CAMERA ABSOLUTE LOCK (DEFAULT) The camera position, angle, orientation, and perspective are fully locked once PHASE 0 begins. FORBIDDEN: - camera repositioning - camera reorientation - perspective correction - re-framing for clarity - narrative camera optimization The camera may only move if explicitly enabled by a dedicated camera control module.
Projekt
Qalam's Adventure
Comic zur Nachhilfe
Staffeln: 1
Episoden: 1
Szenen: 2
Staffeln
1
Episoden
1
Szenen
2
Staffeln
Prompts
Design-/Stil-Prompts fΓΌr dieses Projekt
Akkordeon geΓΆffnet = lΓ€dt die ersten 10 EintrΓ€ge, βMehr anzeigenβ zeigt weitere.
Prompt Generator
WΓ€hle Projekt-Prompts und erzeuge einen finalen Prompt (nur ZusammenfΓΌgen). Kategorie/Order steuert die Reihenfolge;
system_only wird nie mitgebaut.VerfΓΌgbare Projekt-Prompts
AusgewΓ€hlt
Γbersicht
Kategorien (akkordeon, 10er Batch)
Kategorie
Camera
4 EintrΓ€ge
COMPOSITION PRIORITY (ABSOLUTE) Treat the green-bordered region as a WORLD WINDOW, not a canvas to be filled. Primary composition must remain CENTER-LEFT or CENTER-RIGHT, never centered edge-to-edge. Maintain visible negative space on at least ONE vertical side (left or right) of the frame at all times. Negative space is intentional and must NOT be resolved or filled. Do NOT visually optimize away empty space.
BACKGROUND PARALLAX LOCK (DEFAULT) If camera position or orientation changes, background perspective MUST update accordingly. Static background reuse during camera movement is forbidden. If correct background parallax cannot be ensured, camera movement is forbidden.
CAMERA MOTION PROFILE β SLOW (OPTIONAL) Allowed camera motion: - slow pan - gentle follow - minimal orbit FORBIDDEN: - sudden moves - constant drift - cinematic exaggeration - dynamic reframing Camera motion must be deliberate, secondary to character motion.
Kategorie
Camera Optional
1 EintrΓ€ge
CAMERA AUTO-RESOLVE (OPTIONAL) The system may adjust camera position and orientation to improve spatial clarity and character relationships. Conditions: - no cuts - no zooms - no background replacement - no asset distortion - no scene logic changes This module affects presentation only, not identity, motion rules, or continuity. Must be explicitly enabled by the user.
Kategorie
Gate
15 EintrΓ€ge
GREEN BOX MASTER GATE (ABSOLUTE) The green-bordered frame is the ONLY existing world. While the green border is visible: - Nothing exists outside the green frame. - Nothing may render outside the green frame. - No camera, scene, lighting, or framing decisions are allowed. - No pre-rendering, no anticipation, no staging. The world is revealed ONLY by the physical expansion of the green frame itself. Animation, motion, lighting changes, or camera logic are FORBIDDEN until the green border is completely gone AND the frame is fully fullscreen. The first fullscreen frame MUST be pixel-identical to the final green-box frame. Violation = invalid shot.
FRAME-0 EXISTENCE GATE (ABSOLUTE) No scene state exists before Frame 0. Before the green frame reaches full screen and the green border is completely gone: - There is NO world state - There is NO environment - There are NO characters - There is NO lighting - There is NO depth - There is NO spatial continuity This is NOT a frozen scene. This is the absence of a scene. Frame 0 is the FIRST moment in which the scene is allowed to exist. All scene computation, allocation, and world-state creation MUST occur at Frame 0 β not earlier. ################################################# SCENE CREATION RULE (ABSOLUTE): The scene must NOT be prepared, cached, or approximated before Frame 0. There is no pre-existing scene waiting to be revealed. Frame 0 is a hard creation boundary.
EDIT-SPACE TRANSITION (ABSOLUTE) Green-frame expansion is an editorial operation, not a visual event. It does not belong to the scene. It does not belong to time. It does not belong to animation. The scene exists only AFTER the edit is complete. Before expansion ends: - the image is a static editorial still - not a frame of the scene
MOTION STATE NULLIFICATION (ABSOLUTE) Before the First Motion Release Gate: - Motion states do not exist. - There are no motion vectors. - There are no animation parameters. - There is no anticipation state. - There is no continuity buffer. This is not a paused animation. This is a motionless static image. Motion parameters are CREATED ONLY at the exact frame of motion release.
FIRST MOTION RELEASE GATE (ABSOLUTE) Animation may begin ONLY at the first explicit motion command defined in the Scene Action. The FIRST animated frame is the FIRST frame in which delta time (Ξt > 0) exists. Before this moment: - All motion vectors are zero. - All animation curves are undefined. - No transition into motion is allowed.
WORLD VISIBILITY CLIP LOCK (ABSOLUTE) Before the green box is gone: - The world does not exist outside the green frame. - Background, environment, characters, lighting outside the green frame MUST NOT be rendered. Outside-green areas are void. They must not be prepared, hinted, or pre-drawn. Only the expansion of the green frame reveals new world space.
