
Image 01 · Midjourney 8.2
elf girl, fighter, fullbody, simple white background --ar 3:4 --sref 471481771 --profile z7c2z8i --v 8.2
- Model
- Midjourney 8.2
- SREF
- 471481771
- Profile
- z7c2z8i
- Format
- 3:4
- Uploaded
Uploaded
Featured film
Step 01 · Image production

Image 01 · Midjourney 8.2
elf girl, fighter, fullbody, simple white background --ar 3:4 --sref 471481771 --profile z7c2z8i --v 8.2
Step 02 · Video production
Video 01 · Seedance 2.5
Seedance 2.5, 30 seconds, 16:9. High-impact Japanese hand-drawn anime action sequence. Use the reference image as the absolute visual anchor. Preserve the same character identity, facial structure, long pale hair, pointed ears, horns, wings, costume silhouette and long sword. Maintain the striking limited-color aesthetic: vivid BLUE, intense RED, PALE PINK with sparse DARK GREEN accents. Do not redesign the character. STYLE: 大胆な原画表現、ラフ線を残した作画、強いシルエット、2コマ打ち主体、タメ・ツメ、パース、デフォルメ、オバケ、フォロースルー、オーバーシュート、インパクトフレーム、広角的誇張、レイアウト重視。 Every major action should feel newly drawn as powerful key animation. No repeated shot, attack, composition or camera movement. [0–3s — INSTANT HOOK] No establishing shot. Start on an EXTREME CLOSE-UP of her eye. Hair violently crosses the foreground. The pupil instantly locks onto something off-screen. 1-frame RED FLASH. CUT directly to an extreme low-angle shot beneath the sword. She violently draws the blade toward camera. 強烈なパース。 Sword tip becomes enormous in the foreground while her body is heavily foreshortened. タメ → 一気にツメ。 She slashes directly past the lens. At the exact strike: 1-frame hand-drawn impact frame. RED and BLUE invert violently. The slash appears to CUT THE ENTIRE FRAME OPEN. Camera shoots through the opening. [3–7s — HIGH-SPEED CHARGE] Reveal an endless surreal BLUE battlefield with enormous abstract RED enemy silhouettes rushing toward her. Ground-level tracking camera. She lands already moving and immediately accelerates toward them. Do not use a generic running cycle. Use individually posed key drawings: deep forward lean, long exaggerated stride, hair delayed behind the head, wings snapping backward, sword held low beside the ground. 中割りを均等にしない。 強いタメツメ。 足運びに大胆なデフォルメ。 Camera races backward only centimeters above the ground as she approaches. Sudden SIDE WHIP-PAN. First enemy attacks. She does not stop. She lowers her torso until almost horizontal and passes beneath the attack. Extreme wide-angle perspective. Her sword cuts upward from below. IMPACT. A gigantic RED silhouette separates into two graphic shapes. No gore. Pure abstract cel-animation shapes. [7–11s — CONTINUOUS BREAKTHROUGH] Before the previous movement settles, she rotates through the follow-through. Camera performs a rapid 180-degree 回り込み. Second enemy approaches from behind. Insert: her eye moves sideways. Insert: fingers tighten on sword grip. Insert: foot pivots sharply. She reverses direction with a powerful rotational slash. 腰 → 胸 → 肩 → 肘 → 手首 → 刀. Clearly show the kinetic chain. Use an exaggerated オバケ drawing only during the fastest portion of the sword movement. At impact: the background disappears completely for 2–3 frames. Only PALE PINK character silhouette, DARK blade, RED impact shape. Then the environment snaps back. [11–15s — AERIAL ATTACK] A gigantic RED shape crashes toward her from above. Extreme top shot. She looks tiny beneath it. Instead of retreating, she runs directly toward the camera and suddenly jumps OVER the lens. Camera tilts vertically upward following her. 翼の開きに強いフォロースルー。 She spins once in mid-air. Do not make it graceful. Make the rotation sharp, aggressive, asymmetrical. During the spin: rough key-animation linework becomes more visible. 髪のなびき。 衣服の遅れ。 翼のしなり。 刀の軌道。 She plants one foot against the incoming enemy shape for a fraction of a second. 最大のタメ。 