. 19.5–21.8 stabilized map-to-basin push; residents/home enter view, then [Audio1] line9. 21.8–24.8 OTS LENA; she sees people inside the announced unclaimed zone, assessment beat, [Audio4] line10. 24.8–27.0 reverse EVAN; [Audio2] line11 answers ownership, avoiding LENA's eyes. 27.0–30.0 world pullback: routes box in the household; small red flag/mast remains airborne. End before occupation. PHYSICS Conveyors, doors and pumps visibly accelerate before goods/water move; foundations precede structures; loaded vehicles settle under mass. Energy removal precedes pump-pressure loss. Routes and household objects persist across cuts. AUDIO MASTER LOCK ZERO MUSIC: no score, melody, chord, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM or theme. Only exact voices, room tone, machinery, rail, freight, pumps, water, wind and physical relay. ACCEPTANCE Five character lines and six cues once each, no overlap. Every deployment visible before confirmation. Ivory receives at least one third of world time. Family remains inhabited/exposed. No protagonist in world, UI, cards or music.
【生成内容】 ACTIVE REFERENCE — C06 THREE-FACTION CONSTRUCTION WORLD IMAGE V1 @Image1 = {{Node fb6c976c-caed-45dd-b0e2-aef3027a96ae}} — sole edit target and sole authority for coastline, islands, mountain systems, rivers, central crater lake/basin, global camera angle, terrain scale and Blue-west / Red-south / Ivory-east geography. It supplies no city-completion, bridge, construction-detail or endpoint authority. IMAGE REQUEST Create one clean, high-detail cinematic CG environment plate showing this exact world during simultaneous early-to-middle construction by three civilizations. This is a static construction-state authority for the C06 ending B-roll immediately before LENA notices that every system approaches the central energy basin. PRESERVE EXACTLY Keep the complete coastline and island silhouette, central crater lake shape and position, surrounding mountain ring, outer mountain ranges, river network, harbour location, broad road corridors, relative land scale, high-oblique horizon-free camera, natural sea color, natural vegetation color and original light direction from @Image1. Do not mirror, rotate, crop into one region, reshape terrain or move the central basin. COMPOSITION / FOCAL HIERARCHY Maintain the complete 21:9 world view. Central crater-basin remains centre-upper and the largest landmark. Blue construction is west/left, Red construction south/lower-centre, Ivory construction east/right. All three regions and the basin are simultaneously legible. Keep broad areas of untouched natural terrain and visual breathing room between construction zones. The image must feel organized, layered and readable, not crowded or muddy. No single road, bridge, building, crane or faction dominates the island. BLUE WEST / LEFT — INDUSTRIAL CONSTRUCTION STATE A limited industrial district in active construction: one modest quarry cut, exposed concrete foundations, several partial steel factory frames, open wall bays, correctly scaled cranes, thin incomplete double-track rail sections, short conveyors, material stacks and a few small construction vehicles. Some machinery is installed, but most buildings remain unfinished. Restrained steel-blue accents appear only on equipment, roofs and vehicles; terrain remains natural. RED SOUTH / LOWER-CENTRE — LOGISTICS CONSTRUCTION STATE A limited logistics and port district under construction: compacted roadbeds with unfinished shoulders, warehouse and granary skeletons, partial roof trusses, modest harbour works, incomplete rail switches, correctly scaled cranes, freight vehicles and organized material yards. Brick-red accents remain on equipment and structural trim only. Do not create a completed port city, dense rail knot or giant interchange. IVORY EAST / RIGHT — CIVIL AND AGRICULTURAL CONSTRUCTION STATE A limited civil/agricultural district under construction: open canal trenches, partially installed water gates and pipes, small pump works, partly framed greenhouses, one clinic shell under scaffolding, partly divided fields and incomplete local service roads. Clean ivory and pale-sage accents remain on structures and equipment only. Water, soil and vegetation keep natural color. CENTRAL BASIN / ROUTE RELATIONSHIP The central crater-basin remains unclaimed, sparsely developed and visually separate. Three proportionally correct unfinished corridors approach its outer rim without entering or crossing it: a thin Blue rail corridor from left, a correctly graded Red road from lower-centre and a narrow Ivory water/service corridor from right. Their convergence is readable but none captures, bridges across, recolors or fills the basin. Do not place a flag, border, military unit, ownership marker or central megastructure. SCALE / PROPORTION HARD LOCK Use one consistent physical scale. Mountains and crater are largest; regional construction districts are secondary; factories, warehouses, fields and clinic are much smaller; roads, double-track rail and canals are thin lines; cranes and vehicles are tiny scale anchors. Any bridge crosses only one local ravine, occupies no more than 5–10% of the visible island diameter, has a visually plausible 12–18m deck, 25–70m piers below adjacent ridge crests and realistic 80–180m spans. No bridge may cross the crater, half the island or multiple mountain systems. Infrastructure must never be larger than the settlement it serves. MATERIAL / LIGHT / QUALITY High-end physically based cinematic CG with crisp but natural detail. Use believable exposed soil, rock cuts, concrete foundations, steel frames, scaffolds, road aggregate, rail sleepers, pipes, greenhouse framing, water and vegetation. Clean late-afternoon natural daylight with stable exposure, restrained contrast and coherent shadows. Construction state comes from unfinished structure and material staging, not from heavy dirt, smoke, fog or a brown filter. CONSTRAINTS No commanders, no character close-ups, no portraits, no giant people, no armies, no weapons, no flags, no text, no labels, no logos, no HUD, no grid, no glowing borders, no holograms and no card-game elements. No completed megacities, kilometre-high pylons, island-spanning bridge, city-block-wide rail, oversized colored tubes, spaghetti roads, cloned buildings, excessive smokestacks, smoke wall, battle damage, miniature tilt-shift, waxy surfaces, painterly blur, artificial grain or watermark. ACCEPTANCE Pass only if the original world geography remains recognizable; all three regions clearly show different unfinished construction systems; the central basin stays unclaimed; three thin corridors visibly approach it; scale remains credible; no bridge dominates; the image is cleaner and more legible than the previous completed-city reference. This image is a CANDIDATE, never automatically LOCKED.
【生成内容】 # C13M 完整剧本 # COMPACT C13 V2|30S|先悲伤、醒悟,再提出条约 ## 游戏回合与世界语音层(本版新增权威) - WORLD VOICE (V.O.) — “TURN SEVEN. PROTOCOL REVIEW.” (0.0–1.2 over the mushroom-cloud aftermath; the cue ends before KAI speaks) 全部系统句只使用 Audio4。WORLD 只开启协议复核或陈述协议状态,不提供悔悟与解决方案;悲伤、醒悟、条约提议和追问全部由人物依据爆后事实产生。 ## 镜头动态层 除有意的悲伤停顿外,固定镜头不超过约 3.2 秒。作战室使用有重量的肩扛微移、5–8% 缓入推进、短后拉、焦点转移与被台词触发的一次小甩镜;世界镜头保持物理稳定,但允许轨道、升降、长焦推进/后拉,并在因果结果上缓出停稳。禁止数码抖动、随机环绕、瞬移和无意义漂移。 ## 声音最高禁令 全 30 秒只能有精确对白、WORLD VOICE、空间环境声和物理动作音效。ZERO MUSIC:禁止配乐、旋律、和弦、氛围音乐垫、持续音色、鼓点、节拍、低频脉冲、上升音、转场音响、预告片 BRAAM、胜利主题和悲伤主题。 ## 世界地图与象牙白硬锁 世界拓扑统一服从地图节点 fb6c976c-caed-45dd-b0e2-aef3027a96ae;象牙白必须作为东/东北完整文明出现,具有农业、水利、医疗、住宅、能源科技和成年人口,不得退化为一辆白色救援车。C07–C17 的 EVAN、KAI、LENA 只在作战室/条约室出现。 核爆后先看蘑菇云下的救援、被覆盖的死者和幸存家庭。KAI不再辩规则,LENA压住哭意,EVAN第一次离开资源读数。前12秒不给解决方案;一次完整沉默后,EVAN才低声提出条约。WORLD VOICE说明旧战略协议不能删除,KAI才问新条约能否凌驾其上。结尾仍是空白条约页,无人庆祝、无人开始写。 --- # C13M 完整生成提示词 ACTIVE ASSETS — COMPACT C13 V1 GAME TURN + GRIEF + AWAKENING + SFX ONLY, EXACT ORDER @Image1 = {{Node 753f107b-c8a9-494f-ac8f-d70564411d2a}} — command-room EVAN-left/KAI-far-center/LENA-right/uniforms. @Image2 = {{Node 7979e50c-34a8-48f6-ae19-7046bfb05635}} — command-room/table geography. @Image3 = {{Node be020091-3863-446a-90a2-715736c8c10e}} — EVAN blue identity. @Image4 = {{Node 0e988ad5-811e-4e9d-93fd-d3be5f5b5caa}} — KAI red identity. @Image5 = {{Node cbdb7ae4-f26d-4fd5-a4cf-05b970afea70}} — LENA ivory identity. @Image6 = {{Node fb6c976c-caed-45dd-b0e2-aef3027a96ae}} — sole world-map topology and persistent impact-location authority. @Image7 = {{Node 0e655a33-1a35-4eef-8448-b3f11baf4b5d}} — Ivory city/farms/clinic pre-damage geography only; prompt carries all aftermath damage. @Audio1 = {{Node b2f85740-3f87-469c-a2f3-9f26793bb226}} — user-confirmed KAI timbre only. @Audio2 = {{Node 2236b908-fb34-4af0-9f53-efc8d535657d}} — user-confirmed LENA timbre only. @Audio3 = {{Node a34f2d2a-8c35-42c6-8771-8d21b88846f9}} — user-confirmed EVAN timbre only. @Audio4 = {{Node 5b69d8e9-0cf1-4b95-bdc3-78e2954f492b}} — user-confirmed WORLD timbre only. OUTPUT CONTRACT 30.0s, 21:9, 480p, 24fps. Five exact story lines plus one exact WORLD VOICE game cue. This is grief before solution: first12 seconds show aftermath and three children absorbing death; only after silence may EVAN propose a treaty. No cards, subtitles, UI, logo or music. Mushroom cloud, fires, injured adults and covered dead persist in world inserts. Main trio physically only in command room. WORLD MAP GEOGRAPHY HARD LOCK Image6 is the sole topology authority: central crater lake/energy basin, blue west/northwest, red south/southwest, Ivory east/northeast, ring road, mountains, coast and rivers remain fixed. Regional references control materials/state only. No rotation, mirror, topology reset, city relocation, glowing route, colored terrain wash or UI. IVORY CIVILIZATION HARD LOCK Image7 and the map keep Ivory visible as a full civilization: farms, canals, reservoir, greenhouses, clinic, housing, energy workshops, adult/elder population and sand/ivory workwear. Ivory occupies at least 25% of world B-roll unless a longer explicit Ivory duration is already stated. White is a material accent, never blank terrain; no protagonist appears there. GAME TURN / WORLD VOICE SYSTEM — EXACT, ONCE EACH WORLD VOICE (V.O.) CUE 1: “TURN SEVEN. PROTOCOL REVIEW.” — 0.0–1.2 over the mushroom-cloud aftermath; the cue ends before KAI speaks. All cues use Audio4 after one dry relay, disembodied; no mouth/UI. WORLD only opens a rule state or confirms completed action; it never states motive, emotion or moral judgment. No cue overlaps character speech. Each character line answers the preceding visible/system fact and causes the next action. CAMERA MOTION RHYTHM LOCK Except a motivated grief hold, no locked-off shot exceeds 3.2s. Command-room camera has shoulder mass: slow 5–8% ease-in pushes, short eased pullbacks, small operator corrections, focus transfers and one motivated whip-pan only when a line interrupts another person. World camera remains physically stabilized but alive on crane/rail/dolly or restrained long-lens push/pull; ease in and settle on the material consequence. No digital jitter, random orbit, teleport, constant drift or movement without a causal reveal. AUDIO MASTER LOCK — DIALOGUE AND PHYSICAL SOUND EFFECTS ONLY ZERO MUSIC for the entire 30 seconds: no score, melody, harmony, chord, tonal drone, ambient music bed, choir, vocal pad, beat, percussion, bass pulse, riser, whoosh transition, stinger, trailer BRAAM, victory theme or grief theme. Allowed audio is only exact dialogue, WORLD VOICE cues, spatial room tone, breath, clothing/chair movement and physically caused world SFX. Silence may thin naturally but may never be filled with music. LOCKED DIALOGUE — EXACT ORDER, ONCE EACH KAI: “The system survived. That's the problem.” LENA: “What kind of future only has room for one of us?” EVAN: “Then we write a treaty.” WORLD VOICE (V.O.): “Existing strategic protocols cannot be deleted.” KAI: “Can a treaty supersede them?” SPEAKER / AUDIO HARD LOCK Audio1=KAI lines1/5; Audio2=LENA line2; Audio3=EVAN line3; Audio4=WORLD turn cue plus line4/disembodied V.O. No swaps, repeats, overlap or victim/rescuer lip-sync. MAIN-CHARACTER LOCATION / WORLD CONTINUITY EVAN/KAI/LENA bodies/faces/uniforms stay in command room. World shows unrelated Ivory/neutral adults/elders only. Continue compact C12's dirty asymmetric mushroom cloud, ash, clinic/farm/home fires, warped pipes, rescue and covered bodies; damage never heals or resets to clean Image6. GRIEF / AWAKENING PERFORMANCE KAI's defensive posture releases: shoulders lower, voice slows, gaze fixed on victims. LENA sits back down after C15, breath uneven, presses lips together to stop crying but does not sob. EVAN stops looking at energy gauge for first time; eyes find covered dead, then drop, shoulders collapse. Keep a full silent assessment beat. “Then we write a treaty” is low and guilty, not clever/heroic. No smiles or quick recovery. CAUSAL SPINE protocol review over persistent aftermath -> rescue and covered dead force each child to look -> shared silence breaks strategic posture -> EVAN proposes a treaty from guilt -> existing protocols resist deletion -> KAI tests a lawful override. INTERCUT FLOW Use world consequence -> individual reaction -> another consequence -> shared silence. Face shots 2–3.5s, B-roll1.5–2.5s. Dialogue may J/L-cut but no solution before12s. Match cuts: wool cap in survivor's hand -> KAI lowering gaze; white clinic sheet over body -> blank treaty page; mushroom shadow -> command-room lights dim. No three speaking faces in a row. TIMED SHOTS 0.0–3.2 aftermath: dirty cloud, rescue, wool cap, blue bundle and covered body remain. Dry relay and [Audio4] protocol-review cue end at1.2; afterward only wind, fire and coughing. The system's procedural continuation becomes the fact KAI condemns. 3.2–6.5 hard cut command room OTS to KAI far-center. He watches offscreen world, breathes once, [Audio1] line1 slowly. “problem” L-cuts back to energy machinery still running beneath smoke. 6.5–9.0 two human-cost inserts: collapsed Ivory clinic room; farm canal full of debris while adults search. No gore. 9.0–12.2 OTS KAI shoulder to LENA right. [Audio2] line2; breath catches after “future,” eyes wet, voice remains quiet. Hold one second after “us.” 12.2–14.8 command-room wide silent assessment. EVAN left no longer looks at resource line; KAI far-center removes rigid posture; LENA right looks down. Mushroom/fire ambience continues faintly. No dialogue/solution. 14.8–18.0 match-cut covered off-white sheet -> blank treaty page sliding physically into table center. EVAN lifts eyes to both, [Audio3] line3. He hesitates before “treaty,” guilt visible; no hand gesture. 18.0–21.8 world/room intercut: rescue workers continue under mushroom shadow; three old protocol lamps remain on. [Audio4 V.O.] line4 cold; no mouth/screen/text projection. 21.8–25.5 OTS EVAN shoulder to KAI. KAI studies blank page, glances to LENA then victims, [Audio1] line5. Question is cautious hope, not victory. 25.5–30.0 wide room with blank page. Three sit in silence facing consequence; distant dirty cloud/fire remains in a small non-UI physical world view/table environment, no screen. No one writes yet. End on EVAN letting his hand/attention withdraw from control area, ready for compact C14 cooperation. PHYSICS / AUDIO / ACCEPTANCE Ash/fire/rescue persist; blank page slides mechanically and stops. Sound: fire, coughs, rescue, room HVAC, breathing, paper/relay. No music; enforce the AUDIO MASTER LOCK above through the final frame. PASS requires first12s without solution, visible sadness/remorse in all three, five correctly mapped lines, persistent mushroom/human cost, treaty proposal after silence, no protagonist in world/UI/celebration.
【生成内容】 V19 ASSET MAP — COMBINED CLOSE-UP CUT @Image1 SCENE_A_GARDEN_THRESHOLD — KAI close-shot garden/wood register. @Image2 SCENE_B_LIVINGROOM_REACTION — sibling reaction background only. @Image3 EVAN_REACTION_IDENTITY — EVAN face/wardrobe. @Image4 LENA_REACTION_IDENTITY — LENA face/wardrobe. @Image5 KAI_SELECTED_DIALOGUE_PERFORMANCE — selected KAI chest-up/low-box/expression. @Image6 FARTHER_BOX_BROLL — closed-box B-roll geometry and text. @Audio1 KAI_VOICE_12P5 — dialogue. @Audio2 DOORBELL_2S — bell. Order: hand ECU -> KAI dialogue MCU -> box B-roll -> LENA CU -> EVAN CU. No wide/full body/full door.
【生成内容】 ACTIVE REFERENCES — THE TURN END MAIN V14, CUT CLOSE/MEDIUM-CLOSE SEQUENCE, EXACT ORDER @Image1 = {{Node 959e57a5-469d-4be1-a270-bdbee546d7a7}} — sole environment authority: living-room architecture family, plaster/wood/fabric materials, soft neutral daylight, exposure, contrast and final color. It does not control camera, crop or blocking. @Image2 = {{Node 96874d74-1598-4755-b352-797cea241319}} — positions only: KAI at the exterior threshold with box; EVAN left/centre and LENA right one to two steps inside; body directions and initial prop ownership. Inherit none of its wide camera, framing, foreground table, lighting, amber/brown cast, contrast, materials, faces or quality. @Image3 = {{Node 3f9ab023-8941-43d6-9fd4-7710d4ae1209}} — non-mirrored topology, doors, staircase, routes and collision boundaries only. Never render its overhead view. @Image4 = {{Node e7f429cb-8cd2-4c0b-a2e7-a26d6023d91c}} — EVAN REYES identity, age, brown hair, proportions and navy/brown civilian wardrobe only. @Image5 = {{Node 0c23d228-3010-49dd-82c7-8c14f54f7f66}} — LENA REYES identity, age, copper-red bob, freckles, hair clip, proportions and cream/rust civilian wardrobe only. @Image6 = {{Node 58b92bb0-67fd-4fe5-845b-f633d6de5129}} — KAI WILLIAMS identity, age, dark skin, black curls, proportions and green/khaki civilian wardrobe only. @Image7 = {{Node d7e42ec7-bd4f-453e-9781-46a0aa990787}} — exactly one closed FARTHER box: navy/cream finish, title, artwork, latches, handle, scale and weight. @Image8 = {{Node b880cd4f-c7a3-4b64-97c3-8c8f5af20e15}} — exactly one slim matte-black capped marker: cap seam, grey strip and hand scale. No visible nib. @Video1 = {{Node db7e22c5-6379-44ec-8872-88a026889747}} — FRAME PROPORTION ONLY: 2558×1080, approximately 2.37:1. Read only horizontal framing envelope, headroom, side-room and edge/crop proportions. Inherit none of its content, people, objects, location, action, motion, camera path, cuts, timing, lighting, grade, audio or endpoint. @Audio1 = {{Node af02d1c3-a319-412f-936c-8927821867dc}} — EVAN voice only. @Audio2 = {{Node 472bae62-1862-4e2d-9ae9-770ff6acd620}} — LENA voice only. @Audio3 = {{Node b2f85740-3f87-469c-a2f3-9f26793bb226}} — KAI voice only. OUTPUT CONTRACT Exactly 30.0s, 21:9, 720p, sound on. Seven deliberate shots with six motivated cuts at 4.2, 8.0, 11.2, 15.5, 19.2 and 22.5s. Internal cuts are required; no fake one-take, hidden jump, camera teleport or extra cut. Every frame is close-up, tight two-shot, true OTS or chest-up medium-close. Never show a room-wide, full body, knee-up group, large empty floor, dominant coffee table or architecture showcase. EXACT DIALOGUE — ONCE EACH, IN ORDER 1. KAI: “Tomorrow?” 2. LENA: “Same game. New rules.” 3. KAI: “Buy another marker.” 4. EVAN: “You first.” 5. LENA: “I'll give it back.” 6. EVAN: “I know.” GEOGRAPHY / LOOK / CONTINUITY Image1 controls environment and soft neutral color in all seven shots. Reject Image2's amber/brown tone, darker exposure and high wood saturation; Image2 supplies positions only. Image3 preserves one doorway zone and non-mirrored axes. KAI stays at threshold until exit. EVAN remains sibling-left; LENA sibling-right. One box leaves with KAI. One capped marker transfers EVAN-right-hand -> brief dual contact -> LENA-right-hand. No side swap, extra person, extra prop, paper or drawing. CUTTING / CAMERA GRAMMAR Cuts answer changed relationships, not elapsed time. Each new angle inherits eyeline, posture, prop owner and movement vector from the prior frame. True OTS retains a soft listener cheek/shoulder edge; no centered passport portrait. Weighted shoulder camera, 5–8% eased pushes, short restrained pullbacks, focus transfers and imperfect micro-settling. Eyes and interrupted breath lead heads; listener reactions begin before the next line. No random orbit, whip, digital jitter, axis crossing or lens change. SHOT 1 — 0.0–4.2 — KAI RELATION MEDIUM-CLOSE 55–65mm child-eye-level chest-up relation toward the threshold. KAI sharp from mid-torso up with the closed box lower edge readable; EVAN and LENA are only soft near-frame profile edges establishing their positions. A 6% push. KAI looks between them, never lens, and speaks line 1 through Audio3 as a vulnerable offer. Hold their delayed listening reaction. SHOT 2 — 4.2–8.0 — LENA TRUE OTS CLOSE Cut on LENA's eye movement. KAI's soft shoulder/door-edge remains on frame-left; LENA is a three-quarter close-up, never frontal passport framing. She first includes KAI, then EVAN, shoulders loosening before speech. Through Audio2 she speaks line 2 as a promise, not a challenge. EVAN remains a soft far edge and silent. SHOT 3 — 8.0–11.2 — KAI REVERSE CLOSE / EXIT Cut on KAI beginning his reply. Matched 65–75mm chest-up close; box lid/handle at lower edge. KAI gives one restrained half-smile and speaks line 3 through Audio3. He turns outward and exits with real weight. Camera stays inside. His moving shoulder and doorway edge cross frame and carry the cut; no wide departure. SHOT 4 — 11.2–15.5 — SIBLINGS TIGHT TWO-SHOT / OFFER Cut through the same door-edge occlusion. EVAN screen-left, LENA screen-right, both chest-up; soft doorway remains behind. EVAN lowers shoulders, takes one short step and extends the capped marker below both faces. A 5% eased push follows the object but keeps both faces. After eye contact he speaks line 4 through Audio1. No insert or isolated hand shot. SHOT 5 — 15.5–19.2 — LENA CLOSE OTS / ACCEPT Cut on LENA's fingers first touching the marker. EVAN's soft cheek/shoulder edge remains frame-left. LENA waits one breath, closes her right hand securely before EVAN releases and speaks line 5 through Audio2. Marker remains capped, below chin and points at no surface. Her expression is sincere, not victorious. SHOT 6 — 19.2–22.5 — EVAN REVERSE CLOSE / TRUST Cut on EVAN opening his fingers. LENA's soft hair/shoulder edge remains frame-right. EVAN looks at the transferred marker, then into LENA's eyes and speaks line 6 through Audio1. Quiet practical trust, no superiority. Hold his small exhale so the next cut is emotionally earned. SHOT 7 — 22.5–30.0 — LENA LOOK -> HUG CLOSE -> MICRO PULLBACK Cut on EVAN's eyeline returning to LENA. Begin as a LENA-dominant tight two-shot: her three-quarter face is sharp on frame-right while a narrow, softly focused edge of EVAN's cheek and eye stays continuously visible frame-left. LENA looks at EVAN several degrees off lens; tension releases through brow, jaw and breath. Slight sadness, no tears or broad smile. 24.8–27.5 — No cut. LENA steps closer and opens her left arm, keeping the marker low in her outer right hand. EVAN remains visible, reacts after a natural delay and returns the brief sibling embrace with one arm around her upper back. Camera yields 10cm as their heads cross; no spatial jump. 27.5–30.0 — Start on a tight head-and-shoulders embrace and slowly pull back only 20–25cm. End chest-up: heads, shoulders and upper torsos still fill most of frame; doorway stays softly behind. Never reveal legs, large floor, coffee table or room-wide geometry. Hold continuous house/garden ambience. PHYSICS / AUDIO / QUALITY Box has mass and leaves with KAI. Marker receiver closes before giver releases; LENA's marker hand stays outside both torsos during hug. Preserve hands, arms, hair and clothing collision. Audio1=EVAN, Audio2=LENA, Audio3=KAI only; ignore Video1 audio. Six lines once, no additions, repeats, swaps or overlap. Continuous HVAC/room air, garden, breath, clothes, steps, box and marker only. ZERO MUSIC. Use Image1's clean neutral light and material detail. No amber wash, exposure pumping, identity/age drift, fused hug, duplicate box/marker, subtitles, UI, alarm, PA, red light, title or spacecraft. ACCEPTANCE Seven readable close/medium-close shots and exactly six motivated cuts. KAI invitation/reply/exit; EVAN marker offer; LENA acceptance; EVAN trust; LENA looks at EVAN with his soft edge preserving geography; she initiates the hug in the same tight shot; camera pulls back only slightly to a chest-up embrace. Any wide shot, Image2 color inheritance, isolated LENA followed by sudden EVAN reappearance, camera jump, missing listener edge, extra cut, direct-camera gaze, wrong voice/line/prop or music fails.
【生成内容】 # C08M 完整剧本 # COMPACT C08 V5|30S|发现居民后,红方开始占领与征用 ## 游戏回合与世界语音层(本版新增权威) - WORLD VOICE (V.O.) — “TURN THREE. TERRITORY PHASE.” (0.0–0.9 over a dry relay click before LENA speaks) - WORLD VOICE (V.O.) — “RED CONTROL DEPLOYED.” (27.2–28.6 only after the compact red flag physically seats in its socket) 全部系统句只使用 Audio3。WORLD 只开启规则状态或确认已完成行动,不提供动机、情绪或道德判断;人物根据紧邻的可见事实作答并推动下一步。系统句与人物台词绝不重叠。 ## 镜头动态层 除有意的悲伤停顿外,固定镜头不超过约 3.2 秒。作战室使用有重量的肩扛微移、5–8% 缓入推进、短后拉、焦点转移与被台词触发的一次小甩镜;世界镜头保持物理稳定,但允许轨道、升降、长焦推进/后拉,并在因果结果上缓出停稳。禁止数码抖动、随机环绕、瞬移和无意义漂移。 ## 声音最高禁令 全 30 秒只能有精确对白、WORLD VOICE、空间环境声和物理动作音效。ZERO MUSIC:禁止配乐、旋律、和弦、氛围音乐垫、持续音色、鼓点、节拍、低频脉冲、上升音、转场音响、预告片 BRAAM、胜利主题和悲伤主题。 ## 世界地图与象牙白硬锁 世界拓扑统一服从地图节点 fb6c976c-caed-45dd-b0e2-aef3027a96ae;象牙白必须作为东/东北完整文明出现,具有农业、水利、医疗、住宅、能源科技和成年人口,不得退化为一辆白色救援车。C07–C17 的 EVAN、KAI、LENA 只在作战室/条约室出现。 LENA发现盆地有人;KAI以规则解释无归属。世界B-roll迅速展示红方测量、夹断阀门、吊走工具、锁住粮仓、装走能源。C07的同一成年家庭被低钢门分开,象牙白供水车被挡在外面。结尾旗帜落地、红货车载着被征用能源离开,不拍成胜利广告。 --- # C08M 完整生成提示词 ACTIVE ASSETS — COMPACT C08 V1 GAME TURN + OCCUPATION + IVORY + SFX ONLY, EXACT ORDER @Image1 = {{Node 753f107b-c8a9-494f-ac8f-d70564411d2a}} — command-room fixed zones/uniforms. @Image2 = {{Node 7979e50c-34a8-48f6-ae19-7046bfb05635}} — command-room/table geography. @Image3 = {{Node be020091-3863-446a-90a2-715736c8c10e}} — EVAN blue identity, silent continuity. @Image4 = {{Node 0e988ad5-811e-4e9d-93fd-d3be5f5b5caa}} — KAI red identity. @Image5 = {{Node cbdb7ae4-f26d-4fd5-a4cf-05b970afea70}} — LENA ivory identity. @Image6 = {{Node fb6c976c-caed-45dd-b0e2-aef3027a96ae}} — sole world-map topology authority. @Image7 = {{Node 0e655a33-1a35-4eef-8448-b3f11baf4b5d}} — Ivory civilization and blocked-aid scale/material authority. @Audio1 = {{Node b2f85740-3f87-469c-a2f3-9f26793bb226}} — user-confirmed KAI timbre only. @Audio2 = {{Node 2236b908-fb34-4af0-9f53-efc8d535657d}} — user-confirmed LENA timbre only. @Audio3 = {{Node 5b69d8e9-0cf1-4b95-bdc3-78e2954f492b}} — user-confirmed WORLD timbre only. OUTPUT CONTRACT 30.0s, 21:9, 480p, 24fps. Six exact story lines plus two exact WORLD VOICE game cues. Fast occupation sequence: people discovered -> red survey/security enters -> tools/wells/land are physically requisitioned -> family divided by checkpoint -> flag contacts ground. No tank/blue seizure until C10. No card, subtitle, logo, UI or music. World people are unrelated adults/elders only; recurring C07 household persists. WORLD MAP GEOGRAPHY HARD LOCK Image6 is the sole topology authority: central crater lake/energy basin, blue west/northwest, red south/southwest, Ivory east/northeast, ring road, mountains, coast and rivers remain fixed. Regional references control materials/state only. No rotation, mirror, topology reset, city relocation, glowing route, colored terrain wash or UI. IVORY CIVILIZATION HARD LOCK Image7 and the map keep Ivory visible as a full civilization: farms, canals, reservoir, greenhouses, clinic, housing, energy workshops, adult/elder population and sand/ivory workwear. Ivory occupies at least 25% of world B-roll unless a longer explicit Ivory duration is already stated. White is a material accent, never blank terrain; no protagonist appears there. GAME TURN / WORLD VOICE SYSTEM — EXACT, ONCE EACH WORLD VOICE (V.O.) CUE 1: “TURN THREE. TERRITORY PHASE.” — 0.0–0.9 over a dry relay click before LENA speaks. WORLD VOICE (V.O.) CUE 2: “RED CONTROL DEPLOYED.” — 27.2–28.6 only after the compact red flag physically seats in its socket. All cues use Audio3 after one dry relay, disembodied; no mouth/UI. WORLD only opens a rule state or confirms completed action; it never states motive, emotion or moral judgment. No cue overlaps character speech. Each character line answers the preceding visible/system fact and causes the next action. CAMERA MOTION RHYTHM LOCK Except a motivated grief hold, no locked-off shot exceeds 3.2s. Command-room camera has shoulder mass: slow 5–8% ease-in pushes, short eased pullbacks, small operator corrections, focus transfers and one motivated whip-pan only when a line interrupts another person. World camera remains physically stabilized but alive on crane/rail/dolly or restrained long-lens push/pull; ease in and settle on the material consequence. No digital jitter, random orbit, teleport, constant drift or movement without a causal reveal. AUDIO MASTER LOCK — DIALOGUE AND PHYSICAL SOUND EFFECTS ONLY ZERO MUSIC for the entire 30 seconds: no score, melody, harmony, chord, tonal drone, ambient music bed, choir, vocal pad, beat, percussion, bass pulse, riser, whoosh transition, stinger, trailer BRAAM, victory theme or grief theme. Allowed audio is only exact dialogue, WORLD VOICE cues, spatial room tone, breath, clothing/chair movement and physically caused world SFX. Silence may thin naturally but may never be filled with music. MAIN-CHARACTER LOCATION HARD LOCK EVAN/KAI/LENA bodies/faces/uniforms remain in command room only. During every basin/occupation cut their lines are V.O. only; world adults never lip-sync and never resemble the protagonists. LOCKED DIALOGUE — EXACT ORDER, ONCE EACH LENA: “Hey—there are people there.” KAI: “They don't answer to any state.” LENA: “No. That doesn't make the land empty.” WORLD VOICE (V.O.): “Unaligned population. No treaty protection.” LENA: “Protection from who?” KAI: “Raise the flag. Secure the wells.” SPEAKER / AUDIO HARD LOCK Audio1=KAI only, Audio2=LENA only, Audio3=WORLD cue1/cue2 plus story line4 only. WORLD is always disembodied V.O.; no child lip-syncs it. LENA speaks lines1/3/5; KAI lines2/6. No swaps, repetitions, extra words or simultaneous dialogue. FAST BROLL / HUMAN STAKES Room shots 1.8–3s; world inserts 1.2–2.4s; no shot over3.5s. Dialogue starts over visible consequence and resolves on faces. Red occupation is physical, not an icon: adult brick-red survey/security crews enter by road, clamp valves, stamp metal inventory plates without readable text, lift tool crates, lock an old grain shed and install a low steel gate. No hologram, colored ground wash or celebratory flag shot. Ivory water/aid vehicle remains outside, visible but denied entry. CAUSAL SPINE territory phase -> residents identified -> red road/checkpoint enters -> valves, tools and movement are requisitioned -> family is split -> compact flag physically seats -> RED CONTROL DEPLOYED persists into compact C09. RECURRING FAMILY Grey-coated woman holds old blue bundle; dark-workwear man maintains pump; elderly man wears grey wool cap beside home. All adult/elderly, distinct from protagonists. Track them through every world cut. Red crews do not beat them; power comes from taking access, work, tools and movement. Woman/man end inside gate, elderly man outside briefly separated. TIMED SHOTS 0.0–3.0 hard cut from C08 world to command-room OTS toward LENA right. Dry relay and [Audio3] cue1 end at0.9; offscreen winch creaks, her eyes find residents, breath catches, then [Audio2] line1. Quick7% discovery push. 3.0–5.8 world B-roll: recurring household works at neutral wells; red survey truck rolls into background and lowers physical stakes beside their fence. Adults notice at different times. 5.8–8.6 reverse OTS toward KAI far-center. [Audio1] line2, searching rule rather than celebrating. L-cut final words over red crew photographing/measuring valves with mechanical instruments, no screen overlay. 8.6–12.2 OTS LENA right. [Audio2] line3; intercut three 1s consequences: red clamp closes on pump, tool crate is lifted, old grain-shed doors are chained. Return to LENA on “empty.” 12.2–15.4 stable world medium. [Audio3] line4 over the same adults. Household man loses pump handle; woman pulls blue bundle closer; elder remains at home gate. World Voice stays cold. 15.4–18.2 LENA close OTS. [Audio2] line5. Her rivalry disappears; jaw sets and gaze moves from KAI to residents. Ivory/sand water vehicle waits behind red checkpoint in background B-roll. 18.2–21.2 reverse OTS KAI. [Audio1] line6, quieter and more deliberate than before. His shoulders become still after saying it. 21.2–24.5 five fast physical plunder inserts: red valve seal; energy cylinders loaded onto red truck; neutral grain cart redirected; house door marked by a small metal plate; checkpoint gate swings closed. No readable words or UI. 24.5–27.2 flag/mast descends by cable beside the well. Household woman/man are kept inside checkpoint while elderly man stands outside with wool cap; they reach toward each other but do not cross. Flag remains cloth/steel, not frame-filling. 27.2–30.0 flag base contacts soil and cable slackens; only after gate/valves physically change, [Audio3] cue2 confirms red control. Red truck exits with seized cylinders, Ivory aid stays blocked, family remains split. No triumphant flag shot. PHYSICS / AUDIO / ACCEPTANCE Clamps stop flow before pump dies; crates lift on taut cables; gate has weight; flag contacts then cable slackens. Sound: room tone, winch, truck, valves, chain, gate, restrained adult voices and wind. No music; enforce the AUDIO MASTER LOCK above through the final frame. PASS requires six lines, recurring family, visible requisition of tools/grain/energy, blocked Ivory aid, flag contact and no protagonist/tank/UI in world.
【素材职责】 【道具】 {{Portrait 1}}用于深蓝色战略导弹的表皮纹理、接缝线、磨损蓝漆和外壳比例,作为巨大斜向金属地平线的造型依据,不采用发射、冲击或爆炸。 【正文】 深蓝色战略导弹{{Portrait 1}}的外壳在证据桌面上充满画面,呈巨大斜向金属地平线——极端近摄,只见磨损蓝漆与接缝细节。一道暖色边缘光沿接缝线行进。在暖光行进约一半时,一道冷色X射线背光条(约0.5秒)从一侧穿过外壳,短暂令内部环形结构呈现半透明几何,这是物理背光光学事件,非任何界面叠加。X射线条结束,不透明度完全恢复,导弹外壳保持静止,无发射,无爆炸,无运动。 结束时:导弹外壳不透明,暖色边缘光仍在接缝边停留,周围深黑场。 【视觉风格】 调查性证据沙盒。石板炭灰桌面,浅标本托盘,烟熏玻璃,拉丝导轨,黑化黄铜,细尘。近乎黑暗,窄束暖白掠射光与冷蓝灰透射扫描光。硬边阴影,克制的黄铜高光,深绿灰黑,微量Blue/Red/Ivory色点,选择性反射。90-135mm微距,T2.0-T2.8质感,1-4cm焦平面。真实游戏渲染材质,受控光线追踪弹射。无广告级抛光。 【镜头】 135mm微距,T2.2,静止机位,焦平面对准导弹接缝,斜向构图。 【声音】 无背景音乐,只保留X射线扫描时的细微金属共鸣<distant metal resonance>。 No BGM
ACTIVE ASSETS — COMPACT C14 V1 GAME TREATY + IVORY COOPERATION + SFX ONLY, EXACT ORDER @Image1 = {{Mixed 1}} — treaty-room identities/uniforms and EVAN-left/KAI-center/LENA-right blocking. @Image2 = {{Mixed 2}} — empty treaty-room/table/folders/blank page geography. @Image3 = {{Mixed 3}} — sole world-map topology authority for brief cooperation B-roll. @Image4 = {{Mixed 4}} — Ivory civilization and aid-network authority for stand-down B-roll. @Audio1 = {{Mixed 5}} — user-confirmed EVAN timbre only. @Audio2 = {{Mixed 6}} — user-confirmed LENA timbre only. @Audio3 = {{Mixed 7}} — user-confirmed KAI timbre only. @Audio4 = {{Mixed 8}} — user-confirmed WORLD timbre only. OUTPUT CONTRACT 30.0s, 21:9, 480p, 24fps. Six exact story lines plus one exact WORLD VOICE game cue. Cooperation grows from grief: shared silence -> EVAN yields marker -> LENA sets limits -> KAI pools resources/common ship -> sole command rejected -> signatures below frame -> accord -> brief world stand-down/aid. No celebration, card, subtitle, readable treaty text, UI, logo or music. Main trio physically only in treaty room. WORLD MAP GEOGRAPHY HARD LOCK Image3 is the sole topology authority: central crater lake/energy basin, blue west/northwest, red south/southwest, Ivory east/northeast, ring road, mountains, coast and rivers remain fixed. Regional references control materials/state only. No rotation, mirror, topology reset, city relocation, glowing route, colored terrain wash or UI. IVORY CIVILIZATION HARD LOCK Image4 and the map keep Ivory visible as a full civilization: farms, canals, reservoir, greenhouses, clinic, housing, energy workshops, adult/elder population and sand/ivory workwear. Ivory occupies at least 25% of world B-roll unless a longer explicit Ivory duration is already stated. White is a material accent, never blank terrain; no protagonist appears there. GAME TURN / WORLD VOICE SYSTEM — EXACT, ONCE EACH WORLD VOICE (V.O.) CUE 1: “TREATY ACTION AVAILABLE.” — 0.0–1.0 over the grief-held treaty-room wide; EVAN moves only after the cue ends. All cues use Audio4 after one dry relay, disembodied; no mouth/UI. WORLD only opens a rule state or confirms completed action; it never states motive, emotion or moral judgment. No cue overlaps character speech. Each character line answers the preceding visible/system fact and causes the next action. CAMERA MOTION RHYTHM LOCK Except a motivated grief hold, no locked-off shot exceeds 3.2s. Command-room camera has shoulder mass: slow 5–8% ease-in pushes, short eased pullbacks, small operator corrections, focus transfers and one motivated whip-pan only when a line interrupts another person. World camera remains physically stabilized but alive on crane/rail/dolly or restrained long-lens push/pull; ease in and settle on the material consequence. No digital jitter, random orbit, teleport, constant drift or movement without a causal reveal. AUDIO MASTER LOCK — DIALOGUE AND PHYSICAL SOUND EFFECTS ONLY ZERO MUSIC for the entire 30 seconds: no score, melody, harmony, chord, tonal drone, ambient music bed, choir, vocal pad, beat, percussion, bass pulse, riser, whoosh transition, stinger, trailer BRAAM, victory theme or grief theme. Allowed audio is only exact dialogue, WORLD VOICE cues, spatial room tone, breath, clothing/chair movement and physically caused world SFX. Silence may thin naturally but may never be filled with music. LOCKED DIALOGUE — EXACT ORDER, ONCE EACH EVAN: “You write.” LENA: “Rotate access. No armor. No strategic weapons.” KAI: “Pool the reserves. Build one ship.” EVAN: “Then who commands it?” LENA: “No one alone.” WORLD VOICE (V.O.): “Three-party accord recognized. Temporary emergency law active.” SPEAKER / AUDIO HARD LOCK Audio1=EVAN lines1/4; Audio2=LENA lines2/5; Audio3=KAI line3; Audio4=WORLD treaty cue plus line6/disembodied V.O. No swaps, repeats, overlap or child lip-sync. GRIEF / COOPERATION PERFORMANCE Carry compact C13 sadness: EVAN left shoulders lowered; KAI center no defensive posture; LENA right eyes tired/red but controlled. No cheerful reset. EVAN gives up ownership of marker/page before line1. LENA writes to prevent repeated harm, not win. KAI contributes resources rather than mediates morality. Small relief only after all three agree; no smile until at most a brief softened breath. MARKER / HAND SAFETY No macro hands, marker tip, handwriting, signature or readable clause. In one medium-wide lower-third action, EVAN's one complete hand slides the marker across table and withdraws before LENA's one complete hand receives it; hands never overlap. Subsequent writing/signing occurs below frame with marker friction. Page stays a distant blank/off-white rectangle; dialogue conveys rules. CAUSAL SPINE treaty action available -> EVAN yields the marker -> LENA sets damage-prevention limits -> KAI pools reserves and common ship -> sole command is rejected -> off-frame signatures contact paper -> accord activates -> armor withdraws and Ivory/red/blue aid connects without healing ruins. INTERCUT FLOW / WORLD COOPERATION Face/OTS shots2–3.2s; B-roll1.2–2.5s. No three faces consecutively. Match marker pass -> blue tank barrel lowering; KAI's pooled-reserve line -> red warehouse opening; LENA's “No one alone” -> Ivory water line connecting to red shelter; accord voice -> one common ship module. World adults are unrelated; no protagonist outside room. Damage/mushroom haze persists faintly; cooperation does not heal ruins. TIMED SHOTS 0.0–3.5 wide treaty room, grief carried forward. Dry relay and [Audio4] treaty cue end at1.0; EVAN then chooses to yield authorship, slides marker once, withdraws hand and says [Audio1] line1. No closeup/overlap. 3.5–8.5 OTS EVAN shoulder to LENA right. [Audio2] line2; marker friction below frame. Intercut three1s physical consequences: blue armor powers down; strategic silo relay goes dark; Ivory clinic receives water. Return to LENA on “weapons.” 8.5–12.5 OTS LENA to KAI center. [Audio3] line3; intercut red warehouse doors open and food/energy crates move toward red/Ivory shelters, then one common ship hull ring is set on shared platform. KAI remains sober. 12.5–15.8 OTS KAI to EVAN left. [Audio1] line4. EVAN still thinks in command terms but asks rather than declares; no smile. 15.8–18.8 reverse OTS to LENA right. [Audio2] line5; she looks first to KAI then EVAN. “alone” L-cuts to three differently colored adult crews connecting one shared power cable. 18.8–23.5 medium-wide room. Three sequential body leans and marker contacts happen below frame; no hand/page/text. One signature sound each, separated by breath. They return upright and face the consequence together. 23.5–26.5 [Audio4 V.O.] line6 over physical amber relay under1% frame, then world B-roll: red shelters receive Ivory water, blue tanks reverse, common ship ring locks. Old damage/dirty cloud remains in distance. No child mouth moves. 26.5–30.0 return wide room. All three remain in exact seats; no celebration. LENA keeps marker at table center rather than claiming it. EVAN and KAI release their gaze from control zones. Hold final1.5s on shared page/people, ready for C18 world. PHYSICS / AUDIO / ACCEPTANCE Marker slides with friction/stops; warehouse/crates/cables/ship ring have mass. Sound: room HVAC, hidden marker, doors, motors, water, armor shutdown, relay. No music; enforce the AUDIO MASTER LOCK above through the final frame. PASS requires six correct voices, visible grief-to-cooperation, safe marker transfer without macro text/hands, substantial Ivory aid, no protagonist in world, no readable generated clauses/UI or celebration.
ACTIVE ASSETS — COMPACT C12 V1 STRATEGIC GAME ACTION + NUCLEAR FORCE + SFX ONLY, EXACT ORDER @Image1 = {{Mixed 1}} — exact deep-navy missile identity/geometry. @Image2 = {{Mixed 2}} — blue mountain launch facility/start geography. @Image3 = {{Mixed 3}} — sole world-map topology and impact-location authority; no blast-shape authority. @Image4 = {{Mixed 4}} — command-room EVAN-left/KAI-far-center/LENA-right/uniforms. @Image5 = {{Mixed 5}} — EVAN blue identity. @Image6 = {{Mixed 6}} — KAI red identity. @Image7 = {{Mixed 7}} — LENA ivory identity. @Image8 = {{Mixed 8}} — Ivory city/farms/clinic geography and victim-scale authority; not explosion staging. @Audio1 = {{Mixed 9}} — user-confirmed WORLD timbre only. @Audio2 = {{Mixed 10}} — user-confirmed LENA timbre only. @Audio3 = {{Mixed 11}} — user-confirmed EVAN timbre only. OUTPUT CONTRACT 30.0s, 21:9, 480p, 24fps. Four exact story lines plus one exact WORLD VOICE game cue. Continue compact C11 obstruction -> launch -> sustained missile POV -> physical contact -> full nuclear flash/shock/thermal destruction -> dirty mushroom cloud -> civilian death/rescue -> command-room condemnation. No card, subtitle, UI, logo or music. No main protagonist outside command room. Do not use any pressure-ring still/reference; generate force from the written physics below. WORLD MAP GEOGRAPHY HARD LOCK Image3 fixes the central basin, faction directions, ring road, mountains, coast and rivers. Regional images control materials only. No rotation, mirror, relocation, route glow, terrain tint or UI. IVORY CIVILIZATION HARD LOCK Image8 keeps Ivory a full adult civilization of farms, canals, reservoir, clinic, housing and energy works. Ivory occupies at least 25% of world B-roll; white is an accent, never blank terrain. GAME TURN / WORLD VOICE SYSTEM — EXACT, ONCE EACH WORLD VOICE (V.O.) CUE 1: “STRATEGIC ACTION COMMITTED.” — 0.6–1.7 during the obstructed command-room opening, before launch and before all other speech. The cue uses Audio1 after one dry relay; no mouth/UI. WORLD only confirms a committed game action or measured result, never motive, emotion or morality. It cannot overlap character speech; each human line reacts to visible consequence. CAMERA MOTION RHYTHM LOCK Except a grief hold, no locked shot exceeds3.2s. Room: shoulder mass, 5–8% eased push/pull, focus transfer, one interruption-triggered whip. World: stabilized crane/rail/long-lens motion, settling on consequence. No jitter, orbit, teleport or idle drift. AUDIO MASTER LOCK — DIALOGUE AND PHYSICAL SOUND EFFECTS ONLY ZERO MUSIC: no score, melody, chords, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM or theme. Only exact voices, room tone, breath and physically caused launch/blast/rescue SFX; leave silence empty. LOCKED DIALOGUE — EXACT ORDER, ONCE EACH WORLD VOICE (V.O.): “Blue control confirmed. Population displaced. Energy output available.” LENA: “You burned a city for a meter reading.” EVAN: “The resource survived.” LENA: “That's your defense?” SPEAKER / AUDIO HARD LOCK Audio1=WORLD cue plus WORLD story line only/disembodied V.O.; Audio2=LENA lines2/4; Audio3=EVAN line3. KAI stays silent after blast. No swaps, repeats, extra speech or world lip-sync. MAIN-CHARACTER LOCATION / IVORY VICTIM LOCK EVAN/KAI/LENA appear only in command room. World adults/elders are unrelated Ivory clinic/farm crews and neutral families. Preserve grey-coated woman/blue bundle and dark-workwear man/wool cap; the elder died in C12. No child or protagonist duplicate. PRE-LAUNCH OBSTRUCTION / EMOTION First3 seconds continue C14: LENA half-standing right, body across EVAN's eyeline; KAI far-center leaning forward, completely still; EVAN left avoids both and breathes shallowly. No one touches controls. Concealed relay releases despite their opposition. This is moral failure, never a heroic launch. CAUSAL SPINE strategic action committed -> same blue missile launches -> continuous nose POV -> physical contact -> flash, pressure and thermal transfer -> dirty connected mushroom cloud -> death/rescue -> WORLD declares resource success -> LENA condemns EVAN. NUCLEAR FORCE — WRITTEN PHYSICS AUTHORITY Keep one deep-navy missile through launch, POV and two visible contact frames at the roof/pipe junction. After four near-white frames, pressure crosses several blocks in arrival order: dust lifts, windows rupture, light vehicles roll, roofs peel, pipe racks buckle, reservoir depresses/rebounds and channels reverse. Towers bend but persist. Delayed thermal heat chars fields and ignites clinic/homes; adults fall, crawl, shield and carry others. No gore. MUSHROOM CLOUD LOCK Dust, steam, soot and debris rise from the impact into a dirty black-grey stem connected to burning blocks. It entrains air and overturns into a massive asymmetric mushroom cap; ash, moving shadow and fires persist. Never clean, golden, symmetrical or promotional; ground victims remain visible. INTERCUT CAMERA / FLOW Intercut obstruction, launch, embodied POV, ground consequence and reactions. Flash hides orientation at most4 frames; retain shoreline/road. LENA line2 starts over victims and lands on her; EVAN line3 starts on surviving machinery and lands on him; line4 returns from LENA/KAI to rescue. TIMED SHOTS 0.0–3.0 command-room obstruction. LENA right half-standing; KAI far-center forward; EVAN left withdrawn. Relay clunks; [Audio1] system cue; hard sound cut to silo. No character dialogue. 3.0–6.2 launch facility wide. Silo clamps release exact deep-blue missile; ignition pushes dust only after thrust. Intercut one0.8s command-room reaction: LENA flinches, KAI closes eyes briefly, no speech. 6.2–9.0 stabilized side long lens: missile accelerates and pitches. Cut once to Ivory buses still loading adults, then return same missile/vector. 9.0–15.5 sustained missile-mounted nose POV. Deep-blue nose edge remains. Basin grows continuously to district/clinic/pipe junction; wind/ground parallax accelerate. No detour, cutaway in final2s or early aftermath jump. 15.5–18.8 contact/destruction. Two contact frames -> four-frame flash -> ground pressure front -> roofs/vehicles/pipes/water respond in arrival order -> thermal ignitions. External camera high-oblique about600m away; sees flash before delayed pressure/audio. No instant total vaporization. 18.8–21.2 dirty mushroom cloud forms while ground remains visible: clinic/farms/homes burning; recurring woman/man separated in dust; Ivory medic runs back against fleeing adults; one covered body and several injured carried, no gore. 21.2–23.5 [Audio1 V.O.] line1 over cold contrast: energy equipment still operates beneath mushroom cloud while people search rubble. WORLD never gets a mouth. 23.5–26.0 [Audio2] line2 begins over ruined Ivory clinic/family loss, then hard cut to LENA right command-room close-up on “meter reading.” Eyes wet, anger and grief; no glowing eyes/gasp. 26.0–27.8 surviving energy gauge/machine insert; [Audio3] line3 starts, cut to EVAN left on “survived.” He is rigid but avoids victims' image and both children. 27.8–30.0 LENA/KAI two-shot: [Audio2] line4. KAI silent, jaw locked, refuses to look at EVAN. Final1s returns to Ivory/neutral adults lifting injured beneath expanding mushroom shadow. Damage/cloud persist into compact C13. AUDIO / ACCEPTANCE Room breath/relay; hydraulics, ignition, terminal wind, contact thud, four-frame flash silence, delayed pressure roar, glass/metal/water, fires, coughing, rescue and dirty cloud rumble. No music; enforce the AUDIO MASTER LOCK above through the final frame. PASS requires active obstruction, one deep-blue missile, visible contact, multi-block blast physics, large connected mushroom cloud, Ivory/neutral death and rescue, four correctly mapped lines, condemnation faces and no protagonist in world.
ACTIVE ASSETS — COMPACT C09 V1 TRADE + COMBUSTION + SEIZURE, EXACT ORDER @Image1 = {{Mixed 1}} — command-room blocking/uniforms. @Image2 = {{Mixed 2}} — command-room/table geography. @Image3 = {{Mixed 3}} — EVAN blue identity. @Image4 = {{Mixed 4}} — KAI red identity. @Image5 = {{Mixed 5}} — LENA Ivory identity. @Image6 = {{Mixed 6}} — blue war-industry/armor materials. @Image7 = {{Mixed 7}} — physical basin seizure endpoint/scale. @Image8 = {{Mixed 8}} — sole map topology authority. @Image9 = {{Mixed 9}} — Ivory civilization/blocked relief authority. @Audio1 = {{Mixed 10}} — EVAN only. @Audio2 = {{Mixed 11}} — KAI only. @Audio3 = {{Mixed 12}} — LENA only. @Audio4 = {{Mixed 13}} — WORLD only. OUTPUT CONTRACT 30.0s, 21:9, 480p, 24fps. Merge trade breakdown, civilian-to-war conversion, border crossing and physical resource seizure into one accelerating cause chain. Eight exact character lines plus four system cues. No relocation order yet. Main trio only in command room; world adults unrelated. No UI, subtitles, logo, cards or music. CAUSAL SPINE trade phase opens -> EVAN offers one shipment -> KAI demands two -> EVAN finds seizure cheaper -> KAI rejects trade -> blue civilian engines enter armor -> WORLD confirms combustion -> LENA identifies tanks -> combat phase opens -> blue crosses physical border -> KAI names territory -> keys/valves/warehouse change -> LENA accuses -> EVAN rationalizes -> WORLD confirms blue control. LOCKED SPEECH — EXACT ORDER, ONCE EACH WORLD VOICE (V.O.): “TURN FOUR. TRADE PHASE.” EVAN: “So—one metal shipment for an energy allocation.” KAI: “Two shipments.” EVAN: “Huh. Then taking the field costs less.” KAI: “That’s not trade.” WORLD VOICE (V.O.): “COMBUSTION DEPLOYED.” LENA: “Wait—you built engines. The first ones went into tanks.” WORLD VOICE (V.O.): “COMBAT PHASE.” KAI: “You asked for energy, not territory.” LENA: “Evan—you’re taking his energy field.” EVAN: “I’m securing my supply.” WORLD VOICE (V.O.): “BLUE CONTROL DEPLOYED.” SPEAKER / LOGIC HARD LOCK Audio1=EVAN lines2/4/11; Audio2=KAI lines3/5/9; Audio3=LENA lines7/10; Audio4=WORLD lines1/6/8/12. WORLD only opens phases or confirms completed machinery/control, never moral judgment. No overlap or extra dialogue. World adults never lip-sync. WORLD / HUMAN COST LOCK Image8 fixes geography. Blue workers/guards are unrelated adults in blue-grey utility gear; red adults wear dull brick-red; Ivory aid adults wear sand/ivory. Recurring family remains at the seized basin. Show actual keys, chains, valves, warehouse doors, cylinders and home access changing hands. No holographic wall, terrain recolor, hero tank shot or protagonist in world. CAMERA / TIMED SHOTS 0.0–0.8 dry relay/[Audio4] line1 over three-person room master. 0.8–3.5 OTS EVAN [Audio1] line2; metal and energy inserts. 3.5–4.8 reverse KAI [Audio2] line3. 4.8–7.5 EVAN [Audio1] line4; “costs less” cuts to requisition truck. 7.5–9.3 KAI [Audio2] line5; bargaining ends. 9.3–12.8 engine seats into hull, armor closes, tracks tension; only then [Audio4] line6. 12.8–15.8 OTS LENA [Audio3] line7, reacting to completed hull. Ivory pump/clinic allocation drops as blue freight removes cylinders. 15.8–16.7 relay/[Audio4] line8; no character overlaps. 16.7–20.0 physical border: blue tracks cross matte stripe and bend gate; [Audio2] line9 starts in room and L-cuts to crossing. 20.0–23.0 chain cut, keys taken, valves redirected, cylinders loaded; [Audio3] line10 lands on LENA. 23.0–25.2 EVAN [Audio1] line11; he avoids both eyelines while supply locks inside blue freight. 25.2–28.0 red flag lowers, blue flag rises, warehouse closes and family splits by gate; then [Audio4] line12. 28.0–30.0 stabilized pullback: blue resources move north, Ivory aid blocked, family trapped. Gate clang hands off to relocation. PHYSICS Engine seats before armor closes; tracks tension before movement; suspension settles at border. Tracks bend gate only after contact; chain cuts before doors open; keys/valves move before flow/control changes. Loads compress forklifts and vehicles. CAMERA / AUDIO LOCK Command room has weighted handheld pushes/reverses; world uses stable long-lens/rail moves and settles on physical transfer. ZERO MUSIC: only exact voices, room, engines, metal, chain, valves, freight, wind and gate. No score, beat, drone, riser, whoosh, stinger or trailer BRAAM. ACCEPTANCE Trade causes war production; production is visible before COMBUSTION confirmation; crossing and seizure precede BLUE CONTROL confirmation. Eight character lines/four cues once each, no overlap. No protagonist in world, UI, music or relocation order.
ACTIVE ASSETS — COMPACT C10 V1 RELOCATION + DEATH + RED/IVORY AID, EXACT ORDER @Image1 = {{Mixed 1}} — command-room blocking/uniforms. @Image2 = {{Mixed 2}} — command-room/table geography. @Image3 = {{Mixed 3}} — EVAN blue identity. @Image4 = {{Mixed 4}} — KAI red identity. @Image5 = {{Mixed 5}} — LENA Ivory identity. @Image6 = {{Mixed 6}} — migration corridor geography/scale. @Image7 = {{Mixed 7}} — red city reception/shelter geography. @Image8 = {{Mixed 8}} — sole map topology authority. @Image9 = {{Mixed 9}} — Ivory relief/civilization authority. @Audio1 = {{Mixed 10}} — LENA only. @Audio2 = {{Mixed 11}} — WORLD only. @Audio3 = {{Mixed 12}} — EVAN only. @Audio4 = {{Mixed 13}} — KAI only. OUTPUT CONTRACT 30.0s, 21:9, 480p, 24fps. Merge relocation order, household loss, destination argument and red/Ivory reception. Six exact character lines plus three system statements. Human cost remains readable without gore; aid does not erase cause. Main trio only in command room. No UI, subtitles, logo, cards or music. CAUSAL SPINE population phase opens -> LENA names theft -> system orders relocation -> home/pump/grain lock -> residents move opposite seized resources -> elder dies before aid arrives -> EVAN asks destination -> WORLD gives no place -> LENA rejects abstraction -> KAI finds no destination and opens his city -> red route physically opens -> WORLD confirms -> red shelter and Ivory aid receive survivors. LOCKED SPEECH — EXACT ORDER, ONCE EACH WORLD VOICE (V.O.): “TURN FIVE. POPULATION PHASE.” LENA: “No. Call it security. It’s still theft.” WORLD VOICE (V.O.): “Blue control confirmed. Red authority revoked. Unaligned residents must relocate.” EVAN: “Where do they go?” WORLD VOICE (V.O.): “Outside controlled territory.” LENA: “That's not a place.” KAI: “No destination is listed.” KAI: “Send them south. My city has room.” WORLD VOICE (V.O.): “RED RESETTLEMENT ROUTE OPEN.” SPEAKER / LOGIC HARD LOCK Audio1=LENA lines2/6; Audio2=WORLD lines1/3/5/9; Audio3=EVAN line4; Audio4=KAI lines7/8. WORLD only opens phase, states policy or confirms opened route; it never supplies grief or solution. KAI chooses the destination before system confirmation. No overlap, swap or world lip-sync. FAMILY / IVORY LOCK Same grey-coated woman/blue bundle, dark-workwear man and elderly grey-wool-cap father. During migration the elder loses balance, stops breathing and is covered with an ordinary coat; no blood or corpse spectacle. Man carries wool cap afterward. Ivory adult medic/water truck arrives too late for elder, then supports survivors. Red city converts freight space to strained shelter; Ivory aid enters without taking control. CAMERA / TIMED SHOTS 0.0–0.8 seized cylinders move north; dry relay/[Audio2] line1. 0.8–3.0 OTS LENA [Audio1] line2, reacting to family property leaving. 3.0–5.6 locks, keys, sealed home and packing; [Audio2] line3 over consequences. 5.6–8.5 low tracking: people south, energy north. EVAN sees both, [Audio3] line4. 8.5–10.7 road fork without destination; [Audio2] line5. 10.7–12.8 LENA [Audio1] line6; “place” lands on unmarked fork. 12.8–14.8 KAI checks files, [Audio4] line7. 14.8–17.3 KAI chooses responsibility, [Audio4] line8; “south” L-cuts to red route switch. 17.3–22.5 elder stumbles, family catches him, Ivory medic runs in, checks, lowers gaze; body covered, man keeps wool cap. No dialogue or music. 22.5–25.2 red gate and shelter physically open; only then [Audio2] line9. 25.2–28.2 buses brake, cots unfold, red kitchens open; Ivory water/medical trucks enter separate lane. 28.2–30.0 survivors arrive without elder; blue bundle and wool cap remain. Stable pullback shows crowded shelter, not victory. PHYSICS Bundles change posture; vehicles brake with mass; the elder's fall has momentum and delayed stillness; medic arrives after visible travel and cannot reverse death. Gates swing before routes open, cots unfold before use, water moves through connected hose. CAMERA / AUDIO LOCK Room uses restrained handheld push/reverse; migration uses eye-height long-lens tracking; reception uses stable crane pullback. ZERO MUSIC: only voices, locks, packing, freight, gravel, breath, truck, coat, gate, kitchen, water and wind. No drone, beat, riser, whoosh, stinger or trailer BRAAM. ACCEPTANCE Relocation policy causes packing/march; death precedes late aid; KAI chooses red city before route confirmation. Six character lines/three system statements once each, no overlap. Ivory substantial; no protagonist in world, gore, UI or music.
ACTIVE ASSETS — COMPACT C07 V1 DEVELOPMENT + BASIN, EXACT ORDER @Image1 = {{Mixed 1}} — three-realm macro geography and scale. @Image2 = {{Mixed 2}} — blue industrial materials and rail. @Image3 = {{Mixed 3}} — red logistics materials and port. @Image4 = {{Mixed 4}} — Ivory agriculture, water, clinic and civic scale. @Image5 = {{Mixed 5}} — command-room EVAN-left/KAI-far-center/LENA-right authority. @Image6 = {{Mixed 6}} — command-room/table geography only. @Image7 = {{Mixed 7}} — EVAN blue identity. @Image8 = {{Mixed 8}} — KAI red identity. @Image9 = {{Mixed 9}} — LENA Ivory identity. @Image10 = {{Mixed 10}} — sole world-map topology authority. @Audio1 = {{Mixed 11}} — WORLD VOICE only. @Audio2 = {{Mixed 12}} — EVAN only. @Audio3 = {{Mixed 13}} — KAI only. @Audio4 = {{Mixed 14}} — LENA only. OUTPUT CONTRACT 30.0s, 21:9, 480p, 24fps. Compact development opening: three human choices -> three physical deployments -> shared-energy pressure -> basin revealed inhabited and unclaimed. Five exact character lines and six short system cues. No cards, UI, subtitles, logo or music. Main trio only in command room; world people are unrelated adults/elders. CAUSAL SPINE development phase opens -> EVAN chooses engineering -> blue machinery starts -> WORLD confirms -> KAI chooses food/logistics -> red route engages -> WORLD confirms -> LENA chooses farms/river -> Ivory water moves -> WORLD confirms -> combined demand becomes critical -> basin is named unclaimed -> LENA sees residents and questions control -> EVAN defines first arrival -> family remains exposed. WORLD / IVORY / FAMILY LOCK Image10 fixes central crater lake/basin, blue west/northwest, red south/southwest, Ivory east/northeast, ring road, mountains, rivers and coast. Image4 keeps Ivory a full civilization: farms, canals, reservoir, greenhouses, clinic, housing, energy works and adult population. Recurring household at basin: grey-coated woman/old blue bundle, dark-workwear man, elderly man/grey wool cap. No protagonist likeness in world, no terrain tint, glowing route, hologram or tabletop. LOCKED SPEECH — EXACT ORDER, ONCE EACH WORLD VOICE (V.O.): “TURN TWO. DEVELOPMENT PHASE.” EVAN: “Engineering first. We take the ridge before dusk.” WORLD VOICE (V.O.): “BLUE INDUSTRY DEPLOYED.” KAI: “Hold the road. Fill the granaries. Nothing moves hungry.” WORLD VOICE (V.O.): “RED LOGISTICS DEPLOYED.” LENA: “Double the farms. Move workers to the river.” WORLD VOICE (V.O.): “IVORY IRRIGATION DEPLOYED.” WORLD VOICE (V.O.): “CENTRAL ENERGY DEMAND: CRITICAL.” WORLD VOICE (V.O.): “CENTRAL ENERGY BASIN: UNCLAIMED.” LENA: “Wait—who controls the energy basin?” EVAN: “Whoever reaches it first.” SPEAKER / LOGIC HARD LOCK Audio1=WORLD six cues; Audio2=EVAN lines2/11; Audio3=KAI line4; Audio4=LENA lines6/10. WORLD only opens a rule state or confirms visible completed action; never motive, emotion or morality. No overlap. Every character line reacts to the preceding visible/system fact and causes the next action. World adults never lip-sync. CAMERA / RHYTHM Room: shoulder mass, 5–8% eased pushes, short pullbacks and focus transfer. World: stabilized crane/rail/long-lens motion, settling on material consequence. No shot over3.2s except final1.2s hold; no jitter, orbit, teleport or idle drift. TIMED SHOTS 0.0–0.8 command-room master; dry relay and [Audio1] line1. All listen. 0.8–4.0 eased OTS to EVAN; [Audio2] line2. “ridge” L-cuts to blue route. 4.0–6.0 blue conveyor/rail starts; only after movement [Audio1] line3. Neutral road narrows. 6.0–8.8 reverse OTS KAI; [Audio3] line4 answers blue speed with supply stability. 8.8–11.0 red warehouse/road engages; [Audio1] line5 after doors and freight move. 11.0–13.7 OTS LENA; [Audio4] line6 chooses growth/care, cutting to river intake. 13.7–16.2 Ivory pump turns and canal fills; [Audio1] line7 only after water moves. 16.2–19.5 blue cylinders leave, red stores fill, Ivory pump pressure falls. After visible strain [Audio1] line8. 19.5–21.8 stabilized map-to-basin push; residents/home enter view, then [Audio1] line9. 21.8–24.8 OTS LENA; she sees people inside the announced unclaimed zone, assessment beat, [Audio4] line10. 24.8–27.0 reverse EVAN; [Audio2] line11 answers ownership, avoiding LENA's eyes. 27.0–30.0 world pullback: routes box in the household; small red flag/mast remains airborne. End before occupation. PHYSICS Conveyors, doors and pumps visibly accelerate before goods/water move; foundations precede structures; loaded vehicles settle under mass. Energy removal precedes pump-pressure loss. Routes and household objects persist across cuts. AUDIO MASTER LOCK ZERO MUSIC: no score, melody, chord, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM or theme. Only exact voices, room tone, machinery, rail, freight, pumps, water, wind and physical relay. ACCEPTANCE Five character lines and six cues once each, no overlap. Every deployment visible before confirmation. Ivory receives at least one third of world time. Family remains inhabited/exposed. No protagonist in world, UI, cards or music.
ACTIVE ASSETS — COMPACT C11 V1 GAME TURN + FISSION + IVORY OBSTRUCTION + SFX ONLY, EXACT ORDER @Image1 = {{Mixed 1}} — command-room EVAN-left/KAI-far-center/LENA-right/uniforms. @Image2 = {{Mixed 2}} — command-room/table geography. @Image3 = {{Mixed 3}} — EVAN blue identity. @Image4 = {{Mixed 4}} — KAI red identity. @Image5 = {{Mixed 5}} — LENA ivory identity. @Image6 = {{Mixed 6}} — three-realm geography; use eastern Ivory farms/clinic/energy network. @Image7 = {{Mixed 7}} — sole world-map topology authority. @Image8 = {{Mixed 8}} — Ivory farms, canals, reservoir, clinic, housing and adult civilization-scale authority. @Audio1 = {{Mixed 9}} — user-confirmed EVAN timbre only. @Audio2 = {{Mixed 10}} — user-confirmed KAI timbre only. @Audio3 = {{Mixed 11}} — user-confirmed LENA timbre only. @Audio4 = {{Mixed 12}} — user-confirmed WORLD timbre only. OUTPUT CONTRACT 30.0s, 21:9, 480p, 24fps. Nine exact story lines plus one exact WORLD VOICE game cue. Fast intercut between Ivory energy crisis, civilians unable to evacuate and command-room obstruction. No missile movement until compact C12. No cards, subtitles, UI, hologram, glowing eyes, logo or music. Main trio only in command room; world adults/elders unrelated. WORLD MAP GEOGRAPHY HARD LOCK Image7 is the sole topology authority: central crater lake/energy basin, blue west/northwest, red south/southwest, Ivory east/northeast, ring road, mountains, coast and rivers remain fixed. Regional references control materials/state only. No rotation, mirror, topology reset, city relocation, glowing route, colored terrain wash or UI. IVORY CIVILIZATION HARD LOCK Image8 and the map keep Ivory visible as a full civilization: farms, canals, reservoir, greenhouses, clinic, housing, energy workshops, adult/elder population and sand/ivory workwear. Ivory occupies at least 25% of world B-roll unless a longer explicit Ivory duration is already stated. White is a material accent, never blank terrain; no protagonist appears there. GAME TURN / WORLD VOICE SYSTEM — EXACT, ONCE EACH WORLD VOICE (V.O.) CUE 1: “TURN SIX. FISSION AVAILABLE.” — 0.0–0.9 over Ivory energy modules leaving the basin; KAI starts after the cue. All cues use Audio4 after one dry relay, disembodied; no mouth/UI. WORLD only opens a rule state or confirms completed action; it never states motive, emotion or moral judgment. No cue overlaps character speech. Each character line answers the preceding visible/system fact and causes the next action. CAMERA MOTION RHYTHM LOCK Except a motivated grief hold, no locked-off shot exceeds 3.2s. Command-room camera has shoulder mass: slow 5–8% ease-in pushes, short eased pullbacks, small operator corrections, focus transfers and one motivated whip-pan only when a line interrupts another person. World camera remains physically stabilized but alive on crane/rail/dolly or restrained long-lens push/pull; ease in and settle on the material consequence. No digital jitter, random orbit, teleport, constant drift or movement without a causal reveal. AUDIO MASTER LOCK — DIALOGUE AND PHYSICAL SOUND EFFECTS ONLY ZERO MUSIC for the entire 30 seconds: no score, melody, harmony, chord, tonal drone, ambient music bed, choir, vocal pad, beat, percussion, bass pulse, riser, whoosh transition, stinger, trailer BRAAM, victory theme or grief theme. Allowed audio is only exact dialogue, WORLD VOICE cues, spatial room tone, breath, clothing/chair movement and physically caused world SFX. Silence may thin naturally but may never be filled with music. LOCKED DIALOGUE — EXACT ORDER, ONCE EACH KAI: “Ivory drained the last energy field.” LENA: “We reached it first.” EVAN: “That's what every border says.” EVAN: “Authorize a strategic strike. Clear the basin.” LENA: “Civilians are still inside.” EVAN: “Evacuate the marked sectors.” WORLD VOICE (V.O.): “Evacuation window insufficient.” KAI: “Then don't launch.” EVAN: “If I wait, Ivory launches first.” SPEAKER / AUDIO HARD LOCK Audio1=EVAN lines3/4/6/9; Audio2=KAI lines1/8; Audio3=LENA lines2/5; Audio4=WORLD turn cue plus line7/disembodied V.O. No swaps, repeats, overlap or world lip-sync. IVORY CRISIS / HUMAN STAKES Ivory east occupies at least9 seconds: sand/ivory adult crews, farms, irrigation, clinic, reservoir and energy convoy. Show why they take last energy: pumps stutter, greenhouse heat drops, clinic backup fails, displaced adults from C12 receive care. This need does not erase consequences. Recurring survivors—woman blue bundle, man wool cap—are at Ivory-supported evacuation corridor. No protagonist appears in world. CAUSAL SPINE FISSION becomes available -> last energy moves toward Ivory life-support systems -> EVAN authorizes strike -> LENA and KAI physically obstruct his eyeline and decision -> evacuation window fails -> EVAN commits the concealed relay -> compact C12 inherits launch. OBSTRUCTION / EMOTION / PHYSICAL RELAY LENA right half-rises, shoulders entering EVAN's sightline; rapid breath interrupts “inside.” KAI far-center leans forward and becomes completely still before “Then don't launch.” Neither touches controls. EVAN left avoids both eyelines, voice quieter/rigid. FISSION is only a small sealed metal relay box at table edge with two dim blue lamps under1% frame; no screen/projection/blue face light. Eyes remain natural. INTERCUT FLOW Face shots1.8–3s; world B-roll1.2–2.5s; no three faces consecutively. Dialogue starts on cause or consequence and finishes on speaker. Match cuts: Ivory pump gauge -> relay lamp; clinic white light -> EVAN's pale face; evacuation bus door -> KAI leaning forward. No hard “world block then room block.” TIMED SHOTS 0.0–3.0 Ivory world: final energy modules leave basin. Dry relay and [Audio4] FISSION cue end at0.9; KAI sees technology become available while energy moves, then [Audio2] line1 begins and lands on him at “field.” 3.0–5.2 LENA OTS right [Audio3] line2; defensive first, then 1s B-roll of clinic/pump failure makes her claim less triumphant. 5.2–7.5 EVAN left [Audio1] line3; “border” L-cuts to red/blue/white physical roads enclosing basin. 7.5–10.5 four quick Ivory B-roll shots: pump sputters; greenhouse workers close vents; clinic moves patient to hand-carried lamp; evacuation buses load adults/elders. No children/protagonists. 10.5–13.2 OTS KAI shoulder to EVAN. Small metal relay low foreground, no screen. [Audio1] line4; EVAN never smiles. LENA begins rising in background. 13.2–15.8 LENA half-standing right, blocking EVAN's direct sightline. [Audio3] line5; cut mid-line to Ivory adults still boarding buses, return on “inside.” 15.8–18.2 EVAN left [Audio1] line6, clipped. He looks around LENA rather than at her; relay remains untouched. 18.2–20.5 world B-roll with [Audio4] line7: buses stuck behind narrow gate, clinic stretchers moving, recurring woman/man separated in crowd. WORLD is cold V.O. 20.5–23.2 KAI far-center leans forward, [Audio2] line8. Nearly still camera; no gesture. LENA remains half-standing right. 23.2–26.5 fast obstruction reaction relay: LENA looks to KAI; KAI holds EVAN; EVAN's eyes drop to relay then to evacuation. One full silent second before answer. 26.5–30.0 EVAN left [Audio1] line9. On “first,” concealed relay clunks; only two tiny lamps steady without lighting faces. LENA/KAI remain visibly opposed. Weapon stays offscreen/stationary. End on their obstructing two-shot, not EVAN hero close-up. PHYSICS / AUDIO / ACCEPTANCE Energy removal precedes pump/clinic failure; buses have queues/mass; body shifts persist. Sound: pumps, clinic, buses, room HVAC, breath and relay. No music; enforce the AUDIO MASTER LOCK above through the final frame. PASS requires nine correct voices, strong Ivory presence, real evacuation failure, LENA/KAI active obstruction, natural eyes, physical relay only, no launch/UI/protagonist in world.