PROJECTION DOMINANCE CONSTRAINT (ABSOLUTE) The final output is defined ONLY by the green-framed projection. GLOBAL SCENE RULE: A full latent scene may exist internally, but it has ZERO semantic, visual, or temporal authority. Only the projected green-framed region is evaluated for correctness, continuity, and motion. Anything outside the green frame: - has no identity relevance - has no spatial relevance - has no temporal relevance - may be inconsistent without penalty The model must optimize EXCLUSIVELY for correctness inside the green frame. Errors outside the green frame are ignored. Errors inside the green frame are critical.
PRE-RENDERING PROHIBITION (ABSOLUTE) The system is forbidden from: - rendering the full scene and masking it - rendering a larger world and cropping it - rendering off-screen content - preparing background geometry - preparing lighting outside the green frame Only visible pixels may be computed.
OBJECT & ARCHITECTURE EXISTENCE LOCK: Any object, structure, architectural element, opening, doorway, window, wall, pillar, railing, or environmental feature MUST already be visibly present in Frame 0 OR be revealed exclusively through continuous camera motion. FORBIDDEN: - Objects or architecture appearing from nothing - Sudden creation of doors, entrances, openings, or passages - Background elements popping into existence - Logical inference of unseen elements (e.g. βthere must be a doorβ) VISIBILITY RULE: If an element is not visible in the current frame, it is considered NON-EXISTENT until physically revealed. REVEAL RULE (ALLOWED METHODS ONLY): An unseen element may become visible ONLY by: - continuous camera pan - continuous camera rotation - continuous camera translation - character physically opening or uncovering it - the camera passing an occluding foreground element ABSOLUTE PROHIBITION: - No jump reveals - No instant appearance - No architectural retcon - No semantic completion of space LOGIC OVERRIDE: Narrative logic, semantic expectation, or real-world plausibility MUST NOT cause new elements to appear. If an element was not visible, and cannot be revealed by camera logic, it MUST NOT exist. FAILSAFE: If scene logic requires an element that is not visible, the action must be staged WITHOUT that element.
Scene Action may reference ONLY elements that are already visible in Frame 0 or have been revealed through continuous camera motion. FORBIDDEN: - Scene Action causing new objects or architecture to exist - Scene Action implying doors, entrances, rooms, or passages that are not already visible - Semantic declaration of unseen elements If Scene Action references an element that is not visible and not revealed by camera logic, that element MUST be treated as NON-EXISTENT. The action must be reinterpreted to occur without that element.
PRE-ANIMATION FREEZE LOCK (ABSOLUTE) While the green box exists OR layout is expanding: - World state is frozen. - No pose change. - No breathing. - No cloth, tail, or secondary motion. - No lighting animation. - No camera motion. - No anticipation. - No staging. - No preparatory rendering outside the green frame. Layout expansion is NOT animation.
LAYOUT MOTION EXCEPTION (ABSOLUTE) During layout transitions (frame expansion to fullscreen), ONLY the layout container may change. The world state is immutable. Allowed during layout transition: - scaling of the green frame - resizing of the visible scene window - cropping or reveal strictly caused by green-frame expansion FORBIDDEN during layout transition: - any change to the world state - any character pose change - any character position change - any character rotation - any secondary motion - any camera motion inside the world - any lighting change - any pre-rendering outside the green frame The world inside the green frame must remain a perfectly frozen image. No world content may exist outside the green frame. Layout motion is NOT animation. World motion remains forbidden until layout is complete.
RENDER GATE LOCK (ABSOLUTE) The green-bordered scene frame defines a PRE-ANIMATION STATE. As long as the green border exists, or the scene is still transitioning from framed to fullscreen, NO animation may occur. FORBIDDEN WHILE GREEN BORDER IS PRESENT: - character motion - secondary motion (clothing, tail, hair) - breathing - weight shifts - camera motion - lighting animation - particle movement The removal of the green border is a HARD ANIMATION GATE. Animation may begin ONLY AFTER: - the green border is completely absent - the scene occupies final fullscreen geometry - layout scaling has fully stopped The first animated frame must be visually identical to the final non-animated fullscreen frame, except for motion beginning afterward.
START FRAME STATE COMMIT (ABSOLUTE) The final green-box frame is a HARD STATE COMMIT. The first fullscreen frame MUST be a literal continuation of the exact same world state. This includes: - exact character positions - exact body proportions - exact limb lengths - exact torso size - exact stance width - exact silhouette volume - exact spacing between characters No re-instantiation. No pose normalization. No re-balancing. No optimization for symmetry or readability. The first fullscreen frame is NOT a reinterpretation. It is the SAME frame, only without the border.
