牛来在电影宇宙中扮演不同角色流浪
[1] 视频生成|star-video2.5|singleImage2video|ratio=9:16 resolution=480p duration=4 enableSound=on|01_S1_原点草原_取0-3.5
0-2s: The calf stands dead centre on the flat green ground, completely rigid, blank eyes forward. Above it, a thin seam in the flat cyan sky tears slowly open, widening, spilling clean brilliant white light down into the scene - the one high-quality element in an otherwise cheap render. The tiled grass texture and the spherical blob trees hold exactly the same shape and position, perfectly rigid, with no wind and no sway.
2-3s: The seam keeps widening and the white light grows brighter, spilling further across the flat ground. Everything else in the frame stays exactly as it is, stiff and unchanged.
3-4s: The calf slowly and stiffly raises its head toward the seam. The movement is jerky and mechanical, in small stepped increments, as if the model is being levered upward by an outside force rather than choosing to look up.
Camera: locked off, dead centre, absolutely no camera movement of any kind, no push, no pull, no pan, no tilt.
Use only crude low-budget 3D animation: flat fluorescent green ground with an obviously tiled repeating grass texture, spherical blob tree canopies on thin bare trunks, a flat pure cyan sky, harsh uniform lighting casting no shadows, stiff frozen posing, cheap early-2000s game-cutscene look. Do not add wind, do not add cloth movement, do not improve the rendering, do not make the world look expensive. The only thing in the frame with any quality is the light coming through the seam.
At the end of the shot the frame shows the calf with its head tilted up toward the widened bright seam.
The calf is the same crude mustard-yellow model throughout, never redesigned, never smoothed, never made beautiful. Keep full-frame vertical 9:16 throughout. No text, no logo, no watermark, no subtitles. No music, no score, no melody, no dialogue, no voice, no narration, no singing.
[2] 视频生成|star-video2.5|singleImage2video|ratio=9:16 resolution=480p duration=5 enableSound=on|02_S2_船头_取0-4.5
0-1.5s: The calf stands at the very tip of the great ship's bow with both stubby arms spread out to either side, holding the pose. Its arms are far too short for the gesture - it completes but reads absurdly undersized, like a toy miming it. Below, the bow cuts forward through the swell and spray lifts off the wave crests; warm dusk light shifts across the water.
1.5-3s: The calf holds the pose completely unmoving while the wind pushes past without disturbing it at all. The sea keeps rolling and the light keeps moving across the water.
3-4.2s: It strains and pushes its arms out a little further, and still cannot reach the sweep the pose calls for.
4.2-5s: It gives up and settles back, arms dropping slightly, still stiff.
Camera: one single continuous crane move beginning exactly at the opening low angle close to the water looking up at the bow, then climbing steadily upward while at the same time drawing back and away from the ship, so that the ship and the calf both grow steadily smaller in the frame as the camera rises. It ends high above the sea, looking down and across the whole vessel and the wide open sunset water. The camera soars away; the calf stays where it is.
Use only a camera that retreats and gains height at the same time, so the calf occupies less and less of the frame as the shot goes on and ends smaller than it began; the world opens out around it. Use only one continuous crane move from the opening framing; do not cut, do not jump to a different camera position. Use only a smooth controlled climb; do not use fast movement.
At the end of the shot the frame shows the entire ship seen from high above and far back, tiny against a huge expanse of sunset sea and sky, with the calf a small speck at the very tip of the bow.
The calf is the same crude mustard-yellow model throughout, never redesigned, never smoothed, never made beautiful. Keep full-frame vertical 9:16 throughout. No text, no logo, no watermark, no subtitles. No music, no score, no melody, no dialogue, no voice, no narration, no singing.
[3] 视频生成|star-video2.5|singleImage2video|ratio=9:16 resolution=480p duration=5 enableSound=on|03_S3_子弹时间_取2.1-4.6
0-1.5s: The calf leans slowly backward, sluggish and stiff. Bullets crawl into frame from the left trailing ring-shaped shockwaves.
1.5-3.5s: The calf holds the leaning pose, seized and unmoving. The bullets keep creeping steadily across the frame and the rippling air keeps spreading.
3.5-5s: The calf jerks hard once, trying to force itself upright, fails, and drops back into the seized pose. The bullets pass out of frame right.
Camera: one arc around the calf that eases, then presses forward, then eases again - the speed of the arc changes during the shot rather than staying even. Keep the calf roughly the same size in frame throughout; do not push in.
Sound: only diegetic sound effects and ambience - a low sustained hum of stretched time, the high thin whine of each bullet as it creeps past, a single dry mechanical clunk at the moment the calf's joints seize, faint wind across the rooftop. No music, no score, no melody, no dialogue, no voice, no narration, no singing.
Use only a long hold broken by one sharp late movement from the calf, and continuous drifting movement from the bullets and air; do not let the environment become still. At the end of the shot the frame shows the calf still leaning back and the bullets gone past the right edge. The calf is the same crude mustard-yellow model throughout, never redesigned, never smoothed, never made beautiful. No text, no logo, no watermark, no subtitles.
[4] 视频生成|star-video2.5|singleImage2video|ratio=9:16 resolution=480p duration=5 enableSound=on|04_S4_骑沙虫_取0-5.0
0-1.5s: The enormous ridged creature surges upward out of the desert, more and more of its segmented body rising into the sky and the arch of its back climbing higher and higher, great sheets of sand pouring off it and falling away below. The calf standing on top holds both stubby arms straight out to either side, level, riding the rise. The distant dune horizon stays visible along the bottom of the frame the whole time.
1.5-2.8s: The creature keeps climbing until it reaches its full towering height against the blazing sky, still rising, sand still pouring off it. The calf holds the same arms-out pose, rigid, trying to look magnificent.
2.8-3.3s: At the top of the rise the huge body lurches, and the calf is thrown sideways off its two feet and comes down onto the plating.
3.3-3.75s: It lies there on the plating for a short moment, scrabbling with its short limbs.
3.75-5s: It quickly hauls itself back up onto its two legs and settles into exactly the same pose again, both arms straight out to either side, level.
Camera: low angle looking up at the creature, one single continuous slow push in across the whole shot at a gradual controlled speed.
Use only one continuous shot from the opening framing; do not cut, do not jump to a different camera position. Use only upward rising movement of the creature, heavy and unhurried, so it reads as far too massive to move quickly; do not use forward travel, do not let the creature or the sand become still. Use only heavy movement with parts of the body hidden by blowing sand so its size is implied rather than shown. Use only a full sideways fall in which the calf goes completely off its two feet and down onto the plating for a brief moment; do not use a lean, a sway, or a stumble that keeps it standing, and do not keep it down for long.
At the end of the shot the frame shows the calf back on its feet in the same arms-out pose, high against the sky. The calf is the same crude mustard-yellow model throughout, never redesigned, never smoothed, never made beautiful. No text, no logo, no watermark, no subtitles. No music, no score, no melody, no dialogue, no voice, no narration, no singing.
[5] 视频生成|star-video2.5|singleImage2video|ratio=9:16 resolution=480p duration=5 enableSound=on|05_S5_沙暴车队_取0-4.0
0-1.5s: The convoy of over-modified vehicles tears across the desert flats at speed, exhaust flames blasting from the pipes, sand rooster-tails thrown up behind every wheel, heavy motion blur across the ground. The calf stands on the roof of the lead vehicle and holds exactly the same rigid upright position it starts in, feet planted, arms at its sides, as if bolted to the roof.
1.5-3s: The towering orange-red sandstorm wall behind the convoy closes in and grows, filling more and more of the sky, its churning face rolling forward over them. The vehicles jostle and swerve around the lead car, sparks flying where metal meets metal. The calf keeps the identical rigid position on the roof, completely unchanged.
3-5s: The storm reaches full intensity, swallowing the sky behind them, debris and sparks streaking past the camera, the whole frame at maximum violence and speed. The calf still holds the very same position, a rigid block in the middle of it.
Camera: one single continuous low tracking shot travelling with the convoy at exactly their own speed, staying down close to the ground on the convoy's line of travel, with the lead vehicle and the calf locked dead centre of frame for the entire shot.
Use only one continuous shot from the opening framing; do not cut, do not jump to a different camera position. Use only swift dynamic movement in the vehicles, the sand and the storm, escalating from start to finish. Keep the calf at exactly the same size and in exactly the same spot at the centre of the frame throughout; do not push in, do not let the framing drift off it.
At the end of the shot the frame shows the storm wall filling the sky behind the convoy and the calf still standing rigid and unchanged on the roof, dead centre.
The calf is the same crude mustard-yellow model throughout, never redesigned, never smoothed, never made beautiful. Keep full-frame vertical 9:16 throughout. No text, no logo, no watermark, no subtitles. No music, no score, no melody, no dialogue, no voice, no narration, no singing.
[6] 视频生成|star-video2.5|singleImage2video|ratio=9:16 resolution=480p duration=4 enableSound=on|06_S6_水上列车_取0-4.06
0-2s: The calf sits stiffly against the window of the empty carriage, holding exactly the same upright seated position, its blank eyes turned toward the water outside. Beyond the glass the shallow water slides steadily past beneath the rails, soft clouds drift, and warm dusk light moves gently across the empty seats.
2-4s: The calf keeps the identical seated position, unchanged. Outside the window the water keeps sliding past at the same steady pace and the warm light keeps moving slowly through the carriage.
Camera: one single continuous very slow lateral drift along the inside of the carriage past the window, gentle and unhurried, at an almost imperceptible speed.
Use only quiet, slow, gentle movement, and let all of the movement belong to the world outside the window; do not blink, do not turn the head, do not add any sudden event, do not add any other passenger. The carriage is completely empty apart from the calf. Here the stillness reads as quiet rather than as failure.
Keep the warm soft low-contrast dusk light throughout - amber and teal, gentle, painterly.
