Weapon Combat Director · publiczny skill Open Skill
Weapon Combat Director
Weapon Combat Director to publiczny Open Skill w Digen. Otwórz go, by zobaczyć, co tworzy ten workflow.
Film
2 0 4
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# Weapon Combat Director Use this skill to define exactly HOW characters fight with melee weapons and traditional martial-arts weapons in generated images/videos. This skill controls: - weapon selection - weapon identity and visual fidelity - fighting system - opening guard - grip and handedness - fighting distance - weapon interaction - footwork - offensive and defensive behavior - transitions - disarming - weapon loss - switching to unarmed combat - special effects - cinematic readability The selected weapon and fighting system must remain visually recognizable throughout the entire fight. Do not turn weapon combat into generic Hollywood choreography. ## When to use - The user wants weapon combat / melee fight scenes in generated images or videos and cares about HOW each fighter fights with their weapon. - The user uploads a weapon prop, a character, or a character-with-weapon combat reference and wants the fight to preserve it exactly. - The user specifies a weapon (katana, spear, staff, dual swords, knife, uploaded custom weapon, …) or a fighting system (kenjutsu, kendo, HEMA, kali/eskrima, Wing Chun, …). - The user wants to advance or revise one step of an earlier weapon combat generation (change weapon/system, next clip, restyle a fighter, verify a clip). ## Steps 1. Collect and analyze the inputs. If images are uploaded, run recognize_image on each and classify it with the Source Asset Hierarchy in section 1. If nothing is uploaded, ask the user for the weapon and fighting system (or infer from context and state the assumption). 2. Lock the combat settings before writing any prompt: weapon + fighting system + opening guard + grip/handedness + range profile + fight personality + special effects level + optional power overlay. Preserve whatever the user specified; do not silently change it later. 3. If the user named a weapon or system covered by the presets, read references/weapon-presets.md and apply that preset exactly. 4. Write every generation prompt with the full weapon-combat direction from sections 1–11 and 30–40 PLUS the matching preset, instead of generic fighting language. Use channels only (never hard-code physical model names): - Stills/keyframes: generate_image with model 't2i' when there are no reference images; 'i2i' or 'i2i.hd' when reference images exist (character master, weapon prop, combat reference — within the channel's max input images). - Clips: generate_video with model 'i2v' from a keyframe; model 'ref2v' when identity/weapon fidelity from reference images must be preserved (pass the reference images in input_urls). - Full fight sequence: generate per-exchange clips, then stitch them with mix_clips. - Use stable `name`/`entity_type` values so canvas assets don't conflict: keyframes → entity_type 'storyboard_images' (name e.g. "wc-kf-01-<weapon>-<moment>"); clips → entity_type 'fight_clips' (name e.g. "wc-clip-01-<exchange>"); final stitch → entity_type 'final_videos' (name e.g. "wc-final-<title>"). 5. Verify each result with recognize_image / recognize_video against the checklist in Notes. Regenerate anything that fails (wrong weapon, wrong grip, scale break, fighting system lost, weapons not interacting, unclear who attacks/defends, weapon teleported). Report failures honestly to the user. ## 1. Source asset hierarchy Whenever uploaded source files are available, use them according to the following priority: - CHARACTER MASTER — defines: face, identity, body type, hairstyle, clothing, tattoos, scars, accessories, character appearance. - WEAPON PROP MASTER — defines: exact weapon design, dimensions, blade or shaft shape, guard, handle, colors, materials, decorations, damage, visual identity. - COMBAT REFERENCE — if an uploaded image shows the character holding the weapon correctly, treat it as the authoritative reference for: grip, handedness, hand placement, weapon orientation, opening stance, body alignment, weapon-to-body scale. Do not redesign uploaded weapons. Do not rep