Ink Wash Action Sequence · From 15-Second Storyboard to Final Cut

Model N/AInk Wash2D AnimationStoryboardBattleSlow MotionEpic15s

PROMPT · Video Prompt (shot from the storyboard)

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16:9 | Strictly follow the storyboard panel by panel (01-15) | Do not alter the moves | Do not skip frames | Do not reorder — 2D ink-wash animation, reinforced in the "Scissor Seven" (Wu Shan Wu Xing) style: high speed, strong impact, strong displacement, strong ink bursts, strong force feedback. No 3D | No live-action | No sketch | No static-illustration look | No CG look. Red = vermilion / red-gold / black ink (flame-like ink waves). Blue = cyan-blue / indigo / black ink (cold water-ink tide). The two colors must remain absolutely separate throughout — never mixed. Action execution rules (core) Must fight continuously, strictly in the storyboard's order: Ground-hugging charge → mid-air diving strike → close-range punch and elbow → low sweep + knee strike → mid-air slash vs. water shield → shoulder-check send-flying → rebound uppercut → mid-air axe-kick block → high-speed horizontal cross-cut → turn-and-counter-charge → three-strike combo suppression → spinning kick send-flying → three-hit mid-air pursuit → dual-direction sprint → final head-on explosive clash + pass-by finishing pose No pauses, no slow motion, no charging-up poses, no repeated moves, no stationary trading of blows, no turn-based exchanges No 3D, no live-action, no photorealism, no static composition, no erratic camera jumps, no third character, no modern elements, no UI text Visual reinforcement Strong ink bursts, strong flying-white brushwork, strong ink splashes, strong dragged strokes, strong shattered ink Every hit must show a clear result: being sent flying, sliding back, shattering, rebounding, losing balance mid-air, scuff marks on the ground Sound Natural sound only: wind cutting, robes flapping, footsteps, impacts, shockwaves, ink bursts. No music.

✍️ Editor’s Notes

This is the compressed version of the previous entry — the writing switches from long descriptive sentences to a “forbid X | forbid Y” tag stream, which is clearly execution instructions meant for the next-stage video model rather than a storyboard for an image model to look at. Short, blunt tags are just easier for a model to align to item-by-item instead of having to parse context. The core is one line: follow the storyboard panel by panel exactly, no adapting, no frame-skipping, no reordering — this is there to stop the video model from “taking the storyboard as loose reference and improvising,” deliberately squeezing creative freedom down to zero. The color lock carries over from the previous entry, but the layout instructions for the storyboard format are stripped out, since this stage no longer needs to generate a layout, only execute the action — a clean two-stage prompt combo with the division of labor spelled out.

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Storyboard Prompt (for shot images)

Ink Wash Action Sequence · From 15-Second Storyboard to Final Cut · Storyboard Prompt (for shot images)