At the end of the shot the frame shows the calf still sitting stiffly by the window with the water still sliding past outside.
The calf is the same crude mustard-yellow model throughout, never redesigned, never smoothed, never made beautiful. Keep full-frame vertical 9:16 throughout. No text, no logo, no watermark, no subtitles. No music, no score, no melody, no dialogue, no voice, no narration, no singing.
[7] 视频生成|star-video2.5|singleImage2video|ratio=9:16 resolution=480p duration=6 enableSound=on|07_S7_月前剪影_取0.08-6.08
0-2s: The calf's silhouette, seated upright on the small bicycle, glides steadily to the right across the face of the enormous low moon, its legs turning the pedals in a smooth even rhythm.
2-4s: It keeps gliding to the right at exactly the same steady speed, still crossing the bright face of the moon, the pedalling rhythm unchanged.
4-6s: It reaches the right side of the moon and glides on out past the right edge of the frame, still moving at exactly the same speed, leaving the empty moon behind it.
Camera: locked off, facing the moon directly, absolutely no camera movement at all, no push, no pull, no pan, no tilt. Only the silhouette moves.
Use only one smooth even continuous glide at a single constant speed from the first frame to the last, effortless from start to finish; do not use wobble, stutter, jitter, hesitation, stiffness, speed changes, or any pause. This is the one shot in the film where the character moves perfectly smoothly.
The silhouette stays a pure black cut-out and still clearly reads the stubby horns, the pointed ears, the upright bipedal stance and the short stubby arms on the handlebars. Only the silhouette, the bicycle, the moon and the dark treeline are visible; everything else stays near black. Keep the enormous moon in exactly the same position and size in frame throughout.
At the end of the shot the frame shows the enormous moon with the silhouette gone off the right edge.
Keep full-frame vertical 9:16 throughout. No text, no logo, no watermark, no subtitles. No music, no score, no melody, no dialogue, no voice, no narration, no singing.
[8] 视频生成|star-video2.5|singleImage2video|ratio=9:16 resolution=480p duration=8 enableSound=on|08_S8_回到草原_取0-8.0
0-3s: The calf stands dead centre in the tall grass, completely rigid and unchanged, while the world around it is transformed and alive. Wind pushes wave after wave through the tall grass, shafts of low golden sunlight move through gaps in the cloud, and glowing seed floss drifts through the air.
3-5s: The calf slowly and stiffly raises its head toward the sky. The movement is jerky and mechanical, in small stepped increments, exactly the same awkward motion as in the opening shot. The grass keeps moving in waves around it.
5-8s: High in the sky a thin bright seam narrows and seals shut from both edges until it is gone, leaving unbroken sky. The grass keeps rolling in waves and the golden light keeps moving.
Camera: locked off in exactly the same position and framing for the first six seconds, then one single very slow pull back beginning in the last two seconds.
Use only a locked-off camera to begin with, identical in position and framing to the opening shot of the film. Keep the calf dead centre and at the same size in frame for the whole shot; do not push in.
The seam in the sky is the same thin bright vertical seam that tore open in the opening shot: it narrows and seals from both edges until it is gone.
The calf is completely unchanged from the opening shot - same crude mustard-yellow model, same blank eyes, same stiff upright pose - while everything around it is now gorgeous. Keep full-frame vertical 9:16 throughout: do not letterbox, do not change aspect ratio, do not add black bars.
At the end of the shot the frame shows unbroken golden sky with no seam, and the calf still standing rigid and unchanged, dead centre.
Never redesigned, never smoothed, never made beautiful. No text, no logo, no watermark, no subtitles. No music, no score, no melody, no dialogue, no voice, no narration, no singing.
[9] 图片生成|nebula-ultra|image2image|ratio=16:9 quality=2K scene=frame_prediction_plus_3s|画面推演 - 3秒后
/
[10] 图片生成|lib-image-2|image2image|ratio=3:4 resolution=2K quality=high|CHARSHEET
Character reference sheet. Use {{Image 1}} as the definitive and only character design. Render that exact same crude low-budget 3D bull-calf character in a full-body standing pose, facing the camera, centered, on a plain neutral light grey studio background with soft even lighting.
Preserve every crude trait exactly: bipedal upright stance on two legs, human-like arms with short stubby fingers, bright saturated mustard-yellow fur with a pockmarked dimpled plastic-like texture, a large pinkish-grey muzzle that reads as a separate piece stuck onto the face, two tiny flat black dot eyes beneath a single heavy straight brow, blank and completely expressionless, short stubby grey stone-like horns, pointed ears, stiff frozen posing.
Use {{Image 2}} only as material reference for the fur texture, horn material and muzzle surface. Do not copy its orange colour, do not copy its four-legged pose.
Critical: do NOT redesign, do NOT smooth, do NOT refine, do NOT improve the model quality, do NOT make it cute, appealing or beautiful. The crude, cheap, badly-modelled look must be preserved exactly as in the reference. Full body visible from head to hooves. No text, no logo, no watermark.
[11] 图片生成|lib-image-2|image2image|ratio=3:4 resolution=1K quality=low|CHARSHEET_B
Recreate the exact character shown in {{Image 1}} as a full-body standing pose facing the camera, centered, on a plain flat light grey background.
CRITICAL - this must look like a BAD, CHEAP, AMATEUR 3D render, not a nice one:
flat diffuse shading with no ambient occlusion, no subsurface scattering, no soft shadows, no contact shadows, harsh flat uniform frontal lighting, hard cheap plastic specular highlights, low polygon count with visible faceting along the silhouette, simple stretched low-resolution texture map, stiff rigid T-pose-like stance, dead lifeless flat eyes, the pinkish-grey muzzle looking like a separate mismatched piece crudely stuck onto the face with a visible seam, slightly wrong and awkward proportions, early-2000s video game cutscene quality, amateur hobbyist 3D software output, rendered by someone with no training.
Keep exactly: bipedal upright stance on two legs, human-like arms with short stubby fingers, bright saturated mustard-yellow pockmarked hide, large pinkish-grey muzzle, two tiny flat black dot eyes under a single heavy straight painted-on brow, blank expressionless face, short stubby grey stone horns, pointed ears, grey hooves.
ABSOLUTELY NOT: not a designer art toy, not a collectible vinyl figure, not felt or flocked fabric, not ceramic or porcelain, not a studio product photograph, no beautiful cinematic lighting, no depth of field, no artistic polish, no refinement, no cuteness. Ugly and cheap is correct. No text, no logo, no watermark.
[12] 图片生成|lib-image-2|image2image|ratio=9:16 resolution=2K quality=high|S2_KF
A single cinematic film still, vertical 9:16 composition.
Environment: an endless ocean of colossal ochre and rust-coloured sand dunes under a harsh white sun, fine sand streaming off razor-sharp ridgelines, heat haze distorting the air, brutally hard shadows and deep true blacks on the shadow sides, epic scale, photographic realism, film-grade beauty. On the far horizon the sand surface swells into a single slow advancing wave, as if something enormous is moving beneath it.
Subject: standing upright on one of the dune ridges, small in the frame and utterly dwarfed by the landscape, is the exact character from {{Image 1}} - completely unchanged. Same crude cheap amateur 3D model, same bright mustard-yellow pockmarked hide, same pinkish-grey muzzle stuck onto the face, same tiny blank dot eyes under a heavy straight brow, same stiff frozen upright bipedal stance with arms hanging at its sides.
CRITICAL: the character must remain visibly crude, cheap and badly rendered while the environment around it is gorgeous and film-grade. This clash is the entire point of the image. Do NOT upgrade, smooth, relight or restyle the character to match the quality of the environment. It should look pasted into a world it does not belong in.
No text, no logo, no watermark.
[13] 图片生成|lib-image-2|image2image|ratio=9:16 resolution=2K quality=high|S1_KF
A single frame from a crude, cheap, amateur 3D animation, vertical 9:16 composition.
Environment: flat fluorescent green ground with an obviously tiled repeating grass texture, a few spherical blob tree canopies stuck on thin bare trunks, a flat pure cyan sky with no clouds and no gradient, harsh uniform lighting casting no shadows at all, no atmosphere, no depth of field, everything hollow and weightless, early-2000s video game cutscene quality. The whole environment is deliberately cheap and badly made.
Subject: dead centre of frame, the exact character from {{Image 1}}, standing upright, completely stiff and motionless, occupying roughly one third of the frame height, facing camera, blank expression, head raised looking up.
In the exact middle of the sky above the character a thin vertical seam tears open, spilling clean brilliant white light with a soft realistic glow. This rift is the ONLY beautiful, high-quality, photorealistic element in the entire image and must look jarringly out of place against the cheap render surrounding it.
No text, no logo, no watermark.
[14] 图片生成|lib-image-2|image2image|ratio=9:16 resolution=2K quality=high|S3_KF
A single cinematic film still, vertical 9:16 composition.
Environment: an impossibly massive vertical column rises from a frozen wasteland into a perpetual night sky, its summit venting a blue-white plasma beam straight upward, washing the entire ice field in cold blue light. Canyons of frost-covered steel, rimed metal ground, drifting ice fog, deep true blacks, cold cyan key light, colossal scale, photographic realism, film-grade beauty. Low angle looking up at the structure.
Subject: standing upright on the frozen metal ground far below the structure, tiny in the frame and occupying roughly one sixth of the frame height, utterly dwarfed, is the exact character from {{Image 1}}.
The character is completely unchanged from the reference: same crude cheap amateur 3D model, same bright mustard-yellow pockmarked hide, same pinkish-grey muzzle stuck onto the face, same tiny blank dot eyes under a heavy straight brow, same stiff frozen upright bipedal stance with arms hanging at its sides.
CRITICAL: the character must remain visibly crude, cheap and badly rendered while the environment around it is gorgeous and film-grade. This clash is the entire point. Do NOT upgrade, smooth, relight or restyle the character to match the environment. It should look pasted into a world it does not belong in.
