AI PROMPT · 34

像素艺术配音影片提示词

<inputs> 请向我索取以下内容:一段带有旁白或歌曲的音频文件及其文字稿、10-12 个能概括我生活的小物件、两个需要像热成像仪那样点亮的剪影(侧面头部轮廓和举起的手),以及我希望重点突出的 3 个单词。如果我跳过任何一项,请使用默认值:黑胶唱片、书籍、相机、猫、硬币、游戏手柄、帽子、爱心、金钱、植物、场记板、滑板;来自 Openverse 的免费 CC0 剪影;行动 (action)、意图 (intention)、好奇心 (curiosity)。 </inputs> <direction> 一部 20 秒的 4:3 比例影片,分辨率为 1440x1080,帧率为 60fps,剪辑节奏与语音同步。背景为米白色纸张,主要颜色为黑色,辅以一种红色和一种黄色,所有文字均使用 Geist 字体。画面整体覆盖胶片颗粒感,边缘有柔和暗角,镜头永不停歇:在所有元素下方进行缓慢的手持浮动拍摄,并在每个场景中缓慢推进。 场景之间无硬切转场:每个交接都从前一场景的最后一帧精确开始。唯一的硬切发生在最后一个单词的节奏反转处。 所有物体均为你亲手绘制的像素艺术:每个物体基于 16x16 网格,每个单元格的颜色均由手动放置,渲染为 3D 块状(向右下延伸的深色挤出效果,每个单元格带有细微倒角),并配有柔和的接触阴影。 剪影采用热成像风格照明:热量取决于身体各部位的厚度,因此鼻子、头发和指尖温度较低,此外还有一个热点和缓慢移动的噪点,通过“黑色 > 红色 > 橙色 > 奶油色”的渐变映射呈现。边缘保持锐利,外部伴有柔和光晕。 运动规则:禁止突兀出现(使用约 0.5s 的缓动滑动,起始柔和),快速移动需应用真实的运动模糊而非重影副本,字幕随语音在方块光标后逐字打出。 禁用项:库存视频素材、AI 生成视频、3D 摄像机移动、粒子特效、故障艺术 (glitch)。 </direction> <structure> 根据文字稿的单词时间戳安排每个场景(使用 faster-whisper 单词时间戳测量,每次处理一个短片段): 1. 第一个单词填满一张黄色卡片。卡片向左擦除,问题在下方两行居中位置逐字打出,随着内容增长保持居中,关键单词在发音时以红色下划线强调。 2. 物体在文字上方和下方的轨道中掠过,一道青色四角星芒扫过,随后页面燃烧殆尽:黑色从边缘向头部闭合,背后是炽热的红色边缘。 3. 头部在黑色背景上升温,答案在左下方逐字打出。一条细白轨道环绕头部绘制自身,其远半部分经过头部后方。在最后一个单词时,纸张从头部内部绽放,其中包含物体,镜头穿过:头部迅速掠过镜头,直到我们只看到纸张。 4. 物体位于透视视角下的倾斜圆环上(前景物体更大且更低,最后绘制),缓慢旋转,每个物体上下浮动;硬币翻转并落地,伴随火花。 5. 对于这 3 个单词中的每一个,该物体飞出圆环向左并放大,页面从其处被黑色淹没,单词在其旁边打出(相机:红色快门星芒;书籍:红色丝带扫掠;唱片:两条白色轨道和红色音符)。随后洪水退去回到物体中,物体飞回原位,镜头更深入地潜入圆环。将每个英雄物体放置在单词落下的前左侧槽位。 6. 圆环轻微拉近,向外爆发,所有物体变为墨水,墨渍生长并吞噬页面。 7. 手部进入画面,呈高温状态,台词分列其两侧。爱心落入掌心,然后升至中心,大小与下一场景保持一致。 8. 最后一个单词,每个节拍一个字母,背景在纸张/黑色/红色之间切换,爱心在剪切处保持位置不变,中心物体逐像素变形为下一个物体。 9. 细笔触扫过,字母散开漂浮,然后连同上方的爱心一起重新组合成单词。镜头持续推入直至定格。 </structure> <build> 1. 单个 HTML canvas。每一帧都是 seek(t) 内时间的纯函数。 2. 将每个像素精灵一次性烘焙到离屏 canvas(先绘制挤出层,再绘制正面),然后按比例缩放和旋转绘制。 3. 热成像效果:预先计算每个剪影的基础热度一次(掩码的距离变换,在边缘外保持边缘值,以便放大时不会渗入黑暗区域)。每帧添加热点和四分之一分辨率的两倍频程值噪声,通过 256 步查找表映射,放大,并使用全分辨率掩码裁剪。 4. 穿过头部的下落效果:将圆环场景绘制到离屏图层,用围绕颅骨内某一点放大的头部进行遮罩,并按立方曲线增加该缩放比例,直到头部覆盖整个画面。内部的圆环缩放幅度小于头部,从而营造出深度感。 5. 像素变形:将物体 A 的每个单元格与物体 B 的一个单元格配对,平滑过渡每个单元格的位置和颜色,并为每个单元格添加微小的随机延迟。 6. 使用 Playwright 以 60fps 渲染,包含 8 个运动模糊子帧,然后使用 ffmpeg 叠加原始音频。 </build> <gotchas> 没有 Alpha 通道的掩码 PNG 会导致整个框充满热量,因此请将剪影放入 Alpha 通道中。被照片边框切断的肢体显示为直边,因此请将掩码延伸至画框之外。只有当一个场景的最后一帧是下一个场景的第一帧时,交接才显得流畅:在过渡期间绘制即将离开的场景,并为显示相同圆环的场景提供一个共享的缩放函数。如果下一个场景开始时洪水仍在退去,会被视为硬切,因此请先让它完成。快速的缓出洪水看起来像跳跃;请使用柔和的起始。 </gotchas> <start> 向我索取输入信息,测量单词时间戳,然后在渲染前向我展示 8 张静帧。 </start>