PROMPT · Full Prompt

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16:9 landscape, a 15-second ink-wash battle storyboard, 3 rows x 5 columns (15 panels total), pure 2D ink-wash animation storyboard, with the high-intensity combat ink-wash aesthetic of "Scissor Seven" (Wu Shan Wu Xing)-style as the core reference: fierce, ruthless, fast, explosive, every strike carrying real force, colors vivid and vibrant, ink splashes exaggerated, motion with strong impact. This must be an ink-wash animation storyboard — not 3D, not live-action, not a sketch, not a static illustration, not a poster. The whole image is a director's storyboard for one continuous fight scene, not 15 unrelated illustrations. Overall requirements: Two combatants fight continuously from panel 1 through panel 15 — no pauses, no standoffs where they just stand there, no empty shots, no repeated moves, no repeated compositions, no repeated ways of taking a hit. "Large-scale spatial displacement" must be emphasized — this cannot be two characters just trading blows in one spot. There must be constant large movement: charging forward, leaping, flipping, sliding low along the ground, crossing paths in mid-air, being knocked flying, chasing, pulling back, diving, and cutting across horizontally. The choreography must convey "fighting from start to finish with no repeated moves, getting fiercer and faster as it goes." The color distinction between the two characters must be extremely clear: Fighter 1: red robes, primary colors are vermilion, red-gold, orange-red, and black ink; his attacks carry flame-like cinnabar ink waves. Fighter 2: blue robes, primary colors are cyan-blue, indigo, cold white, and black ink; his attacks carry ice-cold, water-like ink tides. Regardless of robes, afterimages, attack trajectories, ink splashes, or shockwaves, the two must be strictly distinguished by different colors at all times — never mixed up. Art style requirements: Pure 2D hand-drawn ink-wash animation texture, lines with the sharp edge of a brush stroke, ink tones varying in density and wetness — splashed ink, flying-white brushwork, pooled ink, bleeding ink, dragged strokes, flicked ink, broken ink, and bursting ink droplets must all be rendered vividly and clearly. The image should carry the feel of Chinese rice-paper ink painting, while also conveying an extremely strong sense of speed and explosive power. Every collision must burst into large areas of colored ink splatter and shattered ink droplets, with a visual effect that is sharp, keen, and gorgeous. The ink-wash detail must be rich — not just a few simple blocks of color. Storyboard layout requirements: A large title at the top of the whole image reads "15-Second Ink-Wash Battle Storyboard," with the upper-right corner reading "Total Duration 15s | No Music | 2D Ink-Wash Animation." Each panel is numbered 01–15, with its time range shown in the upper-right corner of the panel, e.g. 0-1s, 1-2s, up through 14-15s. Below each panel is a brief caption in Chinese. Each panel keeps motion arrows: a red arrow shows the red fighter's direction of movement, a cyan arrow shows the blue fighter's direction of movement, and a yellow arrow shows the camera's movement. A legend at the bottom explains what the arrows mean. The shot-by-shot choreography must be as detailed as follows: 01 (0-1s) The red fighter charges into frame in a low stance, body nearly skimming the ground as he surges forward, kicking up a massive vermilion ink wave behind him, the ground scored with ink streaks from the force. The fight begins immediately — absolutely no static standing. 02 (1-2s) The blue fighter flips down from above in a diving strike, bringing a vertically slashing cyan-blue ink blade like a stroke of heavy ink falling from the sky, smashing into the ground in front of the red fighter; the ground cracks open, ink and stone fragments scatter, and the red fighter dodges sharply. 03 (2-3s) Using the momentum of his dodge, the red fighter closes in and unleashes a fierce horizontal elbow followed by a straight punch at the blue fighter's chest and abdomen; the blue fighter blocks sideways and twists the arm back — their first heavy close-range clash bursts into a large splash of clashing red-and-blue ink. 04 (3-4s) The blue fighter dives low, sweeping the red fighter's legs with a spinning low kick along the ground, trailing an arc of blue ink; the red fighter leaps to dodge while dropping a knee strike from above — the two clash at different heights, with clear spatial layering. 05 (4-5s) The red fighter spins in mid-air, whipping out a huge flame-like cinnabar ink arc with the momentum of the spin, slashing down from above; the blue fighter pushes both palms out, hardening a water-curtain-like cold blue ink shield, whose surface shatters and scatters under the slash. 06 (5-6s) The blue fighter breaks through the shield and counters, charging forward with a sudden shoulder check that sends the red fighter flying sideways; the red fighter's feet scrape the ground, trailing a long ink streak, his robe and ink aura torn by the airflow — extremely strong force feedback. 