Then kicks away explosively. The kick launches her high into the BLUE sky. [15–19s — SKY SWORD DANCE] Extreme wide shot. For the first time there is a brief visual pause. Her tiny silhouette hangs against pure BLUE. Then multiple RED shapes rise around her. Suddenly accelerate the editing. LOW ANGLE: she dives. CUT. SIDE PROFILE: horizontal slash. CUT. EXTREME CLOSE-UP: blade passes directly across frame. Natural sword WIPE. CUT. BIRD'S-EYE VIEW: she changes direction in mid-air. CUT. FRONTAL WIDE-ANGLE: she flies straight toward camera and twists past it. Each strike uses a completely different body axis. No repeated sword swing. Use: PAN Follow TU TB 回り込み 見切れ フレームイン フレームアウト Every cut connected through match-on-action. RED enemy forms break apart into huge flat graphic fragments filling foreground and background. [19–23s — SAKUGA CLIMAX] She lands hard. Low rear 3/4 camera. The ground erupts into abstract RED graphic shapes. Without stopping she drags the sword tip across the ground. Insert shot: blade scraping past camera. Graphic RED streak follows the sword. She suddenly turns. Camera whip-pans with her. A massive enemy silhouette fills the entire background. She charges toward it. Camera transitions into an extreme frontal telephoto-like compression, then rapidly changes into aggressive wide-angle perspective as she approaches. Her running pose becomes increasingly exaggerated frame by frame. 原画的デフォルメを最大化。 Hair and wings become sweeping graphic shapes. She grips the sword with both hands. [23–27s — FINAL DESCENT] The giant enemy launches her upward with the force of its attack. Camera tumbles with her for a moment. Then— everything stops. Extreme close-up. Her eye opens. Absolute visual stillness. She rotates the sword downward. Camera instantly CRASH ZOOMS OUT. She is now impossibly high above the battlefield. The giant RED silhouette is directly beneath her. Wings spread fully. Her body becomes a sharp cruciform silhouette. 1 beat of complete タメ. Then wings fold. She drops vertically like a projectile. Camera falls beside her. Extreme vertical tracking. Hair and clothing stream upward. The background becomes BLUE speed planes. Insert: hand gripping sword. Insert: eye. Insert: blade tip pointing downward. Faster. Faster. Faster. At the final moment the camera suddenly leaves her and dives BELOW the enemy, looking straight upward. She descends from the sky as a tiny figure that rapidly becomes enormous. 極端な煽り。 The sword dominates the center of the composition. [27–29s — THE ONE STRIKE] Do NOT cut away too early. Spend enough frames clearly establishing the attack. Maximum タメ immediately before contact. For a fraction of a second: character, sword, enemy, and camera alignment become perfectly readable. Then— ONE devastating downward strike. 巨大なインパクトフレーム。 The moment of contact becomes a powerful graphic SILHOUETTE. PALE PINK character silhouette. Long DARK sword. Massive RED enemy. Pure BLUE background. The blade visibly connects with the center of the enemy silhouette. A single straight line appears through the entire RED form. One-frame color inversion. Then the RED shape violently separates along the sword path. Graphic fragments explode outward while the character continues THROUGH the strike rather than stopping at contact. Camera is blasted backward by the visual force. [29–30s — END] Sudden silence. Close-up. The character is already standing beyond the defeated abstract form. Back toward camera. Hair slowly settles. Wings relax. She rotates the sword once and returns it beside her body. Very subtle camera push-in. She turns her face slightly toward camera. Final image echoes the striking composition of the reference image: BLUE field. RED graphic shapes. PALE character. Long sword cutting vertically through the composition. CUT TO BLUE. VISUAL PRIORITIES: Japanese hand-drawn cel animation. High-end sakuga key-animation feeling. Strong 原画 energy visible in every major pose. Rough expressive line variation. Limited RED / BLUE / PALE PINK palette. Graphic flat shadows. Extreme perspective. Aggressive layouts. Dynamic silhouette design. Intentional frame-by-frame drawing variation. Action readability is critical: always clearly show anticipation → attack trajectory → contact → follow-through. Avoid photorealism. Avoid CGI appearance. Avoid smooth 3D interpolation. Avoid generic particle effects. Avoid excessive motion blur. Avoid random camera shake. Avoid duplicated character features. Avoid extra limbs. Avoid duplicated swords. Avoid character redesign. Avoid repeated attacks. Avoid repeated compositions. Avoid slideshow-like cuts. The sequence should feel like 30 seconds of continuously escalating hand-drawn sakuga, with each cut introducing a new layout, camera angle, action silhouette, and animation idea.