ACTIVE ASSETS — COMPACT C08 V1 GAME TURN + OCCUPATION + IVORY + SFX ONLY, EXACT ORDER @Image1 = {{Mixed 1}} — command-room fixed zones/uniforms. @Image2 = {{Mixed 2}} — command-room/table geography. @Image3 = {{Mixed 3}} — EVAN blue identity, silent continuity. @Image4 = {{Mixed 4}} — KAI red identity. @Image5 = {{Mixed 5}} — LENA ivory identity. @Image6 = {{Mixed 6}} — sole world-map topology authority. @Image7 = {{Mixed 7}} — Ivory civilization and blocked-aid scale/material authority. @Audio1 = {{Mixed 8}} — user-confirmed KAI timbre only. @Audio2 = {{Mixed 9}} — user-confirmed LENA timbre only. @Audio3 = {{Mixed 10}} — user-confirmed WORLD timbre only. OUTPUT CONTRACT 30.0s, 21:9, 480p, 24fps. Six exact story lines plus two exact WORLD VOICE game cues. Fast occupation sequence: people discovered -> red survey/security enters -> tools/wells/land are physically requisitioned -> family divided by checkpoint -> flag contacts ground. No tank/blue seizure until C10. No card, subtitle, logo, UI or music. World people are unrelated adults/elders only; recurring C07 household persists. WORLD MAP GEOGRAPHY HARD LOCK Image6 is the sole topology authority: central crater lake/energy basin, blue west/northwest, red south/southwest, Ivory east/northeast, ring road, mountains, coast and rivers remain fixed. Regional references control materials/state only. No rotation, mirror, topology reset, city relocation, glowing route, colored terrain wash or UI. IVORY CIVILIZATION HARD LOCK Image7 and the map keep Ivory visible as a full civilization: farms, canals, reservoir, greenhouses, clinic, housing, energy workshops, adult/elder population and sand/ivory workwear. Ivory occupies at least 25% of world B-roll unless a longer explicit Ivory duration is already stated. White is a material accent, never blank terrain; no protagonist appears there. GAME TURN / WORLD VOICE SYSTEM — EXACT, ONCE EACH WORLD VOICE (V.O.) CUE 1: “TURN THREE. TERRITORY PHASE.” — 0.0–0.9 over a dry relay click before LENA speaks. WORLD VOICE (V.O.) CUE 2: “RED CONTROL DEPLOYED.” — 27.2–28.6 only after the compact red flag physically seats in its socket. All cues use Audio3 after one dry relay, disembodied; no mouth/UI. WORLD only opens a rule state or confirms completed action; it never states motive, emotion or moral judgment. No cue overlaps character speech. Each character line answers the preceding visible/system fact and causes the next action. CAMERA MOTION RHYTHM LOCK Except a motivated grief hold, no locked-off shot exceeds 3.2s. Command-room camera has shoulder mass: slow 5–8% ease-in pushes, short eased pullbacks, small operator corrections, focus transfers and one motivated whip-pan only when a line interrupts another person. World camera remains physically stabilized but alive on crane/rail/dolly or restrained long-lens push/pull; ease in and settle on the material consequence. No digital jitter, random orbit, teleport, constant drift or movement without a causal reveal. AUDIO MASTER LOCK — DIALOGUE AND PHYSICAL SOUND EFFECTS ONLY ZERO MUSIC for the entire 30 seconds: no score, melody, harmony, chord, tonal drone, ambient music bed, choir, vocal pad, beat, percussion, bass pulse, riser, whoosh transition, stinger, trailer BRAAM, victory theme or grief theme. Allowed audio is only exact dialogue, WORLD VOICE cues, spatial room tone, breath, clothing/chair movement and physically caused world SFX. Silence may thin naturally but may never be filled with music. MAIN-CHARACTER LOCATION HARD LOCK EVAN/KAI/LENA bodies/faces/uniforms remain in command room only. During every basin/occupation cut their lines are V.O. only; world adults never lip-sync and never resemble the protagonists. LOCKED DIALOGUE — EXACT ORDER, ONCE EACH LENA: “Hey—there are people there.” KAI: “They don't answer to any state.” LENA: “No. That doesn't make the land empty.” WORLD VOICE (V.O.): “Unaligned population. No treaty protection.” LENA: “Protection from who?” KAI: “Raise the flag. Secure the wells.” SPEAKER / AUDIO HARD LOCK Audio1=KAI only, Audio2=LENA only, Audio3=WORLD cue1/cue2 plus story line4 only. WORLD is always disembodied V.O.; no child lip-syncs it. LENA speaks lines1/3/5; KAI lines2/6. No swaps, repetitions, extra words or simultaneous dialogue. FAST BROLL / HUMAN STAKES Room shots 1.8–3s; world inserts 1.2–2.4s; no shot over3.5s. Dialogue starts over visible consequence and resolves on faces. Red occupation is physical, not an icon: adult brick-red survey/security crews enter by road, clamp valves, stamp metal inventory plates without readable text, lift tool crates, lock an old grain shed and install a low steel gate. No hologram, colored ground wash or celebratory flag shot. Ivory water/aid vehicle remains outside, visible but denied entry. CAUSAL SPINE territory phase -> residents identified -> red road/checkpoint enters -> valves, tools and movement are requisitioned -> family is split -> compact flag physically seats -> RED CONTROL DEPLOYED persists into compact C09. RECURRING FAMILY Grey-coated woman holds old blue bundle; dark-workwear man maintains pump; elderly man wears grey wool cap beside home. All adult/elderly, distinct from protagonists. Track them through every world cut. Red crews do not beat them; power comes from taking access, work, tools and movement. Woman/man end inside gate, elderly man outside briefly separated. TIMED SHOTS 0.0–3.0 hard cut from C08 world to command-room OTS toward LENA right. Dry relay and [Audio3] cue1 end at0.9; offscreen winch creaks, her eyes find residents, breath catches, then [Audio2] line1. Quick7% discovery push. 3.0–5.8 world B-roll: recurring household works at neutral wells; red survey truck rolls into background and lowers physical stakes beside their fence. Adults notice at different times. 5.8–8.6 reverse OTS toward KAI far-center. [Audio1] line2, searching rule rather than celebrating. L-cut final words over red crew photographing/measuring valves with mechanical instruments, no screen overlay. 8.6–12.2 OTS LENA right. [Audio2] line3; intercut three 1s consequences: red clamp closes on pump, tool crate is lifted, old grain-shed doors are chained. Return to LENA on “empty.” 12.2–15.4 stable world medium. [Audio3] line4 over the same adults. Household man loses pump handle; woman pulls blue bundle closer; elder remains at home gate. World Voice stays cold. 15.4–18.2 LENA close OTS. [Audio2] line5. Her rivalry disappears; jaw sets and gaze moves from KAI to residents. Ivory/sand water vehicle waits behind red checkpoint in background B-roll. 18.2–21.2 reverse OTS KAI. [Audio1] line6, quieter and more deliberate than before. His shoulders become still after saying it. 21.2–24.5 five fast physical plunder inserts: red valve seal; energy cylinders loaded onto red truck; neutral grain cart redirected; house door marked by a small metal plate; checkpoint gate swings closed. No readable words or UI. 24.5–27.2 flag/mast descends by cable beside the well. Household woman/man are kept inside checkpoint while elderly man stands outside with wool cap; they reach toward each other but do not cross. Flag remains cloth/steel, not frame-filling. 27.2–30.0 flag base contacts soil and cable slackens; only after gate/valves physically change, [Audio3] cue2 confirms red control. Red truck exits with seized cylinders, Ivory aid stays blocked, family remains split. No triumphant flag shot. PHYSICS / AUDIO / ACCEPTANCE Clamps stop flow before pump dies; crates lift on taut cables; gate has weight; flag contacts then cable slackens. Sound: room tone, winch, truck, valves, chain, gate, restrained adult voices and wind. No music; enforce the AUDIO MASTER LOCK above through the final frame. PASS requires six lines, recurring family, visible requisition of tools/grain/energy, blocked Ivory aid, flag contact and no protagonist/tank/UI in world.
ACTIVE ASSETS — COMPACT C13 V1 GAME TURN + GRIEF + AWAKENING + SFX ONLY, EXACT ORDER @Image1 = {{Mixed 1}} — command-room EVAN-left/KAI-far-center/LENA-right/uniforms. @Image2 = {{Mixed 2}} — command-room/table geography. @Image3 = {{Mixed 3}} — EVAN blue identity. @Image4 = {{Mixed 4}} — KAI red identity. @Image5 = {{Mixed 5}} — LENA ivory identity. @Image6 = {{Mixed 6}} — sole world-map topology and persistent impact-location authority. @Image7 = {{Mixed 7}} — Ivory city/farms/clinic pre-damage geography only; prompt carries all aftermath damage. @Audio1 = {{Mixed 8}} — user-confirmed KAI timbre only. @Audio2 = {{Mixed 9}} — user-confirmed LENA timbre only. @Audio3 = {{Mixed 10}} — user-confirmed EVAN timbre only. @Audio4 = {{Mixed 11}} — user-confirmed WORLD timbre only. OUTPUT CONTRACT 30.0s, 21:9, 480p, 24fps. Five exact story lines plus one exact WORLD VOICE game cue. This is grief before solution: first12 seconds show aftermath and three children absorbing death; only after silence may EVAN propose a treaty. No cards, subtitles, UI, logo or music. Mushroom cloud, fires, injured adults and covered dead persist in world inserts. Main trio physically only in command room. WORLD MAP GEOGRAPHY HARD LOCK Image6 is the sole topology authority: central crater lake/energy basin, blue west/northwest, red south/southwest, Ivory east/northeast, ring road, mountains, coast and rivers remain fixed. Regional references control materials/state only. No rotation, mirror, topology reset, city relocation, glowing route, colored terrain wash or UI. IVORY CIVILIZATION HARD LOCK Image7 and the map keep Ivory visible as a full civilization: farms, canals, reservoir, greenhouses, clinic, housing, energy workshops, adult/elder population and sand/ivory workwear. Ivory occupies at least 25% of world B-roll unless a longer explicit Ivory duration is already stated. White is a material accent, never blank terrain; no protagonist appears there. GAME TURN / WORLD VOICE SYSTEM — EXACT, ONCE EACH WORLD VOICE (V.O.) CUE 1: “TURN SEVEN. PROTOCOL REVIEW.” — 0.0–1.2 over the mushroom-cloud aftermath; the cue ends before KAI speaks. All cues use Audio4 after one dry relay, disembodied; no mouth/UI. WORLD only opens a rule state or confirms completed action; it never states motive, emotion or moral judgment. No cue overlaps character speech. Each character line answers the preceding visible/system fact and causes the next action. CAMERA MOTION RHYTHM LOCK Except a motivated grief hold, no locked-off shot exceeds 3.2s. Command-room camera has shoulder mass: slow 5–8% ease-in pushes, short eased pullbacks, small operator corrections, focus transfers and one motivated whip-pan only when a line interrupts another person. World camera remains physically stabilized but alive on crane/rail/dolly or restrained long-lens push/pull; ease in and settle on the material consequence. No digital jitter, random orbit, teleport, constant drift or movement without a causal reveal. AUDIO MASTER LOCK — DIALOGUE AND PHYSICAL SOUND EFFECTS ONLY ZERO MUSIC for the entire 30 seconds: no score, melody, harmony, chord, tonal drone, ambient music bed, choir, vocal pad, beat, percussion, bass pulse, riser, whoosh transition, stinger, trailer BRAAM, victory theme or grief theme. Allowed audio is only exact dialogue, WORLD VOICE cues, spatial room tone, breath, clothing/chair movement and physically caused world SFX. Silence may thin naturally but may never be filled with music. LOCKED DIALOGUE — EXACT ORDER, ONCE EACH KAI: “The system survived. That's the problem.” LENA: “What kind of future only has room for one of us?” EVAN: “Then we write a treaty.” WORLD VOICE (V.O.): “Existing strategic protocols cannot be deleted.” KAI: “Can a treaty supersede them?” SPEAKER / AUDIO HARD LOCK Audio1=KAI lines1/5; Audio2=LENA line2; Audio3=EVAN line3; Audio4=WORLD turn cue plus line4/disembodied V.O. No swaps, repeats, overlap or victim/rescuer lip-sync. MAIN-CHARACTER LOCATION / WORLD CONTINUITY EVAN/KAI/LENA bodies/faces/uniforms stay in command room. World shows unrelated Ivory/neutral adults/elders only. Continue compact C12's dirty asymmetric mushroom cloud, ash, clinic/farm/home fires, warped pipes, rescue and covered bodies; damage never heals or resets to clean Image6. GRIEF / AWAKENING PERFORMANCE KAI's defensive posture releases: shoulders lower, voice slows, gaze fixed on victims. LENA sits back down after C15, breath uneven, presses lips together to stop crying but does not sob. EVAN stops looking at energy gauge for first time; eyes find covered dead, then drop, shoulders collapse. Keep a full silent assessment beat. “Then we write a treaty” is low and guilty, not clever/heroic. No smiles or quick recovery. CAUSAL SPINE protocol review over persistent aftermath -> rescue and covered dead force each child to look -> shared silence breaks strategic posture -> EVAN proposes a treaty from guilt -> existing protocols resist deletion -> KAI tests a lawful override. INTERCUT FLOW Use world consequence -> individual reaction -> another consequence -> shared silence. Face shots 2–3.5s, B-roll1.5–2.5s. Dialogue may J/L-cut but no solution before12s. Match cuts: wool cap in survivor's hand -> KAI lowering gaze; white clinic sheet over body -> blank treaty page; mushroom shadow -> command-room lights dim. No three speaking faces in a row. TIMED SHOTS 0.0–3.2 aftermath: dirty cloud, rescue, wool cap, blue bundle and covered body remain. Dry relay and [Audio4] protocol-review cue end at1.2; afterward only wind, fire and coughing. The system's procedural continuation becomes the fact KAI condemns. 3.2–6.5 hard cut command room OTS to KAI far-center. He watches offscreen world, breathes once, [Audio1] line1 slowly. “problem” L-cuts back to energy machinery still running beneath smoke. 6.5–9.0 two human-cost inserts: collapsed Ivory clinic room; farm canal full of debris while adults search. No gore. 9.0–12.2 OTS KAI shoulder to LENA right. [Audio2] line2; breath catches after “future,” eyes wet, voice remains quiet. Hold one second after “us.” 12.2–14.8 command-room wide silent assessment. EVAN left no longer looks at resource line; KAI far-center removes rigid posture; LENA right looks down. Mushroom/fire ambience continues faintly. No dialogue/solution. 14.8–18.0 match-cut covered off-white sheet -> blank treaty page sliding physically into table center. EVAN lifts eyes to both, [Audio3] line3. He hesitates before “treaty,” guilt visible; no hand gesture. 18.0–21.8 world/room intercut: rescue workers continue under mushroom shadow; three old protocol lamps remain on. [Audio4 V.O.] line4 cold; no mouth/screen/text projection. 21.8–25.5 OTS EVAN shoulder to KAI. KAI studies blank page, glances to LENA then victims, [Audio1] line5. Question is cautious hope, not victory. 25.5–30.0 wide room with blank page. Three sit in silence facing consequence; distant dirty cloud/fire remains in a small non-UI physical world view/table environment, no screen. No one writes yet. End on EVAN letting his hand/attention withdraw from control area, ready for compact C14 cooperation. PHYSICS / AUDIO / ACCEPTANCE Ash/fire/rescue persist; blank page slides mechanically and stops. Sound: fire, coughs, rescue, room HVAC, breathing, paper/relay. No music; enforce the AUDIO MASTER LOCK above through the final frame. PASS requires first12s without solution, visible sadness/remorse in all three, five correctly mapped lines, persistent mushroom/human cost, treaty proposal after silence, no protagonist in world/UI/celebration.
ACTIVE ASSETS — THE TURN END_MERGED V6 30S, COMPLETE CHARACTER ASSETS, IMAGES ONLY, EXACT ORDER @Image1 = {{Mixed 1}} — exact living-room front architecture, materials, daylight, door and staircase. @Image2 = {{Mixed 2}} — exact room plan: door upper-left, sofa left, round table centre, staircase right. @Image3 = {{Mixed 3}} — photoreal doorway three-person identity/blocking bridge only. @Image4 = {{Mixed 4}} — exact KAI doorway close-up face, green wardrobe, crop and look-back angle. @Image5 = {{Mixed 5}} — exact EVAN-left/LENA-right frontal seated positions, faces, drawings and single marker placement. @Image6 = {{Mixed 6}} — exact closed FARTHER box. @Image7 = {{Mixed 7}} — EVAN independent identity authority: exact face, age, brown hair, body proportions, navy top and brown trousers. @Image8 = {{Mixed 8}} — LENA independent identity authority: exact face, age, red hair, body proportions, cream cardigan and rust trousers. @Image9 = {{Mixed 9}} — KAI independent identity authority: exact face, age, short black curls, body proportions, green sweater and khaki trousers. @Audio1 = {{Mixed 10}} — EVAN voice only. @Audio2 = {{Mixed 11}} — LENA voice only. @Audio3 = {{Mixed 12}} — KAI voice only. @Audio4 = {{Mixed 13}} — PUBLIC ADDRESS, exact same timbre previously heard as WORLD VOICE. No video references. Images lock scene, identities, wardrobe, positions and objects; prompt alone controls action, timing, camera and sound. CHARACTER IDENTITY PRIORITY Images7–9 are the exclusive authorities for face, age, hair, skin, body proportions and ordinary wardrobe: Image7=EVAN, Image8=LENA, Image9=KAI. Images3–5 control only shared scene continuity, crop and staging; they must not replace or average the independent identities. Keep each child recognizable in every cut and shot size. No face swap, sibling blending, age drift, hairstyle change, wardrobe change or generic replacement child. OUTPUT CONTRACT 30.0s, 21:9, 480p, 24fps. One merged ending-room sequence: KAI doorway close-up dialogue -> EVAN/LENA frontal dialogue and marker handoff -> same procedural voice becomes real PA -> shared resigned reaction -> camera begins ceiling pullout. Seven exact spoken lines, each once. No subtitles, UI, game world, commander wardrobe or music. LOCKED DIALOGUE — EXACT ORDER KAI: “Tomorrow?” LENA: “Same game. New rules.” KAI: “Buy another marker.” EVAN: “You first.” LENA: “I'll give it back.” EVAN: “I know.” PUBLIC ADDRESS (V.O.): “Youth Strategy Unit Seven. Majors Evan and Lena Reyes, report to the War Room immediately.” IDENTITY / POSITION LOCK KAI appears only in Image4-style doorway close-ups; closed box partly visible, no KAI wide, no full departure path. EVAN and LENA use Image5's exact frontal seated relationship: EVAN left, LENA right, same table, same two drawings, one marker between them. Faces, hair, age and ordinary wardrobe never drift. They never look into lens. Scene architecture follows Images1–2; staircase stays on right, door on upper-left wall, never mirrored. Image3 is only the continuity bridge between door and room. CAUSAL SPINE KAI pauses at door -> asks tomorrow -> LENA reframes game -> KAI jokes about marker and leaves -> siblings remain at exact table positions -> EVAN offers one marker -> LENA accepts but DOES NOT DRAW -> she returns same marker untouched -> EVAN acknowledges trust -> alert interrupts marker contact -> same voice once believed to be game system speaks through real room PA -> children realize institutional reality -> camera starts physical ceiling pullout. CAMERA GRAMMAR Purposeful handheld with shoulder mass, breathing and micro-settling while people remain in frame. KAI only 85–100mm doorway close-ups. EVAN/LENA primarily one frontal 85mm two-shot matching Image5; use matching frontal reverses only when required, with listener shoulder edge. A 135mm marker insert may last under 1.2s. Optical tightening 2–4% only on a new decision or alert. No digital jitter, decorative zoom, random angle, direct-camera address or reaction montage. At 27.5s camera transitions from handheld to a stable vertical mechanical rise. TIMED ACTION 0.0–3.5 exact Image4 KAI doorway close-up. Closed box edge visible low frame. KAI looks back toward siblings, Audio3: `Tomorrow?` Natural lip sync; no smile held for camera. 3.5–6.5 hard cut to exact Image5 frontal EVAN/LENA two-shot. LENA looks toward offscreen KAI, Audio2: `Same game. New rules.` EVAN listens; marker remains lying between drawings. 6.5–9.5 return to matching KAI doorway close-up. His eyes flick once toward the marker/table, Audio3: `Buy another marker.` He turns and clears the doorframe; only hinge, box shift and receding footstep sound continue. No KAI wide or re-entry. 9.5–12.5 Image5 frontal siblings hold. Door latch clicks offscreen. Their attention returns to the table; marker still exactly between papers. No dialogue. 12.5–15.0 frontal two-shot with restrained push. EVAN picks up the single marker with complete hand, offers it horizontally across centreline before speaking. Audio1: `You first.` He keeps contact until LENA grips. 15.0–17.0 frontal LENA emphasis within same axis. She takes marker only after EVAN releases. Audio2: `I'll give it back.` She does not touch either drawing, does not make a line, and does not move the papers. 17.0–19.2 frontal EVAN emphasis. Audio1: `I know.` LENA pauses with marker in hand, then returns the same marker directly to EVAN without drawing. EVAN's complete hand closes before she releases. No duplicate marker. 19.2–20.3 135mm insert under 1.1s: EVAN lowers returned marker tip to his existing drawing; tip physically contacts paper but makes no visible new stroke yet. 20.3–20.9 restrained two-tone institutional alert from real room speaker. EVAN's hand stops instantly with tip touching paper. Hard cut back to Image5-style frontal two-shot; both children remain on exact marks. 20.9–25.8 Audio4 speaks exact PA line once through real ventilation/public speaker. The timbre is identical to prior WORLD VOICE: this is the voice reversal. EVAN freezes first; LENA's ease disappears before her eyes move left. Camera stays in shared frontal two-shot and slowly tightens 4%; no separate reaction montage, alarm light, screen or robot. 25.8–27.5 PA ends. EVAN and LENA look at each other, tired `of course` resignation rather than fear or heroism. No dialogue. Marker remains stopped; paper unchanged. 27.5–30.0 camera becomes mechanically stable and begins a vertical rise from drawings/marker. Keep children, table, sofa, correct right-wall staircase and upper-left door visible while shrinking. Reach ordinary white ceiling and reveal a real maintenance grille/hatch; end just as camera enters the dark material layer, ready for END_FLEET. PHYSICS / MATERIAL RESPONSE — HAND / PAPER / PROP LOCK Exactly one closed box with KAI, exactly one marker at table, exactly two existing drawings. LENA never draws, never writes, never creates a line; she only receives, pauses and returns. Marker transfer is continuous and complete. No paper spawn, duplicate marker, extra fingers, card, game piece or readable generated text. VOICE ROUTING / AUDIO Audio1 EVAN only; Audio2 LENA only; Audio3 KAI only; Audio4 PA only. Exact words once, no filler, names, overlap, paraphrase or source-demo wording. Visible speakers lip-sync only their line. PA is disembodied. Sounds: room tone, box, footsteps, door latch, clothing, marker/paper, two-tone alert, ventilation and ceiling grille. ZERO MUSIC. ACCEPTANCE KAI only close-up; EVAN/LENA exact frontal positions; all six character lines plus exact PA once; LENA draws nothing; one marker returned; voice reversal occurs in shared frontal shot; ceiling pullout starts physically. No video references, identity drift, extra dialogue, UI or music.
ACTIVE ASSETS — ATTACH IN THIS ORDER ONLY @Image1 = {{Mixed 1}} — BOARDWORLD_FRONT: front command-room composition, KAI-top/EVAN-left/LENA-right eyelines and table geography only; no identity or wardrobe authority authority only. @Image2 = {{Mixed 2}} — BOARDWORLD_OBLIQUE45: 45-degree room/table geography and hand-to-map command interaction only; no identity or wardrobe authority authority only. @Image3 = {{Mixed 3}} — BOARDWORLD_GOD90: 90-degree deployment geometry, map routes and three-position continuity only; no identity or wardrobe authority authority only. @Image4 = {{Mixed 4}} — EVAN_BLUE_COMMANDER: highest authority for EVAN face, age, child body, blue faction wardrobe, front/back continuity and face close-up authority only. @Image5 = {{Mixed 5}} — KAI_RED_COMMANDER: highest authority for KAI face, age, child body, red faction wardrobe, front/back continuity and face close-up authority only. @Image6 = {{Mixed 6}} — LENA_IVORY_COMMANDER: highest authority for LENA face, age, child body, ivory faction wardrobe, front/back continuity and face close-up authority only. @Image7 = {{Mixed 7}} — BLUE_FISSION_FACILITY: strategic-weapon launch source and mountain geography authority only. @Image8 = {{Mixed 8}} — BLUE_FISSION_SYSTEMS: same weapon source, missile, silo and radar geometry authority only. @Image9 = {{Mixed 9}} — SHARED_TREATY_VOYAGE_SYSTEMS: scorched aftermath and later shared-system geometry only authority only. @Audio1 = {{Mixed 10}} — EVAN_VOICE: EVAN voice. @Audio2 = {{Mixed 11}} — KAI_VOICE: KAI voice. @Audio3 = {{Mixed 12}} — LENA_VOICE: LENA voice. @Audio4 = {{Mixed 13}} — WORLD_VOICE: world voice. Assets lock identity and visible world state, not unscripted action or extra characters. OUTPUT CONTRACT 18 seconds, Seedance 2.5 at 480P, 21:9, 24fps, controlled multi-shot or continuous take exactly as specified, real-time motion, no subtitles, no generated editorial text, no music. CAUSAL SPINE KAI's warning lands -> EVAN chooses speed -> strategic weapon reaches basin -> brief flash/pressure ring -> scorch and displacement persist -> system values output -> LENA/KAI condemn -> future question changes EVAN's tactic WORLD AND CONTINUITY LOCK Same map master before impact. Weapon launches from BLUE FISSION SILO. After impact the basin area remains blackened and smoky in every later god view. FIRST FRAME AND SPATIAL BLOCKING Weapon travels from EVAN left-side launch point to central basin. Maintain a visible map edge through flash; full occlusion at most six frames. FORMAT AND CAMERA KAI/EVAN 100mm subjective cuts; 90-degree god view for impact and aftermath; LENA/EVAN/KAI 100mm condemnation chain; slow 65-to-100mm tighten on LENA's future question. DETAILED SHOT EXECUTION Inherit the airborne weapon and previous propulsion sound; do not replay launch. KAI completes his warning in 100mm, then EVAN answers without raising his voice. Match the weapon's established direction into a 90-degree world view; keep one map edge and one river/road visible through the approach. The same missile reaches the basin. Detonation sequence is strict: contact -> two-to-six-frame white flash -> expanding pressure ring -> local structural deformation -> vehicles and people displaced -> dust and smoke advected outward -> persistent blackened center. No spherical fireball, mushroom cloud or beauty shot. WORLD VOICE evaluates output over the aftermath. Use three 100mm condemnation cuts with unequal reaction timing. LENA's final question begins in a 65mm medium-close context and physically tightens toward 100mm as she counts the displaced, ending with smoke and scorch still active behind the decision space. DIALOGUE AND VOICE ROUTING LOCK Use only the exact quoted English dialogue in TIMED ACTION. Voice references provide timbre and identity only; never copy demonstration wording, swap speakers, blend voices, add filler, names, breaths-as-words, commentary or offscreen dialogue. Visible speakers receive natural on-camera lip sync only during their assigned line; mouths close before and after speech. WORLD VOICE and PUBLIC ADDRESS remain disembodied and never create a visible robot or interface. The user-supplied demo clips control camera/editing grammar only and are not attached as video references. USER-DEMO CAMERA GRAMMAR: purposeful handheld with shoulder mass and micro-settling; 85–135mm dialogue pressure; fast push/optical tighten only on a new decision or interruption; hard cuts preserve eyelines and object state; no dead static coverage, digital jitter, decorative zoom or random angle change. TIMED ACTION 198.0-199.5 KAI completes: "Then don't launch." EVAN: "If I wait, Ivory launches first." 199.5-202.0 weapon reaches target. 202.0-202.25 brief white flash, then pressure ring displaces markers and people; no mushroom cloud. 202.25-205.5 persistent scorched basin. WORLD VOICE: "Blue control confirmed. Population displaced. Energy output available." 205.5-208.5 LENA: "You burned a city for a meter reading." 208.5-210.5 EVAN: "The grid is intact." 210.5-212.5 KAI: "The system survived. That's the problem." 212.5-216.0 LENA, slow tighten: "What kind of future only has room for one of us?" ACTING AND REACTION KAI speaks as a stopped action, not a speech. EVAN's certainty breaks only after the aftermath. LENA's question comes from counting displaced people, not moral posing. PHYSICS AND MATERIAL RESPONSE Flash -> pressure ring -> displacement -> smoke/scorch. Damage never resets. Civilians move away along routes; no gore or beautiful fireball. CONTINUITY AND FAILURE GUARDS Preserve exact subject count, facial identity, age, wardrobe state, left/top/right geography, object ownership, light direction and exit-state continuity across every cut. Eyes lead heads; hands remain anatomically complete with stable grip and contact; objects never duplicate, teleport, merge, resize or change design. Handheld means shoulder mass, breath and imperfect correction, never digital jitter. No subtitles, captions, logos, watermarks, floating UI, extra dialogue, generated music, waxy skin, dirty grade, flicker, ghosting or game-engine gloss. Do not use the rejected isolated miniature flags, population figures, road strips, tanks, hex tiles or contact-sheet collages as visible world objects. World geography remains full-scale and materially real; only the three decision makers receive subjective portrait coverage, while deployment and human consequence remain god-view/high-oblique. LIGHTING AND GRADE Clean natural detail, stable exposure, restrained contrast, tactile paper/wood/fabric/metal. Preserve the active reference's light direction and palette; no dirty wash, waxy skin, flicker, ghosting or game-engine gloss. AUDIO Exact lines, short launch, pressure thump, distant structural damage, no score. ACCEPTANCE LOCKS Scorch, displaced population and smoke remain at exit; no heroic nuclear imagery.
ACTIVE ASSETS — ATTACH IN THIS ORDER ONLY @Image1 = {{Mixed 1}} — BOARDWORLD_FRONT: front command-room composition, KAI-top/EVAN-left/LENA-right eyelines and table geography only; no identity or wardrobe authority authority only. @Image2 = {{Mixed 2}} — BOARDWORLD_OBLIQUE45: 45-degree room/table geography and hand-to-map command interaction only; no identity or wardrobe authority authority only. @Image3 = {{Mixed 3}} — BOARDWORLD_GOD90: 90-degree deployment geometry, map routes and three-position continuity only; no identity or wardrobe authority authority only. @Image4 = {{Mixed 4}} — EVAN_BLUE_COMMANDER: highest authority for EVAN face, age, child body, blue faction wardrobe, front/back continuity and face close-up authority only. @Image5 = {{Mixed 5}} — KAI_RED_COMMANDER: highest authority for KAI face, age, child body, red faction wardrobe, front/back continuity and face close-up authority only. @Image6 = {{Mixed 6}} — LENA_IVORY_COMMANDER: highest authority for LENA face, age, child body, ivory faction wardrobe, front/back continuity and face close-up authority only. @Image7 = {{Mixed 7}} — BLUE_FISSION_FACILITY: blue strategic-launch facility and mountain geography authority only. @Image8 = {{Mixed 8}} — IVORY_ECONOMY_REALM: ivory-controlled energy basin and economic geography authority only. @Image9 = {{Mixed 9}} — BLUE_FISSION_SYSTEMS: silo, missile and radar geometry authority only. @Image10 = {{Mixed 10}} — IVORY_ECONOMY_SYSTEMS: ivory economy/water geometry authority only. @Image11 = {{Mixed 11}} — IVORY_WATER_TANKER: ivory extraction convoy geometry authority only. @Audio1 = {{Mixed 12}} — EVAN_VOICE: EVAN voice. @Audio2 = {{Mixed 13}} — KAI_VOICE: KAI voice. @Audio3 = {{Mixed 14}} — LENA_VOICE: LENA voice. @Audio4 = {{Mixed 15}} — WORLD_VOICE: world voice. Assets lock identity and visible world state, not unscripted action or extra characters. OUTPUT CONTRACT 18 seconds, Seedance 2.5 at 480P, 21:9, 24fps, controlled multi-shot or continuous take exactly as specified, real-time motion, no subtitles, no generated editorial text, no music. CAUSAL SPINE KAI challenges ivory extraction -> LENA claims priority -> EVAN exposes border logic -> blue tech chain reaches FISSION -> EVAN authorizes strike -> evacuation warning fails -> launch begins WORLD AND CONTINUITY LOCK Same strategic room. BLUE FISSION FACILITY is the physical launch source; IVORY ECONOMY is the target-side resource network. Keep exact faces, ages and locked blue/red/ivory commander uniforms. FIRST FRAME AND SPATIAL BLOCKING KAI top, LENA right, EVAN left. FISSION authorization occurs under EVAN's left hand, targeted toward central basin on map. FORMAT AND CAMERA 100mm subjective dialogue CUs; four 135mm authorization fragments; 90-degree god view for launch vector. No hero low-angle. DETAILED SHOT EXECUTION Open on KAI's challenge with red refuge activity still audible. LENA's claim of first arrival is delivered while she signs an extraction ledger, not as a speech. EVAN's border comparison lands in a locked 100mm close-up; after one assessment beat his gaze moves to the blue authorization surface. Execute four 135mm fragments with the same left-to-right hand vector and shrinking duration: ENGINEERING contact, INDUSTRY engagement, COMBUSTION mechanical spin, FISSION physical key/cover release. Cut high to the locked mountain facility: silo machinery opens with heavy inertia, radar rotates independently, missile remains one identifiable object. Return to EVAN for authorization, then LENA and KAI warnings. Launch begins only after command, with clamp release, ignition pressure, smoke displacement and upward travel. Exit while the weapon is airborne and KAI's line remains unfinished; no impact, no triumphant low angle. DIALOGUE AND VOICE ROUTING LOCK Use only the exact quoted English dialogue in TIMED ACTION. Voice references provide timbre and identity only; never copy demonstration wording, swap speakers, blend voices, add filler, names, breaths-as-words, commentary or offscreen dialogue. Visible speakers receive natural on-camera lip sync only during their assigned line; mouths close before and after speech. WORLD VOICE and PUBLIC ADDRESS remain disembodied and never create a visible robot or interface. The user-supplied demo clips control camera/editing grammar only and are not attached as video references. USER-DEMO CAMERA GRAMMAR: purposeful handheld with shoulder mass and micro-settling; 85–135mm dialogue pressure; fast push/optical tighten only on a new decision or interruption; hard cuts preserve eyelines and object state; no dead static coverage, digital jitter, decorative zoom or random angle change. TIMED ACTION 180.0-182.5 KAI: "Ivory drained the last energy field." 182.5-184.5 LENA: "We reached it first." 184.5-186.5 EVAN: "That's what every border says." 186.5-190.5 rapid authorization fragments ENGINEERING, INDUSTRY, COMBUSTION, FISSION. 190.5-193.0 EVAN: "Authorize a strategic strike. Clear the basin." 193.0-195.0 LENA: "Civilians are still inside." 195.0-196.5 EVAN: "Evacuate the marked sectors." 196.5-198.0 WORLD VOICE: "Evacuation window insufficient." KAI begins: "Then don't launch." ACTING AND REACTION EVAN's hand presses authorization while his face remains controlled; LENA's eyes leave economy markers for civilians; KAI's steady hand stops. PHYSICS AND MATERIAL RESPONSE Launch has clear source, vector and target; no impact occurs before the next clip. CONTINUITY AND FAILURE GUARDS Preserve exact subject count, facial identity, age, wardrobe state, left/top/right geography, object ownership, light direction and exit-state continuity across every cut. Eyes lead heads; hands remain anatomically complete with stable grip and contact; objects never duplicate, teleport, merge, resize or change design. Handheld means shoulder mass, breath and imperfect correction, never digital jitter. No subtitles, captions, logos, watermarks, floating UI, extra dialogue, generated music, waxy skin, dirty grade, flicker, ghosting or game-engine gloss. Do not use the rejected isolated miniature flags, population figures, road strips, tanks, hex tiles or contact-sheet collages as visible world objects. World geography remains full-scale and materially real; only the three decision makers receive subjective portrait coverage, while deployment and human consequence remain god-view/high-oblique. LIGHTING AND GRADE Clean natural detail, stable exposure, restrained contrast, tactile paper/wood/fabric/metal. Preserve the active reference's light direction and palette; no dirty wash, waxy skin, flicker, ghosting or game-engine gloss. AUDIO Exact dialogue; restrained authorization clicks and rising propulsion only. No music. ACCEPTANCE LOCKS End with weapon in travel and KAI warning unfinished; no detonation yet.
ACTIVE ASSETS — ATTACH IN THIS ORDER ONLY @Image1 = {{Mixed 1}} — BOARDWORLD_FRONT: front command-room composition, KAI-top/EVAN-left/LENA-right eyelines and table geography only; no identity or wardrobe authority authority only. @Image2 = {{Mixed 2}} — BOARDWORLD_OBLIQUE45: 45-degree room/table geography and hand-to-map command interaction only; no identity or wardrobe authority authority only. @Image3 = {{Mixed 3}} — BOARDWORLD_GOD90: 90-degree deployment geometry, map routes and three-position continuity only; no identity or wardrobe authority authority only. @Image4 = {{Mixed 4}} — EVAN_BLUE_COMMANDER: highest authority for EVAN face, age, child body, blue faction wardrobe, front/back continuity and face close-up authority only. @Image5 = {{Mixed 5}} — KAI_RED_COMMANDER: highest authority for KAI face, age, child body, red faction wardrobe, front/back continuity and face close-up authority only. @Image6 = {{Mixed 6}} — LENA_IVORY_COMMANDER: highest authority for LENA face, age, child body, ivory faction wardrobe, front/back continuity and face close-up authority only. @Image7 = {{Mixed 7}} — NEUTRAL_TREATY_ROOM: neutral three-seat treaty room, table and lighting authority only. @Image8 = {{Mixed 8}} — SHARED_TREATY_VOYAGE_SYSTEMS: treaty table, three flags, common ship and scorched-state object geometry authority only. @Image9 = {{Mixed 9}} — SIGNED_THREE_PARTY_ACCORD: exact treaty title, five clauses and three signatures authority only. @Image10 = {{Mixed 10}} — COMMON_VOYAGE_SHIP_MODULAR_BUILD: sequential common-ship assembly geometry authority only. @Audio1 = {{Mixed 11}} — EVAN_VOICE: EVAN voice. @Audio2 = {{Mixed 12}} — KAI_VOICE: KAI voice. @Audio3 = {{Mixed 13}} — LENA_VOICE: LENA voice. @Audio4 = {{Mixed 14}} — WORLD_VOICE: world voice. Assets lock identity and visible world state, not unscripted action or extra characters. OUTPUT CONTRACT 18 seconds, Seedance 2.5 at 480P, 21:9, 24fps, controlled multi-shot or continuous take exactly as specified, real-time motion, no subtitles, no generated editorial text, no music. CAUSAL SPINE future question changes EVAN -> he proposes treaty -> system says protocols persist -> KAI finds supersession route -> three commanders write and sign accord -> armor withdraws -> common ship begins WORLD AND CONTINUITY LOCK Begin in the same command room with impact scorch visible; treaty signatures take place in NEUTRAL TREATY ROOM, whose empty three-seat geometry receives the same children in their locked blue/red/ivory commander uniforms. FIRST FRAME AND SPATIAL BLOCKING Three remain top/left/right. Their hands meet over a neutral paper at table center; black marker comes from real-world continuity. FORMAT AND CAMERA 100mm subjective CUs and 135mm treaty-writing inserts; return to 90-degree god view for withdrawal and resource convergence. DETAILED SHOT EXECUTION Begin with C12 scorch visible on the strategic display. EVAN withdraws his blue command marker with a complete lift-and-set action before proposing the treaty. WORLD VOICE states that protocols persist. KAI scans the rule structure, stops on a supersession clause and asks his question; hold two seconds of operational room sound rather than scoring the discovery. Cut to 135mm table inserts: the same black marker lies between EVAN and LENA; both touch it, EVAN fully releases, LENA accepts. Use the exact signed-accord asset for title, five clauses and final signature state. During writing, clauses appear only under the moving marker tip; do not invent or misspell text. KAI signs last. Only after all three signatures do blue carriers turn back. In high view, blue, red and ivory supply vehicles converge; common voyage-ship modules arrive in a fixed build order and make physical contact, but the ship remains incomplete at exit. DIALOGUE AND VOICE ROUTING LOCK Use only the exact quoted English dialogue in TIMED ACTION. Voice references provide timbre and identity only; never copy demonstration wording, swap speakers, blend voices, add filler, names, breaths-as-words, commentary or offscreen dialogue. Visible speakers receive natural on-camera lip sync only during their assigned line; mouths close before and after speech. WORLD VOICE and PUBLIC ADDRESS remain disembodied and never create a visible robot or interface. The user-supplied demo clips control camera/editing grammar only and are not attached as video references. USER-DEMO CAMERA GRAMMAR: purposeful handheld with shoulder mass and micro-settling; 85–135mm dialogue pressure; fast push/optical tighten only on a new decision or interruption; hard cuts preserve eyelines and object state; no dead static coverage, digital jitter, decorative zoom or random angle change. TIMED ACTION 216.0-218.0 EVAN withdraws blue marker: "Then we write a treaty." 218.0-220.0 WORLD VOICE: "Existing strategic protocols cannot be deleted." 220.0-222.5 KAI: "Can a treaty supersede them?" Silence. 222.5-225.5 EVAN and LENA touch marker; EVAN releases: "You write." 225.5-229.5 LENA writes and says: "Rotate access. No armor. No strategic weapons." 229.5-232.0 KAI: "Pool the reserves. Build one ship." 232.0-234.0 EVAN: "Then who commands it?" LENA: "No one alone." WORLD VOICE begins recognizing accord. ACTING AND REACTION EVAN's surrender is a real release of the marker. KAI slows when the loophole becomes serious. LENA writes carefully, no victory smile. PHYSICS AND MATERIAL RESPONSE Marker stays one object and passes clockwise. Armor begins withdrawal only after signatures. Scorch persists. CONTINUITY AND FAILURE GUARDS Preserve exact subject count, facial identity, age, wardrobe state, left/top/right geography, object ownership, light direction and exit-state continuity across every cut. Eyes lead heads; hands remain anatomically complete with stable grip and contact; objects never duplicate, teleport, merge, resize or change design. Handheld means shoulder mass, breath and imperfect correction, never digital jitter. No subtitles, captions, logos, watermarks, floating UI, extra dialogue, generated music, waxy skin, dirty grade, flicker, ghosting or game-engine gloss. Do not use the rejected isolated miniature flags, population figures, road strips, tanks, hex tiles or contact-sheet collages as visible world objects. World geography remains full-scale and materially real; only the three decision makers receive subjective portrait coverage, while deployment and human consequence remain god-view/high-oblique. LIGHTING AND GRADE Clean natural detail, stable exposure, restrained contrast, tactile paper/wood/fabric/metal. Preserve the active reference's light direction and palette; no dirty wash, waxy skin, flicker, ghosting or game-engine gloss. AUDIO Exact dialogue, marker strokes, paper, distant withdrawal. No music. ACCEPTANCE LOCKS Treaty is visibly signed; no board-game language; exit has accord recognized and resources starting to converge.
ACTIVE ASSETS — ATTACH IN THIS ORDER ONLY @Image1 = {{Mixed 1}} — BOARDWORLD_FRONT: front command-room composition, KAI-top/EVAN-left/LENA-right eyelines and table geography only; no identity or wardrobe authority authority only. @Image2 = {{Mixed 2}} — BOARDWORLD_OBLIQUE45: 45-degree room/table geography and hand-to-map command interaction only; no identity or wardrobe authority authority only. @Image3 = {{Mixed 3}} — BOARDWORLD_GOD90: 90-degree deployment geometry, map routes and three-position continuity only; no identity or wardrobe authority authority only. @Image4 = {{Mixed 4}} — EVAN_BLUE_COMMANDER: highest authority for EVAN face, age, child body, blue faction wardrobe, front/back continuity and face close-up authority only. @Image5 = {{Mixed 5}} — KAI_RED_COMMANDER: highest authority for KAI face, age, child body, red faction wardrobe, front/back continuity and face close-up authority only. @Image6 = {{Mixed 6}} — LENA_IVORY_COMMANDER: highest authority for LENA face, age, child body, ivory faction wardrobe, front/back continuity and face close-up authority only. @Image7 = {{Mixed 7}} — BLUE_INDUSTRIAL_REALM: blue industrial geography and scale authority only. @Image8 = {{Mixed 8}} — RED_SHIPYARD_REALM: red logistics/shipyard geography and scale authority only. @Image9 = {{Mixed 9}} — IVORY_ECONOMY_REALM: ivory agriculture/water geography and scale authority only. @Image10 = {{Mixed 10}} — BLUE_INDUSTRIAL_HARDWARE: blue armor, carrier and rail geometry authority only. @Image11 = {{Mixed 11}} — RED_LOGISTICS_SYSTEMS: red transport and energy geometry authority only. @Image12 = {{Mixed 12}} — IVORY_ECONOMY_SYSTEMS: ivory agriculture, water and civic geometry authority only. @Audio1 = {{Mixed 13}} — EVAN_VOICE: EVAN voice. @Audio2 = {{Mixed 14}} — KAI_VOICE: KAI voice. @Audio3 = {{Mixed 15}} — LENA_VOICE: LENA voice. @Audio4 = {{Mixed 16}} — WORLD_VOICE: procedural world voice. Assets lock identity and visible world state, not unscripted action or extra characters. OUTPUT CONTRACT 18 seconds, Seedance 2.5 at 480P, 21:9, 24fps, controlled multi-shot or continuous take exactly as specified, real-time motion, no subtitles, no generated editorial text, no music. CAUSAL SPINE strategic room activates -> system reports asymmetric growth -> three commanders issue distinct opening orders -> god view shows tech rush, balanced supply and economic population growth WORLD AND CONTINUITY LOCK Use the three BOARDWORLD views as one continuous command room. KAI remains top, EVAN left, LENA right in every angle. BLUE INDUSTRIAL, RED LOGISTICS and IVORY ECONOMY are three connected territories on the same terrain map, not separate universes. Preserve faces and ages while locking EVAN blue, KAI red and LENA ivory commander uniforms; never swap faction colors. FIRST FRAME AND SPATIAL BLOCKING First frame is the accepted 90-degree top view with all three already seated. Subjective cuts may move close, but each returns to the same top-view positions. FORMAT AND CAMERA Controlled multi-shot: 90-degree god master, 85-100mm EVAN/KAI/LENA subjective command CUs, hard cuts back to god view. No ground-level civilian coverage. DETAILED SHOT EXECUTION Open on a five-second-readable god master: command table edge, three bodies and three territories visible before the first subjective cut. WORLD VOICE originates from the room, not a visible device. Cut to EVAN with camera 1.25m high, 2m away, 100mm compression; eyes lead to a route line, index finger contacts the map and only then blue industry starts. Match that fingertip vector to a high aerial of factories, rail and armored carriers. KAI's 100mm close-up uses slower breath and symmetrical supply columns; his red truck movement begins after he closes one ledger line. LENA's close-up holds her ivory sleeve and hand moving workers before speech ends; cut to water channels and agricultural blocks expanding at different rates. Return to exactly the original god geometry after each insert. No ground-level battle heroics: only commanders receive face scale, while development remains high or top-down. DIALOGUE AND VOICE ROUTING LOCK Use only the exact quoted English dialogue in TIMED ACTION. Voice references provide timbre and identity only; never copy demonstration wording, swap speakers, blend voices, add filler, names, breaths-as-words, commentary or offscreen dialogue. Visible speakers receive natural on-camera lip sync only during their assigned line; mouths close before and after speech. WORLD VOICE and PUBLIC ADDRESS remain disembodied and never create a visible robot or interface. The user-supplied demo clips control camera/editing grammar only and are not attached as video references. USER-DEMO CAMERA GRAMMAR: purposeful handheld with shoulder mass and micro-settling; 85–135mm dialogue pressure; fast push/optical tighten only on a new decision or interruption; hard cuts preserve eyelines and object state; no dead static coverage, digital jitter, decorative zoom or random angle change. TIMED ACTION 90.0-93.0 WORLD VOICE: "Blue research accelerating. Red supply stable. Ivory population rising." 93.0-98.0 EVAN close: "Engineering first. We take the ridge before dusk." His hand traces the shortest blue route. 98.0-103.0 KAI close: "Hold the road. Fill the granaries. Nothing moves hungry." He balances three supply columns. 103.0-108.0 LENA close: "Double the farms. Move workers to the river." Cut to god view as ivory economic markers spread. ACTING AND REACTION EVAN acts through exact sequencing; KAI keeps a low steady tempo; LENA moves workers before finishing her order. Eyes target the table, not camera. PHYSICS AND MATERIAL RESPONSE Every deployment is caused by a hand order and moves along visible map routes. Tokens and map terrain retain friction/mass. CONTINUITY AND FAILURE GUARDS Preserve exact subject count, facial identity, age, wardrobe state, left/top/right geography, object ownership, light direction and exit-state continuity across every cut. Eyes lead heads; hands remain anatomically complete with stable grip and contact; objects never duplicate, teleport, merge, resize or change design. Handheld means shoulder mass, breath and imperfect correction, never digital jitter. No subtitles, captions, logos, watermarks, floating UI, extra dialogue, generated music, waxy skin, dirty grade, flicker, ghosting or game-engine gloss. Do not use the rejected isolated miniature flags, population figures, road strips, tanks, hex tiles or contact-sheet collages as visible world objects. World geography remains full-scale and materially real; only the three decision makers receive subjective portrait coverage, while deployment and human consequence remain god-view/high-oblique. LIGHTING AND GRADE Clean natural detail, stable exposure, restrained contrast, tactile paper/wood/fabric/metal. Preserve the active reference's light direction and palette; no dirty wash, waxy skin, flicker, ghosting or game-engine gloss. AUDIO Exact four voices, low room/operations hum, pencil and map contact. No music, no UI beeps. ACCEPTANCE LOCKS All three retain exact positions/faces/wardrobe across front, oblique and god views; no crowns, duplicates or random faction swaps.
ACTIVE ASSETS — ATTACH IN THIS ORDER ONLY @Image1 = {{Mixed 1}} — BOARDWORLD_FRONT: front command-room composition, KAI-top/EVAN-left/LENA-right eyelines and table geography only; no identity or wardrobe authority authority only. @Image2 = {{Mixed 2}} — BOARDWORLD_OBLIQUE45: 45-degree room/table geography and hand-to-map command interaction only; no identity or wardrobe authority authority only. @Image3 = {{Mixed 3}} — BOARDWORLD_GOD90: 90-degree deployment geometry, map routes and three-position continuity only; no identity or wardrobe authority authority only. @Image4 = {{Mixed 4}} — EVAN_BLUE_COMMANDER: highest authority for EVAN face, age, child body, blue faction wardrobe, front/back continuity and face close-up authority only. @Image5 = {{Mixed 5}} — KAI_RED_COMMANDER: highest authority for KAI face, age, child body, red faction wardrobe, front/back continuity and face close-up authority only. @Image6 = {{Mixed 6}} — LENA_IVORY_COMMANDER: highest authority for LENA face, age, child body, ivory faction wardrobe, front/back continuity and face close-up authority only. @Image7 = {{Mixed 7}} — BLUE_INDUSTRIAL_REALM: blue technology and route geography authority only. @Image8 = {{Mixed 8}} — RED_SHIPYARD_REALM: red supply/logistics geography authority only. @Image9 = {{Mixed 9}} — IVORY_ECONOMY_REALM: ivory agriculture/economic geography authority only. @Image10 = {{Mixed 10}} — BLUE_INDUSTRIAL_HARDWARE: blue industrial object geometry authority only. @Image11 = {{Mixed 11}} — RED_LOGISTICS_SYSTEMS: red logistics object geometry authority only. @Image12 = {{Mixed 12}} — IVORY_ECONOMY_SYSTEMS: ivory economic object geometry authority only. @Audio1 = {{Mixed 13}} — EVAN_VOICE: EVAN voice. @Audio2 = {{Mixed 14}} — KAI_VOICE: KAI voice. @Audio3 = {{Mixed 15}} — LENA_VOICE: LENA voice. @Audio4 = {{Mixed 16}} — WORLD_VOICE: world voice. Assets lock identity and visible world state, not unscripted action or extra characters. OUTPUT CONTRACT 18 seconds, Seedance 2.5 at 480P, 21:9, 24fps, controlled multi-shot or continuous take exactly as specified, real-time motion, no subtitles, no generated editorial text, no music. CAUSAL SPINE balanced expansion reaches energy sector -> commanders define food/metal/energy -> red authority encloses unaligned residents -> LENA disputes the premise -> system denies treaty protection WORLD AND CONTINUITY LOCK Same command table and positions. Deployment inserts may enter BLUE INDUSTRIAL, RED LOGISTICS and IVORY ECONOMY, but each route returns to the same tabletop geography and mountain system. FIRST FRAME AND SPATIAL BLOCKING KAI top commands south-to-north supply; EVAN left commands direct center route; LENA right watches the energy basin. God-view movements stay aligned to the table map. FORMAT AND CAMERA 85-100mm commander CUs alternating with 90-degree god-view map inserts. One 65-to-85mm snap optical tighten on LENA's land-empty challenge. DETAILED SHOT EXECUTION Keep previous growth visible at frame one. Use a 90-degree map view to show three routes converging without erasing neutral residents. Cut to KAI's red-command profile as he directs grain north; his hand remains supported on the table. EVAN's blue close-up is shorter and more efficient, ending on a route tap that motivates the map cut. LENA's eyes locate civilians before her head turns toward the energy basin; begin a physical 65-to-85mm optical tighten only when she recognizes the contradiction, with no digital crop. On the phrase about empty land, hold her for twelve frames after speech while offscreen traffic continues. Return to high oblique: red authority encloses the region but residents, homes and neutral refugee bus remain. WORLD VOICE is tonally neutral. Finish on LENA's question with KAI still processing, not a synchronized group pose. DIALOGUE AND VOICE ROUTING LOCK Use only the exact quoted English dialogue in TIMED ACTION. Voice references provide timbre and identity only; never copy demonstration wording, swap speakers, blend voices, add filler, names, breaths-as-words, commentary or offscreen dialogue. Visible speakers receive natural on-camera lip sync only during their assigned line; mouths close before and after speech. WORLD VOICE and PUBLIC ADDRESS remain disembodied and never create a visible robot or interface. The user-supplied demo clips control camera/editing grammar only and are not attached as video references. USER-DEMO CAMERA GRAMMAR: purposeful handheld with shoulder mass and micro-settling; 85–135mm dialogue pressure; fast push/optical tighten only on a new decision or interruption; hard cuts preserve eyelines and object state; no dead static coverage, digital jitter, decorative zoom or random angle change. TIMED ACTION 108.0-111.0 KAI: "South road is open. Send grain north." 111.0-114.0 EVAN: "Blue route to the center. No detours." 114.0-116.5 LENA: "Who controls the energy basin?" EVAN: "Whoever reaches it first." 116.5-120.5 KAI orders red authority into the sector. LENA: "There are people there." KAI: "They don't answer to any state." 120.5-123.5 LENA: "That doesn't make the land empty." 123.5-126.0 WORLD VOICE: "Unaligned population. No treaty protection." LENA: "Protection from who?" ACTING AND REACTION LENA's eyes find people before borders; KAI continues the order to avoid losing tempo; EVAN studies route efficiency, not their argument. PHYSICS AND MATERIAL RESPONSE Population remains visible inside changing border; flag/control change never erases occupants. CONTINUITY AND FAILURE GUARDS Preserve exact subject count, facial identity, age, wardrobe state, left/top/right geography, object ownership, light direction and exit-state continuity across every cut. Eyes lead heads; hands remain anatomically complete with stable grip and contact; objects never duplicate, teleport, merge, resize or change design. Handheld means shoulder mass, breath and imperfect correction, never digital jitter. No subtitles, captions, logos, watermarks, floating UI, extra dialogue, generated music, waxy skin, dirty grade, flicker, ghosting or game-engine gloss. Do not use the rejected isolated miniature flags, population figures, road strips, tanks, hex tiles or contact-sheet collages as visible world objects. World geography remains full-scale and materially real; only the three decision makers receive subjective portrait coverage, while deployment and human consequence remain god-view/high-oblique. LIGHTING AND GRADE Clean natural detail, stable exposure, restrained contrast, tactile paper/wood/fabric/metal. Preserve the active reference's light direction and palette; no dirty wash, waxy skin, flicker, ghosting or game-engine gloss. AUDIO Exact dialogue, low supply traffic and map contact; no heroic march. ACCEPTANCE LOCKS Residents remain present; no board-game words in dialogue; exit carries red control and unresolved civilians.
【素材职责】 【道具】 {{Portrait 1}}用于裂变装置模型的圆形发射井口、导弹摇篮内核和雷达几何体的外观结构,不采用图片白底背景。 【正文】 裂变装置标本{{Portrait 1}}的圆形发射井口在证据桌面上,以圆形匹配接入前镜黄铜表盘边缘。冷蓝灰透射背光从井口上方向下扫描,光线穿透发射井圆筒壁,短暂令内部静止的导弹摇篮内核呈现半透明X射线光学效果——这是物理背光事件,非界面或医疗图形,无任何叠加层。扫描完成后,不透明度完全恢复,导弹内核保持静止,无发射,无爆炸,无任何运动。 结束时:发射井口被冷光照亮,内核可见但静止,不透明度已恢复,无任何动态。 【视觉风格】 调查性证据沙盒。石板炭灰桌面,浅标本托盘,烟熏玻璃,拉丝导轨,黑化黄铜,细尘。近乎黑暗,窄束暖白掠射光与冷蓝灰透射扫描光。硬边阴影,克制的黄铜高光,深绿灰黑,微量Blue/Red/Ivory色点,选择性反射。90-135mm微距,T2.0-T2.8质感,1-4cm焦平面。真实游戏渲染材质,受控光线追踪弹射。无广告级抛光。 【镜头】 90mm微距,T2.4,静止机位,移焦:焦点从发射井口边缘平滑移至内部摇篮核心,外缘逐渐虚化,内核由模糊变清晰。 【声音】 无背景音乐,只保留冷背光扫描时的细微金属共鸣<distant metal resonance>和玻璃轻刮声<glass scrape>。 No BGM
ACTIVE ASSETS — ATTACH IN THIS ORDER ONLY @Image1 = {{Mixed 1}} — BOARDWORLD_FRONT: front command-room composition, KAI-top/EVAN-left/LENA-right eyelines and table geography only; no identity or wardrobe authority authority only. @Image2 = {{Mixed 2}} — BOARDWORLD_OBLIQUE45: 45-degree room/table geography and hand-to-map command interaction only; no identity or wardrobe authority authority only. @Image3 = {{Mixed 3}} — BOARDWORLD_GOD90: 90-degree deployment geometry, map routes and three-position continuity only; no identity or wardrobe authority authority only. @Image4 = {{Mixed 4}} — EVAN_BLUE_COMMANDER: highest authority for EVAN face, age, child body, blue faction wardrobe, front/back continuity and face close-up authority only. @Image5 = {{Mixed 5}} — KAI_RED_COMMANDER: highest authority for KAI face, age, child body, red faction wardrobe, front/back continuity and face close-up authority only. @Image6 = {{Mixed 6}} — LENA_IVORY_COMMANDER: highest authority for LENA face, age, child body, ivory faction wardrobe, front/back continuity and face close-up authority only. @Image7 = {{Mixed 7}} — BLUE_INDUSTRIAL_REALM: blue armor/industry deployment geography authority only. @Image8 = {{Mixed 8}} — RED_SHIPYARD_REALM: red energy/trade and shipyard geography authority only. @Image9 = {{Mixed 9}} — BLUE_INDUSTRIAL_HARDWARE: blue armor and rail object geometry authority only. @Image10 = {{Mixed 10}} — RED_LOGISTICS_SYSTEMS: red transport/energy object geometry authority only. @Image11 = {{Mixed 11}} — BLUE_ARMORED_CARRIER: blue carrier silhouette, tracks and motion geometry authority only. @Image12 = {{Mixed 12}} — RED_LOGISTICS_TRUCK: red freight vehicle silhouette and load geometry authority only. @Audio1 = {{Mixed 13}} — EVAN_VOICE: EVAN voice. @Audio2 = {{Mixed 14}} — KAI_VOICE: KAI voice. @Audio3 = {{Mixed 15}} — LENA_VOICE: LENA voice. Assets lock identity and visible world state, not unscripted action or extra characters. OUTPUT CONTRACT 18 seconds, Seedance 2.5 at 480P, 21:9, 24fps, controlled multi-shot or continuous take exactly as specified, real-time motion, no subtitles, no generated editorial text, no music. CAUSAL SPINE energy trade fails -> EVAN converts price dispute into military option -> blue armor authorization -> commanders argue transport versus seizure -> armor begins moving WORLD AND CONTINUITY LOCK Same accepted strategic room/map. BLUE INDUSTRIAL supplies armor and rail; RED LOGISTICS supplies energy/trade and shipyard geography. No costume or position reset. FIRST FRAME AND SPATIAL BLOCKING EVAN left and KAI top negotiate across the table; LENA right observes. Blue route begins at EVAN's side and advances toward KAI's energy sector. FORMAT AND CAMERA 100mm subjective reverses, 135mm authorization/detail fragments, then 90-degree god view for armor movement. DETAILED SHOT EXECUTION Stage EVAN and KAI across the same axis: EVAN screen-left looking upper-right, KAI top position looking lower-left. Alternate 100mm reverses with matched eye height and no axis crossing. Each price proposal is accompanied by one physical ledger movement; EVAN stops bargaining before the threat. At 'take the grid,' remove the operator's micro-motion for a half-second, then launch four 135mm inserts in accelerating durations: engineering mechanism engages, industry rail switches, combustion engine turns, armored-carrier hatch seals. No abstract UI or floating graphics. Hard cut to the god view only when the carrier's tracks begin moving. Vehicle accelerates from rest along one pre-existing blue road and reaches, but does not cross, the border. LENA's reaction begins while the authorization montage is still audible; her close-up is not a moral pose but an involuntary look from engines to EVAN. DIALOGUE AND VOICE ROUTING LOCK Use only the exact quoted English dialogue in TIMED ACTION. Voice references provide timbre and identity only; never copy demonstration wording, swap speakers, blend voices, add filler, names, breaths-as-words, commentary or offscreen dialogue. Visible speakers receive natural on-camera lip sync only during their assigned line; mouths close before and after speech. WORLD VOICE and PUBLIC ADDRESS remain disembodied and never create a visible robot or interface. The user-supplied demo clips control camera/editing grammar only and are not attached as video references. USER-DEMO CAMERA GRAMMAR: purposeful handheld with shoulder mass and micro-settling; 85–135mm dialogue pressure; fast push/optical tighten only on a new decision or interruption; hard cuts preserve eyelines and object state; no dead static coverage, digital jitter, decorative zoom or random angle change. TIMED ACTION 126.0-129.0 EVAN: "One metal shipment for access to your grid." 129.0-132.0 KAI: "Two shipments. Delivered before sunset." 132.0-135.0 EVAN: "For two, I can take the grid." KAI: "Then that's not trade." 135.0-139.0 blue authorization fragments accelerate; armor markers emerge. 139.0-143.0 LENA: "You built engines and marched them straight to the border." EVAN: "Transport doesn't seize a grid." 143.0-144.0 KAI: "Neither does a hospital." ACTING AND REACTION EVAN goes quieter as he escalates; KAI remains still and flat; LENA's reaction begins before armor appears. PHYSICS AND MATERIAL RESPONSE Armor movement accelerates from rest and follows one route; no self-moving teleport. Commander's hand releases each marker before travel. CONTINUITY AND FAILURE GUARDS Preserve exact subject count, facial identity, age, wardrobe state, left/top/right geography, object ownership, light direction and exit-state continuity across every cut. Eyes lead heads; hands remain anatomically complete with stable grip and contact; objects never duplicate, teleport, merge, resize or change design. Handheld means shoulder mass, breath and imperfect correction, never digital jitter. No subtitles, captions, logos, watermarks, floating UI, extra dialogue, generated music, waxy skin, dirty grade, flicker, ghosting or game-engine gloss. Do not use the rejected isolated miniature flags, population figures, road strips, tanks, hex tiles or contact-sheet collages as visible world objects. World geography remains full-scale and materially real; only the three decision makers receive subjective portrait coverage, while deployment and human consequence remain god-view/high-oblique. LIGHTING AND GRADE Clean natural detail, stable exposure, restrained contrast, tactile paper/wood/fabric/metal. Preserve the active reference's light direction and palette; no dirty wash, waxy skin, flicker, ghosting or game-engine gloss. AUDIO Exact dialogue, paper/metal friction and restrained distant engines. No music or weapon stings. ACCEPTANCE LOCKS End with blue armor at border, not already occupying; geography and positions unchanged.
ACTIVE ASSETS — ATTACH IN THIS ORDER ONLY @Image1 = {{Mixed 1}} — BOARDWORLD_FRONT: front command-room composition, KAI-top/EVAN-left/LENA-right eyelines and table geography only; no identity or wardrobe authority authority only. @Image2 = {{Mixed 2}} — BOARDWORLD_OBLIQUE45: 45-degree room/table geography and hand-to-map command interaction only; no identity or wardrobe authority authority only. @Image3 = {{Mixed 3}} — BOARDWORLD_GOD90: 90-degree deployment geometry, map routes and three-position continuity only; no identity or wardrobe authority authority only. @Image4 = {{Mixed 4}} — EVAN_BLUE_COMMANDER: highest authority for EVAN face, age, child body, blue faction wardrobe, front/back continuity and face close-up authority only. @Image5 = {{Mixed 5}} — KAI_RED_COMMANDER: highest authority for KAI face, age, child body, red faction wardrobe, front/back continuity and face close-up authority only. @Image6 = {{Mixed 6}} — LENA_IVORY_COMMANDER: highest authority for LENA face, age, child body, ivory faction wardrobe, front/back continuity and face close-up authority only. @Image7 = {{Mixed 7}} — RED_SHIPYARD_REALM: red refuge/logistics geography authority only. @Image8 = {{Mixed 8}} — IVORY_ECONOMY_REALM: ivory economic expansion and energy-convoy geography authority only. @Image9 = {{Mixed 9}} — RED_LOGISTICS_SYSTEMS: red refuge/logistics object geometry authority only. @Image10 = {{Mixed 10}} — IVORY_ECONOMY_SYSTEMS: ivory economy/water object geometry authority only. @Image11 = {{Mixed 11}} — RED_LOGISTICS_TRUCK: red supply transport geometry authority only. @Image12 = {{Mixed 12}} — IVORY_WATER_TANKER: ivory water/energy convoy geometry authority only. @Image13 = {{Mixed 13}} — NEUTRAL_REFUGEE_BUS: neutral civilian refuge transport geometry authority only. @Audio1 = {{Mixed 14}} — EVAN_VOICE: EVAN voice. @Audio2 = {{Mixed 15}} — KAI_VOICE: KAI voice. @Audio3 = {{Mixed 16}} — LENA_VOICE: LENA voice. @Audio4 = {{Mixed 17}} — WORLD_VOICE: world voice. Assets lock identity and visible world state, not unscripted action or extra characters. OUTPUT CONTRACT 18 seconds, Seedance 2.5 at 480P, 21:9, 24fps, controlled multi-shot or continuous take exactly as specified, real-time motion, no subtitles, no generated editorial text, no music. CAUSAL SPINE EVAN notices relocation has no destination -> system gives abstract boundary -> LENA rejects abstraction -> KAI offers real refuge -> ivory economy drains last basin -> strategic endgame forms WORLD AND CONTINUITY LOCK Same map master. RED LOGISTICS is the top-side refuge; IVORY ECONOMY expands from the right; blue control remains left/center. FIRST FRAME AND SPATIAL BLOCKING EVAN left subjective close; civilians still visible in god view. KAI redirects them toward his top-side city. Ivory resource convoys then reach the last basin from the right. FORMAT AND CAMERA 100mm EVAN/LENA/KAI chain and 90-degree god views. Keep route traces readable. DETAILED SHOT EXECUTION Start with the same relocation still underway. EVAN's 100mm close-up is interrupted route analysis: eyes stop, breath catches, question arrives only after he cannot find a destination. WORLD VOICE answer remains disembodied. Cut to LENA as her hand freezes over an ivory production record. KAI reads one line, changes tactic and physically rotates a red route marker toward his city; match cut to refugee bus and red logistics truck entering the shipyard district. Vehicles decelerate, doors open and people unload before the next strategic action. Then introduce ivory expansion from screen-right: white tanker and economic convoys move along water/energy corridors, draw down the last basin and transfer material into visible processing infrastructure. Keep displaced civilians in red territory and blue occupation in the background; nothing resets when attention shifts to ivory. DIALOGUE AND VOICE ROUTING LOCK Use only the exact quoted English dialogue in TIMED ACTION. Voice references provide timbre and identity only; never copy demonstration wording, swap speakers, blend voices, add filler, names, breaths-as-words, commentary or offscreen dialogue. Visible speakers receive natural on-camera lip sync only during their assigned line; mouths close before and after speech. WORLD VOICE and PUBLIC ADDRESS remain disembodied and never create a visible robot or interface. The user-supplied demo clips control camera/editing grammar only and are not attached as video references. USER-DEMO CAMERA GRAMMAR: purposeful handheld with shoulder mass and micro-settling; 85–135mm dialogue pressure; fast push/optical tighten only on a new decision or interruption; hard cuts preserve eyelines and object state; no dead static coverage, digital jitter, decorative zoom or random angle change. TIMED ACTION 162.0-164.5 EVAN: "Where do they go?" 164.5-166.5 WORLD VOICE: "Outside controlled territory." 166.5-168.5 LENA: "That's not a place." 168.5-172.5 KAI checks records: "No destination is listed. Send them south. My city has room." 172.5-176.0 god view: residents enter red city. 176.0-180.0 ivory convoys drain the final energy basin and transfer workers into LENA's production network. ACTING AND REACTION EVAN's route-scanning eyes stop and search people; KAI changes tactic from trade to refuge; LENA watches her economy grow without yet seeing the contradiction. PHYSICS AND MATERIAL RESPONSE Movement follows connected routes; no population vanishes. Energy convoys physically carry output from basin to ivory side. CONTINUITY AND FAILURE GUARDS Preserve exact subject count, facial identity, age, wardrobe state, left/top/right geography, object ownership, light direction and exit-state continuity across every cut. Eyes lead heads; hands remain anatomically complete with stable grip and contact; objects never duplicate, teleport, merge, resize or change design. Handheld means shoulder mass, breath and imperfect correction, never digital jitter. No subtitles, captions, logos, watermarks, floating UI, extra dialogue, generated music, waxy skin, dirty grade, flicker, ghosting or game-engine gloss. Do not use the rejected isolated miniature flags, population figures, road strips, tanks, hex tiles or contact-sheet collages as visible world objects. World geography remains full-scale and materially real; only the three decision makers receive subjective portrait coverage, while deployment and human consequence remain god-view/high-oblique. LIGHTING AND GRADE Clean natural detail, stable exposure, restrained contrast, tactile paper/wood/fabric/metal. Preserve the active reference's light direction and palette; no dirty wash, waxy skin, flicker, ghosting or game-engine gloss. AUDIO Exact lines, footsteps, convoy load and world ambience. No music. ACCEPTANCE LOCKS Exit state: refugees in red city, ivory controls/drains final basin, blue armor remains active.
ACTIVE ASSETS — ATTACH IN THIS ORDER ONLY @Image1 = {{Mixed 1}} — command-room front geography only. @Image2 = {{Mixed 2}} — command-room oblique geography only. @Image3 = {{Mixed 3}} — god-90 map/position geometry only. @Image4 = {{Mixed 4}} — EVAN identity and exact blue commander uniform. @Image5 = {{Mixed 5}} — KAI identity and exact red commander uniform. @Image6 = {{Mixed 6}} — LENA identity and exact ivory commander uniform. @Image7 = {{Mixed 7}} — blue industrial full-scale realm. @Image8 = {{Mixed 8}} — red logistics/shipyard full-scale realm. @Image9 = {{Mixed 9}} — ivory agriculture/water full-scale realm. @Image10 = {{Mixed 10}} — BLUE_TANK geometry only; distant depot in C06, no firing; white background/three-view layout prohibited. @Image11 = {{Mixed 11}} — BLUE_APC geometry only; distant depot, no combat; white background/three-view layout prohibited. @Image12 = {{Mixed 12}} — BLUE_COMMAND_TRUCK geometry only; white background/three-view layout prohibited. @Image13 = {{Mixed 13}} — BLUE_LOCOMOTIVE geometry only; white background/three-view layout prohibited. @Image14 = {{Mixed 14}} — RED_PUMP_SKID geometry only; white background/three-view layout prohibited. @Image15 = {{Mixed 15}} — RED_BUS geometry only; white background/three-view layout prohibited. @Image16 = {{Mixed 16}} — RED_CARGO_TRUCK geometry only; white background/three-view layout prohibited. @Image17 = {{Mixed 17}} — RED_RAILCAR geometry only; white background/three-view layout prohibited. @Image18 = {{Mixed 18}} — IVORY_WATER_MODULE geometry only; white background/three-view layout prohibited. @Image19 = {{Mixed 19}} — IVORY_CANAL_LOCK geometry only; white background/three-view layout prohibited. @Image20 = {{Mixed 20}} — IVORY_GREENHOUSE_SILO geometry only; white background/three-view layout prohibited. @Image21 = {{Mixed 21}} — IVORY_TRACTOR_TRAILER geometry only; white background/three-view layout prohibited. @Image22 = {{Mixed 22}} — ENGINEERING card exact print. @Image23 = {{Mixed 23}} — INDUSTRY card exact print. @Image24 = {{Mixed 24}} — AGRICULTURE card exact print. @Image25 = {{Mixed 25}} — combined commander wardrobe/zone authority; no camera authority. @Audio1 = {{Mixed 26}} — EVAN timbre. @Audio2 = {{Mixed 27}} — KAI timbre. @Audio3 = {{Mixed 28}} — LENA timbre. @Audio4 = {{Mixed 29}} — WORLD VOICE timbre. OUTPUT CONTRACT 30s, 21:9, 480p, 24fps. Game world only from frame one: dark command room plus full-scale territories. Fast portrait/prop inserts and high-oblique aerials; no living room, tabletop miniature, subtitles, UI or music. CAUSAL SPINE EVAN challenges -> neutral system reports asymmetric growth -> ENGINEERING+INDUSTRY cause blue tech/rail growth without city expansion -> KAI separately places farm/mine/road causing balanced supply -> LENA plays AGRICULTURE causing farms+population+income to overtake -> same map records all three states. WORLD AND CONTINUITY LOCK Three command views are one room: EVAN left/blue, KAI far-center/red, LENA right/ivory. Image25 and commander assets override scene-reference clothing. Three realms are connected territories on one immutable coastline/ridge/river/city map. Faction color is painted material/flags only, never emitted light. FIRST FRAME AND SPATIAL BLOCKING 85–100mm EVAN blue-commander close-up, chest-up, camera 1.25m high/2m away; fast 8% optical tighten stops sharp. He looks across the map toward LENA, not camera. FORMAT AND CAMERA Purposeful 85–100mm commander CUs, dedicated card/hand/prop macros, then 90° or high-oblique full-scale realm views. Hard cuts preserve eyelines, hand state and terrain landmarks. No three-person wide opening, decorative zoom, digital jitter or ground-level battle heroics. TIMED ACTION 0.0–1.5 EVAN [Audio1], bright child rivalry, on-camera lip sync: "Let's fight!" Small forward lean and eager half-smile; never violent/trailer-like. 1.5–4.0 hard cut to non-emissive god map. WORLD VOICE [Audio4] V.O. exactly: "Blue research accelerating. Red supply stable. Ivory population rising." Coastline, central basin, ridge and river remain fixed. 4.0–6.5 macro: EVAN's complete hand plays ENGINEERING then INDUSTRY in that order; both card fronts readable, contact and release visible. A physical blue tech track advances two detents; no floating numbers/UI. 6.5–9.5 EVAN CU [Audio1] exactly: "Engineering first. We take the ridge before dusk." Competitive gaze briefly checks LENA's side, then returns to ridge; original words unchanged. 9.5–12.5 match fingertip vector to blue high aerial. Command truck and locomotive move on graded road/rail; industry grows on flat serviced land. Tank/APC remain distant inactive depot silhouettes. Blue city footprint does not enlarge. 12.5–16.5 KAI CU [Audio2] exactly: "Hold the road. Fill the granaries. Nothing moves hungry." Between phrases his hand separately places one farm, one mine and one road segment; three contacts, no simultaneous pop. Calm tempo counters the rivalry. 16.5–19.5 red high-oblique: cargo truck follows an existing pass road, railcar stays on rails, pump skid sits on a connected foundation, bus remains secondary. No teleporting or neon route. 19.5–23.5 macro to LENA playing AGRICULTURE, then LENA CU [Audio3] exactly: "Double the farms. Move workers to the river." She answers EVAN with a competitive half-smile, moves workers before sentence ends; original words unchanged. 23.5–27.0 ivory aerial: tractor follows field track; greenhouse/silo on arable flat; canal lock follows the existing river/gravity; water module sits downstream. Farms and population expand in linked stages; income visibly surpasses the others without numeric UI. 27.0–30.0 god-map comparison: blue tech highest/city unchanged; red supply balanced; ivory farms/population/income largest. Same geography and persistent infrastructure; no reset. ACTING AND REACTION EVAN wants first advantage over LENA: clipped pace, forward weight, eyes lead. LENA reads his move and counters with controlled competitive delight. KAI notices their contest but stays methodical. WORLD VOICE is neutral/disembodied. Mouths move only for assigned on-camera lines. PHYSICS AND MATERIAL RESPONSE Cards, markers and hands show contact/friction. Roads follow passes; rails follow plausible grades; canals follow water and gravity; buildings occupy foundations. Vehicles have wheel/rail contact, mass and acceleration. White backgrounds and three-view collages never appear; render one selected full-scale view per prop. No glowing borders, holograms, hex UI, instant buildings, floating assets or random terrain regeneration. LIGHTING AND GRADE Stable dark command-room exposure; realm inserts use matching natural daylight/material response. Clean skin and tactile metal/soil/water; no wax, dirty wash or game-engine gloss. AUDIO Exact four voices plus card contact, marker clicks, rail/engine/pump/water/field sounds and low room operations hum. MUSIC TRACK ABSENT; no melody, beat, drone, pad, UI beep or tonal bed. ACCEPTANCE LOCKS Exact identities/uniforms/left-center-right zones; Let's fight starts C06 only; original WORLD/EVAN/KAI/LENA lines unchanged. All three action-card/placement causes visible. Map geology never changes. Props are full-scale and world-integrated, not white-background collages. No neon routes, daily clothes, extra dialogue, duplicated object, camera-address, subtitle, UI or music.
ACTIVE ASSETS — ATTACH IN THIS ORDER ONLY @Image1 = {{Mixed 1}} — BOARDWORLD_FRONT: front command-room composition, KAI-top/EVAN-left/LENA-right eyelines and table geography only; no identity or wardrobe authority authority only. @Image2 = {{Mixed 2}} — BOARDWORLD_OBLIQUE45: 45-degree room/table geography and hand-to-map command interaction only; no identity or wardrobe authority authority only. @Image3 = {{Mixed 3}} — BOARDWORLD_GOD90: 90-degree deployment geometry, map routes and three-position continuity only; no identity or wardrobe authority authority only. @Image4 = {{Mixed 4}} — EVAN_BLUE_COMMANDER: highest authority for EVAN face, age, child body, blue faction wardrobe, front/back continuity and face close-up authority only. @Image5 = {{Mixed 5}} — KAI_RED_COMMANDER: highest authority for KAI face, age, child body, red faction wardrobe, front/back continuity and face close-up authority only. @Image6 = {{Mixed 6}} — LENA_IVORY_COMMANDER: highest authority for LENA face, age, child body, ivory faction wardrobe, front/back continuity and face close-up authority only. @Image7 = {{Mixed 7}} — BLUE_INDUSTRIAL_REALM: blue occupation/armor source geography authority only. @Image8 = {{Mixed 8}} — RED_SHIPYARD_REALM: red occupied energy/refuge geography authority only. @Image9 = {{Mixed 9}} — BLUE_INDUSTRIAL_HARDWARE: blue occupation hardware geometry authority only. @Image10 = {{Mixed 10}} — RED_LOGISTICS_SYSTEMS: red logistics/refuge object geometry authority only. @Image11 = {{Mixed 11}} — BLUE_ARMORED_CARRIER: blue carrier silhouette and movement geometry authority only. @Image12 = {{Mixed 12}} — RED_LOGISTICS_TRUCK: red logistics transport geometry authority only. @Image13 = {{Mixed 13}} — NEUTRAL_REFUGEE_BUS: neutral civilian evacuation vehicle geometry authority only. @Audio1 = {{Mixed 14}} — EVAN_VOICE: EVAN voice. @Audio2 = {{Mixed 15}} — KAI_VOICE: KAI voice. @Audio3 = {{Mixed 16}} — LENA_VOICE: LENA voice. @Audio4 = {{Mixed 17}} — WORLD_VOICE: world voice. Assets lock identity and visible world state, not unscripted action or extra characters. OUTPUT CONTRACT 18 seconds, Seedance 2.5 at 480P, 21:9, 24fps, controlled multi-shot or continuous take exactly as specified, real-time motion, no subtitles, no generated editorial text, no music. CAUSAL SPINE blue armor crosses border -> KAI loses grid -> LENA names theft -> EVAN renames it security -> system confirms blue control and civilian relocation -> residents begin moving WORLD AND CONTINUITY LOCK Same table/map; blue armor originates in BLUE INDUSTRIAL and enters RED LOGISTICS along one readable route. Red stays top-side, blue left, ivory right. FIRST FRAME AND SPATIAL BLOCKING Armor moves left-to-center/top along visible road. Red authority is removed only after blue contact. Civilians move away from the occupied sector under god view. FORMAT AND CAMERA 90-degree god view for contact and flag change; 100mm subjective LENA/EVAN CUs; return to high oblique for relocation. DETAILED SHOT EXECUTION Begin on the exact border endpoint from C08. Blue armored carrier completes the crossing under continuous track motion, contacts the energy-sector control point and settles its suspension before any authority change. God-view control replacement occurs as material lighting/signage integrated into the territory, never by attaching the excluded miniature flags, roads, tanks or hex tiles. Cut to 100mm LENA, then EVAN on matching eyelines; his gaze remains on output indicators while hers forces a brief eye contact. WORLD VOICE announcement continues over high oblique relocation. Red logistics trucks turn away; neutral refugee bus loads luggage and people with asynchronous movement, then follows one of two visible routes. Dust, tire compression and route direction persist. The final frame keeps the occupied zone, blue vehicle and moving civilians simultaneously readable. DIALOGUE AND VOICE ROUTING LOCK Use only the exact quoted English dialogue in TIMED ACTION. Voice references provide timbre and identity only; never copy demonstration wording, swap speakers, blend voices, add filler, names, breaths-as-words, commentary or offscreen dialogue. Visible speakers receive natural on-camera lip sync only during their assigned line; mouths close before and after speech. WORLD VOICE and PUBLIC ADDRESS remain disembodied and never create a visible robot or interface. The user-supplied demo clips control camera/editing grammar only and are not attached as video references. USER-DEMO CAMERA GRAMMAR: purposeful handheld with shoulder mass and micro-settling; 85–135mm dialogue pressure; fast push/optical tighten only on a new decision or interruption; hard cuts preserve eyelines and object state; no dead static coverage, digital jitter, decorative zoom or random angle change. TIMED ACTION 144.0-148.0 blue armor crosses and stops on contact. 148.0-151.0 LENA: "You're taking his energy field." EVAN: "I'm securing the grid." 151.0-154.0 LENA: "Longer phrase. Same theft." 154.0-158.5 WORLD VOICE: "Blue forces control the energy field. Red authority revoked. Civilian relocation authorized." 158.5-162.0 god view: red marker removed, blue control replaces it, unaligned residents leave along two visible routes. ACTING AND REACTION EVAN watches control indicators rather than KAI; LENA holds his gaze; KAI's supply-sorting hand stops on the control announcement. PHYSICS AND MATERIAL RESPONSE Contact precedes control change. Flag/authority replacement and civilian movement retain persistent positions. CONTINUITY AND FAILURE GUARDS Preserve exact subject count, facial identity, age, wardrobe state, left/top/right geography, object ownership, light direction and exit-state continuity across every cut. Eyes lead heads; hands remain anatomically complete with stable grip and contact; objects never duplicate, teleport, merge, resize or change design. Handheld means shoulder mass, breath and imperfect correction, never digital jitter. No subtitles, captions, logos, watermarks, floating UI, extra dialogue, generated music, waxy skin, dirty grade, flicker, ghosting or game-engine gloss. Do not use the rejected isolated miniature flags, population figures, road strips, tanks, hex tiles or contact-sheet collages as visible world objects. World geography remains full-scale and materially real; only the three decision makers receive subjective portrait coverage, while deployment and human consequence remain god-view/high-oblique. LIGHTING AND GRADE Clean natural detail, stable exposure, restrained contrast, tactile paper/wood/fabric/metal. Preserve the active reference's light direction and palette; no dirty wash, waxy skin, flicker, ghosting or game-engine gloss. AUDIO Exact lines, low armor movement, flag/contact sounds and distant footsteps; no battle score. ACCEPTANCE LOCKS No explosion; civilians remain visible and moving at exit; blue control persists into next clip.
