anime-battle-recreator-ultra · skill pubblica Open Skill
anime-battle-recreator-ultra
anime-battle-recreator-ultra è una Open Skill pubblica su Digen. Aprila per vedere cosa crea questo workflow.
Anime
40 6 19
https://d7qlwi7tl2u27.cloudfront.net/skill-covers/prod/2546252/2026-09-08/5yg6dzz3.jpg
# Anime Battle Recreator — ULTRA (4-Element Optimization) Transforms the user's original characters and fight concept into a **scene-by-scene prompt synchronized with the beat, featuring extreme accelerated montage, saturated energy effects, 360° camera movement, and dramatic zoom**. ## When to use - User wants a shonen-style fight scene with their own characters with maximum visual impact. - User asks for fast, dynamic, "explosive" battles or music-synchronized action. - User seeks saturated visual effects, rapid transitions, and extreme camera movement. ## Steps ### 1. Generate or collect character reference images If the user has no reference images: - Generate 2–3 views per character (front, profile, attack pose) with `generate_image` using `model='t2i'`, `resolution='720P'`, `orientation='portrait'`. - Specify a **saturated color palette** for energy (e.g., "neon electric blue aura" vs "blazing orange"). - Tag each image with `name` (character name + view, e.g. "Akira — front") and `entity_type='characters'`. If the user already has images: proceed to step 2. A preset character reference sheet is available as `character_ref_sheet` (a bundled original shonen fighter). Use it as a starting point or style reference when the user wants a quick battle without providing their own character. ### 2. Clarify fight concept + select/provide music track Gather: - **Characters fighting** and their signature techniques/attacks - **Environment/setting** - **Emotional tone** (rivalry, revenge, desperation, triumph) - **Music track**: BPM, total duration, structure (intro, verse, pre-chorus, chorus, drop) - If the user has no track, suggest a reference BPM (e.g., 140 BPM for fast shonen). Example: "4-second fight at 140 BPM = 4 beats per second; maximum impact occurs at chorus drop (3:20)" ### 3. MEGA-STEP: Montage architecture + camera movement + beat sync Convert the battle into a **sequence of microshots synchronized to the beat**. Each shot has: - **Exact duration in beats** (1 beat = 60/BPM seconds) - **Specific camera movement** (360° orbit, zoom, tracking, etc.) - **Transition to next shot** (hard cut, flash, motion blur, crossfade) #### Montage structure by phase **PHASE 1: SETUP (0–1.5 beats)** - Cut 1 (0.5 beats): Close-up of Character A's face, eyes wide open → Static camera, 20% zoom in. Transition: flash cut. - Cut 2 (1 beat): Character A moving toward camera → Camera pulling back, radial motion blur. **PHASE 2: WIND-UP (1.5–3 beats)** - Cut 3 (0.75 beats): Character A charging attack, bright aura expanding → Slow 360° orbit around character. - Cut 4 (0.5 beats): Close-up of eyes/hands → Aggressive 40% zoom in, chromatic aberration. - Cut 5 (0.75 beats): Side view of energy accumulating → Camera tilted 45°, movement tracking. **PHASE 3: COLLISION (3–4 beats — THE IMPACT)** - Cut 6 (1 beat): Impact point fills frame → Camera **high-speed 360° spin** around contact, 5-frame screen-shake. - Cut 7 (0.75 beats): Color explosion (orange/blue saturated) → Quick 80% zoom out, heavy bloom. - Cut 8 (0.5 beats): Secondary impact/shockwave → 180° fast pan + zoom in. **PHASE 4: AFTERMATH (4–5 beats)** - Cut 9 (1 beat): Both characters launched → Camera tracking trajectory, diagonal motion blur. - Cut 10 (1 beat): Recovery/falling → Camera falling with character (POV). ### 4. Specify SATURATED energy effects per cut For each cut, define: **Colors:** - Primary aura (saturation 95–100%, lightness 75–85%): "neon electric blue," "blazing orange," "radiant purple" - Secondary aura/complement: trail or glow that contrasts **Particles:** - Density: "light" (100–200 part/s), "medium" (300–500), "heavy" (600+) - Size: micro-particles exploding toward edges; some large spinning ones - Direction: radial from impact, or along attack trajectory **Screen effects:** - Chromatic aberration: 2–4 pixels red/cyan on energy edges - Screen-shake: amplitude (3–8 pixels), duration (3–6 frames) - Bloom/glow: radius (50–150 pixels), intensity