활협전)AI로 조활 전투 장면 만들어보는 중... 4차
작업 예시(실제 프롬프트)
subject_definitions:
Reference 9 is the exact opening frame and defines the courtyard geometry, character positions, relative scale, costumes, lighting, and animated illustration style.
GIRL: The short adult woman from References 1?4, approximately one head shorter than the man. Long black hair, restrained calm ex-pression, red upper robe, gray-blue sash, one continuous ankle-length pink bell-shaped skirt, and red flat shoes. She holds exactly one compact ring-pommel dagger matching Reference 7 in her right hand. Her qinggong is extraordinarily light, fast, and precise. She remains completely unharmed throughout this serious practice duel.
MAN: The mature rugged man from References 5?6, with a slightly large head, long torso, short legs, tied black hair, teal martial clothing, brown forearm guards, and black boots. He is bare-handed and approximately one head taller than the girl. His martial art combines explosive forward acceleration, reinforced fists, accelerating wuxia striking speed, precise spatial control, and restraint.
COURTYARD WALL: A continuous upright red plaster wall above a solid gray brick base. Controlled impacts create shallow surface dents, chipped plaster, fine cracks, and an enormous quantity of opaque masonry dust while the wall retains its stable structure.
summary:
A 10-second cinematic wuxia sequence presented through four connected cuts.
Cut 1: The man dashes forward from Reference 9 while simultaneously punching toward the wall beside the girl.
Cut 2: A close insert. shows the same fist striking the wall one full head-width beside her face. The impact immediately generates a massive floor-to-eave dust curtain that completely envelops the girl from hair to shoes.
Cut 3: From behind the man, his long precision barrage begins by striking six clearly separated wall zones around the girl’s concealed position: upper-left, upper-right, middle-left, middle-right, lower-left, and lower-right. The order then becomes diagonal and unpredictable as the speed accelerates. At maximum speed, distributed impact flashes race around a tall oval perimeter while compact forearm afterimages fill the foreground.
Cut 4: The dust-filled barrage cuts directly to a close-up of the man’s extended forearm as the girl’s red shoe lands upon it with feather-light control.
retention_analysis:
Use exactly four cinematic cuts that advance one continuous action.
Cut 2 concludes with one connected opaque masonry curtain at least two meters wide and extending from pavement level to the courtyard eaves. The cloud fully embeds the girl’s complete standing figure, including her hair, face, torso, pink skirt, ankles, and red shoes.
Cut 3 begins with this full-height dust curtain already established. The visible composition consists of the man in the foreground and the dense dust wall across the target area.
The barrage uses six spatially separated impact zones arranged around a person-sized vertical oval:
1. Upper-left, beyond the concealed left shoulder.
2. Upper-right, beyond the concealed right shoulder.
3. Middle-left, beside the concealed waist.
4. Middle-right, beside the concealed waist.
5. Lower-left, beside the concealed skirt and leg.
6. Lower-right, beside the concealed skirt and leg.
Each impact zone is separated from adjacent zones by approximately thirty to sixty centimeters. Internal flashes and dust pulses visibly jump between these different locations.
The highest-speed phase sends impact accents around the full tall oval perimeter. The dense central core of the dust remains visually uniform while flashes race around its outside edge.
One solid anatomical pair of arms remains connected to the man’s two shoulders. Compact sequential forearm echoes visualize the accelerating strikes.
Cut 4 presents the same extended arm used for the final strike. The shoe remains normally proportioned and lands almost silently.
detailed_description:
10 seconds, 24 FPS, cinematic animated wuxia action, exactly four cuts.
CUT 1 ? 0.00?0.90
DASH AND SIMULTANEOUS PUNCH
Begin from the exact final frame of Reference 9. Preserve the original courtyard, wall, pavement, character scale, distance, costumes, and positions.
Use a low medium-wide side-tracking camera. At 0.15 seconds, the man explosively drives forward. His right fist begins extending at the same instant as his first step. His complete body travels at least one full body length as his rear boot pushes, hips rotate, shoulder advances, and fist accelerates toward the wall beside the girl.