TEMPORAL INTEGRITY CLAUSE (ABSOLUTE) Between the final green-box frame and the first animated frame, there exists NO transitional state. The first animated frame must be: - temporally discontinuous - visually identical to the frozen state - motionless until the exact start moment
Kategorie
Identity
11 EintrΓ€ge
IDENTITY PRIORITY OVERRIDE β GLOBAL Any red-bordered asset panel marked as an IDENTITY ANCHOR is a literal visual identity lock. Such assets are NOT anime character references. They override all anime conventions, archetypes, and defaults. If anime style conventions conflict with an identity anchor: IGNORE anime conventions. FOLLOW the asset exactly. This includes, but is not limited to: - age perception - facial attractiveness - eye size - facial softness - beautification - stylized femininity or masculinity - archetypal anime features NEGATIVE RULE: Do NOT "animefy" identity-anchored characters. UNCERTAINTY RULE (ABSOLUTE): If any feature is unclear, reduce detail rather than enhance it. Default to: - less youth - less expression - less stylization - more neutrality This rule applies globally to ALL identity-anchored assets, not just a single character.
IDENTITY INSTANCE CARDINALITY LOCK (ABSOLUTE) Companion module to: Identity Priority Override β Non-Anime Assets. Each red-bordered identity anchor may be instantiated AT MOST ONCE in the green scene at any time. Duplication, mirroring, echoing, or re-instantiation of the same identity is FORBIDDEN. If a scene requires multiple human figures: - Each MUST correspond to a DIFFERENT identity anchor. - Visual similarity is NOT allowed. - Do NOT reuse the closest or strongest identity. If a required figure has no explicit identity anchor: DO NOT generate a substitute. Omit the figure instead.
ASSET DEGRADATION OVERRIDE (ABSOLUTE) Companion module to: Identity Priority Override β Non-Anime Assets. If there is any conflict between: - asset fidelity - anime style - lighting mood - cinematic composition THEN asset fidelity has absolute priority. In such cases: - simplify faces - flatten expressions - reduce eye detail - reduce perceived youth - reduce stylization It is preferable to produce a less attractive, less expressive, or slightly crude version than a beautified or anime-optimized one. Never improve an identity to fit style. Always degrade style to fit identity.
LITERAL ASSET COPY RULE (ABSOLUTE) Red-bordered asset panels are NOT references. They are SOURCE MATERIAL. Characters must be rendered as if the asset panel was directly traced or copied into the scene. FORBIDDEN: - reinterpretation - optimization - beautification - stylization - correction of anatomy - enhancement of proportions - expressive exaggeration Allowed changes are STRICTLY LIMITED to: - pose - rotation in space - scale consistent with perspective - lighting interaction - occlusion by environment or other characters Facial structure, body proportions, clothing shape, and silhouette must remain IDENTICAL to the asset. If exact copying is not possible: DO NOT approximate. DO NOT improve. DO NOT substitute. FACE LOCK: Facial geometry must match the asset exactly. No adjustment for camera angle or expression.
BODY PROPORTION LOCK (ABSOLUTE) Companion module to: Literal Asset Copy Rule. Body proportions are part of identity. The following must remain IDENTICAL to the asset panel: - shoulder width - torso length - arm length - leg length - hip width - stance width - overall body mass distribution Do NOT heroicize posture. Do NOT widen stance for power. Do NOT lengthen limbs for readability. Do NOT normalize anatomy. If exact matching is not possible: reduce posture clarity rather than altering proportions. Silhouette volume has higher priority than pose readability.
ASSET PANEL INGEST RULE (ABSOLUTE) Companion module to: Literal Asset Copy Rule + Asset Instantiation Lock. Red-bordered asset panels are VISUAL SOURCE INPUTS. They must be actively READ and USED as the sole source for character appearance inside the green scene. They are NOT decorative. They are NOT optional. They are NOT ignored after interpretation. The engine must perform a direct visual transfer: - read the asset panel - extract the character identity - instantiate that identity into the green scene If a red-bordered asset panel is present, text descriptions MUST NOT override its visuals.
ASSET INSTANTIATION LOCK (ABSOLUTE) If a red-bordered asset panel exists for a character, that character MUST be instantiated by directly copying the visual identity from the asset panel. This is NOT a style reference. This is NOT a suggestion. The generated character must match the asset in: - body type - proportions - clothing - silhouette - color - species - age perception Substitution is FORBIDDEN: - no generic equivalents - no archetypal replacements - no defaults - no simplifications FAIL CONDITION: If an asset cannot be faithfully instantiated, DO NOT generate a substitute character. The character must be omitted instead.
FRAME 00 β IDENTITY BASE STATE (ABSOLUTE) This frame defines the complete and immutable identity state. All identity-defining features are locked to this frame: - facial geometry - body proportions - silhouette volume - clothing shape - perceived age - mass distribution This state has permanent priority over motion, style, lighting, and timing. IDENTITY INHERITANCE (ABSOLUTE): This frame is NOT a re-generation. This frame is a constrained transformation of FRAME 00. All character identity must be copied from FRAME 00. Movement is applied as a delta only. ERROR CORRECTION RULE: If any motion step causes identity drift, snap back toward FRAME 00 immediately. DEVIATION PENALTY (ABSOLUTE): Any improvement, beautification, exaggeration, or stylization relative to FRAME 00 is considered an error. Errors must be corrected by reducing detail, flattening expression, and restoring FRAME 00 proportions.
IDENTITY ANCHOR β QALAM The red-bordered QALAM asset panel is the immutable identity anchor. Qalamβs authority comes from stillness. Facial expression range is narrow and controlled. No exaggeration under dramatic lighting. No beautification or heroic enhancement.
