Vermilion Broken Halberd · 2D Ink-Wash Twin Blades vs. Polearm

Seedance2D AnimationInk WashWuxiaShot BreakdownSlow MotionHandheld CameraTracking ShotNeon NightBlack & White15s
A 15-second pure 2D ink-wash battle animation, using a 3x5 storyboard as reference for both action and camera: wet-ink bleeding, dry-brush frayed edges, a bold vermilion-and-indigo color split. A dual demonstration of storyboard-driven prompting and ink-wash aesthetics.

PROMPT · Full Video Prompt

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Use the 3×5 storyboard in @Image1 as the reference for action, camera, and timing only — reference the characters, setting, movement, and trajectories only; do not render the storyboard's grid lines, arrows, numbers, or text into the final video. Generate in one pass a 15-second, 16:9 landscape, purely 2D hand-drawn frame-by-frame Chinese ink-wash battle animation titled "Cinnabar Broken Halberd." High-intensity, sharp, ruthless, fast, explosive; wet-ink bleed, dry-brush frayed edges, torn flying-white (feibai) texture, with a strong color split between vermilion red and indigo blue. No score — keep only the sounds of the twin blades and long halberd cutting the wind, hard metal clashes, footwork friction, the bridge stone cracking, and ink waves bursting. The characters and their screen-side positions are locked for the entire duration: Fei always stays on the left of frame, black hair, a torn vermilion cloak, wielding a curved short blade of cinnabar red in each hand, pressing in aggressively left→right at close range; Lan always stays on the right, in indigo-black robes, wielding a single black-jade long halberd with both hands, using the reach of the long weapon to control distance and counter-attack right→left. The setting is locked to Broken Bridge A — the wet-ink stone bridge deck B — the collapsed gate tower C, with a grey-ink waterfall in the distance. The horizontal screen axis stays locked throughout, with controlled cuts; cuts may only occur at moments of genuine impact, ink bursts, debris sweeping across the lens, or a character sweeping past the lens, and every cut must pick up the same direction of motion and residual momentum as before. 0-2s: A low-angle shot hugs the bridge in a tracking move. Fei sprints in low from Broken Bridge A, twin blades trailing wet vermilion ink, one held low and one high; Lan seals the centerline from Gate Tower C and sweeps right→left. Fei's crossed blades brace hard against the halberd blade — blade and halberd strike squarely at the center, first punching out a small core of black-and-white flying-white, then both sides show a brief recoil. 2-4s: Riding the recoil, Fei slides in along the halberd shaft's inner arc, landing a three-hit inline combo: ① knocking the shaft aside, ② the left blade pressing the shoulder line, ③ the right blade slashing across; Lan spins the halberd through a series of continuous parries, then plants the halberd's butt into the bridge and uses the leverage to unleash a full-body low right→left sweep. Fei presses both blades to the ground and slides back leaning away, the wind off the halberd cracking the bridge stone. 4-6s: Lan presses forward along the bridge, driving the halberd shaft straight at Fei's chest line; Fei vaults over the broken bridge's low railing to clear the long halberd. In the air Fei lands a three-hit combo: ① crossing the blades scissor-style to press down the halberd, ② flipping the wrists to slash downward, ③ the twin blades closing in a scissor cut downward; Lan raises the halberd vertically to block hard, and the force of the collision drives both of them down onto the bridge deck, the impact point erupting into vertical red-and-blue ink columns. 6-8s: The ink columns block the lens as the cut lands, and the real recoil briefly scatters both fighters apart: Fei turns into a wedge-shaped streak of vermilion ink shooting left, Lan turns into a streak of indigo ink shooting right; the moment both streaks hit the bridge ends they instantly reverse, reforming into human shape on the bridge deck with twin blades and long halberd — never pausing. 8-10s: Fei closes in again to press the attack: ① a low blade sweeping the leg line, ② a shoulder check driving in close, ③ the right blade slashing diagonally; Lan blocks in succession, then knocks Fei back with the halberd's shaft before smashing the bridge deck with the halberd's butt. Fei is knocked back-left, sliding low along the ground as debris and blue ink spray along the surface. 10-12s: Lan lands a three-hit combo: ① a straight thrust down the centerline, ② pressing the shaft in a horizontal sweep, ③ a leaping downward halberd strike; Fei dodges sideways, ducks low, and slides beneath the halberd's shadow in succession, then leaps diagonally off the broken bridge's rubble to deliver a scissoring downward cut with both blades; Lan meets it head-on with an upward halberd strike from below, blade and halberd colliding precisely in midair. 12-13s: Lan lands and slams the halberd down, cracking part of the bridge; Fei is thrown left by the impact, planting both blades into the ground to slide and bleed off the force before immediately turning back. 13-15s: The two fighters circle back along the bridge deck in a wide arc, Fei trailing a long streak of vermilion ink in from the left, Lan trailing a long streak of indigo ink in from the right. A hard clash at the center: Fei's crossed blades lock and clamp the halberd blade, Lan presses the long halberd down with both hands; a black-and-white contact core forms first, red and indigo wet ink press inward against each other, then gold-white flying-white, charred black edges, and red-and-blue ink waves burst across the entire frame. After the burst, the two slide past each other and immediately turn to charge again — the ending still in motion. Fei's ink can only come from her body's sprinting, blade swings, footwork friction, and impact: vermilion wet ink, an orange-gold scraped-brush core, warm-white flying-white, charred black edges. Lan's ink can only come from the halberd's arcs, sliding steps, landings, and impact: indigo wet ink, an ultramarine cold core, cold-white flying-white, deep-blue frayed edges. The two colors may only briefly overlap at genuine points of contact. Prohibited: 3D CG, photorealistic live-action, game-engine rendering, neon light trails, energy orbs, random splashed-ink backgrounds, slow motion, speed ramping, static charge-up poses, standing toe-to-toe trading blows, teleportation, costume or color swaps, the twin blades merging into one, the long halberd deforming or disappearing, weapons clipping through bodies, explosions that trigger before actual contact, shaky/jittery camera, screen-axis flips, a frozen final frame, text, logos, or watermarks.

✍️ Editor’s Notes

The most distinctive design here is explicitly declaring that the reference image is only borrowed for 'character, setting, motion, and trajectory' — grid lines, arrows, and numbering, the storyboard's own annotation elements, must be filtered out and never make it into the final frame. That's drawing a precise boundary for dual image-plus-text input, stopping the model from copying auxiliary annotation tools into the actual content. Left-right positioning and the color scheme are locked down for the whole piece (vermilion red on the left, indigo blue on the right), and even the source of the ink itself is pinned down — it can 'only come from body dashes, twin-blade swings, foot friction, and impact' — effectively defining a set of physical causality even for an abstract medium like ink wash, so the ink waves don't turn into pure decorative effects. The sharpest single move is the sixth beat's 'ink-pillar occlusion transition' — the two characters, scattered by an impact, dissolve into two streaks of rebounding color that recondense into human form after the brushstroke hits the wall and continue the fight — using ink-painting's native 'brushstroke' language to solve the old problem of how to naturally bridge a fight after an interruption. It's a transition technique custom-built for the 2D ink-wash medium specifically and wouldn't transfer to a live-action photorealistic prompt at all. The negative list at the end specifically names pacing-mismatch details like “exploding before impact” and “freezing at the end”, which tells you the author has studied the common failure modes of frame-by-frame hand-drawn ink animation in real depth.

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