【素材职责】 【道具】 {{Portrait 1}}用于象牙色拖拉机的车轮轮毂与轮胎几何,不采用白底背景或目录视角。 {{Portrait 2}}用于象牙色水利设施的水闸轮和透明管道段几何,不采用白底背景或目录视角。 【正文】 象牙色拖拉机车轮{{Portrait 1}}在前景,象牙色水闸轮{{Portrait 2}}在其后不同焦深处,以圆形匹配接入前镜表压计玻璃面。所有机械静止不动。冷色背光从后方穿透水利设施的一段透明管道截面,短暂显现管道内壁的薄水弯月面光学效果。机械始终保持微缩比例,静止不动。焦点从前景拖拉机车轮平滑移至后景水弯月面。 结束时:水弯月面在冷背光中可见,拖拉机车轮软焦在前景,所有机械静止。 【视觉风格】 调查性证据沙盒。石板炭灰桌面,浅标本托盘,烟熏玻璃,拉丝导轨,黑化黄铜,细尘。近乎黑暗,窄束暖白掠射光与冷蓝灰透射扫描光。硬边阴影,克制的黄铜高光,深绿灰黑,微量Blue/Red/Ivory色点,选择性反射。90-135mm微距,T2.0-T2.8质感,1-4cm焦平面。真实游戏渲染材质,受控光线追踪弹射。无广告级抛光。 【镜头】 120mm微距,T2.2,静止机位,移焦:焦点从前景拖拉机车轮平滑转移至后景水弯月面,前景轮毂逐渐虚化。 【声音】 无背景音乐,只保留冷背光透射时的细微金属共鸣<distant metal resonance>。 No BGM
【素材职责】 【道具】 {{Portrait 1}}用于蓝色装甲运兵车的车轮轮毂、装甲板和灯组几何外观,不采用白底背景或目录视角。 {{Portrait 2}}用于蓝色轨道车辆的独立导轨轮几何外观,不采用白底背景或目录视角。 【正文】 蓝色装甲运兵车车轮{{Portrait 1}}与蓝色导轨轮{{Portrait 2}}在证据桌面上以不同焦深叠压——以圆形匹配接入前镜导弹环形。装甲车轮在前景,导轨轮在后景,两者均静止不动。镜头沿导轨向右做4厘米滑动,焦点随之从前景装甲车轮平滑转移至后景导轨轮。两辆车辆全程保持静止。 结束时:导轨轮处于最清晰焦点,装甲车轮软焦在前景,两圆形在不同深度叠压。 【视觉风格】 调查性证据沙盒。石板炭灰桌面,浅标本托盘,烟熏玻璃,拉丝导轨,黑化黄铜,细尘。近乎黑暗,窄束暖白掠射光与冷蓝灰透射扫描光。硬边阴影,克制的黄铜高光,深绿灰黑,微量Blue/Red/Ivory色点,选择性反射。90-135mm微距,T2.0-T2.8质感,1-4cm焦平面。真实游戏渲染材质,受控光线追踪弹射。无广告级抛光。 【镜头】 100mm微距,T2.4,导轨向右滑动4cm,移焦:焦点从前景装甲车轮平滑转移至后景导轨轮。 【声音】 无背景音乐,只保留导轨滑动的细微金属摩擦声<relay tick>。 No BGM
ACTIVE ASSETS — THE TURN END V8, ONE IMAGE ONLY, ONE CONTINUOUS DOORWAY TAKE @Image1 = {{Mixed 1}} — sole visual authority for all three children, civilian wardrobe, living-room architecture, doorway, staircase, furniture, daylight, initial positions, KAI's closed box and EVAN's single dark marker. @Audio1 = {{Mixed 2}} — EVAN voice only. @Audio2 = {{Mixed 3}} — LENA voice only. @Audio3 = {{Mixed 4}} — KAI voice only. @Audio4 = {{Mixed 5}} — PUBLIC ADDRESS voice, identical to the earlier WORLD VOICE timbre. REFERENCE AUTHORITY Use Image1 as the only visual reference and exact frame-one state. No table two-shot, drawing, map sheet, hand-insert image, character card, alternate room, top plan or prior video. Image1 locks identity, wardrobe, architecture, geography, prop count and starting positions; prompt controls all action, camera, dialogue and lighting change. OUTPUT CONTRACT 30.0s, 21:9, 720p, 24fps. ONE UNBROKEN CONTINUOUS HANDHELD TAKE. ZERO CUTS, inserts, reverses, montage, crossfades, hidden cuts, jumps or framing resets. Entire scene remains at the doorway. No table scene, drawing, paper, ceiling pullout, exterior cutaway, subtitles, UI or music. EXACT DIALOGUE — ONCE EACH, THIS ORDER KAI: “Tomorrow?” LENA: “Same game. New rules.” KAI: “Buy another marker.” EVAN: “You first.” LENA: “I'll give it back.” EVAN: “I know.” PA (V.O.): “Youth Strategy Unit Seven. Majors Evan and Lena Reyes, report to the War Room immediately.” CAUSAL SPINE KAI offers tomorrow from the threshold -> LENA answers with a gentler rule -> KAI releases the tension with a joke and leaves -> EVAN approaches LENA and offers the marker as an apology and surrender of control -> LENA accepts as a promise of restored trust -> a breaker trips -> red emergency light and the familiar PA interrupt their new peace -> they look at each other as reconciled siblings who now understand cooperation. GEOGRAPHY / IDENTITY / PROP LOCK Preserve Image1 exactly: sofa and coffee table left/foreground, console and artwork on rear wall, open exterior doorway centre, wooden staircase frame-right. Never mirror or redesign. KAI is the Black preteen at centre in green sweater and khaki trousers, holding one closed box. EVAN is the brown-haired preteen at frame-left in navy and brown, already holding exactly one capped dark marker in his right hand. LENA is the red-haired freckled preteen at frame-right in cream and rust. No face, age, hair, wardrobe or side changes. No duplicate child, box or marker. ONE PHYSICAL CAMERA PATH Start from Image1's exact wide composition, inside the room at child upper-chest height about 3.5 metres from the doorway, natural 47-degree normal-wide perspective. Shoulder mass, operator breath, small weight shifts and imperfect micro-corrections; no digital jitter or gimbal float. The operator follows one shallow S-path: advance 45 centimetres toward KAI; after he exits, drift laterally and forward in parallel with EVAN as EVAN crosses toward LENA; at the handoff lower only 15 centimetres and approach enough for the marker to read in lower centre while both faces remain visible; after the alarm rise to face level and settle into a shared medium two-shot. Never pass through a person or furniture, follow KAI outside, cross behind the children, whip, zoom, cut or reset. TIMED CONTINUOUS ACTION 0.0–3.2 — Exact Image1 wide. KAI stays half-turned toward exit, box supported by both arms. Camera advances. He looks back at both siblings, waiting rather than retreating; `Tomorrow?` is a quiet offer to keep the friendship, not uncertainty. Audio3, never lens. 3.2–6.3 — Same movement, no cut. Focus transfers to LENA while KAI stays readable. Her guarded posture softens; her eyes include KAI and then EVAN. Audio2: `Same game. New rules.` The line promises change, not challenge. EVAN listens; marker stays low. 6.3–9.4 — Focus returns to KAI. He sees the tension easing and allows one restrained half-smile. Audio3: `Buy another marker.` The dry joke gives them permission to start over. He turns outward and walks through the threshold with the one closed box, real weight and heel contact; no return. Door stays open. 9.4–12.8 — Camera stops at the threshold axis, then travels beside EVAN. His shoulders lower before he moves; he takes two unhurried diagonal steps toward LENA and stops about 0.8 metres away, approaching to repair the argument rather than dominate. LENA remains frame-right and turns openly toward him. Doorway anchors them. 12.8–15.7 — EVAN raises the single capped marker between them, offering control rather than a drawing task. Operator lowers 15 centimetres; marker reads below both faces. He meets LENA's eyes only after extending it. Audio1: `You first.` The line is his understated apology. Marker points at no surface. 15.7–18.2 — LENA hesitates for one breath, then reaches with one complete hand and secures the same marker before EVAN releases. Audio2: `I'll give it back.` The promise is lightly warm but sincere. Brief dual contact -> LENA gains control -> EVAN opens his fingers. One marker; no paper or drawing. 18.2–20.3 — Camera rises to both faces. EVAN looks once at the marker, then LENA. Audio1: `I know.` He says it with restored trust, not certainty or superiority. LENA holds the capped marker low. A tiny shared release in breath confirms they are making peace. 20.3–21.1 — POWER-TRIP EFFECT, SAME TAKE. A heavy electrical relay snaps as EVAN finishes. All warm interior practical light and powered fill die in one frame. Exterior daylight remains through the open door, so the room does not become impossible full black. Camera exposure drops about 1.5 stops and does not auto-brighten. Hold six frames of cold underexposed room state. Then offscreen emergency lamps energize with a capacitor click and produce deep red pulses about every 0.8 seconds. Red light physically moves across skin, clothing, wood, wall and staircase, changing shadows and highlights; never a flat color overlay. 21.1–27.2 — A restrained two-tone alarm begins. Operator stops and settles the shoulder camera on EVAN left / LENA right in one frame. Both freeze because ordinary business was interrupted. LENA still owns the capped marker at her side. Audio4 speaks the exact PA line once through an offscreen wall/ceiling speaker. Neither child lip-syncs it. Red pulses continue; cold doorway daylight preserves spatial depth. 27.2–30.0 — PA ends; alarm and red pulses continue. Both glance toward the speaker, then slowly toward each other. EVAN returns first; LENA meets him a fraction later. The look carries what the game taught them: winning alone was the mistake, and now they face the next demand together. Sober, reconciled and quietly united—not afraid, triumphant or heroic. Camera creeps 25 centimetres and settles on both faces; no cut or ceiling. PERFORMANCE / PHYSICS Emotional arc: guarded friendship -> tentative reassurance -> dry release -> wordless apology -> accepted trust -> shared moral understanding under interruption. KAI shields care with a joke; EVAN yields control through the marker; LENA accepts without scoring a victory. Eyes and breath precede heads. Feet keep contact, box retains mass, and marker transfer has one owner after release. Warm lights stay off; red pulses persist. No reset. AUDIO Audio1 EVAN only; Audio2 LENA only; Audio3 KAI only; Audio4 PA only. Exact lines once, no additions, overlap or paraphrase. Room bed: quiet house air, distant garden, clothing, footsteps, box movement, threshold sound, marker contact, breaker relay, emergency capacitor, two-tone alarm, ventilation and PA coloration. ZERO MUSIC, SCORE, DRONE, PAD, BEAT, RISER, STINGER OR SONG. ACCEPTANCE One image, four audios, zero videos. One unbroken 30-second take with zero cuts. KAI exits once with one box. EVAN physically approaches LENA and hands her one capped marker; no paper or drawing. Camera shows the handoff through continuous movement, not an insert. Powered light trips off, exposure remains darker despite exterior daylight, red practical light physically pulses, exact PA follows, and final frame holds EVAN and LENA looking at each other. Any table scene, static shot carousel, cut, framing reset, duplicate prop, full-black daylight contradiction, flat red overlay, ceiling ending, UI, subtitles or music fails.
ACTIVE ASSETS — USER-CORRECTED DUAL SCENE + EARLIEST WORLD ARCHITECTURE @Image1 = {{Mixed 1}} — HIGHEST FRONT SCENE/WARDROBE/POSITION AUTHORITY: correct game command room; EVAN west-left in blue game uniform, KAI far-north center in red game uniform, LENA east-right in ivory game uniform. @Image2 = {{Mixed 2}} — HIGHEST 90-DEGREE SCENE/WARDROBE/POSITION AUTHORITY: same seats, table, map, game uniforms and top-view geometry. @Image3 = {{Mixed 3}} — EVAN face, age and hair only; Image1–2 override wardrobe and position. @Image4 = {{Mixed 4}} — KAI face, age and hair only; Image1–2 override wardrobe and position. @Image5 = {{Mixed 5}} — LENA face, age and red hair only; Image1–2 override wardrobe and position. @Image6 = {{Mixed 6}} — BLUE INDUSTRIAL REALM: integrated blue environment, architecture and scale. @Image7 = {{Mixed 7}} — RED LOGISTICS REALM: integrated red environment, architecture and scale. @Image8 = {{Mixed 8}} — IVORY ECONOMY REALM: integrated ivory agriculture/water environment, architecture and scale. @Image9 = {{Mixed 9}} — BLUE SYSTEM vocabulary/silhouettes only; integrate into Image6, never isolate. @Image10 = {{Mixed 10}} — RED SYSTEM vocabulary/silhouettes only; integrate into Image7, never isolate. @Image11 = {{Mixed 11}} — IVORY SYSTEM vocabulary/silhouettes only; integrate into Image8, never isolate. @Audio1 = {{Mixed 12}} — EVAN voice only. @Audio2 = {{Mixed 13}} — KAI voice only. @Audio3 = {{Mixed 14}} — LENA voice only. @Audio4 = {{Mixed 15}} — WORLD VOICE only. OUTPUT CONTRACT 30.0s, 21:9, 480p, 24fps, controlled multi-shot. No visible cards or card-like UI. Exact dialogue and SFX only; no subtitle, logo or music. CAUSAL SPINE shared strategy room -> WORLD VOICE reveals uneven growth -> EVAN commits to speed -> blue realm visibly activates -> KAI counters with balance -> red realm visibly activates -> LENA counters through farms/water -> ivory realm visibly activates -> one persistent three-realm state. SPACE / IDENTITY LOCK Images1–2 describe one room, table, exact seats and game uniforms. KAI remains north/far-center; EVAN west/left; LENA east/right. Images3–5 control faces only and cannot restore casual clothes. This design uses no shared character close-up: every command portrait contains exactly one child and one face. Position continuity is carried by each child's own map edge, gaze direction and the returning Image2 map view. No seat change, duplicate, direct camera gaze or two faces in one portrait. WORLD STYLE — INTEGRATED REALMS, NOT ASSET COLLAGE The three realms form one authored 3D strategy world with unified sun, atmosphere, scale and materials. Architecture grows from embedded foundations; vehicles use existing roads/rails. Faction identity uses roof trim, vehicle paint, flags and materials—never territory wash, glowing border, neon route or landscape tint. Image9–11 details are rebuilt into realm materials; never paste isolated objects. High-oblique 65–80° game camera, deep focus, no satellite flatness, tilt-shift look or geography reset. CAMERA / REFERENCE-DESIGN MONTAGE Transfer only the supplied reference video's editing grammar: single-commander portraits, fast optical tighten on decisions, hard cut to map/physical control insert, then high aerial consequence. Do not transfer its cards, props, clothes or geography. Every portrait contains exactly one face; map ridge/table edge may occupy the lower foreground, but no opponent body enters frame. EVAN: centered 85mm chest-up, fast 8% optical tighten. KAI: centered 100mm chest-up, restrained 4% push. LENA: centered 100mm chest-up, fast 7% tighten. Hand/control inserts are locked macro views. World views are stabilized 65–75° high-oblique. Exactly two 4–6-frame whip-pans follow a hand into the blue and ivory worlds; KAI transition remains a hard cut. No shared close-up, orbit, random zoom, digital shake or focus hunting. TIMED SHOT DESIGN 0.0–1.7 EVAN SINGLE portrait, centered 85mm chest-up, dark command room and map ridge low foreground. [Audio1] “Let's fight!” Bright child rivalry, eager half-smile; fast 8% optical tighten stops sharply on his eyes. Only EVAN appears. 1.7–4.1 hard cut to Image2 map geometry. [Audio4 V.O.] “Blue research accelerating. Red supply stable. Ivory population rising.” Same coastline/basin/ridge/river; no overlay or UI. 4.1–5.7 locked macro, replacing the old card insert: EVAN's complete hand advances two separate blue metal technology detents on his physical command controller—first ENGINEERING function, then INDUSTRY function. Two mechanical clicks, visible contact/release, no text, card or screen. 5.7–8.8 EVAN SINGLE portrait, centered chest-up. [Audio1] “Engineering first. We take the ridge before dusk.” He glances toward LENA's direction then returns to ridge; fast 7% tighten on “ridge,” half-beat hold. 8.8–9.1 WHIP-PAN 1 follows only EVAN's fingertip into the blue route; no face enters blur. 9.1–12.4 stable 70° BLUE REALM from Image6. Rail traffic accelerates, factory frame gains walls/roof, command truck and locomotive move on separate corridors; tank/carrier remain distant inactive depot silhouettes. No glowing route. 12.4–16.4 KAI SINGLE portrait, centered 100mm chest-up with his own red map ridge low foreground. [Audio2] “Hold the road. Fill the granaries. Nothing moves hungry.” Between phrases his complete hand separately places farm, mine and road markers—three contacts. Restrained 4% push; only KAI appears. 16.4–19.6 hard cut to stable 70° RED REALM from Image7. Cargo truck follows existing pass road; railcar stays on rails; logistics and granary operations activate in grounded stages. No red landscape wash. 19.6–23.4 LENA SINGLE portrait, centered 100mm chest-up with ivory map ridge low foreground. She reads EVAN's move, gives controlled competitive delight, moves workers before [Audio3] finishes: “Double the farms. Move workers to the river.” Fast 7% tighten on “Double”; only LENA appears. 23.4–23.7 WHIP-PAN 2 follows only LENA's hand into the river; no face enters blur. 23.7–27.3 stable 70° IVORY REALM from Image8. Tractor follows field track; greenhouse receives glass; canals fill downstream; farms/population expand in linked stages. No pale wash. 27.3–30.0 Image2 map comparison. Blue tech highest/city footprint unchanged; red supply balanced; ivory farms/population/income largest. Same geography and persistent infrastructure; restrained push toward red south road for C07. ACTING EVAN wants speed and recognition: quicker breath, fingertip commits before others answer. KAI wants balance: steady breath, minimal head movement, hands finish one task before speech. LENA wants to outgrow EVAN: eyes check him before her hand redirects workers. Non-focus children keep only breathing/blinks/gaze; nobody stands or changes posture during dialogue. AUDIO Audio1=EVAN only; Audio2=KAI only; Audio3=LENA only; Audio4=WORLD VOICE only. Dry dialogue, SFX duck under speech. Room hum, fingertip contact, short pan whoosh, rail, construction, trucks, water and tractor. MUSIC TRACK ABSENT: no score, melody, beat, drone, pad or UI beep. ACCEPTANCE LOCKS Reference-video montage rhythm transferred; its cards and old assets excluded. Every portrait contains exactly one face; no shared close-up. Exact game uniforms and four voice owners. No cards or card-shaped objects: the technology insert is a physical metal controller with two detents. EVAN 8%/7% tightens, KAI 4% push, LENA 7% tighten; two hand-to-world whip-pans only. Integrated realms; no pasted props, faction wash, neon route, reset, extra dialogue or music.
【素材职责】 【道具】 {{Portrait 1}}用于红色泵撬装置的表压计玻璃面、阀门轮、压力容器和红色管道弯头的外观几何,不采用白底背景或目录视角。 【正文】 红色泵撬装置零件{{Portrait 1}}——表压计玻璃面、阀门轮和红色管道弯头——作为法证标本排列在证据桌面上,各有接触阴影。表压计指针以物理重量感向前沉降一个刻度格,随后停止,不再运动。无液体流动,无任何报警动态。 结束时:指针已停,红色管道弯头被暖色边缘光照亮,表压计玻璃面静止。 【视觉风格】 调查性证据沙盒。石板炭灰桌面,浅标本托盘,烟熏玻璃,拉丝导轨,黑化黄铜,细尘。近乎黑暗,窄束暖白掠射光与冷蓝灰透射扫描光。硬边阴影,克制的黄铜高光,深绿灰黑,微量Blue/Red/Ivory色点,选择性反射。90-135mm微距,T2.0-T2.8质感,1-4cm焦平面。真实游戏渲染材质,受控光线追踪弹射。无广告级抛光。 【镜头】 90mm微距,T2.0,静止机位,焦平面对准表压计表盘面。 【声音】 无背景音乐,只保留指针沉降时的细微继电器滴答声<relay tick>。 No BGM
视频截图ACTIVE ASSETS — USER-CORRECTED DUAL SCENE + EARLIEST WORLD ARCHITECTURE @Image1 = {{Mixed 1}} — HIGHEST FRONT SCENE/WARDROBE/POSITION AUTHORITY: correct game command room; EVAN west-left in blue game uniform, KAI far-north center in red game uniform, LENA east-right in ivory game uniform. @Image2 = {{Mixed 2}} — HIGHEST 90-DEGREE SCENE/WARDROBE/POSITION AUTHORITY: same seats, table, map, game uniforms and top-view geometry. @Image3 = {{Mixed 3}} — EVAN face, age and hair only; Image1–2 override wardrobe and position. @Image4 = {{Mixed 4}} — KAI face, age and hair only; Image1–2 override wardrobe and position. @Image5 = {{Mixed 5}} — LENA face, age and red hair only; Image1–2 override wardrobe and position. @Image6 = {{Mixed 6}} — BLUE INDUSTRIAL REALM: integrated blue environment, architecture and scale. @Image7 = {{Mixed 7}} — RED LOGISTICS REALM: integrated red environment, architecture and scale. @Image8 = {{Mixed 8}} — IVORY ECONOMY REALM: integrated ivory agriculture/water environment, architecture and scale. @Image9 = {{Mixed 9}} — BLUE SYSTEM vocabulary/silhouettes only; integrate into Image6, never isolate. @Image10 = {{Mixed 10}} — RED SYSTEM vocabulary/silhouettes only; integrate into Image7, never isolate. @Image11 = {{Mixed 11}} — IVORY SYSTEM vocabulary/silhouettes only; integrate into Image8, never isolate. @Audio1 = {{Mixed 12}} — EVAN voice only. @Audio2 = {{Mixed 13}} — KAI voice only. @Audio3 = {{Mixed 14}} — LENA voice only. @Audio4 = {{Mixed 15}} — WORLD VOICE only. OUTPUT CONTRACT 30.0s, 21:9, 480p, 24fps, controlled multi-shot. No cards. Map holds only terrain, roads, buildings, vehicles and people. Exact dialogue/SFX; no subtitle, logo or music. CAUSAL SPINE shared strategy room -> WORLD VOICE reveals uneven growth -> EVAN commits to speed -> blue realm visibly activates -> KAI counters with balance -> red realm visibly activates -> LENA counters through farms/water -> ivory realm visibly activates -> one persistent three-realm state. SPACE / IDENTITY LOCK Images1–2 describe one room, one large table, exact seats, real separation and exact game uniforms. EVAN and LENA remain on opposite long sides at least one full table-width apart; KAI remains at the far north end, at least one table-length behind the near edge. KAI north/far-center facing south; EVAN west/left facing east; LENA east/right facing west; south/near side is camera side. Cuts relocate camera, never children. Images3–5 control faces only and cannot restore casual clothes. Shared frames preserve the full map surface between bodies; no face-to-face proximity, same-edge seating, seat change, duplicate or camera gaze. WORLD STYLE — INTEGRATED REALMS, NOT ASSET COLLAGE The three realms form one authored 3D strategy world with unified sun, atmosphere, scale and materials. Architecture grows from embedded foundations; vehicles use existing roads/rails. Faction identity uses roof trim, vehicle paint, flags and materials—never territory wash, glowing border, neon route or landscape tint. Image9–11 details are rebuilt into realm materials; never paste isolated objects. High-oblique 65–80° game camera, deep focus, no satellite flatness, tilt-shift look or geography reset. CAMERA / TRUE DISTANCE / EMOTIONAL DESIGN MASTER FRAME copies Image1 framing and distance: camera outside the empty south side, about 4.5m from KAI, 50mm, full table width and depth visible; no push-in and no crop tighter than medium-wide. Every portrait is a SINGLE-SUBJECT shot containing exactly one face: no opponent face, shoulder, head or body in foreground/background. EVAN portrait: camera outside west side, about 2m away, 85mm, chest-up with his own table edge visible. KAI portrait: camera remains on south side across the full table, 135mm long-lens, chest-up solo at far north. LENA portrait: camera outside east side, about 2m away, 85mm, chest-up with her own table edge visible. Interaction is conveyed by matched eyelines and separate reaction cuts, never shared close-ups. Portraits use restrained handheld below 0.5% sway and settle for lip sync. Decision pushes: EVAN 4%, KAI 3%, LENA 4%; none changes shot scale beyond chest-up. Exactly two 4–6-frame whip-pans follow a hand into the world; no face crosses the blurred pan. KAI receives no whip-pan. No orbit, random zoom, digital shake or focus hunt. TIMED SHOT DESIGN 0.0–1.2 locked MASTER FRAME matching Image1 exactly: full table and large physical separation visible; no dialogue, no camera move. 1.2–2.7 EVAN SINGLE portrait from outside west side. Only EVAN appears. He looks across the unseen table toward LENA and [Audio1] says “Let's fight!” A 4% push ends chest-up, never tighter. 2.7–3.3 LENA SINGLE reaction portrait from outside east side. Only LENA appears; brief competitive chin lift toward screen-left. 3.3–5.8 hard cut to Image2 geometry. [Audio4 V.O.] “Blue research accelerating. Red supply stable. Ivory population rising.” Full table geometry and separation remain readable; no overlays. 5.8–9.0 EVAN SINGLE portrait, only his face/body. He touches the shortest ridge route at his own west edge and [Audio1] says “Engineering first. We take the ridge before dusk.” Push 4% on “ridge,” then settle. 9.0–9.3 WHIP-PAN 1 follows only EVAN's fingertip into the blue route; no face enters the blur. 9.3–12.0 stable 70° BLUE REALM from Image6. Rail accelerates, construction gains walls/roof, locomotive and carrier move on separate corridors; integrated materials, no glow. 12.0–15.6 KAI SINGLE portrait across the full table with 135mm lens. Only KAI appears. His bare index finger touches the existing farm roof, mine entrance and built road surface; he places nothing and [Audio2] says “Hold the road. Fill the granaries. Nothing moves hungry.” Slow 3% push remains chest-up. 15.6–18.6 stable 70° RED REALM from Image7. Cargo trucks move through logistics; granary/mine complete grounded construction; railcar stays on rail; no red wash. 18.6–21.8 LENA SINGLE portrait from outside east side. Only LENA appears. She checks screen-left toward EVAN, then traces from visible field workers to the existing river; she moves nothing loose and [Audio3] says “Double the farms. Move workers to the river.” Push 4% on “Double,” then settle. 21.8–22.1 WHIP-PAN 2 follows only LENA's hand into the river; no face enters blur. 22.1–26.5 stable 70° IVORY REALM from Image8. Water enters canals, workers split, greenhouse receives glass, tractor follows track; no pale wash. 26.5–28.2 locked MASTER FRAME matching Image1: full table visible. EVAN, KAI and LENA exchange distant eyelines from their actual seats; no one leans inward, no dialogue. 28.2–30.0 high-oblique connected-world master. All three realms persist; restrained push toward red south road for C07. ACTING EVAN wants speed and recognition: quicker breath, fingertip commits before others answer. KAI wants balance: steady breath, minimal head movement, hands finish one task before speech. LENA wants to outgrow EVAN: eyes check him before her hand redirects workers. Non-focus children keep only breathing/blinks/gaze; nobody stands or changes posture during dialogue. AUDIO Audio1=EVAN only; Audio2=KAI only; Audio3=LENA only; Audio4=WORLD VOICE only. Dry dialogue, SFX duck under speech. Room hum, fingertip contact, short pan whoosh, rail, construction, trucks, water and tractor. MUSIC ABSENT: no score, beat, drone or UI beep. ACCEPTANCE LOCKS Images1–2 lock the original wide distance and game uniforms. Shared masters show the whole table; each portrait contains exactly one face and remains chest-up. Opponents connect only by matched eyelines, never shared close-up or foreground shoulders. No cards or symbolic pieces. Correct seats and four voice owners. Map holds only terrain, infrastructure, vehicles and people. Two hand-to-world whip-pans and 4%/3%/4% pushes only. Integrated realms; no pasted props, faction wash, neon route, reset, extra dialogue or music.
ACTIVE ASSETS — USER-CORRECTED DUAL SCENE + EARLIEST WORLD ARCHITECTURE @Image1 = {{Mixed 1}} — HIGHEST FRONT SCENE/WARDROBE/POSITION AUTHORITY: correct game command room; EVAN west-left in blue game uniform, KAI far-north center in red game uniform, LENA east-right in ivory game uniform. @Image2 = {{Mixed 2}} — HIGHEST 90-DEGREE SCENE/WARDROBE/POSITION AUTHORITY: same seats, table, map, game uniforms and top-view geometry. @Image3 = {{Mixed 3}} — EVAN face, age and hair only; Image1–2 override wardrobe and position. @Image4 = {{Mixed 4}} — KAI face, age and hair only; Image1–2 override wardrobe and position. @Image5 = {{Mixed 5}} — LENA face, age and red hair only; Image1–2 override wardrobe and position. @Image6 = {{Mixed 6}} — BLUE INDUSTRIAL REALM: integrated blue environment, architecture and scale. @Image7 = {{Mixed 7}} — RED LOGISTICS REALM: integrated red environment, architecture and scale. @Image8 = {{Mixed 8}} — IVORY ECONOMY REALM: integrated ivory agriculture/water environment, architecture and scale. @Image9 = {{Mixed 9}} — BLUE SYSTEM vocabulary/silhouettes only; integrate into Image6, never isolate. @Image10 = {{Mixed 10}} — RED SYSTEM vocabulary/silhouettes only; integrate into Image7, never isolate. @Image11 = {{Mixed 11}} — IVORY SYSTEM vocabulary/silhouettes only; integrate into Image8, never isolate. @Audio1 = {{Mixed 12}} — EVAN voice only. @Audio2 = {{Mixed 13}} — KAI voice only. @Audio3 = {{Mixed 14}} — LENA voice only. @Audio4 = {{Mixed 15}} — WORLD VOICE only. OUTPUT CONTRACT 30.0s, 21:9, 480p, 24fps, controlled multi-shot. No visible cards or card-like UI. Exact dialogue and SFX only; no subtitle, logo or music. CAUSAL SPINE shared strategy room -> WORLD VOICE reveals uneven growth -> EVAN commits to speed -> blue realm visibly activates -> KAI counters with balance -> red realm visibly activates -> LENA counters through farms/water -> ivory realm visibly activates -> one persistent three-realm state. SPACE / IDENTITY LOCK Images1–2 describe one room, one large table, exact seats, real separation and exact game uniforms. EVAN and LENA remain on opposite long sides at least one full table-width apart; KAI remains at the far north end, at least one table-length behind the near edge. KAI north/far-center facing south; EVAN west/left facing east; LENA east/right facing west; south/near side is camera side. Cuts relocate camera, never children. Images3–5 control faces only and cannot restore casual clothes. Shared frames preserve the full map surface between bodies; no face-to-face proximity, same-edge seating, seat change, duplicate or camera gaze. WORLD STYLE — INTEGRATED REALMS, NOT ASSET COLLAGE The three realms form one authored 3D strategy world with unified sun, atmosphere, scale and materials. Architecture grows from embedded foundations; vehicles use existing roads/rails. Faction identity uses roof trim, vehicle paint, flags and materials—never territory wash, glowing border, neon route or landscape tint. Image9–11 details are rebuilt into realm materials; never paste isolated objects. High-oblique 65–80° game camera, deep focus, no satellite flatness, tilt-shift look or geography reset. CAMERA / TRUE DISTANCE / EMOTIONAL DESIGN MASTER FRAME copies Image1 framing and distance: camera outside the empty south side, about 4.5m from KAI, 50mm, full table width and depth visible; no push-in and no crop tighter than medium-wide. Every portrait is a SINGLE-SUBJECT shot containing exactly one face: no opponent face, shoulder, head or body in foreground/background. EVAN portrait: camera outside west side, about 2m away, 85mm, chest-up with his own table edge visible. KAI portrait: camera remains on south side across the full table, 135mm long-lens, chest-up solo at far north. LENA portrait: camera outside east side, about 2m away, 85mm, chest-up with her own table edge visible. Interaction is conveyed by matched eyelines and separate reaction cuts, never shared close-ups. Portraits use restrained handheld below 0.5% sway and settle for lip sync. Decision pushes: EVAN 4%, KAI 3%, LENA 4%; none changes shot scale beyond chest-up. Exactly two 4–6-frame whip-pans follow a hand into the world; no face crosses the blurred pan. KAI receives no whip-pan. No orbit, dolly across table, random zoom, digital shake or focus hunting. TIMED SHOT DESIGN 0.0–1.2 locked MASTER FRAME matching Image1 exactly: full table and large physical separation visible; no dialogue, no camera move. 1.2–2.7 EVAN SINGLE portrait from outside west side. Only EVAN appears. He looks across the unseen table toward LENA and [Audio1] says “Let's fight!” A 4% push ends chest-up, never tighter. 2.7–3.3 LENA SINGLE reaction portrait from outside east side. Only LENA appears; brief competitive chin lift toward screen-left. 3.3–5.8 hard cut to Image2 geometry. [Audio4 V.O.] “Blue research accelerating. Red supply stable. Ivory population rising.” Full table geometry and separation remain readable; no overlays. 5.8–9.0 EVAN SINGLE portrait, only his face/body. He touches the shortest ridge route at his own west edge and [Audio1] says “Engineering first. We take the ridge before dusk.” Push 4% on “ridge,” then settle. 9.0–9.3 WHIP-PAN 1 follows only EVAN's fingertip into the blue route; no face enters the blur. 9.3–12.0 stable 70° BLUE REALM from Image6. Rail accelerates, construction gains walls/roof, locomotive and carrier move on separate corridors; integrated materials, no glow. 12.0–15.6 KAI SINGLE portrait across the full table with 135mm lens. Only KAI appears. He separates farm, mine and road markers at his north edge and [Audio2] says “Hold the road. Fill the granaries. Nothing moves hungry.” Slow 3% push remains chest-up. 15.6–18.6 stable 70° RED REALM from Image7. Cargo trucks move through logistics; granary/mine complete grounded construction; railcar stays on rail; no red wash. 18.6–21.8 LENA SINGLE portrait from outside east side. Only LENA appears. She checks screen-left toward EVAN, moves workers to the river and [Audio3] says “Double the farms. Move workers to the river.” Push 4% on “Double,” then settle. 21.8–22.1 WHIP-PAN 2 follows only LENA's hand into the river; no face enters blur. 22.1–26.5 stable 70° IVORY REALM from Image8. Water enters canals, workers split, greenhouse receives glass, tractor follows track; no pale wash. 26.5–28.2 locked MASTER FRAME matching Image1: full table visible. EVAN, KAI and LENA exchange distant eyelines from their actual seats; no one leans inward, no dialogue. 28.2–30.0 high-oblique connected-world master. All three realms persist; restrained push toward red south road for C07. ACTING EVAN wants speed and recognition: quicker breath, fingertip commits before others answer. KAI wants balance: steady breath, minimal head movement, hands finish one task before speech. LENA wants to outgrow EVAN: eyes check him before her hand redirects workers. Non-focus children keep only breathing/blinks/gaze; nobody stands or changes posture during dialogue. AUDIO Audio1=EVAN only; Audio2=KAI only; Audio3=LENA only; Audio4=WORLD VOICE only. Dry dialogue, SFX duck under speech. Room hum, fingertip contact, short pan whoosh, rail, construction, trucks, water and tractor. MUSIC TRACK ABSENT: no score, melody, beat, drone, pad or UI beep. ACCEPTANCE LOCKS Images1–2 lock the original wide distance and game uniforms. Shared masters show the whole table; each portrait contains exactly one face and remains chest-up. Opponents connect only by matched eyelines, never shared close-up or foreground shoulders. No cards. Correct seats and four voice owners. Two hand-to-world whip-pans and 4%/3%/4% pushes only. Integrated realms; no pasted props, faction wash, neon route, reset, extra dialogue or music.
ACTIVE ASSETS — USER-CORRECTED DUAL SCENE + EARLIEST WORLD ARCHITECTURE @Image1 = {{Mixed 1}} — HIGHEST FRONT SCENE/WARDROBE/POSITION AUTHORITY: correct game command room; EVAN west-left in blue game uniform, KAI far-north center in red game uniform, LENA east-right in ivory game uniform. @Image2 = {{Mixed 2}} — HIGHEST 90-DEGREE SCENE/WARDROBE/POSITION AUTHORITY: same seats, table, map, game uniforms and top-view geometry. @Image3 = {{Mixed 3}} — EVAN face, age and hair only; Image1–2 override wardrobe and position. @Image4 = {{Mixed 4}} — KAI face, age and hair only; Image1–2 override wardrobe and position. @Image5 = {{Mixed 5}} — LENA face, age and red hair only; Image1–2 override wardrobe and position. @Image6 = {{Mixed 6}} — BLUE INDUSTRIAL REALM: integrated blue environment, architecture and scale. @Image7 = {{Mixed 7}} — RED LOGISTICS REALM: integrated red environment, architecture and scale. @Image8 = {{Mixed 8}} — IVORY ECONOMY REALM: integrated ivory agriculture/water environment, architecture and scale. @Image9 = {{Mixed 9}} — BLUE SYSTEM vocabulary/silhouettes only; integrate into Image6, never isolate. @Image10 = {{Mixed 10}} — RED SYSTEM vocabulary/silhouettes only; integrate into Image7, never isolate. @Image11 = {{Mixed 11}} — IVORY SYSTEM vocabulary/silhouettes only; integrate into Image8, never isolate. @Audio1 = {{Mixed 12}} — EVAN voice only. @Audio2 = {{Mixed 13}} — KAI voice only. @Audio3 = {{Mixed 14}} — LENA voice only. @Audio4 = {{Mixed 15}} — WORLD VOICE only. OUTPUT CONTRACT 30.0s, 21:9, 480p, 24fps, controlled multi-shot. No visible cards or card-like UI. Exact dialogue and SFX only; no subtitle, logo or music. CAUSAL SPINE shared strategy room -> WORLD VOICE reveals uneven growth -> EVAN commits to speed -> blue realm visibly activates -> KAI counters with balance -> red realm visibly activates -> LENA counters through farms/water -> ivory realm visibly activates -> one persistent three-realm state. SPACE / IDENTITY LOCK Images1–2 describe one room, one table, exact seats and exact game uniforms. KAI stays north/far-center facing south; EVAN west/left facing east; LENA east/right facing west; south/near side is the camera side. Cuts relocate camera, never children. Images3–5 control faces only and cannot restore casual clothes. No seat changes, horizontal-row restaging, duplicate or direct camera gaze. WORLD STYLE — INTEGRATED REALMS, NOT ASSET COLLAGE The three realms form one authored 3D strategy world with unified sun, atmosphere, scale and materials. Architecture grows from embedded foundations; vehicles use existing roads/rails. Faction identity uses roof trim, vehicle paint, flags and materials—never territory wash, glowing border, neon route or landscape tint. Image9–11 details are rebuilt into realm materials; never paste isolated objects. High-oblique 65–80° game camera, deep focus, no satellite flatness, tilt-shift look or geography reset. CAMERA / EMOTIONAL DESIGN Command-room masters use Image1–2 geometry/wardrobe. Dialogue uses restrained shoulder handheld, 85–100mm compression, sway below 1%, then settles for lip sync. Decision pushes: EVAN 8% fast, KAI 4% slow, LENA 8% fast. Exactly two whip-pans, 4–6 frames: EVAN fingertip -> blue route; LENA worker gesture -> river. Blur ends on a stable landmark. KAI receives no whip-pan; stillness expresses control. No orbit, random zoom, digital shake or focus hunting. TIMED SHOT DESIGN 0.0–2.4 FRONT/45° MASTER. All three in fixed triangle. EVAN leans toward LENA and [Audio1] says “Let's fight!” Fast 8% push ends on EVAN's challenging eyes while LENA gives a small competitive chin lift and KAI watches both. 2.4–5.4 hard cut to Image2 geometry. [Audio4 V.O.] “Blue research accelerating. Red supply stable. Ivory population rising.” All three realms remain connected; no overlays. 5.4–8.8 85mm over-LENA-shoulder EVAN close. He points to the shortest ridge route and [Audio1] says “Engineering first. We take the ridge before dusk.” His confidence sharpens; push 8% on “ridge,” then hold his face for a half-beat. 8.8–9.1 WHIP-PAN 1 follows EVAN's fingertip leftward into the blue route; retain the mountain-ridge direction as the visual carrier. 9.1–12.0 stable 70° BLUE REALM from Image6. Rail traffic accelerates, a construction frame gains walls/roof, locomotive and carrier move on separate corridors. Integrated materials/light/scale; no glowing route. 12.0–15.7 85mm frontal KAI close from the empty south side. EVAN/LENA stay as blurred opposite-corner edges, never beside him. KAI separates farm, mine and road markers, then [Audio2] says “Hold the road. Fill the granaries. Nothing moves hungry.” Slow 4% push ends as his finger closes the route; EVAN reacts impatiently, LENA studies him. 15.7–18.7 stable 70° RED REALM from Image7. Cargo trucks move through logistics; granary and mine complete grounded construction; railcar stays on rail. Rust-red trim only, no red world wash. 18.7–22.0 100mm over-EVAN-shoulder LENA close. She clocks EVAN's rush, then moves worker markers toward the river and [Audio3] says “Double the farms. Move workers to the river.” Fast 8% push on “Double”; end on her eyes, then her hand reaches the river edge. 22.0–22.3 WHIP-PAN 2 follows LENA's hand rightward into the river; water direction survives through the blur. 22.3–26.7 stable 70° IVORY REALM from Image8. Water enters canals, workers split between rows, greenhouse receives glass, tractor follows farm track. Natural ivory stone/green vegetation, no pale wash. 26.7–28.3 hard cut to 45° room master. Three quick reaction beats without seat changes: EVAN contained satisfaction; KAI recalculates; LENA holds EVAN's gaze. Camera settles, no dialogue. 28.3–30.0 high-oblique connected-world master. Blue industry, red logistics and ivory agriculture all persist simultaneously under one atmosphere. End with a restrained push toward red south road for C07. ACTING EVAN wants speed and recognition: quicker breath, fingertip commits before others answer. KAI wants balance: steady breath, minimal head movement, hands finish one task before speech. LENA wants to outgrow EVAN: eyes check him before her hand redirects workers. Non-focus children keep only breathing/blinks/gaze; nobody stands or changes posture during dialogue. AUDIO Audio1=EVAN only; Audio2=KAI only; Audio3=LENA only; Audio4=WORLD VOICE only. Dry dialogue, SFX duck under speech. Room hum, fingertip contact, short pan whoosh, rail, construction, trucks, water and tractor. MUSIC TRACK ABSENT: no score, melody, beat, drone, pad or UI beep. ACCEPTANCE LOCKS User-corrected two scene/wardrobe images are first, followed by three face identities and earliest realm/system layers. No cards. Correct seats, game uniforms and four voice owners. Two whip-pans and three pushes only. Integrated realms; no pasted props, floating buildings, faction washes, neon routes, satellite flatness, reset, extra dialogue or music.
ACTIVE ASSETS — ATTACH IN THIS ORDER ONLY @Image1 = {{Mixed 1}} — SCENE_A_GARDEN_THRESHOLD: garden/light/wood-jamb register for KAI close shots only; never wide geography. @Image2 = {{Mixed 2}} — SCENE_B_LIVINGROOM_REACTION: warm living-room background for sibling close-ups only; sofa/TV/stairs stay soft. @Image3 = {{Mixed 3}} — EVAN_REACTION_IDENTITY: EVAN face, age, hair and navy wardrobe only. @Image4 = {{Mixed 4}} — LENA_REACTION_IDENTITY: LENA face, age, red bob and cream wardrobe only. @Image5 = {{Mixed 5}} — KAI_SELECTED_DIALOGUE_PERFORMANCE: AKINO-selected KAI chest-up identity, garden, low-box pose and subtle hesitant gaze. @Image6 = {{Mixed 6}} — FARTHER_BOX_BROLL: sole closed-box front, title, latches, handle, materials, wear and scale authority. @Audio1 = {{Mixed 7}} — KAI_VOICE_12P5: KAI dialogue voice. @Audio2 = {{Mixed 8}} — DOORBELL_2S: exact bell waveform. V18 and V11 MP4s are inspection evidence only; attach neither as video reference. OUTPUT CONTRACT 15.0s, 21:9, 24fps, real time, FIVE SHOTS with HARD CUTS at 1.6, 7.2, 9.4 and 12.2s. Exact order: doorbell-hand ECU -> KAI chest-up dialogue -> low-held box B-roll -> LENA face close-up -> EVAN face close-up. Every shot is ECU, close, medium-close or reaction CU. No wide, full body, full doorway, visible door motion, subtitle, music or robot. CAUSAL SPINE KAI presses bell with box low -> off-screen door begins -> HARD CUT to already-open KAI close -> interrupted body settles -> hesitant eye check/pause -> line -> B-roll proves what he carries -> LENA processes embarrassment then curiosity -> EVAN releases defensive tension later. WORLD / IDENTITY LOCK KAI remains OUTSIDE with garden behind him in Shots 1–3. LENA and EVAN remain INSIDE with Scene B behind them in Shots 4–5. Never show KAI against interior wall/TV/sofa or siblings against garden. Image3 is EVAN only; Image4 LENA only; Image5 selected KAI only. Never blend, age, duplicate or swap identities. Camera reverses between Shots 3/4; people do not cross threshold. EDITING / HANDHELD Use the clear shot-card rhythm of the accepted fast-cut structure: one content class, one action and one emotional change per shot; hard-cut before the beat becomes static. Controlled handheld in all shots: shoulder mass, breath, 1–2cm drift, one small correction, natural settle. No digital jitter, random sway, whip, dissolve, hidden cut or focus hunting. TIMED SHOTS SHOT 01 — 0.0–1.6s — 120MM DOORBELL HAND ECU Handheld S35 120mm ECU on exact KAI's complete right index finger pressing one small dark exterior bell button. Dark-green cuff/wrist visible; selected low box corner and left forearm soft at lower edge. At 0.10s play @Audio2 once. Frame contains only finger, button, cuff, wood grain and soft box edge. At 1.45s hear off-screen latch/hinge; never show door moving. HARD CUT while bell continues. SHOT 02 — 1.6–7.2s — 85MM KAI MEDIUM CLOSE / DIALOGUE HARD CUT directly into Image5 composition: exact KAI chest-up OUTSIDE, selected garden and narrow door edge, selected low closed-box grip. No sibling, full body or full door. Right hand is just lowering from the bell. Body settles first: shoulders tighten minimally, box dips 2cm, left wrist regrips, breath resumes. From 2.0–3.4s handheld camera pushes only 0.10m and settles on his eyes. KAI EMOTION Eyes check unseen LENA once, then unseen EVAN once. Lower eyelids tighten slightly; lips press together for one beat; an uncertain half-smile begins but stops before a grin. Brows level, eyes not widened, mouth closed before speech. Hold six frames. At 3.75s KAI says exactly: `Am I interrupting a war?` with tentative dry friendliness. Mouth moves only for syllables. After line, lips close; half-smile fades; he waits. No blank stare, broad smile, cringe, eyebrow performance or presenter energy. HARD CUT at 7.2s. SHOT 03 — 7.2–9.4s — 100MM FARTHER BOX B-ROLL Handheld S35 100mm close on the same closed box held LOW across KAI's left chest/hip. Match Image6 exactly: readable `FARTHER`, city-to-voyage illustration, dark worn body, metal corners, two latches and handle. KAI's complete left hand supports bottom; left forearm/green sleeve presses side; right hand enters only to steady the opposite lower corner. Box settles downward 1cm under weight; cloth compresses. No face, overhead pose, product spin, opening, extra hand, fused fingers or text drift. Garden bokeh only. HARD CUT on soft hardware/cloth sound. SHOT 04 — 9.4–12.2s — 100MM LENA REACTION CU HARD CUT to handheld S35 100mm close-up of exact LENA from shoulders up INSIDE. Scene B interior stays soft, no garden/KAI/box/door. Her eyes meet KAI, drop once toward the low box, return. She is caught mid-breath; embarrassment presses lips for one beat, then curiosity relaxes them without a smile. One blink near the end. Camera makes a tiny correction and settles. No dialogue, eyebrow lift, open mouth or comedy. HARD CUT on her quiet exhale. SHOT 05 — 12.2–15.0s — 100MM EVAN REACTION CU HARD CUT to handheld S35 100mm close-up of exact EVAN shoulders up INSIDE, same Scene B light. He avoids KAI's eyeline for four frames, glances sideways toward LENA off-screen, then looks up to KAI. Defensive jaw holds, then releases slightly; one controlled inhale. No smile, scowl, dialogue or exaggerated guilt. End on a neutral-but-caught look that hands the next scene to the game. PHYSICS / LOOK The same closed 48×36×9cm box remains against KAI's left torso with 3–4kg mass. It never rises overhead, floats, bends, opens, duplicates or changes graphics/hardware. Complete hands/wrists. Door is already open whenever characters are visible and never moves on screen. Natural warm afternoon skin, knit, wood and box detail; open midtones. No dirty wash, grain, haze, flicker, waxy skin or geometry crawl. AUDIO Play exact @Audio2 once from 0.10s for two seconds, bridging Shot 1/2. KAI says exact line in @Audio1 after six silent frames. B-roll carries cloth compression and small latch rattle. Reactions carry breath only. Add faint birds and room ventilation. No repeated bell, knock, score, sting, bass, percussion, gasp, robot or box opening. ACCEPTANCE LOCKS Six labeled images, two audios totalling 14.5s, zero videos. Five hard-separated content shots: hand ECU, KAI dialogue MCU, box B-roll, LENA CU, EVAN CU. No wide/full body/full door/visible door motion. KAI outside; siblings inside. Box stays low and closed. Expressions are distinct, small and readable; no blank or exaggerated faces. Render remains UNVERIFIED.
【素材职责】 【场景】 {{Portrait 1}}用于环形公路与河流的拓扑线条几何,作为证据沙盒表面黄铜树脂内嵌线的造型依据,不采用任何俯瞰航拍视角,不旋转,不镜像,不重绘。 【正文】 地形拓扑浮雕标本{{Portrait 1}}的环形公路与河流线条以黄铜和树脂内嵌线的形式嵌入证据沙盒表面,仅作为近距离截面可见,绝不出现俯瞰全景。拓扑线条正确但画面内不完整——边缘延伸出框。镜头沿一条精确的公路线做3厘米导轨滑动。 结束时:导轨滑动完成,一条黄铜公路线在焦点中,线条边缘延伸出画框。 【视觉风格】 调查性证据沙盒。石板炭灰桌面,浅标本托盘,烟熏玻璃,拉丝导轨,黑化黄铜,细尘。近乎黑暗,窄束暖白掠射光与冷蓝灰透射扫描光。硬边阴影,克制的黄铜高光,深绿灰黑,微量Blue/Red/Ivory色点,选择性反射。90-135mm微距,T2.0-T2.8质感,1-4cm焦平面。真实游戏渲染材质,受控光线追踪弹射。无广告级抛光。 【镜头】 100mm微距,T2.2,导轨沿公路线方向滑动3cm,焦平面保持在黄铜线条上。 【声音】 无背景音乐,只保留导轨滑动的细微金属摩擦声<relay tick>。 No BGM
【素材职责】 【场景】 {{Portrait 1}}用于中央陨石坑盆地、环形公路、山脉和海岸线的地形拓扑几何,作为手工树脂黄铜浮雕标本的造型依据,不采用图中任何航拍或俯瞰视角,不旋转,不镜像,不重绘。 【正文】 地形拓扑浮雕标本{{Portrait 1}}在证据桌面上,以圆形匹配接入前镜卡牌纹章圆形。标本以手工树脂和黄铜内嵌线制成,仅作为桌面近距离截面可见,绝不出现俯瞰全景。三个浅标本槽重复中央陨石坑盆地,尺寸各不相同,并排置于浮雕旁。一道冷色扫描线从左至右横穿三个标本槽。镜头以2%缓动推向最大标本槽。 结束时:扫描线已完成,三个标本槽均在画面内,处于不同焦深,最大槽最清晰。 【视觉风格】 调查性证据沙盒。石板炭灰桌面,浅标本托盘,烟熏玻璃,拉丝导轨,黑化黄铜,细尘。近乎黑暗,窄束暖白掠射光与冷蓝灰透射扫描光。硬边阴影,克制的黄铜高光,深绿灰黑,微量Blue/Red/Ivory色点,选择性反射。90-135mm微距,T2.0-T2.8质感,1-4cm焦平面。真实游戏渲染材质,受控光线追踪弹射。无广告级抛光。 【镜头】 120mm微距,T2.2,2%缓动推镜朝最大标本槽,焦平面保持在标本槽边缘。 【声音】 无背景音乐,只保留冷扫描光穿过时的细微金属共鸣<distant metal resonance>。 No BGM
ACTIVE ASSETS — USER-CORRECTED DUAL SCENE + EARLIEST WORLD ARCHITECTURE @Image1 = {{Mixed 1}} — HIGHEST FRONT SCENE/WARDROBE/POSITION AUTHORITY: correct game command room; EVAN west-left in blue game uniform, KAI far-north center in red game uniform, LENA east-right in ivory game uniform. @Image2 = {{Mixed 2}} — HIGHEST 90-DEGREE SCENE/WARDROBE/POSITION AUTHORITY: same seats, table, map, game uniforms and top-view geometry. @Image3 = {{Mixed 3}} — EVAN face, age and hair only; Image1–2 override wardrobe and position. @Image4 = {{Mixed 4}} — KAI face, age and hair only; Image1–2 override wardrobe and position. @Image5 = {{Mixed 5}} — LENA face, age and red hair only; Image1–2 override wardrobe and position. @Image6 = {{Mixed 6}} — BLUE INDUSTRIAL REALM: integrated blue environment, architecture and scale. @Image7 = {{Mixed 7}} — RED LOGISTICS REALM: integrated red environment, architecture and scale. @Image8 = {{Mixed 8}} — IVORY ECONOMY REALM: integrated ivory agriculture/water environment, architecture and scale. @Image9 = {{Mixed 9}} — BLUE SYSTEM vocabulary/silhouettes only; integrate into Image6, never isolate. @Image10 = {{Mixed 10}} — RED SYSTEM vocabulary/silhouettes only; integrate into Image7, never isolate. @Image11 = {{Mixed 11}} — IVORY SYSTEM vocabulary/silhouettes only; integrate into Image8, never isolate. @Audio1 = {{Mixed 12}} — EVAN voice only. @Audio2 = {{Mixed 13}} — KAI voice only. @Audio3 = {{Mixed 14}} — LENA voice only. @Audio4 = {{Mixed 15}} — WORLD VOICE only. OUTPUT CONTRACT 30.0s, 21:9, 480p, 24fps, controlled multi-shot. No visible cards or card-like UI. Exact dialogue and SFX only; no subtitle, logo or music. CAUSAL SPINE shared strategy room -> WORLD VOICE reveals uneven growth -> EVAN commits to speed -> blue realm visibly activates -> KAI counters with balance -> red realm visibly activates -> LENA counters through farms/water -> ivory realm visibly activates -> one persistent three-realm state. SPACE / IDENTITY LOCK Images1–2 describe one room, one large table, exact seats, real separation and exact game uniforms. EVAN and LENA remain on opposite long sides at least one full table-width apart; KAI remains at the far north end, at least one table-length behind the near edge. KAI north/far-center facing south; EVAN west/left facing east; LENA east/right facing west; south/near side is camera side. Cuts relocate camera, never children. Images3–5 control faces only and cannot restore casual clothes. Shared frames preserve the full map surface between bodies; no face-to-face proximity, same-edge seating, seat change, duplicate or camera gaze. WORLD STYLE — INTEGRATED REALMS, NOT ASSET COLLAGE The three realms form one authored 3D strategy world with unified sun, atmosphere, scale and materials. Architecture grows from embedded foundations; vehicles use existing roads/rails. Faction identity uses roof trim, vehicle paint, flags and materials—never territory wash, glowing border, neon route or landscape tint. Image9–11 details are rebuilt into realm materials; never paste isolated objects. High-oblique 65–80° game camera, deep focus, no satellite flatness, tilt-shift look or geography reset. CAMERA / TRUE DISTANCE / EMOTIONAL DESIGN MASTER FRAME copies Image1 framing and distance: camera outside the empty south side, about 4.5m from KAI, 50mm, full table width and depth visible; no push-in and no crop tighter than medium-wide. Every portrait is a SINGLE-SUBJECT shot containing exactly one face: no opponent face, shoulder, head or body in foreground/background. EVAN portrait: camera outside west side, about 2m away, 85mm, chest-up with his own table edge visible. KAI portrait: camera remains on south side across the full table, 135mm long-lens, chest-up solo at far north. LENA portrait: camera outside east side, about 2m away, 85mm, chest-up with her own table edge visible. Interaction is conveyed by matched eyelines and separate reaction cuts, never shared close-ups. Portraits use restrained handheld below 0.5% sway and settle for lip sync. Decision pushes: EVAN 4%, KAI 3%, LENA 4%; none changes shot scale beyond chest-up. Exactly two 4–6-frame whip-pans follow a hand into the world; no face crosses the blurred pan. KAI receives no whip-pan. No orbit, dolly across table, random zoom, digital shake or focus hunting. TIMED SHOT DESIGN 0.0–1.2 locked MASTER FRAME matching Image1 exactly: full table and large physical separation visible; no dialogue, no camera move. 1.2–2.7 EVAN SINGLE portrait from outside west side. Only EVAN appears. He looks across the unseen table toward LENA and [Audio1] says “Let's fight!” A 4% push ends chest-up, never tighter. 2.7–3.3 LENA SINGLE reaction portrait from outside east side. Only LENA appears; brief competitive chin lift toward screen-left. 3.3–5.8 hard cut to Image2 geometry. [Audio4 V.O.] “Blue research accelerating. Red supply stable. Ivory population rising.” Full table geometry and separation remain readable; no overlays. 5.8–9.0 EVAN SINGLE portrait, only his face/body. He touches the shortest ridge route at his own west edge and [Audio1] says “Engineering first. We take the ridge before dusk.” Push 4% on “ridge,” then settle. 9.0–9.3 WHIP-PAN 1 follows only EVAN's fingertip into the blue route; no face enters the blur. 9.3–12.0 stable 70° BLUE REALM from Image6. Rail accelerates, construction gains walls/roof, locomotive and carrier move on separate corridors; integrated materials, no glow. 12.0–15.6 KAI SINGLE portrait across the full table with 135mm lens. Only KAI appears. He separates farm, mine and road markers at his north edge and [Audio2] says “Hold the road. Fill the granaries. Nothing moves hungry.” Slow 3% push remains chest-up. 15.6–18.6 stable 70° RED REALM from Image7. Cargo trucks move through logistics; granary/mine complete grounded construction; railcar stays on rail; no red wash. 18.6–21.8 LENA SINGLE portrait from outside east side. Only LENA appears. She checks screen-left toward EVAN, moves workers to the river and [Audio3] says “Double the farms. Move workers to the river.” Push 4% on “Double,” then settle. 21.8–22.1 WHIP-PAN 2 follows only LENA's hand into the river; no face enters blur. 22.1–26.5 stable 70° IVORY REALM from Image8. Water enters canals, workers split, greenhouse receives glass, tractor follows track; no pale wash. 26.5–28.2 locked MASTER FRAME matching Image1: full table visible. EVAN, KAI and LENA exchange distant eyelines from their actual seats; no one leans inward, no dialogue. 28.2–30.0 high-oblique connected-world master. All three realms persist; restrained push toward red south road for C07. ACTING EVAN wants speed and recognition: quicker breath, fingertip commits before others answer. KAI wants balance: steady breath, minimal head movement, hands finish one task before speech. LENA wants to outgrow EVAN: eyes check him before her hand redirects workers. Non-focus children keep only breathing/blinks/gaze; nobody stands or changes posture during dialogue. AUDIO Audio1=EVAN only; Audio2=KAI only; Audio3=LENA only; Audio4=WORLD VOICE only. Dry dialogue, SFX duck under speech. Room hum, fingertip contact, short pan whoosh, rail, construction, trucks, water and tractor. MUSIC TRACK ABSENT: no score, melody, beat, drone, pad or UI beep. ACCEPTANCE LOCKS Images1–2 lock the original wide distance and game uniforms. Shared masters show the whole table; each portrait contains exactly one face and remains chest-up. Opponents connect only by matched eyelines, never shared close-up or foreground shoulders. No cards. Correct seats and four voice owners. Two hand-to-world whip-pans and 4%/3%/4% pushes only. Integrated realms; no pasted props, faction wash, neon route, reset, extra dialogue or music. {{Mixed 8}}
ACTIVE ASSETS — B01/C07 FARTHER INTRO V1, EXACT ORDER @Image1 = {{Mixed 1}} — exact opening cover, gold compass, city, ship and exact `FARTHER / BUILD A WORLD. REACH THE NEXT.` text; sole title and frame-one authority. @Image2 = {{Mixed 2}} — three-faction game-world macro geography and central basin. @Image3 = {{Mixed 3}} — Blue industrial realm only. @Image4 = {{Mixed 4}} — Blue game-world command annex only. @Image5 = {{Mixed 5}} — adult Blue Strategic Commander identity and wardrobe. @Image6 = {{Mixed 6}} — EVAN identity and blue symbolic war-room uniform. @Image7 = {{Mixed 7}} — Red logistics/shipyard realm only. @Image8 = {{Mixed 8}} — Red game-world logistics room only. @Image9 = {{Mixed 9}} — adult Red Logistics Commander identity and wardrobe. @Image10 = {{Mixed 10}} — KAI identity and red symbolic war-room uniform. @Image11 = {{Mixed 11}} — Ivory agricultural/civil realm only. @Image12 = {{Mixed 12}} — Ivory game-world civic response room v02 only. @Image13 = {{Mixed 13}} — adult Ivory Civil Commander identity and wardrobe. @Image14 = {{Mixed 14}} — LENA identity, red hair and ivory symbolic war-room uniform. @Image15 = {{Mixed 15}} — symbolic child war-room relationship: EVAN left, KAI far-center, LENA right; wardrobe, distances and eyelines. @Image16 = {{Mixed 16}} — symbolic war-room table/geography only; never use its overhead framing. @Video1 = {{Mixed 17}} — FRAME PROPORTION ONLY: 2558×1080, about 2.37:1. Read only envelope, headroom, side-room and crop. Inherit nothing else. OUTPUT CONTRACT 19.0s, 21:9, 720p, 24fps feel, sound on; controlled montage with motivated hard cuts. Exact timing: 0.0–3.5 title; 3.5–6.0 compass into game world; 6.0–8.0 three-faction world; 8.0–9.3 Blue Commander; 9.3–10.5 EVAN; 10.5–11.8 Red Commander; 11.8–13.0 KAI; 13.0–14.3 Ivory Commander; 14.3–15.5 LENA; 15.5–18.5 three children together; 18.5–19.0 unchanged edit handle. No dialogue, WORLD VOICE, narration, subtitles, added titles, UI or music. REALITY / PAIRING LOCK The children remain beside the living-room sofa playing outside this montage. Their war room only visualizes strategic thought: no arrival, door, clothing change, transformation or teleport. The adults are unrelated game-world commanders, never older children or avatars. Pair only Blue Commander→EVAN, Red Commander→KAI, Ivory Commander→LENA through cuts, faction color, gaze and behavior; never face-morph or explain the mechanism. CAUSAL SPINE title activates -> compass reveals one inhabited three-faction world -> each adult commander appears -> matched child decision persona -> three child roles combine in the symbolic war room -> silent KAI is ready for C07. WORLD / AXIS / CAMERA Frame one preserves Image1 spelling, letters, subtitle and layout. Image2 is one world: Blue industry, Red logistics and Ivory civil/agriculture around the basin, without glowing borders. Adult rooms are separate game-world locations. Child montage stays south of the table axis: EVAN left, KAI far-center, LENA right. No lens gaze. Title/world are stabilized; adult/child portraits use 65–85mm medium-close three-quarter coverage. Pair cuts preserve scale and eyeline, never location continuity. TIMED ACTION 0.0–3.5 — FARTHER TITLE. Exact Image1 plate. A narrow warm-gold reflection crosses embossed city, title and ship; leather stays still. Slow 3% push. Text stays sharp, complete and motionless. At 2.2s outer compass ring turns clockwise 4–6 degrees, inner ring counters 2–3 degrees; needle stays centered. End with compass dominant and title recognizable. 3.5–6.0 — COMPASS TO WORLD. Push into compass; letters leave only by crop. Needle turns to twelve. At 5.70s rings seat; at 5.82s needle locks with a brass click; at 5.88s hard match cut from compass center to Image2 basin at identical center, scale and inward vector. No dissolve, morph or text tunnel. World reads by 6.0s. 6.0–8.0 — THREE-FACTION WORLD. Stabilized high-oblique basin view, then 8% pullback revealing Blue industry, Red roads/port and Ivory farms/water. Machinery, one freight vehicle and water move at different rhythms. Inhabited systems, not board zones; no order executes. End toward Blue. 8.0–9.3 — BLUE COMMANDER. Match Blue flywheel to Image4 selector, then focus medium-close on her verifying a dormant relay. Eyes check selector; breath contained, chin level, hand near but inactive. Gaze leads screen-right. No smile, salute, speech or centered portrait. 9.3–10.5 — EVAN. Cut on her gaze to matching EVAN in his left zone. Eyes continue toward the shared table; jaw set, posture precise, mouth closed. No morph. Blue color and tempo establish correspondence. 10.5–11.8 — RED COMMANDER. Match a freight-wheel sound into Image8. He checks a waiting route lever, shifts forward and stops before moving it. Practical, quick, grounded; eyes lead screen-left. No speech or lens gaze. 11.8–13.0 — KAI. Cut on gaze to matching KAI far-center. He leans slightly, checks EVAN, LENA and the table, then settles on the next decision. Alert, socially intelligent and competitive; never cold or posed. Mouth closed. 13.0–14.3 — IVORY COMMANDER. Match water sound into Image12. She checks capacity modules before touching, listens, then looks screen-left. Quiet attention to people and capacity, never saintly or fearful. No speech or lens gaze. 14.3–15.5 — LENA. Cut on gaze to matching LENA in the right zone. She studies the shared world, then the boys; one breath settles. Observant and ready to question consequences, never passive or sentimental. Mouth closed. 15.5–18.5 — THREE CHILDREN. Cut along LENA's gaze to Image15 relationship master, 50mm. EVAN left, KAI far-center, LENA right with unequal depth and shared eyelines. A 5% pullback reveals all roles around the table without hands or readable controls. EVAN studies center; LENA studies both boys; KAI takes initiative through one inhale and forward readiness. Reactions stay asynchronous; no literal arrival. 18.5–19.0 — HANDLE. Hold relationship and axis. KAI is ready but mouth closed; eyelines persist. No action or reset. Handoff to C07 OTS over EVAN toward KAI. PHYSICS / LIGHT / AUDIO Smoothness comes from compass/basin geometry, circular machinery, gaze and sound—not dissolves or morphs. Eyes lead heads; controls remain supported. Preserve navy/gold title, natural world, restrained faction colors, cool Blue, brick/steel Red, clean ivory/sage, and dark neutral war room. Use leather contact, brass ticks and compass detent; then low Blue machinery, Red freight and Ivory water. Carry one physical sound 4–6 frames across each pair cut. A faint board-game spindle tick recalls unseen living-room play, then becomes war-room hum. No literal phone line, voices, UI beeps or music. ACCEPTANCE LOCKS Keep exact readable FARTHER text; compass cuts into one coherent world. Each adult appears once in their own room. Pair only Blue→EVAN, Red→KAI, Ivory→LENA without morphs. Children never enter the war room literally. End EVAN-left/KAI-far-center/LENA-right with silent KAI ready. Reject tabletop spinner/cards/rules, repeated title, teleport, older-child lookalikes, wrong pairing, passport portraits, lens gaze, extra people, dialogue, subtitles, UI, music or watermark.
ACTIVE ASSETS — EXACT ORDER, NO CARD ASSETS @Image1 = {{Mixed 1}} — FRONT SCENE/WARDROBE/POSITION: EVAN west-left, KAI far-north center, LENA east-right; south side empty; correct room, uniforms and eyelines. @Image2 = {{Mixed 2}} — 90-DEGREE POSITION: same triangular seating and table geography from above. @Image3 = {{Mixed 3}} — EVAN face/age/hair/blue uniform identity only. @Image4 = {{Mixed 4}} — KAI face/age/hair/red uniform identity only. @Image5 = {{Mixed 5}} — LENA face/age/red hair/ivory uniform identity only. @Image6 = {{Mixed 6}} — connected world coastline/basin/ridges/rivers/routes only. @Image7 = {{Mixed 7}} — blue locomotive silhouette/scale only. @Image8 = {{Mixed 8}} — blue command-truck silhouette/scale only. @Image9 = {{Mixed 9}} — red cargo-truck silhouette/scale only. @Image10 = {{Mixed 10}} — red railcar silhouette/scale only. @Image11 = {{Mixed 11}} — ivory greenhouse/silo silhouette/scale only. @Image12 = {{Mixed 12}} — ivory tractor/trailer silhouette/scale only. @Audio1 = {{Mixed 13}} — EVAN voice only. @Audio2 = {{Mixed 14}} — KAI voice only. @Audio3 = {{Mixed 15}} — LENA voice only. @Audio4 = {{Mixed 16}} — WORLD VOICE only. Assets lock identity, wardrobe, geometry and positions only. OUTPUT CONTRACT 30.0s, 21:9, 480p, 24fps, controlled multi-shot. Command chamber intercuts with one connected strategy world. NO CARDS anywhere: no card object, placement, overlay or card-shaped UI. Exact dialogue/SFX only; no subtitle, logo or music. CAUSAL SPINE three children confront each other across one fixed map -> WORLD VOICE reports imbalance -> EVAN commits a direct technology route -> blue world changes -> KAI balances three resources -> red world changes -> LENA counters through workers and water -> ivory world changes -> all results persist. NON-NEGOTIABLE TRIANGULAR BLOCKING NORTH/FAR SIDE: KAI alone, center, facing south. WEST/LEFT SIDE: EVAN alone, facing east. EAST/RIGHT SIDE: LENA alone, facing west. SOUTH/NEAR SIDE stays empty. This is a U/triangle around a large rectangle, never one horizontal row. All cuts relocate the camera, never the chairs or children. Each stays seated on the same side for 30s; no corner crossing, standing or seat change. Hands remain at each own ledger/map edge. CAMERA MAP — EACH POSITION IS PHYSICALLY DISTINCT MASTER A: camera on empty SOUTH side, 1.35m high, facing NORTH, 45mm. EVAN frame-left profile, KAI far-center frontal, LENA frame-right profile; table separates them. MASTER B: Image2 exact overhead: KAI top-center, EVAN lower-left/west, LENA lower-right/east, south-center empty. EVAN SHOT: southeast camera looks northwest, 85mm. EVAN stays west/left-third; Lena only a soft foreground-right shoulder; KAI small far north. KAI SHOT: south-center camera looks north, 85mm. KAI alone center/focus; EVAN blurred lower-left edge, LENA blurred lower-right edge. LENA SHOT: southwest camera looks northeast, 100mm. LENA stays east/right-third; Evan only a soft foreground-left shoulder; KAI small far north. Character shots: shoulder handheld under 1% sway, one correction then settle, one 5–7% push per decision. Map/world shots lock. No orbit, whip-pan, random angle, digital shake, focus hunt or axis reversal. PERFORMANCE HIERARCHY Speaker performs one simple map action; others stay seated with breathing/blinks/gaze, then one listener gives one small reaction. Eyes address the real child across the table or map, never camera. Mouth moves only on assigned line; pointing pauses during critical words. TIMED SHOT DESIGN 0.0–2.3 MASTER A. All occupy locked sides. EVAN plants one forearm at his west ledger, leans across the map and [Audio1] says “Let's fight!” Push 6% toward him while retaining KAI far-center and LENA right. LENA gives a competitive chin lift; KAI looks between them. 2.3–5.3 hard cut to MASTER B / connected 90-degree game-world overview. [Audio4 V.O.] “Blue research accelerating. Red supply stable. Ivory population rising.” Blue northwest, red south, ivory east; no people move seats, no UI. 5.3–8.8 EVAN SHOT. He stays west, looks to LENA, then touches the shortest blue route. [Audio1] “Engineering first. We take the ridge before dusk.” Push 7% from “Engineering” to “ridge.” LENA's foreground shoulder stays still; eyes follow his fingertip. 8.8–11.8 match cut on that fingertip direction to an 80-degree blue-sector world view. Only after contact, a rail spur extends along the marked pass; one factory grows foundation->frame->roof; blue locomotive and command truck begin moving. Deep focus, no real-drone look. 11.8–15.5 KAI SHOT. KAI stays north; Evan/Lena remain lower-corner edges. He separates farm, mine and road markers at his ledger, then traces south road. [Audio2] “Hold the road. Fill the granaries. Nothing moves hungry.” Push 5% as the line ends. EVAN glances center; LENA studies his balance. 15.5–19.0 match cut to 80-degree red-sector world view. South road extends north through a pass; granary and mine build in stages; red cargo truck enters the road; red railcar stays on rail. No blue/ivory hardware enters. 19.0–22.5 LENA SHOT. LENA stays east/right, EVAN foreground-left edge, KAI far north. She moves three workers toward the river and [Audio3] says “Double the farms. Move workers to the river.” Push 7% from “Double” to before “river.” EVAN tightens fingers on his west edge; KAI watches. 22.5–27.8 match cut to 80-degree ivory-sector world view. Irrigation channels fill from river to fields; greenhouse rises foundation->frame->glass; tractor/trailer follows a farm track. No blue/red hardware enters. 27.8–30.0 locked 90-degree world master without room, chairs or children. Blue rail/factory, red road/granary/mine and ivory irrigation/greenhouse all persist on the same geography. Finish with a restrained 3% push toward the red south road for the next scene. WORLD LOOK / PHYSICS Game-world shots: clean authored strategy render, 75–90° near-orthographic, deep focus, readable terrain/buildings/units, fixed geography. Roads follow passes, rails grades, irrigation river/elevation; vehicles maintain contact. AUDIO / VOICE ROUTING Audio1 speaks EVAN lines only; Audio2 KAI only; Audio3 LENA only; Audio4 WORLD VOICE only. Never swap/blend voices. Dry dialogue; SFX duck under speech: room hum, map contact, markers, construction, rail, truck, irrigation, tractor. MUSIC TRACK ABSENT: no score, melody, beat, drone, pad or UI beep. ACCEPTANCE LOCKS Images1–2 control the same immutable three-side seating in every shot. EVAN always west/left facing east; KAI always north/far-center facing south; LENA always east/right facing west; south side empty. Camera moves, people do not. No cards or card-like object. Four exact voices correctly assigned. Three cause->world-consequence chains, stable identities/uniforms, listener reactions, persistent world state, no same-edge row, position swap, duplicate child, tabletop reset, aerial realism, UI, extra dialogue or music.