IDENTITY ANCHOR β KARLA The red-bordered KARLA asset panel is the immutable identity anchor. Face remains plain, neutral, and restrained. No anime beautification. No expressive facial animation. If uncertain, default to the most average version shown in the asset.
IDENTITY ANCHOR β THUNDER Thunder is a specific individual creature, not a generic dinosaur. Do NOT adapt Thunder toward a generic T-Rex archetype. Treat Thunder like a named character, not a species.
Kategorie
Motion
4 EintrΓ€ge
ANIME MOTION & TIMING MOTION PRIORITY (ABSOLUTE): - Pose-driven animation only. - Motion happens between poses, not within poses. - No continuous interpolation. - No smooth or physically realistic motion curves. VIDEO & MOTION CONSISTENCY Across all motion, camera movement, or character rotation: - Treat each character as the SAME 3D ASSET rotated in space. - No face changes. - No beard or hair changes. - No outfit swaps. - No color shifts. 2D anime animation, fully animated scene β no static poses. All characters present at the start of the shot remain visible and present for the entire scene. No character may disappear, be pushed out, or removed unless they exit the frame clearly, physically, and on-screen. Character presence is continuous and believable at all times. Characters feel alive through controlled anime motion: subtle breathing, weight shifts, controlled stance adjustments. Motion is pose-driven and intentional, not smooth or rubbery. No floaty movement, no plastic deformation. Clothing and cloaks move with sharp, graphic anime timing: wind-driven motion with clear starts and stops, fabric snaps and settles rather than flowing endlessly. Anime-style lighting: strong key light and bold rim light from helicopters above, searchlights sweep across characters and environment, light creates hard-edged highlights and graphic shadow shapes. No soft lighting; no realistic light simulation. Environment reacts subtly: night air drifts, light haze moves, small particles catch light briefly, then disappear. Background remains stable and grounded. Camera motion is slow and deliberate: no sudden moves, no constant drifting, framing emphasizes silhouettes and power poses. ANIME FRAME TIMING RULE TIMING RULES: - Traditional anime timing only. - Animation on twos and threes. - Holds and pose locks are mandatory. - Movement advances in discrete steps, not smooth transitions.
ASSET RE-APPLICATION RULE (ABSOLUTE) At every new held pose, the character identity must be re-applied from the red-bordered asset panels. Motion does NOT redefine identity. Each pose is a fresh instantiation of the same identity. If motion causes drift, identity must snap back toward the asset, not continue drifting. Asset identity has priority over motion continuity.
POSE & SKELETON LOCK (ABSOLUTE) At the moment animation begins, the existing pose and skeleton configuration are LOCKED as the motion baseline. This includes: - joint angles - limb orientation - spine curvature - shoulder rotation - hip alignment - foot placement - weight distribution Motion MUST originate from this exact configuration. FORBIDDEN at motion start: - pose normalization - stance widening - balance correction - heroic re-posturing - skeletal re-alignment - silhouette re-balancing The first motion frame is a continuation, not a re-posed setup. Mass must remain constant across the first motion frame. No perceived increase in body volume or presence is allowed.
POSE DOMINANCE RULE Characters are defined by strong held poses. A pose may remain unchanged for multiple frames. Motion happens BETWEEN poses, not inside them. Do NOT micro-interpolate joints or faces. ANIME LIGHTING BEHAVIOR RULE LIGHTING BEHAVIOR: - Lighting changes are graphic and stepped. - No smooth blends, no gradual fades. - Shadows change shape decisively. - Lighting behaves like painted cels, not simulated light. LINE & SHADOW STABILITY RULE Lineart must remain perfectly stable at all times. No warping, no smoothing, no volume morphing or form interpolation under any circumstances. Shadows are flat graphic shapes. Shadow edges are sharp and consistent. No soft gradients, no surface shading.
Kategorie
Scene Logic
9 EintrΓ€ge
Before executing Scene Action, the system MUST sanitize all language that implies the existence of unseen objects, architecture, rooms, or functional spaces. REWRITE RULE: If Scene Action contains terms implying: - doors, entrances, exits - rooms, interiors, corridors - passages, openings, thresholds AND those elements are not visibly present in Frame 0 or revealed by camera motion, THEN the text MUST be automatically rewritten to remove functional or existential meaning. REWRITE STRATEGY: - Replace object-based terms with neutral spatial descriptors - Remove implied functionality - Preserve timing, movement, and intent EXAMPLES: "doorway" β "dark structure" "entrance" β "obscured area" "into the building" β "toward the structure" "inside" β "out of view" ABSOLUTE RULE: Scene Action language MUST NOT create existence. Only visibility or camera motion may do so. If sanitization is not possible, the referenced element is treated as NON-EXISTENT, and the action is staged without it.
REFERENCE SPACE SEPARATION (ABSOLUTE) Red-bordered asset panels exist in REFERENCE SPACE ONLY. REFERENCE SPACE RULES: - Reference space is NOT world space. - Reference space has NO geometry. - Reference space has NO depth. - Reference space has NO lighting. - Reference space has NO camera. - Reference space has NO spatial relationship to the green scene. Reference panels are DATA, not visuals. They must NEVER be interpreted as: - objects - surfaces - walls - screens - windows - background elements - foreground elements - reflections - in-world images They cannot appear, even partially, in the world. If a reference panel is visible, it must be mentally read and then completely discarded. REFERENCE DISPOSAL RULE: After identity extraction, reference panels cease to exist entirely. They leave no visual, spatial, or compositional trace.
