剛好逛到一則 425.9K 觀看的提示詞,
整理成 WAI 工具可以直接使用的格式,
分享給大家,可以玩玩看:
這條提示詞很適合拆「動作場景連續性」的骨架:不是只寫有人打架,而是要把場景、角色數量、攻擊方向、鏡頭切換和收尾姿態全部鎖住。真正有價值的是「固定場景 + 主角身份 + 多個對手差異 + 每兩秒一個物理動作節點」這個結構。把酒館換成餐廳、倉庫、校園後巷、地鐵月台,或把武打換成產品追逐、遊戲預告、電影短片,都可以沿用同樣的節奏骨架。
WAI 工具試試:
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Segment 1: Tavern Fight Sequence
GOAL: A black-clad female fighter defeats several assassins inside a crowded wooden tavern through fast, grounded martial-arts choreography with clear shot progression.
CHARACTER main_fighter
Female martial artist in fitted black travel clothes, dark leather belt, tied-back hair, agile grounded movement, realistic human speed, no supernatural effects, no identity drift across shots, no outfit color change.
CHARACTER assassin_1
Masked tavern assassin wearing dark brown linen and leather bracers, lean build, short blade, different face and silhouette from all other assassins, no duplication.
CHARACTER assassin_2
Masked tavern assassin wearing gray cloak and black gloves, heavier build, wooden staff, different face and silhouette from all other assassins, no duplication.
CHARACTER assassin_3
Masked tavern assassin wearing faded red scarf and dark vest, medium build, dagger in reverse grip, different face and silhouette from all other assassins, no duplication.
CHARACTER COUNT LOCK
Exactly 4 combat characters total. No extra fighters, no duplicated bodies, no crowd members joining the fight. Strict count maintained entire scene duration.
ENVIRONMENT
Only one old wooden tavern interior for the entire segment: warm candlelight, rough tables, benches, hanging lanterns, wooden pillars, scattered cups, dust and smoke in the air, background patrons blurred and non-interactive. No scene change, no modern objects, no text signs, no additional weapons spawning.
CAMERA
Cinematic handheld close tracking, fast push-ins, whip pans between strikes, low-angle table-level tracking, brief impact emphasis only at contact moments. Keep bodies readable, grounded, and physically continuous.
CINEMATIC TIMELINE
0-2s [opening clash]:
Main_fighter stands between two tables as assassin_1 attacks from front with a short blade. She pivots left, blocks the wrist with her forearm, and drives an elbow into assassin_1 chest. Camera starts in a low table-level tracking shot with cups shaking from impact.
2-4s [side ambush]:
Assassin_2 swings a wooden staff from the side. Main_fighter ducks under the staff, slides one hand across a table edge for balance, then kicks assassin_2 knee. Camera whip pans with the staff, then snaps back to show the knee impact and physical recoil.
4-6s [three-way pressure]:
Assassin_3 rushes from behind with a dagger while assassin_1 recovers. Main_fighter turns, grabs assassin_3 wrist, uses his momentum to throw him into assassin_1. Both bodies collide with a wooden bench. No slow floating movement, only realistic body weight and collision.
6-8s [finish and hold]:
Assassin_2 charges again. Main_fighter steps forward, shoulder-checks him into a wooden pillar, then lands in a stable fighting stance in the center of the tavern. Camera pulls back slightly to a wide composition showing the three assassins staggered around her, candle smoke drifting, fight temporarily resolved.
AUDIO
Generate full sound design: tavern room tone, muffled crowd gasps, wooden floor footsteps, fabric movement, blade whoosh, staff swing, body impacts against tables and pillars, cups rattling, bench collision, low cinematic percussion rising during 0-6s and cutting to tense ambience at the final stance.
NEGATIVE CONSTRAINTS
blurry, deformed body, extra fingers, extra limbs, duplicated assassins, character count change, face similarity between assassins, supernatural glow, magic effects, floating movement, cartoon style, blood spray, gore, modern objects, text watermark, subtitles, logo, camera losing the main fighter, impossible physics, sudden scene change, extra weapons appearing, crowd joining the fight