像素艺术配音影片提示词 提示词示例图

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Pixel Art Voiceover Film Prompt

PROMPT

<inputs>
Ask me for: a voiceover or song with a spoken line (the audio file) and its transcript, 10-12 small objects that sum up my life, two silhouettes to light like a heat camera (a head in profile and a raised hand), and the 3 words I want to land hardest. If I skip any, use the defaults: vinyl, book, camera, cat, coin, game controller, cap, heart, money, plant, clapperboard, skateboard; free CC0 silhouettes from Openverse; action, intention, curiosity.
</inputs> <direction>
A 20 second 4:3 film, 1440x1080 at 60fps, cut to the voice. Off-white paper, black, one red, one yellow, Geist for every word. Film grain on everything, a soft vignette, and a camera that never rests: a slow handheld float under everything plus a slow push inside every scene.
No scene cuts to the next: each handoff starts on the exact last frame of the scene before. The only hard cuts are the beat flips on the last word.
Every object is pixel art you draw yourself: a 16x16 grid per object, every cell a hand-placed colour, rendered as a 3D block (a darker extrusion down-right, a thin bevel on every cell) with a soft contact shadow.
The silhouettes are lit like a heat camera: the heat comes from how thick the body is at each point, so the nose, the hair and the fingertips run cooler, plus one hotspot and a slow moving noise, mapped through a black > red > orange > cream ramp. The edge stays razor sharp, with a soft glow outside it.
Motion rules: nothing pops in (eased glides of about 0.5s with a soft start), fast moves get real motion blur instead of ghost copies, and captions type with the voice behind a block cursor.
Banned: stock footage, AI video, 3D camera moves, particles, glitch.
</direction> <structure>
Hang every scene on the transcript's word timings (measure them with faster-whisper word timestamps, one short chunk at a time):
1. The first word fills a yellow card. The card wipes off to the left and the question types underneath on two centred lines that glide to stay centred as they grow, the key word underlined in red as it's spoken.
2. The objects streak past in lanes above and below the words, a cyan four-point flare sweeps in, then the page burns away: black closes in from the edges onto the head, behind a hot red edge.
3. The head heats up on black while the answer types low on the left. A thin white orbit draws itself around the head, its far half passing behind it. On the last word, paper blooms out from inside the head with the objects in it, and the camera falls through: the head rushes past the lens until the paper is all we see.
4. The objects sit on a tilted ring seen in perspective (the front ones bigger and lower, drawn last), slowly turning, each one bobbing; the coin flips and lands with sparks.
5. On each of the 3 words, that object flies out of the ring to the left and grows, the page floods black from it, and the word types beside it (camera: a red shutter star; book: a red ribbon sweep; record: two white orbits and red notes). Then the flood drains back into the object as it flies home, and the camera dives closer into the ring. Put each hero object in the slot that is front-left when its word lands.
6. The ring pulls in a touch, bursts outward, every object turns to ink, and ink blots grow and swallow the page.
7. The hand rises into frame, hot, with the line split either side of it. The heart drops into its palm, then lifts to the centre at the size the next scene holds it.
8. The last word, one letter per beat, the background flipping paper / black / red, the heart holding its place across the cut, the centre object morphing pixel by pixel into the next one.
9. Thin brush strokes sweep through, the letters drift apart and float, then settle back into the word with the heart above it. The camera keeps pushing through the hold.
</structure> <build>
1. One HTML canvas. Every frame is a pure function of time inside seek(t).
2. Bake each pixel sprite once to an offscreen canvas (the extrusion layers, then the face), then draw it scaled and rotated.
3. The heat: precompute each silhouette's base heat once (a distance transform of the mask, held at the edge value outside it so nothing dark bleeds in when it is upscaled). Every frame, add the hotspot and two octaves of value noise at quarter resolution, map it through a 256-step lookup, upscale it, and cut it with the full-resolution mask.
4. The fall through the head: draw the ring scene into an offscreen layer, mask it with the head scaled up about a point inside the skull, and grow that scale on a cubed curve until the head covers the frame. The ring inside zooms less than the head does, so it reads as depth.
5. The pixel morph: pair every cell of object A with a cell of object B and glide each one's position and colour, with a small random delay per cell.
6. Render with Playwright at 60fps with 8 motion-blur subframes, then lay the original audio back on with ffmpeg.
</build> <gotchas>
A mask PNG with no alpha channel fills the whole box with heat, so put the silhouette in the alpha. A limb cut by the photo's border shows as a straight edge, so extend the mask past the frame. A handoff only reads as smooth when the last frame of one scene is the first frame of the next: draw the outgoing scene under the transition, and give scenes that show the same ring one shared zoom function. A flood that's still retreating when the next scene starts reads as a hard cut, so let it finish first. A fast ease-out flood reads as a jump; use a soft start.
</gotchas> <start>
Ask me for the inputs, measure the word timings, then show me 8 stills before you render.
</start>
像素艺术配音影片提示词|AI 提示词库 | PhanthyCode