No text, no logo, no watermark.
[15] 图片生成|lib-image-2|image2image|ratio=9:16 resolution=2K quality=high|S4_KF
A single cinematic film still, vertical 9:16 composition.
Environment: the interior of an old-fashioned empty passenger train carriage at dusk, warm amber light flooding through the large windows. Outside the window an endless sheet of calm shallow water submerges the rails and meets a warm dusk sky of soft painterly cumulus clouds, amber and teal palette. Quiet, tender, utterly still, beautiful painterly quality of light, photographic realism, film-grade.
Subject: sitting alone on one of the carriage seats beside the window, upright and stiff, occupying roughly one third of the frame height, seen from a slight side angle, gazing out at the water, is the exact character from {{Image 1}}.
The character is completely unchanged from the reference: same crude cheap amateur 3D model, same bright mustard-yellow pockmarked hide, same pinkish-grey muzzle stuck onto the face, same tiny blank dot eyes under a heavy straight brow, same stiff frozen upright bipedal stance with arms hanging at its sides.
CRITICAL: the character must remain visibly crude, cheap and badly rendered while the environment around it is gorgeous and film-grade. This clash is the entire point. Do NOT upgrade, smooth, relight or restyle the character to match the environment. It should look pasted into a world it does not belong in.
No text, no logo, no watermark.
[16] 图片生成|lib-image-2|image2image|ratio=9:16 resolution=2K quality=high|S5_KF
A single cinematic film still, vertical 9:16 composition.
Environment: a pure black void filled with countless glowing green glyph characters raining vertically downward in receding layers of depth. Absolute true blacks, phosphor green as the only environmental colour, very high contrast, volumetric glow.
Subject: standing upright dead centre in the cascade, occupying roughly one quarter of the frame height, with streams of green light sweeping across its silhouette and flowing character shadows projected over its yellow hide, is the exact character from {{Image 1}}.
The character is completely unchanged from the reference: same crude cheap amateur 3D model, same bright mustard-yellow pockmarked hide, same pinkish-grey muzzle stuck onto the face, same tiny blank dot eyes under a heavy straight brow, same stiff frozen upright bipedal stance with arms hanging at its sides.
CRITICAL: the character must remain visibly crude, cheap and badly rendered while the environment around it is gorgeous and film-grade. This clash is the entire point. Do NOT upgrade, smooth, relight or restyle the character to match the environment. It should look pasted into a world it does not belong in.
No text, no logo, no watermark.
[17] 图片生成|lib-image-2|image2image|ratio=9:16 resolution=2K quality=high|S6_KF
A single cinematic film still, vertical 9:16 composition.
Environment: a towering orange-red sandstorm wall bears down across desert flats as a convoy of absurdly over-modified armoured vehicles tears across the sand, exhaust flames and sparks flying, huge dust rooster-tails behind them, the sky a sick sand-stained orange. Violent kinetic chaos, motion blur, photographic realism, film-grade.
Subject: standing braced upright on the roof of the lead vehicle, occupying roughly one sixth of the frame height, completely rigid and unmoving while everything around it is violent chaos, is the exact character from {{Image 1}}.
The character is completely unchanged from the reference: same crude cheap amateur 3D model, same bright mustard-yellow pockmarked hide, same pinkish-grey muzzle stuck onto the face, same tiny blank dot eyes under a heavy straight brow, same stiff frozen upright bipedal stance with arms hanging at its sides.
CRITICAL: the character must remain visibly crude, cheap and badly rendered while the environment around it is gorgeous and film-grade. This clash is the entire point. Do NOT upgrade, smooth, relight or restyle the character to match the environment. It should look pasted into a world it does not belong in.
No text, no logo, no watermark.
[18] 图片生成|lib-image-2|image2image|ratio=9:16 resolution=2K quality=high|S7_KF
A single cinematic film still, vertical 9:16 composition, centred symmetrical framing, camera at eye level.
Environment: golden hour on a vast grassland. Low sunlight streams through gaps in the clouds in visible shafts across the grass, wind pushes wave after wave through the tall grass, glowing seed floss drifts in the air, real atmospheric perspective on distant hills, rich saturated greens and warm gold, breathtaking film-grade natural beauty, photographic realism, deep true blacks in the shadowed grass.
Subject: dead centre of frame, standing upright, completely stiff and motionless, occupying roughly one third of the frame height, head raised looking up at the sky, is the exact character from {{Image 1}}.
High in the sky above the character, a thin seam of white light is almost fully closed, nearly healed, only a faint bright line remaining.
The character is completely unchanged from the reference: same crude cheap amateur 3D model, same bright mustard-yellow pockmarked hide, same pinkish-grey muzzle stuck onto the face, same tiny blank dot eyes under a heavy straight brow, same stiff frozen upright bipedal stance with arms hanging at its sides.
CRITICAL: the character must remain visibly crude, cheap and badly rendered while the environment around it is gorgeous and film-grade. This clash is the entire point. Do NOT upgrade, smooth, relight or restyle the character to match the environment. It should look pasted into a world it does not belong in.
No text, no logo, no watermark.
[19] 图片生成|lib-image-2|image2image|ratio=9:16 resolution=2K quality=high|S6_TRAIN_2K
Reproduce {{Image 1}} exactly as it is, at higher fidelity and sharper detail. Keep the identical composition, framing, camera angle, window position, the water and dusk sky outside, the rows of red seats, the wood panelling, the warm low-contrast light and colour grading. The calf stays seated stiffly in exactly the same seat and same pose. The carriage must remain completely empty apart from the calf - do not add any other passenger, person or figure anywhere in the carriage. Keep the calf identical - same crude mustard-yellow model with pockmarked plastic-like fur, same pinkish-grey muzzle stuck on the face, same two tiny black dot eyes under one heavy straight brow, same stiff posing. Never redesign, never smooth, never make the calf beautiful. Do not recompose, do not zoom, do not crop, do not change the aspect ratio. No text, no logo, no watermark, no subtitles.
[20] 图片生成|lib-image-2|image2image|ratio=9:16 resolution=2K quality=high|KF_BOW
A single cinematic film still, vertical 9:16 composition.
Environment: the very front bow of a colossal early-1900s ocean liner cutting through calm open ocean at golden sunset. The prow railings converge to a sharp point at the tip. A vast glowing orange and gold sky, the dark sea far below, wind, epic cinematic scale, photographic realism, film-grade, deep true blacks in the hull shadow. Shot from slightly behind and above the bow tip looking forward.
Subject: standing at the very tip of the bow, both arms stretched wide open to the sides, head raised into the wind, small in the frame and rim-lit against the enormous sunset, is the exact character from {{Image 1}}.
The character is completely unchanged from the reference: same crude cheap amateur 3D model, same bright mustard-yellow pockmarked hide, same pinkish-grey muzzle stuck onto the face, same tiny blank dot eyes under a heavy straight brow.
CRITICAL: the character must remain visibly crude, cheap and badly rendered while the environment around it is gorgeous and film-grade. Do NOT upgrade, smooth, relight or restyle the character. It should look pasted into a world it does not belong in. Its stiff badly-rigged body makes the pose look awkward and poorly executed, as if the model cannot quite achieve it.
Only this one character in the frame. No other people, no humans, no crowds. No text, no logo, no watermark.
[21] 图片生成|lib-image-2|image2image|ratio=9:16 resolution=2K quality=high|KF_BULLET
A single cinematic film still, vertical 9:16 composition.
Environment: a dim grey concrete rooftop, cold desaturated green-tinted colour grade, heavy overcast sky, deep true blacks, very high contrast, moody cinematic lighting, photographic realism, film-grade.
Subject: dead centre of frame, the exact character from {{Image 1}} bent far backwards at the waist in an extreme leaning-back dodge, arms flung out to both sides, one foot planted on the concrete. Several bullets streak horizontally past it frozen in mid-flight, each trailing a white spiralling vapour trail with rings of air distortion around them. The moment is frozen in time.
The character is completely unchanged from the reference: same crude cheap amateur 3D model, same bright mustard-yellow pockmarked hide, same pinkish-grey muzzle stuck onto the face, same tiny blank dot eyes under a heavy straight brow.
CRITICAL: the character must remain visibly crude, cheap and badly rendered while the environment around it is gorgeous and film-grade. Do NOT upgrade, smooth, relight or restyle the character. It should look pasted into a world it does not belong in. Its stiff badly-rigged body makes the pose look awkward and poorly executed, as if the model cannot quite achieve it.
Only this one character in the frame. No other people, no humans, no crowds. No text, no logo, no watermark.
[22] 图片生成|lib-image-2|image2image|ratio=9:16 resolution=2K quality=high|KF_TRAIN2
A single cinematic film still, vertical 9:16 composition.
Environment: the interior of an old-fashioned empty passenger train carriage at dusk, warm amber light flooding through the large windows. Outside the window an endless sheet of perfectly calm shallow water submerges the rails and stretches to the horizon, meeting a warm dusk sky of soft painterly clouds. Quiet, tender, utterly still, beautiful painterly light, photographic realism, film-grade.
Subject: sitting alone on one of the carriage seats beside the window, upright and stiff, occupying roughly one third of the frame height, seen from a slight side angle, gazing out at the water, is the exact character from {{Image 1}}.
On the seat directly across the aisle sits a single dark shadowy passenger, completely unlit and out of focus, a featureless motionless silhouette with no visible face or details, blending into the shadow of the carriage.
The character is completely unchanged from the reference: same crude cheap amateur 3D model, same bright mustard-yellow pockmarked hide, same pinkish-grey muzzle stuck onto the face, same tiny blank dot eyes under a heavy straight brow.
CRITICAL: the character must remain visibly crude, cheap and badly rendered while the environment around it is gorgeous and film-grade. Do NOT upgrade, smooth, relight or restyle the character. It should look pasted into a world it does not belong in. Its stiff badly-rigged body makes the pose look awkward and poorly executed, as if the model cannot quite achieve it.
