Stickmen in a Blue World · From a Pushed Picture Frame to a Boxing-Ring KO

Seedance 2.52D AnimationAnimationCreativeComedyShot Breakdown30s
The creator first storyboarded the sequence with ChatGPT, then generated three separate 15-second clips in Dreamina and cut them together in CapCut at 1.5x speed: a stickman pushes against a springy picture frame, the frame turns into a boxing ring, and the fight ends with a knockout.
PROMPT · Video Prompt
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Create a 15-second NON-LOOPING boxing short, square 1:1. ONE continuous fixed shot of TWO stickman boxers in the reference's blue ring. Minimal flat graphic animation, bold blue canvas, ivory ropes, expressive kinetic poses. Use the opening image as the first frame and the victory image as the final frame. The 16-panel sheet is chronological choreography, read left to right, top to bottom. Animate one full-screen scene; omit grid, captions and timestamps. A: smaller BLACK boxer with ORANGE gloves, starts left, faces right. B: taller IVORY/WHITE boxer with NAVY gloves, starts right, faces left. B WINS; A IS KNOCKED OUT. Preserve their colors, proportions and identities; two arms/two legs each. Both remain visible. Ropes react only to contact. Fast exchanges, active footwork, sharp anticipation/contact/recoil. One new action each second, no slow motion. 0-1: A jabs; B parries glove to glove. 1-2: B crosses; A slips backward. 2-3: A hooks the body; B blocks at ribs. 3-4: B uppercuts; A pulls back behind high guard. 4-5: A ducks under B's left hook. 5-6: B advances, loading A against left ropes. 6-7: B punches; A rolls under and pushes off ropes. 7-8: A rebounds with a cross into B's two-glove block. 8-9: A uppercuts the guard; B recoils one step. 9-10: B counters to body; A blocks. 10-11: A overcommits to a wide right cross; B slips outside. 11-12: B plants feet and lands one decisive navy-glove right cross on A's head. A recoils, staggered. 12-13: A's knees buckle and A falls backward. 13-14: A lands flat on the mat at left. B steps clear and raises both navy gloves. 14-15: Hold the victory frame: B upright at right, A motionless on the mat at left. No loop, rewind, reset, recovery, respawn or punches after the knockout. No blood, injury detail, extra fighters, merged bodies, color swaps, cuts or text. Sound: dry glove thuds, rope twangs, decisive punch crack, mat thud, brief musical victory resolve. No speech.
✍️ Editor’s Notes

The clever part of this prompt is combining two heterogeneous inputs into one generation instruction: an 'opening image' and a 'victory image' lock the first and last frames, and a 16-panel storyboard sheet dictates every action in between, so the model just has to perform the choreography rather than invent its own fight rhythm. The second-by-second action table is the real hard constraint—one action per second from '0-1/1-2/…14-15,' specific down to the exact punch type (jab/cross/hook/uppercut) and cause-and-effect ('B advances, loading A against left ropes' followed by 'B punches; A rolls under and pushes off ropes'), which gives the action chain logical continuity instead of random swinging. Character locking is also handled cleanly: A/B are distinguished only by color and build with no proper names, cutting down the model's room to confuse identities. The two negative clauses at start and end (no loop/rewind, no extra punches after the KO) specifically seal off the bugs reference-image animations are most prone to—looping playback and continued fighting after the ending.

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