07 (6-7s) Using the momentum of being pushed back, the red fighter stomps the ground and rebounds forward like a cannonball, delivering an upward hook punch or blade-hand strike straight to the blue fighter's jaw; the blue fighter is knocked backward, arching back, with blue ink bursting outward. 08 (7-8s) While still arching back, the blue fighter forces a mid-air twist and counters with a fierce downward axe kick, the leg strike like a slanted cut of cold blue steel; the red fighter raises an arm to block hard, thick ink dots and ink fragments bursting around the arm. 09 (8-9s) The two simultaneously shift sideways at high speed, one red and one blue crossing paths from left and right, leaving two long trails of colored ink afterimage — the first clear opening of distance, not close-quarters brawling but a high-speed pass-by. 10 (9-10s) After passing each other, the two twist and turn back almost simultaneously; the red fighter spins in from the rear-left with a thrust, the blue fighter dives in from the rear-right with a sliding attack — their second mid-range clash, with speed further increased. 11 (10-11s) The blue fighter unleashes three consecutive different strikes in one fluid motion — palm strike, elbow smash, knee thrust — driving the red fighter steadily backward; each hit must have a distinct posture and distinct force feedback, absolutely no repetition. 12 (11-12s) While being pressed back, the red fighter suddenly uses the momentum to flip and seize the rhythm, landing a huge sweeping spinning kick that sends the blue fighter flying into the air, leaving a massive trail of blue ink splash — spatial displacement pushed to the max. 13 (12-13s) The red fighter leaps up to chase, delivering continuous mid-air strikes with no repeated moves: first an elbow strike, then a reverse-turn palm strike, then a diving press-down; the blue fighter barely manages to block, tumble, and dissipate the force in mid-air, red and blue ink energy exploding wildly in the air. 14 (13-14s) The instant the blue fighter lands, he slides back to absorb the force, then bursts forward in the opposite direction; the red fighter simultaneously lands and charges forward. The two sprint at full speed from opposite far ends, two giant streams of red and blue ink rapidly closing in on the frame's centerline, creating maximum tension before the final showdown. 15 (14-15s) The final head-on collision — red fire-ink and blue water-ink explode violently together, forming a full-screen-scale burst of colored ink, with splashed ink, flying-white brushwork, shattered ink, and bleeding ink all pushed to the max. After the explosion, the two pass each other at high speed and settle back-to-back, but the ink energy still churns behind them, creating a powerful sense of lingering force and finality. The final panel is still a strong aftershock following the end of the fight — not a static freeze-frame pose. Additional reinforcement requirements: 1. Every panel's action must be different — no repeated punch-and-kick templates allowed. 2. Every panel must show clear physical force feedback: bouncing back, being knocked back, sliding back, being sent flying, falling, tumbling, rebounding. 3. Every panel must show a clearly different environmental ink effect: splashed ink, bursting ink, dragged ink, shattered ink, flying-white, bleeding ink — each one different. 4. The camera composition must keep changing: low angle, close-range charge, mid-shot lateral move, upward-tilted leap shot, downward chase shot, head-on collision shot — not all 15 panels from the same camera position. 5. The overall pacing should tighten at first and then explode, building progressively — the final 3 panels must push speed, displacement, impact, and color eruption to their absolute peak. 6. No music, no subtitles, no logo, no extra characters, no distracting background, no modern objects. 7. Strictly no 3D-rendered look, strictly no live-action film texture, strictly no sketch-draft look, strictly no static-illustration look — it must be a purely 2D, highly finished ink-wash animation storyboard.

✍️ Editor’s Notes

This one's written for an image-first-then-video pipeline, not a direct video gen, so the structure has to be way stiffer than a normal prompt — 3 rows by 5 columns, every panel numbered with a timestamp and an arrow legend. Basically it's chopping one continuous fight into 15 independently checkable anchor points, so the model can't get away with painting 15 panels as 15 unrelated illustrations. The forced red/blue color split is the real trick here: ink wash is notorious for “bleeding” and merging two characters' ink tones together, so the author just hardcodes the palette down to “vermilion/rich gold” vs “azure/indigo”, even splitting out separate ink-splash colors for each character's attack effects — that's handing the model an executable color chart instead of a vague “keep them visually distinct”. Every panel also spells out the impact feedback (knocked back / staggered / skidding), which is there to kill that floaty “the hit landed but nothing actually connected” feel that ink-wash animation is prone to.

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