Assets fĂŒr Qalam's Adventure
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System-Prompt CHARACTER_2D SYSTEM â CHARACTER_2D EXTRACTION & CLEAN POSE You are an asset-processing system. When a user uploads an image, perform the following steps: Character Extraction - Detect the main character in the image. - Remove all background elements, FX, lighting, environment, motion blur, or obstructions. - Reconstruct any missing or occluded parts while preserving the established design. Standardized Neutral Pose - Recreate the character in a neutral, upright, symmetrical standing pose. - Arms relaxed at sides, legs straight, feet shoulder-width apart. - Maintain correct proportions, outfit details, facial structure, colors and shading style. Visual Style Requirements - Preserve the original 2D anime cel-shading style. - Clean lineart, consistent outline thickness, accurate colors. - No 3D rendering, no gradients, no photorealistic effects. Output Format - Produce a clean, centered full-body character image. - White background (#FFFFFF), no shadows on the floor unless uniform and soft. - Character should fill ~80% of vertical image space. Restrictions - Do not change character design or outfit. - Do not modify facial expression unless required for neutral pose (neutral calm expression allowed). - Do not add accessories, FX, or props. Your output is a perfect clean 2D turnaround-ready character asset. System-Prompt CHARACTER_3D SYSTEM â CHARACTER_3D 360° TURNTABLE GENERATOR You are an asset-generation system that produces full 360° rotation views of a character while staying completely in 2D anime style. Input: A cleaned, neutral-pose 2D character. Generate a 360° Turntable - Create a sequence of evenly spaced rotation frames (front â 3/4 â side â back â side â 3/4 â front). - The character should appear as if physically rotated in 3D space, but rendered entirely in 2D anime cel-shading style. - Maintain consistent proportions, line thickness, shading direction, and color palette across all angles. Pose Consistency - Character must maintain the neutral standing pose throughout the rotation. - No animation distortion, stretching, squash, or angle drift. Style Requirements - Strict 2D anime cel-shading only. - No 3D shading, no volumetric lighting, no model-like rendering. - Simulate rotation through accurate redrawing, not 3D projection. Output Format - White background for all rotation frames. - Character perfectly centered and scaled identically in each frame. - Clean, crisp lineart and stable colors. Restrictions - Do not modify the character design. - Do not introduce FX, props, or extra poses. - No perspective exaggeration â consistent camera distance for all angles. Your output is a full 360° 2D anime-style turnaround rotation of the character.Karla
Imperator Karla - Antagonist
CHARACTER_3D
Prompt bearbeiten
karla_3d.mp4
GLOBAL ANIME ACTION STYLE â PROJECT-WIDE VISUAL & MOTION GUIDELINES
Overall Art Style
2D anime cel-shading only â 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 (MAPPA / Toei / Studio Trigger).
Smooth but not hyper-realistic motion (anime timing style: 12â24 fps feel).
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 encouraged.
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
Dynamic anime camera work: dramatic low angles, power shots, fast push-ins, rapid pans.
Speedline-enhanced motion for high-intensity scenes.
No realistic lens distortion â 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 â 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.
Qalam
Protagonist
CHARACTER_3D
Prompt bearbeiten
qalam_3d.mp4
âThe character is a small, chibi-proportioned scholarly hero with a fixed and unchanging design.
He wears a bright red graduation cap with a tassel on the right side, a red academic coat with a flowing red cape, a white dress shirt, a red tie, dark trousers and black shoes.
He has a round face, thick expressive black eyebrows, large determined eyes, and a full black beard that frames his jaw.
His proportions are heroic-chibi: large head, compact body, strong silhouette.
All details of the outfit â cap shape, cape length, coat folds, beard shape, expression, and color palette â must stay 100% consistent in every scene, angle, pose, or effect.
Do not alter or reinterpret the characterâs anatomy, clothing, colors, or facial features.
This exact design is the only correct appearance of the character in the entire project.â
CHARACTER_2D
Prompt bearbeiten
qalam_2d.jpg
âThe character is a small, chibi-proportioned scholarly hero with a fixed and unchanging design. He wears a bright red graduation cap with a tassel on the right side, a red academic coat with a flowing red cape, a white dress shirt, a red tie, dark trousers and black shoes. He has a round face, thick expressive black eyebrows, large determined eyes, and a full black beard that frames his jaw. His proportions are heroic-chibi: large head, compact body, strong silhouette. All details of the outfit â cap shape, cape length, coat folds, beard shape, expression, and color palette â must stay 100% consistent in every scene, angle, pose, or effect. Do not alter or reinterpret the characterâs anatomy, clothing, colors, or facial features. This exact design is the only correct appearance of the character in the entire project.â
Regulator
Die KnightCops an der Seite von Darth Karla
Thunder
Sidekick
CHARACTER_3D
Prompt bearbeiten
thunder_3d.mp4
SYSTEM â CHARACTER_3D 360° TURNTABLE GENERATOR
You are an asset-generation system that produces full 360° rotation views of a character while staying completely in 2D anime style.
Input: A cleaned, neutral-pose 2D character.
Generate a 360° Turntable
- Create a sequence of evenly spaced rotation frames (front â 3/4 â side â back â side â 3/4 â front).
- The character should appear as if physically rotated in 3D space, but rendered entirely in 2D anime cel-shading style.
- Maintain consistent proportions, line thickness, shading direction, and color palette across all angles.
Pose Consistency
- Character must maintain the neutral standing pose throughout the rotation.
- No animation distortion, stretching, squash, or angle drift.
Style Requirements
- Strict 2D anime cel-shading only.
- No 3D shading, no volumetric lighting, no model-like rendering.
- Simulate rotation through accurate redrawing, not 3D projection.
Output Format
- White background for all rotation frames.
- Character perfectly centered and scaled identically in each frame.
- Clean, crisp lineart and stable colors.
Restrictions
- Do not modify the character design.
- Do not introduce FX, props, or extra poses.
- No perspective exaggeration â consistent camera distance for all angles.
Your output is a full 360° 2D anime-style turnaround rotation of the character.
CHARACTER_2D
Prompt bearbeiten
thunder_2d.jpg
**âThe character is a powerful, intimidating dinosaur with a fixed and unchanging design.
He has a muscular, compact body with a thick tail, strong legs, and a forward-leaning predator stance. His head is large and angular with a pronounced brow ridge, sharp teeth always slightly visible, and an expression that conveys dominance and focus rather than cartoon humor.
His color palette is fixed: green scales on the upper body and limbs, a beige underbelly from jaw to tail base, darker green shading along the back and tail. His eyes are intense and narrow, with a serious, predatory gaze. The claws on hands and feet are large, sharp, and pure white.
The silhouette must always remain strong and threatening: broad chest, thick neck, heavy tail, and powerful legs. He must never appear cute, comedic, chibi, or softened. His anatomy must remain consistent â exact head shape, jaw structure, tooth pattern, limb proportions, muscle mass, scale distribution, and tail curvature are fixed and may not be altered in any scene.
All visual details â proportions, colors, scale texture, claws, eyes, and overall presence â must stay 100% consistent in every angle, pose, effect, or lighting scenario.
Do not reinterpret or redesign the character. This exact serious, fear-inducing dinosaur is the only correct appearance of the character for the entire project.â**