ACTIVE ASSETS — ATTACH IN THIS ORDER ONLY @Image1 = {{Mixed 1}} — BOARDWORLD_FRONT: front command-room composition, KAI-top/EVAN-left/LENA-right eyelines and table geography only; no identity or wardrobe authority authority only. @Image2 = {{Mixed 2}} — BOARDWORLD_OBLIQUE45: 45-degree room/table geography and hand-to-map command interaction only; no identity or wardrobe authority authority only. @Image3 = {{Mixed 3}} — BOARDWORLD_GOD90: 90-degree deployment geometry, map routes and three-position continuity only; no identity or wardrobe authority authority only. @Image4 = {{Mixed 4}} — EVAN_BLUE_COMMANDER: highest authority for EVAN face, age, child body, blue faction wardrobe, front/back continuity and face close-up authority only. @Image5 = {{Mixed 5}} — KAI_RED_COMMANDER: highest authority for KAI face, age, child body, red faction wardrobe, front/back continuity and face close-up authority only. @Image6 = {{Mixed 6}} — LENA_IVORY_COMMANDER: highest authority for LENA face, age, child body, ivory faction wardrobe, front/back continuity and face close-up authority only. @Image7 = {{Mixed 7}} — NEUTRAL_TREATY_ROOM: treaty/stand-down start state authority only. @Image8 = {{Mixed 8}} — COMMON_VOYAGE_DOCK: shared-ship construction dock geography authority only. @Image9 = {{Mixed 9}} — SHARED_TREATY_VOYAGE_SYSTEMS: three flags, common ship and scorched-state object geometry authority only. @Image10 = {{Mixed 10}} — COMMON_VOYAGE_SHIP_MODULAR_BUILD: sequential assembly geometry authority only. @Image11 = {{Mixed 11}} — COMMON_VOYAGE_SHIP: completed common-ship silhouette and propulsion geometry authority only. @Image12 = {{Mixed 12}} — LIVINGROOM_TOP: locked real living-room endpoint geography authority only. @Image13 = {{Mixed 13}} — LIVINGROOM_ENDPOINT_REFERENCE: warm populated endpoint light and table occupancy only; prohibited from overriding locked room topology authority only. @Image14 = {{Mixed 14}} — EVAN_IDENTITY: EVAN ordinary-clothes endpoint identity authority only. @Image15 = {{Mixed 15}} — LENA_IDENTITY: LENA ordinary-clothes endpoint identity authority only. @Image16 = {{Mixed 16}} — KAI_IDENTITY: KAI ordinary-clothes endpoint identity authority only. @Audio1 = {{Mixed 17}} — EVAN_VOICE: EVAN voice. @Audio2 = {{Mixed 18}} — KAI_VOICE: KAI voice. @Audio3 = {{Mixed 19}} — LENA_VOICE: LENA voice. @Audio4 = {{Mixed 20}} — WORLD_VOICE: world voice. Assets lock identity and visible world state, not unscripted action or extra characters. OUTPUT CONTRACT 18 seconds, Seedance 2.5 at 480P, 21:9, 24fps, controlled multi-shot or continuous take exactly as specified, real-time motion, no subtitles, no generated editorial text, no music. CAUSAL SPINE accord activates -> three resource streams build common ship -> world voice cannot identify sole ruler -> commanders stand down -> continuous god-view pullout compresses world into tabletop -> siblings handshake and KAI joins WORLD AND CONTINUITY LOCK Start from NEUTRAL TREATY ROOM and RED LOGISTICS shipyard within the accepted board-world mountain system. End in warm living-room top geography with ordinary children around the coffee table. Do not reveal real fleet/ship truth. FIRST FRAME AND SPATIAL BLOCKING Start KAI top, EVAN left, LENA right. During pullout keep one central ship and one road traceable. End EVAN left, KAI top, LENA right around real table. FORMAT AND CAMERA 90-degree god view, then continuous vertical pullout with four anchors: living terrain, printed map, full table, warm living-room master. Full occlusion under six frames. Finish on 65mm tight three-person handshake. DETAILED SHOT EXECUTION Inherit C13's incomplete ship. At the common dock, blue hardware, red freight and ivory support arrive on three distinct routes; lift, align, contact and lock each module before the next. The finished ship preserves the supplied hull and engines. Move to 90-degree god view as WORLD VOICE fails to resolve one sovereign and the three commanders stand down at different beats. Begin one continuous vertical pullout centered on the ship through four anchors: living terrain with persistent nuclear scorch; printed map fibers; complete coffee table with box/cards/hands; locked living-room top geography. The partial endpoint image controls warm light and occupancy only. As the real children resolve, restore ordinary clothes. Finish 65mm: EVAN and LENA meet hands once, grip settles, KAI checks both faces then covers their hands. DIALOGUE AND VOICE ROUTING LOCK Use only the exact quoted English dialogue in TIMED ACTION. Voice references provide timbre and identity only; never copy demonstration wording, swap speakers, blend voices, add filler, names, breaths-as-words, commentary or offscreen dialogue. Visible speakers receive natural on-camera lip sync only during their assigned line; mouths close before and after speech. WORLD VOICE and PUBLIC ADDRESS remain disembodied and never create a visible robot or interface. The user-supplied demo clips control camera/editing grammar only and are not attached as video references. USER-DEMO CAMERA GRAMMAR: purposeful handheld with shoulder mass and micro-settling; 85–135mm dialogue pressure; fast push/optical tighten only on a new decision or interruption; hard cuts preserve eyelines and object state; no dead static coverage, digital jitter, decorative zoom or random angle change. TIMED ACTION 234.0-237.0 WORLD VOICE completes: "Three-party accord recognized. Temporary emergency law active." Resources converge; one ship completes. 237.0-240.0 WORLD VOICE: "No sole sovereign. Victory condition unresolved." 240.0-242.0 EVAN: "So the war has no winner." 242.0-244.0 KAI: "All three states remain." 244.0-245.0 LENA: "Stand down." 245.0-249.0 camera rises: terrain becomes printed map and models; dark world becomes warm room. 249.0-252.0 EVAN and LENA shake hands; KAI places hand over theirs. KAI: "Good. We're all still here." LENA: "Game over." ACTING AND REACTION Command stillness releases into ordinary child breath. Handshake is restrained, not celebratory. KAI joins after confirming both siblings genuinely release tension. PHYSICS AND MATERIAL RESPONSE Scale transformation stays centered and continuous; no teleport. Nuclear scorch remains visible until it becomes a printed/damaged part of map, then tabletop state inherits it. CONTINUITY AND FAILURE GUARDS Preserve exact subject count, facial identity, age, wardrobe state, left/top/right geography, object ownership, light direction and exit-state continuity across every cut. Eyes lead heads; hands remain anatomically complete with stable grip and contact; objects never duplicate, teleport, merge, resize or change design. Handheld means shoulder mass, breath and imperfect correction, never digital jitter. No subtitles, captions, logos, watermarks, floating UI, extra dialogue, generated music, waxy skin, dirty grade, flicker, ghosting or game-engine gloss. Do not use the rejected isolated miniature flags, population figures, road strips, tanks, hex tiles or contact-sheet collages as visible world objects. World geography remains full-scale and materially real; only the three decision makers receive subjective portrait coverage, while deployment and human consequence remain god-view/high-oblique. LIGHTING AND GRADE Clean natural detail, stable exposure, restrained contrast, tactile paper/wood/fabric/metal. Preserve the active reference's light direction and palette; no dirty wash, waxy skin, flicker, ghosting or game-engine gloss. AUDIO World ambience collapses into card friction and room tone; exact lines; no victory music. ACCEPTANCE LOCKS Physical pullout, no random cut; exact endpoint positions and identities; handshake complete before clip ends.
ACTIVE ASSETS — EXACT ORDER AND SINGLE AUTHORITY @Image1 = {{Mixed 1}} — CANONICAL CARD BACK. Every unplayed card owned by every commander copies this exact beige-and-navy FARTHER rocket/city design. Never recolor it by faction. @Image2 = {{Mixed 2}} — exact ENGINEERING front. @Image3 = {{Mixed 3}} — exact INDUSTRY front. @Image4 = {{Mixed 4}} — exact AGRICULTURE front. @Image5 = {{Mixed 5}} — SHARED COMMAND SCENE and interaction blocking: EVAN left, KAI far-center, LENA right; shared map, uniforms, eyelines and hand-to-map action. Relationship shots only. @Image6 = {{Mixed 6}} — coastline, basin, ridges, rivers and route geography only; ignore photographic texture/framing. @Image7 = {{Mixed 7}} — EVAN identity/blue uniform only. @Image8 = {{Mixed 8}} — KAI identity/red uniform only. @Image9 = {{Mixed 9}} — LENA identity/ivory uniform only. @Image10 = {{Mixed 10}} — blue locomotive silhouette/scale only. @Image11 = {{Mixed 11}} — blue command truck silhouette/scale only. @Image12 = {{Mixed 12}} — red cargo truck silhouette/scale only. @Image13 = {{Mixed 13}} — red railcar silhouette/scale only. @Image14 = {{Mixed 14}} — ivory greenhouse/silo silhouette/scale only. @Image15 = {{Mixed 15}} — ivory tractor/trailer silhouette/scale only. @Audio1 = {{Mixed 16}} — EVAN voice. @Audio2 = {{Mixed 17}} — KAI voice. @Audio3 = {{Mixed 18}} — LENA voice. @Audio4 = {{Mixed 19}} — WORLD VOICE. OUTPUT CONTRACT 30.0s, 21:9, 480p, 24fps, hard-cut sequence. Original strategy GAME WORLD: Image5 command chamber connects to god-view terrain. Dialogue/SFX only. No subtitle, logo, music, living room or card UI. INTERACTION / CARD RULES Preserve Image5 positions. Connect speaker/listener by eyeline, opponent shoulder/card-fan foreground or shared-map two-shot. One hand holds Image1-backed cards; free hand uses the map; listener visibly reacts. EVAN plays ENGINEERING and INDUSTRY; LENA plays AGRICULTURE. Each exact front gets a still 75%-frame insert, then 90-degree placement while the other hand keeps the fan. KAI does not play FOOD/METAL: he places one farm, one mine and one road marker while holding his fan. Each committed action causes one persistent world change. Never isolate dialogue against an empty wall. CAMERA / HANDHELD INTERACTION DESIGN Only human relationship shots use subtle shoulder-mounted handheld: breathing sway below 1% of frame, real operator mass, tiny correction then micro-settle; faces stay framed and horizon never jitters. Each speaker gets one motivated push/optical tighten only when committing a decision: EVAN 8%, KAI 5%, LENA 8%. Preserve Image5 axis and opponent shoulder/card fan as the spatial anchor. No orbit, whip-pan, digital shake, focus hunting or continuous decorative zoom. Static card fronts use locked 90-degree inserts; hand placements are locked overhead; all god-view world shots are perfectly stabilized and near-orthographic. GAME-WORLD CAMERA AND LOOK World shots: clean real-time strategy render, 75–90 degree near-orthographic god view, deep focus, authored terrain, readable buildings/units and crisp roads. Image6 supplies topology only. Stylized game materials, not photographed land. No drone lens, tilt-shift, shallow focus, ground-level scenery or zoom-out to players. Same persistent map: blue northwest, red south, ivory east, central energy basin unclaimed. Faction color applies only to uniforms, units and small territorial markers; all cards remain the same neutral Image1 design. TIMED EDIT 0.0–1.8 Image5 shared command master, 35mm shoulder-height camera with restrained handheld mass. Start medium-wide; make one short physical push toward EVAN as he leans toward LENA and [Audio1] says “Let's fight!” End settled in a medium close-up that still retains LENA's shoulder and KAI in depth. All hold Image1-backed fans; no one looks at camera. 1.8–3.6 85-degree connected game-world overview. [Audio4 V.O.] “Blue research accelerating. Red supply stable. Ivory population rising.” Three sectors readable; no UI. 3.6–4.4 exact static Image2 ENGINEERING front fills frame. 4.4–5.2 exact static Image3 INDUSTRY front fills frame. 5.2–6.2 90-degree hand insert: ENGINEERING is already face-up; EVAN places INDUSTRY beside it, releases; other hand holds two exact Image1 backs. 6.2–8.3 85mm over-LENA-shoulder EVAN close, subtle handheld. LENA's shoulder/card fan anchors foreground-right. EVAN traces the ridge and [Audio1] says “Engineering first. We take the ridge before dusk.” Execute one 8% optical tighten on “ridge,” ending on his eyes and held fan; settle before cut. LENA follows his finger then meets his eyeline. 8.3–10.0 blue-sector god view: a rail spur is surveyed then laid; one factory grows foundation->frame->roof; blue locomotive starts on rail and blue command truck takes the road. The two blue cards stay played offscreen; world state persists. 10.0–11.2 relational KAI shot: EVAN/LENA shoulders and fans frame him; KAI holds his fan and checks both routes. 11.2–13.2 90-degree shared-map insert: KAI keeps his fan in one hand while the other places one farm marker, one mine marker and one road strip in separated red positions. 13.2–16.0 85mm relational KAI close, EVAN/LENA card fans at frame edges, very restrained handheld. He traces the road and [Audio2] says “Hold the road. Fill the granaries. Nothing moves hungry.” Apply one slow 5% push as his finger seals the route, ending centered and settled; both listeners track the line. 16.0–19.2 red-sector god view: road extends through the pass; granary and mine build; red cargo truck enters, red railcar stays on rail. No blue/ivory hardware. 19.2–20.2 relational LENA shot from Image5 axis: EVAN's shoulder/card fan foreground-left; LENA holds her fan and gives him a competitive glance. 20.2–21.0 exact static Image4 AGRICULTURE front fills frame. 21.0–22.0 90-degree insert: LENA places AGRICULTURE; other hand keeps her fan. 22.0–24.8 100mm over-EVAN-shoulder LENA close, subtle handheld. She moves her free finger farms-to-river and [Audio3] says “Double the farms. Move workers to the river.” Make one brisk 8% optical tighten on “Double,” ending on her competitive eyes and card fan; EVAN tightens his grip, KAI assesses in depth. Settle before cut. 24.8–28.8 ivory god view: irrigation fills, greenhouse rises foundation->frame->glass, tractor follows farm track. No blue/red hardware. 28.8–30.0 locked 90-degree world master. All developments persist. End at red south road as grain arrives, preparing “South road is open. Send grain north.” No players, table edge or card overlay. AUDIO Exact assigned dialogue only. Card shuffle, one dry card placement per play, rail, construction, truck, grain, irrigation and tractor SFX. MUSIC TRACK ABSENT: no score, melody, beat, drone, pad or tonal bed. ACCEPTANCE LOCKS Every relationship shot preserves Image5 positions, shared map, eyelines and reactions; every visible child holds Image1-backed cards. Images2–4 are sharp motionless inserts. EVAN/LENA card actions and KAI marker action each cause one world change. Exact identity/uniform/dialogue/prop ownership. End inside world at red south road. No isolated monologue, generic/recolored card, mixed-faction prop, aerial realism, UI, extra dialogue or music.
ACTIVE ASSETS — ATTACH IN THIS ORDER ONLY @Image1 = {{Mixed 1}} — locked game-world geography/faction layout. @Image2 = {{Mixed 2}} — EVAN identity/exact blue commander uniform. @Image3 = {{Mixed 3}} — KAI identity/exact red commander uniform. @Image4 = {{Mixed 4}} — LENA identity/exact ivory commander uniform. @Image5 = {{Mixed 5}} — blue tank geometry; no combat. @Image6 = {{Mixed 6}} — blue APC geometry; no combat. @Image7 = {{Mixed 7}} — blue command-truck geometry. @Image8 = {{Mixed 8}} — blue locomotive geometry. @Image9 = {{Mixed 9}} — red pump-skid geometry. @Image10 = {{Mixed 10}} — red bus geometry. @Image11 = {{Mixed 11}} — red cargo-truck geometry. @Image12 = {{Mixed 12}} — red railcar geometry. @Image13 = {{Mixed 13}} — ivory water-module geometry. @Image14 = {{Mixed 14}} — ivory canal-lock geometry. @Image15 = {{Mixed 15}} — ivory greenhouse/silo geometry. @Image16 = {{Mixed 16}} — ivory tractor/trailer geometry. @Image17 = {{Mixed 17}} — exact ENGINEERING card front. @Image18 = {{Mixed 18}} — exact INDUSTRY card front. @Image19 = {{Mixed 19}} — exact AGRICULTURE card front. @Image20 = {{Mixed 20}} — wardrobe/zone support. @Image21 = {{Mixed 21}} — exact FARTHER card backs. @Image22 = {{Mixed 22}} — exact FOOD card front. @Image23 = {{Mixed 23}} — exact METAL card front. @Audio1 = {{Mixed 24}} — EVAN timbre. @Audio2 = {{Mixed 25}} — KAI timbre. @Audio3 = {{Mixed 26}} — LENA timbre. @Audio4 = {{Mixed 27}} — WORLD VOICE timbre. OUTPUT CONTRACT 30s single sequence, 21:9, 480p, 24fps. Entirely inside an original card-driven civilization-building GAME WORLD. Commanders hold/play cards at in-world ledges; their world develops under god view. No real aerial documentary, named-game imitation, living room, collage, subtitle or music. CAUSAL SPINE held hands -> EVAN challenge/system report -> ENGINEERING/INDUSTRY -> blue build -> FOOD/METAL/road -> red balance -> AGRICULTURE -> ivory growth -> same map records all. GAME-WORLD AND CONTINUITY LOCK Image1 alone locks game-world geography; coastline/basin/ridges/rivers/roads/settlements never move. Render a polished living miniature strategy realm: sculpted relief, tiny working settlements/units, not Earth and not real aerial photography, literal tabletop or room. EVAN left/blue, KAI center/red, LENA right/ivory. Images2–4+20 lock uniforms. Faction color is paint, never light. No white sheet. SHOT DESIGN LOCK Hard cuts. Tight in-game commander portraits at faction ledges: EVAN outer-blue 85–100mm/gaze right; KAI head-on 85mm/gaze down; LENA outer-ivory 85–100mm/gaze left. Every world shot uses locked 70–90° god view or stable 35–45° isometric high-oblique; no ground level, drone footage, orbit, drift, reverse angle, random zoom or wide trio. HIGHEST-PRIORITY HELD-CARD / PLAY LOCK Every commander portrait always shows face, uniform and a fanned physical card hand. All begin with exactly 5 cards; Image21 backs face camera. Non-playing hand continuously holds the fan while playing hand removes one. EVAN count 5->4->3; KAI 5->4->3; LENA 5->4. Chain: separate -> reveal exact front, title/art uncovered -> hold 0.7s -> lower flat to ledge -> release -> hand clears -> construction starts. Played card stays face-up. Never empty hands, reset count, replenish/vanish, fused/generic cards or bad fingers. TIMED ACTION — EVAN 0.0–9.5 0.0–1.2 EVAN CU holds card fan, backs visible. EVAN [Audio1]: "Let's fight!" Fast 8% tighten; bright child rivalry. 1.2–3.0 locked 80° god view over the living game world; WORLD VOICE [Audio4] V.O.: "Blue research accelerating. Red supply stable. Ivory population rising." No glow/UI. 3.0–4.2 EVAN draws/reveals/plays ENGINEERING; exact Image17 holds 0.7s; workshop/rail survey begins after release. 4.2–5.4 he draws/reveals/plays INDUSTRY; exact Image18 holds 0.7s; factory builds in stages. 5.4–7.6 same CU, remaining fan visible [Audio1]: "Engineering first. We take the ridge before dusk." Gaze LENA then ridge. 7.6–9.5 70–80° god view: truck on road, locomotive on rail; tank/APC inactive at depot. Workshops gain frames/walls/roofs; city footprint fixed. TIMED ACTION — KAI 9.5–19.0 9.5–10.5 KAI CU holds red card fan; calm resource check. 10.5–11.7 draws/reveals/plays FOOD; exact Image22; farm/granary starts after release. 11.7–12.9 draws/reveals/plays METAL; exact Image23; mine starts after release. 12.9–13.8 free hand places one road; other hand retains fan. 13.8–16.2 fixed CU/fan visible [Audio2]: "Hold the road. Fill the granaries. Nothing moves hungry." 16.2–19.0 god-view hard inserts: pump on pipes, cargo on road, railcar on rails, bus secondary; roads/granary/mine complete in stages. TIMED ACTION — LENA 19.0–30.0 19.0–20.0 LENA CU holds ivory fan; competitive glance toward EVAN. 20.0–21.2 draws/reveals/plays AGRICULTURE; exact Image19 persists; fields/irrigation start after release. 21.2–23.6 same CU/fan visible [Audio3]: "Double the farms. Move workers to the river." Workers move before sentence ends. 23.6–26.8 tractor on track, greenhouse on flat, canal follows river/elevation, water module downstream; foundation-to-roof stages. 26.8–28.5 70° god-view state: blue tech highest/city fixed; red balanced; ivory farms/population/income largest. 28.5–30.0 locked 90° overview; five played cards stay face-up on faction ledges at frame edges; geography unchanged, no UI. ACTING AND REACTION EVAN/LENA are eager child rivals: he rushes, she counters. KAI is methodical; WORLD VOICE neutral. Eyes lead; mouths move only on assigned lines. BUILDING / PROP / GAME-WORLD PHYSICS Original cross-era civilization-building; no franchise copy. Each card causes foundation -> frame -> wall/roof -> operation. Roads follow passes, rails grades, canals river/gravity; units stay grounded. All 12 supplied prop/building assets become in-world units/infrastructure with preserved silhouettes and matched miniature scale/material. No documentary look, ad, instant build, floating prop, reset, neon, hologram, hex UI or generic card. GAME-WORLD ATMOSPHERE / LIGHTING Polished game-world atmosphere: sky dome, layered aerial perspective, sunlight scattering, miniature cloud shadows and distance falloff. Sculpted soil/water/vegetation/masonry/metal, not photography. No flat board, fog wall, dirty wash, toy gloss or neon. AUDIO Exact four voices; card shuffle/draw/place, construction, engines, rail, pump, water, field machinery and low operations hum. MUSIC TRACK ABSENT; no melody, beat, drone, pad, UI beep or tonal bed. ACCEPTANCE LOCKS All three visibly hold exact-count card hands in every portrait; exact ENGINEERING/INDUSTRY/FOOD/METAL/AGRICULTURE fronts and five complete play chains; played cards persist; all 12 props/buildings follow cards. Game-world god view, exact uniforms/gaze/geography/atmosphere. No real-world aerial look, empty hand, generic/fused card, white collage, missing prop, ad, neon/UI, random camera, extra dialogue or music.
ACTIVE ASSETS — ATTACH IN THIS ORDER ONLY @Image1 = {{Mixed 1}} — SCENE_A_GARDEN_THRESHOLD: garden/light/wood-jamb register for KAI close shots only; never wide geography. @Image2 = {{Mixed 2}} — SCENE_B_LIVINGROOM_REACTION: warm living-room background for sibling close-ups only; sofa/TV/stairs stay soft. @Image3 = {{Mixed 3}} — EVAN_REACTION_IDENTITY: EVAN face, age, hair and navy wardrobe only. @Image4 = {{Mixed 4}} — LENA_REACTION_IDENTITY: LENA face, age, red bob and cream wardrobe only. @Image5 = {{Mixed 5}}{{Mixed 9}} — KAI_SELECTED_DIALOGUE_PERFORMANCE: AKINO-selected KAI chest-up identity, garden, low-box pose and subtle hesitant gaze. @Image6 = {{Mixed 6}} — FARTHER_BOX_BROLL: sole closed-box front, title, latches, handle, materials, wear and scale authority. @Audio1 = {{Mixed 7}} — KAI_VOICE_12P5: KAI dialogue voice. @Audio2 = {{Mixed 8}} — DOORBELL_2S: exact bell waveform. V18 and V11 MP4s are inspection evidence only; attach neither as video reference. OUTPUT CONTRACT 15.0s, 21:9, 24fps, real time, FIVE SHOTS with HARD CUTS at 1.6, 7.2, 9.4 and 12.2s. Exact order: doorbell-hand ECU -> KAI chest-up dialogue -> low-held box B-roll -> LENA face close-up -> EVAN face close-up. Every shot is ECU, close, medium-close or reaction CU. No wide, full body, full doorway, visible door motion, subtitle, music or robot. CAUSAL SPINE KAI presses bell with box low -> off-screen door begins -> HARD CUT to already-open KAI close -> interrupted body settles -> hesitant eye check/pause -> line -> B-roll proves what he carries -> LENA processes embarrassment then curiosity -> EVAN releases defensive tension later. WORLD / IDENTITY LOCK KAI remains OUTSIDE with garden behind him in Shots 1–3. LENA and EVAN remain INSIDE with Scene B behind them in Shots 4–5. Never show KAI against interior wall/TV/sofa or siblings against garden. Image3 is EVAN only; Image4 LENA only; Image5 selected KAI only. Never blend, age, duplicate or swap identities. Camera reverses between Shots 3/4; people do not cross threshold. EDITING / HANDHELD Use the clear shot-card rhythm of the accepted fast-cut structure: one content class, one action and one emotional change per shot; hard-cut before the beat becomes static. Controlled handheld in all shots: shoulder mass, breath, 1–2cm drift, one small correction, natural settle. No digital jitter, random sway, whip, dissolve, hidden cut or focus hunting. TIMED SHOTS SHOT 01 — 0.0–1.6s — 120MM DOORBELL HAND ECU Handheld S35 120mm ECU on exact KAI's complete right index finger pressing one small dark exterior bell button. Dark-green cuff/wrist visible; selected low box corner and left forearm soft at lower edge. At 0.10s play @Audio2 once. Frame contains only finger, button, cuff, wood grain and soft box edge. At 1.45s hear off-screen latch/hinge; never show door moving. HARD CUT while bell continues. SHOT 02 — 1.6–7.2s — 85MM KAI MEDIUM CLOSE / DIALOGUE HARD CUT directly into Image5 composition: exact KAI chest-up OUTSIDE, selected garden and narrow door edge, selected low closed-box grip. No sibling, full body or full door. Right hand is just lowering from the bell. Body settles first: shoulders tighten minimally, box dips 2cm, left wrist regrips, breath resumes. From 2.0–3.4s handheld camera pushes only 0.10m and settles on his eyes. KAI EMOTION Eyes check unseen LENA once, then unseen EVAN once. Lower eyelids tighten slightly; lips press together for one beat; an uncertain half-smile begins but stops before a grin. Brows level, eyes not widened, mouth closed before speech. Hold six frames. At 3.75s KAI says exactly: `Am I interrupting a war?` with tentative dry friendliness. Mouth moves only for syllables. After line, lips close; half-smile fades; he waits. No blank stare, broad smile, cringe, eyebrow performance or presenter energy. HARD CUT at 7.2s. SHOT 03 — 7.2–9.4s — 100MM FARTHER BOX B-ROLL Handheld S35 100mm close on the same closed box held LOW across KAI's left chest/hip. Match Image6 exactly: readable `FARTHER`, city-to-voyage illustration, dark worn body, metal corners, two latches and handle. KAI's complete left hand supports bottom; left forearm/green sleeve presses side; right hand enters only to steady the opposite lower corner. Box settles downward 1cm under weight; cloth compresses. No face, overhead pose, product spin, opening, extra hand, fused fingers or text drift. Garden bokeh only. HARD CUT on soft hardware/cloth sound. SHOT 04 — 9.4–12.2s — 100MM LENA REACTION CU HARD CUT to handheld S35 100mm close-up of exact LENA from shoulders up INSIDE. Scene B interior stays soft, no garden/KAI/box/door. Her eyes meet KAI, drop once toward the low box, return. She is caught mid-breath; embarrassment presses lips for one beat, then curiosity relaxes them without a smile. One blink near the end. Camera makes a tiny correction and settles. No dialogue, eyebrow lift, open mouth or comedy. HARD CUT on her quiet exhale. SHOT 05 — 12.2–15.0s — 100MM EVAN REACTION CU HARD CUT to handheld S35 100mm close-up of exact EVAN shoulders up INSIDE, same Scene B light. He avoids KAI's eyeline for four frames, glances sideways toward LENA off-screen, then looks up to KAI. Defensive jaw holds, then releases slightly; one controlled inhale. No smile, scowl, dialogue or exaggerated guilt. End on a neutral-but-caught look that hands the next scene to the game. PHYSICS / LOOK The same closed 48×36×9cm box remains against KAI's left torso with 3–4kg mass. It never rises overhead, floats, bends, opens, duplicates or changes graphics/hardware. Complete hands/wrists. Door is already open whenever characters are visible and never moves on screen. Natural warm afternoon skin, knit, wood and box detail; open midtones. No dirty wash, grain, haze, flicker, waxy skin or geometry crawl. AUDIO Play exact @Audio2 once from 0.10s for two seconds, bridging Shot 1/2. KAI says exact line in @Audio1 after six silent frames. B-roll carries cloth compression and small latch rattle. Reactions carry breath only. Add faint birds and room ventilation. No repeated bell, knock, score, sting, bass, percussion, gasp, robot or box opening. ACCEPTANCE LOCKS Six labeled images, two audios totalling 14.5s, zero videos. Five hard-separated content shots: hand ECU, KAI dialogue MCU, box B-roll, LENA CU, EVAN CU. No wide/full body/full door/visible door motion. KAI outside; siblings inside. Box stays low and closed. Expressions are distinct, small and readable; no blank or exaggerated faces. Render remains UNVERIFIED.
ACTIVE ASSETS — ATTACH IN THIS ORDER ONLY @Image1 = — INSIDE_BOX_POV: face order and lid frame authority only. @Image2 = {{Mixed 1}} — OPEN_BOX: lid/tray/component material authority only. @Image3 = {{Mixed 2}} — EVAN_IDENTITY: EVAN identity authority only. @Image4 = {{Mixed 3}} — LENA_IDENTITY: LENA identity authority only. @Image5 = {{Mixed 4}} — KAI_IDENTITY: KAI identity authority only. @Image6 = {{Mixed 5}} — BOARDWORLD_GOD90: final command-table world composition and top/left/right positions authority only. @Image7 = {{Mixed 6}} — EVAN_BLUE_COMMANDER: highest authority for EVAN face, age, child body, blue faction wardrobe, front/back continuity and face close-up authority only. @Image8 = {{Mixed 7}} — KAI_RED_COMMANDER: highest authority for KAI face, age, child body, red faction wardrobe, front/back continuity and face close-up authority only. @Image9 = {{Mixed 8}} — LENA_IVORY_COMMANDER: highest authority for LENA face, age, child body, ivory faction wardrobe, front/back continuity and face close-up authority only. @Audio1 = {{Mixed 9}} — KAI_VOICE: KAI voice. @Audio2 = {{Mixed 10}} — EVAN_VOICE: EVAN voice. @Audio3 = {{Mixed 11}} — LENA_VOICE: LENA voice. Assets lock identity and visible world state, not unscripted action or extra characters. OUTPUT CONTRACT 20 seconds, Seedance 2.5 at 480P, 21:9, 24fps, controlled multi-shot or continuous take exactly as specified, real-time motion, no subtitles, no generated editorial text, no music. CAUSAL SPINE lid opens -> three faces discover components -> KAI extracts map and explains -> single-winner question -> FIRST PLAYER compass rotates -> camera crosses the map surface into the command-table world WORLD AND CONTINUITY LOCK Begin in warm living room/box interior; end in the dark top-down strategic room of BOARDWORLD_GOD90. The change is subjective, not objective ship reality. FIRST FRAME AND SPATIAL BLOCKING Inside POV order EVAN left, KAI center, LENA right. Command world endpoint uses the accepted master exactly: KAI top, EVAN left, LENA right around the large terrain table. FORMAT AND CAMERA 20-24mm rectilinear inside box, KAI-hand occlusion match cut to 65mm double OTS, 100mm FIRST PLAYER insert, then rapid physical dive through compass artwork to top-down endpoint. DETAILED SHOT EXECUTION First camera is physically inside the lower tray, 18cm above components, 20–24mm rectilinear and aimed upward; lid has a clear rear hinge and stops near 105 degrees. Faces enter in order EVAN-left, KAI-center, LENA-right with staggered lean distances. KAI's hand approaches from center, casts a moving shadow, contacts the folded map and creates the only full occlusion; cut beneath that palm to a 65mm living-room over-shoulder without changing hand direction. Keep open box compartments populated and rigid. The FIRST PLAYER insert is a dedicated 100mm macro with fingertip friction rotating the compass clockwise. Begin the world-entry push only after rotation has established direction. Accelerate through printed grooves while compass center stays fixed; paper fibers acquire depth, ink roads become physical roads, and miniature relief expands continuously. Land in the 90-degree command master with KAI top, EVAN left, LENA right; their faces remain identical while clothing resolves into blue, red and ivory faction uniforms during the scale transition, never through a separate magical flash. DIALOGUE AND VOICE ROUTING LOCK Use only the exact quoted English dialogue in TIMED ACTION. Voice references provide timbre and identity only; never copy demonstration wording, swap speakers, blend voices, add filler, names, breaths-as-words, commentary or offscreen dialogue. Visible speakers receive natural on-camera lip sync only during their assigned line; mouths close before and after speech. WORLD VOICE and PUBLIC ADDRESS remain disembodied and never create a visible robot or interface. The user-supplied demo clips control camera/editing grammar only and are not attached as video references. USER-DEMO CAMERA GRAMMAR: purposeful handheld with shoulder mass and micro-settling; 85–135mm dialogue pressure; fast push/optical tighten only on a new decision or interruption; hard cuts preserve eyelines and object state; no dead static coverage, digital jitter, decorative zoom or random angle change. TIMED ACTION 70.0-75.5 lid reaches 105 degrees; faces lean in asynchronously while KAI says: "Build a city. Collect food, metal, and energy. Play tech cards. First civilization to build the voyage ship wins." 75.5-77.0 KAI hand occludes lens and lifts map. 77.0-81.0 OTS open-box proof. LENA: "Can more than one civilization win?" KAI: "Not according to the box." 81.0-85.0 EVAN: "Who goes first?" KAI rotates compass: "Clockwise. The box likes order." 85.0-90.0 camera enters compass; print grooves become terrain; settle in BOARDWORLD_GOD90 top view. ACTING AND REACTION EVAN scans structure; LENA finds population/ship; KAI checks both before explaining. Reactions stagger. PHYSICS AND MATERIAL RESPONSE Rigid lid, paperboard weight, components remain in slots until touched. Dive keeps compass center as orientation anchor; total occlusion under six frames. CONTINUITY AND FAILURE GUARDS Preserve exact subject count, facial identity, age, wardrobe state, left/top/right geography, object ownership, light direction and exit-state continuity across every cut. Eyes lead heads; hands remain anatomically complete with stable grip and contact; objects never duplicate, teleport, merge, resize or change design. Handheld means shoulder mass, breath and imperfect correction, never digital jitter. No subtitles, captions, logos, watermarks, floating UI, extra dialogue, generated music, waxy skin, dirty grade, flicker, ghosting or game-engine gloss. LIGHTING AND GRADE Clean natural detail, stable exposure, restrained contrast, tactile paper/wood/fabric/metal. Preserve the active reference's light direction and palette; no dirty wash, waxy skin, flicker, ghosting or game-engine gloss. AUDIO Locks/hinge continue, exact dialogue, paper/card friction; world ambience slowly replaces room tone after 85.0s. ACCEPTANCE LOCKS One continuous visual carrier from compass to strategic map; no visible TAVI; endpoint matches accepted master composition.
ACTIVE ASSETS — ATTACH IN THIS ORDER ONLY @Image1 = {{Mixed 1}} — THRESHOLD: door/hinge/garden geography authority only. @Image2 = {{Mixed 2}} — EVAN_IDENTITY: EVAN identity authority only. @Image3 = {{Mixed 3}} — LENA_IDENTITY: LENA identity authority only. @Image4 = {{Mixed 4}} — KAI_IDENTITY: KAI identity and green wardrobe authority only. @Image5 = {{Mixed 5}} — FARTHER_CLOSED_BOX: closed heavy box geometry authority only. @Audio1 = {{Mixed 6}} — KAI_VOICE: KAI voice. @Audio2 = {{Mixed 7}} — EVAN_VOICE: EVAN voice. @Audio3 = {{Mixed 8}} — LENA_VOICE: LENA voice. @Audio4 = {{Mixed 9}} — DOORBELL: bell tail. Assets lock identity and visible world state, not unscripted action or extra characters. OUTPUT CONTRACT 20 seconds, Seedance 2.5 at 480P, 21:9, 24fps, controlled multi-shot or continuous take exactly as specified, real-time motion, no subtitles, no generated editorial text, no music. CAUSAL SPINE bell -> LENA pulls door inward -> gap reveals KAI -> KAI reads conflict and jokes -> siblings defend their claims -> box becomes new center -> box wipe carries everyone to the table WORLD AND CONTINUITY LOCK Camera stays inside; KAI stays outside against garden until the final object wipe. FIRST FRAME AND SPATIAL BLOCKING Twin-shoulder OTS: EVAN navy shoulder left edge, LENA cream shoulder right edge, KAI centered outside with low box. FORMAT AND CAMERA 65mm inside OTS during visible door travel, 85mm controlled push to KAI, 100mm sibling reaction CUs, 100mm box insert. Finish with the box passing close across lens. DETAILED SHOT EXECUTION SHOT A begins 1.35m high and 1.8m inside the threshold, camera behind the siblings' shoulders; hold the closed door for eight frames before LENA's wrist turns the real knob, then let the door edge travel right-to-left through frame. Maintain the hinge side and exterior garden in every reverse. As KAI appears, the operator takes one quiet half-step forward while the lens tightens from the visible 65mm result toward 85mm; movement stops before his line, allowing his interrupted bell hand, small inhale and aborted smile to register. Cut on his eye movement to separate 100mm sibling close-ups, not on spoken punctuation. LENA answers while still gripping the knob; EVAN enters his frame after hearing her, one shoulder slightly behind. The box insert begins only when KAI's gaze drops to it. Its mass depresses his sleeve and lowers both elbows. Final wipe is caused by the same closed box crossing within 10cm of lens from exterior toward room; preserve one wood-frame edge until the last six frames so the wipe cannot hide a geography reset. DIALOGUE AND VOICE ROUTING LOCK Use only the exact quoted English dialogue in TIMED ACTION. Voice references provide timbre and identity only; never copy demonstration wording, swap speakers, blend voices, add filler, names, breaths-as-words, commentary or offscreen dialogue. Visible speakers receive natural on-camera lip sync only during their assigned line; mouths close before and after speech. WORLD VOICE and PUBLIC ADDRESS remain disembodied and never create a visible robot or interface. The user-supplied demo clips control camera/editing grammar only and are not attached as video references. USER-DEMO CAMERA GRAMMAR: purposeful handheld with shoulder mass and micro-settling; 85–135mm dialogue pressure; fast push/optical tighten only on a new decision or interruption; hard cuts preserve eyelines and object state; no dead static coverage, digital jitter, decorative zoom or random angle change. TIMED ACTION 30.0-33.0 LENA turns knob and the rigid door swings inward once. 33.0-37.0 KAI lowers his bell hand and says exactly: "Am I interrupting a war?" 37.0-40.5 LENA: "He won't share the marker." 40.5-43.5 EVAN: "I was using it." 43.5-46.5 box weight insert and KAI's assessment. 46.5-50.0 KAI carries the box past lens toward the coffee table, creating a complete object wipe. ACTING AND REACTION KAI's half-smile starts and stops; he checks LENA then EVAN. LENA answers first; EVAN defends after hearing her. No presenter pose. PHYSICS AND MATERIAL RESPONSE Door uses one hinge axis and weighted stop. Box remains closed, low and 3-4kg heavy; wrists and knit compress. CONTINUITY AND FAILURE GUARDS Preserve exact subject count, facial identity, age, wardrobe state, left/top/right geography, object ownership, light direction and exit-state continuity across every cut. Eyes lead heads; hands remain anatomically complete with stable grip and contact; objects never duplicate, teleport, merge, resize or change design. Handheld means shoulder mass, breath and imperfect correction, never digital jitter. No subtitles, captions, logos, watermarks, floating UI, extra dialogue, generated music, waxy skin, dirty grade, flicker, ghosting or game-engine gloss. LIGHTING AND GRADE Clean natural detail, stable exposure, restrained contrast, tactile paper/wood/fabric/metal. Preserve the active reference's light direction and palette; no dirty wash, waxy skin, flicker, ghosting or game-engine gloss. AUDIO Door latch/hinge, exact lines, garden birds and room tone. No music. ACCEPTANCE LOCKS Visible door opening, correct inside/outside geography, no raised box, complete object-wipe exit.
【素材职责】 【道具】 {{Portrait 1}}用于LENA手绘图纸上现有的社区轮廓线、纸张纹理和空白区域,完整保留图纸上每一处笔迹,不采用图纸以外的背景。 【正文】 LENA手绘图纸{{Portrait 1}}平铺在证据桌面上,以轮廓线匹配接入前镜铅笔路线。图纸上现有的社区轮廓线清晰可见,图纸本身保持静止。一道来自画框外物体的投射阴影从图纸表面缓慢扫过——是阴影在移动,不是纸张移动。图纸上每一处笔迹完整保留,无任何变化。镜头静止,焦点对准社区轮廓线。 结束时:投射阴影已扫过,图纸上笔迹完整,社区轮廓线清晰,纸张静止。 【视觉风格】 调查性证据沙盒。石板炭灰桌面,浅标本托盘,烟熏玻璃,拉丝导轨,黑化黄铜,细尘。近乎黑暗,窄束暖白掠射光与冷蓝灰透射扫描光。硬边阴影,克制的黄铜高光,深绿灰黑,微量Blue/Red/Ivory色点,选择性反射。90-135mm微距,T2.0-T2.8质感,1-4cm焦平面。真实游戏渲染材质,受控光线追踪弹射。无广告级抛光。 【镜头】 90mm微距,T2.0,静止机位,焦平面对准社区轮廓线。 【声音】 无背景音乐,只保留阴影扫过时的极轻微环境共鸣。 No BGM
【生成内容】 ACTIVE REFERENCES — THE TURN END SCENE V16, EXACT ORDER @Image1 = {{Node 56a6248d-f3fb-4261-b402-44d2066e8f4f}} — GRAYBOX CAMERA AND BLOCKING ONLY: sole authority for camera position, lens direction, foreground round-table scale, staircase screen-left, true entrance behind the children, television/console screen-right, and the three proxy positions. It must not control materials, faces, wardrobe, lighting, color or finished architecture. @Image2 = {{Node 959e57a5-469d-4be1-a270-bdbee546d7a7}} — LIVING-ROOM FRONT MATERIAL MASTER: sole authority for warm plaster, oak doors and staircase, beige sectional sofa, round dark-walnut coffee table, rug, tiled floor, television console, daylight quality and realistic finish. It must not control the target camera or child positions. @Image3 = {{Node 3f9ab023-8941-43d6-9fd4-7710d4ae1209}} — CLEAN TOP PLAN: sole authority for immutable room topology, wall lengths, sofa, round table, television console, staircase, doors, passages and their relative coordinates. Never render its top-down camera. @Image4 = {{Node e7f429cb-8cd2-4c0b-a2e7-a26d6023d91c}} — EVAN REYES identity only: exact preteen face, brown hair, age, proportions and navy/brown civilian wardrobe. @Image5 = {{Node 0c23d228-3010-49dd-82c7-8c14f54f7f66}} — LENA REYES identity only: exact preteen face, copper-red hair, freckles, age, proportions and cream/rust civilian wardrobe. @Image6 = {{Node 58b92bb0-67fd-4fe5-845b-f633d6de5129}} — KAI WILLIAMS identity only: exact preteen face, dark skin, short black curls, age, proportions and dark-green/khaki civilian wardrobe. @Image7 = {{Node d7e42ec7-bd4f-453e-9781-46a0aa990787}} — FARTHER CLOSED BOX: sole authority for exactly one closed box, its navy textile body, cream printed lid, `FARTHER` title, city/sea/ship line art, two brass latches, corner protectors, handle, wear, proportions and scale. The neutral product background must not enter the room. REFERENCE AUTHORITY — STRICT PRIORITY Image1 controls only camera and blocking. Image3 controls topology. Image2 controls finished architecture, materials and daylight. Images4–6 control separate character identities. Image7 controls one box. Where references disagree, use this priority and do not average them. SUPPORTING DOOR EVIDENCE — NOT AN ACTIVE MODEL INPUT Canvas node be2f3110-8bb3-48ad-bd4b-185c9b4cba42 is the annotated top-plan evidence identifying the lower-right plan opening as the true exterior entrance. It is deliberately not attached because the text node has a seven-image limit and the red rectangle/Chinese annotation could contaminate pixels. Use the already-resolved door fact in this prompt; never render the annotation. References are authority sources only. Construct one native, spatially coherent living-room scene from scratch. Do not overlay, paste, trace, ghost, double-expose or visibly retain any source pixels, gray geometry, proxy colors, red annotation, Chinese text, checkerboard, image border or UI. USE CASE AND ASSET TYPE Photorealistic-natural cinematic CGI. One production-ready 21:9 ending shot master for THE TURN, showing the ordinary living room at the true front-door farewell before the siblings' marker reconciliation. PRIMARY REQUEST Create one clean, original, high-end cinematic still from Image1's exact camera direction and relationship geometry, while rebuilding the room with Images2–3 and replacing all three proxies with the exact children from Images4–6. KAI holds the single closed FARTHER box from Image7 at the exterior threshold. This is a static starting-state plate, not a moving sequence. GEOGRAPHY AND CAMERA LOCK Camera remains inside the living room near the round coffee table, approximately child chest height, looking toward the true exterior entrance. Use a natural 35–40mm full-frame-equivalent perspective without fisheye distortion. The round walnut table occupies the lower foreground as in Image1 but does not crop or hide the children. One oak staircase rises along screen-left. The open true front door and dark exterior threshold sit behind KAI near frame-left/centre. One black switched-off television and its long low console occupy screen-right. Preserve believable walking clearance and Image3's fixed coordinates. Do not copy Image2's front-facing camera, Image3's top-down camera or Image4's screenshot framing. Do not mirror, rotate or redesign the house. There is exactly one staircase and one true exterior door in the visible composition. No invented second staircase, duplicate front door, missing wall, floating console, enlarged corridor or impossible passage. CHARACTER BLOCKING Translate Image1's proxy colors exactly: - GREEN proxy = KAI WILLIAMS. He is farthest back at the open exterior threshold, slightly screen-left, half-turned outward while looking back toward the siblings. He supports the one closed FARTHER box securely against his torso with both complete arms and hands. - IVORY proxy = LENA REYES. She stands inside the room near centre, one step closer to camera than KAI, body angled toward him. Her hands are naturally empty and visible. - BLUE proxy = EVAN REYES. He stands inside at screen-right, slightly separated from LENA, body and eyes turned toward KAI. He holds exactly one capped dark marker low and unobtrusively in his right hand; no drawing occurs. All three remain ordinary preteens in their locked civilian wardrobes. KAI is leaving but has not yet crossed fully outside. EVAN and LENA remain behind the interior threshold. No one looks at the camera. No adult proportions, commander uniforms, face swaps, duplicate child, merged bodies, missing limbs or extra fingers. EMOTIONAL STATE The game has changed their relationship. KAI checks whether friendship will continue; LENA's guarded posture is beginning to soften; EVAN is tired and reflective rather than competitive. Use restrained eye lines and natural stillness. No broad smiles, hostility, melodrama, crying, panic, heroic resolve, sales-pitch pose or family-photo lineup. BOX AND PROP CONTINUITY Exactly one FARTHER box exists. It stays completely closed with both latches, handle and printed lid intact. KAI owns and supports it; it is not on the floor, sofa, table or duplicated in the room. Preserve believable child-to-box scale and hand contact. Exactly one capped dark marker is held low by EVAN. No paper, drawing, open game board, loose pieces, cards or second marker appear in this shot. LIGHTING, MATERIALS AND QUALITY Use Image2's warm-neutral late-afternoon daylight from the left windows and softer exterior light through the open front door. Skin remains naturally exposed; the doorway may be about one stop brighter but never blown white. Physically based plaster, oak, linen, wool rug, stone tile, walnut and worn box materials. Clean atmospheric depth, controlled contrast and readable shadow contact. No dirty brown wash, heavy grime, excessive film grain, plastic skin, waxy faces, painterly smearing, temporal look, fake motion blur, bloom veil, crushed blacks, over-sharpened pores or low-resolution texture. This must look like a polished live-action-quality cinematic game cutscene, not a Blender graybox, toy diorama or AI collage. LOCAL FAILURE GUARDS No red rectangle or `大门` text. No gray walls or colored proxy bodies. No visible checkerboard. No invented stairs/doors. No mirrored layout. No wall-mounted screen content, HUD, hologram, subtitle, logo overlay or watermark. No duplicate FARTHER box or malformed title. No character in the wrong color wardrobe or position. ACCEPTANCE Pass only if the final still immediately reads as the same finished living room from a new, topology-correct reverse angle: staircase left, true open entrance behind KAI, round table foreground, television/console right. KAI-green is at the threshold holding exactly one closed FARTHER box; LENA-cream is centre; EVAN-navy is right holding one capped marker. All three identities, ages, wardrobes, eye lines, anatomy, room geometry and object ownership must remain coherent. Any extra door, staircase, person, box, marker, annotation, graybox surface, reference overlay, camera look or dirty/soft output is failure.
ACTIVE REFERENCES — EXACT LOCAL ORDER @Image1 = {{Mixed 1}} — archive room geography/materials; left cabinets, right notes, north recess; writing unreadable. @Image2 = {{Mixed 2}} — fictional nuclear archival print; static paper, never live explosion. @Image3 = — navy/brass compass dial identity; crop readable wording. @Image4 = — exact film map: central basin, ring road, mountains, rivers and coast; never mirror or replace geography. @Image5 = {{Mixed 3}} — deep-blue strategic missile identity; stationary evidence only. @Image6 = {{Mixed 4}} — Blue APC wheel and armor identity; stationary miniature only. @Image7 = {{Mixed 5}} — Red pump, gauge, vessel and pipe identities. @Image8 = {{Mixed 8}} — Blue fission-system and silo identities; extract individual objects, never the source sheet. @Image9 = {{Mixed 9}} — Blue industrial rail and hardware identities; objects only. @Image10 = {{Mixed 10}} — Ivory waterworks and economic hardware identities; objects only. @Image11 = {{Mixed 11}} — Ivory tractor, trailer, wheel and produce-crate identity. @Image12 = {{Mixed 12}} — open-case foam and storage geometry; no readable branding. @Image13 = {{Mixed 13}} — closed-case latch/corner/shadow; branding cropped; stays closed. @Video1 = {{Mixed 6}} — 13-card FARTHER reel: card identities only; ignore framing, cuts, motion and audio. @Audio1 = {{Mixed 7}} — exact 20s excerpt, first half of supplied theme; play once unchanged. MATERIAL PRIORITY: real fabricated miniatures photographed in macro: paper fibers, emulsion grain, foam cells, chipped model paint, rivets, glass scratches and contact shadows. Tilt-shift-like narrow oblique focus; no fake blur bands. No live humans, bodies or hands. All people are static archival photo prints, never animated faces. CONCEPT / DENSITY THE TURN conceptual evidence archive: the game ends, classification persists. Three depths: soft foreground paper/glass, one focused object, one partly hidden clue behind. Photographs, models, drawings and shadows can deceive scale; a cut or focus shift reveals their physical construction. No new plot or explanatory text. ROOM / LIGHT Reference room: left cabinets/file piles, right note wall, north doorway/warm recess, glass table. Concrete, ochre paper, brass, cold fill and a narrow warm beam. Tilt-shift-like oblique focus plane, 90-135mm macro feel, sharp chosen material strip with natural near/far falloff; no pasted blur bands. Low raking light makes tiny object shadows loom across documents, geometrically attached to their casters. The map keeps its topology. No living room. MOVEMENT / EDIT AUTHORITY Only 0.5-3cm drift OR one rack per shot. Magnification uses HARD CUTS; returns restore the same layout, light and side. Vary holds, short inserts and delayed returns. No traversal, crane, orbit, moving scale reveal, continuous zoom, whip, dissolve or morph. Objects stay supported. Reflections, shadows and a local scan supply inner motion. No every-plane sharpness or every-beat flashing. 30 SECONDS / 16 PLANNED SHOTS 0.00-2.50: A1 still life. Compass on a compressed dossier, Energy/Food/Metal cards beneath, a blurred brass clip in front. A 1cm right drift exposes the compass rim against card layers. Lower-left bent file corner is the return landmark. 2.50-3.25: Hard close insert into that compass's concentric engraving and needle point. Static macro; dark groove cuts a curved graphic into the brass. No readable wording. 3.25-5.00: Cut back to A1, same framing. A small focus change selects the resource-card edge, while the compass softens. Nothing shifts position. 5.00-6.75: Cut to uneven card strata: all 13 reel identities as partly buried paper layers, one visible face at a time. Agriculture/Industry near the front, fission-system silo rim soft behind. A 1cm slide reveals thickness, not a catalogue or automatic sorting. 6.75-7.50: Static extreme insert into the source open-case foam well beside compressed files. Circular cavity echoes compass and silo, appearing briefly gigantic; foam cells reveal miniature storage. No new box scene or branding. 7.50-10.00: A2 nuclear-history arrangement. The fictional old nuclear photograph is held under scratched glass and a half-covering dossier; the source deep-blue missile rests out of focus in a cradle behind its margin. Barely perceptible left drift reveals print thickness. Cloud frozen on paper. 10.00-10.75: Hard insert into mushroom-cloud silver-grain and a scratch on that exact photograph. Static extreme crop. No animated explosion, fire, smoke or live landscape. 10.75-11.50: Second hard insert: the photograph's bent border, with glass reflection over a partly buried card corner. Static; the tiny texture feels larger than the preceding cloud. 11.50-15.00: Return to exact A2. One measured rack moves from the photo border to the missile shoulder. Keep the cloud as a soft physical print; the relation between weapon and consequence stays unspoken. No heroic product reveal. 15.00-17.00: A3 miniature archive. Blue APC and Red pump on glass; Ivory tractor farther back, with isolated rail hardware and water-gate fragments partly buried under file layers. A 1cm drift separates armor, pipe and wheel silhouettes. Three colors, selective focus, no working engines. 17.00-17.75: Static insert into APC hub overlapping a rail wheel at different depths. A local cold transmission strip reveals layers then restores opacity; no HUD. Circular match, not mechanical movement. 17.75-18.50: Static Red pump valve-circle insert with Ivory water-gate wheel soft behind. A narrow backlight reveals glass and a thin water meniscus. Stationary miniature, no actuation; repeated circle answers the compass. 18.50-21.00: Return to exact A3. One rack shifts from APC armor through to the Ivory tractor's paper-supported base; the pump stays an intermediate soft contour. Objects retain scale and positions. The scan has stopped. 21.00-24.00: A4 wider archive tableau. Hard cut to a composed view beside the scan table: huge left file masses, dense right note wall and north doorway remain legible. An exact map print lies partly covered on the table. Nearly locked camera, at most 2cm drift; never move down the aisle. One soft file edge divides foreground from the enormous recorded world behind. 24.00-25.00: Static close insert: closed-case latch edge casts an enormous angular shadow across a curled note and file fibers. Source case barely enters foreground, branding cropped. A flag on the practical lamp shifts the shadow a few millimeters; the case stays closed and still. 25.00-30.00: Return to exact A4. One slow focus change selects the near file ridge; the doorway and note wall remain present but soft. Preserve the small warm lamp deep inside. Hold the final half-second without another reveal. End on the layered tableau, no fade or title; next part cuts to a portrait edge with the same diagonal and light direction. AUDIO / PERSISTENCE The connected audio is the exact first 20 seconds of the supplied 40-second theme. Play once at original speed/pitch. Place short inserts and returns on nearby music attacks; let held relations breathe without changing total duration. No TVA music, replacement score, dialogue, alarm, boom or riser. Very low paper/glass detail only; original music remains final editorial authority. Preserve reference identities, material weight, room geography and same-setup returns. Repetition uses separate paper layers and specimens, not living clones. No people, hands, floating collage, photo animation, rewritten cards, source sheets, white catalogue field, agency insignia, readable new text, logos, credits, title or subtitle. The archive remains full and unresolved. Rendered cut count, focus and fidelity need actual review.
ACTIVE REFERENCES - THE TURN 40S ABSTRACT EVIDENCE LAB, EXACT ORDER @Image1 = {{Mixed 1}} - sole authority for the final physical board state, hex scale, shared ship placement and Blue/Red/Ivory pieces. @Image2 = {{Mixed 2}} - sole common voyage-ship identity: nose, hull rings, upper turret and engine geometry. Source white field never appears. @Image3 = {{Mixed 3}} - sole topology authority: central crater basin, ring road, mountains, coast and rivers. Never rotate, mirror or redraw it; never show a literal aerial establishing shot. @Image4 = {{Mixed 4}} - exact deep-blue strategic missile, proportions and worn surface. Evidence object only; no launch, impact or explosion. @Image5 = {{Mixed 5}} - exact fission plant, circular silo, missile cradle and radar geometries. Isolated parts only; never reproduce the white sheet. @Image6 = {{Mixed 6}} - exact Blue vehicle and rail hardware. Isolated fragments only; never reproduce the white sheet. @Image7 = {{Mixed 7}} - exact Ivory water works, gate, storage and produce-tractor forms. Isolated fragments only; never reproduce the white sheet. @Image8 = {{Mixed 8}} - exact Blue APC armor, light, wheel and panel geometry; no white field or catalogue view. @Image9 = {{Mixed 9}} - exact Red pump skid, valve, pressure vessel, pipe and gauge geometry; no white field or catalogue view. @Image10 = {{Mixed 10}} - exact Ivory tractor, trailer, wheel and produce-crate geometry; no white field or catalogue view. @Image11 = {{Mixed 11}} - typed identity library for miniature ship, buildings, roads, tanks, industry, mine, farm and pieces. Never render its board, grid, white background or inventory arrangement. @Image12 = {{Mixed 12}} - typed identity library for Blue, Red and Ivory miniatures. Never render its board, grid, white background or display rows. @Image13 = {{Mixed 13}} - exact navy/brass compass dial and concentric geometry. Crop away all readable wording; it is not a title. @Image14 = {{Mixed 14}} - exact open case, foam wells and layered storage geometry. Evidence drawer only; no readable branding. @Image15 = {{Mixed 15}} - exact closed case material, corners, latch and handle. Crop away FARTHER lettering; never use it as a title card. @Image16 = {{Mixed 16}} - exact slim matte-black capped marker, cap seam and grey strip; nib never appears. @Image17 = {{Mixed 17}} - EVAN drawing exactly as supplied; preserve every mark, paper grain and blank area. @Image18 = {{Mixed 18}} - LENA drawing exactly as supplied; preserve every mark, paper grain and blank area. @Image19 = {{Mixed 19}} - EVAN identity only, as a small printed archival portrait fragment under glass; no live body or performance. @Image20 = {{Mixed 20}} - KAI identity only, as a small printed archival portrait fragment under glass; no live body or performance. @Image21 = {{Mixed 21}} - LENA identity only, as a small printed archival portrait fragment under glass; no live body or performance. @Video2 = {{Mixed 22}} - identity-only reel containing all 13 exact FARTHER card designs from the supplied ZIP, one static card per interval in filename order: card back, first player, map guide, Energy, Food, Metal, Agriculture, Combustion, Engineering, Industry, Voyage, Temporary Rule, Turn Order. Sample card identities only. Never inherit the reel's portrait frame, dark backing, timing, sequence, cuts or centered presentation; never show a catalogue. @Audio1 = {{Mixed 23}} - exact 40.0s music master, source 2.0-42.0s of Unsolved Future - THE TURN Theme. Sole rhythm and music authority. OUTPUT CONTRACT Exactly 40.0 seconds using Seedance 2.5 super-long mode, one output, 21:9, 480p, 24fps feel, sound on. Twenty-six fragmented macro shots inside one continuous conceptual environment. This is an abstract micro-scale evidence laboratory built only from supplied FARTHER objects. It is not a literal recap, product showcase, living room, command room, world aerial, battlefield or board-game session. No live person, body, hand or acting. No final title, title card, readable logo, subtitle, caption, dossier text, UI, HUD, hologram, watermark or black padding. ONE-SCENE CONCEPT All fragments occupy one dark physical evidence table with persistent coordinates: slate-charcoal surface, shallow specimen trays, smoked glass, brushed rails, blackened brass and fine dust. It behaves like a designed sandbox laboratory. Full-size clues, tiny models and enormous macro fragments coexist through hard cuts and optical scale changes, never through liquid morphing. Objects may repeat, stack, sort, misalign, occlude and recur at radically different scales. Ordered systems and unresolved disorder share the same frame. Every object has support, weight, contact shadow and believable reflection. No living-room asset, wall, sofa, coffee table or domestic architecture appears, even as bokeh. LIGHT / X-RAY / IMAGE SYSTEM Investigative light is the narrator. Start near darkness. A narrow warm-white grazing beam and a colder blue-grey transmission scan reveal only strips of evidence. X-ray is a physical optical event: backlight makes selected hull shells, pipe cavities, card fibers, mechanical rings and box layers briefly translucent. It is not neon, medical graphics, wireframe, UI or screen overlay. Use hard-edged shadows, restrained brass highlights, deep green-grey blacks, tiny Blue/Red/Ivory accents and selective reflections. 90-135mm macro, T2.0-T2.8 feel, 1-4cm focus plane, realistic game-render materials and controlled ray-traced bounce. Avoid clean advertising polish. EDIT / MUSIC SYSTEM Audio1 is about 161.5 BPM. The first six musical phrases each span 6.0s and contain four 1.5s fragments, with cuts near four-beat attacks. The final 4.0s contains two 2.0s fragments and holds longer as the music resolves. At most two 0.75s internal inserts are allowed on the strongest attacks; never flash every beat. Each fragment has one dominant move only: 2-4% eased push, 3-8cm rail slide, one tilt, one rack focus, one indexed rotation or one mechanical settle. Match circles to circles, lines to lines, noses to noses, eyes to drawn marks and latch borders to card edges. Light cues movement; camera settles before the next cut. No whip pan, orbit, handheld, speed ramp, stop-motion jitter or digital zoom. 0.0-6.0 - CIRCULAR CLUES, FOUR FRAGMENTS 0.0-1.5: near-black macro. Grazing light discovers only Image13 brass edge and needle hub; wording cropped out. Dial rotates one indexed notch and stops with weight. 1.5-3.0: circular match into Image5 silo mouth. Cold transmission light scans down and briefly reveals the stationary missile core inside. No interface or launch. 3.0-4.5: three concentric card emblems sampled from Video2 overlap as supported card corners beneath smoked glass. Rack across Energy, First Player and Turn Order circles. 4.5-6.0: circular match to Image3 central crater rendered only as a hand-built relief specimen. Three sample wells repeat the basin at different scales while one scan line crosses them. 6.0-12.0 - METAL / POWER, FOUR FRAGMENTS 6.0-7.5: Image4 missile skin becomes a giant diagonal metal horizon. A warm rim travels over seams and worn blue paint; a half-second X-ray strip exposes internal rings, then restores opacity. 7.5-9.0: match missile ring to Image8 APC wheel and one isolated Image6 rail wheel. Two circles overlap at different depths; a 4cm rail slide transfers focus, vehicles remain still. 9.0-10.5: Image9 gauge glass, valve wheel and red pipe elbow sit as forensic samples. One needle settles by one tick; no fluid movement or alarm. 10.5-12.0: circle match to Image10 tractor wheel and Image7 water-gate wheel behind it. Backlight reveals a thin water meniscus in one transparent pipe; machinery stays miniature and still. 12.0-18.0 - LINES / TERRITORY, FOUR FRAGMENTS 12.0-13.5: Image3 ring road and rivers become raised brass-and-resin lines embedded in the sandbox. Rail along one exact line; topology remains correct but incomplete in frame. 13.5-15.0: line match to an existing blue pencil route in Image17 under transparent map film. No mark is added. 15.0-16.5: contour match to an existing community line in Image18. A moving shadow, not the paper, crosses; preserve all marks. 16.5-18.0: Image16 capped marker lies across stacked Video2 card edges like a black measuring bar. Rack links grey strip, card border and map rail; nib hidden, nothing rolls. 18.0-24.0 - HUMAN ARCHIVE, FOUR FRAGMENTS 18.0-19.5: Images19-21 appear only as three small overlapping archival photo fragments under scratched glass. Repeat each once as a reflection, not cloned people. Focus crosses EVAN to KAI to LENA; no labels. 19.5-21.0: eye-line match cuts to miniature heads and domes from Images11-12. Blue, Red and Ivory pieces repeat in receding rows; one row disappears into shallow focus. No living formation. 21.0-22.5: Image17 and Image18 overlap at one corner without merging. A glass prism duplicates only their line directions; faces are absent and paper remains unchanged. 22.5-24.0: marker cap seam, portrait edge and compass needle align as three black diagonals. A narrow warm beam crosses once, exposing dust and fingerprints but no hand. 24.0-30.0 - CARD STRATA / RULE MACHINE, FOUR FRAGMENTS 24.0-25.5: all 13 exact card identities from Video2 form uneven physical strata: precise lower stack, three offset middle cards, one face caught in light. No catalogue grid. 25.5-27.0: one 0.75s pair of shape matches: Map Guide line to exact ring road, Temporary Rule border to Red pump pipe frame. Objects remain distinct. 27.0-28.5: Agriculture, Industry, Engineering and Combustion cards recur as four partly buried layers beneath isolated Image6 and Image7 miniatures. X-ray reveals paper fibers and mechanical bases. 28.5-30.0: Voyage card sits behind a smoked-glass circle; rack focus moves from its emblem to the real shared ship miniature reflected in the glass. No glow or readable new text. 30.0-36.0 - ARCHIVE BOX / SANDBOX, FOUR FRAGMENTS 30.0-31.5: Image14 open case becomes a deep archive drawer in the evidence table. Backlight exposes foam wells, ship cavity, card layers and compass ring; parts remain partly obscured. 31.5-33.0: selected Images11-12 miniatures repeat as an ordered row in one foam channel and a disordered pile in another. They do not move; a sliding shadow creates the change in emphasis. 33.0-34.5: Image1 final board is rebuilt as a close sandbox cross-section. A giant Image2 hull bridges two hex fragments while tiny faction pieces and card corners sit beneath it. 34.5-36.0: Image15 closed box appears only as monumental latch, worn corner and handle shadow, all lettering cropped. A cold X-ray strip reveals layers inside for one second, then opacity returns. Latch stays closed. 36.0-40.0 - SCALE COLLAPSE / UNRESOLVED, TWO FRAGMENTS 36.0-38.0: two 0.75s shape matches on strong music attacks - Image4 missile nose to Image2 voyage-ship nose to Image13 compass point - followed by a half-second hold. They never morph; each occupies the same diagonal and light direction. 38.0-40.0: complete voyage-ship miniature from Images1-2 rests alone in a narrow light pool. Missile, drawings, portraits, cards, map and box survive only as soft clue-shapes at separate depths. Rack once from blurred missile silhouette to ship nose. As Audio1 reaches its natural end, the scan stops instead of revealing a title. Hold ship texture and surrounding darkness through the final frame. No text. PHYSICS / PERSISTENCE Evidence-table coordinates and light direction persist. Repetition uses multiple physical prints, reflections, cutout miniatures and nested specimens, not teleportation or generative cloning. X-ray affects only the scanned strip and restores identical geometry. Cards never float; photos and drawings never rewrite; pieces do not come alive; missile never launches; no explosion, smoke, fire or radiation spectacle. AUDIO Keep Audio1 sample-timed and unchanged: no recomposition, replacement, time-stretch, pitch shift, dialogue, voice-over or added score. Add only very low physical details: dial detent, relay tick, glass scrape, paper edge, distant metal resonance and one latch click. No trailer whoosh, riser, impact boom, alarm, Geiger counter or UI beep. ACCEPTANCE PASS only if the full 40s feels like one abstract investigative sandbox rather than literal events; all 26 fragments cut with Audio1; micro/macro shifts, repetition, stacking and disorder stay physically credible; all attached asset families appear as clues; character assets remain printed archive fragments; exact map never becomes a wide landscape; source sheets and white backgrounds never appear; X-ray remains optical/material; last frame has no title or readable text. FAIL on any living room, narrative reenactment, clean product turntable, static slideshow, full asset-sheet reproduction, glowing interface, floating collage, every-frame clutter, live human performance, launch/explosion, title card, logo, subtitle, watermark or padding.
ACTIVE ASSETS — ATTACH IN THIS ORDER ONLY @Image1 = {{Mixed 1}} — FARTHER_BOX_OBJECT: the only box reference; lock the box design, rear hinge, lid, lower tray, compartment layout and materials. Object authority only—never camera, composition, pose or lighting authority. @Image2 = {{Mixed 2}} — EVAN_IDENTITY: EVAN face, age and child body throughout; ordinary wardrobe only before 15.2s. @Image3 = {{Mixed 3}} — LENA_IDENTITY: LENA face, age and child body throughout; ordinary wardrobe only before 15.2s. @Image4 = {{Mixed 4}} — KAI_IDENTITY: KAI face, age and child body throughout; ordinary wardrobe only before 15.2s. @Image5 = {{Mixed 5}} — BOARDWORLD_GOD90: final command-table geography and endpoint positions only after 15.2s. @Image6 = {{Mixed 6}} — EVAN_BLUE_COMMANDER: EVAN's final blue uniform only; Image2 remains face/age/body authority. @Image7 = {{Mixed 7}} — KAI_RED_COMMANDER: KAI's final red uniform only; Image4 remains face/age/body authority. @Image8 = {{Mixed 8}} — LENA_IVORY_COMMANDER: LENA's final ivory uniform only; Image3 remains face/age/body authority. @Image9 = {{Mixed 9}} — LIVINGROOM_TOP: exact room topology, sofa, round table, doors and stairs only; never render this overhead view as an actual shot. @Image10 = — LIVINGROOM_FRONT_BLOCKING_EMPTY_HANDS: EVAN-left / KAI-center / LENA-right relationship and KAI empty hands only; no box-design or identity authority. @Image11 = {{Mixed 10}} — FARTHER_CLOSED_BOX: closed cover, title, latches, handle, wear and exterior proportions only. @Audio1 = {{Mixed 11}} — KAI_VOICE: KAI voice timbre and identity only; never copy demonstration wording. @Audio2 = {{Mixed 12}} — EVAN_VOICE: EVAN voice timbre and identity only; never copy demonstration wording. @Audio3 = {{Mixed 13}} — LENA_VOICE: LENA voice timbre and identity only; never copy demonstration wording. Attach exactly eleven images and three audio references in the listed order; attach no video references. Audio1–3 provide timbre only. @Image1 supplies the open-box interior and @Image11 the same box's closed exterior. @Image9 locks room topology; @Image10 locks EVAN-left / KAI-center / LENA-right with KAI empty-handed. Generate the inside-tray point of view from text; never copy a reference camera. The opening composition, acting, camera, timing, dialogue delivery and transition come only from this prompt. OUTPUT CONTRACT Exactly 20.0 seconds, Seedance 2.5, 480P, 21:9, 24fps, real-time motion. Use exactly two cuts: a palm-occlusion match cut near 7.6s and a hard cut to the compass macro at 12.0s. From 12.0s to the final frame, keep one continuous visual carrier centered on the physical compass. No extra cut, hidden reset, dissolve, flash, subtitle, caption, watermark, editorial text or music. CAUSAL SPINE rear-hinged lid finishes opening -> three children inspect components -> KAI lifts the folded map -> LENA asks whether multiple civilizations can win -> KAI answers -> EVAN asks who starts -> KAI rotates the compass clockwise -> intact printed paper expands continuously into the command-table world. WORLD AND BLOCKING 0.0–15.2s uses @Image9's exact living-room topology and @Image10's EVAN-left / KAI-center / LENA-right relationship, while the actual camera remains the text-directed box POV and over-box coverage—not the overhead or front reference camera. @Image10 locks KAI empty-handed before he reaches for the map. 15.2–20.0s is a subjective scale transition into @Image5's dark strategic room; this is not spaceship reality. First camera is physically inside the lower tray, 18cm above components, rectilinear 20–24mm, aimed upward. @Image11 supplies the closed-cover state inherited from the previous shot; @Image1 supplies the same box after opening. The lid finishes opening to about 105 degrees on one rear hinge. No child grips either upper corner or side edge; no hand holds the lid open. EVAN leans in screen-left, KAI center, LENA screen-right at staggered distances. Until 7.0s every hand stays outside the tray. KAI's later map hand is the only hand that enters. TIMED ACTION AND EXACT DIALOGUE 0.0–0.8s — The single rear-hinged lid settles with believable inertia. EVAN-left, KAI-center and LENA-right lean into view asynchronously. EVAN scans the component structure; LENA finds population pieces and the voyage ship; KAI checks both. 0.8–7.0s — Hold the inside-box view. KAI alone lip-syncs in a brisk but natural 12-year-old voice: "Build a city. Collect food, metal, and energy. Play tech cards. First civilization to build the voyage ship wins." EVAN and LENA keep mouths closed and react with eyes before heads. Compartments remain populated and rigid. 7.0–8.2s — KAI's single anatomically complete hand enters from center, casts a moving shadow, contacts the folded map and lifts it. His palm covers the lens for at most six frames. At maximum coverage, perform the first cut without changing hand direction, ownership or geography. 8.2–12.0s — Land in one stable 65mm over-box shared medium shot: open box centered in foreground; LENA three-quarter front on screen-right; KAI three-quarter front across the box; EVAN's screen-left position still readable. LENA asks exactly: "Can more than one civilization win?" KAI answers exactly: "Not according to the box." Only the active visible speaker lip-syncs. No reaction insert. 12.0–15.2s — Hard cut once to a locked 100mm macro of the physical FIRST PLAYER compass. EVAN's exact voice comes from established screen-left: "Who goes first?" KAI answers from established center: "Clockwise. The box likes order." During KAI's line, one fingertip contacts and rotates the printed compass clockwise with visible friction. Rotation becomes readable before the dive. No other voice. 15.2–20.0s — No dialogue and no further cut. Keep compass center fixed as the orientation anchor while camera accelerates toward the intact paper. The paper never opens. Printed grooves widen into roads, elevation ink gains relief, paper fibers become ground texture and miniature terrain gains depth through continuous change of scale. Preserve clockwise orientation. Children stay outside frame during the transition; show no costume morph. Land in @Image5's exact 90-degree composition, then reveal KAI top/red, EVAN left/blue, LENA right/ivory. Hold the stable endpoint for the final 1.0 second. IDENTITY, PHYSICS AND LOOK Images2–4 control faces, ages and bodies throughout. Ordinary clothes remain unchanged through 15.2s; Images6–8 affect only endpoint uniforms. Never average wardrobes or swap colors. The lid is rigid on one hinge. Components stay in slots. KAI has one hand, five stable fingers, one wrist and one continuous grip. The map bends only where held. Warm living-room light gradually yields to @Image5's dark room only during the scale transition; no magical flash, dirty wash, waxy skin, flicker, ghosting or game-engine gloss. VOICE AND SOUND — THREE TIMBRE REFERENCES Use @Audio1 only for KAI timbre, @Audio2 only for EVAN timbre and @Audio3 only for LENA timbre; never copy demonstration wording. Use distinct natural English child voices: KAI composed and explanatory, LENA alert and probing, EVAN controlled and direct. Speak every quoted line exactly once with the assigned speaker; no filler, commentary, cloned/blended/robotic voice or off-script line. Use hinge, box, room tone, paper friction and fingertip contact. Strategic-room ambience replaces room tone only after 15.2s. No music. FAILURE GUARDS Do not copy @Image1, @Image9 or @Image10 as the actual camera; use @Image9 for room topology, @Image10 for position relation and empty hands, @Image1/@Image11 for the same box's open/closed states. No child holding lid corners or edges. No duplicate/floating/fused hand, extra finger, extra person or changing object ownership. The compass stays printed and physical: never a screen, inset map, window, hatch, lens, portal, iris or hole. No wormhole, new crater, smoke ring, explosion, radial debris, vortex or black tunnel. Do not enlarge any terrain feature already present in @Image5. No visible body, face or clothing morph. No visible TAVI, floating UI, logo or generated text. ACCEPTANCE LOCKS Eleven images followed by three audios in exact order; zero video inputs. KAI uses the replacement identity, remains empty-handed in @Image10, and the closed/open box assets remain one object across states. @Image1 supplies only one physical box object; its viewpoint is ignored. Text-only opening positions EVAN left / KAI center / LENA right. One rear hinge; no lid-edge hands. Only KAI's one hand enters for the map. Exactly two cuts. Exact dialogue once. Compass remains intact and preserves clockwise orientation through one continuous paper-to-terrain scale change. Final one-second hold: KAI top/red, EVAN left/blue, LENA right/ivory.
ACTIVE REFERENCES — THE TURN END MAIN V12, FULL 30S PICTURE AND SOUND, EXACT ORDER @Image1 = {{Mixed 1}} — exclusive first-frame camera and blocking: KAI at the open threshold with box; EVAN centred inside with marker; LENA close at EVAN's screen-right; siblings mostly back to camera. @Image2 = {{Mixed 12}} — persistent room architecture, materials, furniture, doorway, staircase, television, console, round table and daylight only; it cannot reposition characters. @Image3 = {{Mixed 3}} — EVAN REYES identity, age, brown hair, proportions and navy/brown wardrobe only. @Image4 = {{Mixed 4}} — LENA REYES identity, age, red bob, freckles, hair clip, proportions and cream/rust wardrobe only. @Image5 = {{Mixed 5}} — KAI WILLIAMS identity, age, dark skin, black curls, proportions and green/khaki wardrobe only. @Image6 = {{Mixed 6}} — exactly one closed FARTHER box: navy/cream finish, title, artwork, brass latches, handle, wear, scale and weight. @Image7 = {{Mixed 7}} — exactly one slim matte-black marker: cap, seam, grey side strip and hand scale. It stays capped. @Video1 = {{Mixed 11}} — FRAME PROPORTION ONLY: 2558×1080, approximately 2.37:1. Read only horizontal framing envelope, headroom, side-room and edge/crop proportions. Inherit none of its content, people, objects, location, action, motion, camera path, cuts, timing, lighting, grade, audio or endpoint. @Audio1 = {{Mixed 8}} — EVAN voice identity only. @Audio2 = {{Mixed 9}} — LENA voice identity only. @Audio3 = {{Mixed 10}} — KAI voice identity only. SCENE / AUTHORITY Main-story ending before the separately edited `404 STUDIO` card and post-credit sequence. Image1 locks first frame, screen direction, positions and prop ownership; Image2 the room; Images3–5 identities; Image6 the box; Image7 the marker. Video1 controls framing proportions only and cannot alter 21:9 or story content. Audio1–3 lock voice identity; text locks words and acting. References never appear as overlays, inserts or cutaways. No alarm, PA, red light, drawing, War Room, fleet or title. OUTPUT CONTRACT Exactly 30.0 seconds, 21:9, 720p, sound on. One physical handheld doorway take from first to final frame: no cuts, inserts, montage, jumps, digital zooms, resets or fades. Picture and location sound remain continuous through 30.0. No music. EXACT DIALOGUE — ONCE EACH, THIS ORDER 1. KAI: “Tomorrow?” 2. LENA: “Same game. New rules.” 3. KAI: “Buy another marker.” 4. EVAN: “You first.” 5. LENA: “I'll give it back.” 6. EVAN: “I know.” LOCATION / FIRST FRAME Begin fully settled on exact Image1. Staircase screen-left; open exterior doorway centre-left; one closed interior door behind the siblings; television/console screen-right; round table low foreground. Never mirror or redesign. KAI is farthest at the threshold with one box. EVAN is centred inside with one capped marker low in his right hand. LENA stands close on his right. Feet contact tile; nobody looks into lens. CAMERA Start at Image1's camera at child upper-chest height. Advance 35cm toward KAI. After he exits, follow EVAN and arc enough to reveal both three-quarter faces without crossing axis. Lower 12cm for the transfer, then rise into a clean LENA close-up with EVAN outside frame. When LENA initiates the hug, reverse on the same path and slowly pull back 70cm into a medium two-shot. No whip, pass-through, foreground shoulder, ceiling move or reset. TIMED CONTINUOUS ACTION 0.0–3.2 — Camera advances gently. KAI remains half-turned outward, supporting the box with real weight. Looking at the siblings, never lens, he speaks line 1 through Audio3: a vulnerable offer to remain friends. Hold his response beat rather than rushing the line. 3.2–6.2 — Focus moves to LENA while all three remain geographically readable. Her shoulders soften first. She looks to KAI, briefly includes EVAN, and speaks line 2 through Audio2: a promise, not a challenge. EVAN listens without moving the marker. 6.2–9.4 — KAI recognizes the release, allows one restrained half-smile and speaks line 3 through Audio3. The dry joke lets them begin again. He turns outward and carries the same closed box through the doorway with grounded steps. He clears the threshold and never returns; door stays open. 9.4–13.0 — Camera remains inside. EVAN lowers his shoulders, takes two unhurried steps toward LENA and stops at natural sibling distance. LENA turns toward him without switching sides. Eyes and breath show he is choosing repair rather than victory. No dialogue yet. 13.0–16.4 — EVAN raises the one capped marker between them, below both faces and pointing at no surface. He meets LENA's eyes only after extending it and speaks line 4 through Audio1: an understated apology and surrender of control. 16.4–19.2 — LENA waits one honest breath, closes her right hand around the same marker before EVAN releases, and speaks line 5 through Audio2. Brief dual contact -> LENA owns marker -> EVAN opens fingers. Exactly one marker; no paper, drawing or second prop. 19.2–21.5 — Camera rises. EVAN glances once at the marker, then to LENA, and speaks line 6 through Audio1. It means restored trust, not superiority. He stays still and gives her the decision. LENA watches him absorb the moment. 21.5–24.2 — Camera completes a clean close-up of LENA alone; EVAN is fully off screen. LENA looks several degrees off lens into EVAN's eyes. Both pupils track him, never camera. Guarded tension releases through brow, eyelids, jaw and breath. She is slightly sad from what the game exposed, without tears or broad smile. Her decision to forgive becomes visible before she moves. 24.2–28.5 — LENA takes one small step and opens her left arm first, keeping the capped marker low in her outer right hand. EVAN understands after a short natural delay and returns the embrace with one arm around her upper back. It is a brief, slightly awkward sibling hug—never romantic, posed, crushing or triumphant. As contact closes, camera begins one slow, steady pullback on the same path. Their shoulders settle at different moments. 28.5–30.0 — Camera completes the pullback into a stable medium two-shot with the open doorway behind them. They remain in the gentle embrace, neither facing lens. Hold ordinary room and garden sound; no new event, line, cut, fade or lighting change. End on living stillness, ready for an editorial hard cut to the separate `404 STUDIO` card. PHYSICS / PERFORMANCE Arc: guarded friendship -> permission -> EVAN yields control -> LENA recognizes repair -> LENA initiates contact -> EVAN returns it -> stillness. Eyes and breath lead. Box has mass; feet stay grounded. Marker receiver closes before giver releases. During the hug LENA's marker hand stays outside both torsos; preserve natural hands, arms, hair and clothing collisions. AUDIO / QUALITY Audio1 EVAN only, Audio2 LENA only, Audio3 KAI only. Ignore Video1 audio completely. Exact six lines once; no addition, omission, repetition, paraphrase, swap or overlap. Continuous quiet house air, distant garden, clothes, footsteps, box handle and marker contact. Keep room sound alive to 30.0. ZERO MUSIC: no score, drone, pad, pulse, beat, riser, whoosh, stinger or song. Photoreal cinematic CGI; stable child identities, natural skin, cloth, wood, tile, anatomy and contact; warm-neutral daylight. No face/age/wardrobe drift, duplicate child/box/marker, fused hug, floating feet, jitter, smear, dirty brown wash or soft low-resolution output. ACCEPTANCE One continuous 30s doorway take: KAI speaks lines 1/3 and exits with one box; EVAN delivers one capped marker and speaks lines 4/6; LENA accepts, speaks lines 2/5, looks at off-screen EVAN in clean close-up, initiates a restrained sibling hug; EVAN returns it after a beat; camera slowly pulls out and holds through 30.0 with continuing house/garden sound. Any inherited Video1 content/motion/audio, direct-camera gaze, cut, shoulder in close-up, romantic hug, lost/duplicate prop, extra person, alarm, PA, red light, drawing, title, spacecraft, subtitle, UI or music fails.