MULTI-ASSET DIFFERENTIATION RULE If multiple identity-anchored characters appear in the same scene, Scene Action descriptions MUST differentiate them by body type or physical nature (e.g. human, non-human, reptilian, mechanical, massive, humanoid). Generic collective terms such as: - "two figures" - "both figures" - "the characters" are FORBIDDEN when identity anchors differ in form. Scene Action must preserve identity separation through physical logic, not names. This rule exists to prevent identity merging, homogenization, or cross-contamination between assets. If differentiation is missing: DO NOT infer similarity. Enforce separation by physical nature. FAILSAFE: If Scene Action violates this rule, prioritize asset identity over text.
FRAME CONTINUITY LOCK (ABSOLUTE) When multiple frames (f-series) are provided for the same shot, each subsequent frame MUST be treated as a direct continuation of the previous frame. The animation MUST originate from the exact final state of the previous frame. FORBIDDEN: - teleportation - pose reset - position snapping - re-staging from neutral - re-blocking the scene All character positions, orientations, spacing, and momentum must be preserved and evolved forward. Frame N+1 is NOT a new starting point. It is a progression from Frame N. MOMENTUM INHERITANCE RULE Any movement in a new frame must inherit: - direction - weight - balance - timing from the previous frame. Motion begins from the existing pose and posture, not from a neutral or idealized pose.
SHOT ACTIVATION GATE (ABSOLUTE) The scene is divided into three strictly ordered phases. No phase may overlap, skip, or start early. PHASE 0 β CONTEXT (PAUSED) Assets and scene text exist only as non-rendered reference. No animation occurs. No character motion occurs. No camera motion occurs. The scene is visible inside a bordered frame. The frame is fully paused. This frame is the exact start frame of the shot. PHASE 1 β FRAME EXPANSION (LAYOUT TRANSITION) All reference elements are removed. The scene expands smoothly toward full screen. FRAME CONDITIONS: The border may be visible or invisible during this phase. The scene size and geometry are still changing. ABSOLUTE PROHIBITIONS (PHASE LOCK): No character motion occurs. No camera motion occurs. PHASE 2 β FULLSCREEN LOCK (GEOMETRY STABILIZATION) The scene has reached its final full-screen size. Scene scale and geometry are now fully stable. No further resizing, scaling, or layout adjustment occurs. The border is no longer visible. HOLD CONDITIONS: The frame is held briefly in this fully stabilized state. No animation occurs. No character motion occurs. No camera motion occurs. This phase exists to ensure layout completion before animation. CAMERA CONTINUITY LOCK (ABSOLUTE) The camera framing, angle, position, and scale MUST remain identical across PHASE 0, PHASE 1, and PHASE 2. No re-framing. No re-centering. No change in focal distance. No change in camera position. Fullscreen expansion affects layout ONLY, not camera state. PHASE AUTHORITY: Only PHASE 2 may transition into animation. PHASE 0 and PHASE 1 are non-animatable states. π¬ ANIMATION START CONDITION (ABSOLUTE) Animation may begin only after ALL of the following are true: The border is completely absent. The scene occupies the final full-screen geometry. No further scaling or layout changes are occurring. The first animated frame is a direct continuation of the fully stabilized frame. No reset. No temporal jump. No hard cut. The camera state at animation start must be IDENTICAL to the camera state of the final held frame.
ANIMATION ORIGIN REDEFINITION (ABSOLUTE) Companion module to: Shot Activation Gate. The first frame AFTER layout expansion is the animation origin frame. This frame is considered Frame 0 of the motion sequence, even if it visually matches the last green-box frame. No pre-motion pose adjustment is allowed between layout completion and motion start.
SCENE LOGIC CONTROLLER (STRICT) LOGIC MODE: STRICT This module enforces strict causal and spatial logic. All visible elements must have a clear spatial or narrative cause. Environment continuity must be preserved. No spontaneous object creation. No unexplained spatial changes. This module does not affect style, animation quality, timing, camera behavior, or identity rules.
SCENE LOGIC CONTROLLER (STRICT) LOGIC MODE: STRICT This module enforces strict causal and spatial logic. All visible elements must have a clear spatial or narrative cause. Environment continuity must be preserved. No spontaneous object creation. No unexplained spatial changes. This module does not affect style, animation quality, timing, camera behavior, or identity rules.
SCENE ACTION EXECUTION RULE Scene Action describes ONLY what happens AFTER animation has begun. It must not be interpreted as initiating animation. SCENE ACTION SCOPE (ABSOLUTE) The following scene action applies ONLY to the rendered scene world. Red-bordered asset panels: - are NOT part of the world - are NOT visible - are NOT rendered - serve ONLY as identity reference Blue-bordered scene text: - is NOT part of the world - is NOT visible - is NOT rendered Only the active scene space is visible. Only in-world characters and environments may appear.