Only this one character in the frame. No other people, no humans, no crowds. No text, no logo, no watermark.
[23] 图片生成|lib-image-2|image2image|ratio=9:16 resolution=2K quality=high|KF_WORM
A single cinematic film still, vertical 9:16 composition.
Environment: an endless ochre and rust desert under a blazing white sun. An enormous colossal ribbed segmented creature erupts from beneath the sand and arcs massively across the frame, sand cascading off its vast armoured back in heavy sheets, thick dust and heat haze filling the air, brutally hard shadows, epic overwhelming scale, photographic realism, film-grade.
Subject: standing upright on top of the creature's ribbed back, absolutely tiny against its enormous bulk, stiff and rigid with both arms held out sideways for balance, is the exact character from {{Image 1}}.
The character is completely unchanged from the reference: same crude cheap amateur 3D model, same bright mustard-yellow pockmarked hide, same pinkish-grey muzzle stuck onto the face, same tiny blank dot eyes under a heavy straight brow.
CRITICAL: the character must remain visibly crude, cheap and badly rendered while the environment around it is gorgeous and film-grade. Do NOT upgrade, smooth, relight or restyle the character. It should look pasted into a world it does not belong in.
Only this one character in the frame. No other people, no humans. No text, no logo, no watermark.
[24] 图片生成|lib-image-2|image2image|ratio=9:16 resolution=2K quality=high|KF_MOON
A single cinematic film still, vertical 9:16 composition.
Environment: a huge luminous full moon fills the upper half of the frame against a deep blue-black night sky, thin wisps of cloud drifting across it, dark silhouetted treetops along the very bottom edge of the frame. Deep true blacks, very high contrast, the moon is the only light source. Photographic realism, film-grade.
Subject: crossing directly in front of the moon in pure black silhouette, the exact character from {{Image 1}} sits on a small bicycle flying through the air, its feet on the pedals, seen from the side.
The character is rendered as a crisp solid black silhouette against the bright moon, but its distinctive shape must remain unmistakably readable: the two short stubby horns, the pointed ears, the large protruding muzzle jutting from the face, the stocky upright body and short limbs. The silhouette should still read as a crude blocky cheap 3D model, stiff and awkward on the bicycle.
Only this one character. No other people, no humans. No text, no logo, no watermark.
[25] 视频生成|star-video2.5|singleImage2video|ratio=9:16 resolution=1080p duration=8 enableSound=on|FINAL_S8_1080_v2
0-3s: The calf stands dead centre in the tall grass, completely rigid and unchanged, while the world around it is transformed and alive. Wind pushes wave after wave through the tall grass, shafts of low golden sunlight move through gaps in the cloud, and glowing seed floss drifts through the air.
3-5s: The calf slowly and stiffly raises its head toward the sky. The movement is jerky and mechanical, in small stepped increments, exactly the same awkward motion as in the opening shot. The grass keeps moving in waves around it.
5-8s: High in the sky a thin bright seam narrows and seals shut from both edges until it is gone, leaving unbroken sky. The grass keeps rolling in waves and the golden light keeps moving.
Camera: locked off in exactly the same position and framing for the first six seconds, then one single very slow pull back beginning in the last two seconds.
Keep the exposure steady and unchanged from the first frame to the last. The layered clouds, the shafts of light and the textured sky stay clearly visible and clearly separated for the entire shot, and the calf stays clearly readable against the grass the whole time.
Use only a steady exposure with detail held in the sky; do not let the frame bloom, do not wash out to flat white or flat yellow, do not let the sky lose its clouds, do not blow out the highlights, do not brighten the image over time.
Use only a locked-off camera to begin with, identical in position and framing to the opening shot of the film. Keep the calf dead centre and at the same size in frame for the whole shot; do not push in.
The seam in the sky is the same thin bright vertical seam that tore open in the opening shot: it narrows and seals from both edges until it is gone. It must visibly shrink and close, not fade away into light.
The calf is completely unchanged from the opening shot - same crude mustard-yellow model, same blank eyes, same stiff upright pose - while everything around it is now gorgeous. Keep full-frame vertical 9:16 throughout: do not letterbox, do not change aspect ratio, do not add black bars.
At the end of the shot the frame shows a sky still full of cloud detail with no seam left in it, and the calf still standing rigid and unchanged, dead centre.
Never redesigned, never smoothed, never made beautiful. No text, no logo, no watermark, no subtitles. No music, no score, no melody, no dialogue, no voice, no narration, no singing.
[26] 视频生成|star-video2.5|singleImage2video|ratio=9:16 resolution=1080p duration=4 enableSound=on|FINAL_S5_1080
0-1.5s: The convoy of over-modified vehicles tears across the desert flats at speed, exhaust flames blasting from the pipes, sand rooster-tails thrown up behind every wheel, heavy motion blur across the ground. The calf stands on the roof of the lead vehicle and holds exactly the same rigid upright position it starts in, feet planted, arms at its sides, as if bolted to the roof.
1.5-3s: The towering orange-red sandstorm wall behind the convoy closes in and grows, filling more and more of the sky, its churning face rolling forward over them. The vehicles jostle and swerve around the lead car, sparks flying where metal meets metal. The calf keeps the identical rigid position on the roof, completely unchanged.
3-4s: The storm reaches full intensity, swallowing the sky behind them, debris and sparks streaking past the camera, the whole frame at maximum violence and speed. The calf still holds the very same position, a rigid block in the middle of it.
Camera: one single continuous low tracking shot travelling with the convoy at exactly their own speed, staying down close to the ground on the convoy's line of travel, with the lead vehicle and the calf locked dead centre of frame for the entire shot.
Use only one continuous shot from the opening framing; do not cut, do not jump to a different camera position. Use only swift dynamic movement in the vehicles, the sand and the storm, escalating from start to finish. Keep the calf at exactly the same size and in exactly the same spot at the centre of the frame throughout; do not push in, do not let the framing drift off it.
At the end of the shot the frame shows the storm wall filling the sky behind the convoy and the calf still standing rigid and unchanged on the roof, dead centre.
The calf is the same crude mustard-yellow model throughout, never redesigned, never smoothed, never made beautiful. Keep full-frame vertical 9:16 throughout. No text, no logo, no watermark, no subtitles. No music, no score, no melody, no dialogue, no voice, no narration, no singing.
[27] 图片生成|lib-image-2|image2image|ratio=9:16 resolution=2K quality=high|S2_BOW_2K
Reproduce {{Image 1}} exactly as it is, at higher fidelity and sharper detail. Keep the identical composition, framing, camera angle, horizon line, ship position and shape, funnel, sun position, cloud shapes, sea texture, colour grading and lighting. The calf stays at the very tip of the bow with both arms spread out to either side in exactly the same pose. Keep the calf identical - same crude mustard-yellow model with pockmarked plastic-like fur, same pinkish-grey muzzle stuck on the face, same two tiny black dot eyes under one heavy straight brow, same stiff posing. Never redesign, never smooth, never make the calf beautiful. Do not recompose, do not zoom, do not crop, do not change the aspect ratio. No text, no logo, no watermark, no subtitles.
[28] 图片生成|lib-image-2|image2image|ratio=9:16 resolution=1K quality=low|KF_BOW2
A single cinematic film still, vertical 9:16 composition.
Camera and framing: a low three-quarter angle from the front and slightly to the side, close to the water, looking up at the towering black prow of a colossal early-1900s ocean liner as it cuts diagonally across the frame through a calm golden ocean, white foam curling away from the bow. The hull looms huge and dark on one side of the frame. A low golden sun sits near the horizon directly ahead, throwing a bright path across the water, warm orange and gold sky, gentle lens flare. Sweeping romantic epic cinematic framing, photographic realism, film-grade, deep true blacks in the hull shadow.
Subject: at the very tip of the bow railing, high above the water, small against the enormous sky and rim-lit by the low sun, the exact character from {{Image 1}} stands with both arms stretched out to the sides, head raised into the wind.
The character is completely unchanged from the reference: same crude cheap amateur 3D model, same bright mustard-yellow pockmarked hide, same pinkish-grey muzzle stuck onto the face, same tiny blank dot eyes under a heavy straight brow. Its short stubby arms cannot extend properly and its stiff body cannot achieve the graceful sweeping pose - the heroic gesture looks awkward, strained and badly executed, as if the model was never rigged to do this.
CRITICAL: the character must remain visibly crude, cheap and badly rendered while the environment around it is gorgeous and film-grade. Do NOT upgrade, smooth, relight or restyle it.
Only this one character in the frame. No other people, no humans. No text, no logo, no watermark.
[29] 视频生成|star-video2.5|singleImage2video|ratio=9:16 resolution=480p duration=5 enableSound=on|S2_BOW_TEST
0-1.5s: The calf stands at the very tip of the great ship's bow with both stubby arms spread out to either side, holding the pose. Its arms are far too short for the gesture - it completes but reads absurdly undersized, like a toy miming it. Below, the bow cuts forward through the swell and spray lifts off the wave crests; warm dusk light shifts across the water.
1.5-3s: The calf holds the pose completely unmoving while the wind pushes past without disturbing it at all. The sea keeps rolling and the light keeps moving across the water.
3-4.2s: It strains and pushes its arms out a little further, and still cannot reach the sweep the pose calls for.
4.2-5s: It gives up and settles back, arms dropping slightly, still stiff.
Camera: one single continuous crane move beginning exactly at the opening low angle close to the water looking up at the bow, then rising steadily and arcing forward along the hull, climbing all the way up until it is level with the calf and the open sunset sea fills the frame behind it. The camera soars; the calf does not.
Use only one continuous crane move from the opening framing; do not cut, do not jump to a different camera position. Use only a smooth controlled climb; do not use fast movement. Keep the whole ship's bow and both of the calf's arms inside the frame the entire time; do not push in to a close-up of the calf.