【素材职责】 【人物】 {{Portrait 1}}用于EVAN档案肖像碎片的印刷图像外观,仅作为玻璃下的小型印刷档案照片碎片,不采用任何活体人物或表演。 {{Portrait 2}}用于KAI档案肖像碎片的印刷图像外观,仅作为玻璃下的小型印刷档案照片碎片,不采用任何活体人物或表演。 {{Portrait 3}}用于LENA档案肖像碎片的印刷图像外观,仅作为玻璃下的小型印刷档案照片碎片,不采用任何活体人物或表演。 各人物的外貌、服装、动作、站位和台词不互相交换。 【正文】 三张小型印刷档案肖像碎片——EVAN肖像{{Portrait 1}}、KAI肖像{{Portrait 2}}、LENA肖像{{Portrait 3}}——相互叠压置于划痕玻璃板之下,在证据桌面上。每张肖像在玻璃表面各有一次物理反射——不是克隆的活体人物,只是印刷图像的镜面倒影。无任何标签文字。移焦依次穿越:EVAN肖像碎片→KAI肖像碎片→LENA肖像碎片。 结束时:LENA肖像碎片处于最清晰焦点,其余两张软焦,玻璃划痕在侧光中可见。 【视觉风格】 调查性证据沙盒。石板炭灰桌面,浅标本托盘,烟熏玻璃,拉丝导轨,黑化黄铜,细尘。近乎黑暗,窄束暖白掠射光与冷蓝灰透射扫描光。硬边阴影,克制的黄铜高光,深绿灰黑,微量Blue/Red/Ivory色点,选择性反射。90-135mm微距,T2.0-T2.8质感,1-4cm焦平面。真实游戏渲染材质,受控光线追踪弹射。无广告级抛光。 【镜头】 90mm微距,T2.0,静止机位,移焦:焦点依次从EVAN肖像碎片→KAI肖像碎片→LENA肖像碎片平滑转移。 【声音】 无背景音乐,只保留玻璃表面细微的玻璃刮擦声<glass scrape>。 No BGM
ACTIVE ASSETS — EXACT EIGHT @Image1 = {{Mixed 1}} : living-room architecture, materials and clean left-window afternoon light. @Image2 = {{Mixed 2}} : EVAN identity, face, proportions and navy/brown wardrobe. @Image3 = {{Mixed 3}} : LENA identity, face, proportions and cream/rust wardrobe. @Image4 = {{Mixed 4}} : PRIMARY BODY BLOCKING — EVAN prone screen-left, LENA prone screen-right, both elbow-supported on the same rug; sofa/window left, round table behind, doorway/stairs right. @Image5 = {{Mixed 5}} : exact single marker geometry and material. @Audio1 = {{Mixed 6}} : EVAN voice identity continuity only; silent here. @Audio2 = {{Mixed 7}} : LENA voice identity continuity only; silent here. @Audio3 = : sole authority for doorbell timbre and waveform; play once, unmodified. Never attach SC01_G02_04_COMP_MARKER_CONFLICT, a prior video, or a tail-frame image. Prior-tail state is prompt evidence only. OUTPUT CONTRACT 20.0s, 21:9, 24fps, 1080p, real time, sixteen shots with fifteen HARD CUTS exactly at 1.4, 2.7, 4.0, 5.2, 6.4, 7.5, 8.6, 9.7, 10.7, 11.7, 12.7, 13.7, 14.7, 15.7 and 16.8s. Same living room, same bodies, one continuous dispute. Psychological suspense montage: object -> eye -> opposing eye -> grip -> breath -> object, accelerating toward interruption. NO DIALOGUE, VOICE-OVER OR MUSIC. @Audio3 begins exactly at 17.0s and destroys the cutting rhythm. Never show the door opening, visitor, hallway, KAI or robot. RHYTHM HARD LOCK — EDITING OVERRIDES COVERAGE COMFORT Pre-bell shot lengths: 1.4 / 1.3 / 1.3 / 1.2 / 1.2 / 1.1 / 1.1 / 1.1 / 1.0 / 1.0 / 1.0 / 1.0 / 1.0 / 1.0 / 1.1s. Every shot starts on a new pressure state and hard-cuts before the action settles. Preserve all fifteen cuts even if minor micro-actions simplify. No static hold over 8 frames, repeated composition, dissolve, fade, crossfade, whip transition, decorative insert or empty reaction. Each cut lands on eye movement, thumb compression, marker scrape, breath, rug compression or pencil tick. Claustrophobic and increasingly impatient, never contemplative. Only the bell may break rhythm and widen scale. DRAMATIC JOB A trivial ownership dispute feels one second from exploding; pressure travels through visible carriers, not music. Neither child wins. The mundane bell suddenly makes the duel look small, never ominous or science-fictional. BODY / GEOGRAPHY LOCK All shots derive from @Image4: EVAN prone left, LENA prone right, elbows planted, legs behind. No sitting, kneeling, standing, side swap, crossing or new pose. Only hands, wrists, eyes, breath and sub-2cm shoulder/elbow reactions change. Camera stays south/front of rug; never cross axis. CONTINUITY START At 0.0s EVAN's complete right hand left and LENA's complete right hand right grip one horizontal centre marker; orange pencil parallel in low foreground. Use @Image5 geometry only. MARKER HARD LOCK One capped felt marker, 15.5×1.8cm: straight round matte-black cylinder, one muted-grey longitudinal strip, cap seam 2.2cm from EVAN's left end, tip covered. EVAN grips outer left 3cm, LENA outer right 3cm, central 8cm visible. Never bar, baton, ruler, pipe, tube, twin/fused marker, doubled strip, exposed tip or changing length. SHOT 01 — 0.0–1.4s — 135MM FULL-MARKER PICKUP S35 135mm detail from 0.70m. Full marker, both complete grips/wrists and orange pencil fit horizontally. First 5 frames inherit stillness; EVAN pulls 2cm left, LENA follows and stops him. Dry rug scrape. HARD CUT before settling. SHOT 02 — 1.4–2.7s — EVAN EYES 135mm ECU, brow to upper lip; LENA cream shoulder/hair soft right. EVAN looks from her grip to her eyes, mouth closed, short inhale. HARD CUT on inhale. SHOT 03 — 2.7–4.0s — LENA EYES Mirrored 135mm ECU; EVAN navy shoulder/ear soft left. LENA registers he will not release: one blink, lower eyelid tightens, closed lips. HARD CUT on the tightening. SHOT 04 — 4.0–5.2s — EVAN THUMB / CAP SEAM 135mm marker-end close. Complete grip on capped left 3cm; thumb compresses, cap seam and grey strip visible, marker moves 5mm. HARD CUT on scrape. SHOT 05 — 5.2–6.4s — LENA THUMB / BARREL END Mirrored 135mm close. Complete grip on rightmost 3cm; thumb tightens, nail bed pales, central barrel visible. Marker moves 5mm right. HARD CUT on breath. SHOT 06 — 6.4–7.5s — MARKER CENTRE / RUG FIBRES 135mm close on unobstructed centre barrel, grey strip and bent rug fibres. Opposing force makes a tiny horizontal tremor; orange pencil vibrates once. HARD CUT on its wooden tick. SHOT 07 — 7.5–8.6s — EVAN EYE EXTREME 135mm extreme eye close, only eye/bridge/cheek and soft LENA edge. Eye goes marker -> LENA; lower lid tightens. HARD CUT. SHOT 08 — 8.6–9.7s — LENA EYE EXTREME Mirrored 135mm extreme close. Eye receives EVAN's look, drops to his hand, returns. One controlled nasal breath. HARD CUT. SHOT 09 — 9.7–10.7s — BOTH HANDS / COUNTER-PULL 135mm full-marker detail. LENA pulls 2cm right; EVAN wrist yields, then stops her. Complete hands and wrists, central barrel readable. HARD CUT at scrape peak. SHOT 10 — 10.7–11.7s — EVAN MOUTH / BREATH 135mm lower-face ECU, eye edge barely present. Lips remain closed; jaw sets; nostril breath shortens. No speech. HARD CUT on exhale. SHOT 11 — 11.7–12.7s — LENA MOUTH / BREATH Mirrored 135mm lower-face ECU. Closed lips press, cheek tightens, one restrained inhale. No speech. HARD CUT before release. SHOT 12 — 12.7–13.7s — PENCIL / PRESSURE B-ROLL 135mm macro crop derived from the same rug position: orange pencil low foreground, marker and hands soft but geometrically correct behind. A second force pulse makes the pencil roll less than 3mm and stop against rug pile. HARD CUT on tiny tick. No detached tabletop or new prop. SHOT 13 — 13.7–14.7s — ELBOW / SHOULDER FORCE 135mm compressed side detail: EVAN navy forearm left and LENA cream forearm right anchored into the same rug. Elbows press down, shoulders advance under 2cm, no body relocation. HARD CUT on knit tension. SHOT 14 — 14.7–15.7s — OPPOSING PROFILES 135mm two-profile ECU: EVAN left, LENA right, eyes locked, lips closed; marker/hands narrow low centre. Uneven breathing. HARD CUT. SHOT 15 — 15.7–16.8s — GRIP PEAK 135mm full-marker force close. Both thumbs tighten together; rug pile compresses; wrists tense; central 8cm and grey strip remain readable. Pressure peaks. HARD CUT at 16.8s before either child yanks again. SHOT 16 — 16.8–20.0s — DOORBELL INTERRUPTION / FAST REVEAL 16.8–17.0s begin on 135mm full-marker close. At exactly 17.0s @Audio3 starts from off-screen right and plays once in full at native timing; all pulling stops on the first audible onset. The bell triggers a fast optical zoom-out 135→65mm during 17.0–17.35s, revealing both children still prone in @Image4 positions, faces, shoulders, hands, marker, table and right-side room direction; no dolly and no cut. Grips loosen but fingertips stay in contact. As the supplied chime naturally decays, marker settles flat centre. From 18.2–20.0s eyes turn first toward off-screen right; heads follow only a few degrees. No full turn, standing, speech, door or visitor. End sharply on room tail. PHYSICS / HANDS Constant marker and complete five-finger hands; no fusion, thickening, bending or shortening. Force travels through wrists to planted elbows. Bell stops force before grips loosen; marker then settles. Pencil stays foreground. CAMERA / IMAGE 135mm ECU/close coverage; no medium or wide before bell. Long-lens compression, shallow depth, stable axis, subtle handheld micro-drift only. Shot 16 alone zooms 135→65mm. Clean 1080p skin, knit, rug and marker in neutral warm daylight. No dirty wash, heavy grain, haze, flicker, jitter, focus hunting, waxy skin or geometry crawl. AUDIO — SFX ONLY Audio1 and Audio2 remain silent. Before 17.0s: four brief marker/rug scrapes, knit tension, close breaths, two small pencil ticks, low ventilation and faint birds. At exactly 17.0s play @Audio3 once at full native duration: no trimming, looping, replacement, pitch shift, time-stretch, synthesized second chime or added ring. Spatialize off-screen right with restrained room reflection. No dialogue, whisper, robot, music, rhythm bed, drone, bass rise, percussion, sting or door-opening sound. PRIORITY IF CONFLICT 1) exact bodies/geography; 2) one correct marker and valid hands; 3) all fifteen hard cuts and their order; 4) @Audio3 starts at exactly 17.0s and forces immediate stop; 5) 135→65mm reveal; 6) secondary breath, pencil and fabric details. FINAL ACCEPTANCE Exact eight assets: five images and three audios; zero video references; rejected marker still absent. Twenty seconds, sixteen shots, fifteen accelerating hard cuts dominated by 135mm ECU/close coverage. Correct marker throughout. @Audio3 starts at 17.0s, stops the duel and triggers the only 135→65mm reveal. No music or dialogue. At 20.0s both remain prone in @Image4 positions, grips loosened, marker flat centre, eyes beginning right; next clip may open the door.
ACTIVE REFERENCES - C18 V4 30S SINGLE ENDING, EXACT ORDER @Image1 = {{Mixed 1}} - one full-scale voyage-ship identity: tapered bow, nose cap, thick cylindrical hull, exactly one dorsal dome, side ports, weathered steel and clustered stern. Three views are one ship; exclude white background. @Image2 = {{Mixed 2}} - shipyard/support/build state only; Image1 overrides ship geometry. @Image3 = {{Mixed 3}} - shared-basin damage/scorch only. @Image4 = {{Mixed 4}} - Blue upper-left, Red bottom, White/Ivory far-right geography only; no wide frame. @Image5 = {{Mixed 5}} - room architecture, materials, neutral light/color only. @Image6 = {{Mixed 6}} - room topology/collision only; never overhead. @Image7 = {{Mixed 7}} - positions/table only: EVAN left, KAI centre, LENA right. Ignore identities, clothes, emotion, box, board, wide camera and watermark. @Image8 = {{Mixed 8}} - final board footprint and table placement only. @Image9 = {{Mixed 9}} - highest final board layout, routes, factions, decks/trays and grey ship-miniature authority. @Image10 = {{Mixed 10}} - highest authority for the real coffee-table board material, exact Blue/White/Red flags and exact central grey ship miniature in the final close shot. @Image11 = {{Mixed 11}} - EVAN identity and ordinary navy/brown clothing only. @Image12 = {{Mixed 12}} - KAI identity and ordinary green/khaki clothing only. @Image13 = {{Mixed 13}} - LENA identity, red bob/freckles and ordinary cream/rust clothing only. @Image14 = {{Mixed 14}} - final-close composition/focus/rim-light only: flags foreground, ship behind. Reject its crowded crop/amber grade. Images9-10 override geometry; Image5 color. @Video1 = {{Mixed 15}} - DISCOUNT/FRAME ONLY, 2558x1080, about 2.37:1. Read horizontal envelope/crop only; inherit no content, black, motion, cuts, light, grade, audio or endpoint. Invisible and silent. @Audio1 = {{Mixed 16}} - WORLD VOICE timbre only. @Audio2 = {{Mixed 17}} - EVAN voice only. @Audio3 = {{Mixed 18}} - KAI voice only. @Audio4 = {{Mixed 19}} - LENA voice only. OUTPUT CONTRACT Exactly 30.0s, Seedance 2.5 mixed-reference, 21:9, 480p, 24fps feel, sound on, one output. Seven shots; cuts at 8.0, 11.5, 15.0, 22.0, 24.2 and 27.2s. Macro, medium-close or ship-dominant medium only. No large view, black/fade, morph, subtitle, UI, logo, watermark or music. EXACT DIALOGUE - ONCE EACH, IN ORDER 1 WORLD V.O.: "Three-party accord recognized. Temporary emergency law active." 2 WORLD V.O.: "No sole sovereign. Victory condition unresolved." 3 EVAN V.O.: "So the war has no winner." 4 KAI V.O.: "All three states remain." 5 LENA V.O.: "Stand down." 6 KAI: "Good. We're all still here." 7 LENA V.O.: "Game over." SHIP / WORLD LOCK Image1 overrides Image2. Preserve one bow, one dome, one hull and one clustered stern through Shots1-4. No second ship/dome, wing, glass cockpit, bright faction band, giant nozzle, missile, tanker or toy before Shot5. Feeders stay Blue upper-left, Red bottom, White/Ivory far-right. Image3 damage persists; Image4 verifies partial-background geography only. EMOTION Exhausted, restrained hope, never victory. WORLD is neutral; EVAN processes; KAI softens into relief; LENA is precise then gentle. No mugging, hero pose, broad grin, crying, military bark or direct gaze. SHOT 1 - 0.0-8.0 - TIME-COMPRESSED FINAL BUILD 55-65mm hull-height medium; ship fills 65-80%. Bow half left, engine half right on aligned grounded cradles; one central ring hangs on four taut cables. 0.0-0.8 orient. 0.8-6.5: Blue brace arrives upper-left, Red crate bottom, White/Ivory hoses far-right; crane lowers ring; guide pins enter; metal contacts; supports take load; clamps close; conduits connect. Moving shadows/asynchronous machinery show elapsed time; no pop-in or morph. Audio1 line1 runs 1.4-4.8 after cooperation appears. 6.5-8.0: cables slacken after transfer; scaffolds clear; one complete grounded ship holds. SHOT 2 - 8.0-11.5 - HEAVY RELEASE Matched 55-70mm medium. Umbilicals depressurize/disconnect; clamps retract; nozzles ignite inner-to-outer; thrust reaches the blast surface before dust; support load releases and the ship rises with mass. Audio1 line2 runs 8.4-10.9 alone. SHOT 3 - 11.5-15.0 - UPPER ATMOSPHERE Cut on engine pressure to a 75-90mm medium-telephoto track. Same ship/heading/engine phase, 55-70% of frame above close cloud. Audio2 line3 runs 12.0-14.3; EVAN breathes before "So" and lands "winner" as recognition. SHOT 4 - 15.0-22.0 - SPACE TO LIGHT 75-100mm medium profile; ship fills 45-60%, left-to-right, with one partial planet limb and sparse stars. Audio3 line4 runs 15.7-17.5, softening on "remain." After silence, Audio4 line5 runs 18.4-19.3, low and decided. Thrust eases to cruise. By 22.0 the ship passes a bright star beyond its dome; a controlled centre-right flare grows while the ship remains readable. No room, board, portal or long whiteout. SHOT 5 - 22.0-24.2 - HARD MATCH TO PHYSICAL MINIATURE Hard editorial cut, never shrink/morph. Match the star/dome to a tiny glint on Image10's exact grey ship at the real board centre, same orientation and position. Use an 80-95mm close macro with breathing room: complete bow/stern, ship 45-55% wide, each flag 8-12%, at least 15% board texture. Preserve Image10's exact Blue, White and Red flags; Image9 supplies surrounding layout. Soft window light gives restrained rim highlights only; no glow/amber wash. No hand or speech. Engine sound becomes one painted-metal/cardboard click. SHOT 6 - 24.2-27.2 - KAI MEDIUM-CLOSE Images5-10 control only room/table/board/props; Images11-13 alone control people. EVAN stays left, KAI centre, LENA right. 65-75mm KAI chest-up with soft EVAN edge left and LENA edge right; board is soft lower foreground. Hands low and empty; no box. He glances to the board, then includes both friends. Audio3 line6 runs 24.8-26.8 with tired, genuine American-preteen relief and a small involuntary half-smile on "still here," never swagger or triumph. EVAN releases his shoulders after the words. SHOT 7 - 27.2-30.0 - BOARD SHIP CLOSE / RACK FOCUS Cut on EVAN's delayed exhale to a locked 80-95mm close-up based on Image10: ship 45-55% wide, all three flags complete, 15% board breathing room, bow/stern uncropped. Camera stays fixed. Blue, White and Red flags begin sharp in a low arc; ship is soft behind. Moderate shallow depth keeps board texture. Window light gives a slight rim, never neon/amber. From 27.7-28.4 rack once from flags to ship; nothing moves. Audio4 line7 runs 28.4-29.1 as gentle, tired LENA V.O. Hold ship sharp through 30.0. No face or cleanup. PHYSICS / AUDIO / ACCEPTANCE Contact precedes load; clamps/umbilicals clear before thrust; the ship accelerates without teleport and keeps identity/heading/engine phase. The miniature exists only after the hard cut. Eyes and breath lead speech. Audio1=WORLD, Audio2=EVAN, Audio3=KAI, Audio4=LENA; seven lines once with no overlap, swap or extras. Physical construction, launch, hull, cardboard and room tone only; zero music or trailer effects. PASS only if one 30s output contains seven shots; every asset stays within role; ship survives build-launch-space; Video1 stays invisible/silent; star-to-miniature is a hard cut; final board/flags/miniature match Images9-10; people match Images11-13; Image14 affects framing/focus/rim light only; final focus racks once from three flags to the shared ship under LENA V.O. Fail on missing asset/discount edge, wide shot, second ship/dome, tanker/missile morph, AI board transformation, wrong identity/voice, moving flags/hands, face in Shot7, watermark, subtitle, music or black padding.
ACTIVE ASSETS — ATTACH IN THIS ORDER ONLY @Image1 = {{Mixed 1}} — C03_C04_FRONT_MASTER_WITH_BOX: primary 16:9 room geography, camera side, EVAN-left/KAI-far-center/LENA-right blocking, scale, light, wardrobe, seated body state and closed-box-on-KAI-lap authority. @Image2 = {{Mixed 2}} — EVAN_IDENTITY: EVAN face, age, hair and navy/brown wardrobe identity only. @Image3 = {{Mixed 3}} — LENA_IDENTITY: LENA face, age, red hair and cream/rust wardrobe identity only. @Image4 = {{Mixed 4}} — KAI_IDENTITY: KAI face, age, hair and green/khaki wardrobe identity only. @Image5 = {{Mixed 5}} — FARTHER_CLOSED_BOX: exact worn dark-blue box geometry, brass hardware, handle, scale, material and closed state only. @Image6 = {{Mixed 6}} — DARK_MARKER: exact one rigid dark marker geometry, cap, matte material and scale only. @Audio1 = {{Mixed 7}} — EVAN_VOICE: EVAN vocal identity and timbre only. @Audio2 = {{Mixed 8}} — LENA_VOICE: LENA vocal identity and timbre only. @Audio3 = {{Mixed 9}} — KAI_VOICE: KAI vocal identity and timbre only. Assets lock identity and current world state. The MASTER is the exact C03 exit geometry; action moves the box only when specified. OUTPUT CONTRACT 15 seconds, Seedance 2.5, all-reference video using images and timbre audio, 16:9, 480p, 24fps feel, purposeful fast-cut dialogue sequence, generated sound on, exact English dialogue, no subtitles, captions, editorial text or music. Direct continuation of C03. CAUSAL SPINE EVAN renews possession claim -> LENA counters with fairness claim -> KAI assesses both -> optical tighten marks intervention decision -> KAI names a bigger argument -> siblings stop pulling -> KAI lifts the same closed box from lap -> LENA clears its path -> box lands once at table center -> KAI names FARTHER -> closed box becomes next shot's focus. WORLD AND CONTINUITY LOCK Match C03 and the MASTER: camera south facing north; EVAN left/west, KAI far/north center, LENA right/east; same daylight, wardrobe and scale. First frame contains the one marker shared over table center and the closed box horizontal on KAI's lap. No drawings, paper, pencils, cards or game pieces. Camera never crosses the EVAN–LENA axis. FIRST FRAME AND SPATIAL BLOCKING 55–65mm triangle master from near/south. EVAN's right hand holds marker body at central-left table; LENA's left hand grips the opposite end at central-right; KAI sits far-center with both forearms supporting box on lap. All eyes remain off-lens: EVAN toward LENA, LENA toward EVAN, KAI left/right/down. FORMAT AND CAMERA Use 110–135mm three-quarter faces and hand inserts from the same south side, with one 55–65mm geography master. Hard cuts follow eye and grip changes in the demo's restrained western rhythm. Reserve one fast 100→135mm optical tighten for KAI's decision; stop before he speaks. No overhead view, orbit, axis crossing, random push, digital jitter, product spin or centered presenter portrait. TIMED ACTION 0.00–0.35 — Matching 55–65mm master: EVAN left, KAI far-center, LENA right; marker shared; box low on lap. Exit: pressure resumes. 0.35–2.45 — 115mm EVAN three-quarter close-up near-left. He draws the marker only 4cm toward his side and says exactly once: "You could've waited." His elbow stays close, gaze on LENA, never lens. Exit: LENA still grips the other end. 2.45–4.55 — 115mm LENA reverse near-right. She makes one controlled 4cm counter-pull and says exactly once: "You could've shared." Gaze remains on EVAN; delivery controlled, not shouted. Exit: marker returns near center. 4.55–5.90 — Three brief 135mm inserts: EVAN eyes -> LENA eyes -> KAI eyes tracking the marker. Cuts preserve hand state and table direction. Exit: KAI looks down to the box. 5.90–6.35 — 100mm KAI three-quarter close-up. Fast optical tighten ends near 135mm as he decides to intervene; pupils remain left/right/down and never align with lens. Camera stops before speech. 6.35–8.90 — KAI braces both hands under the closed box and says exactly once, dead serious: "Good. I brought a bigger argument." The siblings stop pulling on “bigger.” EVAN keeps the marker body; LENA loosens her hand. Exit: box still on lap, path about to clear. 8.90–10.75 — 55–65mm triangle master. LENA withdraws her hand before the box crosses the marker path. KAI lifts the same closed 3–4kg box from lap to tabletop height, elbows low, then moves it forward and sets it horizontally at exact table center. It lands once; wood vibrates subtly and settles. EVAN keeps the marker near his left side. Exit: box is closed and stable on table. 10.75–12.75 — 100mm raking insert of FARTHER lid and brass hardware; KAI's hand remains on one side as weight continuity. KAI looks down and says exactly once: "It's called Farther." No latch moves; no upright presentation. Exit: box title and closed state readable. 12.75–15.00 — Return to 55–65mm master. Closed box is now the physical center. EVAN loosely holds marker but no longer pulls; LENA's hand rests withdrawn; KAI looks from box to each sibling. End stable for next clip to begin opening the same box. No wipe or fade. ACTING AND REACTION EVAN uses ownership and anchored grip; LENA uses a fairness claim and controlled counter-pull. KAI first assesses, then interrupts with dry seriousness. Beat change occurs when “bigger” stops both hands. Reactions travel unevenly: LENA releases first, EVAN retains marker but looks to box. No broad grin, anger display, presenter behavior or camera acknowledgement. PHYSICS AND MATERIAL RESPONSE Marker remains one rigid object. LENA releases before box path crosses. KAI's lift shows mass: hands under box, elbows lowered, torso leans forward, table receives one weighted landing and micro-vibration. Box remains closed; latches and handle fixed. No teleport, duplication, scaling, penetration or state reset. LIGHTING AND GRADE Match the MASTER exactly: stable window-left daylight, warm neutral room, clean skin texture, tactile wood/fabric/brass, restrained contrast. No dirty haze, bloom, waxiness, flicker or game-engine gloss. AUDIO Exact four lines, room tone, mild marker tension, cloth shift, box-handle strain and one weighted wood landing. EVAN_VOICE belongs only to EVAN, LENA_VOICE only to LENA, KAI_VOICE only to KAI; references provide timbre only. No doorbell, hinge, garden birds, latch click, music, trailer boom or UI sound. ACCEPTANCE LOCKS Exact MASTER triangle throughout; no one looks at lens; one marker; one closed box; exact four lines once each; box begins on KAI's lap and ends closed at table center; LENA clears the path before landing; next-shot state persists. No drawings/pencils, all-three-on-sofa lineup, prone posture, box opening, product pose, subtitles, extra person, robot, identity drift, intersecting limbs, axis crossing, wipe or spatial reset.
ACTIVE ASSETS — ATTACH IN THIS ORDER ONLY @Image1 = {{Mixed 1}} : empty living-room geography, materials and left-window daylight only; sofa/window left, round table centre, stairs right. @Image2 = {{Mixed 2}} : EVAN identity, proportions and navy/brown wardrobe. Use face panel for identity and body panels for clothing; never render a missing head. @Image3 = {{Mixed 3}} : LENA identity, proportions and cream/blue/rust wardrobe. Use face panel for identity and body panels for clothing; never render a missing head. @Image4 = {{Mixed 4}} : EVAN's green vertical-city drawing and paper texture only. @Image5 = {{Mixed 5}} : LENA's shared-garden/community drawing and paper texture only. @Image6 = {{Mixed 6}} : rug-level geography/composition only — EVAN left, LENA right, drawings foreground, table midground, sofa/window left, stairs right. @Audio1 = {{Mixed 7}} : EVAN voice — EVAN timbre/identity only. @Audio2 = {{Mixed 8}} : LENA voice — LENA timbre/identity only. Voice references never supply wording or timing; use only the exact assigned lines below. References lock identity and world state, not action. Exactly EVAN and LENA; no KAI, TAVI, adult or third person. OUTPUT CONTRACT 15.0s, 16:9, 24fps, 1080p, real time, five hard-cut shots. CUTS exactly at 2.5, 5.4, 8.4 and 12.7s. Predominantly controlled handheld. Clean plate: no subtitle, caption, title card, watermark or music. Only the two exact English lines below. End abruptly at the tension peak with no fade or dead tail; final frame must continue directly into Group 2. DIALOGUE LOCK — VERBATIM / ON-CAMERA LIP-SYNC 1. LENA / @Audio2 / Shot 3 / 5.9–7.9s / visible lips: “I just need it for one line.” 2. EVAN / @Audio1 / Shot 4 / 10.0–11.6s / visible lips: “I'm still using it.” These are the only spoken words. Generate the written lines verbatim; voice assets provide timbre only. Never copy demonstration words from either WAV, never swap speakers, never speak off-screen, never overlap the two lines and never add a response, breath-word, name or filler. DRAMATIC AND WORLD LOCK An ordinary warm American family living room in clean afternoon daylight. EVAN remains screen-left/west; LENA screen-right/east; window/sofa left, round table behind, stairs right. Drawings remain fixed on the rug. One thick matte-black unbranded felt marker lies horizontally between the papers. The paper heading reads exactly: THE FUTURE WORTH LIVING IN. Treat the marker as neutral ground in a child-sized Western standoff: tension comes only from object-centred geography, opposed eyelines, pauses, hand timing, long-lens compression and cut rhythm. No cowboy imagery, hats, swagger, sepia, Western music or parody. No futuristic interface, hologram, smart display, warning light or electronic sound. Preserve the 180-degree line throughout. CAMERA PRIORITY — TWO VISIBLE ZOOMS Only Shots 2 and 4 zoom. Each must visibly change subject scale and field of view within the shot; no hidden cut, dolly or actor advance. Shot 2 is slow; Shot 4 is a snap. Shots 1, 3 and 5 use fixed focal lengths. Missing scale change fails. SHOT 1 — 0.0–2.5s — TACTILE INTRO Crouched handheld S35 135mm macro, elbows braced near rug, lens 0.28m high, 18-degree downward angle. Six-frame fade up from black; pencil scratch pre-laps picture. A deliberate 10cm lateral hand-creep follows a pencil tip across real paper fibres. 0.3–1.3s: one compact city line finishes; rack focus to the exact heading while LENA's coloured-pencil movement stays soft at the opposite edge. 1.3–2.1s: both hands withdraw to their own sides; focus settles on the single black marker. 2.1–2.5s: pencil sound stops; hold marker in room tone. No zoom, gimbal or jitter. HARD CUT. SHOT 2 — 2.5–5.4s — ACTIVE TWO-SHOT / DUEL BEGINS Low handheld from south side at 0.56m; physical camera position stays fixed. Marker large in near-foreground centre; EVAN and LENA on opposing thirds. START FRAME at 2.5s, S35 32mm: both upper bodies, both drawings, round table and stair edge visible. 2.8–5.0s: one UNMISTAKABLE CONTINUOUS OPTICAL ZOOM-IN 32→85mm. Character scale nearly doubles while table/stairs slide outside the frame; no cut, crop, dolly or actor movement toward lens. END FRAME: tight compressed two-shot, faces and active hands fill most of frame, marker enlarged at centre. 2.5–3.1s: EVAN makes short strokes; LENA completes one curve. 3.1–3.7s: LENA's pencil slows, stops and releases. 3.7–4.3s: eyes go marker → EVAN; his pencil pauses while head stays down. 4.3–5.0s: LENA shifts onto left elbow and reaches; EVAN notices peripherally and pre-positions his right forearm. 5.0–5.4s: hold the 85mm endpoint without easing back; both eyelines, hands and marker share one compressed plane. Never look at camera. HARD CUT. SHOT 3 — 5.4–8.4s — LENA TELEPHOTO CLOSE Crouched handheld S35 105mm from stairs/east side, shallow focus at child eye level; marker a soft black foreground shape low left, EVAN off-screen left. Low-amplitude breathing drift and one small reframe follow eyes to hand; no zoom. 5.4–5.9s: LENA checks marker, then EVAN's hand, chin still. 5.9–7.9s: LENA remains visibly on camera and lip-syncs Dialogue Lock line 1 exactly, using only @Audio2. Natural ten-year-old delivery, light neutral-American English, reasonable/direct, no sweetness or adult cadence. Never use @Audio1 for LENA. 7.9–8.4s: she reaches; cut on motion before contact. HARD CUT. SHOT 4 — 8.4–12.7s — EVAN TELEPHOTO REVERSE / INTERRUPT Handheld reverse from sofa/west side. START FRAME S35 70mm MCU: EVAN's face, shoulders, right forearm and marker readable. 8.4–8.7s: his hand pins the marker and triggers one unmistakable FAST SNAP OPTICAL ZOOM-IN 70→120mm within the same shot; face scale jumps about 55%, background narrows, no cut/dolly/head advance. END FRAME is a tight face close-up with eyes and lips visible. 8.7–9.5s: hold 120mm; he checks city line then LENA. 9.5–10.0s: compact breath, jaw sets without glare. 10.0–11.6s: on-camera lips sync Dialogue Lock line 2 exactly using only @Audio1; factual, quiet, not cruel. Never use @Audio2. 11.6–12.7s: eyes drop to marker and forearm commits to the pull. HARD CUT on accelerating hand motion. SHOT 5 — 12.7–15.0s — HANDS / NO WINNER / ABRUPT END Elbows-braced handheld S35 135mm locked focal length on marker, fingertips and compressed rug pile; no zoom. EVAN enters left, LENA right. 12.7–13.3s: EVAN drags marker 2–3cm left; rug friction and forearm tension visible. 13.3–13.8s: LENA's right fingertips snap shut around the opposite end. 13.8–14.75s: both maintain opposing force; neither wins, releases or yanks. 14.75–15.0s: hold the exact shared-grip continuity frame for only 0.25s, then clip ends sharply on tension. No reaction shot, release, easing, fade, black tail or extra stillness. PERFORMANCE Objectives stay ordinary: EVAN wants to finish his current step; LENA wants one final line. Their rhythms are asynchronous: LENA stops first; EVAN's pencil tip and peripheral eyes notice before his head; his forearm moves before refusal. Information reaches eyes before head, hand before face. Natural blinks, wet eyes, breaths, weight shifts and finger adjustments. No scowl, swagger, frozen pose, synchronized reaction, mugging, precocious delivery or moral performance. PHYSICS / CONTINUITY Marker stays rigid, singular and grounded; no bend, duplicate or teleport. Anatomically valid fingers, no fused hands/extra digits. Palm pressure dents rug pile; 2–3cm pull shows friction. Papers, pencils, wardrobes, hairstyles, screen directions and room geography do not jump between cuts. Hair, sleeves and paper edges settle after motion. LIGHT / IMAGE QUALITY Soft clean left-window daylight; warm-neutral cream/wood/brown with clear whites, open midtones, controlled highlights and separated shadows. Natural skin/fabric; stable hair, knitwear, paper and rug detail. Handheld means slow low-amplitude breathing and motivated reframing, not high-frequency shake. Prohibit muddy brown/yellow wash, crushed blacks, dirty haze, heavy grain, chroma noise, excessive halation/bloom, artificial flare, oversharpened edges, waxy skin, flicker, micro-jitter, rolling-shutter wobble, focus hunting, stabilization warping and texture smearing. No lighting or white-balance shift. AUDIO Diegetic only: asynchronous pencil scratches, paper fibres, sleeve/rug friction, distant birds, low ventilation. Pencil rhythm stops before the standoff. Audio routing is absolute: @Audio2 = LENA and speaks only her Shot 3 line; @Audio1 = EVAN and speaks only his Shot 4 line. Never swap, blend, chorus, double or let either reference speak extra words. No KAI, adult, robot, knock, music or electronic cue. FINAL ACCEPTANCE Exactly five shots and cuts at 2.5/5.4/8.4/12.7s. Visual escalation: fixed 135mm Intro → VISIBLE 32→85mm zoom → fixed LENA 105mm → VISIBLE 70→120mm snap zoom → fixed 135mm hands macro. Shot 5 lasts only 2.3s and ends abruptly after a 0.25s continuity hold. The two zooms visibly change subject scale; other shots do not zoom. Clean 1080p, controlled handheld. At 15.0s EVAN pulls left and LENA grips right; no release, reaction or tail.
ACTIVE ASSETS — ATTACH IN THIS ORDER ONLY @Image1 = {{Mixed 1}} — LIVINGROOM_FRONT: room/table geography and light authority only. @Image2 = {{Mixed 2}} — LIVINGROOM_TOP: seating topology authority only. @Image3 = {{Mixed 3}} — EVAN_IDENTITY: EVAN identity authority only. @Image4 = {{Mixed 4}} — LENA_IDENTITY: LENA identity authority only. @Image5 = {{Mixed 5}} — KAI_IDENTITY: KAI identity authority only. @Image6 = {{Mixed 6}} — FARTHER_CLOSED_BOX: closed box geometry authority only. @Image7 = {{Mixed 7}} — BLACK_MARKER: marker continuity authority only. @Audio1 = {{Mixed 8}} — EVAN_VOICE: EVAN voice. @Audio2 = {{Mixed 9}} — LENA_VOICE: LENA voice. @Audio3 = {{Mixed 10}} — KAI_VOICE: KAI voice. Assets lock identity and visible world state, not unscripted action or extra characters. OUTPUT CONTRACT 20 seconds, Seedance 2.5 at 480P, 21:9, 24fps, controlled multi-shot or continuous take exactly as specified, real-time motion, no subtitles, no generated editorial text, no music. CAUSAL SPINE box lands -> siblings continue their dispute while sorting pencils -> KAI interrupts with a bigger conflict -> names FARTHER -> two latches release -> darkness inside box becomes next clip WORLD AND CONTINUITY LOCK Warm real living room. EVAN at table 8-9 o'clock on sofa edge; KAI at 12 on rug; LENA at 3-4 on low stool. FIRST FRAME AND SPATIAL BLOCKING Round table centered. Box centered. Marker and drawings remain near the south edge. No fourth character. FORMAT AND CAMERA 50mm location MCU, 85mm OTS dialogue CUs, 100mm box/title insert, 135mm latch ECUs. Controlled handheld except fixed macros. DETAILED SHOT EXECUTION Begin after the box wipe with the box already descending into the same screen direction. Camera is 0.85m above floor, 2.2m from table, 50mm natural perspective; absorb impact through one restrained shoulder correction, then settle. Intercut 85mm over-shoulders only when conversational control changes: EVAN sorting blue pencils, LENA zipping the bag, KAI stopping both tasks by pushing the box. Their eyelines converge on table center. Hold the FARTHER lid at a slight raking angle so embossed title, edge wear, latches and handle remain one object. Use separate locked 135mm macros for left and right latch; first latch snaps, micro-vibration travels through lid, second latch follows four to six frames later. No hands materialize between cuts. End with hinge resistance beginning, black felt rising from lower frame and swallowing the image while one lid edge remains visible until the cut. DIALOGUE AND VOICE ROUTING LOCK Use only the exact quoted English dialogue in TIMED ACTION. Voice references provide timbre and identity only; never copy demonstration wording, swap speakers, blend voices, add filler, names, breaths-as-words, commentary or offscreen dialogue. Visible speakers receive natural on-camera lip sync only during their assigned line; mouths close before and after speech. WORLD VOICE and PUBLIC ADDRESS remain disembodied and never create a visible robot or interface. The user-supplied demo clips control camera/editing grammar only and are not attached as video references. USER-DEMO CAMERA GRAMMAR: purposeful handheld with shoulder mass and micro-settling; 85–135mm dialogue pressure; fast push/optical tighten only on a new decision or interruption; hard cuts preserve eyelines and object state; no dead static coverage, digital jitter, decorative zoom or random angle change. TIMED ACTION 50.0-53.0 box lands with weight. 53.0-56.5 EVAN sorts blue pencils and says: "You could've waited." 56.5-60.0 LENA closes the pencil bag: "You could've shared." 60.0-64.0 KAI pushes the box between them: "Good. I brought a bigger argument." 64.0-66.0 he taps the lid: "It's called Farther." 66.0-68.5 two locks open asynchronously. 68.5-70.0 lid begins opening; frame falls into black felt interior. ACTING AND REACTION All lines ride over useful hand business. KAI plays the joke dead serious. The box sound interrupts the dispute. PHYSICS AND MATERIAL RESPONSE Box landing vibrates table once then settles; latches articulate separately; lid begins on a fixed rear hinge. CONTINUITY AND FAILURE GUARDS Preserve exact subject count, facial identity, age, wardrobe state, left/top/right geography, object ownership, light direction and exit-state continuity across every cut. Eyes lead heads; hands remain anatomically complete with stable grip and contact; objects never duplicate, teleport, merge, resize or change design. Handheld means shoulder mass, breath and imperfect correction, never digital jitter. No subtitles, captions, logos, watermarks, floating UI, extra dialogue, generated music, waxy skin, dirty grade, flicker, ghosting or game-engine gloss. LIGHTING AND GRADE Clean natural detail, stable exposure, restrained contrast, tactile paper/wood/fabric/metal. Preserve the active reference's light direction and palette; no dirty wash, waxy skin, flicker, ghosting or game-engine gloss. AUDIO Wood impact, pencil sorting, exact lines, two latch clicks, hinge start. No score. ACCEPTANCE LOCKS Positions match top authority; box remains one object; exit is inside-box darkness.
ACTIVE REFERENCES — THE TURN POST-CREDIT FULL V8, EXACT ORDER @Image1 = {{Mixed 1}} — living-room architecture, round table, materials and pre-trip color only. @Image2 = {{Mixed 2}} — non-mirrored table, doors, staircase and routes only; no overhead shot. @Image3 = {{Mixed 3}} — EVAN identity, age, hair, proportions and navy/brown civilian wardrobe only. @Image4 = {{Mixed 4}} — LENA identity, age, red bob, freckles, proportions and cream/rust civilian wardrobe only. @Image5 = {{Mixed 5}} — EVAN's completed city drawing on its own separate sheet; untouched. @Image6 = {{Mixed 6}} — LENA's active garden drawing on a separate sheet; the only paper drawn on. @Image7 = {{Mixed 7}} — exactly one matte-black marker; cap, tip and scale only. @Image8 = {{Mixed 8}} — Habitat-42 tunnel geometry, pipes, ribs and depth planes only. @Image9 = {{Mixed 9}} — Habitat-42, one upright `42`, fleet and cloud-planet endpoint. @Video1 = {{Mixed 10}} — FRAME PROPORTION ONLY: 2558×1080, approximately 2.37:1. Read only envelope, headroom, side-room and crop. Inherit nothing else. @Audio1 = {{Mixed 11}} — station PA voice/timbre only; exact words, cadence and sound field are locked below. PURPOSE / OUTPUT A private moment between trained young Majors is interrupted by a familiar summons; the camera leaves their simulated home, traverses Habitat-42 and reveals a colonization fleet. Their ranks are new only to the audience. V7 supplies no acting/motion authority. Exactly 30.0s, 21:9, 720p, 24fps, sound on. Cuts only at 3.4, 6.0, 8.2, 11.5 and 12.3s. Room shots are close/medium-close. From 12.3–30.0 use one unbroken tunnel-to-space trajectory. No child dialogue, notice, subtitle, UI or music. PA — EXACTLY ONCE “Youth Strategy Unit Seven. Majors Evan and Lena Reyes, report to the War Room immediately.” Brisk cadence: phrase 1 at 6.6–8.4; phrase 2 at 8.4–11.0; phrase 3 at 11.0–14.6 across the alarm/tunnel hard cut. No repeat, extra words or child lip sync. ROOM / LIGHT / BLOCKING EVAN sits left on the table's near arc; LENA right, 55cm apart. Image5 rests left/far, 15cm from EVAN's still hands. Image6 lies right/near and alone is active. LENA owns Image7, cap posted. EVAN only watches. No KAI or box. Image1 daylight/garden is a Habitat simulation. At 6.0s all simulated light dies in one frame and glazing turns black. Hold 4–6 near-black frames without auto-exposure; then only deep-red alarm practicals and dim neutral emergency strips relight the room. Normal light never returns; red remains directional, not a flat overlay. ACTING — TRAINED MAJORS, NOT FRIGHTENED CHILDREN EVAN wants to preserve the quiet moment but stays duty-ready. At the familiar relay his eyes reach the speaker first, breath pauses under half a second, jaw firms and spine gains only 1–2cm. Mouth closed, he checks LENA once and contains disappointment. End alert, competent, mildly weary; never frightened or heroic. LENA wants to finish the line and hold their repaired connection. The relay stops her marker before contact; fingers stay controlled, eyes move to speaker then EVAN, mouth closed. One nasal exhale and small shoulder settling mean “again,” then she is ready. End composed, reluctant, professionally familiar; no tears, gasp, grimace or sadness display. Stagger reactions by several frames. No widened-eye hold, raised brows, open mouths, recoil, terror freeze, lens gaze or childlike mugging. SHOT 1 — 0.0–3.4 — WARM DRAWING DETAIL 75–85mm close on LENA's garden drawing and natural writing hand. EVAN's separate city sheet stays left/far; his soft watching eyes/lower face remain upper-left. LENA fills one existing irrigation gap with one 1.5–2cm stroke: touch, stroke, lift. No retrace, circle, scribble or second line. Focus transfers once to EVAN's approval. SHOT 2 — 3.4–6.0 — PRIVATE TWO-SHOT Cut on marker lift to chest-up siblings. LENA checks the line and notices EVAN. He gives one tiny approving nod; she answers with the smallest mouth-corner lift. Easy unsynchronized breath; props stay fixed. This is rare off-duty warmth between young officers. SHOT 3 — 6.0–8.2 — POWER TRIP / TRAINED INTERRUPTION Cut as LENA looks down. Relay snaps; simulated light vanishes. Neither recoils. EVAN's eyes move first; LENA's marker stops second. After 4–6 frames emergency circuits seat and red practicals relight them. Mouths stay closed. PA begins after light is visible. End with both already listening. SHOT 4 — 8.2–11.5 — RANK REVEAL / RECOGNITION Tight chest-up pair, never separate portraits. Speaker above/right. On “Majors Evan and Lena Reyes,” EVAN checks LENA with a 5-degree eye-led turn; she meets him half a beat later. They know their ranks. EVAN firms posture; LENA lowers the marker without dropping it. No prolonged upward stare, wonder, open mouth, comedy or speech. SHOT 5 — 11.5–12.3 — HARD MATCH CUT During a fast 35-degree upward tilt, cut to one red ceiling alarm for at most 8 frames. On a relay tick, hard cut to Image8's collar on the same center/vector. No morph, dissolve, bloom, zoom-through, concentric rings or ceiling penetration. SHOT 6 — 12.3–30.0 — RAPID TRANSIT / HABITAT-42 / FLEET 12.3–13.5 — Begin inside Image8 already moving backward at 20m/s; accelerate to 80m/s. Near ribs, middle pipes and distant machinery form three readable speed planes under restrained directional blur. No shake or lead-in. 13.5–15.4 — Cross multiple aligned collars and pressure seals without slowing. Every iris is fully open before arrival. No closed bulkhead, stop, hover, collision, end-wall stare or black teleport. Successive PA speakers swell ahead, pass beside camera and recede with short metal reflections and mild Doppler while words remain clear. 15.4–16.4 — Cross the final open pressure ring and hull lip at speed. PA ends at 14.6s; alarm becomes hull vibration as air falls away. Stars and cloud-planet rim enter continuously through the opening. No cut or flash. 16.4–20.0 — Continue backward along Habitat-42's connected spine. Parallax reveals ring, hub, habitation cylinders and industrial structure as one vessel. Ease only after the near ring clears. 20.0–24.8 — Track laterally to present the single painted upright `42` on the near ring/primary hull. Both digits are complete, front-facing, high-contrast, unobscured and at least 15% of frame height. Hold readable `42` continuously at least 2.5s. No other number. 24.8–30.0 — Pull back only enough to reveal the colonization fleet and opaque cloud world while Habitat-42 stays dominant left. Keep `42` visible through final frame and above 8% frame height. Show habitat, colony, agriculture/water, construction and resource ships with restrained escorts. Leading hulls enter cloud; rear ranks stay in space. Hold the final `42`/fleet/planet composition 1.5s. No surface/alien reveal. CAMERA / AUDIO / PHYSICS Room uses weighted shoulder mass, 3–5% reframing and eye-led turns, no axis flip. The hard alarm/tunnel cut keeps direction. Tunnel speed uses multi-plane parallax and threshold crossings, not shake. Habitat and ships retain mass and safe irregular spacing. Room PA is above/right with short reflections; tunnel speakers add distance, metal reflection and mild Doppler, never dry narration. Exterior has hull vibration, low engines and sparse thrusters. Also hear marker friction, room air, relay, power decay, emergency circuit and restrained alarm. Ignore Video1 audio. NO MUSIC! ACCEPTANCE Photoreal CGI; preserve room, identities, civilian wardrobe, separate drawings and one marker. Reject malformed hands, merged drawing, EVAN drawing, surviving daylight, flat red wash, fear acting, open mouths, upward stare, lamp morph, concentric rings, slow tunnel, closed-door pause, melt, teleport, small/multiple `42`, battle parade, weapon fire, UI or watermark. PASS only if actual frames show: warm drawing -> instant power trip -> trained Major-level interruption without fear -> exact spatial PA -> hard directional lamp/collar cut -> rapid continuous axial crossing -> connected hull exit -> large held physical `42` -> colonization fleet entering cloud while `42` remains readable in the final frame.
ACTIVE REFERENCES — THE TURN POST-CREDIT FULL V8, EXACT ORDER @Image1 = {{Mixed 1}} — living-room architecture, round table, materials and pre-trip color only. @Image2 = {{Mixed 2}} — non-mirrored table, doors, staircase and routes only; no overhead shot. @Image3 = {{Mixed 3}} — EVAN identity, age, hair, proportions and navy/brown civilian wardrobe only. @Image4 = {{Mixed 4}} — LENA identity, age, red bob, freckles, proportions and cream/rust civilian wardrobe only. @Image5 = {{Mixed 5}} — EVAN's completed city drawing on its own separate sheet; untouched. @Image6 = {{Mixed 6}} — LENA's active garden drawing on a separate sheet; the only paper drawn on. @Image7 = {{Mixed 7}} — exactly one matte-black marker; cap, tip and scale only. @Image8 = {{Mixed 8}} — Habitat-42 tunnel geometry, pipes, ribs and depth planes only. @Image9 = {{Mixed 9}} — Habitat-42, one upright `42`, fleet and cloud-planet endpoint. @Video1 = {{Mixed 10}} — FRAME PROPORTION ONLY: 2558×1080, approximately 2.37:1. Read only envelope, headroom, side-room and crop. Inherit nothing else. @Audio1 = {{Mixed 11}} — station PA voice/timbre only; exact words, cadence and sound field are locked below. PURPOSE / OUTPUT A private moment between trained young Majors is interrupted by a familiar summons; the camera leaves their simulated home, traverses Habitat-42 and reveals a colonization fleet. Their ranks are new only to the audience. V7 supplies no acting/motion authority. Exactly 30.0s, 21:9, 720p, 24fps, sound on. Cuts only at 3.4, 6.0, 8.2, 11.5 and 12.3s. Room shots are close/medium-close. From 12.3–30.0 use one unbroken tunnel-to-space trajectory. No child dialogue, notice, subtitle, UI or music. PA — EXACTLY ONCE “Youth Strategy Unit Seven. Majors Evan and Lena Reyes, report to the War Room immediately.” Brisk cadence: phrase 1 at 6.6–8.4; phrase 2 at 8.4–11.0; phrase 3 at 11.0–14.6 across the alarm/tunnel hard cut. No repeat, extra words or child lip sync. ROOM / LIGHT / BLOCKING EVAN sits left on the table's near arc; LENA right, 55cm apart. Image5 rests left/far, 15cm from EVAN's still hands. Image6 lies right/near and alone is active. LENA owns Image7, cap posted. EVAN only watches. No KAI or box. Image1 daylight/garden is a Habitat simulation. At 6.0s all simulated light dies in one frame and glazing turns black. Hold 4–6 near-black frames without auto-exposure; then only deep-red alarm practicals and dim neutral emergency strips relight the room. Normal light never returns; red remains directional, not a flat overlay. ACTING — TRAINED MAJORS, NOT FRIGHTENED CHILDREN EVAN wants to preserve the quiet moment but stays duty-ready. At the familiar relay his eyes reach the speaker first, breath pauses under half a second, jaw firms and spine gains only 1–2cm. Mouth closed, he checks LENA once and contains disappointment. End alert, competent, mildly weary; never frightened or heroic. LENA wants to finish the line and hold their repaired connection. The relay stops her marker before contact; fingers stay controlled, eyes move to speaker then EVAN, mouth closed. One nasal exhale and small shoulder settling mean “again,” then she is ready. End composed, reluctant, professionally familiar; no tears, gasp, grimace or sadness display. Stagger reactions by several frames. No widened-eye hold, raised brows, open mouths, recoil, terror freeze, lens gaze or childlike mugging. SHOT 1 — 0.0–3.4 — WARM DRAWING DETAIL 75–85mm close on LENA's garden drawing and natural writing hand. EVAN's separate city sheet stays left/far; his soft watching eyes/lower face remain upper-left. LENA fills one existing irrigation gap with one 1.5–2cm stroke: touch, stroke, lift. No retrace, circle, scribble or second line. Focus transfers once to EVAN's approval. SHOT 2 — 3.4–6.0 — PRIVATE TWO-SHOT Cut on marker lift to chest-up siblings. LENA checks the line and notices EVAN. He gives one tiny approving nod; she answers with the smallest mouth-corner lift. Easy unsynchronized breath; props stay fixed. This is rare off-duty warmth between young officers. SHOT 3 — 6.0–8.2 — POWER TRIP / TRAINED INTERRUPTION Cut as LENA looks down. Relay snaps; simulated light vanishes. Neither recoils. EVAN's eyes move first; LENA's marker stops second. After 4–6 frames emergency circuits seat and red practicals relight them. Mouths stay closed. PA begins after light is visible. End with both already listening. SHOT 4 — 8.2–11.5 — RANK REVEAL / RECOGNITION Tight chest-up pair, never separate portraits. Speaker above/right. On “Majors Evan and Lena Reyes,” EVAN checks LENA with a 5-degree eye-led turn; she meets him half a beat later. They know their ranks. EVAN firms posture; LENA lowers the marker without dropping it. No prolonged upward stare, wonder, open mouth, comedy or speech. SHOT 5 — 11.5–12.3 — HARD MATCH CUT During a fast 35-degree upward tilt, cut to one red ceiling alarm for at most 8 frames. On a relay tick, hard cut to Image8's collar on the same center/vector. No morph, dissolve, bloom, zoom-through, concentric rings or ceiling penetration. SHOT 6 — 12.3–30.0 — RAPID TRANSIT / HABITAT-42 / FLEET 12.3–13.5 — Begin inside Image8 already moving backward at 20m/s; accelerate to 80m/s. Near ribs, middle pipes and distant machinery form three readable speed planes under restrained directional blur. No shake or lead-in. 13.5–15.4 — Cross multiple aligned collars and pressure seals without slowing. Every iris is fully open before arrival. No closed bulkhead, stop, hover, collision, end-wall stare or black teleport. Successive PA speakers swell ahead, pass beside camera and recede with short metal reflections and mild Doppler while words remain clear. 15.4–16.4 — Cross the final open pressure ring and hull lip at speed. PA ends at 14.6s; alarm becomes hull vibration as air falls away. Stars and cloud-planet rim enter continuously through the opening. No cut or flash. 16.4–20.0 — Continue backward along Habitat-42's connected spine. Parallax reveals ring, hub, habitation cylinders and industrial structure as one vessel. Ease only after the near ring clears. 20.0–24.8 — Track laterally to present the single painted upright `42` on the near ring/primary hull. Both digits are complete, front-facing, high-contrast, unobscured and at least 15% of frame height. Hold readable `42` continuously at least 2.5s. No other number. 24.8–30.0 — Pull back only enough to reveal the colonization fleet and opaque cloud world while Habitat-42 stays dominant left. Keep `42` visible through final frame and above 8% frame height. Show habitat, colony, agriculture/water, construction and resource ships with restrained escorts. Leading hulls enter cloud; rear ranks stay in space. Hold the final `42`/fleet/planet composition 1.5s. No surface/alien reveal. CAMERA / AUDIO / PHYSICS Room uses weighted shoulder mass, 3–5% reframing and eye-led turns, no axis flip. The hard alarm/tunnel cut keeps direction. Tunnel speed uses multi-plane parallax and threshold crossings, not shake. Habitat and ships retain mass and safe irregular spacing. Room PA is above/right with short reflections; tunnel speakers add distance, metal reflection and mild Doppler, never dry narration. Exterior has hull vibration, low engines and sparse thrusters. Also hear marker friction, room air, relay, power decay, emergency circuit and restrained alarm. Ignore Video1 audio. ZERO MUSIC. ACCEPTANCE Photoreal CGI; preserve room, identities, civilian wardrobe, separate drawings and one marker. Reject malformed hands, merged drawing, EVAN drawing, surviving daylight, flat red wash, fear acting, open mouths, upward stare, lamp morph, concentric rings, slow tunnel, closed-door pause, melt, teleport, small/multiple `42`, battle parade, weapon fire, UI or watermark. PASS only if actual frames show: warm drawing -> instant power trip -> trained Major-level interruption without fear -> exact spatial PA -> hard directional lamp/collar cut -> rapid continuous axial crossing -> connected hull exit -> large held physical `42` -> colonization fleet entering cloud while `42` remains readable in the final frame.
ACTIVE ASSETS — ATTACH IN THIS ORDER ONLY @Image1 = LOC_LIVINGROOM_FRONT_MASTER: living-room materials, warm afternoon light and room continuity only. @Image2 = CHAR_EVAN_IDENTITY_SHEET: EVAN face, age, proportions and navy/brown wardrobe only. @Image3 = CHAR_LENA_IDENTITY_SHEET: LENA face, age, proportions and cream/rust wardrobe only. @Image4 = COMP_DRAWING_WIDE: PRIMARY body blocking only — EVAN prone screen-left, LENA prone screen-right, both supported on elbows on the same rug; round table behind. @Image5 = PROP_DARK_MARKER_FINAL: sole geometry/material authority for the one dark marker. @Audio1 = SC01_G04_SFX_DOORBELL_2S: exact two-second doorbell waveform; play once at 13.0s. Assets lock identity, room, body placement and marker geometry; action and framing come from this prompt. The supplied 20s MP4 is inspection evidence only and must not be attached as a video reference. OUTPUT CONTRACT 15.0s, 21:9, 24fps, real time, FIFTEEN SHOTS with FOURTEEN HARD CUTS exactly at 1.2, 2.2, 3.2, 4.1, 5.0, 5.9, 6.8, 7.7, 8.6, 9.5, 10.4, 11.3, 12.2 and 13.0s. Doorbell begins exactly at 13.0s and fills the final two seconds. No dialogue, voice-over, music, subtitle, suspense drone, bass rise or percussion. CAUSAL SPINE Both hold one marker -> EVAN tests LENA's grip -> her eyes refuse -> pressure transfers through thumbs, wrists and rug -> alternating eyes and hands shorten the editorial breath -> both reach a simultaneous grip peak -> ordinary doorbell interrupts force -> pulling stops before fingers loosen -> one fast reveal restores the room and hands the next clip to the door. IDENTITY / BODY / WORLD LOCK EVAN is only the declared brown-haired white boy in navy top and brown trousers. LENA is only the declared copper-red-haired white girl in cream cardigan and rust trousers. Never blend, age, duplicate or swap them. Both stay prone exactly as the body-blocking image: EVAN world-left, LENA world-right, elbows planted, legs behind. No sitting, kneeling, standing or side change. Camera remains south/front of the rug and never crosses their axis. Same daylight and furniture throughout. MARKER LOCK Exactly one capped 15.5×1.8cm straight round matte-black felt marker with one muted-grey longitudinal strip, cap seam near EVAN's left end and tip covered. EVAN grips outer left 3cm; LENA grips outer right 3cm; central 8cm remains visible whenever hands are shown. Never bar, baton, ruler, pipe, tube, double/fused marker, exposed tip, changing length or changing strip count. Complete five-finger hands and attached wrists. EDITING RHYTHM Every shot begins on a changed pressure state and hard-cuts before settling. No dissolve, fade, crossfade, whip transition, repeated composition, decorative insert or static hold longer than eight frames. Cuts are carried by eye motion, thumb compression, marker scrape, breath, rug fibres or pencil tick. Pre-bell montage is claustrophobic and accelerating; the final doorbell is the only scale release. TIMED SHOTS SHOT 01 — 0.0–1.2s — 135MM FULL MARKER Rug-level 135mm detail. Full marker, both complete grips/wrists and orange pencil fit horizontally. EVAN pulls 2cm left; LENA follows and stops him. One dry scrape. HARD CUT before rest. SHOT 02 — 1.2–2.2s — EVAN EYES 135mm ECU brow to upper lip. EVAN looks from LENA's grip to her eyes; closed mouth, short inhale. HARD CUT on inhale. SHOT 03 — 2.2–3.2s — LENA EYES Mirrored 135mm ECU. LENA sees he will not release; one blink, lower eyelid tightens, lips closed. HARD CUT. SHOT 04 — 3.2–4.1s — EVAN THUMB / CAP 135mm marker-end close. EVAN's complete thumb compresses beside visible cap seam and grey strip; marker moves 5mm. HARD CUT on scrape. SHOT 05 — 4.1–5.0s — LENA THUMB / BARREL Mirrored 135mm close. LENA's thumb tightens, nail bed pales, central barrel remains visible; marker moves 5mm right. HARD CUT on breath. SHOT 06 — 5.0–5.9s — MARKER / RUG FIBRES 135mm close on centre barrel and bent rug fibres. Opposing force creates a tiny horizontal tremor; orange pencil vibrates once. HARD CUT on wooden tick. SHOT 07 — 5.9–6.8s — EVAN EYE EXTREME 135mm extreme eye close. His gaze goes marker -> LENA; lower lid tightens. HARD CUT. SHOT 08 — 6.8–7.7s — LENA EYE EXTREME Mirrored extreme close. Her gaze receives EVAN, drops to his hand, returns. One controlled nasal breath. HARD CUT. SHOT 09 — 7.7–8.6s — COUNTER-PULL 135mm full-marker detail. LENA pulls 2cm right; EVAN yields and stops her. Complete hands, centre barrel readable. HARD CUT at scrape peak. SHOT 10 — 8.6–9.5s — EVAN JAW / BREATH 135mm lower-face ECU. Jaw sets, lips closed, nostril breath shortens. No speech. HARD CUT on exhale. SHOT 11 — 9.5–10.4s — LENA JAW / BREATH Mirrored lower-face ECU. Closed lips press, cheek tightens, one restrained inhale. HARD CUT before release. SHOT 12 — 10.4–11.3s — PENCIL PRESSURE CARRIER 135mm macro on the orange pencil in the same rug position; correct marker/hands remain soft behind. A force pulse rolls pencil less than 3mm; it stops in rug pile. HARD CUT on tick. SHOT 13 — 11.3–12.2s — OPPOSING PROFILES 135mm compressed two-profile ECU: EVAN left, LENA right, eyes locked, lips closed; marker/hands narrow at low centre. Uneven breathing. HARD CUT. SHOT 14 — 12.2–13.0s — GRIP PEAK 135mm full-marker force close. Both thumbs tighten together; rug compresses; wrists tense; central 8cm and grey strip readable. Pressure appears one beat from breaking. HARD CUT exactly at 13.0s. SHOT 15 — 13.0–15.0s — DOORBELL / FAST SCALE RELEASE At 13.0s @Audio1 begins from off-screen right and plays its complete two-second waveform once. Start on the 135mm marker close; pulling stops at the first audible onset. From 13.0–13.35s execute one fast optical zoom-out 135→65mm, no dolly/cut, revealing both exact children still prone in their locked positions, faces, shoulders, complete hands, marker, table and right-side room direction. Grips loosen after force stops; fingertips stay in contact and marker settles centre. Eyes move first toward off-screen right; heads follow only a few degrees. No standing, dialogue, door view, visitor or robot. End sharply at 15.0s on the doorbell tail. ACTING / PHYSICS This is a childish ownership duel, not hatred or adult menace. EVAN tests control; LENA refuses to yield; neither wins. Eyes lead head movement, breath shortens as cuts accelerate, force travels hand -> wrist -> forearm -> planted elbow. Marker remains rigid and continuous. Doorbell interrupts action before reaction. No impossible hand fusion, extra fingers, floating objects, synchronized facial acting or melodramatic scowls. CAMERA / LOOK Pre-bell coverage is predominantly 135mm ECU/detail with shallow depth and stable axis. Controlled handheld micro-breath only, no jitter or focus hunting. Final shot alone changes scale to 65mm. Clean warm-neutral skin, knit, rug and marker detail; open midtones, restrained contrast. No dirty wash, heavy grain, haze, flicker, waxy skin, synthetic sharpening or geometry crawl. AUDIO Before 13.0s: marker/rug scrapes, close breaths, knit tension, two small pencil ticks, quiet ventilation and faint birds. At 13.0s play only the exact @Audio1 reference once, untrimmed and unlooped. No generated replacement bell, door knock, dialogue, whisper, music, rhythm bed, drone, bass rise, percussion, zoom whoosh, robot or door-opening sound. ACCEPTANCE LOCKS Five images plus one two-second doorbell audio; zero video references. Fifteen shots and fourteen hard cuts in the exact order above. EVAN/LENA identities and prone left/right geography stay stable. One correct marker persists. No dialogue or music. At 13.0s the doorbell stops the duel and triggers the only 135→65mm scale release. At 15.0s both remain prone, grips loosened, marker centred and gaze beginning right. Render is UNVERIFIED until full temporal inspection.
ACTIVE ASSETS — ATTACH IN THIS ORDER ONLY @Image1 = {{Mixed 1}} : empty living-room geography, materials and left-window daylight only; sofa/window left, round table centre, stairs right. @Image2 = {{Mixed 2}} : EVAN identity, proportions and navy/brown wardrobe. Use face panel for identity and body panels for clothing; never render a missing head. @Image3 = {{Mixed 3}} : LENA identity, proportions and cream/blue/rust wardrobe. Use face panel for identity and body panels for clothing; never render a missing head. @Image4 = {{Mixed 4}} : EVAN's green vertical-city drawing and paper texture only. @Image5 = {{Mixed 5}} : LENA's shared-garden/community drawing and paper texture only. @Image6 = {{Mixed 6}} : rug-level geography/composition only — EVAN left, LENA right, drawings foreground, table midground, sofa/window left, stairs right. @Audio1 = {{Mixed 7}} : EVAN voice — EVAN timbre/identity only. @Audio2 = {{Mixed 8}} : LENA voice — LENA timbre/identity only. Voice references never supply wording or timing; use only the exact assigned lines below. References lock identity and world state, not action. Exactly EVAN and LENA; no KAI, TAVI, adult or third person. OUTPUT CONTRACT 15.0s, 16:9, 24fps, 1080p, real time, five hard-cut shots. CUTS exactly at 2.5, 5.4, 8.4 and 11.4s. Predominantly controlled handheld. Clean plate: no subtitle, caption, title card, watermark or music. Only the two exact English lines below. Final frame must continue directly into Group 2. DIALOGUE LOCK — VERBATIM / ON-CAMERA LIP-SYNC 1. LENA / @Audio2 / Shot 3 / 5.9–7.9s / visible lips: “I just need it for one line.” 2. EVAN / @Audio1 / Shot 4 / 9.5–11.1s / visible lips: “I'm still using it.” These are the only spoken words. Generate the written lines verbatim; voice assets provide timbre only. Never copy demonstration words from either WAV, never swap speakers, never speak off-screen, never overlap the two lines and never add a response, breath-word, name or filler. DRAMATIC AND WORLD LOCK An ordinary warm American family living room in clean afternoon daylight. EVAN remains screen-left/west; LENA screen-right/east; window/sofa left, round table behind, stairs right. Drawings remain fixed on the rug. One thick matte-black unbranded felt marker lies horizontally between the papers. The paper heading reads exactly: THE FUTURE WORTH LIVING IN. Treat the marker as neutral ground in a child-sized Western standoff: tension comes only from object-centred geography, opposed eyelines, pauses, hand timing, long-lens compression and cut rhythm. No cowboy imagery, hats, swagger, sepia, Western music or parody. No futuristic interface, hologram, smart display, warning light or electronic sound. Preserve the 180-degree line throughout. SHOT 1 — 0.0–2.5s — TACTILE INTRO Crouched handheld S35 135mm macro, elbows braced near rug, lens 0.28m high, 18-degree downward angle. Six-frame fade up from black; pencil scratch pre-laps picture. A deliberate 10cm lateral hand-creep follows a pencil tip across real paper fibres. 0.3–1.3s: one compact city line finishes; rack focus to the exact heading while LENA's coloured-pencil movement stays soft at the opposite edge. 1.3–2.1s: both hands withdraw to their own sides; focus settles on the single black marker. 2.1–2.5s: pencil sound stops; hold marker in room tone. No zoom, gimbal or jitter. HARD CUT. SHOT 2 — 2.5–5.4s — ACTIVE TWO-SHOT / DUEL BEGINS Low handheld from south side at 0.56m. Marker large in near-foreground centre; EVAN and LENA on opposing thirds, never a flat family portrait. Start S35 32mm with children, drawings and essential room anchors readable. 2.5–3.1s: EVAN makes short procedural strokes; LENA completes one longer curve. 3.1–5.0s: optical zoom 32→65mm while operator holds position with small shoulder corrections. 3.1–3.7s: LENA's pencil slows, stops and is released naturally. 3.7–4.3s: her eyes go marker → EVAN without moving her head. EVAN finishes one short stroke; his pencil tip pauses half a beat while his head stays down. 4.3–5.0s: LENA shifts onto her left elbow and her right fingertips start toward the marker. EVAN notices peripherally; his right forearm pre-positions closer before his face reacts. 5.0–5.4s: zoom lands at a compressed active two-shot with both eyelines, both hands and marker on one plane. No dolly/gimbal; never look at camera. HARD CUT. SHOT 3 — 5.4–8.4s — LENA TELEPHOTO CLOSE Crouched handheld S35 105mm from stairs/east side, shallow focus at child eye level; marker a soft black foreground shape low left, EVAN off-screen left. Low-amplitude breathing drift and one small reframe follow eyes to hand; no zoom. 5.4–5.9s: LENA checks marker, then EVAN's hand, chin still. 5.9–7.9s: LENA remains visibly on camera and lip-syncs Dialogue Lock line 1 exactly, using only @Audio2. Natural ten-year-old delivery, light neutral-American English, reasonable/direct, no sweetness or adult cadence. Never use @Audio1 for LENA. 7.9–8.4s: she reaches; cut on motion before contact. HARD CUT. SHOT 4 — 8.4–11.4s — EVAN TELEPHOTO REVERSE / INTERRUPT Handheld reverse from sofa/west side. Begin S35 85mm with EVAN's face and right hand readable. 8.4–8.8s: his right hand enters and pins the marker into rug exactly as one fast optical punch-in 85→105mm lands; tiny residual operator correction, then intimate handheld pressure. 8.8–9.5s: he checks unfinished city line first, then LENA; compact breath, no glare. 9.5–11.1s: EVAN remains visibly on camera and lip-syncs Dialogue Lock line 2 exactly, using only @Audio1; factual, quiet, not cruel. Never use @Audio2 for EVAN. 11.1–11.4s: forearm starts pulling. HARD CUT on movement. SHOT 5 — 11.4–15.0s — HANDS / NO WINNER Elbows-braced handheld S35 135mm macro on marker, fingertips and compressed rug pile; EVAN enters left, LENA right. 11.4–12.4s: EVAN drags marker 2–3cm left; rug friction and forearm tension visible. 12.4–13.1s: LENA's right fingertips close around opposite end. 13.1–14.6s: both maintain contact during one micro optical push 135→150mm; slight organic drift, neither yanks nor wins. 14.6–15.0s: motion stops. Hold shared grip and opposing fingertips as exact Group 2 handoff. PERFORMANCE Objectives stay ordinary: EVAN wants to finish his current step; LENA wants one final line. Their rhythms are asynchronous: LENA stops first; EVAN's pencil tip and peripheral eyes notice before his head; his forearm moves before refusal. Information reaches eyes before head, hand before face. Natural blinks, wet eyes, breaths, weight shifts and finger adjustments. No scowl, swagger, frozen pose, synchronized reaction, mugging, precocious delivery or moral performance. PHYSICS / CONTINUITY Marker stays rigid, singular and grounded; no bend, duplicate or teleport. Anatomically valid fingers, no fused hands/extra digits. Palm pressure dents rug pile; 2–3cm pull shows friction. Papers, pencils, wardrobes, hairstyles, screen directions and room geography do not jump between cuts. Hair, sleeves and paper edges settle after motion. LIGHT / IMAGE QUALITY Soft clean left-window daylight; warm-neutral cream/wood/brown with clear whites, open midtones, controlled highlights and separated shadows. Natural skin/fabric; stable hair, knitwear, paper and rug detail. Handheld means slow low-amplitude breathing and motivated reframing, not high-frequency shake. Prohibit muddy brown/yellow wash, crushed blacks, dirty haze, heavy grain, chroma noise, excessive halation/bloom, artificial flare, oversharpened edges, waxy skin, flicker, micro-jitter, rolling-shutter wobble, focus hunting, stabilization warping and texture smearing. No lighting or white-balance shift. AUDIO Diegetic only: asynchronous pencil scratches, paper fibres, sleeve/rug friction, distant birds, low ventilation. Pencil rhythm stops before the standoff. Audio routing is absolute: @Audio2 = LENA and speaks only her Shot 3 line; @Audio1 = EVAN and speaks only his Shot 4 line. Never swap, blend, chorus, double or let either reference speak extra words. No KAI, adult, robot, knock, music or electronic cue. FINAL ACCEPTANCE Exactly five shots and four cuts at locked times. Visual escalation: handheld 135mm tactile Intro → handheld 32→65mm active two-shot → LENA 105mm → EVAN 85→105mm punch-in → handheld 135→150mm hands macro. Clean 1080p; controlled handheld; readable eyes/hands; no static parallel drawing beat. At 15.0s EVAN holds/pulls from left and LENA grips opposite end from right; papers and room remain unchanged.
ACTIVE ASSETS — ATTACH IN THIS ORDER ONLY @Image1 = {{Mixed 1}} — C03_C04_FRONT_MASTER_WITH_BOX: primary 16:9 room geography, camera side, EVAN-left/KAI-far-center/LENA-right blocking, scale, light, wardrobe, seated body state and closed-box-on-KAI-lap authority. @Image2 = {{Mixed 2}} — EVAN_IDENTITY: EVAN face, age, hair and navy/brown wardrobe identity only. @Image3 = {{Mixed 3}} — LENA_IDENTITY: LENA face, age, red hair and cream/rust wardrobe identity only. @Image4 = {{Mixed 4}} — KAI_IDENTITY: KAI face, age, hair and green/khaki wardrobe identity only. @Image5 = {{Mixed 5}} — FARTHER_CLOSED_BOX: exact worn dark-blue box geometry, brass hardware, handle, scale, material and closed state only. @Image6 = {{Mixed 6}} — DARK_MARKER: exact one rigid dark marker geometry, cap, matte material and scale only. @Audio1 = {{Mixed 7}} — LENA_VOICE: LENA vocal identity and timbre only. @Audio2 = {{Mixed 8}} — EVAN_VOICE: EVAN vocal identity and timbre only. Assets lock identity and current world state. The MASTER locks composition and blocking but is not required to be the literal first frame. Prompt action supplies the marker and camera coverage. OUTPUT CONTRACT 15 seconds, Seedance 2.5, all-reference video using images and timbre audio, 16:9, 480p, 24fps feel, controlled multi-shot sequence, generated sound on, exact English dialogue, no subtitles, captions, editorial text or music. Begin after the separate THE TURN title card; do not regenerate the title or doorway. CAUSAL SPINE LENA complaint over KAI -> KAI checks left and right -> optical pull-back reveals EVAN and LENA tugging one marker across the table -> EVAN defends possession -> grip insert proves the same object -> KAI registers the box as a possible interruption -> unchanged triangle passes to C04. WORLD AND CONTINUITY LOCK Preserve the MASTER exactly: camera remains near/south of the round table facing north; EVAN stays left/west beside the sofa; KAI stays far/north centered; LENA stays right/east on the low stool; window-left daylight and all architecture remain stable. The tabletop contains no drawings, paper, colored pencils, cards or game pieces. The closed FARTHER box remains horizontal and low on KAI's lap. Add only the one dark marker shared by EVAN and LENA over table center. FIRST FRAME AND SPATIAL BLOCKING Start with a 135mm three-quarter close-up of KAI at the far side, seated eye height, camera still on the south side. EVAN and LENA are outside opposite frame edges. KAI faces generally forward but his pupils point at least 15 degrees frame-left toward EVAN, then frame-right toward LENA, then down toward the table; never lens. EVAN's right hand owns the marker body from the left; LENA's left hand grips only the opposite end from the right. Their forearms meet over the tabletop at least 45cm in front of KAI and never cross his torso or box. FORMAT AND CAMERA Use the accepted demo's restrained western grammar: 85–135mm faces/hands, hard cuts on eye and grip changes, clean domestic realism. First move is one fast physical optical pull-back from 135mm to a compressed 55–65mm triangle master while keeping KAI centered. Stop with one small shoulder correction. Then use separate 110–135mm inserts from the same south side. No axis crossing, overhead view, digital zoom, gimbal float, random push or frontal ID-card portraits. TIMED ACTION 0.00–1.25 — KAI 135mm three-quarter close-up. Soft marker-plastic tension is heard below frame. He looks left, right, then down; lips press, shoulders rise slightly. He does not speak or look at camera. Exit: his attention is trapped between both siblings. 1.25–3.75 — LENA begins offscreen as the lens pulls rapidly to the 55–65mm master. The widening frame reveals EVAN left and LENA right already holding opposite ends of the one marker over table center; KAI remains far-center with the closed box on his lap. By “marker,” the complete triangle is readable. LENA says exactly once: "He won't share the marker." She looks toward EVAN, not lens. Exit: conflict and geography are both clear. 3.75–6.05 — Hard cut on LENA's eye shift to a 110mm EVAN three-quarter close-up from near-left. He maintains his right-hand grip and draws the marker only 3cm toward his side. EVAN says exactly once: "I was using it." He looks toward LENA, then down to the marker; mouth closes after “it.” Exit: marker remains contested. 6.05–7.85 — 135mm insert over the wood tabletop: EVAN grips the body end, LENA grips the opposite end. Fingers remain complete and separate; marker stays rigid, singular and horizontal. No other props enter. Exit: same grips persist. 7.85–10.40 — 105mm KAI three-quarter reaction. Sibling shoulders are soft opposite foreground edges; their hands stay lower over table. KAI looks down to the marker, left to EVAN and right to LENA. A tiny embarrassed half-smile begins and dies; torso leans back 2cm. Exit: his eyes begin dropping toward the box. 10.40–13.20 — 55–65mm triangle master. LENA makes one controlled 4cm pull; EVAN counters and returns the marker near center. Forearms slide on wood without intersecting. KAI steadies the closed box under the far edge and inhales as if forming an idea. Exit: tug pauses, box remains on lap. 13.20–15.00 — Hold the same master with subtle handheld breath. Neither sibling releases the marker. KAI looks from both siblings down to the box and sets both hands under its weight. End exactly: EVAN left holding marker body, KAI far-center with closed box on lap, LENA right holding marker end. C04 starts here. ACTING AND REACTION EVAN protects possession by anchoring his elbow and keeping speech defensive, not smug. LENA argues fairness with one controlled pull, not a violent yank. KAI tries not to participate: eyes lead, breath catches, shoulders narrow, then attention shifts to the box. No broad comedy, presenter smile, frozen reaction or lens acknowledgement. PHYSICS AND MATERIAL RESPONSE Table remains fixed. Marker is one rigid plastic object; no bending, duplication or cup transformation. Arms rest on wood and remain at least 45cm in front of KAI. The 3–4kg box compresses KAI's lap and cuffs but does not rise. Cushion/stool/rug contacts remain believable. Identity, wardrobe, hand ownership and light persist through every cut. LIGHTING AND GRADE Match the MASTER: clean window-left daylight, warm neutral room, stable exposure, real skin, tactile wood/fabric/brass, restrained contrast. No smoky blacks, glow, waxy skin, dirty wash or game-engine gloss. AUDIO Exact dialogue, quiet room tone, sofa/stool fabric, one restrained marker-plastic creak and soft hand-on-wood movement. LENA_VOICE belongs only to LENA; EVAN_VOICE belongs only to EVAN. Timbre references never contribute their demonstration words. No KAI speech, extra dialogue, doorbell, garden birds, score, trailer boom or UI sound. ACCEPTANCE LOCKS Three children only; exact MASTER positions; no one looks into or near lens; no all-three-on-sofa lineup; no prone posture; no drawings/pencils; one marker only; box closed on KAI's lap; exact two lines once each; final state matches C04. No subtitles, fourth character, robot, identity swap, anatomy drift, intersecting arms, product pose or spatial reset.