The cut ends one frame before contact. The approaching fist whoosh bridges into Cut 2.
CUT 2 ? 0.90?1.70
WALL IMPACT AND IMMEDIATE FULL-BODY DUST COVER
Match cut to a close side insert. of the identical fist.
His knuckles strike the red plaster one full head-width to the girl’s screen-left. The fist occupies the left side, a broad strip of red plaster occupies the center, and the girl’s calmly tilted face occupies the right side.
The impact creates a shallow crater, fine cracks, and a deep wall strike.
A huge mass of pulverized plaster erupts from the contact point. The first pressure wave expands outward, then immediately rolls downward along the wall to pavement level and upward toward the eaves.
By 1.45 seconds, the beige-gray cloud surrounds the girl’s head, shoulders, torso, waist, and skirt.
By 1.70 seconds, one connected opaque curtain covers the complete standing area from pavement to above head height. Thick ground-hugging dust hides the lower skirt, ankles, and red shoes. The girl’s full figure is embedded inside the cloud as the frame fills with turbulent masonry dust.
CUT 3 ? 1.70?8.20
DISTRIBUTED AND ACCELERATING PRECISION BARRAGE
Hard cut to a rear three-quarter view behind the man. Begin with the same full-height opaque cloud already filling the complete target area.
The man plants both boots in a wide low horse stance. His stable lower body powers a long precision containment barrage around the concealed girl.
PHASE ONE ? 1.70?3.30
SIX-ZONE PERIMETER ESTABLISHMENT
The first six combinations visibly establish separate target locations around a tall person-sized oval.
He strikes the upper-left edge of the cloud. A compact flash and dust pulse appear high and left.
He immediately changes shoulder angle and strikes the upper-right edge. A second flash appears far across the cloud.
He lowers his stance and strikes middle-left, then reverses his waist and strikes middle-right.
He drops his center of gravity and drives one low strike into the lower-left edge near pavement height.
He shifts his hip and delivers another low strike into the lower-right edge.
The six impact flashes occupy visibly different screen positions. Their vertical range extends from above concealed head height down to pavement level. Their horizontal range spans both sides of the full dust curtain.
PHASE TWO ? 3.30?5.70
CROSSING COMBINATIONS AND ACCELERATION
The man accelerates and begins crossing between distant target zones.
The impact sequence jumps from upper-left to lower-right, then upper-right to lower-left, followed by alternating middle-left and middle-right strikes. His forearms travel along different horizontal, rising diagonal, and descending diagonal paths.
A single solid pair of arms remains anatomically connected to his shoulders. Each forearm gains two or three short translucent sequential echoes. These compact afterimages form different trajectories toward the separated edges of the cloud.
Internal impact flashes visibly alternate across the complete height and width of the dust curtain. Pressure waves overlap while the central dust mass remains dense.
PHASE THREE ? 5.70?7.85
MAXIMUM-SPEED OVAL PERIMETER STORM
The man accelerates beyond individually readable punches.
His shoulders, back, waist, and rooted legs remain solid. His forearms become compact layered echoes, and his fists register as brief contact accents.
Impact flashes race rapidly around the tall oval perimeter: high-left, high-right, mid-right, low-right, low-left, mid-left, then across diagonal combinations. The distributed flashes form a changing enclosure around the uniformly dense center of the cloud.
The camera pushes closer behind the man and subtly tilts between the high and low impact zones. Dust surges from the complete perimeter. Ground-level clouds roll across the pavement while higher dust waves reach toward the eaves.
The barrage becomes an overwhelming storm of alternating air snaps, sleeve streaks, spatially separated impact flashes, flying plaster fragments, and layered dust pressure waves.
FINAL STRIKE ? 7.85?8.20
All motion echoes converge into one real arm. The man drives one final controlled punch into the outer right edge of the concealed perimeter.
He finishes with his arm fully extended horizontally at shoulder height. Dense dust continues covering the complete target area.