At the end of the shot the frame shows the calf small against the wide open sunset sea, arms settled back down.
The calf is the same crude mustard-yellow model throughout, never redesigned, never smoothed, never made beautiful. Keep full-frame vertical 9:16 throughout. No text, no logo, no watermark, no subtitles. No music, no score, no melody, no dialogue, no voice, no narration, no singing.
[30] 视频生成|star-video2.5|singleImage2video|ratio=9:16 resolution=480p duration=5 enableSound=on|S2_BOW_TEST_v2
0-1.5s: The calf stands at the very tip of the great ship's bow with both stubby arms spread out to either side, holding the pose. Its arms are far too short for the gesture - it completes but reads absurdly undersized, like a toy miming it. Below, the bow cuts forward through the swell and spray lifts off the wave crests; warm dusk light shifts across the water.
1.5-3s: The calf holds the pose completely unmoving while the wind pushes past without disturbing it at all. The sea keeps rolling and the light keeps moving across the water.
3-4.2s: It strains and pushes its arms out a little further, and still cannot reach the sweep the pose calls for.
4.2-5s: It gives up and settles back, arms dropping slightly, still stiff.
Camera: one single continuous crane move beginning exactly at the opening low angle close to the water looking up at the bow, then rising steadily and arcing forward along the hull until it reaches a point just above the level of the bow rail, and settling there. The camera stays far back from the calf the whole time and ends on a wide frame that holds the entire bow of the ship, the tiny calf at its tip, and the sun sitting on the horizon, all inside the picture together. Keep the calf roughly the same size in frame throughout; do not push in. The camera soars; the calf does not.
Use only a wide framing in which the whole ship's bow and both of the calf's arms stay inside the picture from the first frame to the last; do not use a close-up, do not fill the frame with the calf, do not crop the bow. Use only one continuous crane move from the opening framing; do not cut, do not jump to a different camera position. Use only a smooth controlled climb; do not use fast movement.
At the end of the shot the frame shows the whole bow of the ship from slightly above, the calf still tiny at its very tip with its arms settled back down, and the sun low on the open sea behind it.
The calf is the same crude mustard-yellow model throughout, never redesigned, never smoothed, never made beautiful. Keep full-frame vertical 9:16 throughout. No text, no logo, no watermark, no subtitles. No music, no score, no melody, no dialogue, no voice, no narration, no singing.
[31] 图片生成|lib-image-2|image2image|ratio=9:16 resolution=1K quality=low|KF_WORM_CLOSE_v2
Low camera angle, close on the calf riding the back of a colossal segmented worm ploughing forward through a desert. The harsh overhead light, heat haze, pouring sand and ochre colour grade correspond to @图片1. The calf corresponds to @图片2. The creature's body structure and ring segmentation correspond to @图片3.
The calf stands upright on the curved upper surface of the creature's cylindrical body, occupying roughly one third of the frame height, placed slightly off centre. The body is built from many hard overlapping ring segments that encircle it - regular transverse bands running across the body from left to right, perpendicular to its length, curving down and out of sight on both sides. The bands are close-spaced and repeat many times away into the distance, so the body reads unmistakably as a colossal segmented worm and never as rock or terrain. The body curves away steeply into shadow on either side of the calf, so there is a clear readable drop right beside its hooves. The creature's body runs out of frame to both left and right; neither head nor tail is visible and the frame never contains the whole animal. Sand pours off the segments in heavy sheets and streams down out of the bottom of the frame, partially veiling the body. Harsh overhead sun, brutally hard shadows, heat haze, ochre desert palette.
Use only smooth continuous ring segments encircling a cylindrical body; do not use cracked rock, scree, boulders, irregular polygonal scales, mountain ridges or any spine-like raised backbone.
The calf keeps its own bright saturated fluorescent mustard-yellow - markedly brighter and more saturated than the ochre sand, and must not be colour-graded into the desert palette; it should read as a garish wrong colour that does not belong in this landscape.
Niulai, the calf character: a small bipedal bull-calf standing upright on two legs with human-like arms and short stubby fingers. Bright saturated mustard-yellow fur with a pockmarked, dimpled, plastic-like texture. A large pale pinkish-grey muzzle that reads as a separate piece stuck onto the face, with no visible nostrils. Two narrow almond-shaped eyes with visible whites and small dark irises, set under two separate straight heavy dark brows - flat, blank and completely expressionless. Short stubby grey speckled stone-like horns, pointed ears with pink inner surfaces, grey hooves. A deliberately crude, low-budget 3D character model with stiff frozen posing. This exact same crude character in every shot - never redesigned, never smoothed, never made beautiful.
Vertical 9:16 composition, cinematic lighting, deep true blacks, strong contrast, shallow depth of field, photographic realism in the environment. The environment is gorgeous and film-grade; the calf standing in it is not. No text, no logo, no watermark, no subtitles.
[32] 视频生成|star-video2.5|singleImage2video|ratio=9:16 resolution=480p duration=5 enableSound=on|S4_RIDE_v6
0-1.6s: The enormous segmented creature travels forward through the dunes with slow ponderous momentum, one huge armoured ring segment after another sliding up through the frame and out of the bottom edge at a steady cadence, great sheets of sand pouring off it. The camera pushes steadily in toward the small figure standing on its back, and the calf resolves out of the blowing dust from a distant speck into a clearly readable figure.
1.6-3.4s: Now large in frame, the calf plants its two short legs wide apart, pushes its chest out, holds both stubby arms straight out to either side in a heroic conqueror pose, and holds it dead still, riding the beast and trying to look magnificent.
3.4-3.9s: Without warning the calf topples sideways, tipping hard to one side and going completely off its two feet, coming down onto the plating.
3.9-4.4s: It stays down on the plating for about half a second, scrabbling with its short limbs.
4.4-5s: It hauls itself back up onto its two legs and settles into exactly the same heroic conqueror pose again, legs wide, chest out, both arms straight out to either side.
Camera: one single continuous shot beginning from the opening wide framing and pushing steadily in on the calf across the whole shot, travelling forward alongside the creature at its own pace with a slight handheld unsteadiness. The push is deliberate and grand, the kind of move that introduces a hero. By the end the calf stands about one third of the frame height.
Use only one continuous shot from the opening framing; do not cut, do not jump to a different camera position. Use only slow, heavy, unhurried movement at a constant speed, so the creature reads as far too massive to speed up or slow down; do not use quick movement, do not let the creature or the sand become still. Use only heavy movement with parts of the creature hidden by sand so its size is implied rather than shown. Use only a full sideways fall in which the calf goes completely off its two feet and down onto the plating; do not use a lean, a sway, or a stumble that keeps it standing.
At the end of the shot the frame shows the calf back on its feet in the same heroic pose, and the creature still travelling forward. The calf is the same crude mustard-yellow model throughout, never redesigned, never smoothed, never made beautiful. No text, no logo, no watermark, no subtitles. No music, no score, no melody, no dialogue, no voice, no narration, no singing.
[33] 图片生成|lib-image-2|image2image|ratio=9:16 resolution=1K quality=low|KF_WORM_CLOSE
Low camera angle, close on the calf riding the back of an enormous creature ploughing forward through a desert. The creature's ridged armoured plating, the pouring sand, the harsh light and the ochre colour grade correspond to @图片1. The calf corresponds to @图片2.
The calf stands upright on a narrow ridged crest of the creature's spine, occupying roughly one third of the frame height, placed slightly off centre. The crest is narrow and the armoured plating falls away steeply into shadow on either side - there is a clear readable drop right beside its hooves. The creature's back runs out of frame to both left and right; neither head nor tail is visible and the frame never contains the whole animal. Sand pours off the ridge in heavy sheets and streams down out of the bottom of the frame, partially veiling the plating. Harsh overhead sun, brutally hard shadows, heat haze, ochre desert palette, distant dunes far below thrown soft by haze. The calf keeps its own bright saturated fluorescent mustard-yellow - markedly brighter and more saturated than the ochre sand, and must not be colour-graded into the desert palette; it should read as a garish wrong colour that does not belong in this landscape.
Niulai, the calf character: a small bipedal bull-calf standing upright on two legs with human-like arms and short stubby fingers. Bright saturated mustard-yellow fur with a pockmarked, dimpled, plastic-like texture. A large pale pinkish-grey muzzle that reads as a separate piece stuck onto the face, with no visible nostrils. Two narrow almond-shaped eyes with visible whites and small dark irises, set under two separate straight heavy dark brows - flat, blank and completely expressionless. Short stubby grey speckled stone-like horns, pointed ears with pink inner surfaces, grey hooves. A deliberately crude, low-budget 3D character model with stiff frozen posing. This exact same crude character in every shot - never redesigned, never smoothed, never made beautiful.
Vertical 9:16 composition, cinematic lighting, deep true blacks, strong contrast, shallow depth of field, photographic realism in the environment. The environment is gorgeous and film-grade; the calf standing in it is not. No text, no logo, no watermark, no subtitles.
[34] 视频生成|star-video2.5|singleImage2video|ratio=9:16 resolution=480p duration=5 enableSound=on|TEST_S4_v4
0-1.5s: The enormous creature drives forward. Its ridged body segments travel visibly through the frame, one after another, so that it clearly reads as a living creature moving forward and not as static terrain. Sheets of sand pour continuously off its back. The calf standing on it sways slightly.
1.5-3.5s: The creature keeps driving forward at the same heavy pace, segment after segment passing through frame, sand pouring without pause. The calf stays rigid, swaying only a little.
3.5-5s: The calf's leg slips off the ridge, it pitches hard to one side, nearly goes over the edge, then scrambles back upright.
Camera: hold the framing steady with only a barely perceptible drift, so that all movement in the shot belongs to the creature and not to the camera. Keep the calf roughly the same size in frame throughout; do not push in.