ACTIVE REFERENCES — EXACT LOCAL ORDER @Image1 = {{Mixed 1}} — archive room geography/materials; left cabinets, right notes, north recess; writing unreadable. @Image2 = {{Mixed 2}} — fictional nuclear archival print; static paper, never live explosion. @Image3 = {{Mixed 3}} — tray craft/plaster/scorch only; no film-map or final-board authority. @Image4 = {{Mixed 4}} — actual final physical board; shared ship placement and faction markers only; no room authority. @Image5 = {{Mixed 5}} — exact common voyage-ship nose, hull rings, turret and engines; identity only. @Image6 = {{Mixed 6}} — exact film map: central basin, ring road, mountains, rivers and coast; never mirror or replace geography. @Image7 = {{Mixed 7}} — exact component object identities; never reproduce source board/grid/background. @Image8 = {{Mixed 8}} — Blue/Red/Ivory miniature identities; never reproduce source board/grid/background. @Image9 = {{Mixed 9}} — EVAN original drawing; preserve every mark, grain and blank area. @Image10 = {{Mixed 10}} — LENA original drawing; preserve every mark, grain and blank area. @Image11 = {{Mixed 11}} — EVAN REYES exact identity only as a static printed portrait crop. @Image12 = {{Mixed 12}} — KAI WILLIAMS exact identity only as a static printed portrait crop. @Image13 = {{Mixed 13}} — LENA REYES red-haired identity only as a static printed portrait crop. @Image14 = {{Mixed 16}} — exact matte-black capped marker and grey strip; nib hidden. @Image15 = {{Mixed 17}} — film frame as flat printed background cosmos only; no foreground ship identity authority. @Video1 = {{Mixed 14}} — 13-card FARTHER reel: card identities only; ignore framing, cuts, motion and audio. @Audio1 = {{Mixed 15}} — exact 20s excerpt, second half of supplied theme; play once unchanged. MATERIAL PRIORITY: real fabricated miniatures photographed in macro: paper fibers, emulsion grain, foam cells, chipped model paint, rivets, glass scratches and contact shadows. Tilt-shift-like narrow oblique focus; no fake blur bands. No live humans, bodies or hands. All people are static archival photo prints, never animated faces. CONCEPT / OPTICAL LAYERS The children changed rules without erasing damage. Printed identities, drawings and a shared ship persist inside an archive. Three depths: soft edge, focused object, hidden clue. Returns change focus, not arrangement. No new plot, speech or caption. ROOM / CAMERA / EDIT Same source room: west cabinets/files, east note wall, north warm recess and glass table. Cold fill/warm grazing light, ochre paper, concrete, grey-green metal. No reverse geography or living room. Only 0.5-3cm drift OR one focus change per shot. Magnification is a HARD CUT; return to identical layout and angle. Vary detail clusters and held returns. No traversal, crane, orbit, zoom transition, moving reveal, whip, dissolve or morph. No animated photos, living pieces or magical paper. 30 SECONDS / 16 PLANNED SHOTS 0.00-2.50: EVAN archival photograph. A 1cm side drift lets a foreground file edge uncover his printed face and part of the original city drawing below. Preserve exact identity and paper contacts. Movement belongs to camera, never his face. 2.50-5.00: KAI archival photograph. Rack from a metal clip pressing the border to his printed face under glass. An existing oblique divider shadow separates glass from paper; face stays still, no new uniform or label. 5.00-7.50: Red-haired LENA archival photograph. A tiny 2-degree camera-angle change lets glass reflection slide off her eye area, making the printed gaze legible. No facial animation; reflection is optical, not a new expression. 7.50-9.00: Hard cut back to the three-photo relationship: exact separate prints, EVAN city-drawing edge, KAI clip, LENA reflective glass. Static wider detail holds all three together. No nameplates, accusations, case numbers or new identities. 9.00-11.00: B2 drawings/rules. The two original drawings overlap only at blank corners, beside Temporary Rule, Turn Order and Voyage cards. A 1cm slide gives glass, paper and ink different depth. Preserve every drawing mark and existing card design. Neither drawing replaces the other. 11.00-11.75: Static hard insert into the edge where Temporary Rule partly covers Turn Order. Paper thickness and pressure marks, no rewriting, new treaty text or signature. 11.75-12.50: Static insert: existing lines of both drawings align optically with the exact map beneath separate glass layers. A capped source marker crosses the papers like a measuring bar; a prism duplicates only line direction. Preserve all marks, margins and the physical gap; no merged or new drawing. 12.50-15.00: Return to exact B2. Rack from the upper card edge to both drawing surfaces. Warm light reaches them equally; dense file layers remain beyond. Cooperation is a changed relation inside the same material system. 15.00-17.00: B3 sandbox specimen. Close three-quarter arrangement of the generic miniature tray between tall dossier strata, riveted lip and scorch patch legible. Exact Blue/Red/Ivory component-library miniatures occupy a separate shelf behind it. A 1cm drift reveals supported bases. The generic sandbox is NOT the real map or final board. 17.00-17.75: Static hard insert into charred plaster beside a tiny block. No fire, blast, smoke or healing. A changed rule does not erase this rough black mark. 17.75-18.50: Static hard insert into one exact source miniature's painted base on the separate shelf, a compressed paper layer behind. Make its small scale tangible; never animate it as a vehicle or person. 18.50-21.00: Return to exact B3. One rack transfers attention from the tray lip to dossier strata that resemble large architecture. Keep the same scorch, block positions and contacts; only focus changes. Do not turn the sandbox into a moving battlefield or real film geography. 21.00-23.00: B4 optical illusion. True common-ship miniature stays on the exact final board, with a printed space photograph standing BEHIND it. Tight framing hides paper edge and support so the aligned small ship appears to inhabit that photographed cosmos. Nearly still, thin tilted focus plane. Photo fleet/planet are flat frozen ink; foreground ship follows its own source, never the photo's spacecraft design. 23.00-23.75: Static hard insert into the SAME ship's nose, hull rings and small surface scratch. No launch, spin, engine glow or triumphant flash. Source geometry exact. 23.75-24.50: Hard insert reveals the space PHOTO's paper edge and the foreground ship's grounded shadow crossing the board. A nuclear-print corner survives soft behind. The cosmic view was a constructed still life; no projection, actual launch or moving fleet. 24.50-30.00: Return to exact B4, slightly wider fixed crop. One rack resolves the common ship, paper edge and nearby Blue/Red/Ivory markers; a shadow far larger than its caster reaches across files. Same lamp/caster geometry, nothing moves magically. Cold archive remains beyond the small warm pool. Hold last 0.75s; no title, fade, blackout, clean-up or new event. AUDIO / GUARDS The second-half 20s excerpt provides rhythm reference for this 30s coverage clip. Inserts punctuate longer holds. Do not time-stretch music; final editorial conform is separate. Original music remains editorial authority. No added score, TVA music, dialogue, alarm, boom or riser. Faces static; notes unreadable; real map/board authoritative, generic sandbox separate. Nuclear print fictional and still. Cards supported, drawings exact, room unresolved. No live actors, floating collage, new text, source sheets, logos, title or subtitles. Rendered returns, timing and sync require review.
ACTIVE ASSETS — EXACT ORDER; 29 IMAGES, 3 AUDIOS; NO VIDEO @Image1 = {{Mixed 1}} — OPEN_BOX: open-box/tray geometry only; card orientation comes from Images16–27. @Image2 = {{Mixed 2}} — EVAN_NORMAL: identity; navy top, brown trousers, white shoes. @Image3 = {{Mixed 3}} — LENA_NORMAL: identity; cream cardigan, gray striped shirt, rust trousers, dark shoes. @Image4 = {{Mixed 4}} — KAI_NORMAL: identity; forest-green sweater, pale-blue collar/cuff, khaki trousers, dark shoes. @Image5 = {{Mixed 5}} — BOARDWORLD_LOCATION_BLOCKING_MASTER: persistent game-stage room, giant table, map geography and EVAN-left/KAI-far-center/LENA-right zones for this and all later game scenes; never copy its exact camera, framing, poses or final frame. @Image6 = {{Mixed 6}} — EVAN_GAME: exact blue final uniform only. @Image7 = {{Mixed 7}} — KAI_GAME: exact red final uniform only. @Image8 = {{Mixed 8}} — LENA_GAME: exact ivory final uniform only. @Image9 = {{Mixed 9}} — LIVINGROOM_TOPOLOGY only; never its camera. @Image10 = {{Mixed 10}} — LIVINGROOM_BLOCKING: EVAN-left/KAI-center/LENA-right; KAI empty-handed. @Image11 = {{Mixed 11}} — CLOSED_BOX: exterior, title, latches and proportions for opening close-up. @Image12 = {{Mixed 12}} — COMPONENTS: cities, figures, flags, roads, tanks, farms, mines, factories, voyage ship. @Image13 = {{Mixed 13}} — HEX_TILES. @Image14 = {{Mixed 14}} — FACTION_PIECES: blue/ivory/red/neutral; prop colors only. @Image15 = {{Mixed 15}} — CARD_BACK: minor side stack only; never replace card fronts. @Image16 = {{Mixed 16}} — FIRST_PLAYER_CARD: FIRST PLAYER / PASS CLOCKWISE. @Image17 = {{Mixed 17}} — MAP_GUIDE_CARD. @Image18 = {{Mixed 18}} — ENERGY_CARD. @Image19 = {{Mixed 19}} — FOOD_CARD. @Image20 = {{Mixed 20}} — METAL_CARD. @Image21 = {{Mixed 21}} — AGRICULTURE_CARD. @Image22 = {{Mixed 22}} — COMBUSTION_CARD. @Image23 = {{Mixed 23}} — ENGINEERING_CARD. @Image24 = {{Mixed 24}} — INDUSTRY_CARD. @Image25 = {{Mixed 25}} — VOYAGE_CARD. @Image26 = {{Mixed 26}} — TEMPORARY_RULE_CARD. @Image27 = {{Mixed 27}} — TURN_ORDER_CARD. @Image28 = {{Mixed 28}} — COMPASS: sole physical navy/brass FIRST PLAYER / PASS CLOCKWISE dial; solid pivot, movable outer ring. @Image29 = {{Mixed 29}} — FARTHER_TITLE_INTRO: exact game-title splash; preserve only FARTHER and BUILD A WORLD. REACH THE NEXT.; no menu/UI. @Image30 = {{Mixed 30}} — GAMEWORLD_ENDPOINT_WARDROBE_BLOCKING: highest combined authority for game-uniform silhouettes/colors and EVAN-left/KAI-center/LENA-right zones only; never exact camera/pose. @Audio1 = {{Mixed 31}} — KAI timbre only. @Audio2 = {{Mixed 32}} — EVAN timbre only. @Audio3 = {{Mixed 33}} — LENA timbre only. OUTPUT / STYLE 25.0s; Seedance 2.5; 21:9; 480p; 24fps; sound on. Premium fashion-editorial game intro: charcoal/navy, aged brass, cream paper, crisp texture, clean contrast, controlled highlights, subtle grain; fast, graphic and confident, never chaotic. Six hard cuts at 0.25/0.50/1.20/3.40/6.00/8.80s; after 8.80s one continuous carrier through title and world reveal. All dialogue is exact voiceover; no lip-sync. CARD-FRONT LOCK Images16–27 are prearranged face-up before frame 1; nobody deals or flips them. Show every real front: 1.20–3.40s Images18 ENERGY/19 FOOD/20 METAL; 3.40–6.00s Images21 AGRICULTURE/22 COMBUSTION/23 ENGINEERING/24 INDUSTRY/25 VOYAGE; 6.00–8.80s Images16 FIRST PLAYER/17 MAP GUIDE/26 TEMPORARY RULE/27 TURN ORDER. Each row is flat, square, motionless, non-overlapping and fully framed; hold sharp at least 1.4s. Image15 stays a small side stack. Missing, face-down, generic or card-back-only rows are failures. TIMELINE / CAMERA / WARDROBE 0.00–0.25s — CUT A: 85mm Image11 LEFT brass latch. KAI's same right hand/green sleeve flips it; one hand/five fingers; loop hangs open. WARDROBE TAG: KAI DAILY SLEEVE. 0.25–0.50s — CUT B: 85mm Image11 RIGHT brass latch. Same hand flips it; loop hangs open. No third latch or box change. WARDROBE TAG: KAI DAILY SLEEVE. 0.50–1.20s — CUT C: only after BOTH latch loops are visibly open, cut inside tray; lid rotates on one rear hinge, fully open by 1.20s. No lid-holding hand. Three children appear only at upper rim in daily clothes. KAI V.O. [@Audio1 timbre] begins exactly: "Build a city. Collect food, metal, and energy. Play tech cards. First civilization to build the voyage ship wins." WARDROBE TAG: DAILY ONLY. WARDROBE TAG 0.45–1.20s — DAILY CLOTHES ONLY; no game uniform. 1.20–3.40s — CUT: 50mm resource-row macro; six-frame 10% snap push then sharp hold. All Images18–20 visible. KAI V.O. [@Audio1] continues naturally. WARDROBE TAG: CARDS ONLY, no human/clothing. 3.40–6.00s — CUT: four-frame brass-border lateral whip into locked Images21–25; all five fronts sharp. Finish KAI [@Audio1] first line. WARDROBE TAG: CARDS ONLY. 6.00–8.80s — CUT: fast zoom-out from Image16 to locked Images16/17/26/27. LENA V.O. [@Audio3 timbre] exactly: "Can more than one civilization win?" KAI V.O. [@Audio1 timbre] exactly: "Not according to the box." WARDROBE TAG: CARDS ONLY. 8.80–11.80s — CUT: 85mm match from Image16 compass print to Image28. EVAN V.O. [@Audio2 timbre] exactly: "Okay—who goes first?" KAI's complete Image4 green-sleeved hand lifts Image28. KAI V.O. [@Audio1 timbre] exactly: "Clockwise. The box likes order." Thumb rotates outer ring clockwise; center fixed; controlled macro push. WARDROBE TAG: KAI green/pale-blue sleeve only. 11.80–15.50s — Ring click triggers Images16–27 into one controlled radial fan around Image28; fronts stay upright, recognizable, card-thick and non-duplicated. Smooth 15% pull-back; no UI grid/debris. WARDROBE TAG: ZERO HUMAN/WARDROBE. 15.50–18.60s — Camera threads through the fan. Art moves only inside its card border: energy machinery turns, crops ripple, engineering lines draw, industry pistons move, voyage ship advances. Frames remain intact until passing camera. WARDROBE TAG: ZERO HUMAN/WARDROBE. 18.60–20.80s — Brass borders and compass ticks assemble Image29 exactly on dark navy: FARTHER with BUILD A WORLD. REACH THE NEXT. Hold clean title at least 1.2s like a premium single-player boot intro. No button, menu or extra text. WARDROBE TAG: ZERO HUMAN/WARDROBE. 20.80–22.20s — Push through Image29 compass rose; title lines become roads/rails/coastlines and paper becomes Image5 terrain. WARDROBE TAG: ZERO HUMAN/WARDROBE. 22.20–22.90s — CUT: EVAN medium in blue map zone. Image6/Image30 clean blue commander jacket—NO daily navy sweater or beige stripe. EVAN V.O. [@Audio2 timbre]: "Let's fight!" bright child rivalry, never violent. WARDROBE TAG: EVAN BLUE ONLY. 22.90–23.60s — CUT: KAI medium in red zone; Image7/Image30 red jacket/dark shoulders, never green. WARDROBE TAG: KAI RED ONLY. 23.60–24.30s — CUT: LENA medium in ivory zone; Image8/Image30 ivory/light-gray jacket, never cardigan, striped shirt or rust trousers. WARDROBE TAG: LENA IVORY ONLY. 24.30–25.00s — CUT: map-only high-oblique of three faction zones in Image5 dark room/rectangular terrain table; NO living-room coffee table or three-person wide. Persistent later-game world. WARDROBE TAG: ZERO HUMAN. VOICE PERFORMANCE — NATURAL, NEVER RECITED EVAN/LENA are playful rivals eager to settle one game. KAI is brisk/dry. LENA asks competitively. EVAN's Okay—cuts in eager; Let's fight! is a joyful child battle cry, never aggression. KAI ends with a referee smile. No robotic, ominous or ad voice. AUTHORITY / PHYSICS Image1/11 are one two-latch box; lid moves only after both loops open. Images16–27 stay physical until specified animation; Image28 dial/origin; Image29 title only. Image5 locks dark game room, rectangular terrain table, map/zones—not camera. After 22.20s forbid round coffee table, sofa, rug, stairs, curtains, windows/decor. Image30 plus Images6–8 override daily clothes; Images2–4 forbidden. AUDIO — DIALOGUE + SFX ONLY Audio1/2/3 provide KAI/EVAN/LENA timbre only. Each line once; no extra words. SFX only: latch clicks, lid movement, card-border ticks, dry cut-whooshes, paper flutter, compass-ring click, title metal lock and map expansion. MUSIC TRACK MUST BE ABSENT. No music, melody, harmony, beat, rhythm, percussion, bass, drone, pad, tonal/ambience bed, sting or transition cue. HARD FAILURES One latch only; lid opening while latched; third latch; box/anatomy drift; slow open; missing card fronts; bad title/UI; extra dialogue; daily clothes after 22.20s; EVAN stripe, KAI green, LENA cardigan/stripe/rust; wrong color; living-room furniture; three-person wide; copied endpoint frame; duplicate room; compass portal; music/tonal bed.
ACTIVE ASSETS — USE IN THIS ORDER @Image1 = {{Mixed 1}} : shared Reyes living-room geography/material/light authority; sofa/window left, round table behind, stairs/door direction right. @Image2 = {{Mixed 2}} : shared EVAN identity, proportions and navy/brown wardrobe authority. @Image3 = {{Mixed 3}} : shared LENA identity, proportions and cream/blue/rust wardrobe authority. @Image4 = {{Mixed 4}} : staging authority — EVAN left, LENA right, both holding one horizontal marker across the rug. @Image5 = {{Mixed 5}} : exact matte-black marker geometry/material only; one marker, never duplicate. @Audio1 = {{Mixed 6}} : shared EVAN vocal identity/timbre authority only. @Audio2 = {{Mixed 7}} : shared LENA vocal identity/timbre authority only. References lock identity/state, not action. Exactly EVAN and LENA. No KAI, robot, adult or third person. OUTPUT CONTRACT 15.0s, 21:9, 24fps, 1080p, real time, six hard-cut shots. Preserve the established 21:9 cinematic frame entirely through this prompt; never crop to 16:9. CUTS at 2.0, 5.0, 8.0, 10.0 and 13.4s. Controlled rug-level handheld/brace; no subtitles, overlays, watermark, title card or music. Dialogue plus diegetic sound effects only. This clip does NOT contain a knock, doorbell, door opening or visitor; those are reserved for G03/later. CAMERA DESIGN — TWO VISIBLE ZOOMS ONLY Shot 1 performs a fast 135→85mm optical zoom-out to reveal both hands and the tug. Shot 5 performs a slow 50→90mm optical zoom-in to turn LENA's final sentence into a principle. These are visible in-shot scale changes, not focal-length metadata. Shots 2, 3, 4 and 6 use fixed focal lengths. No dolly, digital crop or actor movement may fake either zoom. SAME-SCENE B-ROLL LOCK Every shot remains inside the same Reyes living room, same afternoon and same rug/drawing axis, seconds after G01. “B-roll” means close inserts of objects and bodies already present in this room: hands, marker, rug pile, sleeves, paper fibres and the two physical worksheets. Never cut to an exterior, doorway, another room, imagined future city, living community, flashback, montage world or animated drawing. Do not turn worksheet artwork into a real environment. No new furniture, time change or scene reset. CONTINUITY START / REPLACE REJECTED G01 TAIL Previous-clip state is described by prompt only: the accepted prior image ends on a 21:9 EVAN close-up as his eyes and forearm commit downward; its malformed hand tail is discarded. G02 opens with a motivated hard cut to a NEW clean hands insert. FIRST FRAME: the entire horizontal marker is readable; EVAN's complete right hand wraps the left/capped end with thumb and four fingers, LENA's complete right hand wraps the right/barrel end with thumb and four fingers. Both wrists and opposing force directions are visible. No single index finger pressing from above, no fingertip-only contact, no missing second hand, no duplicated marker. DIALOGUE LOCK — VERBATIM / VISIBLE LIP-SYNC 1. LENA / @Audio2 / Shot 2 / 2.7–4.5s: “You've been using it forever.” 2. EVAN / @Audio1 / Shot 3 / 5.8–7.2s: “I got it first.” 3. LENA / @Audio2 / Shot 5 / 10.6–12.3s: “That doesn't make it yours.” Only these words. Voice assets provide timbre only. Never copy WAV demonstration words, swap voices, overlap lines, speak during B-roll, use voice-over or add filler. WORLD / GEOGRAPHY Warm ordinary living room in clean afternoon daylight from left. EVAN always left/west; LENA right/east; their physical worksheets remain on their original sides but never receive a hero insert in this clip. The marker remains horizontal and continuously held by both hands. Preserve the 180-degree line. No science-fiction interface, electronic effect or dramatic lighting change. SHOT 1 — 0.0–2.0s — SNAP REVEAL / CLEAN TWO-HAND TUG Elbows-braced handheld on the rug using @Image4 staging and @Image5 marker geometry. START FRAME S35 135mm macro: only the marker's centre seam, compressed rug pile and opposing fingertip pressure fill the 21:9 frame. 0.0–0.35s: one unmistakable FAST OPTICAL ZOOM-OUT 135→85mm, no cut/dolly/crop, revealing the entire horizontal marker, both complete gripping hands and both wrists. END FRAME of zoom: EVAN hand/wrist left, LENA hand/wrist right, force directions readable. 0.35–0.9s: EVAN drags 2cm left; LENA follows but stays closed. 0.9–1.45s: LENA counter-pulls 2cm right; EVAN yields but holds. 1.45–2.0s: marker settles near centre under load. Show knuckle pressure and rug compression. No speech; no single-finger pin, fingertip-only touch, fused hands or extra digits. HARD CUT on a short marker scrape. SHOT 2 — 2.0–5.0s — LENA THREE-QUARTER / TIME BECOMES PRESSURE Crouched handheld S35 100mm three-quarter CU from east/stairs side, never flat front-on. EVAN's navy shoulder and ear form the only soft foreground carrier at left; LENA's eyes, lips and gripping right hand remain readable on the opposite depth plane. 2.0–2.7s: eyes move from EVAN's grip to his face; breath shortens. 2.7–4.5s: visible lips sync Dialogue Lock line 1 using only @Audio2. Frustration is contained: brow only slightly gathers, no glare, teeth, eye-roll or shout. 4.5–5.0s: fingers tighten before her face changes; she waits. Fixed focal length, living handheld micro-reframe only. HARD CUT on her final breath. SHOT 3 — 5.0–8.0s — EVAN OPPOSING THREE-QUARTER / FIRST POSSESSION Handheld S35 100mm CU from sofa/west side at the opposing three-quarter angle, never matching Shot 2. LENA's cream shoulder/hair is the only soft foreground carrier at right; marker remains low-right foreground. 5.0–5.8s: EVAN confirms she has not released; eyes marker -> LENA. 5.8–7.2s: visible lips sync Dialogue Lock line 2 using only @Audio1; factual and quiet. 7.2–8.0s: he pulls marker 1cm left and waits as if his rule has settled the matter. Fixed focal length; no zoom. HARD CUT on sleeve tension. SHOT 4 — 8.0–10.0s — MATERIAL B-ROLL / FRICTION CONSEQUENCE Crouched handheld S35 135mm macro at rug height, shallow side angle along the marker barrel. No worksheet hero image. 8.0–8.7s: the matte barrel and cap seam scrape 1cm across rug fibres; fibres bend and spring back. 8.7–9.4s: rack focus to EVAN's navy cuff and LENA's cream cuff pulling in opposite directions at the frame edges. 9.4–10.0s: a nearby coloured pencil rolls 2cm from the vibration and stops against the rug pile. No hand points at or touches either drawing. No speech. SFX: marker scrape, knit tension, pencil's soft wooden tick. HARD CUT. SHOT 5 — 10.0–13.4s — LENA / OWNERSHIP PRINCIPLE / VISIBLE ZOOM LENA right-side three-quarter, camera physically fixed. START FRAME S35 50mm MCU: her head, shoulders, gripping hand, black marker and EVAN's soft navy shoulder edge are readable. 10.0–10.6s: eyes see EVAN's city, then his hand. 10.6–12.3s: visible lips sync Dialogue Lock line 3 using only @Audio2. 10.8–12.3s: one UNMISTAKABLE CONTINUOUS OPTICAL ZOOM-IN 50→90mm; her face scale grows about 60%, room/shoulder edges progressively leave frame, no cut/dolly/crop/head advance. END FRAME is a tight face close-up with eyes and lips visible, landing exactly on “yours.” 12.3–13.4s: hold 90mm endpoint, natural blink, no explanation. HARD CUT. SHOT 6 — 13.4–15.0s — B-ROLL / UNRESOLVED HANDOFF S35 135mm macro, fixed focal length, same rug. Begin on the coloured pencil that just stopped; rack focus to the entire marker and both complete gripping hands. 13.4–14.2s: wrists hold opposing force without travel. 14.2–15.0s: living micro-tremor, rug compression and breathing continue; no tug, release, victory, drawing insert or dialogue. End EVAN left/LENA right, marker horizontal, both grips stable for G03. PERFORMANCE / PHYSICS Child-sized conflict: eyes first, head later; breath, fingertips and forearms carry pressure. No adult swagger, scowl, theatrical anger or moral lecture. Marker is rigid, singular and grounded; anatomical hands, no fused fingers. Pulls transmit through wrists/sleeves and dent rug pile. Papers, printed text, artwork, clothes, hair, light and room geography remain unchanged. IMAGE QUALITY Clean natural 1080p detail, clear whites/open midtones, stable skin/hair/knit/paper/rug texture. Controlled low-amplitude handheld only. No dirty yellow/brown wash, heavy grain, haze, crushed blacks, flicker, micro-jitter, focus hunting, rolling-shutter wobble, waxy skin, oversharpening or texture crawl. AUDIO — NO MUSIC Dialogue only in Shots 1/3/5. B-roll is silent except concrete diegetic SFX: marker/rug scrape, paper fibre, sleeves, breath, distant birds and low ventilation. No score, melody, rhythm bed, suspense drone, bass rise, electronic tone, knock or doorbell. FINAL ACCEPTANCE Six authored shots: 135→85mm snap reveal/tug -> LENA three-quarter line -> opposing EVAN three-quarter line -> marker/rug/pencil friction B-roll -> LENA principle with visible 50→90mm zoom -> fixed full-hands handoff. Exactly three spoken lines with @Audio2/@Audio1/@Audio2. No knock or drawing hero insert. Both zooms visibly change scale. At 15.0s both children still hold the marker in left/right order for G03.
视频截图ACTIVE ASSETS — ATTACH IN THIS ORDER ONLY @Image1 = {{Mixed 1}} {{Mixed 10}} — MASTER_21X9: accepted 21:9 room geography, camera side, EVAN-left/KAI-far-center/LENA-right blocking, light, wardrobe and box-on-KAI-lap world-state authority. @Image2 = {{Mixed 2}} {{Mixed 11}} — KAI_BOX_LAP_STATE: exact start-state and scale authority for KAI with the single closed box horizontal on lap, lower half hidden behind far table edge. @Image3 = {{Mixed 3}} — EVAN_IDENTITY: EVAN face, age, hair and navy/brown wardrobe identity only. @Image4 = {{Mixed 4}} — LENA_IDENTITY: LENA face, age, red hair and cream/rust wardrobe identity only. @Image5 = {{Mixed 5}} — KAI_IDENTITY: KAI face, age, hair and green/khaki wardrobe identity only. @Image6 = {{Mixed 6}} — DARK_MARKER: exact one rigid dark marker geometry, cap, matte material and scale only. @Audio1 = {{Mixed 7}} — EVAN_VOICE: EVAN vocal identity and timbre only. @Audio2 = {{Mixed 8}} — LENA_VOICE: LENA vocal identity and timbre only. @Audio3 = {{Mixed 9}} — KAI_VOICE: KAI vocal identity and timbre only. No standalone box product image is active. Box geometry, scale and worn appearance come from MASTER_21X9 and KAI_BOX_LAP_STATE. Do not invent or duplicate lid typography. OUTPUT CONTRACT 12 seconds, Seedance 2.5, mixed all-reference video, 21:9, 480p, 24fps feel, exactly eight tightly cut views, generated sound on, exact English dialogue, no subtitles, captions, editorial text or music. No environmental wide shot lasts more than 1.2 seconds. Direct continuation of C03. CAUSAL SPINE EVAN claim -> LENA counterclaim -> eye triptych -> KAI decides -> “bigger” stops both grips -> LENA releases -> KAI visibly lifts same box from lap -> box lands once at table center -> KAI names it in a character medium close-up -> reactions hold the new center. FIRST STATE Camera south facing north. EVAN left, KAI far-center, LENA right. One marker shared over center. Box closed and horizontal on KAI's lap, lower half behind far table edge, 45–50cm wide and below lower ribs. It is not on tabletop. No drawings/pencils/cards/pieces. NO-LENS LOCK All eyelines stay 15 degrees or more off lens. EVAN and LENA look across table or down to marker. KAI looks left/right/down and follows the box path. No presenter or audience gaze. CAMERA RULE Use 135–150mm dialogue and eye pressure; one 85mm compressed triangle for physical actions. Exactly eight views. No full-room master, overhead, product orbit or lid-filling advertisement. Do not cut to a readable front-on box close-up. `It's called Farther.` is spoken on KAI's three-quarter medium close-up with only the closed box upper edge at frame bottom. TIMED ACTION — EXACT CUTS 0.00–0.20 — SHOT 1, 85mm compressed triangle match from C03 exit; marker shared, box on lap. Immediate cut, no establishing pause. 0.20–1.75 — SHOT 2, 135mm EVAN three-quarter close-up. He pulls marker only 3cm and says exactly once: "You could've waited." Gaze on LENA, never lens. 1.75–3.30 — SHOT 3, 135mm LENA reverse. She counter-pulls 3cm and says exactly once: "You could've shared." Controlled delivery; gaze on EVAN. 3.30–4.05 — SHOT 4, three very brief 150mm eye cuts inside one rhythmic block: EVAN -> LENA -> KAI. Marker state persists; KAI looks down to box. 4.05–4.40 — SHOT 5, 100→150mm optical tighten on KAI's three-quarter face. Stop fully before speech; box below frame. 4.40–6.75 — SHOT 6, 150mm KAI close-up. He braces hands under unseen lap-box and says exactly once, dead serious: "Good. I brought a bigger argument." On “bigger,” both pulling hands stop. No broad smile or lens gaze. 6.75–8.45 — SHOT 7, 85mm compressed triangle physical action. LENA releases marker first and withdraws hand. KAI lifts the same closed box from lap: hands under both ends, elbows low, torso leans forward. Lower box clears far table edge, travels 35–45cm, then lands horizontally at exact table center once. Wood gives one micro-vibration and settles. EVAN keeps marker left. No floating, chest-high hold or teleport. 8.45–10.15 — SHOT 8A, 115–135mm KAI three-quarter medium close-up. His hands remain on box edges at lower frame; only upper box edge/lid corner is visible, not a front-on product view. Looking down and slightly toward siblings, KAI says exactly once: "It's called Farther." Do not render duplicate FARTHER text; no lid insert. 10.15–12.00 — SHOT 8B, tight 85mm three-person medium, not room-wide. Closed box sits center. EVAN loosely holds marker; LENA's hand stays withdrawn; KAI looks from box to siblings. End with faces and box sharing frame pressure, no empty tail and no return to full-room master. ACTING EVAN's tactic is anchored ownership; LENA's is fairness and counter-pressure. KAI interrupts dryly after assessment. Reactions propagate on “bigger”: LENA releases first, EVAN retains object but shifts gaze, KAI acts. No theatrical anger, presenter performance or synchronized reaction. PHYSICS AND BOX LOCK Box begins fully supported by KAI's lap and partly occluded by far table edge. Scale never changes: 45–50cm wide, no wider than KAI's shoulders. One continuous lift, forward travel and weighted landing; hands remain attached. Box remains closed; latches fixed. No doubled title, duplicated lid, giant suitcase, tabletop start, levitation, penetration or object swap. AUDIO Exact four lines, room tone, restrained marker tension, cloth strain, handle/wood movement and one weighted landing. Voice routing: EVAN only EVAN, LENA only LENA, KAI only KAI. No latch click, hinge, doorbell, music, trailer boom or UI sound. ACCEPTANCE LOCKS 12s; 21:9; eight views; no wide shot over 1.2s; exact four lines once; box starts on lap and ends closed at table center through visible continuous motion; no front-on lid advertisement or duplicated FARTHER; one marker; no lens gaze, drawings, extra person, robot, anatomy drift, axis crossing, black wipe or spatial reset. {{Mixed 9}}
ACTIVE ASSETS — KEEP ALL EXCEPT THE REJECTED MARKER-HOLDING STILL @Image1 = {{Mixed 1}} : living-room materials, architecture and clean left-window afternoon light only. @Image2 = {{Mixed 2}} : EVAN identity, face, proportions and navy/brown wardrobe only. @Image3 = {{Mixed 3}} : LENA identity, face, proportions and cream/rust wardrobe only. @Image4 = {{Mixed 4}} : PRIMARY STAGING AUTHORITY for the entire clip — EVAN prone screen-left, LENA prone screen-right, both elbow-supported on the same rug, sofa/window left, round table behind, doorway/stairs right, drawings and pencils remaining on the floor. Images 1–3 may never override this body placement. @Image5 = {{Mixed 5}} : exact single matte-black marker geometry/material only. @Audio1 = {{Mixed 6}} : EVAN vocal identity continuity only; EVAN remains completely silent in G03. @Audio2 = {{Mixed 7}} : LENA vocal identity continuity only; LENA remains completely silent in G03. Do NOT attach, cite or imitate SC01_G02_04_COMP_MARKER_CONFLICT. It is the only rejected asset. All hand grips, tug motion, camera coverage and timing come from this prompt. No video reference. OUTPUT CONTRACT 15.0s, 21:9, 24fps, 1080p, real time, five hard-cut shots. CUTS exactly at 3.2, 6.2, 9.2 and 12.4s. One continuous living-room moment; no time jump or location change. NO DIALOGUE, VOICE-OVER OR MUSIC. Only concrete diegetic sound effects. No knock, doorbell, door opening, visitor, KAI or robot; the knock remains reserved for G04. ONE DRAMATIC SPINE The previous verbal argument has ended but ownership pressure remains physical: both grip -> EVAN tests whether LENA will yield -> LENA silently refuses -> both try one final measured pull while the camera compresses them together -> the marker returns to centre under unresolved force. Every cut must carry the same marker tension forward. No decorative pencil montage, sleeve montage, drawing insert or repeated static hand pose. BLOCKING / BODY LOCK Preserve @Image1 throughout. EVAN remains prone left with legs extending behind and left elbow supporting his torso. LENA remains prone right with legs extending behind and left elbow supporting her torso. Neither sits, kneels, stands, crosses centre, swaps sides or changes body direction. Only complete hands, wrists, forearms, eyes, breath and sub-2cm elbow/shoulder reactions may change. Camera stays south/front of the rug and never crosses the 180-degree line. Close-ups are crops from this exact blocking, not new poses. CONTINUITY START Prompt-only inheritance from accepted G02 v1.1 end: 21:9 rug-level view; EVAN's complete right hand grips marker left/capped end, LENA's complete right hand grips right/barrel end; entire marker horizontal and centred; orange coloured pencil lies parallel in low foreground. Both remain prone in @Image1 positions. First 0.25s preserves this exact state before movement begins. SHOT 1 — 0.0–3.2s — ACTION ESTABLISHES THE CONFLICT Elbows-braced handheld S35 100mm tight hands/forearms shot from the rug, not an isolated static still. Entire marker, both complete gripping hands, wrists and enough sleeves to read opposing bodies. 0.0–0.25s: inherited pose holds. 0.25–1.15s: EVAN pulls marker 3cm left; his navy forearm shortens toward his body, LENA's cream wrist follows and stops him, her shoulder reacts less than 2cm. 1.15–1.45s: marker pauses left of centre under strain. 1.45–2.35s: LENA pulls 3cm right; EVAN's wrist yields and stops her, his elbow remains planted. 2.35–3.2s: marker slides back to centre and both grips tighten. Camera makes a small human correction following the barrel, no zoom. SFX: two distinct rug scrapes, knit tension and uneven breaths. HARD CUT on the second scrape tail. SHOT 2 — 3.2–6.2s — EVAN SILENT DECISION CLOSE Handheld S35 135mm three-quarter ECU on EVAN from sofa/west side, framed past LENA's cream shoulder/hair as the only soft foreground carrier. His right hand and marker remain a soft low-right trace so the shot retains the tug. 3.2–4.0s: eyes check LENA's closed grip. 4.0–4.8s: eyes rise to her face; head follows only a few degrees. 4.8–5.5s: one swallow and controlled inhale; mouth stays closed. 5.5–6.2s: eyes return to marker, deciding not to release. No scowl, dialogue, zoom or adult toughness. HARD CUT on his inhale tail. SHOT 3 — 6.2–9.2s — LENA SILENT COUNTER-DECISION Mirrored handheld S35 135mm three-quarter ECU on LENA from stairs/east side, framed past EVAN's navy shoulder/ear as the only soft foreground carrier. Her right hand and marker remain a soft low-left trace. 6.2–7.0s: eyes see EVAN look down. 7.0–7.8s: fingers tighten before her brow changes. 7.8–8.5s: one natural blink and short nasal breath; mouth closed. 8.5–9.2s: eyes settle on EVAN without glare, signalling she will not yield. No dialogue or zoom. HARD CUT on her grip tightening. SHOT 4 — 9.2–12.4s — RELATIONSHIP PRESSURE / VISIBLE ZOOM Camera returns to @Image1 front/south axis, physically fixed. START FRAME S35 50mm tight two-shot: EVAN prone left, LENA prone right, both faces/shoulders, complete hands and marker visible; table remains behind, orange pencil low foreground. 9.2–9.6s: both hold still and see the other's refusal. 9.6–11.8s: one unmistakable continuous optical zoom-in 50→85mm while EVAN pulls 2cm left and LENA counters 2cm right in one measured exchange; faces/hands grow about 55%, room edges progressively leave the 21:9 frame, no cut/dolly/crop/body advance. END FRAME is a compressed tight two-shot with marker/eyes sharing one plane. 11.8–12.4s: hold 85mm; marker returns to centre, mouths closed. SFX: two short scrapes, fabric, breathing. HARD CUT. SHOT 5 — 12.4–15.0s — FORCE LOCK / G04 HANDOFF S35 135mm macro on the full marker and both complete hands, cropped from the same rug axis; orange pencil remains parallel in foreground. 12.4–13.1s: marker settles exactly centre. 13.1–13.8s: EVAN thumb readjusts less than 5mm; no release. 13.8–14.4s: LENA thumb mirrors the adjustment; no release. 14.4–15.0s: opposing force holds with living micro-tremor and rug compression; no further pull, victory, reaction, dialogue or change of body position. End with complete hands/wrists and full marker readable for G04. PHYSICS Exactly one rigid marker; no bend, duplicate, teleport or length change. Five fingers per hand; no fused/extra/missing digits. Full-hand wrap grips, not single-finger pinning. Force travels hand -> wrist -> forearm -> planted elbow/shoulder; receiving side visibly responds. Marker motion never exceeds specified centimetres. Orange pencil may vibrate but does not roll or become a hero shot. CAMERA / IMAGE Authored progression: action detail -> EVAN ECU -> LENA ECU -> visible 50→85mm relationship zoom -> action detail with changed force state. Controlled handheld breathing, stable screen direction, shallow depth but readable grip. No random inserts, pencil montage, sleeve montage, worksheet close-up or repeated static hand shot. Clean 1080p texture, clear whites/open midtones, natural skin/knit/rug, no dirty wash, grain, haze, flicker, jitter, rolling-shutter wobble, focus hunting, waxy skin or texture crawl. AUDIO — SFX ONLY / ABSOLUTELY NO MUSIC @Audio1 and @Audio2 are attached only as future voice-identity authorities and must produce no voice in this clip. Only two marker/rug scrapes in Shot 1, breaths and knit friction in Shots 2/3, two shorter scrapes in Shot 4, room ventilation and distant birds. No dialogue, whisper, vocalization, sigh-word, gasp-word, score, melody, rhythm bed, drone, bass rise, percussion, electronic tone, knock, doorbell or door sound. FINAL ACCEPTANCE Five-shot causal structure, not an insert montage: full tug -> EVAN decision -> LENA decision -> visible two-shot pressure zoom and measured exchange -> centred force-lock handoff. All body blocking derives from @Image4; Images 1–3 support room/identity and Image5 supports marker only. Audio1/2 stay silent. Rejected marker-holding still is absent. No music or knock. At 15.0s EVAN remains prone left and LENA prone right, both fully gripping one horizontal marker at centre for G04.
ACTIVE REFERENCES — THE TURN POST-CREDIT A V4, TEXT-BLOCKED 12S ALERT BRIDGE, EXACT ORDER @Image1 = {{Mixed 1}} — environment only: living room, round coffee table, sofa, rug, staircase, materials and normal pre-trip color. No camera or people authority. @Image2 = {{Mixed 2}} — non-mirrored topology, round-table location, doors, staircase and routes only. Never render overhead. @Image3 = {{Mixed 3}} — EVAN REYES identity, age, brown hair, proportions and navy/brown civilian wardrobe only. @Image4 = {{Mixed 4}} — LENA REYES identity, age, copper-red bob, freckles, hair clip, proportions and cream/rust civilian wardrobe only. @Image5 = {{Mixed 5}} — EVAN's completed city drawing on its own sheet; placed aside and untouched. @Image6 = {{Mixed 6}} — LENA's active garden drawing on a separate sheet; the only paper drawn on. @Image7 = {{Mixed 7}} — exactly one slim matte-black marker, its cap, seam, grey strip and child-hand scale. @Video1 = {{Mixed 8}} — FRAME PROPORTION ONLY: 2558×1080, approximately 2.37:1. Read only horizontal framing envelope, headroom, side-room and edge/crop proportions. Inherit none of its content, people, objects, location, action, motion, camera path, cuts, timing, lighting, grade, audio or endpoint. @Audio1 = {{Mixed 9}} — PUBLIC ADDRESS voice/timbre only, identical to established WORLD VOICE. Exact words and timing are below. CONTINUATION / PURPOSE Intentional post-credit shot after the edited `404 STUDIO` card. Briefly prove that EVAN can quietly watch LENA work without controlling her; then the Habitat's simulated domestic daylight vanishes under an institutional alert. The ending upward camera vector and alarm hand directly to the axial-tunnel clip. OUTPUT CONTRACT Exactly 12.0s, 21:9, 720p, sound on. Five close/medium-close shots; cuts at 2.2, 3.4, 6.1 and 8.9s. No wide, full body, floor view or furniture showcase. No child dialogue, visible text, UI, music or spacecraft. Final camera move accelerates upward into the cut. PUBLIC ADDRESS — EXACTLY ONCE PA (V.O.): “Youth Strategy Unit Seven. Majors Evan and Lena Reyes, report to the War Room immediately.” TEXT-DEFINED BLOCKING / PROP STATE Keep the round table centred on its rug. Both children sit on the rug along its camera-near arc, shoulders about 55cm apart: EVAN left, LENA right, torsos angled toward her paper. Sides never swap. Exactly two sheets exist. EVAN's finished Image5 drawing rests at the left/far quadrant, at least 15cm from his still hands. LENA's Image6 drawing lies before her at right/near and is the only active paper. LENA alone owns the marker, cap already posted on its rear. EVAN never draws, points, touches the marker or moves either sheet; he only watches. KAI and box never appear. LIGHTING STATE CHANGE — HARD LOCK Image1's apparent daylight is Habitat-42 environmental simulation, not real sunlight. At the relay snap every normal source shuts off in one frame: simulated window daylight and garden image, ceiling fill, warm practicals and ambient environment light. Windows become dead black glazing with no outdoor detail. Hold 8–10 near-black frames; do not auto-expose or preserve daylight. Then only deep red alarm lamps and dim neutral-white emergency strips activate. From activation through frame 12.0, faces, paper, wood, walls and ceiling receive light only from red pulses and low emergency strips. Normal light never returns. CUTTING / CAMERA Begin on drawing detail, then true OTS, matching close-ups and tight two-shot. Weighted shoulder camera, 5% moves, eye-led reactions and micro-settling. Cuts carry marker stop, relay, red pulse or eyeline. EVAN stays left, LENA right. No passport framing, orbit, whip, jitter, axis flip, teleport or invented ceiling opening. SHOT 1 — 0.0–2.2 — LENA DRAWING CLOSE-UP / EVAN WATCHES Open directly on a 75–85mm close detail of LENA's garden drawing and marker tip, not the room. Water channels, solar roofs and planted beds are readable. EVAN's completed city drawing lies separate at left/far as a soft identifiable plane. EVAN's watching eyes or lower face remain in the upper-left shallow-focus layer; his hands stay still. LENA fills one pre-existing irrigation gap between two clear endpoints: tip touches once, travels one controlled 1.5–2cm line, stops and lifts once. No retrace, wave, circle, doodle, random scribble or second stroke. Focus transfers briefly to EVAN's attentive gaze. SHOT 2 — 2.2–3.4 — TOTAL SIMULATION TRIP / ALERT IGNITION Cut exactly on the marker lifting. A heavy relay snaps and every simulated environmental source dies in one frame. Hold 8–10 near-black frames with only faint silhouettes. At about 2.6s a capacitor clicks; red alarm lamps and dim neutral emergency strips energize. Red pulses physically cross skin, hair, paper, table and wall while emergency strips preserve minimal facial form. LENA freezes her hand above her paper. EVAN's eyes lift first. No PA before emergency light is visibly active. SHOT 3 — 3.4–6.1 — EVAN CLOSE / PA BEGINS Cut on the first strong red pulse to an 80–85mm true OTS EVAN close-up, LENA's soft hair edge frame-right. Audio1 begins the exact PA sentence. EVAN looks toward the unseen upper-wall/ceiling speaker, exhales once and recognizes the routine with tired familiarity, not fear. Mouth closed; no lip sync or lens gaze. Only red and emergency light remain. SHOT 4 — 6.1–8.9 — LENA MATCHING CLOSE / PA COMPLETES Cut on EVAN's eyeline to a matching LENA close-up with EVAN's soft cheek edge frame-left. Audio1 continues and completes the exact sentence once. LENA holds one breath, blinks and looks left to EVAN. Her reaction is restrained “of course” resignation, not surprise, panic, tears, comedy or heroism. Marker remains in her right hand; cap state persists. SHOT 5 — 8.9–12.0 — SHARED LOOK -> ACCELERATING UPWARD HANDOFF Cut on LENA meeting EVAN's gaze to a tight chest-up two-shot on original sides. EVAN returns the look first; LENA meets him a fraction later. Neither speaks. Their expression is weary and mildly exasperated but united. At 10.2s both eyes and heads track upward. Camera follows with a continuous tilt-and-rise: slow for the first 0.5s, then gently accelerates upward, leaving their faces at the lower edge and ending on the existing upper wall/ceiling junction, one red alarm lamp and one dim emergency strip. Do not pass through the ceiling or reveal space. End while upward velocity and two-tone alarm remain active. PHYSICS / AUDIO Both sheets stay separate and flat. EVAN's paper never moves. LENA's marker stops before the relay; cap remains posted; no duplicate or disappearance. Eyes lead heads. Audio order: marker friction -> relay snap -> electrical decay -> capacitor -> two-tone alarm -> exact PA once. PA comes from an offscreen speaker with restrained room coloration. Ignore Video1 audio. ZERO MUSIC: no score, drone, pad, beat, riser, whoosh, stinger or song. QUALITY / EXCLUSIONS Photoreal cinematic CGI with Image1 materials before the trip and stable child identities. After 2.2s there is no simulated daylight, garden visibility or warm fill. No rejected positioning image, wide room view, random scribble, EVAN drawing/pointing, sheet merge, third paper, second marker/cap, KAI, box, panic, child lip sync, flat red overlay, exposure pumping, normal-light return, visible UI/text, command room, spacecraft or watermark. ACCEPTANCE Twelve-second bridge generated without the rejected sibling image: drawing close-up; LENA draws one precise short line while EVAN only watches and his finished drawing remains aside; all simulated light dies at 2.2s; 8–10 dark frames; only red alarm and emergency strips activate; exact PA once over EVAN close then LENA close; shared tired look; camera accelerates upward and alarm continues into the cut. Fail on surviving daylight, wide framing, random drawing, wrong sheet/marker ownership, visible notification text, panic, ceiling pass-through or music.
ACTIVE REFERENCES — EXACT ORDER; casual portraits remain primary. @Image1 = {{Mixed 1}} — Selected working research room. @Image2 = {{Mixed 2}} — Grey models and blank destination field. @Image3 = {{Mixed 3}} — Original components; named dedicated sources override. @Image4 = {{Mixed 4}} — Original faction models. @Image5 = {{Mixed 5}} — EVAN blue UNIFORM-detail print only. @Image6 = {{Mixed 6}} — KAI red UNIFORM-detail print only. @Image7 = {{Mixed 7}} — LENA ivory UNIFORM-detail print only. @Image8 = {{Mixed 8}} — EVAN original city drawing. @Image9 = {{Mixed 9}} — LENA original community drawing. @Image10 = {{Mixed 10}} — Original capped marker. @Image11 = {{Mixed 11}} — Temporary Rule card. @Image12 = {{Mixed 12}} — Turn Order card. @Image13 = {{Mixed 13}} — First Player card. @Image14 = {{Mixed 14}} — Voyage card: print, never real outer space. @Image15 = {{Mixed 15}} — card-back printed star lines only; title cropped. @Image16 = {{Mixed 16}} — Original open-case support wells. @Image17 = {{Mixed 17}} — Current structural line study. @Image18 = {{Mixed 18}} — Three-place miniature treaty relationship. @Image19 = {{Mixed 19}} — Map Guide print. @Image20 = {{Mixed 20}} — Four varied documentary prints. @Image21 = {{Mixed 21}} — Agriculture card supporting LENA drawing. @Image22 = {{Mixed 22}} — Engineering card supporting city linework. @Image23 = {{Mixed 23}} — Old scorched sandbox. @Image24 = {{Mixed 24}} — Original final board. @Image25 = {{Mixed 25}} — Dedicated voyage ship. @Image26 = {{Mixed 26}} — EVAN CASUAL portrait. @Image27 = {{Mixed 27}} — KAI CASUAL portrait. @Image28 = {{Mixed 28}} — LENA CASUAL portrait. @Video1 = {{Mixed 29}} — original card identity cross-check only; no timing or motion. @Audio1 = {{Mixed 30}} — second 20s theme reference for 30s coverage; final edit uses 40s original. EDIT CONTRACT EDITED 30s montage: 16 DISTINCT SHOTS, 15 HARD CUTS instantly changing camera position/angle/scale. No continuous pan, zoom transition, dissolve or morph. Short details then longer relations, not automatic triplets. Shared research room, independent cameras. Micro camera motion only inside shots; physical actions can continue across a cut when framing preserves contact and direction. AUTHORITY / MATERIAL MOTION CASUAL sources govern faces; commander sheets supply separate uniform-detail PRINTS. Paper may move, printed faces/content never do. Borders/thickness visible, faces small. Both drawings exact/distinct. Dedicated ship, true board, separate old sandbox, original pieces/open-case wells keep their own identities. Use current construction-line source. Real resin/paint/fiber/glass/graphite, warm grazing/cool fill, oblique focus and attached shadows. Rigid motion needs gravity/impact/spring cause, friction and damping. Paper flexes; no metal-paper physics, floating objects or live bodies/hands. Named X-RAY SCAN: local blue-grey strip reveals paper/foam/model-shell layers with identical geometry, then OPAQUE before cut. Camera still during scan; elsewhere opaque. No neon/wireframe/HUD/medical display. SHOT 01 | 0.00-0.75 | TIGHT PAPER DETAIL A clipped corner of EVAN's casual portrait flexes once as the visibly loaded clip jaw settles. Border and emulsion remain visible. Printed face stays still; physical paper motion only. HARD CUT — SHOT 02 | 0.75-4.00 | CLOSE FILE RELATION New oblique view: EVAN casual print, blue clothing photo, city drawing and industrial fragments. Clip/shadow settle; tiny angle change reveals one faint reflection of the same print, not another person. HARD CUT — SHOT 03 | 4.00-4.75 | EXTREME PAPER DETAIL Red zipper-detail photograph: bent paper relaxes, printed seam stays fixed. Border remains visible; red introduces the next file. HARD CUT — SHOT 04 | 4.75-8.00 | CLOSE FILE RELATION New view: KAI casual portrait, red clothing print, red road and relocation corner. Focus clip-to-file as pages settle; supply/shelter gives the record meaning. HARD CUT — SHOT 05 | 8.00-8.75 | EXTREME DRAWING DETAIL LENA's actual community figures/garden and paper fibers. A real narrow shadow crosses existing lines; no redrawing, animated illustration or new marks. HARD CUT — SHOT 06 | 8.75-12.00 | CLOSE FILE RELATION New view: LENA casual portrait, ivory garment print, her community drawing/Agriculture evidence. Tiny angle change clears glass. Her people/gardens/houses remain distinct from EVAN's city. HARD CUT — SHOT 07 | 12.00-12.75 | EXTREME MACRO The capped marker rolls a small fraction-turn down a visible paper incline and meets a card-stack edge. Grey strip rotates rigidly with the pen; contact stops it. No removed cap, ink stroke or altered drawing. HARD CUT — SHOT 08 | 12.75-16.50 | MEDIUM-CLOSE New elevated view: BOTH exact drawings meet only at blank margins around the settled marker. Engineering/Agriculture/Map Guide remain separate. Prism duplicates existing line directions only. Paper flex damps; focus links the originals without merging them. HARD CUT — SHOT 09 | 16.50-17.25 | EXTREME MACRO Original Temporary Rule and Turn Order edges finish a slight compliant paper-on-paper slide and stop under a clip. Fiber compression visible; no metal collision or invented label. HARD CUT — SHOT 10 | 17.25-21.00 | CLOSE RELATION New angle: orderly/offset original card strata, three color positions and faction models. X-RAY SCAN B1 reveals fibers/bases for 0.8s, then OPAQUE. Miniature treaty relation/First Player motif support; no signing/new law. HARD CUT — SHOT 11 | 21.00-21.75 | EXTREME LINE DETAIL Ship through-lines/open ellipse under a settling tracing-film edge. Drawing unchanged; no new marks, shading or signature. HARD CUT — SHOT 12 | 21.75-25.50 | CLOSE RELATION New lower view: exact ship, construction sheet, source base/partial true board. Base contact settles; X-RAY SCAN B2 reveals hull rings/open-case foam/card layers, then OPAQUE. Ordered channel and offset pile coexist. Voyage/card-back stars remain print, never space. HARD CUT — SHOT 13 | 25.50-26.25 | EXTREME MACRO Old sandbox char mark beside a supported model base. A few loose grains settle after contact; rigid model stays intact, scar does not heal. This is a separate specimen from true-board geography. HARD CUT — SHOT 14 | 26.25-27.50 | CLOSE New view locates that scar in its shallow tray with a documentary-print corner and grey population piece. Receding model silhouettes and paper layers create repetition; no living army or beautiful disaster. HARD CUT — SHOT 15 | 27.50-28.25 | EXTREME MACRO Exact ship nose/seam echo missile/compass diagonal. Warm highlight reveals texture; base stays supported. Hard cut, no transformation. HARD CUT — SHOT 16 | 28.25-30.00 | RELATION HOLD New wider fixed frame: exact ship/board, construction sheet, both original drawing edges and SEPARATE sandbox in depth. Three faction accents coexist. All collision motion has damped; scan is off, surfaces opaque. Hold with real shadows, no victory/title/fade. GUARDS No white source fields, watermark or padding. Cuts carry scale; no inter-shot travel. Physical motion retains mass/support/geometry. Second 20s excerpt guides 30s coverage for unchanged 40s music selection. Low material sound, no new score/voice/trailer effects. No live humans, mutated source art, floating pieces, war, source-sheet display, fleet/42/ending planet or old ruined room. New and old assets coexist. Rendered edits/scans/collisions require verification.
ACTIVE ASSETS — ATTACH IN THIS ORDER ONLY @Image1 = {{Mixed 1}} : empty living-room geography, materials and daylight direction only; sofa/window screen-left, round table centre, stairs screen-right. Do not inherit adult camera height. @Image2 = {{Mixed 2}} : EVAN identity, face, body proportions and locked navy/brown wardrobe only. Use the face panel for identity and the body panels for front/rear clothing; never render the sheet's missing-head presentation. @Image3 = {{Mixed 3}} : LENA identity, face, body proportions and locked cream/blue/rust wardrobe only. Use the face panel for identity and the body panels for clothing; never render the sheet's missing-head presentation. @Image4 = {{Mixed 4}} : EVAN's hand-drawn green vertical city artwork and paper texture only. @Image5 = {{Mixed 5}} : LENA's hand-drawn shared garden/community artwork and paper texture only. @Image6 = {{Mixed 6}} : composition authority for the rug-level two-child wide — EVAN screen-left, LENA screen-right, drawings foreground, round table midground, sofa/window left, stairs right. Attached last so it controls composition without replacing identities. EVAN VOICE REFERENCE = {{Mixed 7}} : timbre and vocal identity only; exact words and timing come from this prompt. LENA voice reference is PENDING, so use the textual voice lock below. Assets lock identity and visible world state, not story action. Only EVAN and LENA appear. No KAI, no TAVI, no third person. OUTPUT CONTRACT 15.0 seconds, 16:9, 24fps, real-time, one controlled four-shot sequence. HARD CUTS exactly at 3.0s, 7.0s and 11.0s. Clean plate: no subtitles, captions, watermark, title card or music. Exact English dialogue only. End state must be directly usable as Group 2's first frame. CAUSAL SPINE The school assignment and two different drawings establish the theme -> the room reveals two ordinary siblings working separately -> LENA notices the one thick black finishing marker and reaches -> EVAN physically pins it before she can lift it -> LENA makes a small request -> EVAN refuses by claiming he is still using it -> both hands begin sharing contact with the same marker -> the clip ends with the ownership conflict physically active, ready for Group 2. WORLD AND CONTINUITY LOCK One warm, lived-in American family living room in soft afternoon daylight. Camera side and architecture stay consistent: EVAN always screen-left/west by the sofa side; LENA always screen-right/east by the stairs side; round table behind them; large window and L-sofa left; staircase right. Warm neutral daylight enters from screen-left and never changes. The floor drawings remain on the same rug, same orientation and same distance apart through every cut. Coloured pencils remain scattered, but the contested object is exactly one thick, unbranded black felt-tip finishing marker. No science-fiction interface, smart display, hologram, warning light or electronic sound. FIRST FRAME AND SPATIAL BLOCKING SHOT 1 begins already occupied by both children's hands and both drawings in an extreme close view at rug height. EVAN's city drawing lies left, LENA's community drawing right. The printed assignment heading on the paper reads exactly: THE FUTURE WORTH LIVING IN. The single black marker lies horizontally between the two papers. Hands enter from their established sides only: EVAN from left, LENA from right. FORMAT AND CAMERA SHOT 1, 0.0–3.0s — dedicated 65mm macro/detail view, fixed 0.35m above the rug, slight 25-degree downward angle. One controlled rack focus: printed assignment heading -> two drawing hands -> black marker. No zoom. SHOT 2, 3.0–7.0s — rug-level environmental MWS matching the wide composition reference. Tripod at child height 0.62m on the south side facing north. Start S35 25mm, hold the complete room for 1.0s, then optical creep zoom 25→32mm from 4.0–6.6s. Camera remains physically fixed: no dolly, no digital crop. Hold endpoint to 7.0s. SHOT 3, 7.0–11.0s — LENA close-up from the stairs/east side, S35 65mm, eye level for a child lying on the rug. Marker remains low foreground-left; EVAN stays off-screen left. Fixed camera, no zoom. SHOT 4, 11.0–15.0s — reverse close-up on EVAN from the sofa/west side, S35 65mm. His right hand and the black marker remain in the lower foreground; LENA stays off-screen right except for her approaching right fingertips near the marker at the end. Fixed camera, no zoom. Preserve the 180-degree line and nose directions. TIMED ACTION 0.0–0.8s — SHOT 1: focus on the exact assignment heading. Paper fibres and coloured-pencil marks are real, imperfect and tactile. 0.8–1.8s — EVAN's left-side hand adds one compact structural line to the city; LENA's right-side hand adds colour to the community drawing. Their actions are asynchronous. 1.8–2.6s — both drawing hands leave in their own directions; focus settles on the single black marker between the papers. 2.6–3.0s — hold the marker. HARD CUT. 3.0–4.0s — SHOT 2: complete room and both children readable. EVAN works procedurally screen-left; LENA works more intuitively screen-right. 4.0–6.0s — the subtle 25→32mm optical zoom draws attention inward while neither child reacts to the camera. LENA sets down a coloured pencil. 6.0–7.0s — LENA's eyes reach the black marker; her hand has not touched it yet. HARD CUT. 7.0–7.7s — SHOT 3: LENA checks the marker and EVAN's hand position, then reaches. 7.7–9.8s — LENA says exactly, in sync: “I just need it for one line.” Her voice: natural ten-year-old girl, clear light neutral-American English, direct and ordinary, no theatrical sweetness, no adult cadence. 9.8–10.5s — before she can lift the marker, EVAN's right hand enters from off-screen left and presses the barrel into the rug. 10.5–11.0s — LENA's eyes move to his hand first, then toward EVAN. HARD CUT. 11.0–11.7s — SHOT 4: EVAN keeps his right hand on the marker and glances first at his unfinished city line. 11.7–13.5s — EVAN says exactly, in sync: “I'm still using it.” Use the EVAN voice reference for vocal identity; short factual delivery, not loud, not cruel. 13.5–14.3s — EVAN pulls the marker 2–3 centimetres toward his own paper; rug friction visibly resists it. 14.3–15.0s — LENA's right fingertips enter from screen-right and close around the opposite end. Both children now contact the same marker. Hold this exact endpoint. ACTING AND REACTION EVAN's objective is to finish his current step without losing control of the tool. He works with compact, procedural attention; his refusal sounds like a factual status report. His eyes check the paper before acknowledging LENA. LENA's objective is only to borrow the marker for one final line. She begins with a reasonable request, not anger. Information reaches her eyes before her head; when EVAN blocks the marker, her hand stops first, then her gaze shifts. Natural blinks, wet living eyes, small breaths. No mugging, synchronized reaction, precocious speech or performed moral lesson. PHYSICS AND MATERIAL RESPONSE The marker is rigid, matte black and unbranded. It never bends, duplicates or teleports. Fingers maintain anatomically valid contact; no fused hands or extra digits. EVAN's palm pressure dents the rug pile slightly. The 2–3cm pull has friction and visible forearm tension. Drawings and pencils remain grounded and do not rearrange between cuts. Hair, sleeves and paper edges respond subtly after body motion. LIGHTING AND GRADE Soft available afternoon light from the left window; warm neutral cream, wood and brown palette; gentle natural falloff, readable child faces, no glossy commercial beauty light. No lighting change between shots. Grounded photoreal family-drama texture, natural skin and fabric, modest optical breathing, no artificial flare. AUDIO Diegetic only: pencil scratches, paper fibres, sleeve-on-rug friction, distant birds and low home ventilation. LENA speaks only her exact line in SHOT 3. EVAN speaks only his exact line in SHOT 4 using the supplied EVAN voice identity. No KAI voice, no off-screen adult, no robot, no door knock in this group. Ambient sound remains continuous across hard cuts. ACCEPTANCE LOCKS Exactly two children throughout: EVAN left, LENA right, identities and wardrobes match their references. Shot order and cut times are fixed: macro assignment 0–3 -> living-room wide 3–7 -> LENA close 7–11 -> EVAN close 11–15. Only one optical zoom, 25→32mm in SHOT 2; all other cameras fixed. Exact dialogue and speaker ownership. The assignment heading is the only required readable world text. Exactly one black marker. At 15.0s EVAN's right hand pins/pulls the marker from screen-left while LENA's right fingers hold the opposite end from screen-right; both papers and all room geography remain unchanged. This endpoint is Group 2's required first frame.
ACTIVE ASSETS — ATTACH IN THIS ORDER ONLY @Image1 = {{Mixed 1}} {{Mixed 9}} — MASTER_21X9: accepted 21:9 room geography, camera side, EVAN-left/KAI-far-center/LENA-right blocking, light, wardrobe and box-on-KAI-lap world-state authority. @Image2 = {{Mixed 2}} {{Mixed 10}} — KAI_BOX_LAP_STATE: exact temporal state and scale authority for KAI seated far-center with the single closed box horizontal on his lap, lower box half hidden behind the far table edge. @Image3 = {{Mixed 3}} — EVAN_IDENTITY: EVAN face, age, hair and navy/brown wardrobe identity only. @Image4 = {{Mixed 4}} — LENA_IDENTITY: LENA face, age, red hair and cream/rust wardrobe identity only. @Image5 = {{Mixed 5}} — KAI_IDENTITY: KAI face, age, hair and green/khaki wardrobe identity only. @Image6 = {{Mixed 6}} — DARK_MARKER: exact one rigid dark marker geometry, cap, matte material and scale only. @Audio1 = {{Mixed 7}} — LENA_VOICE: LENA vocal identity and timbre only. @Audio2 = {{Mixed 8}} — EVAN_VOICE: EVAN vocal identity and timbre only. No standalone box product image is active. The box must come only from MASTER_21X9 and KAI_BOX_LAP_STATE so scale, lap contact and partial table-edge occlusion cannot reset. OUTPUT CONTRACT 10 seconds, Seedance 2.5, mixed all-reference video, 21:9, 480p, 24fps feel, exactly seven tightly cut views, generated sound on, exact English dialogue, no subtitles, captions, editorial text or music. No environmental wide shot lasts more than 1.2 seconds. Begin after the separate THE TURN title card. CAUSAL SPINE KAI hears LENA -> eyes check both sides -> rapid pull-back reveals one marker tug -> EVAN defends possession -> grip insert proves the object -> alternating eyes sustain pressure -> KAI looks down to the correctly scaled box on his lap -> cut to C04. WORLD AND FIRST STATE Camera remains near/south of the round table facing north. EVAN stays left/west by sofa, KAI far/north centered, LENA right/east on low stool. Table has no drawings, papers, pencils, cards or pieces. Add only one marker shared over table center. Box remains closed, horizontal on KAI's lap, 45–50cm wide, no wider than his shoulder span; far table edge hides its lower half. It never touches tabletop in C03. NO-LENS LOCK All faces are three-quarter or over-shoulder. KAI looks left to EVAN, right to LENA, then down to marker/box; EVAN and LENA look only at each other or marker. Pupils remain at least 15 degrees off lens. No presenter, interview or fourth-wall gaze. CAMERA RULE Use 135–150mm pressure for faces and eyes, 150mm for hands, and only one brief 80–85mm compressed triangle reveal. Do not return to the full MASTER scale. Start very tight on KAI's face; box completely below frame. Pull out rapidly only to the 80–85mm three-person medium, not a room-wide 55mm view. Every later view is tighter than the reveal. Hard cuts follow eyes or grip pressure; no shot after the reveal exceeds 1.6 seconds. TIMED ACTION — EXACT CUTS 0.00–0.70 — SHOT 1, 150mm KAI three-quarter facial close-up. Box and table are below frame. He looks left, right, then down; shoulders tense. LENA starts speaking offscreen near the end. No lens gaze. 0.70–2.20 — SHOT 2, one fast 150→80–85mm optical pull-back. Reveal EVAN left and LENA right already gripping opposite ends of one marker over table center; KAI remains far-center, box low on lap and partly hidden by table edge. LENA says exactly once: "He won't share the marker." The move stops by 1.45s; hold only until her final word. 2.20–3.85 — SHOT 3, hard cut to 135mm EVAN three-quarter close-up from near-left. He pulls marker only 3cm toward himself and says exactly once: "I was using it." Gaze on LENA then marker; mouth closes after “it.” 3.85–4.90 — SHOT 4, 150mm marker-and-hands insert over wood. EVAN holds body end; LENA holds opposite end. Fingers separate, marker rigid and singular. No box, paper or extra prop enters. 4.90–5.85 — SHOT 5, 150mm EVAN eye/hand pressure close-up. He anchors elbow and holds. No speech. 5.85–6.80 — SHOT 6, 150mm LENA eye/hand reverse. She makes one controlled 4cm counter-pull and stops. No speech. 6.80–10.00 — SHOT 7, 135–150mm KAI three-quarter reaction, not a wide master. Sibling shoulders are soft opposite foreground edges. KAI looks marker-left-right, embarrassed half-smile dies, then eyes drop to the box. From 8.8s the frame tilts only enough to reveal the top edge of the same closed box on his lap; table edge still hides its lower half. He slides both hands under its weight. End on KAI plus correctly scaled lap-box, ready for C04. ACTING EVAN protects possession with an anchored elbow, defensive tempo and narrow eyes. LENA argues fairness with one controlled pull and stillness afterward. KAI avoids involvement until his gaze finds the box; breath catches, shoulders narrow, hands reposition. Reactions are small and asymmetric, never broad comedy. PHYSICS AND IDENTITY Marker stays one rigid object. Arms rest on table at least 45cm in front of KAI. Box stays one closed 3–4kg object on lap; trousers/cuffs compress, elbows remain low. No box scaling, duplicate lid, table contact, teleport or readable product pose. Preserve faces, hair, wardrobe, screen side and window-left daylight across cuts. AUDIO Exact two lines, room tone, sleeve/wood contact and one restrained marker creak. LENA_VOICE only LENA; EVAN_VOICE only EVAN. No KAI speech, extra words, doorbell, garden, music, boom or UI sound. ACCEPTANCE LOCKS Seven views; 10s; 21:9; only one brief 80–85mm reveal; no four-second wide tail; box hidden below frame until final KAI reaction, then correct lap position/scale; no box on table; no standalone box-asset drift; one marker; exact two lines once; no lens gaze, drawings, product shot, duplicate text, extra person, robot, anatomy drift, axis crossing or spatial reset.
ACTIVE ASSETS — EXACT ORDER; 29 IMAGES, 3 AUDIOS; NO VIDEO @Image1 = {{Mixed 1}} — OPEN_BOX: open-box/tray geometry only; card orientation comes from Images16–27. @Image2 = {{Mixed 2}} — EVAN_NORMAL: identity; navy top, brown trousers, white shoes. @Image3 = {{Mixed 3}} — LENA_NORMAL: identity; cream cardigan, gray striped shirt, rust trousers, dark shoes. @Image4 = {{Mixed 4}} — KAI_NORMAL: identity; forest-green sweater, pale-blue collar/cuff, khaki trousers, dark shoes. @Image5 = {{Mixed 5}} — BOARDWORLD_LOCATION_BLOCKING_MASTER: persistent game-stage room, giant table, map geography and EVAN-left/KAI-far-center/LENA-right zones for this and all later game scenes; never copy its exact camera, framing, poses or final frame. @Image6 = {{Mixed 6}} — EVAN_GAME: exact blue final uniform only. @Image7 = {{Mixed 7}} — KAI_GAME: exact red final uniform only. @Image8 = {{Mixed 8}} — LENA_GAME: exact ivory final uniform only. @Image9 = {{Mixed 9}} — LIVINGROOM_TOPOLOGY only; never its camera. @Image10 = {{Mixed 32}} — LIVINGROOM_BLOCKING: EVAN-left/KAI-center/LENA-right; KAI empty-handed. @Image11 = {{Mixed 10}} — CLOSED_BOX: exterior, title, latches and proportions for opening close-up. @Image12 = {{Mixed 11}} — COMPONENTS: cities, figures, flags, roads, tanks, farms, mines, factories, voyage ship. @Image13 = {{Mixed 12}} — HEX_TILES. @Image14 = {{Mixed 13}} — FACTION_PIECES: blue/ivory/red/neutral; prop colors only. @Image15 = {{Mixed 14}} — CARD_BACK: minor side stack only; never replace card fronts. @Image16 = {{Mixed 15}} — FIRST_PLAYER_CARD: FIRST PLAYER / PASS CLOCKWISE. @Image17 = {{Mixed 16}} — MAP_GUIDE_CARD. @Image18 = {{Mixed 17}} — ENERGY_CARD. @Image19 = {{Mixed 18}} — FOOD_CARD. @Image20 = {{Mixed 19}} — METAL_CARD. @Image21 = {{Mixed 20}} — AGRICULTURE_CARD. @Image22 = {{Mixed 21}} — COMBUSTION_CARD. @Image23 = {{Mixed 22}} — ENGINEERING_CARD. @Image24 = {{Mixed 23}} — INDUSTRY_CARD. @Image25 = {{Mixed 24}} — VOYAGE_CARD. @Image26 = {{Mixed 25}} — TEMPORARY_RULE_CARD. @Image27 = {{Mixed 26}} — TURN_ORDER_CARD. @Image28 = {{Mixed 27}} — COMPASS: sole physical navy/brass FIRST PLAYER / PASS CLOCKWISE dial; solid pivot, movable outer ring. @Image29 = {{Mixed 28}} — FARTHER_TITLE_INTRO: exact game-title splash; preserve only FARTHER and BUILD A WORLD. REACH THE NEXT.; no menu/UI. @Audio1 = {{Mixed 29}} — KAI timbre only. @Audio2 = {{Mixed 30}} — EVAN timbre only. @Audio3 = {{Mixed 31}} — LENA timbre only. OUTPUT / STYLE 25.0s; Seedance 2.5; 21:9; 480p; 24fps; sound on. Premium fashion-editorial game intro: charcoal/navy, aged brass, cream paper, crisp texture, clean contrast, controlled highlights, subtle grain; fast, graphic and confident, never chaotic. Five hard cuts at 0.45/1.20/3.40/6.00/8.80s; after 8.80s one continuous carrier through title and world reveal. All dialogue is exact voiceover; no lip-sync. CARD-FRONT LOCK Images16–27 are prearranged face-up before frame 1; nobody deals or flips them. Show every real front: 1.20–3.40s Images18 ENERGY/19 FOOD/20 METAL; 3.40–6.00s Images21 AGRICULTURE/22 COMBUSTION/23 ENGINEERING/24 INDUSTRY/25 VOYAGE; 6.00–8.80s Images16 FIRST PLAYER/17 MAP GUIDE/26 TEMPORARY RULE/27 TURN ORDER. Each row is flat, square, motionless, non-overlapping and fully framed; hold sharp at least 1.4s. Image15 stays a small side stack. Missing, face-down, generic or card-back-only rows are failures. TIMELINE / CAMERA / WARDROBE 0.00–0.45s — 85mm exterior macro on Image11 brass latches. KAI's one Image4 green-sleeved hand flips both latches; crisp metal clicks. No face. WARDROBE TAG: KAI green sleeve/pale-blue cuff only. 0.45–1.20s — Match cut inside tray, 24mm; lid swings fully open by 1.20s, then leaves frame. EVAN-left/KAI-center/LENA-right appear only at upper rim in Image2/4/3 daily clothes. KAI V.O. begins exactly: "Build a city. Collect food, metal, and energy. Play tech cards. First civilization to build the voyage ship wins." WARDROBE TAG 0.45–1.20s — DAILY CLOTHES ONLY; no game uniform. 1.20–3.40s — CUT: 50mm resource-row macro; six-frame 10% snap push then sharp hold. All Images18–20 visible. KAI V.O. continues naturally. WARDROBE TAG: CARDS ONLY, no human/clothing. 3.40–6.00s — CUT: four-frame brass-border lateral whip into locked Images21–25; all five fronts sharp. Finish KAI's first line. WARDROBE TAG: CARDS ONLY. 6.00–8.80s — CUT: fast zoom-out from Image16 to locked Images16/17/26/27. LENA V.O. exactly: "Can more than one civilization win?" KAI V.O. exactly: "Not according to the box." WARDROBE TAG: CARDS ONLY. 8.80–11.80s — CUT: 85mm match from Image16 compass print to Image28. EVAN V.O. exactly: "Okay—who goes first?" KAI's complete Image4 green-sleeved hand lifts Image28. KAI V.O. exactly: "Clockwise. The box likes order." Thumb rotates outer ring clockwise; center fixed; controlled macro push. WARDROBE TAG: KAI green/pale-blue sleeve only. 11.80–15.50s — Ring click triggers Images16–27 into one controlled radial fan around Image28; fronts stay upright, recognizable, card-thick and non-duplicated. Smooth 15% pull-back; no UI grid/debris. WARDROBE TAG: ZERO HUMAN/WARDROBE. 15.50–18.60s — Camera threads through the fan. Art moves only inside its card border: energy machinery turns, crops ripple, engineering lines draw, industry pistons move, voyage ship advances. Frames remain intact until passing camera. WARDROBE TAG: ZERO HUMAN/WARDROBE. 18.60–20.80s — Brass borders and compass ticks assemble Image29 exactly on dark navy: FARTHER with BUILD A WORLD. REACH THE NEXT. Hold clean title at least 1.2s like a premium single-player boot intro. No button, menu or extra text. WARDROBE TAG: ZERO HUMAN/WARDROBE. 20.80–23.00s — Push through Image29 compass rose; title lines become roads/rails/coastlines and paper becomes terrain. Image5 supplies persistent room/table/geography only. WARDROBE TAG: ZERO HUMAN/WARDROBE. 23.00–25.00s — New camera, not Image5 frame: 24mm high-oblique three-quarter wide of the same persistent game room and giant table; slight 20-degree arc, then 0.8s settle. EVAN screen-left Image6 blue, KAI far-center Image7 red, LENA screen-right Image8 ivory. This endpoint establishes the same spatial world for all later game scenes. WARDROBE TAG: GAME UNIFORMS ONLY; no blend/swap. VOICE PERFORMANCE — NATURAL, NEVER RECITED EVAN and LENA are playful rivals, impatient to settle it in one decisive game. KAI explains briskly like a smart friend because they are eager to start—natural breaths, slight lift on voyage ship/wins, never a presenter. LENA asks with a quick competitive smile: she wants one clear winner, not an abstract rule answer. KAI's first reply is immediate, dry and amused. EVAN's Okay—cuts in half a beat early, bright and eager; who goes first rises with excited curiosity, never aggression. KAI's final reply is low-key playful: human pause after Clockwise, then a knowing referee's smile. Preserve words exactly. No robotic cadence, sing-song, ominous acting, over-enunciation or ad voice. AUTHORITY / PHYSICS Image1 and Image11 are one box. Images16–27 are physical face-up cards before 11.80s; after ring click they may animate only as specified. Image28 remains a physical dial and visual origin, never screen/hole/portal. Image29 controls title spelling/layout only. Image5 is the persistent location/blocking master for this and every later game scene: same room, table, map and character zones; text controls each camera/pose. Images2–4 control identity; Images6–8 final uniforms. AUDIO — DIALOGUE + SFX ONLY Audio1/2/3 provide KAI/EVAN/LENA timbre only. Each line once; no extra words. SFX only: latch clicks, lid movement, card-border ticks, dry cut-whooshes, paper flutter, compass-ring click, title metal lock and map expansion. MUSIC TRACK MUST BE ABSENT. No music, melody, harmony, beat, rhythm, percussion, bass, drone, pad, tonal/ambience bed, sting or transition cue. HARD FAILURES Slow opening after 1.20s; missing/face-down/generic card row; card-back montage; unreadable substituted title; menu/UI; extra dialogue; visible lip-sync; wrong speaker; recited/announcer voice; extra hand/finger/person; commander sleeve before game world; wardrobe morph/swap; copy of Image5 overhead frame/poses; duplicate room; compass portal/screen; random floating debris; extra cut; camera shake; music or tonal bed.