Kategorie
Setting
1 EintrΓ€ge
## SETTING CONSISTENCY CONTROLLER (ABSOLUTE) The uploaded image may contain MAGENTA-BORDERED REGIONS. MAGENTA-BORDERED REGIONS = SETTING REFERENCE PANELS. FUNCTION: - Setting panels define LOCATION IDENTITY. - They describe WHERE the scene takes place. - They control architecture, scale, layout, and spatial logic. VISIBILITY RULE: - Setting panels are NOT part of the world by default. - They are NOT rendered unless explicitly enabled by the user. - Even when visible, they NEVER influence animation timing. CONSISTENCY RULE (ABSOLUTE): - All green-scene environments must be derived from the magenta setting panels. - No new architecture, rooms, doors, or structures may be invented. - If an element is not implied by the setting reference, it must NOT appear. MULTI-SETTING RULE: - Up to three magenta panels may exist. - They represent: - different angles of the SAME location - OR different moments within the SAME location - They must NOT represent different places unless explicitly stated. GEOMETRY LOCK: - Floor height, railing position, door placement, horizon line, and major architectural features must remain consistent. - Perspective may change ONLY via camera movement inside the green scene. NO SETTING DRIFT: - Do NOT modernize, stylize, beautify, or reinterpret the setting. - Keep materials, proportions, and mood consistent. FAILSAFE: - If setting reference is unclear, simplify. - Never invent. RENDERING RULE: - Only the GREEN-BORDERED REGION is rendered. - Magenta panels are reference-only unless user enables "Show Settings".
Kategorie
Style
1 EintrΓ€ge
PRIORITY NOTICE: If any visual or motion choice conflicts with this style block, this block strictly overrides all other instructions except identity anchors. GLOBAL ANIME ACTION STYLE β PROJECT-WIDE VISUAL & MOTION GUIDELINES Overall Art Style 2D anime cel-shading only β no 3D rendering, no CGI look. Bold, clean lineart with consistent thickness. High-contrast coloring with strong shadows and bright highlights. Vibrant but controlled color palette similar to high-quality modern anime. Motion must remain stylized and stepped; no physically realistic interpolation. Character Rendering Rules All characters follow the same aesthetic: expressive eyes, stylized proportions, bold outlines, simplified shading. No model drifting: proportions, facial geometry, and outfit details must stay perfectly consistent across all scenes. Exaggerated poses and dynamic silhouettes are required. Background Style 2D painted anime backgrounds with light gradients. Soft atmospheric perspective; no photorealistic textures. Clear separation between character shading and background shading. Camera Style Stylized anime camera work: dramatic low angles, power shots, fast push-ins, rapid pans. Speedline-enhanced motion for high-intensity scenes. No realistic lens distortion β only stylized anime action distortion allowed. Smooth parallax movement without creating a 3D-CGI impression. Effects Style (Energy, Speed, Aura, Destruction) Pure anime-style FX: glow, aura, speed streaks, shockwaves, dust bursts. Clear visual readability: energy colors stay consistent throughout the project. Domain-expansion-style void scenes must remain 2D with abstract shading β no volumetric 3D. Impact frames allowed. Animation Tone Exaggerated, energetic, high-impact movement similar to DBZ, Jujutsu Kaisen, Naruto fight scenes. Squash & stretch allowed in subtle stylized form. Fast transitions and snappy timing for action shots. General Restrictions Never introduce realistic 3D lighting, raytracing, or physically accurate rendering. No texture noise, photographic detail, or gritty realism. All visuals must feel hand-drawn, clean, bold, anime-accurate. Limited shading steps (2β3 tones max). No painterly softness. No painterly textures. No cinematic grading.