Sound: only diegetic sound effects and ambience - a deep ground-shaking rumble as the creature moves, continuous hissing sand cascading down its back, dry desert wind, and a short scrabble of hooves on rock at the moment the calf slips. No music, no score, no melody, no dialogue, no voice, no narration, no singing.
Use only heavy continuous movement from the creature and the sand, broken by one sharp late stumble from the calf; do not let the creature or the sand become still, and do not show the whole creature - it stays too large to fit inside the frame. At the end of the shot the frame shows the creature still driving forward and the calf back on its feet. The calf is the same crude mustard-yellow model throughout, never redesigned, never smoothed, never made beautiful. No text, no logo, no watermark, no subtitles.
[35] 视频生成|star-video2.5|singleImage2video|ratio=9:16 resolution=480p duration=5 enableSound=on|S4b_RIDE_TEST
0-2s: The calf stands upright on the back of the enormous segmented creature as it ploughs forward through the dunes, sand pouring off the ridged plating in sheets. It holds both arms out to the sides to keep its balance.
2-4s: The wobble grows - its weight tips further one way then the other, its two short legs shuffling and re-planting over and over trying to find footing. The instability is large and obvious.
4-5s: One leg slips off the edge entirely and it barely hauls itself back upright. It never actually falls.
Camera: one single extremely slow push in on the wide frame, moving at a gradual controlled speed from start to finish. Keep the calf roughly the same size in frame throughout; do not push in aggressively.
Use only one continuous shot that begins from the opening framing; do not cut, do not jump to a different camera position.
At the end of the shot the frame shows the calf back upright on the ridge with one leg still half over the edge.
No music, no score, no melody, no dialogue, no voice, no narration, no singing, no subtitles.
[36] 图片生成|lib-image-2|image2image|ratio=9:16 resolution=1K quality=low|KF_WORM_CLOSE_v3
Low camera angle, close on the calf riding the back of a colossal segmented worm ploughing forward through a desert.
BODY AND SURFACE - match @图片1 closely. The creature's surface material, plate size and ring proportions come from @图片1 and must match it: a small number of ENORMOUS ring segments, broad smooth weathered stone-like plates, dry and matte, bleached sandstone and bone colour, their surfaces broken by deep wide cracks like sun-baked rock or old elephant hide, with sand and dust settled in the deep seams between the rings. Each single ring band is at least as tall as the whole calf, and the nearest bands are several times taller than it. The rings encircle the body as transverse bands running left to right, perpendicular to its length, curving down and out of sight on both sides so the body reads as a cylinder.
Use only a few enormous smooth matte weathered plates with deep wide cracks; do not use fine pebbles, gravel, grit, small scales, fish scales, beading, sparkles, glitter, wet or crystalline highlights, or any finely granular busy surface. Do not use cracked rock terrain, scree, boulders, mountain ridges or any spine-like raised backbone.
The calf corresponds to @图片2. It stands upright on the curved upper surface of the body, occupying at least one third of the frame height, placed slightly off centre. The body curves away steeply into shadow on either side of it, so there is a clear readable drop right beside its hooves. The creature's body runs out of frame to both left and right; neither head nor tail is visible and the frame never contains the whole animal. Sand pours off the segments in heavy sheets and streams down out of the bottom of the frame.
The light, heat haze and ochre colour grade correspond to @图片3. Harsh overhead sun, brutally hard shadows, heat haze. The calf keeps its own bright saturated fluorescent mustard-yellow - markedly brighter and more saturated than the ochre sand, and must not be colour-graded into the desert palette; it should read as a garish wrong colour that does not belong in this landscape.
Niulai, the calf character: a small bipedal bull-calf standing upright on two legs with human-like arms and short stubby fingers. Bright saturated mustard-yellow fur with a pockmarked, dimpled, plastic-like texture. A large pale pinkish-grey muzzle that reads as a separate piece stuck onto the face, with no visible nostrils. Two narrow almond-shaped eyes with visible whites and small dark irises, set under two separate straight heavy dark brows - flat, blank and completely expressionless. Short stubby grey speckled stone-like horns, pointed ears with pink inner surfaces, grey hooves. A deliberately crude, low-budget 3D character model with stiff frozen posing. This exact same crude character in every shot - never redesigned, never smoothed, never made beautiful.
Vertical 9:16 composition, cinematic lighting, deep true blacks, strong contrast, shallow depth of field, photographic realism in the environment. The environment is gorgeous and film-grade; the calf standing in it is not. No text, no logo, no watermark, no subtitles.
[37] 视频生成|star-video2.5|singleImage2video|ratio=9:16 resolution=480p duration=5 enableSound=on|S4_v3_SOUND_FALL
0-1.5s: The enormous creature drives forward through the dunes, its ridged back filling the lower frame, great sheets of sand pouring off it. Blowing sand and dust hide parts of its body so its full size runs past the edges of frame.
1.5-3.5s: The creature keeps driving forward at the same heavy pace, sand pouring continuously. The calf standing on its back stays rigid, swaying only slightly, its lean growing a little larger toward the end of this stretch.
3.5-3.9s: The calf's leg slips off the ridge and it topples right over, going completely off its feet and coming down onto all fours on the plating, body turned horizontal, head low, rear end up.
3.9-4.4s: It stays down there, sprawled low and flat against the stone plating, head down, scrabbling with its short limbs but not yet getting up.
4.4-5s: It hauls itself back up onto its two legs and ends standing upright again with both arms out.
Camera: low angle, travelling alongside the creature on a long lens with a slight handheld unsteadiness.
Use only heavy slow movement, with parts of the creature hidden by sand so its size is implied rather than shown; do not let the sand or the creature become still. Use only a full fall in which the calf actually goes down onto the plating and is completely off its feet for about half a second; do not use a lean, a sway, or a stumble that keeps it standing. The fall must be large and obvious, not subtle. At the end of the shot the frame shows the creature still driving forward and the calf back on its feet. The calf is the same crude mustard-yellow model throughout, never redesigned, never smoothed, never made beautiful. No text, no logo, no watermark, no subtitles. No music, no score, no melody, no dialogue, no voice, no narration, no singing.
[38] 视频生成|star-video2.5|singleImage2video|ratio=9:16 resolution=480p duration=5 enableSound=on|S4_v3_SOUND
0-1.5s: The enormous creature drives forward through the dunes, its ridged back filling the lower frame, great sheets of sand pouring off it. Blowing sand and dust hide parts of its body so its full size runs past the edges of frame.
1.5-3.5s: The creature keeps driving forward at the same heavy pace, sand pouring continuously. The calf standing on its back stays rigid, swaying only slightly.
3.5-5s: The calf's leg slips off the ridge, it pitches hard to one side, and scrambles back upright.
Camera: low angle, travelling alongside the creature on a long lens with a slight handheld unsteadiness.
Use only heavy slow movement, with parts of the creature hidden by sand so its size is implied rather than shown; do not let the sand or the creature become still. At the end of the shot the frame shows the creature still driving forward and the calf back on its feet. The calf is the same crude mustard-yellow model throughout, never redesigned, never smoothed, never made beautiful. No text, no logo, no watermark, no subtitles. No music, no score, no melody, no dialogue, no voice, no narration, no singing.
[39] 视频生成|star-video2.5|singleImage2video|ratio=9:16 resolution=480p duration=5 enableSound=off|TEST_S4_v2
0-2s: The enormous creature ploughs forward through the dunes, its ridged body travelling across frame, sand pouring off its spine in continuous sheets. The calf on its back is already swaying slowly.
2-4s: The creature keeps moving forward. The calf's sway grows larger, weight tipping slowly one way then the other, short legs shuffling and re-planting.
4-5s: One leg slips off the ridge, it lurches, and slowly hauls itself back upright without falling.
Camera: one slow push in on a wide frame, at a constant speed for the full shot.
Use only slow continuous movement; do not use a static or frozen frame. At the end of the shot the frame shows the creature still travelling forward and the calf back on its feet. The calf is the same crude mustard-yellow model throughout, never redesigned, never smoothed, never made beautiful. No text, no logo, no watermark, no subtitles.
[40] 视频生成|star-video2.5|singleImage2video|ratio=9:16 resolution=480p duration=5 enableSound=off|TEST_S4_v3
0-1.5s: The enormous creature drives forward through the dunes, its ridged back filling the lower frame, great sheets of sand pouring off it. Blowing sand and dust hide parts of its body so its full size runs past the edges of frame.
1.5-3.5s: The creature keeps driving forward at the same heavy pace, sand pouring continuously. The calf standing on its back stays rigid, swaying only slightly.
3.5-5s: The calf's leg slips off the ridge, it pitches hard to one side, and scrambles back upright.
Camera: low angle, travelling alongside the creature on a long lens with a slight handheld unsteadiness.
Use only heavy slow movement, with parts of the creature hidden by sand so its size is implied rather than shown; do not let the sand or the creature become still. At the end of the shot the frame shows the creature still driving forward and the calf back on its feet. The calf is the same crude mustard-yellow model throughout, never redesigned, never smoothed, never made beautiful. No text, no logo, no watermark, no subtitles.
[41] 视频生成|star-video2.5|singleImage2video|ratio=9:16 resolution=480p duration=5 enableSound=off|TEST_S4_480
The calf stands upright on the back of the enormous creature as it ploughs forward through the dunes, sand pouring off its spine in sheets. First it stands. Then it begins to wobble, and the wobble grows - weight tipping further and further one way then the other, its two short legs shuffling and re-planting over and over trying to find footing. Finally one leg slips off the edge entirely and it barely hauls itself back upright. It never actually falls. The instability must be large and obvious, not subtle - the whole point of the shot is that it cannot stay standing. Camera: an extremely slow push in on a very wide frame. The camera does not chase the creature and does not emphasise anything - it holds wide and lets the sheer scale do the work, while the slow push gradually makes the wobbling more readable. The calf is never redesigned, never smoothed, never made beautiful. No text, no logo, no watermark, no subtitles.