【素材职责】 【道具】 {{Mixed 1}}用于FARTHER卡牌的能量牌、首位玩家牌和回合顺序牌的同心圆纹章图案与卡牌边框几何,不采用视频的时序、暗色背景或居中展示排列。 【正文】 三张FARTHER卡牌{{Mixed 1}}的卡角——能量牌、首位玩家牌、回合顺序牌——在证据桌面上相互叠压,置于烟熏玻璃板之下,同心圆纹章图案透过玻璃可见。三张卡牌各有接触阴影与物理重量,边角轻微错位。移焦依次扫过三个同心圆纹章:从能量牌圆形纹章开始,平滑移至首位玩家牌圆形,再移至回合顺序牌圆形。 结束时:回合顺序牌同心圆纹章处于最清晰焦点,其余两牌软焦,烟熏玻璃反射微光。 【视觉风格】 调查性证据沙盒。石板炭灰桌面,浅标本托盘,烟熏玻璃,拉丝导轨,黑化黄铜,细尘。近乎黑暗,窄束暖白掠射光与冷蓝灰透射扫描光。硬边阴影,克制的黄铜高光,深绿灰黑,微量Blue/Red/Ivory色点,选择性反射。90-135mm微距,T2.0-T2.8质感,1-4cm焦平面。真实游戏渲染材质,受控光线追踪弹射。无广告级抛光。 【镜头】 100mm微距,T2.0,静止机位,移焦:焦点依次从能量牌纹章→首位玩家牌纹章→回合顺序牌纹章平滑转移。 【声音】 无背景音乐,只保留卡纸边缘细微摩擦声<paper edge>和玻璃板轻微共鸣。 No BGM
ACTIVE ASSETS — ATTACH IN THIS ORDER ONLY @Image1 = {{Mixed 1}} {{Mixed 10}} — MASTER_21X9: accepted 21:9 geography, camera side, EVAN-left/KAI-far-center/LENA-right blocking, light, wardrobe and closed-box-on-KAI-lap state. @Image2 = {{Mixed 2}}{{Mixed 9}} — KAI_BOX_LAP_STATE: exact KAI posture, box scale, horizontal lap contact and lower-box table-edge occlusion. @Image3 = {{Mixed 3}} — EVAN_IDENTITY: EVAN face, age, hair and navy/brown wardrobe. @Image4 = {{Mixed 4}} — LENA_IDENTITY: LENA face, age, red hair and cream/rust wardrobe. @Image5 = {{Mixed 11}} — KAI_IDENTITY: KAI face, age, hair and green/khaki wardrobe. @Image6 = {{Mixed 5}} — DARK_MARKER: one rigid dark marker geometry and scale. @Audio1 = {{Mixed 6}} — LENA_VOICE: LENA timbre only. @Audio2 = {{Mixed 7}} — EVAN_VOICE: EVAN timbre only. @Audio3 = {{Mixed 8}} — KAI_VOICE: KAI timbre only. Use exactly this asset order. No standalone box product image. OUTPUT CONTRACT 15 seconds, Seedance 2.5, mixed all-reference video, 21:9, 480p, 24fps feel, eight tightly motivated views, generated sound on, exact English dialogue, no subtitles, text overlays or music. This single clip fully replaces separate C03 and C04. Play as ordinary sibling friction mediated by a fair, mildly weary friend; no hostile western acting, blank KAI, sarcasm, presenter behavior or product reveal. CAUSAL SPINE KAI listens equally -> camera reveals marker dispute -> LENA states fairness complaint -> EVAN gives prior-use defense and asks why she could not wait -> LENA repeats sharing principle -> KAI acknowledges both and asks for a pause -> gentle joke proposes a larger shared argument -> both release -> same closed box moves from lap to neutral table center -> KAI names game as invitation -> active conflict becomes cautious shared attention. WORLD / FIRST STATE Camera south facing north. EVAN left by sofa, KAI far-center, LENA right on low stool. One marker held lightly over table center. Closed box horizontal on KAI's lap, 45–50cm wide, lower half hidden behind far table edge; never on tabletop at start. Table has no drawings, pencils, cards or pieces. NO-LENS / CAMERA All dialogue at seated eye level in 95–110mm three-quarter or over-shoulder views, 20–30 degrees off lens. One 70–80mm compressed relationship reveal and one 75–85mm box-action medium. No extreme eye inserts, threatening low angles, room-wide master, lid-filling product shot or direct lens gaze. KAI receives equal left/right eyelines; he never faces camera as host. TIMED ACTION — EXACT ORDER 0.00–0.55 — SHOT 1, 105mm KAI three-quarter close-up, box below frame. He hears marker friction, looks left to EVAN then right to LENA with equal attention. Brows lift slightly; one small inhale; calm concern, no smile or blank stare. 0.55–1.95 — SHOT 2, quick 105→70–80mm pull-back, stopping by 1.15s. Reveal EVAN left and LENA right holding opposite marker ends, KAI far-center with box low. LENA says exactly once: "He won't share the marker." Frustrated fairness, not aggression. KAI turns his eyes toward her while listening. 1.95–4.35 — SHOT 3, 100mm EVAN three-quarter reverse with KAI's soft shoulder edge. EVAN pulls marker only 2cm and says exactly once: "I was using it." After a short natural breath, without a new aggressive movement, he says exactly once: "You could've waited." Delivery is defensive and a little hurt, not hostile; gaze on LENA then marker. 4.35–5.65 — SHOT 4, 100mm LENA reverse with KAI's opposite shoulder edge. Grip remains steady, no yank. She says exactly once: "You could've shared." Her expression is tired disbelief and fairness; lips close after “shared.” 5.65–6.45 — SHOT 5, 120mm marker/hands insert. KAI's open hand enters low between their sightlines, palm-down but never touches marker. Both grips visibly reduce pressure. One marker, relaxed fingers, no fists. 6.45–8.95 — SHOT 6, 100mm KAI off-axis three-quarter close-up. He looks to EVAN and gives a tiny nod, then to LENA with the same nod. Calm palm remains low. He says exactly once: "Good. I brought a bigger argument." `Good` means “okay, I heard both of you,” warm and mildly weary—not praise or sarcasm. On “bigger,” he glances down to box and back to both. A tiny reassuring half-smile may appear only at sentence end, never broad. 8.95–10.75 — SHOT 7, 75–85mm physical-action medium. LENA releases first, EVAN loosens and keeps marker near his left side. KAI puts both hands under the same closed lap-box, lifts only to table height, travels 35–45cm and sets it horizontally at exact table center. Elbows stay low under weight; one landing and one small wood vibration. No float, chest-high hold or teleport. 10.75–12.35 — SHOT 8A, 100mm KAI three-quarter medium with only box upper edge at lower frame, never a lid advertisement. One hand rests on box; the other opens slightly toward both siblings. Looking EVAN then LENA, KAI says exactly once: "It's called Farther." Tone is modest and inviting—“let's do this together”—not sales, apology or host voice. 12.35–15.00 — SHOT 8B, tight 95mm three-person medium. Closed box center-lower; faces fill upper frame. EVAN's defensive focus softens into curiosity while marker stays loose in hand. LENA withdraws her shoulders, keeps a faint dissatisfied mouth line, then looks at box. KAI checks both reactions fairly and gives one small relieved exhale, no celebration. End with residual irritation redirected toward a shared object, not magically erased. ACTING LOCK KAI is the peacemaker: balanced listening, equal nods, low calming palm, fair timing and a shared-object invitation. He is mildly weary because the argument is childish, but never contemptuous, frightened, blank or eager to escape. EVAN is defensive, not menacing. LENA is frustrated, not aggressive. Hands stop before faces soften. BOX / PHYSICS / AUDIO Box scale comes from lap-state asset only. It begins on lap, receives one continuous supported lift, lands once at center and stays closed. No standalone box drift, giant suitcase, duplicate FARTHER, product view or object swap. Exact six lines in order, room tone, slight marker friction, quiet breath, cloth strain and weighted landing. Voices remain assigned. No extra speech, latch, music, sting, boom or UI sound. ACCEPTANCE 15s, 21:9, eight views. Exact dialogue order: LENA -> EVAN two lines -> LENA -> KAI two lines. KAI visibly mediates: equal listening -> calm pause gesture -> fair humorous intervention -> shared-object invitation. No blank KAI, hostile siblings, lens gaze, wide tail, box error, drawings, subtitles, extra person, robot, anatomy drift or spatial reset.
ACTIVE ASSETS — ATTACH IN THIS ORDER ONLY @Image1 = {{Mixed 1}} — LIVINGROOM_FRONT: room geography/light authority only. @Image2 = {{Mixed 2}} — EVAN_IDENTITY: EVAN identity authority only. @Image3 = {{Mixed 3}} — LENA_IDENTITY: LENA identity authority only. @Image4 = {{Mixed 4}} — EVAN_DRAWING: EVAN drawing authority only. @Image5 = {{Mixed 5}} — LENA_DRAWING: LENA drawing authority only. @Image6 = {{Mixed 6}} — BLACK_MARKER: marker authority only. @Audio1 = {{Mixed 7}} — PUBLIC_ADDRESS_WORLD_VOICE: same procedural voice as board world. Assets lock identity and visible world state, not unscripted action or extra characters. OUTPUT CONTRACT 15 seconds, Seedance 2.5 at 480P, 21:9, 24fps, controlled multi-shot or continuous take exactly as specified, real-time motion, no subtitles, no generated editorial text, no music. CAUSAL SPINE ordinary drawing resumes -> same system voice sounds in reality -> military ranks reclassify the children -> their business freezes -> camera rises without following them -> ceiling becomes physical boundary WORLD AND CONTINUITY LOCK Warm room remains ordinary until the exact PA line. No alarm lights or visible interface. FIRST FRAME AND SPATIAL BLOCKING EVAN left drawing with marker, LENA right, no TAVI. Camera centered above rug, facing down then rising vertically. FORMAT AND CAMERA One locked 65mm shared composition for PA, then continuous vertical rise using natural 35mm spatial view. No reaction montage. DETAILED SHOT EXECUTION First frame is the settled marker and ordinary drawing activity inherited from C15. Hold one 65mm two-person composition with EVAN left and LENA right; camera support is stable, not ominous. Play restrained chime from the real room system, then the exact PA sentence once. EVAN's pen tip stops first but remains touching paper; LENA's smile drains before her eyes and head turn. Do not cut to separate reactions and do not add alarm lighting, screen graphics or robot body. After the assessment glance, camera alone starts a vertical move. Lens opens toward a natural 35mm spatial result while rising over both drawings, marker, rug, table and sofa. Children remain physically frozen below. Ceiling contact is not a dissolve: reveal plaster, cavity depth and service layers through a visible aperture/path, ending inside material structure with room light receding beneath. DIALOGUE AND VOICE ROUTING LOCK Use only the exact quoted English dialogue in TIMED ACTION. Voice references provide timbre and identity only; never copy demonstration wording, swap speakers, blend voices, add filler, names, breaths-as-words, commentary or offscreen dialogue. Visible speakers receive natural on-camera lip sync only during their assigned line; mouths close before and after speech. WORLD VOICE and PUBLIC ADDRESS remain disembodied and never create a visible robot or interface. The user-supplied demo clips control camera/editing grammar only and are not attached as video references. USER-DEMO CAMERA GRAMMAR: purposeful handheld with shoulder mass and micro-settling; 85–135mm dialogue pressure; fast push/optical tighten only on a new decision or interruption; hard cuts preserve eyelines and object state; no dead static coverage, digital jitter, decorative zoom or random angle change. TIMED ACTION 270.0-271.0 normal room tone and restrained chime. 271.0-275.5 PUBLIC ADDRESS says exactly: "Youth Strategy Unit Seven. Majors Evan and Lena Reyes, report to the War Room immediately." Same timbre as WORLD VOICE. 275.5-277.0 EVAN's pen stops, LENA's ease disappears, they look at each other. 277.0-282.0 camera rises over drawings and marker; both printed titles are readable. 282.0-285.0 camera reaches and begins crossing ordinary white ceiling into dark maintenance material. ACTING AND REACTION No dialogue after PA. EVAN stops first; LENA's smile disappears before her head turns. Stillness persists as camera leaves. PHYSICS AND MATERIAL RESPONSE Camera path is vertical and continuous; ceiling passage follows material layers, not dissolve. Objects/children do not move after freeze. CONTINUITY AND FAILURE GUARDS Preserve exact subject count, facial identity, age, wardrobe state, left/top/right geography, object ownership, light direction and exit-state continuity across every cut. Eyes lead heads; hands remain anatomically complete with stable grip and contact; objects never duplicate, teleport, merge, resize or change design. Handheld means shoulder mass, breath and imperfect correction, never digital jitter. No subtitles, captions, logos, watermarks, floating UI, extra dialogue, generated music, waxy skin, dirty grade, flicker, ghosting or game-engine gloss. LIGHTING AND GRADE Clean natural detail, stable exposure, restrained contrast, tactile paper/wood/fabric/metal. Preserve the active reference's light direction and palette; no dirty wash, waxy skin, flicker, ghosting or game-engine gloss. AUDIO Exact PA, ventilation hum growing under room tone. No music or alarm. ACCEPTANCE LOCKS PA exact and once; no TAVI; no separate reactions; endpoint is inside ceiling layer.
ACTIVE REFERENCES — EXACT IMAGE ORDER @Image1 = {{Mixed 1}} — selected research-room space/light; background sketches not object authority. @Image2 = {{Mixed 2}} — same A-to-B file and grey figures. @Image3 = {{Mixed 3}} — exact model identities, including farm and grey civilians; no sheet layout. @Image4 = {{Mixed 4}} — three-color and neutral model identities. @Image5 = {{Mixed 5}} — EVAN printed portrait and blue uniform-detail authority. @Image6 = {{Mixed 6}} — KAI printed portrait and red uniform-detail authority. @Image7 = {{Mixed 7}} — LENA printed portrait and ivory uniform-detail authority. @Image8 = {{Mixed 8}} — EVAN original city drawing, exact marks. @Image9 = {{Mixed 9}} — LENA original community drawing, exact marks. @Image10 = {{Mixed 10}} — same source marker; capped state only. @Image11 = {{Mixed 11}} — Temporary Rule card. @Image12 = {{Mixed 12}} — Turn Order card. @Image13 = {{Mixed 13}} — First Player card. @Image14 = {{Mixed 14}} — Voyage card: print, never real outer space. @Image15 = {{Mixed 15}} — card-back printed star lines only; title cropped. @Image16 = {{Mixed 16}} — open-case materials/support wells only. @Image17 = {{Mixed 17}} — current unshaded structural line study. @Image18 = {{Mixed 18}} — three document positions/empty-seat miniature relationship only. @Image19 = {{Mixed 19}} — Map Guide print. @Image20 = {{Mixed 20}} — supporting documentary photos, all static. @Image21 = {{Mixed 21}} — Agriculture card supporting LENA drawing. @Image22 = {{Mixed 22}} — Engineering card supporting city linework. @Video1 = {{Mixed 23}} — 13 original card identities; exact image sources above take priority; no cut/motion/audio authority. @Audio1 = {{Mixed 24}} — second 20s theme excerpt; rhythm reference for 30s coverage, final edit uses original 40s master. PURPOSE AND CONTINUOUS SET From the empty destination field, discover the three children's proposed futures and another way to organize the same pieces. No finale recap or inventory display. Same near side of the selected green/mustard research-room desk, left work-light/cool fill, paper-corner anchor and rightward direction. Continuous route: relocation form, three photo files, two drawings/marker, three document positions, construction-line study/model. Treaty-room source supplies a SMALL three-place background only, never a new full-size room. Background diagrams never override objects. LOOK AND CAMERA LOGIC Physical miniatures, printed photos, fibers, garment-detail records and construction lines. Natural oblique macro focus; selective wear, cream paper, precise metal and distinct green/black. No fake blur bands or uniform sepia. Source identities stay exact. Move to reveal a partly visible target. Inherit screen vector/pace across cuts; no repeated stop-start easing. Clear real obstructions, focus between already-visible objects and hold the discovery. One principal optical event at a time. Inserts confirm; wider returns add information. No automatic triplets, orbit, crane, tour, whip, morph or digital zoom. People are PAPER PHOTO OBJECTS with borders, thickness and adjacent files visible. Faces stay small; never fill frame, blink or become live. Uniforms appear as printed collar/cuff/zipper details with their owner's record; no live body, mannequin or new insignia. 30S COVERAGE / NINE FUNCTIONAL SHOTS 0.00-5.00: Match A's bent paper corner, grey base and light. Continue rightward to clear the lip and reveal the EMPTY destination field. Focus settles between that blank and the fixed miniature's shadow. No invented destination; hold the absence as information. 5.00-8.00: Follow the already-visible blue photo-file edge beside the form. Small camera parallax uncovers EVAN's bordered print, blue uniform-detail photo and original city-drawing corner as one record. Keep paper texture, no frame-filling face. The file leads us to a decision-maker. 8.00-11.00: A red file behind the blue one is already visible. Transfer focus across the real metal clip to KAI's separate source photograph and red clothing-detail print, with the red road/relocation record sharing that plane. Preserve the first file as a soft anchor. No repeated identical portrait move; this shot discovers KAI's relation to supply and shelter rather than simply introducing another face. 11.00-14.00: Continue a restrained sideways look past the existing file overlap, exposing LENA's source photograph, ivory clothing-detail print and her original community drawing of people, gardens and houses. The change of viewing angle lets glass reflection move naturally off the paper, without a synthetic white wipe. No new expression or direct live gaze. Keep her drawing clearly distinct from EVAN's city image. 14.00-18.00: Follow LENA's paper edge down to where BOTH original drawings meet only at their blank margins. The source black marker rests across those margins, capped, with its own contact shadow. Agriculture and Engineering card fragments sit nearby as supporting printed linework; Map Guide is another separate paper plane. A small continuous move makes the relation visible without merging, extending or repainting either drawing. This is the object they share between two ideas of the future. 18.00-19.00: Only now cut close to the already-seen marker cap seam, its grey strip, contact shadow and the nearby existing drawing line. Preserve axis and light. A short static material confirmation supplies the fast beat; do not reveal a new marker, remove its cap or add a stroke. 19.00-24.00: Continue along the established marker diagonal to three side-by-side blue/red/ivory paper positions, borrowing the neutral treaty setup only as a small background arrangement. Temporary Rule and Turn Order are separate real card layers; First Player's directional motif is partly visible, not an on-screen instruction. No signatures or new law are invented. Focus reveals that the three positions share a surface rather than placing one above the others. Original drawings remain nearby, the earlier loss is not erased. 24.00-27.00: An already-visible model-design sheet protrudes from this paper stack. Follow its construction lines, open ellipses and through-body guides to the contour of the common ship. Use the current BLACK CONSTRUCTION-LINE source, not the shaded pencil predecessor. A cast shadow alongside the drawing suggests that the corresponding physical object is nearby. The drawing is not a portal, hologram or animation. 27.00-30.00: Transfer focus from the paper contour to the exact supported common-ship miniature beside it, retaining the paper edge and model base in frame. A small cropped area of Voyage/card-back printed star lines can sit behind it, with lettering excluded. This is an optical relation between drawing, print, shadow and model, NOT real outer space. No fleet, 42 identifier, real starship exterior or ending planet. Both original drawing edges survive softly nearby. Hold the final moment on the unresolved shared material, with no victory pose, title, fade or invented ending event. AUDIO AND PERSISTENCE Second 20s excerpt gives rhythm for 30s coverage. Preserve tempo/pitch; final selection uses unchanged 40s music. Low paper/glass detail and room tone, no voice, added score, alarm or trailer effects. No live humans/hands in B. Prints stay static, source drawings/cards exact, models retain geometry and scale. Preserve contact, route, light and transition carriers. No random cutaway, source-sheet display, repeated cloud insert, spoiled finale, logo, new copy or subtitles. Each view answers the previous view's question.
【素材职责】 【道具】 {{Portrait 1}}用于EVAN手绘图纸上现有的蓝色铅笔路线、纸张纹理和空白区域,完整保留图纸上每一处笔迹,不添加任何新标记,不采用图纸以外的背景。 【正文】 EVAN手绘图纸{{Portrait 1}}平铺在证据桌面上,上方覆盖一层透明地图膜,以线条匹配接入前镜黄铜公路线。图纸上现有的蓝色铅笔路线透过透明膜清晰可见,铅笔槽纹和纸张纹理在暖色掠射光下可辨。图纸上的每一处笔迹完整保留,无任何新增标记。镜头静止,焦点对准蓝色铅笔路线。 结束时:蓝色铅笔路线处于焦点,纸张纹理清晰,透明膜边缘捕捉到侧光,图纸静止无变化。 【视觉风格】 调查性证据沙盒。石板炭灰桌面,浅标本托盘,烟熏玻璃,拉丝导轨,黑化黄铜,细尘。近乎黑暗,窄束暖白掠射光与冷蓝灰透射扫描光。硬边阴影,克制的黄铜高光,深绿灰黑,微量Blue/Red/Ivory色点,选择性反射。90-135mm微距,T2.0-T2.8质感,1-4cm焦平面。真实游戏渲染材质,受控光线追踪弹射。无广告级抛光。 【镜头】 90mm微距,T2.0,静止机位,焦平面对准铅笔路线。 【声音】 无背景音乐,只保留透明膜边缘轻微的纸张声<paper edge>。 No BGM
ACTIVE ASSETS — ATTACH IN THIS ORDER ONLY @Image1 {{Mixed 1}} = LOC_LIVINGROOM_FRONT_MASTER: living-room materials, warm daylight and interior continuity only. @Image2 {{Mixed 2}} = CHAR_EVAN_IDENTITY_SHEET: EVAN identity, proportions and navy/brown wardrobe only. @Image3 {{Mixed 3}} = CHAR_LENA_IDENTITY_SHEET: LENA identity, proportions and cream/rust wardrobe only. @Image4 {{Mixed 4}} = CHAR_KAI_IDENTITY_SHEET: KAI identity, proportions and dark-green/khaki wardrobe only. @Image5 {{Mixed 7}} = STB-OPEN-04_DOOR_BOX_REVEAL_OTS: PRIMARY threshold composition — EVAN soft left, LENA soft right, KAI centred in the doorway. @Image6 {{Mixed 5}}= PROP_FARTHER_BOX_CLOSED: SOLE authority for closed-box geometry, title, illustration, materials, latches, handle and wear; no hand pose or framing authority. @Audio1 {{Mixed 6}}= SC01_G05_VOICE_KAI_REF_14P8: KAI voice identity only for the exact dialogue. Assets lock identity, room, closed-box exterior and threshold geography; this prompt controls action. EXCLUDE STB-OPEN-05_BOX_INTERIOR_POV and every pre-baked open-lid hand image. Never show the interior, open lid or game pieces. OUTPUT CONTRACT 15.0s, 21:9, 24fps, real time, four shots with HARD CUTS at 2.4, 5.2 and 8.5s. Exact order: door opens -> rapid optical push to closed box -> KAI speaks after the zoom settles -> reverse two-shot of EVAN and LENA. Only KAI speaks once. No music, voice-over, subtitle, zoom whoosh or futuristic sound. CAUSAL SPINE Door moves -> KAI appears at threshold -> closed heavy box rises -> 32→65mm optical crash zoom transfers attention to the toy -> zoom settles -> KAI delivers the joke -> reverse shot shows EVAN and LENA independently abandon the marker dispute. WORLD AND CONTINUITY LOCK Same living room and warm left-window daylight. Camera stays inside looking southeast at the inward-opening door. EVAN remains left, LENA right; KAI stays at the threshold. Exterior is only bright green bokeh, never a new location. Doorframe, hinges, knob, wall colour and light remain stable. FIRST FRAME AND SPATIAL BLOCKING Hard cut to the door already moving inward. Camera height 1.05m, 1.8m inside. EVAN shoulder/back head is soft left foreground; LENA soft right; a central corridor leads to KAI, partly hidden by the door, both complete hands supporting one closed box at chest height. Preserve left/right in every reverse. FORMAT AND CAMERA Shoulder-held camera with planted operator mass: subtle breath and weight correction, no digital jitter. Shot 1 uses S35 32mm double OTS. Shot 2 holds the same position and performs one 0.45s optical crash zoom 32→65mm directly to KAI and the closed box; no dolly, digital crop or speed ramp. Shot 3 holds a settled 65mm MCU on KAI for dialogue. Shot 4 is an 85mm reverse tight two-shot from just behind KAI while camera remains inside the threshold line. Never cross the door axis. TIMED ACTION SHOT 1 — 0.0–2.4s — DOOR OPENS / KAI REVEAL The wooden door is already 15 degrees open and moves inward to about 65 degrees with hinge resistance. KAI appears centred and stops at the threshold, the closed box horizontal against his chest, complete hands under its lower corners. EVAN and LENA remain soft shoulder foreground, proving all three identities and geography. One small handheld correction centres KAI. Exit: door settles; KAI and box are fully visible. SHOT 2 — 2.4–5.2s — BOX RAISE / RAPID PUSH TO THE TOY KAI braces the box, then lifts the same closed box overhead. Its 3–4kg mass shows: shoulders rise first, elbows extend, wrists correct after settling. From 3.55–4.00s execute one unmistakable optical crash zoom 32→65mm directly onto KAI and the toy box. Camera stays physically fixed. The clean prop asset controls the box: full front face, readable `FARTHER`, worn metal corners, two latches, fabric handle and city-to-industry-to-voyage illustration. Box stays CLOSED. KAI remains silent throughout this shot. Exit: zoom settles before speech; face and box are both readable. SHOT 3 — 5.2–8.5s — KAI SPEAKS AFTER THE PUSH Hard cut or clean settled continuation at S35 65mm MCU on KAI at the same threshold. He holds the closed box overhead for a short weighted beat, looks first to EVAN and then LENA, and at 5.55s says exactly: `Am I interrupting a war?` Natural English lip sync, dry friendly timing, no presenter grin. As the final word ends, his elbows begin to bend and the box lowers only 10cm; it remains above his head and closed. Exit: his question hangs in the room; both siblings remain off-camera for the motivated reverse. SHOT 4 — 8.5–15.0s — REVERSE: EVAN AND LENA Hard cut to S35 85mm tight two-shot from just behind KAI's right shoulder; only a soft dark-green shoulder and narrow blurred closed-box edge frame the near foreground. EVAN remains screen-left, LENA screen-right, both just inside the doorway. EVAN first inspects the latches, then looks to KAI; LENA first reads the faded cover, then looks to KAI. EVAN's jaw retains the previous dispute for half a beat before easing. LENA's brow releases and one corner of her mouth almost smiles. Reactions occur at different times: no synchronized gasp, broad comedy, dialogue or position swap. End on both fully redirected from each other to KAI and the game. ACTING AND REACTION KAI's playable tactic is to interrupt their argument with an oversized physical reveal and a friendly deadpan joke. He checks EVAN, then LENA, without addressing the camera. EVAN evaluates construction before social meaning; LENA reads the image before looking at KAI. Eyes lead heads; breathing and facial release lag behind new information. No adult swagger, sales-pitch energy, exaggerated shock or identical reactions. PHYSICS AND MATERIAL RESPONSE One persistent closed game box throughout. Stable dimensions, title, metal corners, latches, handle, scratches and cover art. It cannot bend, become a suitcase, shrink, thicken, duplicate, open or reveal contents. Five fingers per hand; wrists remain attached and support weight. Door rotates only on hinges with modest resistance and then stops; it does not swing through bodies or reverse by itself. Clothing responds a beat after the box contacts KAI's chest. LIGHTING AND GRADE Warm-neutral afternoon exposure. Exterior is one stop brighter with green bokeh, never blown white. Natural skin/knit, readable dark box, open midtones. No dirty wash, heavy grain, haze, flicker, waxy skin or geometry crawl. AUDIO KAI alone says exactly: `Am I interrupting a war?` in the @Audio1 voice identity, natural child timing and dry friendliness. Accurate English lip sync. Diegetic layers only: wooden hinge friction, latch/handle micro-rattle as the box rises, sweater compression as it lowers, faint birds and quiet room ventilation. No doorbell repeat, music, sting, bass rise, percussion, zoom whoosh, robot or box-opening sound. ACCEPTANCE LOCKS Six images plus one KAI voice reference, including EVAN, LENA and KAI identity assets; rejected box-interior POV absent. Exact order is open door -> silent 32→65mm push to the closed box -> KAI speaks only after zoom settles -> EVAN/LENA reverse. Box never opens. Left/right stays stable. At 15.0s the reverse holds both siblings looking toward KAI and the game. Render remains UNVERIFIED.
ACTIVE ASSETS — ATTACH IN THIS ORDER ONLY @Image1 = {{Mixed 1}} — OPEN_BOX geometry/tray only. @Image2 = {{Mixed 2}} — EVAN daily identity/wardrobe. @Image3 = {{Mixed 3}} — LENA daily identity/wardrobe. @Image4 = {{Mixed 4}} — KAI daily identity/wardrobe. @Image5 = {{Mixed 5}} — LIVINGROOM topology only. @Image6 = {{Mixed 6}} — LIVINGROOM blocking: EVAN-left/KAI-center/LENA-right, KAI empty-handed. @Image7 = {{Mixed 7}} — CLOSED_BOX exterior/two latches. @Image8 = {{Mixed 8}} — box components. @Image9 = {{Mixed 9}} — hex tiles. @Image10 = {{Mixed 10}} — faction pieces. @Image11 = {{Mixed 11}} — card back side stack only. @Image12 = {{Mixed 12}} — FIRST PLAYER card. @Image13 = {{Mixed 13}} — MAP GUIDE card. @Image14 = {{Mixed 14}} — ENERGY card. @Image15 = {{Mixed 15}} — FOOD card. @Image16 = {{Mixed 16}} — METAL card. @Image17 = {{Mixed 17}} — AGRICULTURE card. @Image18 = {{Mixed 18}} — COMBUSTION card. @Image19 = {{Mixed 19}} — ENGINEERING card. @Image20 = {{Mixed 20}} — INDUSTRY card. @Image21 = {{Mixed 21}} — VOYAGE card. @Image22 = {{Mixed 22}} — TEMPORARY RULE card. @Image23 = {{Mixed 23}} — TURN ORDER card. @Image24 = {{Mixed 24}} — physical FIRST PLAYER compass. @Image25 = {{Mixed 25}} — exact FARTHER title splash. @Audio1 = {{Mixed 26}} — KAI timbre. @Audio2 = {{Mixed 27}} — EVAN timbre. @Audio3 = {{Mixed 28}} — LENA timbre. OUTPUT CONTRACT 20s, 21:9, 480p, 24fps, fast editorial cuts with sharp readable holds. Entire clip remains the warm living room until FARTHER title; no game room, terrain command table, faction uniform or game-world character. No subtitles or music. CAUSAL SPINE both latches open -> lid opens -> face-up cards explain rules -> KAI rotates compass -> cards/compass assemble FARTHER title -> hold title, cut out before game world. WORLD AND CONTINUITY LOCK Image5/6 lock the same warm living room and round coffee table. Images2–4 daily clothes persist through all visible people. Image1/7 are one rigid two-latch box. No dark command room, giant map table, blue/red/ivory uniforms or faction territory. FIRST FRAME AND SPATIAL BLOCKING 0.00 frame: 85mm macro on LEFT Image7 latch, living-room light/background bokeh. KAI's same right hand, green sleeve/pale-blue cuff. EVAN/LENA absent from latch inserts. FORMAT AND CAMERA Six motivated cuts at 0.25/0.50/1.20/3.40/5.80/8.50s. Card rows use orthogonal 50mm macros with 4–6 frame push/whip then at least 1.3s sharp hold. After 8.50s one continuous compass-to-title carrier. TIMED ACTION 0.00–0.25 LEFT latch: same KAI right hand flips it; one hand/five fingers; loop hangs open. 0.25–0.50 RIGHT latch: same hand; loop hangs open; no third latch or box change. 0.50–1.20 only after BOTH loops open, cut inside; lid rotates on one rear hinge, fully open by 1.20. Three children appear at rim in daily clothes. KAI [Audio1] begins exactly: "Build a city. Collect food, metal, and energy. Play tech cards. First civilization to build the voyage ship wins." 1.20–3.40 resource row: ENERGY/FOOD/METAL face-up, square and fully visible; KAI continues. 3.40–5.80 technology row: AGRICULTURE/COMBUSTION/ENGINEERING/INDUSTRY/VOYAGE face-up; finish KAI line. 5.80–8.50 control row: FIRST PLAYER/MAP GUIDE/TEMPORARY RULE/TURN ORDER face-up. LENA [Audio3] exactly: "Can more than one civilization win?" KAI [Audio1] exactly: "Not according to the box." 8.50–11.80 85mm match from FIRST PLAYER print to physical compass. EVAN [Audio2] exactly: "Okay—who goes first?" KAI's green-sleeved hand lifts dial. KAI [Audio1] exactly: "Clockwise. The box likes order." Outer ring turns clockwise; center fixed. 11.80–15.80 cards remain physical, lift slightly into one controlled fan around compass; fronts intact, no duplicates/UI. Camera pushes through engraved lines but does NOT enter a game room. 15.80–17.80 brass borders/compass ticks assemble Image25 exactly: FARTHER / BUILD A WORLD. REACH THE NEXT. 17.80–20.00 locked title hold; no people, no game world, no Let's fight. ACTING AND REACTION EVAN/LENA retain playful rivalry; KAI explains briskly like a friend. LENA asks competitively; EVAN's Okay—cuts in eager. Natural child rhythm, never recited/ominous/ad voice. Eyes never address camera. PHYSICS AND MATERIAL RESPONSE Box cannot open while either latch is closed. Cards stay card-thick with friction; compass remains solid, never portal/screen. Title transformation uses printed brass/ink only; no flash or hidden room replacement. LIGHTING AND GRADE Warm window-lit living room, natural skin, cream/wood palette through all physical shots; dark navy/brass only after people disappear for title. AUDIO Exact three voices plus latch clicks, hinge, card paper, compass ring and title metal lock. MUSIC TRACK ABSENT; no beat, melody, drone, pad or ambience bed. ACCEPTANCE LOCKS Both latches visibly open before lid motion; exact daily clothes; all card fronts shown; exact title; final frame is title. No game-world asset/state, coffee-table replacement, extra anatomy, generic card text, UI, extra dialogue or music.
SOLE VISUAL REFERENCE — STAGING ONLY @Image1 = {{Mixed 1}} : the only visual authority for the entire clip. Preserve this exact living-room geography and body blocking: EVAN prone on the rug screen-left in navy/brown, LENA prone screen-right in cream/rust, both supported on elbows with legs extending behind; sofa/window left, round table centred behind, doorway and stairs right, drawings and scattered pencils on the same rug, clean left-window afternoon light. Use @Image1 for identity, wardrobe, room, screen order and body placement only. The prompt supplies all new hand actions, marker tug, shot sizes, lenses and sound. No other image, audio or video reference. OUTPUT CONTRACT 15.0s, 21:9, 24fps, 1080p, real time, six hard-cut B-roll shots. Preserve the previous clips' 21:9 frame; never crop to 16:9. CUTS at 2.4, 4.8, 7.2, 9.8 and 12.2s. Same living room and same continuous afternoon moment. NO DIALOGUE, NO VOICE-OVER, NO MUSIC. Only concrete diegetic sound effects and room tone. No knock, doorbell, door opening or visitor in G03; three wooden knocks are reserved for G04. SINGLE-STAGE BODY LOCK Every shot is coverage extracted from @Image1's one blocking arrangement. EVAN never sits up, kneels, stands, crosses centre, swaps sides or changes his leg direction. LENA never sits up, kneels, stands, crosses centre, swaps sides or changes her leg direction. Both remain prone and elbow-supported throughout; only fingers, hands, wrists, forearms, eyes, breath and sub-2cm shoulder/elbow reactions may change. Close-ups and macros are crops from this geography, not alternative poses. Never invent another room angle that contradicts sofa/window left, table behind and stairs right. CONTINUITY START Inherit the observed G02 v1.1 endpoint by prompt only: 21:9 rug-level macro; EVAN's complete hand grips the marker's left end, LENA's complete hand grips the right end, entire matte-black marker horizontal across centre, neither has released. One orange coloured pencil lies horizontally in the low foreground, parallel to the marker; worksheet edges remain soft at the lower corners. FIRST FRAME preserves these exact left/right hands, full marker, orange-pencil position and clean afternoon light. No video reference. SAME-SCENE B-ROLL LOCK Every image is an insert filmed seconds later on the same rug. B-roll means hands, wrists, sleeves, paper fibres, pencil marks, eyes, breath and room material already present. Never cut to an exterior, doorway, another room, future city, real garden/community, flashback, dream, montage world or animated drawing. Artwork remains graphite/coloured pencil on physical paper. No new props, furniture, weather or time change. DRAMATIC JOB No new argument line is spoken. The audience must feel the ownership rule becoming bodily effort: grip fatigue, tiny counter-pulls and different drawings remain causally connected to the one marker. Pressure rises without resolving or reaching the knock. SHOT 1 — 0.0–2.4s — HANDS RESET UNDER LOAD Macro is cropped from @Image1's centre rug field; both bodies remain in their original prone positions outside frame. Entire horizontal marker, both complete hands/wrists and the orange pencil parallel in low foreground remain readable. 0.0–0.3s: exact inherited pose holds with living micro-tremor. 0.3–1.1s: both grips tighten without moving marker or orange pencil. 1.1–1.8s: EVAN draws 1cm left; LENA's wrist follows and resists. 1.8–2.4s: marker eases half a centimetre toward centre and stops; orange pencil vibrates but does not roll yet. Show knuckle/tendon pressure and rug compression. No single-finger pinning. HARD CUT. SHOT 2 — 2.4–4.8s — SCATTERED PENCILS / SMALL CONSEQUENCE Low handheld S35 100mm at rug height, parallel to several scattered coloured pencils and the lower edges of both worksheets; artwork is soft and unreadable, never a hero subject. An 8cm lateral creep follows one pencil as vibration from the off-frame tug makes it roll 2cm and tap another pencil; both stop in the rug pile. Navy and cream cuffs stay soft at opposite frame edges. SFX only: two soft wooden ticks, rug fibres, ventilation. HARD CUT. SHOT 3 — 4.8–7.2s — CUFFS / FORCE TRAVELS UP THE BODY Matching S35 100mm side detail from wrists to elbows, no faces and no drawing insert. EVAN's navy forearm left and LENA's cream forearm right transmit opposing marker force: tendons engage, knit fabric stretches, elbows shift less than 2cm and settle. Rack focus left wrist -> right wrist -> both cuffs. SFX only: knit tension, sleeve/rug friction, two uneven breaths. HARD CUT. SHOT 4 — 7.2–9.8s — FOREARMS / ONE PULL EACH Low side-on S35 85mm insert cropped from @Image1's existing rug axis, no faces. Both elbows stay planted where @Image1 placed them; legs and torsos do not relocate. EVAN left pulls 2cm for 0.8s; LENA's shoulder force transmits through her sleeve and stops him. After a half-beat, LENA pulls 2cm right; EVAN's wrist yields and stops her. Marker remains horizontal, rigid and singular. Camera makes one small handheld correction; no zoom. SFX: two distinct rug scrapes, sleeve tension, breathing. HARD CUT. SHOT 5 — 9.8–12.2s — EYES WITHOUT SPEECH / VISIBLE PRESSURE ZOOM Camera remains on @Image1's original front/south axis, physically fixed. START FRAME S35 70mm MCU: EVAN still prone left and LENA still prone right, both faces, shoulders, marker and hands low foreground; table remains behind. Start focus on LENA's eyes looking at EVAN's grip; rack to EVAN's eyes looking at her hand. From 10.0–11.8s perform one unmistakable continuous optical zoom-in 70→105mm; both faces and hands grow about 40% while room edges leave the 21:9 frame, no cut/dolly/crop/head advance. END FRAME is a compressed silent tight two-shot without changing body positions. Mouths remain closed; natural blinking, one swallow, uneven breaths. Marker does not move. 11.8–12.2s hold 105mm. HARD CUT. SHOT 6 — 12.2–15.0s — STABLE PRESSURE HANDOFF S35 135mm macro returns to the full marker and both hands. 12.2–13.0s: each hand repositions by less than 5mm without releasing. 13.0–14.2s: opposing force increases; rug pile dents and both wrists tense, but marker stays centred. 14.2–15.0s: pressure holds with living micro-tremor; neither child wins, speaks, turns or reaches for anything else. End with complete hands, wrists and entire marker readable for G04. PHYSICS / CONTINUITY Anatomically valid hands with five fingers each; no fused fingers, extra digits, missing hands, floating wrists, marker bending, duplication or teleporting. Force travels hand -> wrist -> forearm -> sleeve/body; receiving side visibly responds. Worksheet positions, exact English text, artwork, clothes, hair, light, furniture and screen order never change. CAMERA / IMAGE All cameras remain on the same side of @Image1's axis. Controlled rug-level handheld: low-amplitude breathing and motivated micro-reframes only. Shot 5 alone performs the visible 70→105mm pressure zoom; all other shots use fixed focal lengths. Camera coverage may crop closer but may not redesign staging, reverse room orientation or invent another body pose. Clean natural 1080p detail, clear whites, open midtones, separated shadows, stable skin/knit/paper/rug texture. No dirty yellow/brown wash, heavy grain, haze, flicker, jitter, wobble, focus hunting, waxy skin, oversharpening or texture crawl. AUDIO — SFX ONLY / ABSOLUTELY NO MUSIC Concrete diegetic audio only: marker scraping rug twice, paper fibres, knit sleeves, breath, faint distant birds and low home ventilation. No dialogue, whisper, voice, vocalization, score, melody, rhythm bed, percussion, suspense drone, bass rise, electronic tone, knock, doorbell or door sound. FINAL ACCEPTANCE Six same-room B-roll shots derived only from @Image1's fixed staging: hands pressure -> rolling pencils -> cuffs/forearms -> one pull each -> silent 70→105mm pressure zoom -> hands pressure. No re-staging, side swap, sitting up, drawing hero insert, dialogue or music. No knock yet. At 15.0s EVAN remains prone left and LENA prone right, fully gripping one horizontal marker; G04 inherits this state.
SOLE VISUAL REFERENCE — STAGING ONLY @Image1 = {{Image 1}} : the only visual authority for the entire clip. Preserve this exact living-room geography and body blocking: EVAN prone on the rug screen-left in navy/brown, LENA prone screen-right in cream/rust, both supported on elbows with legs extending behind; sofa/window left, round table centred behind, doorway and stairs right, drawings and scattered pencils on the same rug, clean left-window afternoon light. Use @Image1 for identity, wardrobe, room, screen order and body placement only. The prompt supplies all new hand actions, marker tug, shot sizes, lenses and sound. No other image, audio or video reference. OUTPUT CONTRACT 15.0s, 21:9, 24fps, 1080p, real time, six hard-cut B-roll shots. Preserve the previous clips' 21:9 frame; never crop to 16:9. CUTS at 2.4, 4.8, 7.2, 9.8 and 12.2s. Same living room and same continuous afternoon moment. NO DIALOGUE, NO VOICE-OVER, NO MUSIC. Only concrete diegetic sound effects and room tone. No knock, doorbell, door opening or visitor in G03; three wooden knocks are reserved for G04. SINGLE-STAGE BODY LOCK Every shot is coverage extracted from @Image1's one blocking arrangement. EVAN never sits up, kneels, stands, crosses centre, swaps sides or changes his leg direction. LENA never sits up, kneels, stands, crosses centre, swaps sides or changes her leg direction. Both remain prone and elbow-supported throughout; only fingers, hands, wrists, forearms, eyes, breath and sub-2cm shoulder/elbow reactions may change. Close-ups and macros are crops from this geography, not alternative poses. Never invent another room angle that contradicts sofa/window left, table behind and stairs right. CONTINUITY START Inherit the observed G02 v1.1 endpoint by prompt only: 21:9 rug-level macro; EVAN's complete hand grips the marker's left end, LENA's complete hand grips the right end, entire matte-black marker horizontal across centre, neither has released. One orange coloured pencil lies horizontally in the low foreground, parallel to the marker; worksheet edges remain soft at the lower corners. FIRST FRAME preserves these exact left/right hands, full marker, orange-pencil position and clean afternoon light. No video reference. SAME-SCENE B-ROLL LOCK Every image is an insert filmed seconds later on the same rug. B-roll means hands, wrists, sleeves, paper fibres, pencil marks, eyes, breath and room material already present. Never cut to an exterior, doorway, another room, future city, real garden/community, flashback, dream, montage world or animated drawing. Artwork remains graphite/coloured pencil on physical paper. No new props, furniture, weather or time change. DRAMATIC JOB No new argument line is spoken. The audience must feel the ownership rule becoming bodily effort: grip fatigue, tiny counter-pulls and different drawings remain causally connected to the one marker. Pressure rises without resolving or reaching the knock. SHOT 1 — 0.0–2.4s — HANDS RESET UNDER LOAD Macro is cropped from @Image1's centre rug field; both bodies remain in their original prone positions outside frame. Entire horizontal marker, both complete hands/wrists and the orange pencil parallel in low foreground remain readable. 0.0–0.3s: exact inherited pose holds with living micro-tremor. 0.3–1.1s: both grips tighten without moving marker or orange pencil. 1.1–1.8s: EVAN draws 1cm left; LENA's wrist follows and resists. 1.8–2.4s: marker eases half a centimetre toward centre and stops; orange pencil vibrates but does not roll yet. Show knuckle/tendon pressure and rug compression. No single-finger pinning. HARD CUT. SHOT 2 — 2.4–4.8s — SCATTERED PENCILS / SMALL CONSEQUENCE Low handheld S35 100mm at rug height, parallel to several scattered coloured pencils and the lower edges of both worksheets; artwork is soft and unreadable, never a hero subject. An 8cm lateral creep follows one pencil as vibration from the off-frame tug makes it roll 2cm and tap another pencil; both stop in the rug pile. Navy and cream cuffs stay soft at opposite frame edges. SFX only: two soft wooden ticks, rug fibres, ventilation. HARD CUT. SHOT 3 — 4.8–7.2s — CUFFS / FORCE TRAVELS UP THE BODY Matching S35 100mm side detail from wrists to elbows, no faces and no drawing insert. EVAN's navy forearm left and LENA's cream forearm right transmit opposing marker force: tendons engage, knit fabric stretches, elbows shift less than 2cm and settle. Rack focus left wrist -> right wrist -> both cuffs. SFX only: knit tension, sleeve/rug friction, two uneven breaths. HARD CUT. SHOT 4 — 7.2–9.8s — FOREARMS / ONE PULL EACH Low side-on S35 85mm insert cropped from @Image1's existing rug axis, no faces. Both elbows stay planted where @Image1 placed them; legs and torsos do not relocate. EVAN left pulls 2cm for 0.8s; LENA's shoulder force transmits through her sleeve and stops him. After a half-beat, LENA pulls 2cm right; EVAN's wrist yields and stops her. Marker remains horizontal, rigid and singular. Camera makes one small handheld correction; no zoom. SFX: two distinct rug scrapes, sleeve tension, breathing. HARD CUT. SHOT 5 — 9.8–12.2s — EYES WITHOUT SPEECH / VISIBLE PRESSURE ZOOM Camera remains on @Image1's original front/south axis, physically fixed. START FRAME S35 70mm MCU: EVAN still prone left and LENA still prone right, both faces, shoulders, marker and hands low foreground; table remains behind. Start focus on LENA's eyes looking at EVAN's grip; rack to EVAN's eyes looking at her hand. From 10.0–11.8s perform one unmistakable continuous optical zoom-in 70→105mm; both faces and hands grow about 40% while room edges leave the 21:9 frame, no cut/dolly/crop/head advance. END FRAME is a compressed silent tight two-shot without changing body positions. Mouths remain closed; natural blinking, one swallow, uneven breaths. Marker does not move. 11.8–12.2s hold 105mm. HARD CUT. SHOT 6 — 12.2–15.0s — STABLE PRESSURE HANDOFF S35 135mm macro returns to the full marker and both hands. 12.2–13.0s: each hand repositions by less than 5mm without releasing. 13.0–14.2s: opposing force increases; rug pile dents and both wrists tense, but marker stays centred. 14.2–15.0s: pressure holds with living micro-tremor; neither child wins, speaks, turns or reaches for anything else. End with complete hands, wrists and entire marker readable for G04. PHYSICS / CONTINUITY Anatomically valid hands with five fingers each; no fused fingers, extra digits, missing hands, floating wrists, marker bending, duplication or teleporting. Force travels hand -> wrist -> forearm -> sleeve/body; receiving side visibly responds. Worksheet positions, exact English text, artwork, clothes, hair, light, furniture and screen order never change. CAMERA / IMAGE All cameras remain on the same side of @Image1's axis. Controlled rug-level handheld: low-amplitude breathing and motivated micro-reframes only. Shot 5 alone performs the visible 70→105mm pressure zoom; all other shots use fixed focal lengths. Camera coverage may crop closer but may not redesign staging, reverse room orientation or invent another body pose. Clean natural 1080p detail, clear whites, open midtones, separated shadows, stable skin/knit/paper/rug texture. No dirty yellow/brown wash, heavy grain, haze, flicker, jitter, wobble, focus hunting, waxy skin, oversharpening or texture crawl. AUDIO — SFX ONLY / ABSOLUTELY NO MUSIC Concrete diegetic audio only: marker scraping rug twice, paper fibres, knit sleeves, breath, faint distant birds and low home ventilation. No dialogue, whisper, voice, vocalization, score, melody, rhythm bed, percussion, suspense drone, bass rise, electronic tone, knock, doorbell or door sound. FINAL ACCEPTANCE Six same-room B-roll shots derived only from @Image1's fixed staging: hands pressure -> rolling pencils -> cuffs/forearms -> one pull each -> silent 70→105mm pressure zoom -> hands pressure. No re-staging, side swap, sitting up, drawing hero insert, dialogue or music. No knock yet. At 15.0s EVAN remains prone left and LENA prone right, fully gripping one horizontal marker; G04 inherits this state.
【素材职责】 【道具】 {{Mixed 1}} 用于海军黄铜罗盘表盘的黄铜边缘环、刻度齿和指针轴毂的外观结构与材质,不采用表盘上的任何文字与数字。 【正文】 一只海军黄铜罗盘表盘 {{Mixed 1}} 在漆黑证据桌面上,窄束暖白侧光从左侧掠入,只照亮黄铜边缘环和指针轴毂。画面开始时几乎全黑,仅黄铜边缘一道弧光可辨。所有表盘文字与刻度数字均裁出画框外,不可见。指针轴毂在侧光中浮现,表盘缓慢旋转一个带有机械阻尼感的定位刻度格,随后以物理重量感停住,不再运动。停止后黄铜边缘弧光持续,周围深绿灰黑暗场不变。 结束时:表盘已停,黄铜边缘在侧光中静止,轴毂清晰,周围全黑。 【视觉风格】 调查性证据沙盒。石板炭灰桌面,浅标本托盘,烟熏玻璃,拉丝导轨,黑化黄铜,细尘。近乎黑暗,窄束暖白掠射光与冷蓝灰透射扫描光。硬边阴影,克制的黄铜高光,深绿灰黑,微量Blue/Red/Ivory色点,选择性反射。90-135mm微距,T2.0-T2.8质感,1-4cm焦平面。真实游戏渲染材质,受控光线追踪弹射。无广告级抛光。 【镜头】 135mm微距,T2.2,极端近摄,1cm焦平面对准黄铜边缘,静止机位,侧光掠射。 【声音】 无背景音乐,只保留表盘定位格的金属卡扣轻响<dial detent click>和细微环境共鸣。 No BGM
ACTIVE REFERENCES — THE TURN END MAIN V14, CUT CLOSE/MEDIUM-CLOSE SEQUENCE, EXACT ORDER @Image1 = {{Mixed 1}} — sole environment authority: living-room architecture family, plaster/wood/fabric materials, soft neutral daylight, exposure, contrast and final color. It does not control camera, crop or blocking. @Image2 = {{Mixed 2}} — positions only: KAI at the exterior threshold with box; EVAN left/centre and LENA right one to two steps inside; body directions and initial prop ownership. Inherit none of its wide camera, framing, foreground table, lighting, amber/brown cast, contrast, materials, faces or quality. @Image3 = {{Mixed 3}} — non-mirrored topology, doors, staircase, routes and collision boundaries only. Never render its overhead view. @Image4 = {{Mixed 4}} — EVAN REYES identity, age, brown hair, proportions and navy/brown civilian wardrobe only. @Image5 = {{Mixed 5}} — LENA REYES identity, age, copper-red bob, freckles, hair clip, proportions and cream/rust civilian wardrobe only. @Image6 = {{Mixed 6}} — KAI WILLIAMS identity, age, dark skin, black curls, proportions and green/khaki civilian wardrobe only. @Image7 = {{Mixed 7}} — exactly one closed FARTHER box: navy/cream finish, title, artwork, latches, handle, scale and weight. @Image8 = {{Mixed 8}} — exactly one slim matte-black capped marker: cap seam, grey strip and hand scale. No visible nib. @Video1 = {{Mixed 9}} — FRAME PROPORTION ONLY: 2558×1080, approximately 2.37:1. Read only horizontal framing envelope, headroom, side-room and edge/crop proportions. Inherit none of its content, people, objects, location, action, motion, camera path, cuts, timing, lighting, grade, audio or endpoint. @Audio1 = {{Mixed 10}} — EVAN voice only. @Audio2 = {{Mixed 11}} — LENA voice only. @Audio3 = {{Mixed 12}} — KAI voice only. OUTPUT CONTRACT Exactly 30.0s, 21:9, 720p, sound on. Seven deliberate shots with six motivated cuts at 4.2, 8.0, 11.2, 15.5, 19.2 and 22.5s. Internal cuts are required; no fake one-take, hidden jump, camera teleport or extra cut. Every frame is close-up, tight two-shot, true OTS or chest-up medium-close. Never show a room-wide, full body, knee-up group, large empty floor, dominant coffee table or architecture showcase. EXACT DIALOGUE — ONCE EACH, IN ORDER 1. KAI: “Tomorrow?” 2. LENA: “Same game. New rules.” 3. KAI: “Buy another marker.” 4. EVAN: “You first.” 5. LENA: “I'll give it back.” 6. EVAN: “I know.” GEOGRAPHY / LOOK / CONTINUITY Image1 controls environment and soft neutral color in all seven shots. Reject Image2's amber/brown tone, darker exposure and high wood saturation; Image2 supplies positions only. Image3 preserves one doorway zone and non-mirrored axes. KAI stays at threshold until exit. EVAN remains sibling-left; LENA sibling-right. One box leaves with KAI. One capped marker transfers EVAN-right-hand -> brief dual contact -> LENA-right-hand. No side swap, extra person, extra prop, paper or drawing. CUTTING / CAMERA GRAMMAR Cuts answer changed relationships, not elapsed time. Each new angle inherits eyeline, posture, prop owner and movement vector from the prior frame. True OTS retains a soft listener cheek/shoulder edge; no centered passport portrait. Weighted shoulder camera, 5–8% eased pushes, short restrained pullbacks, focus transfers and imperfect micro-settling. Eyes and interrupted breath lead heads; listener reactions begin before the next line. No random orbit, whip, digital jitter, axis crossing or lens change. SHOT 1 — 0.0–4.2 — KAI RELATION MEDIUM-CLOSE 55–65mm child-eye-level chest-up relation toward the threshold. KAI sharp from mid-torso up with the closed box lower edge readable; EVAN and LENA are only soft near-frame profile edges establishing their positions. A 6% push. KAI looks between them, never lens, and speaks line 1 through Audio3 as a vulnerable offer. Hold their delayed listening reaction. SHOT 2 — 4.2–8.0 — LENA TRUE OTS CLOSE Cut on LENA's eye movement. KAI's soft shoulder/door-edge remains on frame-left; LENA is a three-quarter close-up, never frontal passport framing. She first includes KAI, then EVAN, shoulders loosening before speech. Through Audio2 she speaks line 2 as a promise, not a challenge. EVAN remains a soft far edge and silent. SHOT 3 — 8.0–11.2 — KAI REVERSE CLOSE / EXIT Cut on KAI beginning his reply. Matched 65–75mm chest-up close; box lid/handle at lower edge. KAI gives one restrained half-smile and speaks line 3 through Audio3. He turns outward and exits with real weight. Camera stays inside. His moving shoulder and doorway edge cross frame and carry the cut; no wide departure. SHOT 4 — 11.2–15.5 — SIBLINGS TIGHT TWO-SHOT / OFFER Cut through the same door-edge occlusion. EVAN screen-left, LENA screen-right, both chest-up; soft doorway remains behind. EVAN lowers shoulders, takes one short step and extends the capped marker below both faces. A 5% eased push follows the object but keeps both faces. After eye contact he speaks line 4 through Audio1. No insert or isolated hand shot. SHOT 5 — 15.5–19.2 — LENA CLOSE OTS / ACCEPT Cut on LENA's fingers first touching the marker. EVAN's soft cheek/shoulder edge remains frame-left. LENA waits one breath, closes her right hand securely before EVAN releases and speaks line 5 through Audio2. Marker remains capped, below chin and points at no surface. Her expression is sincere, not victorious. SHOT 6 — 19.2–22.5 — EVAN REVERSE CLOSE / TRUST Cut on EVAN opening his fingers. LENA's soft hair/shoulder edge remains frame-right. EVAN looks at the transferred marker, then into LENA's eyes and speaks line 6 through Audio1. Quiet practical trust, no superiority. Hold his small exhale so the next cut is emotionally earned. SHOT 7 — 22.5–30.0 — LENA LOOK -> HUG CLOSE -> MICRO PULLBACK Cut on EVAN's eyeline returning to LENA. Begin as a LENA-dominant tight two-shot: her three-quarter face is sharp on frame-right while a narrow, softly focused edge of EVAN's cheek and eye stays continuously visible frame-left. LENA looks at EVAN several degrees off lens; tension releases through brow, jaw and breath. Slight sadness, no tears or broad smile. 24.8–27.5 — No cut. LENA steps closer and opens her left arm, keeping the marker low in her outer right hand. EVAN remains visible, reacts after a natural delay and returns the brief sibling embrace with one arm around her upper back. Camera yields 10cm as their heads cross; no spatial jump. 27.5–30.0 — Start on a tight head-and-shoulders embrace and slowly pull back only 20–25cm. End chest-up: heads, shoulders and upper torsos still fill most of frame; doorway stays softly behind. Never reveal legs, large floor, coffee table or room-wide geometry. Hold continuous house/garden ambience. PHYSICS / AUDIO / QUALITY Box has mass and leaves with KAI. Marker receiver closes before giver releases; LENA's marker hand stays outside both torsos during hug. Preserve hands, arms, hair and clothing collision. Audio1=EVAN, Audio2=LENA, Audio3=KAI only; ignore Video1 audio. Six lines once, no additions, repeats, swaps or overlap. Continuous HVAC/room air, garden, breath, clothes, steps, box and marker only. ZERO MUSIC. Use Image1's clean neutral light and material detail. No amber wash, exposure pumping, identity/age drift, fused hug, duplicate box/marker, subtitles, UI, alarm, PA, red light, title or spacecraft. ACCEPTANCE Seven readable close/medium-close shots and exactly six motivated cuts. KAI invitation/reply/exit; EVAN marker offer; LENA acceptance; EVAN trust; LENA looks at EVAN with his soft edge preserving geography; she initiates the hug in the same tight shot; camera pulls back only slightly to a chest-up embrace. Any wide shot, Image2 color inheritance, isolated LENA followed by sudden EVAN reappearance, camera jump, missing listener edge, extra cut, direct-camera gaze, wrong voice/line/prop or music fails.
ACTIVE ASSETS — ATTACH IN THIS ORDER ONLY @Image1 = {{Mixed 1}} — LIVINGROOM_FRONT: real room geography authority only. @Image2 = {{Mixed 2}} — EVAN_IDENTITY: EVAN identity authority only. @Image3 = {{Mixed 3}} — LENA_IDENTITY: LENA identity authority only. @Image4 = {{Mixed 4}} — KAI_IDENTITY: KAI identity authority only. @Image5 = {{Mixed 5}} — FARTHER_CLOSED_BOX: closed box authority only. @Image6 = {{Mixed 6}} — BLACK_MARKER: marker authority only. @Image7 = {{Mixed 7}} — EVAN_DRAWING: EVAN drawing authority only. @Image8 = {{Mixed 8}} — LENA_DRAWING: LENA drawing authority only. @Audio1 = {{Mixed 9}} — EVAN_VOICE: EVAN voice. @Audio2 = {{Mixed 10}} — LENA_VOICE: LENA voice. @Audio3 = {{Mixed 11}} — KAI_VOICE: KAI voice. Assets lock identity and visible world state, not unscripted action or extra characters. OUTPUT CONTRACT 18 seconds, Seedance 2.5 at 480P, 21:9, 24fps, controlled multi-shot or continuous take exactly as specified, real-time motion, no subtitles, no generated editorial text, no music. CAUSAL SPINE handshake -> cleanup -> KAI closes box and leaves -> marker joke -> siblings return to drawings -> EVAN offers marker -> LENA uses and returns it -> trust becomes physical fact WORLD AND CONTINUITY LOCK Warm ordinary living room only. No board-world command room remains. FIRST FRAME AND SPATIAL BLOCKING KAI table north then exits right; EVAN left and LENA right return to rug/drawings. Marker remains between papers until EVAN picks it up. FORMAT AND CAMERA 50mm cleanup/door MCU, 85-100mm dialogue CUs, 135mm marker handover inserts. Controlled handheld. DETAILED SHOT EXECUTION Enter from the completed three-hand stack without resetting hand positions. Camera widens to a 50mm handheld table master as hands separate and begin sorting components by category; no magically empty board. KAI closes the heavy box only after the last piece enters, lid follows one hinge and latches settle. Move to 85mm door-area medium-close while maintaining KAI's exit route and the same unique door. His joke about another marker is tossed toward the siblings while he is already shifting weight to leave. Door closes with visible latch contact. Cut back to the rug at 100mm, then dedicate a 135mm insert to the marker: EVAN picks it up, offers it horizontally, fingers fully release; LENA verifies release, draws one line and returns it. No apology montage. End with the marker resting between their drawings and both children resuming natural breath. DIALOGUE AND VOICE ROUTING LOCK Use only the exact quoted English dialogue in TIMED ACTION. Voice references provide timbre and identity only; never copy demonstration wording, swap speakers, blend voices, add filler, names, breaths-as-words, commentary or offscreen dialogue. Visible speakers receive natural on-camera lip sync only during their assigned line; mouths close before and after speech. WORLD VOICE and PUBLIC ADDRESS remain disembodied and never create a visible robot or interface. The user-supplied demo clips control camera/editing grammar only and are not attached as video references. USER-DEMO CAMERA GRAMMAR: purposeful handheld with shoulder mass and micro-settling; 85–135mm dialogue pressure; fast push/optical tighten only on a new decision or interruption; hard cuts preserve eyelines and object state; no dead static coverage, digital jitter, decorative zoom or random angle change. TIMED ACTION 252.0-255.0 cards and models return to box; KAI closes lid. 255.0-258.0 KAI: "Tomorrow?" LENA: "Same game. New rules." 258.0-260.0 KAI looks at marker: "Buy another marker." He exits; door closes. 260.0-264.0 siblings return to drawings. EVAN picks marker and says: "You first." 264.0-267.0 LENA: "I'll give it back." She draws one line. 267.0-270.0 she returns marker; EVAN: "I know." ACTING AND REACTION KAI's joke is casual. EVAN offers before speaking; LENA checks his fingers have released before accepting. No performative apology. PHYSICS AND MATERIAL RESPONSE Box remains heavy/closed; every piece handled by children. Marker handoff is continuous and complete. CONTINUITY AND FAILURE GUARDS Preserve exact subject count, facial identity, age, wardrobe state, left/top/right geography, object ownership, light direction and exit-state continuity across every cut. Eyes lead heads; hands remain anatomically complete with stable grip and contact; objects never duplicate, teleport, merge, resize or change design. Handheld means shoulder mass, breath and imperfect correction, never digital jitter. No subtitles, captions, logos, watermarks, floating UI, extra dialogue, generated music, waxy skin, dirty grade, flicker, ghosting or game-engine gloss. LIGHTING AND GRADE Clean natural detail, stable exposure, restrained contrast, tactile paper/wood/fabric/metal. Preserve the active reference's light direction and palette; no dirty wash, waxy skin, flicker, ghosting or game-engine gloss. AUDIO Exact dialogue, cards/box/door/pencil sounds, room tone. No music. ACCEPTANCE LOCKS KAI fully leaves; marker is returned by 270.0; room continuity ready for PA.
ACTIVE ASSETS — ATTACH IN THIS ORDER ONLY @Image1 = {{Image 1}} — HABITAT42_RADIAL_SPOKE_INTERIOR: middle-state authority only for radial machinery, pipe density, rotation-scale materials and industrial wear; prohibited from controlling first frame authority only. @Image2 = {{Image 2}} — HABITAT42_AXIAL_SERVICE_TUNNEL: end-state authority for axial service tunnel geometry, circular aperture, pipe direction and lighting register authority only. Assets lock identity and visible world state, not unscripted action or extra characters. OUTPUT CONTRACT 15 seconds, Seedance 2.5 at 480P, 21:9, 24fps, controlled multi-shot or continuous take exactly as specified, real-time motion, no subtitles, no generated editorial text, no music. CAUSAL SPINE ceiling layers reveal maintenance cavity -> household lines merge into radial utilities -> gravity weakens toward hub -> rotating ring meets nonrotating structure -> bearing darkness bridges into zero-g service node WORLD AND CONTINUITY LOCK Photoreal spacecraft infrastructure, no people, no readable franchise markings. Begin before the supplied interior plates; use HABITAT42_RADIAL_SPOKE_INTERIOR as the middle structural scale and HABITAT42_AXIAL_SERVICE_TUNNEL as the exact directional endpoint. Direction always follows connected pipes and structure. FIRST FRAME AND SPATIAL BLOCKING First frame is close inside insulation/plaster layers with one vertical cable bundle as orientation anchor. End frame is central zero-g service node aligned with axial shaft. FORMAT AND CAMERA Single continuous physical pullback/upward travel with four anchors: ceiling cavity, radial utility spoke, bearing interface, zero-g node. Full darkness/occlusion no more than six frames. DETAILED SHOT EXECUTION Continue from the same camera vector and ceiling-layer endpoint; no new establishing shot. Pass insulation, fastening plates, water loop and ventilation duct while one cable bundle remains the vertical anchor. As domestic lines join larger conduits, increase speed gradually and approach the locked RADIAL_SPOKE interior through at least three scale steps; it controls pipe density, radial machinery and material wear as a middle state, never the first frame. Rotation stays physically separated: habitat ring and bearing move with enormous inertia while the hub remains nonrotating. Loose ties and dust shift gradually from sag to low-gravity drift. In bearing shadow retain a pipe edge or moving light seam; full darkness under six frames. Follow one curved conduit into the locked AXIAL_SERVICE_TUNNEL end state and finish precisely centered on its circular axial opening for C18. DIALOGUE AND VOICE ROUTING LOCK Use only the exact quoted English dialogue in TIMED ACTION. Voice references provide timbre and identity only; never copy demonstration wording, swap speakers, blend voices, add filler, names, breaths-as-words, commentary or offscreen dialogue. Visible speakers receive natural on-camera lip sync only during their assigned line; mouths close before and after speech. WORLD VOICE and PUBLIC ADDRESS remain disembodied and never create a visible robot or interface. The user-supplied demo clips control camera/editing grammar only and are not attached as video references. TIMED ACTION 285.0-288.5 pass insulation, water loop, air ducts and handwritten maintenance numbers. 288.5-292.5 small lines merge into large public utilities inside a radial spoke. 292.5-296.0 room gravity weakens; loose cable ties float subtly; camera reaches massive rotating bearing while one pipe edge remains visible. 296.0-300.0 pass through bearing shadow into a nonrotating zero-g service node; turn along a real curved conduit into axial shaft. ACTING AND REACTION No people. PHYSICS AND MATERIAL RESPONSE Ring and bearing rotate with huge inertia; nonrotating hub remains stable; loose items respond gradually to reduced gravity. Camera never crosses solid matter except through visible service apertures. CONTINUITY AND FAILURE GUARDS Preserve exact subject count, facial identity, age, wardrobe state, left/top/right geography, object ownership, light direction and exit-state continuity across every cut. Eyes lead heads; hands remain anatomically complete with stable grip and contact; objects never duplicate, teleport, merge, resize or change design. Handheld means shoulder mass, breath and imperfect correction, never digital jitter. No subtitles, captions, logos, watermarks, floating UI, extra dialogue, generated music, waxy skin, dirty grade, flicker, ghosting or game-engine gloss. No hidden jump inside darkness, dust, cloud or structure; full-frame occlusion stays under six frames and one orientation anchor persists. No franchise imitation or readable borrowed insignia. LIGHTING AND GRADE Clean natural detail, stable exposure, restrained contrast, tactile paper/wood/fabric/metal. Preserve the active reference's light direction and palette; no dirty wash, waxy skin, flicker, ghosting or game-engine gloss. AUDIO Room tone evolves into duct airflow, structural bearing rumble and low service-node resonance. No music. ACCEPTANCE LOCKS Continuous orientation, no abstract tunnel, no hidden teleport, endpoint aligned with axial shaft.
ACTIVE ASSETS — ATTACH IN THIS ORDER ONLY @Image1 = {{Mixed 1}} — HABITAT42_AXIAL_SERVICE_TUNNEL_START: start-state authority for axial tunnel geometry, central pipe, circular aperture and light direction authority only. @Image2 = {{Mixed 2}} — FLEET42_CLOUD_APPROACH_END: end-state authority only for Habitat-42 ring silhouette, enormous mixed fleet density, opaque cloud planet and warm rim light; prohibited from revealing surface authority only. Assets lock identity and visible world state, not unscripted action or extra characters. OUTPUT CONTRACT 15 seconds, Seedance 2.5 at 480P, 21:9, 24fps, controlled multi-shot or continuous take exactly as specified, real-time motion, no subtitles, no generated editorial text, no music. CAUSAL SPINE axial shaft accelerates past storage/structure -> camera exits Habitat-42 -> pullback reveals many human ships -> cloud-covered planet fills distance -> front fleet enters cloud -> hard black before outcome WORLD AND CONTINUITY LOCK Begin in the locked HABITAT42_AXIAL_SERVICE_TUNNEL and physically exit its centered aperture into deep space. FLEET42_CLOUD_APPROACH_END is the final-state target. Preserve a coherent Habitat-42 and enormous mixed human fleet while planet surface, cities, species and environmental truth remain completely hidden under thick cloud. FIRST FRAME AND SPATIAL BLOCKING First frame inside axial shaft with forward hull opening centered. Habitat-42 remains traceable after exit. Planet holds distant right/center; fleet motion follows its curvature. FORMAT AND CAMERA One continuous accelerating pullback with anchors: axial storage, endcap aperture, complete Habitat-42, fleet master, cloud-entry endpoint. No random cuts or scale jumps. DETAILED SHOT EXECUTION Inherit axial alignment, structural rumble and continuous reverse motion from C17. Pull backward through storage racks, pressure doors and endcap beams; each scale layer passes camera with parallax and no abstract tunnel. Exit through a visible maintenance aperture so Habitat-42 remains traceable as a complete rotating ring/hub vessel. Continue accelerating: first reveal nearby industrial and transport ships, then habitation and engineering classes, then armed escorts, finally hundreds extending beyond frame. The locked FLEET42 endpoint controls only final ring silhouette, fleet density, opaque cloud planet and warm rim light; do not begin on its exterior composition. Spacing remains irregular but collision-safe, with asynchronous thruster corrections along the planet limb. Clouds reveal no surface gap, city glow, alien craft or ecology. Leading hulls enter cloud while rear fleet remains visible. At first irreversible cloud entry, hard cut picture and sound to black; no title, reaction, explanation or aftermath. DIALOGUE AND VOICE ROUTING LOCK Use only the exact quoted English dialogue in TIMED ACTION. Voice references provide timbre and identity only; never copy demonstration wording, swap speakers, blend voices, add filler, names, breaths-as-words, commentary or offscreen dialogue. Visible speakers receive natural on-camera lip sync only during their assigned line; mouths close before and after speech. WORLD VOICE and PUBLIC ADDRESS remain disembodied and never create a visible robot or interface. The user-supplied demo clips control camera/editing grammar only and are not attached as video references. TIMED ACTION 300.0-303.5 retreat through storage bays and structural beams toward endcap. 303.5-306.0 exit maintenance aperture; complete Habitat-42 appears. 306.0-309.5 continue pulling back; dozens then hundreds of habitation, industrial, transport, engineering and armed escort ships enter frame. 309.5-313.0 cloud-covered planet dominates distance; front fleet adjusts course along limb. 313.0-315.0 leading ships begin entering cloud while rear fleet extends beyond frame. At 315.0 HARD CUT TO BLACK. ACTING AND REACTION No people visible. PHYSICS AND MATERIAL RESPONSE Every ship keeps mass, formation spacing and common vector with asynchronous thruster corrections. Cloud entry partially obscures leading hulls without revealing surface. No weapons fire. CONTINUITY AND FAILURE GUARDS Preserve exact subject count, facial identity, age, wardrobe state, left/top/right geography, object ownership, light direction and exit-state continuity across every cut. Eyes lead heads; hands remain anatomically complete with stable grip and contact; objects never duplicate, teleport, merge, resize or change design. Handheld means shoulder mass, breath and imperfect correction, never digital jitter. No subtitles, captions, logos, watermarks, floating UI, extra dialogue, generated music, waxy skin, dirty grade, flicker, ghosting or game-engine gloss. No hidden jump inside darkness, dust, cloud or structure; full-frame occlusion stays under six frames and one orientation anchor persists. No franchise imitation or readable borrowed insignia. LIGHTING AND GRADE Clean natural detail, stable exposure, restrained contrast, tactile paper/wood/fabric/metal. Preserve the active reference's light direction and palette; no dirty wash, waxy skin, flicker, ghosting or game-engine gloss. AUDIO Vacuum exterior is silent except subtle internalized structural/transmission tone carried from camera perspective; no epic score. Hard audio cut at black after one brief tail. ACCEPTANCE LOCKS Habitat-42 remains identifiable through scale change; planet remains unknowable; no surface/alien reveal; no title or conclusion after hard black.

ACTIVE REFERENCE — C06 THREE-FACTION CONSTRUCTION WORLD IMAGE V1 @Image1 = {{Image 1}} — sole edit target and sole authority for coastline, islands, mountain systems, rivers, central crater lake/basin, global camera angle, terrain scale and Blue-west / Red-south / Ivory-east geography. It supplies no city-completion, bridge, construction-detail or endpoint authority. IMAGE REQUEST Create one clean, high-detail cinematic CG environment plate showing this exact world during simultaneous early-to-middle construction by three civilizations. This is a static construction-state authority for the C06 ending B-roll immediately before LENA notices that every system approaches the central energy basin. PRESERVE EXACTLY Keep the complete coastline and island silhouette, central crater lake shape and position, surrounding mountain ring, outer mountain ranges, river network, harbour location, broad road corridors, relative land scale, high-oblique horizon-free camera, natural sea color, natural vegetation color and original light direction from @Image1. Do not mirror, rotate, crop into one region, reshape terrain or move the central basin. COMPOSITION / FOCAL HIERARCHY Maintain the complete 21:9 world view. Central crater-basin remains centre-upper and the largest landmark. Blue construction is west/left, Red construction south/lower-centre, Ivory construction east/right. All three regions and the basin are simultaneously legible. Keep broad areas of untouched natural terrain and visual breathing room between construction zones. The image must feel organized, layered and readable, not crowded or muddy. No single road, bridge, building, crane or faction dominates the island. BLUE WEST / LEFT — INDUSTRIAL CONSTRUCTION STATE A limited industrial district in active construction: one modest quarry cut, exposed concrete foundations, several partial steel factory frames, open wall bays, correctly scaled cranes, thin incomplete double-track rail sections, short conveyors, material stacks and a few small construction vehicles. Some machinery is installed, but most buildings remain unfinished. Restrained steel-blue accents appear only on equipment, roofs and vehicles; terrain remains natural. RED SOUTH / LOWER-CENTRE — LOGISTICS CONSTRUCTION STATE A limited logistics and port district under construction: compacted roadbeds with unfinished shoulders, warehouse and granary skeletons, partial roof trusses, modest harbour works, incomplete rail switches, correctly scaled cranes, freight vehicles and organized material yards. Brick-red accents remain on equipment and structural trim only. Do not create a completed port city, dense rail knot or giant interchange. IVORY EAST / RIGHT — CIVIL AND AGRICULTURAL CONSTRUCTION STATE A limited civil/agricultural district under construction: open canal trenches, partially installed water gates and pipes, small pump works, partly framed greenhouses, one clinic shell under scaffolding, partly divided fields and incomplete local service roads. Clean ivory and pale-sage accents remain on structures and equipment only. Water, soil and vegetation keep natural color. CENTRAL BASIN / ROUTE RELATIONSHIP The central crater-basin remains unclaimed, sparsely developed and visually separate. Three proportionally correct unfinished corridors approach its outer rim without entering or crossing it: a thin Blue rail corridor from left, a correctly graded Red road from lower-centre and a narrow Ivory water/service corridor from right. Their convergence is readable but none captures, bridges across, recolors or fills the basin. Do not place a flag, border, military unit, ownership marker or central megastructure. SCALE / PROPORTION HARD LOCK Use one consistent physical scale. Mountains and crater are largest; regional construction districts are secondary; factories, warehouses, fields and clinic are much smaller; roads, double-track rail and canals are thin lines; cranes and vehicles are tiny scale anchors. Any bridge crosses only one local ravine, occupies no more than 5–10% of the visible island diameter, has a visually plausible 12–18m deck, 25–70m piers below adjacent ridge crests and realistic 80–180m spans. No bridge may cross the crater, half the island or multiple mountain systems. Infrastructure must never be larger than the settlement it serves. MATERIAL / LIGHT / QUALITY High-end physically based cinematic CG with crisp but natural detail. Use believable exposed soil, rock cuts, concrete foundations, steel frames, scaffolds, road aggregate, rail sleepers, pipes, greenhouse framing, water and vegetation. Clean late-afternoon natural daylight with stable exposure, restrained contrast and coherent shadows. Construction state comes from unfinished structure and material staging, not from heavy dirt, smoke, fog or a brown filter. CONSTRAINTS No commanders, no character close-ups, no portraits, no giant people, no armies, no weapons, no flags, no text, no labels, no logos, no HUD, no grid, no glowing borders, no holograms and no card-game elements. No completed megacities, kilometre-high pylons, island-spanning bridge, city-block-wide rail, oversized colored tubes, spaghetti roads, cloned buildings, excessive smokestacks, smoke wall, battle damage, miniature tilt-shift, waxy surfaces, painterly blur, artificial grain or watermark. ACCEPTANCE Pass only if the original world geography remains recognizable; all three regions clearly show different unfinished construction systems; the central basin stays unclaimed; three thin corridors visibly approach it; scale remains credible; no bridge dominates; the image is cleaner and more legible than the previous completed-city reference. This image is a CANDIDATE, never automatically LOCKED.