Cut directly to Cut 4.
CUT 4 ? 8.20?10.00
FEATHER-LIGHT FOOT LANDING
Extreme side close-up of the same extended arm. The teal sleeve, brown leather guard, wrist, and clenched fist fill the frame. Soft out-of-focus dust drifts through the background.
Hold the forearm briefly.
One correctly proportioned red flat shoe and slender ankle descend from the upper edge. The shoe is approximately equal in length to the man’s gloved hand. It settles gently onto the middle of his forearm.
The leather guard compresses slightly, the arm dips by a few centimeters, and a faint curl of dust rises around the shoe. The frame crops at the ankle and holds the balanced landing.
overall_soundscape:
CUT 1: Courtyard wind, explosive boot push, accelerating cloth rush, and a powerful approaching fist whoosh.
CUT 2: One deep wall impact, sharp plaster compression, fine cracking, scattering fragments, and a large sustained masonry dust rush moving from head height down to pavement.
CUT 3, PHASE ONE: Six powerful spatially separated impacts. High strikes sound sharper and wider, while low strikes include heavier pavement-level debris. The sound alternates distinctly between left, right, high, middle, and low positions.
CUT 3, PHASE TWO: The impacts accelerate into crossing left-right and high-low combinations. Air snaps, plaster thuds, sleeve whips, and dust pulses overlap in a rapidly increasing rhythm.
CUT 3, PHASE THREE: Distributed impacts merge into a continuous surrounding thunder. Rapid cracks and dust detonations move around the complete perimeter before resolving into one final wall strike.
CUT 4: Abrupt near silence. Soft drifting dust and distant wind remain. The shoe descends with a faint fabric whisper and touches the leather guard with an extremely delicate tap, followed by one tiny leather creak.

대충 다 만들어 가는 듯
아쉬운 부분 수정하다간 그래픽카드가 먼저 폭발할 것 같아...
아래는 대충 망한 짤들
조활이 공중에서 땅을 내려찍고 소사매에게 주먹을 날린다.
점프 공격 방향을 소사매가 있는 자리로
원근감으로 인한 크기가 조절이 안된다면 1인칭 화면으로
그리고 착지 후 공격을 이어나가 소사매를 벽으로 몰아붙인다.
1인칭 하지 말고 소녀는 주먹을 회피!
사운드까지 포함해서 100% 타격 다 들어갔다! 또 말을 반대로 알아 먹는다!
남자의 주먹은 소녀에게 맞지 않는다.
남자는 주먹을 내지르고, 휘두르며 다양한 공격을 한다.
소녀는 그에 맞춰 몸을 뒤로 피하고, 회전하고, 점프하여 피한다.
비무 중에 등을 보이지 않는 크르륵...
다음 장면
남자는 소녀의 주변 벽을 주먹으로 부순다. 남자의 연속되는 주먹 공격은 소녀가 있던 벽의 주변을 강타하여 소녀가 보이지 않을 정도로 먼지를 자욱하게 일으킨다. 남자의 마지막 공격이 끝나자 남자의 팔 위에 소녀가 착지한다.
남자의 주먹이 소녀의 머리 옆 벽을 부순다.
자욱하게 낀 먼지로 소녀의 모습이 보이지 않게 되고 카메라는 남자의 뒤를 본다.
남자의 주먹은 소녀가 있던 주변 벽을 난타 한다.

이거 아무래도 의도를 이해하고 빠진 주어나 상황이 있다면 왜곡해서 만드는 거 같음




이런 퀄리티로 활협전 애니 나오면 재미 있을 것 같아
오 잘만들었당 글픽카드 뭘로 굴림?
5090...
5090은 되야 로컬로 뽑을만한가보네
루리웹 풀옵 말고도 5090을 활용할 곳이 있구나 스고이
각종 최적화가 있어서 시간이 더 걸릴 뿐 뽑을 만 한 거 같음
활협전 3d ㄷㄷ
이젠 루리웹은 그냥 AI갤이구나