[42] 视频生成|star-video2.5|singleImage2video|ratio=9:16 resolution=480p duration=5 enableSound=on|S4_RIDE_v4
0-2s: The enormous creature drives forward through the dunes with heavy slow momentum, great sheets of sand pouring off its ridged back. Blowing sand and dust hide parts of its body so its full size runs past the edges of frame. The calf stands upright on its back, rigid, arms out, swaying only slightly.
2-3.6s: The creature keeps driving forward at the same pace, sand pouring continuously. The calf's sway grows steadily larger, its short legs shifting and re-planting to keep its footing.
3.6-3.9s: The calf's leg slips and it topples right over, going completely off its feet and landing on all fours on the plating, body turned horizontal, head low.
3.9-4.4s: It stays down on the plating for about half a second, sprawled low against the stone, scrabbling with its short limbs.
4.4-5s: It hauls itself back up onto its two legs and ends standing upright with both arms out.
Camera: one single continuous shot that holds the opening framing for the whole shot, with a very slow push in and a slight handheld unsteadiness throughout. Keep the calf roughly the same size in frame; do not push in aggressively.
Use only one continuous shot from the opening framing; do not cut, do not jump to a different camera position, do not change the camera angle. Use only heavy slow movement, with parts of the creature hidden by sand so its size is implied rather than shown; do not let the sand or the creature become still. Use only a full fall in which the calf actually goes down onto the plating and is off its feet for about half a second; do not use a lean, a sway, or a stumble that keeps it standing.
At the end of the shot the frame shows the creature still driving forward and the calf back on its feet with both arms out. The calf is the same crude mustard-yellow model throughout, never redesigned, never smoothed, never made beautiful. No text, no logo, no watermark, no subtitles. No music, no score, no melody, no dialogue, no voice, no narration, no singing.
[43] 图片生成|lib-image-2|image2image|ratio=9:16 resolution=1K quality=low|S4_WORM_FG
Rebuild the desert scene from {{Image 1}} into three clear depth layers.
FOREGROUND: a huge segment of the enormous creature's ridged body crosses the near part of the frame, so close that it is cut off by the frame edges and its full extent cannot be seen; sheets of sand pour down across it.
MIDGROUND: the calf from {{Image 2}} stands upright on the creature's back, small but clearly readable, its bright mustard-yellow standing out against the ochre sand.
BACKGROUND: the far desert horizon and hazy sky.
Low camera angle looking slightly upward, long-lens compression. Harsh overhead sun, hard shadows, blowing sand and dust partly veiling the body.
The creature must be far too large to fit inside the frame - never show the whole creature, and do not let it read as a flat ridge of terrain.
The calf keeps its pockmarked plastic-like mustard-yellow fur, pale pinkish-grey muzzle with no nostrils, two narrow almond eyes with visible whites under two separate straight heavy brows, grey speckled stone horns. Never redesigned, never smoothed, never made beautiful. Vertical 9:16. No text, no logo, no watermark, no subtitles.
[44] 视频生成|star-video2.5|singleImage2video|ratio=9:16 resolution=480p duration=5 enableSound=on|S4_RIDE_v5
0-1.5s: The enormous creature is travelling forward through the dunes with slow ponderous momentum. Its ridged body passes the camera so that one huge armoured ring segment after another slides up through the frame and out of the bottom edge, at a slow steady cadence of about one segment every second. Great sheets of sand pour off it, and blowing dust hides parts of the body so its full size runs past the edges of frame. The calf stands upright on its back, rigid, arms out.
1.5-3.2s: The travelling continues as the main event - more ring segments keep sliding up through frame and out of the bottom, at the same unhurried pace, while the distant dunes on the horizon slide steadily across behind the creature at a slower rate. The whole vast body heaves slowly upward and settles once, the way something far too heavy to stop moves. The calf sways a little more on top.
3.2-3.6s: The creature keeps travelling forward at the same pace, segments still passing. The calf's sway grows larger, its short legs shifting to keep footing.
3.6-3.9s: The calf's leg slips and it drops onto its hands and knees in a crouch, head down, its body still up off the plating, completely off its two feet.
3.9-5s: It stays crouched on all fours for about a third of a second, then pushes itself back up onto its two legs and ends standing upright with both arms out. Throughout, the creature keeps travelling forward and ring segments keep passing out of the bottom of frame.
Camera: one single continuous shot that holds the opening framing, travelling forward alongside the creature at its own pace with a slight handheld unsteadiness. The calf stays roughly the same size in frame because the camera travels with the creature, while the body and the landscape move past.
Use only one continuous shot from the opening framing; do not cut, do not jump to a different camera position. Use only slow, heavy, unhurried movement at a constant speed, so the creature reads as far too massive to speed up or slow down; do not use quick movement, do not let the creature or the sand become still. Use only a crouched fall onto all fours; do not use a flat sprawl, and do not use a lean or a sway that keeps it on its two feet.
At the end of the shot the frame shows the creature still travelling forward and the calf back on its feet with both arms out. The calf is the same crude mustard-yellow model throughout, never redesigned, never smoothed, never made beautiful. No text, no logo, no watermark, no subtitles. No music, no score, no melody, no dialogue, no voice, no narration, no singing.
[45] 图片生成|lib-image-2|image2image|ratio=9:16 resolution=1K quality=low|S5B_FACE
Extreme close-up of the head and face of the calf from {{Image 1}}, filling the frame, lit exactly like {{Image 2}} - the same sick orange sand-stained light, same colour grade, same airborne dust. Every crude detail is clearly visible at this scale: the pockmarked dimpled plastic-like mustard-yellow fur, the hard edge where the large pinkish-grey muzzle sits on the face like a separate piece stuck on, the two tiny flat black dot eyes, the single heavy straight brow. Blank and completely expressionless. Behind the head, the orange sandstorm wall and flying sparks are thrown far out of focus. The crudeness must be MORE visible at this scale, not less - do not clean up, do not add fine detail, do not smooth the surface, do not make the model look better because the camera is closer. Never redesigned, never smoothed, never made beautiful. Vertical 9:16. No text, no logo, no watermark, no subtitles.
[46] 图片生成|lib-image-2|image2image|ratio=9:16 resolution=1K quality=low|KF_S5B_MATCH
An extreme close-up of the calf's face filling the frame, cut in from the wide shot in @图片1 at the very same instant.
The lighting, colour and atmosphere must match @图片1 exactly: the sandstorm has already swallowed the light, so the scene is dark and heavily shadowed, a deep dim brown-orange rather than bright orange. The face is lit only by the hard warm rim light of the vehicle's headlights from below and slightly to the side, leaving most of it in shadow. Glowing embers and specks of grit streak past through the air. Behind the face, the dark churning wall of the sandstorm and the faint blurred glow of the other vehicles' headlights are thrown far out of focus. Heavy grain and atmospheric haze, exactly as in @图片1.
The face itself corresponds to @图片2. Every crude detail is clearly visible at this scale: the pockmarked dimpled plastic-like mustard-yellow fur, the hard edge where the large pale pinkish-grey muzzle sits on the face like a separate piece stuck on, the two narrow almond-shaped eyes with visible whites under two separate straight heavy dark brows. Blank and completely expressionless, staring straight ahead.
Use only the dark, dim, shadowed lighting of @图片1; do not brighten the scene, do not use a bright saturated orange background, do not light the face evenly. The crudeness must be more visible at this scale, not less - do not clean up the model, do not add fine detail, do not smooth the surface, do not make the model look better because the camera is closer.
Niulai, the calf character: a crude low-budget 3D bull-calf model with bright saturated mustard-yellow fur, a pockmarked dimpled plastic-like texture, a large pale pinkish-grey muzzle stuck on the face with no visible nostrils, two narrow almond-shaped eyes with visible whites and small dark irises under two separate straight heavy dark brows, short stubby grey speckled stone-like horns, pointed ears with pink inner surfaces. This exact same crude character, never redesigned, never smoothed, never made beautiful.
Vertical 9:16 composition, cinematic lighting, shallow depth of field. No text, no logo, no watermark, no subtitles.
[47] 图片生成|lib-image-2|image2image|ratio=9:16 resolution=2K quality=high|KF_S5B_MATCH_2K
Reproduce @图片2 exactly at high fidelity: an extreme close-up of the calf's face filling the frame, in the same dark dim brown-orange sandstorm light, the face lit only by the hard warm rim light of vehicle headlights from below and slightly to the left, most of it left in shadow. Behind it, the dark churning wall of the sandstorm thrown far out of focus, with glowing embers and specks of grit streaking past through the air. Keep the identical framing, the identical head position and the identical dim exposure as @图片2.
The face corresponds to @图片1. At this larger scale every crude detail must be clearly visible: the pockmarked dimpled plastic-like mustard-yellow fur, the hard edge where the large pale pinkish-grey muzzle sits on the face like a separate piece stuck on, the two narrow almond-shaped eyes with visible whites and small dark irises set under two separate straight heavy dark brows, the short stubby grey speckled stone-like horns. Blank and completely expressionless, staring straight ahead.
Use only the dark shadowed exposure of @图片2; do not brighten the image, do not use a bright saturated orange background, do not light the face evenly. The crudeness must be more visible at this scale, not less - do not clean up the model, do not add fine detail, do not smooth the surface, do not make the model look better because the resolution is higher.
This exact same crude low-budget 3D character, never redesigned, never smoothed, never made beautiful.
Vertical 9:16 composition, cinematic lighting, shallow depth of field, heavy atmospheric grain. No text, no logo, no watermark, no subtitles.