ACTIVE REFERENCES - WV17_MUSHROOM_AFTERMATH_6S / ONE-IMAGE B-ROLL V1, EXACT ORDER @Image1 = {{Mixed 1}} - AKINO-accepted sole image authority for the exact coastline, islands, mountain systems, rivers, central crater basin, Blue-west / Red-south / Ivory-east geography, credible infrastructure proportion, physically based material family and high-oblique world scale. It does not freeze the timeline or prescribe this shot's event, damage, vehicles, weapons, population, camera path, motion, sound or endpoint; those are created natively from this prompt. SINGLE-IMAGE HARD LOCK Image1 is the only image reference for this video. No second image, first/last frame, video reference, commander asset, vehicle asset, weapon asset, location plate, overlay or hidden source is active. Build one native continuous world from Image1 plus this text. Never paste, layer, double-expose, tile or reveal source borders. Audio1, when present, is sound authority only and cannot affect picture identity. OUTPUT CONTRACT Exactly 6.0 seconds, Seedance 2.5, mixed-reference image-to-video, 21:9, 480p, 24fps feel, sound on, one clean standalone plate. One continuous stabilized world-scale shot with zero internal cuts, hidden cuts, location changes or framing resets. No subtitles, captions, readable signs, logos, watermark, editorial text, HUD, hologram, map grid, card-game elements or music. DRAMATIC PURPOSE Widen from the spent flash into a physically connected mushroom cloud and persistent regional damage, never a decorative disaster wallpaper. CURRENT WORLD STAGE The impact has just occurred at the basin-side junction. Evacuation is incomplete; the flash is already over. GEOGRAPHY / MATERIAL / PROPORTION LOCK Preserve Image1's recognizable island silhouette, central crater-basin position, mountain ring, outer ridges, rivers, coast, harbour and Blue-left / Red-lower-centre / Ivory-right relationship. Never mirror, rotate, crop into an unrelated place or recolor terrain by faction. Blue identity stays in restrained steel-blue industrial equipment; Red in brick-red logistics hardware; Ivory in pale-stone and pale-sage civil infrastructure. Natural rock, soil, water and vegetation retain natural color. Use one consistent physical scale. Mountains and crater are largest; districts are secondary; factories, warehouses, fields and civic buildings are much smaller; roads, double-track rail, canals and pipes are thin; vehicles are tiny scale anchors. Any local bridge crosses only one ravine, occupies no more than 5% of visible island width, has a 12-18m deck and stays below adjacent ridge crests. No island-spanning bridge, thick colored tube, spaghetti network, kilometre-high pier, oversized vehicle or infrastructure larger than the settlement it serves. POPULATION / CHARACTER BOUNDARY No readable people or bodies. Tiny evacuation and aid vehicles may remain as scale anchors at safe landscape distance. FIRST FRAME A settled high-oblique post-impact wide begins after the flash, with the exact strike point, burning ground, broken roads, disturbed basin water and recognizable mountain ring visible. Frame zero is fully settled and optically resolved, with no inherited blur, empty lead-in, prior-shot overlay or unlisted object. CAMERA One slow 4% stabilized pullback and rise, keeping the strike point connected to the growing cloud. No beauty orbit, heroic spectacle or cut. Preserve at least three depth planes and a stable terrain landmark through smoke, dust, water or cloud. No handheld, digital jitter, random orbit, whip pan, rapid zoom, fake tilt-shift, shallow-depth miniature look, speed ramp or full-frame occlusion longer than four frames. TIMED CAUSAL ACTION 0.0-0.8 - Hold the scarred impact point and spent blast front; geography remains readable. 0.8-4.9 - Dust, steam and soot rise from the same point into an asymmetric stem and cap. Ground fires remain attached below; wind shears one side of the cloud; damaged roads, pipes and water disturbance persist. 4.9-6.0 - Hold the complete relationship among cloud, crater, wind direction and damaged region. The world stays scarred and active. PHYSICS / PERSISTENCE Hot buoyant material rises while heavier debris falls; the cap broadens after the stem; wind deformation is directional; fires and broken infrastructure do not reset. Contact precedes consequence; acceleration precedes displacement; loads affect suspension and support; smoke, dust, water, traffic, damage, ownership and route state persist into the final frame. No teleporting, liquid morph, floating mass, cloned rows, synchronized loops, disappearing damage or clean reset. LIGHT / IMAGE QUALITY Maintain clean natural daylight, stable exposure, restrained contrast, atmospheric depth and crisp physically based detail in rock, soil, vegetation, concrete, steel, timber, water, roads, rails and machinery. The event may alter local light and air only through its physical cause. No amber/brown wash, painterly smear, waxy terrain, aggressive denoise trails, artificial grain, excessive bloom, fog veil, global softness or oversharpening. AUDIO ZERO SPEECH and ZERO WORLD VOICE: no dialogue, narration, radio, PA, vocalization or intelligible word. Physical sound design: Low blast tail, delayed distant impacts, fire, falling debris, water surge and rising wind only. No voice, music, cheering or trailer effect. Keep spatial scale and propagation credible. ZERO MUSIC: no score, melody, chord, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM, theme or victory cue. EXIT STATE The asymmetric mushroom cloud remains rooted to one damaged real-world location. Hold the final state long enough for a clean editorial cut; no fade, black frame or generated transition. ACCEPTANCE LOCKS PASS only if the same full-scale world geography and correct infrastructure proportions remain readable; the single named event follows a visible cause and persists; Image1 is the only image authority; no commander or protagonist appears; No speech and no WORLD VOICE. Fail on clean symmetrical stock cloud, long flash, beautiful sunset glamour, restored roads, detached smoke, miniature world, commanders, WORLD VOICE or music, game-board appearance, territory tint, giant infrastructure, mirrored topology, subtitles, UI, logo, music or watermark.
ACTIVE REFERENCES - WV03_IVORY_IRRIGATION_5S / ONE-IMAGE B-ROLL V1, EXACT ORDER @Image1 = {{Mixed 1}} - AKINO-accepted sole image authority for the exact coastline, islands, mountain systems, rivers, central crater basin, Blue-west / Red-south / Ivory-east geography, credible infrastructure proportion, physically based material family and high-oblique world scale. It does not freeze the timeline or prescribe this shot's event, damage, vehicles, weapons, population, camera path, motion, sound or endpoint; those are created natively from this prompt. @Audio1 = {{Mixed 2}} - WORLD VOICE timbre only. It supplies no words, timing, music, ambience or visible content; the exact line below is the sole spoken text. SINGLE-IMAGE HARD LOCK Image1 is the only image reference for this video. No second image, first/last frame, video reference, commander asset, vehicle asset, weapon asset, location plate, overlay or hidden source is active. Build one native continuous world from Image1 plus this text. Never paste, layer, double-expose, tile or reveal source borders. Audio1, when present, is sound authority only and cannot affect picture identity. OUTPUT CONTRACT Exactly 5.0 seconds, Seedance 2.5, mixed-reference image-to-video, 21:9, 480p, 24fps feel, sound on, one clean standalone plate. One continuous stabilized world-scale shot with zero internal cuts, hidden cuts, location changes or framing resets. No subtitles, captions, readable signs, logos, watermark, editorial text, HUD, hologram, map grid, card-game elements or music. DRAMATIC PURPOSE Make Ivory's civil system legible through pump-to-gate-to-water causality before confirmation. CURRENT WORLD STAGE Ivory's eastern canals, pump works, fields, greenhouse frames and clinic shell are incomplete but connected. No military conversion. GEOGRAPHY / MATERIAL / PROPORTION LOCK Preserve Image1's recognizable island silhouette, central crater-basin position, mountain ring, outer ridges, rivers, coast, harbour and Blue-left / Red-lower-centre / Ivory-right relationship. Never mirror, rotate, crop into an unrelated place or recolor terrain by faction. Blue identity stays in restrained steel-blue industrial equipment; Red in brick-red logistics hardware; Ivory in pale-stone and pale-sage civil infrastructure. Natural rock, soil, water and vegetation retain natural color. Use one consistent physical scale. Mountains and crater are largest; districts are secondary; factories, warehouses, fields and civic buildings are much smaller; roads, double-track rail, canals and pipes are thin; vehicles are tiny scale anchors. Any local bridge crosses only one ravine, occupies no more than 5% of visible island width, has a 12-18m deck and stays below adjacent ridge crests. No island-spanning bridge, thick colored tube, spaghetti network, kilometre-high pier, oversized vehicle or infrastructure larger than the settlement it serves. POPULATION / CHARACTER BOUNDARY ABSOLUTE ZERO PEOPLE. Pumps, gates, water and small service carriers provide the action. FIRST FRAME A high-oblique east-side wide keeps the basin and distant Blue/Red systems in frame. Canal trenches are partly dry, gates closed and fields unevenly watered. Frame zero is fully settled and optically resolved, with no inherited blur, empty lead-in, prior-shot overlay or unlisted object. CAMERA A stable 3% diagonal drift following the canal hierarchy without turning into a route chase or top-down schematic. Preserve at least three depth planes and a stable terrain landmark through smoke, dust, water or cloud. No handheld, digital jitter, random orbit, whip pan, rapid zoom, fake tilt-shift, shallow-depth miniature look, speed ramp or full-frame occlusion longer than four frames. TIMED CAUSAL ACTION 0.0-0.7 - Orient on pump house, primary canal, two field branches and the basin beyond. 0.7-1.5 - Pump impeller begins rotating, pressure reaches the first gate, the gate opens and water advances with a visible front. 1.5-4.2 - WORLD speaks the exact line once as water reaches two branches at different times and one service carrier starts only after the junction stabilizes. 4.2-5.0 - Hold flowing water, turning pump and partly irrigated fields; all construction remains modest and incomplete. PHYSICS / PERSISTENCE Pressure precedes flow; water follows grade and channel walls; gates displace water realistically; wet soil darkens behind the advancing front and stays wet. Contact precedes consequence; acceleration precedes displacement; loads affect suspension and support; smoke, dust, water, traffic, damage, ownership and route state persist into the final frame. No teleporting, liquid morph, floating mass, cloned rows, synchronized loops, disappearing damage or clean reset. LIGHT / IMAGE QUALITY Maintain clean natural daylight, stable exposure, restrained contrast, atmospheric depth and crisp physically based detail in rock, soil, vegetation, concrete, steel, timber, water, roads, rails and machinery. The event may alter local light and air only through its physical cause. No amber/brown wash, painterly smear, waxy terrain, aggressive denoise trails, artificial grain, excessive bloom, fog veil, global softness or oversharpening. AUDIO WORLD VOICE says exactly once during 1.5-4.2: "Ivory irrigation deployed." The physical proof in the timed action must begin before the first word. WORLD is calm, dry, neutral and institutional, never trailer narration, villain performance or a visible speaker. No other dialogue, narration, radio, PA, vocalization or intelligible word. Physical sound design: Pump rotation, gate metal, water arrival, distant service engine, insects and wind beneath the calm system voice. Keep spatial scale and propagation credible. ZERO MUSIC: no score, melody, chord, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM, theme or victory cue. EXIT STATE Ivory's irrigation works as a civic network while the basin remains unowned. Hold the final state long enough for a clean editorial cut; no fade, black frame or generated transition. ACCEPTANCE LOCKS PASS only if the same full-scale world geography and correct infrastructure proportions remain readable; the single named event follows a visible cause and persists; Image1 is the only image authority; no commander or protagonist appears; Exact WORLD line once: "Ivory irrigation deployed." Fail on glowing water, instant green fields, giant canals, red-like industrial identity, magical flow, voice before pressure proof or people in close view, game-board appearance, territory tint, giant infrastructure, mirrored topology, subtitles, UI, logo, music or watermark.
ACTIVE REFERENCES - WV11B_IVORY_LAST_ENERGY_6S / ONE-IMAGE B-ROLL V1, EXACT ORDER @Image1 = {{Mixed 1}} - AKINO-accepted sole image authority for the exact coastline, islands, mountain systems, rivers, central crater basin, Blue-west / Red-south / Ivory-east geography, credible infrastructure proportion, physically based material family and high-oblique world scale. It does not freeze the timeline or prescribe this shot's event, damage, vehicles, weapons, population, camera path, motion, sound or endpoint; those are created natively from this prompt. SINGLE-IMAGE HARD LOCK Image1 is the only image reference for this video. No second image, first/last frame, video reference, commander asset, vehicle asset, weapon asset, location plate, overlay or hidden source is active. Build one native continuous world from Image1 plus this text. Never paste, layer, double-expose, tile or reveal source borders. Audio1, when present, is sound authority only and cannot affect picture identity. OUTPUT CONTRACT Exactly 6.0 seconds, Seedance 2.5, mixed-reference image-to-video, 21:9, 480p, 24fps feel, sound on, one clean standalone plate. One continuous stabilized world-scale shot with zero internal cuts, hidden cuts, location changes or framing resets. No subtitles, captions, readable signs, logos, watermark, editorial text, HUD, hologram, map grid, card-game elements or music. DRAMATIC PURPOSE Bridge resettlement into the fission crisis by showing Ivory spend its remaining reserve on civilian evacuation and water support. CURRENT WORLD STAGE Ivory civil infrastructure is overextended. One last reserve must choose between local stability and keeping evacuation pumps alive. GEOGRAPHY / MATERIAL / PROPORTION LOCK Preserve Image1's recognizable island silhouette, central crater-basin position, mountain ring, outer ridges, rivers, coast, harbour and Blue-left / Red-lower-centre / Ivory-right relationship. Never mirror, rotate, crop into an unrelated place or recolor terrain by faction. Blue identity stays in restrained steel-blue industrial equipment; Red in brick-red logistics hardware; Ivory in pale-stone and pale-sage civil infrastructure. Natural rock, soil, water and vegetation retain natural color. Use one consistent physical scale. Mountains and crater are largest; districts are secondary; factories, warehouses, fields and civic buildings are much smaller; roads, double-track rail, canals and pipes are thin; vehicles are tiny scale anchors. Any local bridge crosses only one ravine, occupies no more than 5% of visible island width, has a 12-18m deck and stays below adjacent ridge crests. No island-spanning bridge, thick colored tube, spaghetti network, kilometre-high pier, oversized vehicle or infrastructure larger than the settlement it serves. POPULATION / CHARACTER BOUNDARY No foreground people. Tiny buses and dispersed adult groups may be visible only as scale references around the evacuation route. FIRST FRAME A high-oblique eastern wide includes a modest reserve substation, canal pumps, clinic, evacuation road, basin and distant faction regions. Several nonessential districts remain lit. Frame zero is fully settled and optically resolved, with no inherited blur, empty lead-in, prior-shot overlay or unlisted object. CAMERA One slow 4% crane drift from the reserve substation toward pumps and evacuation lanes while preserving the shared geography. Preserve at least three depth planes and a stable terrain landmark through smoke, dust, water or cloud. No handheld, digital jitter, random orbit, whip pan, rapid zoom, fake tilt-shift, shallow-depth miniature look, speed ramp or full-frame occlusion longer than four frames. TIMED CAUSAL ACTION 0.0-0.8 - Establish the reserve source, clinic, pumps and waiting evacuation route in one frame. 0.8-2.4 - A physical switchgear bank transfers load: nonessential greenhouse and street lights dim in sequence before the main pump motors recover. 2.4-4.9 - Water pressure rises, clinic backup fans stabilize and two evacuation buses move only after the route receives power. The reserve flywheel visibly slows under load. 4.9-6.0 - Hold dimmed Ivory districts, active civilian pumps and a nearly exhausted reserve with no miraculous recovery. PHYSICS / PERSISTENCE Switchgear moves before current changes; lights dim by circuit order; motors accelerate before flow; the flywheel loses speed gradually; buses start after power reaches the route. Contact precedes consequence; acceleration precedes displacement; loads affect suspension and support; smoke, dust, water, traffic, damage, ownership and route state persist into the final frame. No teleporting, liquid morph, floating mass, cloned rows, synchronized loops, disappearing damage or clean reset. LIGHT / IMAGE QUALITY Maintain clean natural daylight, stable exposure, restrained contrast, atmospheric depth and crisp physically based detail in rock, soil, vegetation, concrete, steel, timber, water, roads, rails and machinery. The event may alter local light and air only through its physical cause. No amber/brown wash, painterly smear, waxy terrain, aggressive denoise trails, artificial grain, excessive bloom, fog veil, global softness or oversharpening. AUDIO ZERO SPEECH and ZERO WORLD VOICE: no dialogue, narration, radio, PA, vocalization or intelligible word. Physical sound design: Relay clacks, transformer hum dropping, pump motors recovering, water pressure, distant buses and wind only. Keep spatial scale and propagation credible. ZERO MUSIC: no score, melody, chord, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM, theme or victory cue. EXIT STATE Ivory's last energy remains committed to civilian movement as the wider system prepares fission. Hold the final state long enough for a clean editorial cut; no fade, black frame or generated transition. ACCEPTANCE LOCKS PASS only if the same full-scale world geography and correct infrastructure proportions remain readable; the single named event follows a visible cause and persists; Image1 is the only image authority; no commander or protagonist appears; No speech and no WORLD VOICE. Fail on glowing magic energy, instant blackout, people close-up, red-style heavy industry, complete rescue, WORLD VOICE, UI meters or restored reserve, game-board appearance, territory tint, giant infrastructure, mirrored topology, subtitles, UI, logo, music or watermark.
ACTIVE REFERENCES - WV12_FISSION_DEPLOYED_5S / ONE-IMAGE B-ROLL V1, EXACT ORDER @Image1 = {{Mixed 1}} - AKINO-accepted sole image authority for the exact coastline, islands, mountain systems, rivers, central crater basin, Blue-west / Red-south / Ivory-east geography, credible infrastructure proportion, physically based material family and high-oblique world scale. It does not freeze the timeline or prescribe this shot's event, damage, vehicles, weapons, population, camera path, motion, sound or endpoint; those are created natively from this prompt. @Audio1 = {{Mixed 2}} - WORLD VOICE timbre only. It supplies no words, timing, music, ambience or visible content; the exact line below is the sole spoken text. SINGLE-IMAGE HARD LOCK Image1 is the only image reference for this video. No second image, first/last frame, video reference, commander asset, vehicle asset, weapon asset, location plate, overlay or hidden source is active. Build one native continuous world from Image1 plus this text. Never paste, layer, double-expose, tile or reveal source borders. Audio1, when present, is sound authority only and cannot affect picture identity. OUTPUT CONTRACT Exactly 5.0 seconds, Seedance 2.5, mixed-reference image-to-video, 21:9, 480p, 24fps feel, sound on, one clean standalone plate. One continuous stabilized world-scale shot with zero internal cuts, hidden cuts, location changes or framing resets. No subtitles, captions, readable signs, logos, watermark, editorial text, HUD, hologram, map grid, card-game elements or music. DRAMATIC PURPOSE Make fission deployment a visible industrial threshold before the system names it, without showing a commander or celebratory weapon reveal. CURRENT WORLD STAGE A remote Blue mountain complex has converted accumulated industrial capacity into a sealed fission chain. No missile has launched yet. GEOGRAPHY / MATERIAL / PROPORTION LOCK Preserve Image1's recognizable island silhouette, central crater-basin position, mountain ring, outer ridges, rivers, coast, harbour and Blue-left / Red-lower-centre / Ivory-right relationship. Never mirror, rotate, crop into an unrelated place or recolor terrain by faction. Blue identity stays in restrained steel-blue industrial equipment; Red in brick-red logistics hardware; Ivory in pale-stone and pale-sage civil infrastructure. Natural rock, soil, water and vegetation retain natural color. Use one consistent physical scale. Mountains and crater are largest; districts are secondary; factories, warehouses, fields and civic buildings are much smaller; roads, double-track rail, canals and pipes are thin; vehicles are tiny scale anchors. Any local bridge crosses only one ravine, occupies no more than 5% of visible island width, has a 12-18m deck and stays below adjacent ridge crests. No island-spanning bridge, thick colored tube, spaghetti network, kilometre-high pier, oversized vehicle or infrastructure larger than the settlement it serves. POPULATION / CHARACTER BOUNDARY ABSOLUTE ZERO PEOPLE. The facility is unmanned in frame; only mechanical systems move. FIRST FRAME A wide high-oblique mountain-valley view keeps the Blue complex proportionally small within the same world. Containment, cooling loops, rail access and a sealed cylindrical transport bay are present but inactive. Frame zero is fully settled and optically resolved, with no inherited blur, empty lead-in, prior-shot overlay or unlisted object. CAMERA A controlled 3% long-lens push through foreground ridges, keeping the facility embedded in world scale rather than isolated as a hero object. Preserve at least three depth planes and a stable terrain landmark through smoke, dust, water or cloud. No handheld, digital jitter, random orbit, whip pan, rapid zoom, fake tilt-shift, shallow-depth miniature look, speed ramp or full-frame occlusion longer than four frames. TIMED CAUSAL ACTION 0.0-0.7 - Establish inactive cooling loops, containment shutters, rail spur and the wider basin direction. 0.7-1.6 - Coolant pumps start, vapor vents in sequence, containment shutters seal and a heavy transport cradle locks only after pressure stabilizes. 1.6-4.2 - WORLD delivers the exact line once while the facility reaches sustained operation and one sealed dark-blue cylindrical payload cradle moves slowly into a protected bay. 4.2-5.0 - Hold the operating complex and locked payload bay; no launch begins. PHYSICS / PERSISTENCE Pumps precede vapor flow; shutters seat before locks engage; rail cradle carries visible mass; heat distortion stays local; mountains remain dominant. Contact precedes consequence; acceleration precedes displacement; loads affect suspension and support; smoke, dust, water, traffic, damage, ownership and route state persist into the final frame. No teleporting, liquid morph, floating mass, cloned rows, synchronized loops, disappearing damage or clean reset. LIGHT / IMAGE QUALITY Maintain clean natural daylight, stable exposure, restrained contrast, atmospheric depth and crisp physically based detail in rock, soil, vegetation, concrete, steel, timber, water, roads, rails and machinery. The event may alter local light and air only through its physical cause. No amber/brown wash, painterly smear, waxy terrain, aggressive denoise trails, artificial grain, excessive bloom, fog veil, global softness or oversharpening. AUDIO WORLD VOICE says exactly once during 1.6-4.2: "Fission technology deployed." The physical proof in the timed action must begin before the first word. WORLD is calm, dry, neutral and institutional, never trailer narration, villain performance or a visible speaker. No other dialogue, narration, radio, PA, vocalization or intelligible word. Physical sound design: Deep pumps, cooling water, shutter motors, rail cradle and mountain wind beneath the institutional voice. Keep spatial scale and propagation credible. ZERO MUSIC: no score, melody, chord, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM, theme or victory cue. EXIT STATE Fission capability is operational and materially connected to the later launch chain, but the missile remains contained. Hold the final state long enough for a clean editorial cut; no fade, black frame or generated transition. ACCEPTANCE LOCKS PASS only if the same full-scale world geography and correct infrastructure proportions remain readable; the single named event follows a visible cause and persists; Image1 is the only image authority; no commander or protagonist appears; Exact WORLD line once: "Fission technology deployed." Fail on nuclear-glow fantasy, commander, control-room insert, giant silo, missile launch, celebration, voice before cooling/lock proof or UI, game-board appearance, territory tint, giant infrastructure, mirrored topology, subtitles, UI, logo, music or watermark.
ACTIVE REFERENCES - WV03B_BASIN_COMPETITION_6S / ONE-IMAGE B-ROLL V1, EXACT ORDER @Image1 = {{Mixed 1}} - AKINO-accepted sole image authority for the exact coastline, islands, mountain systems, rivers, central crater basin, Blue-west / Red-south / Ivory-east geography, credible infrastructure proportion, physically based material family and high-oblique world scale. It does not freeze the timeline or prescribe this shot's event, damage, vehicles, weapons, population, camera path, motion, sound or endpoint; those are created natively from this prompt. SINGLE-IMAGE HARD LOCK Image1 is the only image reference for this video. No second image, first/last frame, video reference, commander asset, vehicle asset, weapon asset, location plate, overlay or hidden source is active. Build one native continuous world from Image1 plus this text. Never paste, layer, double-expose, tile or reveal source borders. Audio1, when present, is sound authority only and cannot affect picture identity. OUTPUT CONTRACT Exactly 6.0 seconds, Seedance 2.5, mixed-reference image-to-video, 21:9, 480p, 24fps feel, sound on, one clean standalone plate. One continuous stabilized world-scale shot with zero internal cuts, hidden cuts, location changes or framing resets. No subtitles, captions, readable signs, logos, watermark, editorial text, HUD, hologram, map grid, card-game elements or music. DRAMATIC PURPOSE Show in one strategic wide that all three successful systems are now competing for the same central basin. CURRENT WORLD STAGE Blue industry, Red logistics and Ivory irrigation are operational. The basin is inhabited but still physically shared; no occupation, relocation, fission or war has occurred. GEOGRAPHY / MATERIAL / PROPORTION LOCK Preserve Image1's recognizable island silhouette, central crater-basin position, mountain ring, outer ridges, rivers, coast, harbour and Blue-left / Red-lower-centre / Ivory-right relationship. Never mirror, rotate, crop into an unrelated place or recolor terrain by faction. Blue identity stays in restrained steel-blue industrial equipment; Red in brick-red logistics hardware; Ivory in pale-stone and pale-sage civil infrastructure. Natural rock, soil, water and vegetation retain natural color. Use one consistent physical scale. Mountains and crater are largest; districts are secondary; factories, warehouses, fields and civic buildings are much smaller; roads, double-track rail, canals and pipes are thin; vehicles are tiny scale anchors. Any local bridge crosses only one ravine, occupies no more than 5% of visible island width, has a 12-18m deck and stays below adjacent ridge crests. No island-spanning bridge, thick colored tube, spaghetti network, kilometre-high pier, oversized vehicle or infrastructure larger than the settlement it serves. POPULATION / CHARACTER BOUNDARY No foreground or identifiable people. Only a few tiny unrelated civilian-scale activity marks may exist around the basin settlement; never portraits or commanders. FIRST FRAME A settled high-oblique regional view places the central crater basin in the middle third, Blue west, Red south and Ivory east. Three different feeder systems are simultaneously visible. Frame zero is fully settled and optically resolved, with no inherited blur, empty lead-in, prior-shot overlay or unlisted object. CAMERA One restrained 3% advance around the basin ring, keeping all three routes and at least three depth planes readable. No orbit, zoom or miniature-map view. Preserve at least three depth planes and a stable terrain landmark through smoke, dust, water or cloud. No handheld, digital jitter, random orbit, whip pan, rapid zoom, fake tilt-shift, shallow-depth miniature look, speed ramp or full-frame occlusion longer than four frames. TIMED CAUSAL ACTION 0.0-0.9 - Hold nearly still so the audience reads the basin and all three source regions. 0.9-2.4 - Blue rail couplers take tension; Red warehouse doors open into two freight streams; Ivory pumps rotate before water/service carriers move. 2.4-4.9 - The three flows advance along realistic terrain corridors at different rhythms and converge toward separate points on the basin rim. None crosses, overlaps, captures or recolors the basin. 4.9-6.0 - Hold the complete competitive system with all three flows still moving and the basin visibly caught between them. PHYSICS / PERSISTENCE Rail motion follows coupler tension; freight suspension carries mass; pump rotation precedes flow; routes keep constant width and cannot cross mountains without proportional local works. Contact precedes consequence; acceleration precedes displacement; loads affect suspension and support; smoke, dust, water, traffic, damage, ownership and route state persist into the final frame. No teleporting, liquid morph, floating mass, cloned rows, synchronized loops, disappearing damage or clean reset. LIGHT / IMAGE QUALITY Maintain clean natural daylight, stable exposure, restrained contrast, atmospheric depth and crisp physically based detail in rock, soil, vegetation, concrete, steel, timber, water, roads, rails and machinery. The event may alter local light and air only through its physical cause. No amber/brown wash, painterly smear, waxy terrain, aggressive denoise trails, artificial grain, excessive bloom, fog veil, global softness or oversharpening. AUDIO ZERO SPEECH and ZERO WORLD VOICE: no dialogue, narration, radio, PA, vocalization or intelligible word. Physical sound design: Spatial rail west, freight south, pumps and water east, distant settlement ambience, wind and sea only. Keep spatial scale and propagation credible. ZERO MUSIC: no score, melody, chord, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM, theme or victory cue. EXIT STATE One frame clearly reads three different systems approaching one unclaimed basin at once. Hold the final state long enough for a clean editorial cut; no fade, black frame or generated transition. ACCEPTANCE LOCKS PASS only if the same full-scale world geography and correct infrastructure proportions remain readable; the single named event follows a visible cause and persists; Image1 is the only image authority; no commander or protagonist appears; No speech and no WORLD VOICE. Fail on single-truck storytelling, giant bridge, colored territory overlay, central megastructure, military action, WORLD VOICE, blur or map-board appearance, game-board appearance, territory tint, giant infrastructure, mirrored topology, subtitles, UI, logo, music or watermark.
ACTIVE REFERENCES - WV04_UNALIGNED_NO_TREATY_6S / ONE-IMAGE B-ROLL V1, EXACT ORDER @Image1 = {{Mixed 1}} - AKINO-accepted sole image authority for the exact coastline, islands, mountain systems, rivers, central crater basin, Blue-west / Red-south / Ivory-east geography, credible infrastructure proportion, physically based material family and high-oblique world scale. It does not freeze the timeline or prescribe this shot's event, damage, vehicles, weapons, population, camera path, motion, sound or endpoint; those are created natively from this prompt. @Audio1 = {{Mixed 2}} - WORLD VOICE timbre only. It supplies no words, timing, music, ambience or visible content; the exact line below is the sole spoken text. SINGLE-IMAGE HARD LOCK Image1 is the only image reference for this video. No second image, first/last frame, video reference, commander asset, vehicle asset, weapon asset, location plate, overlay or hidden source is active. Build one native continuous world from Image1 plus this text. Never paste, layer, double-expose, tile or reveal source borders. Audio1, when present, is sound authority only and cannot affect picture identity. OUTPUT CONTRACT Exactly 6.0 seconds, Seedance 2.5, mixed-reference image-to-video, 21:9, 480p, 24fps feel, sound on, one clean standalone plate. One continuous stabilized world-scale shot with zero internal cuts, hidden cuts, location changes or framing resets. No subtitles, captions, readable signs, logos, watermark, editorial text, HUD, hologram, map grid, card-game elements or music. DRAMATIC PURPOSE Reveal that ordinary residents already occupy the basin before any faction claims it, then let the system classify their vulnerability. CURRENT WORLD STAGE The three feeder systems have reached the basin approaches, but no border, flag, fence, occupation or removal exists yet. GEOGRAPHY / MATERIAL / PROPORTION LOCK Preserve Image1's recognizable island silhouette, central crater-basin position, mountain ring, outer ridges, rivers, coast, harbour and Blue-left / Red-lower-centre / Ivory-right relationship. Never mirror, rotate, crop into an unrelated place or recolor terrain by faction. Blue identity stays in restrained steel-blue industrial equipment; Red in brick-red logistics hardware; Ivory in pale-stone and pale-sage civil infrastructure. Natural rock, soil, water and vegetation retain natural color. Use one consistent physical scale. Mountains and crater are largest; districts are secondary; factories, warehouses, fields and civic buildings are much smaller; roads, double-track rail, canals and pipes are thin; vehicles are tiny scale anchors. Any local bridge crosses only one ravine, occupies no more than 5% of visible island width, has a 12-18m deck and stays below adjacent ridge crests. No island-spanning bridge, thick colored tube, spaghetti network, kilometre-high pier, oversized vehicle or infrastructure larger than the settlement it serves. POPULATION / CHARACTER BOUNDARY Only tiny unrelated adult residents at environmental scale: separate figures tending a pump, moving sacks and gathering laundry. No child likeness, protagonist, commander, crowd pose or camera gaze. FIRST FRAME A closer but still landscape-wide high-oblique view preserves the basin rim, neutral pump house, grain shed, repaired pipes and all three distant approaches. Residents are readable through tasks, not faces. Frame zero is fully settled and optically resolved, with no inherited blur, empty lead-in, prior-shot overlay or unlisted object. CAMERA A slow 3% lateral reveal from infrastructure toward the settled basin edge, never a portrait, handheld reaction or voyeuristic close-up. Preserve at least three depth planes and a stable terrain landmark through smoke, dust, water or cloud. No handheld, digital jitter, random orbit, whip pan, rapid zoom, fake tilt-shift, shallow-depth miniature look, speed ramp or full-frame occlusion longer than four frames. TIMED CAUSAL ACTION 0.0-0.8 - Establish the modest long-inhabited settlement and the three unfinished approaches beyond it. 0.8-1.7 - One resident tightens a pipe coupling, another carries sacks and another removes laundry while a small Red survey vehicle stops outside the homes. These independent tasks prove habitation. 1.7-5.0 - WORLD states the exact two-sentence line once. The residents continue working; survey stakes remain outside the settlement and no control action occurs. 5.0-6.0 - Hold the same vulnerable but not-yet-occupied landscape with ordinary life continuing. PHYSICS / PERSISTENCE People remain grounded and task-specific; cloth reacts after hand motion; sacks carry weight; the vehicle brakes and settles before stopping; no synchronized crowd loop. Contact precedes consequence; acceleration precedes displacement; loads affect suspension and support; smoke, dust, water, traffic, damage, ownership and route state persist into the final frame. No teleporting, liquid morph, floating mass, cloned rows, synchronized loops, disappearing damage or clean reset. LIGHT / IMAGE QUALITY Maintain clean natural daylight, stable exposure, restrained contrast, atmospheric depth and crisp physically based detail in rock, soil, vegetation, concrete, steel, timber, water, roads, rails and machinery. The event may alter local light and air only through its physical cause. No amber/brown wash, painterly smear, waxy terrain, aggressive denoise trails, artificial grain, excessive bloom, fog veil, global softness or oversharpening. AUDIO WORLD VOICE says exactly once during 1.7-5.0: "Unaligned population. No treaty protection." The physical proof in the timed action must begin before the first word. WORLD is calm, dry, neutral and institutional, never trailer narration, villain performance or a visible speaker. No other dialogue, narration, radio, PA, vocalization or intelligible word. Physical sound design: Wind, pump knock, cloth, sacks, distant vehicle idle and settlement ambience beneath the dry institutional system voice. Keep spatial scale and propagation credible. ZERO MUSIC: no score, melody, chord, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM, theme or victory cue. EXIT STATE The audience understands that the basin was never empty and that the system offers its residents no treaty protection. Hold the final state long enough for a clean editorial cut; no fade, black frame or generated transition. ACCEPTANCE LOCKS PASS only if the same full-scale world geography and correct infrastructure proportions remain readable; the single named event follows a visible cause and persists; Image1 is the only image authority; no commander or protagonist appears; Exact WORLD line once: "Unaligned population. No treaty protection." Fail on family portrait, children, melodramatic fear, planted flag, armed occupation, close face, direct gaze, subtitles, voice before habitation proof or terrain-scale people, game-board appearance, territory tint, giant infrastructure, mirrored topology, subtitles, UI, logo, music or watermark.
ACTIVE REFERENCES - C06_BUILD_WIDE_6S / ONE-IMAGE B-ROLL V1, EXACT ORDER @Image1 = {{Mixed 1}} - AKINO-accepted sole image authority for the exact coastline, islands, mountain systems, rivers, central crater basin, Blue-west / Red-south / Ivory-east geography, credible infrastructure proportion, physically based material family and high-oblique world scale. It does not freeze the timeline or prescribe this shot's event, damage, vehicles, weapons, population, camera path, motion, sound or endpoint; those are created natively from this prompt. SINGLE-IMAGE HARD LOCK Image1 is the only image reference for this video. No second image, first/last frame, video reference, commander asset, vehicle asset, weapon asset, location plate, overlay or hidden source is active. Build one native continuous world from Image1 plus this text. Never paste, layer, double-expose, tile or reveal source borders. Audio1, when present, is sound authority only and cannot affect picture identity. OUTPUT CONTRACT Exactly 6.0 seconds, Seedance 2.5, mixed-reference image-to-video, 21:9, 480p, 24fps feel, sound on, one clean standalone plate. One continuous stabilized world-scale shot with zero internal cuts, hidden cuts, location changes or framing resets. No subtitles, captions, readable signs, logos, watermark, editorial text, HUD, hologram, map grid, card-game elements or music. DRAMATIC PURPOSE End C06 on one readable proof that Blue, Red and Ivory are all building successfully while their first corridors begin to converge on the still-unclaimed central energy basin. CURRENT WORLD STAGE Early-to-middle construction. No faction controls the basin; there is no occupation, war conversion, fission, evacuation, launch, impact or treaty. GEOGRAPHY / MATERIAL / PROPORTION LOCK Preserve Image1's recognizable island silhouette, central crater-basin position, mountain ring, outer ridges, rivers, coast, harbour and Blue-left / Red-lower-centre / Ivory-right relationship. Never mirror, rotate, crop into an unrelated place or recolor terrain by faction. Blue identity stays in restrained steel-blue industrial equipment; Red in brick-red logistics hardware; Ivory in pale-stone and pale-sage civil infrastructure. Natural rock, soil, water and vegetation retain natural color. Use one consistent physical scale. Mountains and crater are largest; districts are secondary; factories, warehouses, fields and civic buildings are much smaller; roads, double-track rail, canals and pipes are thin; vehicles are tiny scale anchors. Any local bridge crosses only one ravine, occupies no more than 5% of visible island width, has a 12-18m deck and stays below adjacent ridge crests. No island-spanning bridge, thick colored tube, spaghetti network, kilometre-high pier, oversized vehicle or infrastructure larger than the settlement it serves. POPULATION / CHARACTER BOUNDARY ABSOLUTE ZERO PEOPLE. Construction vehicles and autonomous machinery may move, but no operator, commander, child or humanoid silhouette is visible. FIRST FRAME A settled high-oblique full-island view already contains unfinished Blue industrial works west, Red logistics/port works south and Ivory civil/agricultural works east. The central crater basin remains centre-upper, natural and unclaimed. Frame zero is fully settled and optically resolved, with no inherited blur, empty lead-in, prior-shot overlay or unlisted object. CAMERA One stabilized 4% forward-and-downward drift toward the basin while all three regions remain visible. Keep a 50-60 degree high-oblique angle; never become a vertical satellite map or isolate one bridge. Preserve at least three depth planes and a stable terrain landmark through smoke, dust, water or cloud. No handheld, digital jitter, random orbit, whip pan, rapid zoom, fake tilt-shift, shallow-depth miniature look, speed ramp or full-frame occlusion longer than four frames. TIMED CAUSAL ACTION 0.0-0.8 - Hold the complete unfinished world long enough to read Blue-left, Red-lower-centre, Ivory-right and the central basin. 0.8-4.8 - Time-compressed but causal construction proceeds at three different rhythms. Blue: one crane seats a steel beam before slings relax and a short double-track section locks. Red: a roller compacts roadbase before a warehouse truss seats and one freight vehicle departs. Ivory: a gate and pipe couple before a pump starts and water reaches the first field junction. Nothing pops into existence. 4.8-6.0 - Stop adding structures. Hold three thin, terrain-following rail/road/water-service corridors approaching the basin rim without entering, crossing, recoloring or controlling it. Construction stays visibly incomplete. PHYSICS / PERSISTENCE Foundations precede frames; contact precedes operation; crane cables stay taut under load; tires remain grounded; rail joints close before vehicles cross; pumps pressurize before water advances. Partial walls, open trenches, scaffolds and material stacks persist. Contact precedes consequence; acceleration precedes displacement; loads affect suspension and support; smoke, dust, water, traffic, damage, ownership and route state persist into the final frame. No teleporting, liquid morph, floating mass, cloned rows, synchronized loops, disappearing damage or clean reset. LIGHT / IMAGE QUALITY Maintain clean natural daylight, stable exposure, restrained contrast, atmospheric depth and crisp physically based detail in rock, soil, vegetation, concrete, steel, timber, water, roads, rails and machinery. The event may alter local light and air only through its physical cause. No amber/brown wash, painterly smear, waxy terrain, aggressive denoise trails, artificial grain, excessive bloom, fog veil, global softness or oversharpening. AUDIO ZERO SPEECH and ZERO WORLD VOICE: no dialogue, narration, radio, PA, vocalization or intelligible word. Physical sound design: Spatial construction only: Blue crane motors and rail locks left, Red roller and freight lower-centre, Ivory pumps and water right, natural wind and distant machinery. End on the basin's low non-tonal machinery hum. Keep spatial scale and propagation credible. ZERO MUSIC: no score, melody, chord, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM, theme or victory cue. EXIT STATE Three distinct unfinished construction systems remain active and proportionally small around one untouched basin, ready to cut to LENA noticing the ownership problem. Hold the final state long enough for a clean editorial cut; no fade, black frame or generated transition. ACCEPTANCE LOCKS PASS only if the same full-scale world geography and correct infrastructure proportions remain readable; the single named event follows a visible cause and persists; Image1 is the only image authority; no commander or protagonist appears; No speech and no WORLD VOICE. Fail on finished megacity, instant growth, giant bridge, thick colored route, central capture, speech, WORLD VOICE or a camera that chases one vehicle, game-board appearance, territory tint, giant infrastructure, mirrored topology, subtitles, UI, logo, music or watermark.
ACTIVE REFERENCES - WV08_BLUE_CONTROL_5S / ONE-IMAGE B-ROLL V1, EXACT ORDER @Image1 = {{Mixed 1}} - AKINO-accepted sole image authority for the exact coastline, islands, mountain systems, rivers, central crater basin, Blue-west / Red-south / Ivory-east geography, credible infrastructure proportion, physically based material family and high-oblique world scale. It does not freeze the timeline or prescribe this shot's event, damage, vehicles, weapons, population, camera path, motion, sound or endpoint; those are created natively from this prompt. @Audio1 = {{Mixed 2}} - WORLD VOICE timbre only. It supplies no words, timing, music, ambience or visible content; the exact line below is the sole spoken text. SINGLE-IMAGE HARD LOCK Image1 is the only image reference for this video. No second image, first/last frame, video reference, commander asset, vehicle asset, weapon asset, location plate, overlay or hidden source is active. Build one native continuous world from Image1 plus this text. Never paste, layer, double-expose, tile or reveal source borders. Audio1, when present, is sound authority only and cannot affect picture identity. OUTPUT CONTRACT Exactly 5.0 seconds, Seedance 2.5, mixed-reference image-to-video, 21:9, 480p, 24fps feel, sound on, one clean standalone plate. One continuous stabilized world-scale shot with zero internal cuts, hidden cuts, location changes or framing resets. No subtitles, captions, readable signs, logos, watermark, editorial text, HUD, hologram, map grid, card-game elements or music. DRAMATIC PURPOSE Show Blue taking the contested energy field through physical access and flow, not a map tint. CURRENT WORLD STAGE Combustion-powered Blue units have crossed the boundary. Red's prior network remains damaged but present; civilians have not yet completed relocation. GEOGRAPHY / MATERIAL / PROPORTION LOCK Preserve Image1's recognizable island silhouette, central crater-basin position, mountain ring, outer ridges, rivers, coast, harbour and Blue-left / Red-lower-centre / Ivory-right relationship. Never mirror, rotate, crop into an unrelated place or recolor terrain by faction. Blue identity stays in restrained steel-blue industrial equipment; Red in brick-red logistics hardware; Ivory in pale-stone and pale-sage civil infrastructure. Natural rock, soil, water and vegetation retain natural color. Use one consistent physical scale. Mountains and crater are largest; districts are secondary; factories, warehouses, fields and civic buildings are much smaller; roads, double-track rail, canals and pipes are thin; vehicles are tiny scale anchors. Any local bridge crosses only one ravine, occupies no more than 5% of visible island width, has a 12-18m deck and stays below adjacent ridge crests. No island-spanning bridge, thick colored tube, spaghetti network, kilometre-high pier, oversized vehicle or infrastructure larger than the settlement it serves. POPULATION / CHARACTER BOUNDARY No close people. Civilian traffic may appear only as tiny displaced-scale motion; no commander or portrait. FIRST FRAME A high-oblique energy-field wide shows Blue rail and heavy service vehicles approaching from west, Red infrastructure south and Ivory lines east. The control gate is still open. Frame zero is fully settled and optically resolved, with no inherited blur, empty lead-in, prior-shot overlay or unlisted object. CAMERA A stable 3% push across the contested junction while keeping basin, boundary infrastructure and both losing routes visible. Preserve at least three depth planes and a stable terrain landmark through smoke, dust, water or cloud. No handheld, digital jitter, random orbit, whip pan, rapid zoom, fake tilt-shift, shallow-depth miniature look, speed ramp or full-frame occlusion longer than four frames. TIMED CAUSAL ACTION 0.0-0.7 - Establish all competing physical routes and the still-open junction. 0.7-1.5 - Blue vehicles stop on marked hardscape, deploy proportional barriers and couple a Blue feeder to the main energy manifold; pressure shifts west only after coupling seals. 1.5-4.2 - WORLD speaks the exact line once while Blue freight begins moving and Red flow falls away without disappearing. 4.2-5.0 - Hold the sealed coupling, diverted flow, Blue access and stopped non-Blue traffic. PHYSICS / PERSISTENCE Vehicles brake before deployment; barriers extend from supported housings; seals close before pressure changes; all old routes and damage persist. Contact precedes consequence; acceleration precedes displacement; loads affect suspension and support; smoke, dust, water, traffic, damage, ownership and route state persist into the final frame. No teleporting, liquid morph, floating mass, cloned rows, synchronized loops, disappearing damage or clean reset. LIGHT / IMAGE QUALITY Maintain clean natural daylight, stable exposure, restrained contrast, atmospheric depth and crisp physically based detail in rock, soil, vegetation, concrete, steel, timber, water, roads, rails and machinery. The event may alter local light and air only through its physical cause. No amber/brown wash, painterly smear, waxy terrain, aggressive denoise trails, artificial grain, excessive bloom, fog veil, global softness or oversharpening. AUDIO WORLD VOICE says exactly once during 1.5-4.2: "Blue control confirmed." The physical proof in the timed action must begin before the first word. WORLD is calm, dry, neutral and institutional, never trailer narration, villain performance or a visible speaker. No other dialogue, narration, radio, PA, vocalization or intelligible word. Physical sound design: Heavy brakes, hydraulic barrier, coupling lock, pipe pressure and rail mass under the system voice. Keep spatial scale and propagation credible. ZERO MUSIC: no score, melody, chord, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM, theme or victory cue. EXIT STATE Blue control reads through real access, infrastructure and redirected energy. Hold the final state long enough for a clean editorial cut; no fade, black frame or generated transition. ACCEPTANCE LOCKS PASS only if the same full-scale world geography and correct infrastructure proportions remain readable; the single named event follows a visible cause and persists; Image1 is the only image authority; no commander or protagonist appears; Exact WORLD line once: "Blue control confirmed." Fail on blue terrain wash, giant insignia, flags, instant capture, erased Red/Ivory systems, commander, weapon close-up or voice before coupling proof, game-board appearance, territory tint, giant infrastructure, mirrored topology, subtitles, UI, logo, music or watermark.
ACTIVE REFERENCES - WV07_COMBUSTION_5S / ONE-IMAGE B-ROLL V1, EXACT ORDER @Image1 = {{Mixed 1}} - AKINO-accepted sole image authority for the exact coastline, islands, mountain systems, rivers, central crater basin, Blue-west / Red-south / Ivory-east geography, credible infrastructure proportion, physically based material family and high-oblique world scale. It does not freeze the timeline or prescribe this shot's event, damage, vehicles, weapons, population, camera path, motion, sound or endpoint; those are created natively from this prompt. @Audio1 = {{Mixed 2}} - WORLD VOICE timbre only. It supplies no words, timing, music, ambience or visible content; the exact line below is the sole spoken text. SINGLE-IMAGE HARD LOCK Image1 is the only image reference for this video. No second image, first/last frame, video reference, commander asset, vehicle asset, weapon asset, location plate, overlay or hidden source is active. Build one native continuous world from Image1 plus this text. Never paste, layer, double-expose, tile or reveal source borders. Audio1, when present, is sound authority only and cannot affect picture identity. OUTPUT CONTRACT Exactly 5.0 seconds, Seedance 2.5, mixed-reference image-to-video, 21:9, 480p, 24fps feel, sound on, one clean standalone plate. One continuous stabilized world-scale shot with zero internal cuts, hidden cuts, location changes or framing resets. No subtitles, captions, readable signs, logos, watermark, editorial text, HUD, hologram, map grid, card-game elements or music. DRAMATIC PURPOSE Show a civilian production network crossing into combustion-powered military capacity before the system confirms the technology. CURRENT WORLD STAGE Blue industry has accumulated basin energy and retools part of its western works. No launch or nuclear event has occurred. GEOGRAPHY / MATERIAL / PROPORTION LOCK Preserve Image1's recognizable island silhouette, central crater-basin position, mountain ring, outer ridges, rivers, coast, harbour and Blue-left / Red-lower-centre / Ivory-right relationship. Never mirror, rotate, crop into an unrelated place or recolor terrain by faction. Blue identity stays in restrained steel-blue industrial equipment; Red in brick-red logistics hardware; Ivory in pale-stone and pale-sage civil infrastructure. Natural rock, soil, water and vegetation retain natural color. Use one consistent physical scale. Mountains and crater are largest; districts are secondary; factories, warehouses, fields and civic buildings are much smaller; roads, double-track rail, canals and pipes are thin; vehicles are tiny scale anchors. Any local bridge crosses only one ravine, occupies no more than 5% of visible island width, has a 12-18m deck and stays below adjacent ridge crests. No island-spanning bridge, thick colored tube, spaghetti network, kilometre-high pier, oversized vehicle or infrastructure larger than the settlement it serves. POPULATION / CHARACTER BOUNDARY ABSOLUTE ZERO PEOPLE. Robotic gantries, test cells, engines and vehicles perform the visible chain. FIRST FRAME A wide Blue industrial valley view keeps the basin distant. Civil machinery and unfinished test bays are present; engine housings are stationary and doors closed. Frame zero is fully settled and optically resolved, with no inherited blur, empty lead-in, prior-shot overlay or unlisted object. CAMERA One restrained 3% rail-side drift across multiple bays, never a product close-up or heroic low-angle vehicle reveal. Preserve at least three depth planes and a stable terrain landmark through smoke, dust, water or cloud. No handheld, digital jitter, random orbit, whip pan, rapid zoom, fake tilt-shift, shallow-depth miniature look, speed ramp or full-frame occlusion longer than four frames. TIMED CAUSAL ACTION 0.0-0.7 - Establish the factory-to-test-yard relationship. 0.7-1.6 - Gantries seat engine modules, clamps close and fuel lines pressurize; the first test cell ignites only after sealing, followed by two heavy vehicles starting at different delays. 1.6-4.2 - WORLD states the exact line once while exhaust pressure stabilizes and the vehicles roll from separate bays under real mass. 4.2-5.0 - Hold operating test cells, moving vehicles and persistent exhaust without revealing weapons. PHYSICS / PERSISTENCE Modules seat before clamps close; fuel pressure precedes ignition; suspension loads before movement; exhaust pushes dust and heat distortion locally, never full-frame blur. Contact precedes consequence; acceleration precedes displacement; loads affect suspension and support; smoke, dust, water, traffic, damage, ownership and route state persist into the final frame. No teleporting, liquid morph, floating mass, cloned rows, synchronized loops, disappearing damage or clean reset. LIGHT / IMAGE QUALITY Maintain clean natural daylight, stable exposure, restrained contrast, atmospheric depth and crisp physically based detail in rock, soil, vegetation, concrete, steel, timber, water, roads, rails and machinery. The event may alter local light and air only through its physical cause. No amber/brown wash, painterly smear, waxy terrain, aggressive denoise trails, artificial grain, excessive bloom, fog veil, global softness or oversharpening. AUDIO WORLD VOICE says exactly once during 1.6-4.2: "Combustion deployed." The physical proof in the timed action must begin before the first word. WORLD is calm, dry, neutral and institutional, never trailer narration, villain performance or a visible speaker. No other dialogue, narration, radio, PA, vocalization or intelligible word. Physical sound design: Clamp impacts, pumps, staggered engine ignition, deep mechanical exhaust and valley reflections beneath the system voice. Keep spatial scale and propagation credible. ZERO MUSIC: no score, melody, chord, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM, theme or victory cue. EXIT STATE Combustion is established as usable capacity with moral unease, not a triumphant vehicle commercial. Hold the final state long enough for a clean editorial cut; no fade, black frame or generated transition. ACCEPTANCE LOCKS PASS only if the same full-scale world geography and correct infrastructure proportions remain readable; the single named event follows a visible cause and persists; Image1 is the only image authority; no commander or protagonist appears; Exact WORLD line once: "Combustion deployed." Fail on weapons glamour, commanders, synchronized engines, glowing tech, giant factory, voice before ignition, music or victory framing, game-board appearance, territory tint, giant infrastructure, mirrored topology, subtitles, UI, logo, music or watermark.
ACTIVE REFERENCES - WV09_REVOKED_RELOCATE_6S / ONE-IMAGE B-ROLL V1, EXACT ORDER @Image1 = {{Mixed 1}} - AKINO-accepted sole image authority for the exact coastline, islands, mountain systems, rivers, central crater basin, Blue-west / Red-south / Ivory-east geography, credible infrastructure proportion, physically based material family and high-oblique world scale. It does not freeze the timeline or prescribe this shot's event, damage, vehicles, weapons, population, camera path, motion, sound or endpoint; those are created natively from this prompt. @Audio1 = {{Mixed 2}} - WORLD VOICE timbre only. It supplies no words, timing, music, ambience or visible content; the exact line below is the sole spoken text. SINGLE-IMAGE HARD LOCK Image1 is the only image reference for this video. No second image, first/last frame, video reference, commander asset, vehicle asset, weapon asset, location plate, overlay or hidden source is active. Build one native continuous world from Image1 plus this text. Never paste, layer, double-expose, tile or reveal source borders. Audio1, when present, is sound authority only and cannot affect picture identity. OUTPUT CONTRACT Exactly 6.0 seconds, Seedance 2.5, mixed-reference image-to-video, 21:9, 480p, 24fps feel, sound on, one clean standalone plate. One continuous stabilized world-scale shot with zero internal cuts, hidden cuts, location changes or framing resets. No subtitles, captions, readable signs, logos, watermark, editorial text, HUD, hologram, map grid, card-game elements or music. DRAMATIC PURPOSE Show the system translating territorial control into two opposing material flows: resources north and residents south. CURRENT WORLD STAGE Blue controls the energy field, Red authority is revoked and neutral residents are ordered out. The route is strained but not yet fully collapsed. GEOGRAPHY / MATERIAL / PROPORTION LOCK Preserve Image1's recognizable island silhouette, central crater-basin position, mountain ring, outer ridges, rivers, coast, harbour and Blue-left / Red-lower-centre / Ivory-right relationship. Never mirror, rotate, crop into an unrelated place or recolor terrain by faction. Blue identity stays in restrained steel-blue industrial equipment; Red in brick-red logistics hardware; Ivory in pale-stone and pale-sage civil infrastructure. Natural rock, soil, water and vegetation retain natural color. Use one consistent physical scale. Mountains and crater are largest; districts are secondary; factories, warehouses, fields and civic buildings are much smaller; roads, double-track rail, canals and pipes are thin; vehicles are tiny scale anchors. Any local bridge crosses only one ravine, occupies no more than 5% of visible island width, has a 12-18m deck and stays below adjacent ridge crests. No island-spanning bridge, thick colored tube, spaghetti network, kilometre-high pier, oversized vehicle or infrastructure larger than the settlement it serves. POPULATION / CHARACTER BOUNDARY Residents appear only as small, unrelated adult groups with bags, buses and carts at regional scale. No identifiable protagonist, child, commander, crowd pose or direct gaze. FIRST FRAME A long high-oblique corridor view contains Blue energy trains moving north-west, a southern relocation road, basin settlement, Red checkpoints and Ivory aid vehicles in separate depth planes. Frame zero is fully settled and optically resolved, with no inherited blur, empty lead-in, prior-shot overlay or unlisted object. CAMERA One stabilized 4% lateral rise reveals both opposing flows simultaneously. Never cut to a face, bus interior or commander room. Preserve at least three depth planes and a stable terrain landmark through smoke, dust, water or cloud. No handheld, digital jitter, random orbit, whip pan, rapid zoom, fake tilt-shift, shallow-depth miniature look, speed ramp or full-frame occlusion longer than four frames. TIMED CAUSAL ACTION 0.0-0.8 - Establish the complete corridor and the opposing directions before speech. 0.8-1.1 - Blue-loaded rail couplers tighten and a relocation gate unlocks; the first bus begins moving south only after the barrier clears. 1.1-5.4 - WORLD delivers the exact three-sentence line once. Blue resources continue north-west while buses, carts and walking adults move south at slower, uneven speeds; an Ivory aid lane remains physically separate. 5.4-6.0 - Hold both flows, widening distance and exhausted route capacity without resolution. PHYSICS / PERSISTENCE Loaded trains pull sequentially; buses compress suspension; people carry weight and avoid vehicles; gates clear before passage; dust and traffic spacing persist. Contact precedes consequence; acceleration precedes displacement; loads affect suspension and support; smoke, dust, water, traffic, damage, ownership and route state persist into the final frame. No teleporting, liquid morph, floating mass, cloned rows, synchronized loops, disappearing damage or clean reset. LIGHT / IMAGE QUALITY Maintain clean natural daylight, stable exposure, restrained contrast, atmospheric depth and crisp physically based detail in rock, soil, vegetation, concrete, steel, timber, water, roads, rails and machinery. The event may alter local light and air only through its physical cause. No amber/brown wash, painterly smear, waxy terrain, aggressive denoise trails, artificial grain, excessive bloom, fog veil, global softness or oversharpening. AUDIO WORLD VOICE says exactly once during 1.1-5.4: "Blue control confirmed. Red authority revoked. Unaligned residents must relocate." The physical proof in the timed action must begin before the first word. WORLD is calm, dry, neutral and institutional, never trailer narration, villain performance or a visible speaker. No other dialogue, narration, radio, PA, vocalization or intelligible word. Physical sound design: Rail mass moving away, bus engines, cart wheels, footsteps, wind and distant gate mechanics beneath the long system line. Keep spatial scale and propagation credible. ZERO MUSIC: no score, melody, chord, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM, theme or victory cue. EXIT STATE The resource and human flows remain visibly opposed when the shot cuts away. Hold the final state long enough for a clean editorial cut; no fade, black frame or generated transition. ACCEPTANCE LOCKS PASS only if the same full-scale world geography and correct infrastructure proportions remain readable; the single named event follows a visible cause and persists; Image1 is the only image authority; no commander or protagonist appears; Exact WORLD line once: "Blue control confirmed. Red authority revoked. Unaligned residents must relocate." Fail on refugee close-up, child likeness, panic stampede, synchronized crowd, train-bus collision, map arrows, subtitles or voice without visible relocation, game-board appearance, territory tint, giant infrastructure, mirrored topology, subtitles, UI, logo, music or watermark.
ACTIVE REFERENCES - WV05_RED_CONTROL_5S / ONE-IMAGE B-ROLL V1, EXACT ORDER @Image1 = {{Mixed 1}} - AKINO-accepted sole image authority for the exact coastline, islands, mountain systems, rivers, central crater basin, Blue-west / Red-south / Ivory-east geography, credible infrastructure proportion, physically based material family and high-oblique world scale. It does not freeze the timeline or prescribe this shot's event, damage, vehicles, weapons, population, camera path, motion, sound or endpoint; those are created natively from this prompt. @Audio1 = {{Mixed 2}} - WORLD VOICE timbre only. It supplies no words, timing, music, ambience or visible content; the exact line below is the sole spoken text. SINGLE-IMAGE HARD LOCK Image1 is the only image reference for this video. No second image, first/last frame, video reference, commander asset, vehicle asset, weapon asset, location plate, overlay or hidden source is active. Build one native continuous world from Image1 plus this text. Never paste, layer, double-expose, tile or reveal source borders. Audio1, when present, is sound authority only and cannot affect picture identity. OUTPUT CONTRACT Exactly 5.0 seconds, Seedance 2.5, mixed-reference image-to-video, 21:9, 480p, 24fps feel, sound on, one clean standalone plate. One continuous stabilized world-scale shot with zero internal cuts, hidden cuts, location changes or framing resets. No subtitles, captions, readable signs, logos, watermark, editorial text, HUD, hologram, map grid, card-game elements or music. DRAMATIC PURPOSE Show Red control as a physical network state, not a colored map overlay or ceremonial flag. CURRENT WORLD STAGE Red logistics has reached the basin. Neutral residents and other faction routes still exist; the first control threshold is being imposed. GEOGRAPHY / MATERIAL / PROPORTION LOCK Preserve Image1's recognizable island silhouette, central crater-basin position, mountain ring, outer ridges, rivers, coast, harbour and Blue-left / Red-lower-centre / Ivory-right relationship. Never mirror, rotate, crop into an unrelated place or recolor terrain by faction. Blue identity stays in restrained steel-blue industrial equipment; Red in brick-red logistics hardware; Ivory in pale-stone and pale-sage civil infrastructure. Natural rock, soil, water and vegetation retain natural color. Use one consistent physical scale. Mountains and crater are largest; districts are secondary; factories, warehouses, fields and civic buildings are much smaller; roads, double-track rail, canals and pipes are thin; vehicles are tiny scale anchors. Any local bridge crosses only one ravine, occupies no more than 5% of visible island width, has a 12-18m deck and stays below adjacent ridge crests. No island-spanning bridge, thick colored tube, spaghetti network, kilometre-high pier, oversized vehicle or infrastructure larger than the settlement it serves. POPULATION / CHARACTER BOUNDARY No close people. Tiny civilian vehicles may wait outside the controlled junction; no commander or identifiable face appears. FIRST FRAME A landscape-wide basin approach shows Red road gates, freight routing, a valve yard and two non-Red approach lanes still open. The basin and surrounding regions remain legible. Frame zero is fully settled and optically resolved, with no inherited blur, empty lead-in, prior-shot overlay or unlisted object. CAMERA One stabilized 3% push toward the junction while retaining the basin and at least two competing routes in frame. Preserve at least three depth planes and a stable terrain landmark through smoke, dust, water or cloud. No handheld, digital jitter, random orbit, whip pan, rapid zoom, fake tilt-shift, shallow-depth miniature look, speed ramp or full-frame occlusion longer than four frames. TIMED CAUSAL ACTION 0.0-0.7 - Read the open junction and continuing mixed traffic. 0.7-1.5 - Red route barriers descend in sequence only after Red freight clears; a physical valve turns and a neutral aid vehicle brakes outside the gate. 1.5-4.2 - WORLD delivers the exact line once as Red freight continues through the controlled lane and the other lanes remain blocked but physically present. 4.2-5.0 - Hold the closed barriers, stopped aid vehicle and uninterrupted Red throughput. PHYSICS / PERSISTENCE Barrier motors move before contact; vehicles brake with suspension settling; valves rotate before flow redirects; nothing teleports across the gate. Contact precedes consequence; acceleration precedes displacement; loads affect suspension and support; smoke, dust, water, traffic, damage, ownership and route state persist into the final frame. No teleporting, liquid morph, floating mass, cloned rows, synchronized loops, disappearing damage or clean reset. LIGHT / IMAGE QUALITY Maintain clean natural daylight, stable exposure, restrained contrast, atmospheric depth and crisp physically based detail in rock, soil, vegetation, concrete, steel, timber, water, roads, rails and machinery. The event may alter local light and air only through its physical cause. No amber/brown wash, painterly smear, waxy terrain, aggressive denoise trails, artificial grain, excessive bloom, fog veil, global softness or oversharpening. AUDIO WORLD VOICE says exactly once during 1.5-4.2: "Red control confirmed." The physical proof in the timed action must begin before the first word. WORLD is calm, dry, neutral and institutional, never trailer narration, villain performance or a visible speaker. No other dialogue, narration, radio, PA, vocalization or intelligible word. Physical sound design: Gate motors, valve gearing, truck mass, brake air and wind below the system voice. Keep spatial scale and propagation credible. ZERO MUSIC: no score, melody, chord, drone/pad, beat, percussion, bass pulse, riser, whoosh, stinger, trailer BRAAM, theme or victory cue. EXIT STATE Control is visible through access and flow, without a flag, glowing border or UI. Hold the final state long enough for a clean editorial cut; no fade, black frame or generated transition. ACCEPTANCE LOCKS PASS only if the same full-scale world geography and correct infrastructure proportions remain readable; the single named event follows a visible cause and persists; Image1 is the only image authority; no commander or protagonist appears; Exact WORLD line once: "Red control confirmed." Fail on map recolor, giant red flag, cheering people, instant walls, duplicate convoys, voice before gates close or removal of other faction geography, game-board appearance, territory tint, giant infrastructure, mirrored topology, subtitles, UI, logo, music or watermark.
ACTIVE REFERENCES — EXACT ORDER; casual portraits remain primary. @Image1 = {{Mixed 1}} — Selected working research room. @Image2 = {{Mixed 2}} — Original components; named dedicated sources override. @Image3 = {{Mixed 3}} — Agriculture card. @Image4 = {{Mixed 4}} — Food card. @Image5 = {{Mixed 5}} — Metal card. @Image6 = {{Mixed 6}} — Energy card. @Image7 = {{Mixed 7}} — Engineering card. @Image8 = {{Mixed 8}} — Industry card. @Image9 = {{Mixed 9}} — Combustion card. @Image10 = {{Mixed 10}} — Resource records and blocks. @Image11 = {{Mixed 11}} — Inactive guarded button and loose key. @Image12 = {{Mixed 12}} — Four varied documentary prints. @Image13 = {{Mixed 13}} — Supporting static nuclear photo. @Image14 = {{Mixed 14}} — Grey models and blank destination field. @Image15 = {{Mixed 15}} — Map Guide printed geography only. @Image16 = {{Mixed 16}} — Original compass. @Image17 = {{Mixed 17}} — Exact master map. @Image18 = {{Mixed 18}} — Deep-blue missile. @Image19 = {{Mixed 19}} — Blue APC. @Image20 = {{Mixed 20}} — Red pump. @Image21 = {{Mixed 21}} — Blue fission systems. @Image22 = {{Mixed 22}} — Blue rail/industry. @Image23 = {{Mixed 23}} — Ivory waterworks. @Image24 = {{Mixed 24}} — Ivory tractor. @Image25 = {{Mixed 25}} — Closed original box. @Video1 = {{Mixed 26}} — opening placement gesture only; no continuous camera route. @Audio1 = {{Mixed 27}} — first 20s theme reference for 30s coverage; final edit uses 40s original. EDIT CONTRACT EDITED 30s montage: 14 DISTINCT SHOTS, 13 visible HARD CUTS. Each boundary instantly changes camera position/angle/scale. No continuous tabletop pan, zoom transition, dissolve or morph. Short details introduce a question or impact; longer relation shots show context and settling. Micro camera movement occurs only inside a shot. Shared room does not imply a shared camera route. WORLD / LIGHT / PHYSICS Selected working green/mustard laboratory. Dedicated old references govern named objects; sheets supply others. Map topology and card art stay distinct. Supporting props may be partial, never catalogue rows. No white source fields, watermark or padding. Resin/paint/fiber/emulsion/foam/glass/brass, selective wear, cool fill and narrow warm grazing light. Natural oblique macro focus, true contact shadows/bounce; no blur bands or brown filter. Rigid props move through visible descent, slope, collision or stored spring energy, with mass/friction/damping. Wheels roll, contact stops motion. Paper bends, prints stay frozen. No metal-paper physics, arbitrary twitching, synchronized chaos or weightless scatter. Only opening fingertips are live. Named X-RAY SCAN: local blue-grey transmission exposes shell/rings, cavities, paper or storage layers; identical geometry, then OPAQUE before cut. Camera still during scan. Conceptual imaging, no neon/medical graphics/wireframe/HUD. All other shots normally opaque. SHOT 01 | 0.00-0.75 | EXTREME MACRO Start dark at contact: fingertips lower the original farm piece. Warm grazing light catches its rigid base meeting paper; one small bounce damps, paper flexes under weight. Release begins; no body/face. HARD CUT — SHOT 02 | 0.75-3.50 | CLOSE New camera 30 degrees aside: same farm settles beside Agriculture/Food cards, Ivory tractor and waterworks. Fingers withdraw. A nearby loose resource block nudged by contact moves a few millimeters and stops at a tray lip. Supply relationships become visible. HARD CUT — SHOT 03 | 3.50-4.25 | EXTREME MACRO A metal resource block on a visibly sloped paper support slides into another block, rotates slightly on contact and stops. Exact rail-wheel rim and Metal-card diagonal remain supporting depths. Small rigid collision, no scatter. HARD CUT — SHOT 04 | 4.25-7.25 | CLOSE New elevated view reveals allocation slips, original blocks and Blue industrial hardware; Metal/Energy primary, Engineering/Industry/Combustion partly layered behind. After settling, X-RAY SCAN A1 crosses paper fibers and model bases for about 0.8s; restore opacity and hold. HARD CUT — SHOT 05 | 7.25-8.00 | EXTREME MACRO Old Red pump gauge/valve detail: a spring-like needle settles one tiny tick after vibration; glass highlight reveals thickness. No alarm or working industrial spectacle. HARD CUT — SHOT 06 | 8.00-11.50 | MEDIUM-CLOSE New higher exact-map relief view. A Blue APC miniature coasts a few millimeters down a slight visible incline, wheels rolling, and softly contacts a loose road-piece edge. Pump/waterworks support the basin geography. Motion stops without altering terrain or posing heroically. HARD CUT — SHOT 07 | 11.50-12.25 | EXTREME MACRO Loose key slides under gravity on a tilted file tab and taps the control housing beside the keyhole. One small rigid rotation settles. No key insertion or button activation. HARD CUT — SHOT 08 | 12.25-16.00 | CLOSE Wider/lower view reveals key, CLOSED guard/button, old blue missile and fission silo partly behind authorization papers. X-RAY SCAN A2 crosses the inert miniature missile shell/silo rings for about 0.8s, then restores opaque surfaces. Original closed-box corner frames the relation. No launch. HARD CUT — SHOT 09 | 16.00-16.75 | EXTREME MACRO Grey mushroom-cloud photographic grain, scratch AND paper edge. A pre-curled corner relaxes slightly from stored bend; the cloud remains frozen printed content, never smoke or a live event. HARD CUT — SHOT 10 | 16.75-20.50 | MEDIUM-CLOSE New three-quarter view shows that ONE nuclear print among industrial, irrigation, extraction and displacement records. Uneven supported layers, some aligned and others offset. Small parallax clears glass; focus selects displacement. No repeated cloud showcase. HARD CUT — SHOT 11 | 20.50-21.25 | EXTREME MACRO A grey population model's round base finishes a short slide on a sloped form, lightly contacting another base. Painted figures remain rigid, never walk. Shadows meet at contact; paper flexes locally. HARD CUT — SHOT 12 | 21.25-25.25 | CLOSE New elevated view reveals those figures beside EMPTY destination field and a red road ending at its edge. Hold their settled positions; focus from bases to blank. Repeated pieces and receding files create scale without cloning people or filling the field. HARD CUT — SHOT 13 | 25.25-26.00 | EXTREME MACRO Original compass pointer enters with residual rotational momentum, advances one indexed notch and damps to rest. Warm beam catches brass and needle. No invented text or magical continuous spinning. HARD CUT — SHOT 14 | 26.00-30.00 | WIDER RELATION New fixed camera relates compass, files, original closed case and small specimens to the analysis board. X-RAY SCAN A3 briefly reveals layered storage behind a case-corner strip, then OPAQUE again; lid remains closed. The small objects cast larger correct shadows on records. Scan stops and final half-second holds, no title/fade. RHYTHM / GUARDS Circles rhyme across compass, silo, wheels and valves; lines across map, print and paper; points across missile, needle and ship elsewhere. These are editorial associations, not morphs. Hard cuts carry scale; physical impacts have follow-through, camera moves have targets. First 20s excerpt guides 30s coverage; final selection uses unchanged 40s music. Low contact/material sound, no added score, dialogue or trailer effects. No active weapon, live explosion, floating props, mutated print, fleet/42/ending planet or old ruined-room reference. Rendered cuts, scans, collisions and asset fidelity require inspection.
视频截图ACTIVE REFERENCES — EXACT IMAGE ORDER @Image1 = {{Mixed 1}} — selected research-room space/light; background sketches not object authority. @Image2 = {{Mixed 2}} — exact model identities, including farm and grey civilians; no sheet layout. @Image3 = {{Mixed 3}} — Agriculture card. @Image4 = {{Mixed 4}} — Food card. @Image5 = {{Mixed 5}} — Metal card. @Image6 = {{Mixed 6}} — Energy card. @Image7 = {{Mixed 7}} — Engineering card. @Image8 = {{Mixed 8}} — Industry card. @Image9 = {{Mixed 9}} — Combustion card. @Image10 = {{Mixed 10}} — allocation slips and original resource blocks. @Image11 = {{Mixed 11}} — guarded button and loose key, inactive. @Image12 = {{Mixed 12}} — four static documentary photo prints. @Image13 = {{Mixed 13}} — one supporting static nuclear photo print. @Image14 = {{Mixed 14}} — grey model figures and empty destination field. @Image15 = {{Mixed 15}} — Map Guide printed geography only. @Video1 = {{Mixed 16}} — use only opening placement/contact/release gesture; ignore later shots, scene, titles and sound. @Audio1 = {{Mixed 17}} — first 20s theme excerpt; rhythm reference for 30s coverage, final edit uses original 40s master. PURPOSE AND STAGING Follow food supply into allocation, authorization and human consequences. The nuclear print is one supporting trace among varied photos, never a live event. Use the selected working green/mustard research room. On its foreground bench, arrange one continuous left-to-right route: farm/road, resource slips/trays, authorization tab/button, documentary prints, relocation file. Bent pale corner at right anchors A-to-B. Camera remains on the near side, obliquely facing north, looking rightward. Background diagrams never control model identities. MATERIAL AND MOTIVATED CAMERA Real fabricated miniatures: resin, selective paint wear, intact enamel, fibers, emulsion and thick glass. Source art stays exact; supporting props can remain partial or soft. No uniform sepia, whole-sheet display or inventory lineup. Move to reveal a partly visible clue; inherit screen vector/pace across cuts. No repeated stop-start push. Travel only far enough to clear an obstruction. A focus target is visible before the transfer; settle long enough to read the new fact. Natural oblique macro focus, no fake blur bands. No flythrough, orbit, whip, digital zoom, morph or automatic full-view return. Inserts confirm discoveries. Low left work-light gives attached contact shadows, cool fill separates blue/black. Reflections change with viewing angle, never unexplained wipes. Small models may cast large but geometrically correct shadows. 30S COVERAGE / EIGHT FUNCTIONAL SHOTS 0.00-5.00: A tightly cropped hand, consistent with the supplied placement reference, lowers ONE source farm model beside the supply road printed on an Agriculture card. Show descent, base contact, weight settling, release and the hand withdrawing out of the upper frame. No face, torso or second action. Wait for contact before the camera begins a gentle rightward move; the model remains exactly in place. Its base and shadow establish real scale. Cut only once the nearby printed route has become the next visible target. 5.00-9.00: Continue the rightward screen movement from a lower, slightly closer angle on that SAME road/card relation. The Food card and farm are supporting rear layers; a source resource tray partially blocks the route's continuation in front. Move enough to look past its edge. Keep the road end and same resource color as anchors across the cut; no jump to an unrelated model or new landscape. The movement discovers supply being counted. 9.00-13.00: The clearing foreground tray reveals the actual resource-allocation slips. Metal and Energy art appear partly beneath the slips; Engineering, Industry and Combustion cards form a physically supported file layer farther back, not a grid or three new cuts. Continue only a small rightward drift along the visible ledger ruling toward a paper authorization tab. Preserve original card lettering and motifs; do not invent a FISSION card. The important event is revelation of a connection, not showing every resource. 13.00-18.00: Follow the SAME tab into the retaining clip of the guarded authorization module. Keep enough earlier paper and tray in soft foreground to locate the new object. A slight viewpoint shift removes the cover's reflection, letting the closed safety cover, dull red button and empty keyhole become visible. The loose key is already present at its side, never inserted. Stop drifting and allow one short focus transfer to the key/keyhole relation. Do not press, light, open or activate anything; this is the threshold of a decision, not an enacted weapons procedure. 18.00-18.75: One short macro insert into the already-discovered key end and adjacent keyhole rim. Same light and diagonal. Static, tactile metal with support visible. This insert confirms a physical impediment to authorization, not a random metallic shape. 18.75-20.00: Cut back only enough to include the tab, glass edge and a documentary photo border that was partly visible behind the module. Retain the key's screen-side relationship and the established light. Carry attention toward that border rather than resetting to a frontal view of the whole machine. No gratuitous product reveal. 20.00-26.00: A continuous modest rightward glide through the overlapping documentary prints: industrial production nearest, irrigation/extraction partly behind, then the displacement image becoming legible as paper edges clear. The nuclear print occupies one partly exposed side layer; never fill the frame repeatedly with its cloud. All imagery is motionless ink on physical paper, with borders and emulsion visible. One target-led focus change selects the tiny printed people in the displacement record; no live people exist outside prints. The physical shift explains how attention moves from production to its consequences, without claiming that a button was pressed in this room. 26.00-30.00: Follow the already-visible displacement photo margin to the adjacent relocation form and the exact grey population miniatures. The form's destination field is initially partly blocked by a paper lip. Slow naturally as the blank area becomes the next question. End with the bent pale paper corner, a grey miniature base and the partly visible empty field under the same left light. No dissolve, room-wide reset, title or new object. Leave a brief stable tail for the following part to continue this discovery. AUDIO AND LIMITS The attached first-half music excerpt is a 20s rhythm reference for this 30s coverage clip. Keep the source un-stretched; these shots will later be selected for a 40s edit. Contact of the farm piece is the main physical sound cue, followed by very low paper/glass details and room tone. No speech, additional score, alarm, riser, trailer boom or imitation of the reference video's audio. The contact cue motivates image continuation; do not force a cut on every beat. The opening placement is the sole allowed live hand fragment. Elsewhere no hands, bodies, live faces or animated photo subjects. No changing drawings, card art, floating miniatures, self-arrangement, live detonation, missing contact shadows, fleet, numbered flagship, spoiler starship exterior, ending planet, new title or caption. Smoothness must come from continuous intention, space and motion, not from dissolves between unrelated still lifes.