Stop Motion Fight Video · Open Skill 公開スキル
Stop Motion Fight Video
Stop Motion Fight Video は Digen 上の公開 Open Skill です。開くと、このワークフローが何を作るか分かります。
Film
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--- allowed-tools: - generate_image - generate_video - generate_music - mix_clips --- # Stop Motion Fight Video Create a ~60-second, 16:9 landscape stop-motion-style fight between two action figures (default: Ryu vs Akuma on a battlefield). The look is a **smoother, fluid stop-motion** — articulated plastic action figures with visible joints and glossy toy surfaces, but with smooth, continuous motion rather than jerky frame-by-frame. Include dramatic background music. No voiceover. ## When to use - The user wants a stop-motion / action-figure fight video (e.g. "Ryu vs Akuma stop motion", "action figure fight on a battlefield"). - The user wants to redo one stage (regenerate a keyframe, redo a clip, restyle the figures) or revise the final mix. ## Steps 1. **Set up**: use `write_todos` to list the stages (keyframes → clips → music → final mix) and update it as you progress. 2. **Confirm the setup** (defaults if not specified): two fighters = **Ryu** (white gi, red headband) vs **Akuma** (dark gi, red kanji on back, long hair) on a **battlefield** (smoldering ruins, cracked ground, dust, dramatic sky). Setting is 16:9 landscape. If the user names different figures or a different setting, use those instead. 3. **Generate keyframe images** with `generate_image` (`model='t2i'`, `orientation='landscape'`, `resolution='1080P'`). Create ~6 keyframes covering the fight arc, each a distinct beat, all in the same smoother stop-motion toy style and same battlefield setting: - Beat 1: wide establishing shot — both figures facing off across the battlefield. - Beat 2: Ryu throws a Hadouken energy blast toward Akuma. - Beat 3: Akuma dodges and counter-attacks with a spinning kick. - Beat 4: close-up clash — fists/limbs colliding mid-air. - Beat 5: Akuma powers up with a dark aura (Raging Demon stance). - Beat 6: finisher — Ryu lands a final blow, dust and energy burst. For each: `name` = e.g. "keyframe_beat1", `entity_type='storyboard_images'`. Keep the two figures' designs consistent across all keyframes (same gi colors, same toy proportions). 4. **Generate video clips** with `generate_video` (`model='i2v'`, `orientation='landscape'`, `resolution='1080P'`, `duration=10`). For each keyframe, animate it into a ~10s clip that continues the action described for that beat, keeping the smoother stop-motion toy motion. `name` = e.g. "clip_beat1", `entity_type='storyboard_videos'`. Use the keyframe's asset_id as `input_urls`. 5. **Generate background music** with `generate_music` (`model='music'`, `duration=60`): an intense, dramatic martial-arts battle soundtrack (drums, taiko, tension, rising energy) that fits a ~60s fight. `name` = "fight_music", `entity_type='music'`. 6. **Mix the final video** with `mix_clips`: concatenate the 6 clips in beat order (each ~10s ≈ 60s total) and overlay the music track. `name` = "stopmotion_fight_final", `entity_type='final_videos'`, `orientation='landscape'`. If the total is short of ~60s, adjust clip durations or add a beat. 7. **Reply** in natural language: summarize the final video (fighters, setting, beats, total length, music), and call `set_guidance` to suggest next steps (e.g. redo a specific clip, restyle the figures, change the music, make a different matchup). ## Notes - Keep the **smoother stop-motion toy aesthetic** consistent across every keyframe and clip: articulated plastic figures, visible joints, glossy surfaces, slight toy-like proportions — but fluid, continuous motion (not jerky). - Keep Ryu and Akuma's designs consistent across all keyframes (same colors, same toy proportions) so the fight reads as one continuous scene. - Intermediate products (keyframes, clips, music) will be visible on the canvas alongside the final video — that's expected. - Report failures honestly; never fabricate URLs. If a generation fails, retry once with a slightly adjusted prompt before telling the user. - This skill produces a fight video with background music and no voiceover; i