[48] 视频生成|star-video2.5|singleImage2video|ratio=9:16 resolution=480p duration=5 enableSound=off|TEST_S3_480
First the calf leans backward to dodge. Then it stops halfway and locks - frozen mid-lean at an impossible angle, neither falling nor recovering, joints seized like a broken hinge. The bullets streak past and are long gone; the calf is still stuck there. Finally it twitches once, trying to push itself back upright, and fails - it stays locked. Everything in the environment moves smoothly and fluidly through stretched time - the air distortions, the light, the debris - only the calf is rigid and seized. Camera: a fast continuous orbit circling the calf, sweeping roughly a half-circle around it and ending on the opposite side. The world runs in heavily stretched slow motion; the camera is the only thing moving at normal speed. The contrast between the fluid environment and the frozen character is the entire shot. The calf is never redesigned, never smoothed, never made beautiful. No text, no logo, no watermark, no subtitles.
[49] 视频生成|star-video2.5|singleImage2video|ratio=9:16 resolution=480p duration=5 enableSound=off|TEST_S3_v2
0-2s: The calf slowly leans backward to dodge, sluggish and stiff, never completing the lean. Bullets crawl slowly through the air trailing visible ring-shaped shockwaves.
2-4s: The calf keeps sinking further back, joints seizing, small struggling tremors in its shoulders. The bullets keep creeping toward frame right; the rippling air distortions keep spreading.
4-5s: The calf tries to push itself upright, fails, settles back. The bullets exit frame right.
Camera: one steady orbit around the calf, from frame left to frame right, at a constant unhurried speed for the full shot.
Use only continuous slow movement; do not use a frozen or still frame. At the end of the shot the frame shows the calf still leaning back and the bullets gone past the right edge. The calf is the same crude mustard-yellow model throughout, never redesigned, never smoothed, never made beautiful. No text, no logo, no watermark, no subtitles.
[50] 视频生成|star-video2.5|singleImage2video|ratio=9:16 resolution=480p duration=5 enableSound=on|TEST_S3_v4_sound
0-1.5s: The calf leans slowly backward, sluggish and stiff. Bullets crawl into frame from the left trailing ring-shaped shockwaves.
1.5-3.5s: The calf holds the leaning pose, seized and unmoving. The bullets keep creeping steadily across the frame and the rippling air keeps spreading.
3.5-5s: The calf jerks hard once, trying to force itself upright, fails, and drops back into the seized pose. The bullets pass out of frame right.
Camera: one arc around the calf that eases, then presses forward, then eases again - the speed of the arc changes during the shot rather than staying even.
Sound: only diegetic sound effects and ambience - a low sustained hum of stretched time, the high thin whine of each bullet as it creeps past, a single dry mechanical clunk at the moment the calf's joints seize, faint wind across the rooftop. No music, no score, no melody, no dialogue, no voice, no narration, no singing.
Use only a long hold broken by one sharp late movement from the calf, and continuous drifting movement from the bullets and air; do not let the environment become still. At the end of the shot the frame shows the calf still leaning back and the bullets gone past the right edge. The calf is the same crude mustard-yellow model throughout, never redesigned, never smoothed, never made beautiful. No text, no logo, no watermark, no subtitles.
[51] 视频生成|star-video2.5|singleImage2video|ratio=9:16 resolution=480p duration=5 enableSound=off|TEST_S3_v3
0-1.5s: The calf leans slowly backward, sluggish and stiff. Bullets crawl into frame from the left trailing ring-shaped shockwaves.
1.5-3.5s: The calf holds the leaning pose, seized and unmoving. The bullets keep creeping steadily across the frame and the rippling air keeps spreading.
3.5-5s: The calf jerks hard once, trying to force itself upright, fails, and drops back into the seized pose. The bullets pass out of frame right.
Camera: one arc around the calf that eases, then presses forward, then eases again - the speed of the arc changes during the shot rather than staying even.
Use only a long hold broken by one sharp late movement from the calf, and continuous drifting movement from the bullets and air; do not let the environment become still. At the end of the shot the frame shows the calf still leaning back and the bullets gone past the right edge. The calf is the same crude mustard-yellow model throughout, never redesigned, never smoothed, never made beautiful. No text, no logo, no watermark, no subtitles.
[52] 图片生成|lib-image-2|image2image|ratio=9:16 resolution=1K quality=low|FIX_TRAIN_EMPTY
Keep {{Image 1}} exactly as it is: same carriage interior, same seats, same windows, same water and dusk sky outside, same warm light, same yellow calf sitting in the same seat with the same pose and the same face. Change one thing only: remove the seated human silhouette in the background further down the carriage, and fill that area with the empty seat rows and empty aisle that belong there, matching the surrounding interior wood, upholstery and lighting exactly. The carriage must read as completely empty apart from the calf. Never redesign, never smooth, never make the calf beautiful. No text, no logo, no watermark, no subtitles.
[53] 图片生成|lib-image-2|image2image|ratio=9:16 resolution=2K quality=high|S4_WORM_FG_2K
Reproduce {{Image 1}} exactly as it is, at higher fidelity and sharper detail. Keep the identical three-layer composition: the enormous ridged creature body filling the foreground and running off all four edges of the frame, the calf standing upright on its back in the midground, the far desert horizon and hazy sky in the background. Keep the identical camera angle, framing, sun position, colour grade, cascading sand and airborne dust. Keep the calf identical: saturated mustard-yellow with pockmarked dimpled plastic-like fur, a large pale pinkish-grey muzzle with a hard visible edge and no nostrils, two narrow almond eyes with visible whites under two separate straight heavy brows, grey speckled stone horns, pointed ears. The creature must stay far too large to fit inside the frame - never show the whole creature. Do not clean up, do not smooth, do not refine the calf because the resolution is higher. Never redesigned, never smoothed, never made beautiful. Do not recompose, do not zoom, do not crop, do not change the aspect ratio. No text, no logo, no watermark, no subtitles.
[54] 视频生成|star-video2.5|singleImage2video|ratio=9:16 resolution=480p duration=4 enableSound=on|S5B_MATCH_TEST
0-2s: The calf's face fills the frame, held in exactly the same position and the same blank expression it starts in - the eyes stay open and fixed straight ahead, the brows stay exactly where they are, the mouth stays closed and still. Around it the world keeps moving at speed: the dark churning sandstorm wall rolls past out of focus behind, glowing embers and specks of grit streak across the frame, and the blurred warm glow of the vehicle headlights flickers across one side of its face.
2-4s: The face continues to hold the identical position and the identical blank expression, unchanged in every detail, while the storm keeps rolling and the embers keep streaking past.
Camera: locked off, absolutely no camera movement of any kind, no push, no pull, no pan, no tilt. Only the world behind the face moves.
Use only a completely inert face that keeps its exact starting expression for the whole shot; do not blink, do not turn the head, do not twitch the mouth, do not raise or lower the brows, do not shift the eyes. The entire content of this shot is that the face stays exactly as it is while the world behind it is still tearing along at speed.
Keep the dark dim exposure exactly as it starts - lit only by the hard warm rim light from below and to the left, most of the face in shadow. Do not brighten the scene. Keep every crude detail exactly as it is at this scale - the pockmarked dimpled plastic-like fur, the hard edge where the pale muzzle sits on the face like a separate piece stuck on. Do not clean up the model, do not add fine detail, do not smooth the surface.
At the end of the shot the frame shows the same face in the same position with the same blank expression.
The calf is the same crude mustard-yellow model throughout, never redesigned, never smoothed, never made beautiful. Keep full-frame vertical 9:16 throughout. No text, no logo, no watermark, no subtitles. No music, no score, no melody, no dialogue, no voice, no narration, no singing.
[55] 图片生成|lib-image-2|image2image|ratio=9:16 resolution=2K quality=high|S5B_FACE_2K
Reproduce {{Image 1}} exactly as it is, at higher fidelity and sharper detail. Keep the identical framing, head size and position, camera angle, the out-of-focus orange sandstorm background, the sparks, the colour grade and the lighting. Keep the face identical: pockmarked dimpled plastic-like mustard-yellow fur, a large pale pinkish-grey muzzle sitting on the face like a separate piece stuck on with a hard visible edge and no nostrils, two narrow almond-shaped eyes with visible whites and small dark irises, two separate straight heavy dark brows, short stubby grey speckled stone horns, pointed ears with pink inner surfaces. Flat, blank, completely expressionless. The crudeness must stay MORE visible at this scale, not less - do not clean up, do not smooth the surface, do not refine the model, do not make it look better because the resolution is higher. Never redesigned, never smoothed, never made beautiful. Do not recompose, do not zoom, do not crop, do not change the aspect ratio. No text, no logo, no watermark, no subtitles.
[56] 视频生成|star-video2.5|singleImage2video|ratio=9:16 resolution=480p duration=4 enableSound=off|S5B_FACE_TEST
0-2s: The calf's face fills the frame, held in exactly the same position and expression it starts in - the eyes stay open and fixed forward, the brows stay exactly where they are, the mouth stays closed and still. Behind it the out-of-focus orange sandstorm and flying sparks drift slowly past.
2-4s: The face continues to hold the identical position and the identical blank expression, unchanged in every detail. Behind it the blurred orange storm keeps drifting slowly.
Camera: locked off, absolutely no camera movement of any kind, no push, no pull, no pan, no tilt, no orbit.
Use only a completely inert face that keeps its exact starting expression for the whole shot; do not blink, do not turn the head, do not twitch the mouth, do not raise or lower the brows, do not shift the eyes. The entire content of this shot is that the face stays exactly as it is while the world behind it moves.
Keep every crude detail exactly as it is at this scale - the pockmarked dimpled plastic-like fur, the hard edge where the pale muzzle sits on the face like a separate piece stuck on, the flat expressionless eyes under the two separate heavy straight brows. Do not clean up the model, do not add fine detail, do not smooth the surface, do not make the model look better because the camera is close.
At the end of the shot the frame shows the same face in the same position with the same blank expression.
The calf is the same crude mustard-yellow model throughout, never redesigned, never smoothed, never made beautiful. Keep full-frame vertical 9:16 throughout. No text, no logo, no watermark, no subtitles.