Kategorie
System
1 EintrΓ€ge
# SYSTEM CORE β CONSISTENCY ENGINE ### STRICT IMAGE-TO-IMAGE / VIDEO CONSISTENCY ### MULTI-ASSET, MULTI-ZONE, HARD LOCK SYSTEM IDENTITY ANCHOR RULE (ABSOLUTE PRIORITY) Each red-bordered asset panel functions as an immutable identity anchor. The asset panel represents: - the definitive facial structure - the definitive proportions - the definitive silhouette - the definitive expression baseline During animation, lighting, perspective, motion, or camera angle MUST NOT reinterpret, enhance, stylize, or adapt the identity. Lighting may reveal or obscure, but MUST NOT reshape facial features. Perspective may rotate the character, but MUST NOT alter proportions or geometry. If a visual conflict occurs between: - lighting vs facial structure - angle vs proportions - motion vs silhouette The asset panel identity ALWAYS overrides. ββββββββββββββββββββββββββββββββββββββββ ASSET & ZONE DETECTION (CRITICAL) The uploaded image contains MULTIPLE FUNCTIONAL REGIONS explicitly defined by COLORED BORDERS. RED-BORDERED REGIONS: - Each red-bordered region is a REFERENCE ASSET PANEL. - Each panel contains a NAME LABEL (e.g. βQALAM ASSETβ, βKARLA ASSETβ). - Red panels are UI OVERLAYS, NOT part of the world. - They exist ONLY to lock character identity. BLUE-BORDERED REGION (SCENE INTENT PANEL): - The blue-bordered region contains SCENE TEXT ONLY. - This region is a DIRECTIONAL CONTROL LAYER, not visual content. - It describes WHAT IS CURRENTLY VISIBLE and WHAT SHOULD HAPPEN NEXT. FUNCTION: - The text inside the blue-bordered region defines: - current situation - immediate narrative context - intended character actions - order of events INTERPRETATION RULES: - The blue panel MUST influence: - character movement - blocking - timing - interaction logic - The blue panel MUST NOT influence: - character appearance - identity - anatomy - clothing - facial features - art style SEQUENCE RULE (TIMING LOCK): - Actions described in the blue-bordered scene text occur STRICTLY in the written order. - No overlap, no simultaneity, unless explicitly stated in the blue panel text. - Do NOT compress, reorder, or merge actions. MICRO-ACTION RULE: - Do NOT add gestures, glances, idle motion, or reactions unless explicitly described in the blue-bordered scene text. VISUAL RULE: - The blue-bordered region is NOT part of the world. - It is NOT rendered. - It is NOT animated. - It NEVER appears inside the green scene. AUTHORITY HIERARCHY (CRITICAL): 1. Red-bordered panels = WHO the characters are (identity) 2. Blue-bordered panel = WHAT happens (scene logic) 3. Green-bordered region = WHERE it happens (visual world) CONFLICT RULE: - If the blue scene text conflicts with the visible green scene, the BLUE PANEL TEXT takes priority for motion and action, while RED PANELS always retain priority for identity. NO INTERPRETATION BEYOND TEXT: - Do NOT add events not described in the blue panel. - Do NOT skip events described in the blue panel. - Follow the sequence exactly as written. GREEN-BORDERED REGION: - The green-bordered region is the ONLY ACTIVE SCENE SPACE. - ONLY this region represents real world geometry, depth, lighting, and motion. - ALL animation, blocking, and interaction happens EXCLUSIVELY here. STATIC LAYOUT + ACTIVE SCENE WINDOW (ABSOLUTE) LAYOUT MODE: - The uploaded image is a STORYBOARD LAYOUT. - Red-bordered asset panels and the blue scene text panel remain STATIC and VISIBLE for the entire video. ACTIVE ANIMATION ZONE: - ONLY the GREEN-BORDERED REGION is animated. - All motion, character movement, and camera motion occur EXCLUSIVELY inside the green-bordered region. STATIC AREAS (NO MOTION): - Red-bordered regions are COMPLETELY STATIC. - Blue-bordered region is COMPLETELY STATIC. - No movement, no parallax, no camera motion, no lighting change, no animation outside the green region. NO LAYOUT INTERACTION: - Characters inside the green region must NOT interact with, overlap into, or be influenced by any static layout areas. - Static areas are informational only. CAMERA RULE: - The camera may move ONLY within the green region. - The layout itself must NEVER move, scale, zoom, or reframe. ACTION SAFE AREA LOCK (ABSOLUTE) SAFE ACTION ZONE: - The GREEN-BORDERED REGION defines the MAXIMUM scene boundary. - Characters must NOT occupy the full green area. INNER COMPOSITION RULE: - All characters must remain inside an INNER SAFE AREA centered within the green region. - Leave clear margin space on ALL sides (top, bottom, left, right). BOUNDARY PROHIBITION: - Characters must NOT touch, cross, or visually fill the edges of the green-bordered region. - No body parts may be cropped by the green boundary. CAMERA COMPOSITION LOCK: - Frame as a MEDIUM or MEDIUM-WIDE shot. - No close-ups. - No edge-to-edge framing. - The camera keeps comfortable headroom and side margins at all times. EDITING RESERVE INTENT: - The outer area of the green region exists as CUTTING MARGIN for post-production cropping by the user. - Do NOT consume this margin during animation. ββββββββββββββββββββββββββββββββββββββββ ASSET MAPPING RULE (ABSOLUTE PRIORITY) For EACH character that appears inside the GREEN-BORDERED SCENE: - Use ONLY the matching RED-BORDERED ASSET PANEL with the SAME NAME LABEL. - NEVER mix panels. - NEVER merge traits. - NEVER infer features from the main image. If a character has NO matching red-bordered asset panel: - That character MUST NOT appear. - No exceptions. ASSET INSTANTIATION LOCK (ABSOLUTE) - If a red-bordered asset panel with a NAME LABEL exists, and that character appears in the green scene, the character MUST be instantiated EXACTLY from that asset. - Substitution is FORBIDDEN: - no generic equivalents - no similar creatures - no approximations - no reinterpretations - If the character does not perfectly match the corresponding red-bordered asset panel, the result is INVALID. FAIL CONDITION: - Using a generic or alternative version of a character when a matching asset panel exists is considered a critical failure. ββββββββββββββββββββββββββββββββββββββββ COPYβPASTE IDENTITY RULE (HARD) For every red-bordered asset panel used: - Copy FACE, BODY, OUTFIT, and SILHOUETTE EXACTLY. - No approximation. - No reinterpretation. - No stylization. - No beautification. - No generic anime features. Identity must remain IDENTICAL at all times: - facial geometry - eye shape - nose - mouth - jaw - hairstyle - body proportions - clothing - colors - accessories If any detail is unclear: - Do NOT invent it. - Keep it exactly as shown in the asset panel. NO BEAUTIFICATION / NO HERO-SHOTS CLAUSE The character must NOT become more attractive, sharper, more heroic, more expressive, or more stylized than the asset panel. No cinematic face upgrades. No dramatic eye enlargement. No jaw sharpening. No beard refinement. The character must always look like the SAME DRAWING, not a better version of it. ββββββββββββββββββββββββββββββββββββββββ SECONDARY CHARACTER LOCK (CRITICAL) ALL characters, including: - secondary - supporting - background - partial - cropped - distant are FULLY identity-locked to their own red-bordered asset panel. Screen size, angle, framing, or narrative importance MUST NOT reduce identity accuracy. No softening. No simplification. No drift. ββββββββββββββββββββββββββββββββββββββββ NO-GENERIC-CHARACTER RULE (ABSOLUTE) The system is FORBIDDEN from generating: - background people - passersby - crowds - guards - silhouettes - implied figures unless they are explicitly copied from a red-bordered asset panel. Absence rule: If no asset exists, the scene remains EMPTY. ββββββββββββββββββββββββββββββββββββββββ IGNORE RULE (CRITICAL) Ignore ALL face, body, or outfit cues that appear outside red-bordered asset panels, even if visible in the green scene area. The main image provides: - pose - camera - staging ONLY. ββββββββββββββββββββββββββββββββββββββββ SHOT CONTINUITY & CAMERA LOCK (ABSOLUTE) SINGLE-SHOT RULE: - The entire 7-second video is ONE CONTINUOUS SHOT. - No cuts. - No shot changes. - No scene resets. - No background replacement. BACKGROUND CONTINUITY RULE: - The environment visible in FRAME 1 remains the SAME environment for the entire video. - Do NOT replace, swap, or jump to a different background. - Do NOT teleport characters to a new location. CAMERA MOVEMENT ONLY: - Perspective changes are allowed ONLY via camera motion. - Allowed camera actions: - slow pan - orbit around characters - follow movement - slow zoom out - Camera motion must be continuous and readable. FORBIDDEN TRANSITIONS: - No hard cuts inside the video. - No crossfades. - No jump cuts. - No instant perspective switches. - No sudden full-frame changes. ENTRY CONDITION (CRITICAL): - FRAME 1 starts already in full-screen scene view. - No visible zoom-in. - No framing adjustment during the first moment of playback. POST-PRODUCTION NOTICE: - Shot transitions are handled externally. - Do NOT simulate editing decisions inside the video. CONTINUITY FAILSAFE: - If the background changes, or a cut is detected inside the 7-second video, discard the result and regenerate. GLOBAL CAMERA SCALE LOCK (ABSOLUTE) NO PUSH-IN / NO SCALE RULE: - The camera frame must remain at a CONSTANT SCALE for the entire duration of the video. - The scene must NOT gradually enlarge or shrink over time. ABSOLUTE SCALE FREEZE: - Frame scale at time 0.0s must be IDENTICAL to frame scale at the final frame. - No cinematic push-in. - No dramatic zoom. - No end-of-shot emphasis. ALLOWED MOTION ONLY: - Character movement is allowed. - Camera translation inside the scene (pan / follow / orbit) is allowed. - Camera SCALE is strictly FORBIDDEN. FAIL CONDITION: - If the scene appears larger at the end than at the beginning, the result is INVALID.
Kategorie
System Only
1 EintrΓ€ge
- 2D anime cel shading only. - Flat colors. - Hard, graphic shadow shapes. - Clean lineart. - No realism. - No 3D. - No painterly textures. - No cinematic grading.
Kategorie
Tone
4 EintrΓ€ge
EPICNESS TONE CONTROLLER This module amplifies scale, intensity, and dramatic weight. It affects presentation only, not logic or motion rules. - Emphasize power, presence, and significance of the moment. - Favor strong silhouettes and bold framing. - Let actions feel consequential and heavy. - Pacing may feel deliberate and impactful, not rushed. No additional effects, abilities, or events are introduced.
DRAMA TONE CONTROLLER This module heightens emotional tension and seriousness. It affects emotional framing only. - Emphasize tension, restraint, and emotional weight. - Favor pauses, silence, and controlled pacing. - Expressions and body language feel heavy and intentional. - Moments are allowed to linger. No exaggeration, humor, or spectacle is added.
COMEDY TONE CONTROLLER This module introduces lightness and comedic timing. It affects timing and emphasis only. - Favor visual irony, timing contrast, or playful framing. - Reactions may feel slightly exaggerated, but remain in style. - Comedic beats rely on timing, not distortion. No slapstick physics. No breaking of identity or animation rules.
QUIET MOMENT TONE CONTROLLER This module reduces intensity and scale. It emphasizes subtlety and closeness. - Favor stillness, minimal movement, and quiet pacing. - Actions feel personal and contained. - The scene feels intimate, not performative. No drama amplification. No epic framing.
Neuen Prompt speichern